nir/linker: fill is_shader_storage for uniforms

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This commit is contained in:
Alejandro Piñeiro 2018-02-12 15:50:18 +01:00 committed by Arcady Goldmints-Orlov
parent 5723919282
commit eec1d5f801
1 changed files with 2 additions and 1 deletions

View File

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