: num_active_uniforms(0), num_hidden_uniforms(0), num_values(0),
num_shader_samplers(0), num_shader_images(0),
num_shader_uniform_components(0), num_shader_subroutines(0),
- is_ubo_var(false), map(map), hidden_map(hidden_map)
+ is_ubo_var(false), is_shader_storage(false), map(map),
+ hidden_map(hidden_map)
{
/* empty */
}
{
this->current_var = var;
this->is_ubo_var = var->is_in_buffer_block();
+ this->is_shader_storage = var->is_in_shader_storage_block();
if (var->is_interface_instance())
program_resource_visitor::process(var->get_interface_type(),
var->get_interface_type()->name);
unsigned num_shader_subroutines;
bool is_ubo_var;
+ bool is_shader_storage;
struct string_to_uint_map *map;
* components in the default block. The spec allows image
* uniforms to use up no more than one scalar slot.
*/
- this->num_shader_uniform_components += values;
+ if(!is_shader_storage)
+ this->num_shader_uniform_components += values;
} else {
/* Accumulate the total number of uniform slots used by this shader.
* Note that samplers do not count against this limit because they
* don't use any storage on current hardware.
*/
- if (!is_ubo_var)
+ if (!is_ubo_var && !is_shader_storage)
this->num_shader_uniform_components += values;
}
sh->num_combined_uniform_components = sh->num_uniform_components;
for (unsigned i = 0; i < sh->NumUniformBlocks; i++) {
- sh->num_combined_uniform_components +=
- sh->UniformBlocks[i].UniformBufferSize / 4;
+ if (!sh->UniformBlocks[i].IsShaderStorage) {
+ sh->num_combined_uniform_components +=
+ sh->UniformBlocks[i].UniformBufferSize / 4;
+ }
}
}