nir/linker: fill is_shader_storage for uniforms
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
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@ -369,6 +369,8 @@ nir_link_uniform(struct gl_context *ctx,
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if (uniform->hidden)
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state->num_hidden_uniforms++;
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uniform->is_shader_storage = nir_variable_is_in_ssbo(state->current_var);
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/* @FIXME: the initialization of the following will be done as we
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* implement support for their specific features, like SSBO, atomics,
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* etc.
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@ -379,7 +381,6 @@ nir_link_uniform(struct gl_context *ctx,
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uniform->array_stride = -1;
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uniform->row_major = false;
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uniform->builtin = false;
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uniform->is_shader_storage = false;
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uniform->atomic_buffer_index = -1;
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uniform->top_level_array_size = 0;
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uniform->top_level_array_stride = 0;
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