Reviewed-by: Timothy Arceri <[email protected]>

On 9/4/19 7:21 am, Marek Olšák wrote:
From: Marek Olšák <[email protected]>

CTS: GL45-CTS.compute_shader.resources-max

Fixes: 4e1e8f684bf "glsl: remember which SSBOs are not read-only and pass it to 
gallium"
---
  src/compiler/glsl/link_uniforms.cpp | 8 ++++++--
  1 file changed, 6 insertions(+), 2 deletions(-)

diff --git a/src/compiler/glsl/link_uniforms.cpp 
b/src/compiler/glsl/link_uniforms.cpp
index ef124111991..bbd71593948 100644
--- a/src/compiler/glsl/link_uniforms.cpp
+++ b/src/compiler/glsl/link_uniforms.cpp
@@ -537,22 +537,26 @@ public:
              for (unsigned i = 0; i < num_blks; i++) {
                 if (strcmp(var->get_interface_type()->name, blks[i].Name) == 
0) {
                    buffer_block_index = i;
                    break;
                 }
              }
           }
           assert(buffer_block_index != -1);
if (var->is_in_shader_storage_block() &&
-             !var->data.memory_read_only)
-            shader_storage_blocks_write_access |= 1 << buffer_block_index;
+             !var->data.memory_read_only) {
+            shader_storage_blocks_write_access |=
+               u_bit_consecutive(buffer_block_index,
+                                 var->type->is_array() ?
+                                    var->type->array_size() : 1);
+         }
/* Uniform blocks that were specified with an instance name must be
            * handled a little bit differently.  The name of the variable is the
            * name used to reference the uniform block instead of being the name
            * of a variable within the block.  Therefore, searching for the name
            * within the block will fail.
            */
           if (var->is_interface_instance()) {
              ubo_byte_offset = 0;
              process(var->get_interface_type(),

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