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shader_storage_blocks_write_access was computed using the buffer indices
in the program but ShaderStorageBlocksWriteAccess is used with the shader
buffers.
So if a VS had 3 SSBOs and a FS had 4, the mask for VS was 0x3 (correct) but
the mask for the FS was 0x78 instead of 0x15.
Fix this by substracting the index of the first shader buffer in the program's
buffers.
Fixes:
|
||
|---|---|---|
| .. | ||
| clc | ||
| glsl | ||
| isaspec | ||
| nir | ||
| spirv | ||
| builtin_type_macros.h | ||
| glsl_types.cpp | ||
| glsl_types.h | ||
| meson.build | ||
| nir_gl_types.h | ||
| nir_types.cpp | ||
| nir_types.h | ||
| shader_enums.c | ||
| shader_enums.h | ||
| shader_info.h | ||