st/mesa/glsl: set num_images directly in shader_info
This change also removes the now duplicate NumImages field. Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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@@ -1318,7 +1318,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
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}
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sh->Program->info.num_textures = uniform_size.num_shader_samplers;
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sh->NumImages = uniform_size.num_shader_images;
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sh->Program->info.num_images = uniform_size.num_shader_images;
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sh->num_uniform_components = uniform_size.num_shader_uniform_components;
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sh->num_combined_uniform_components = sh->num_uniform_components;
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@@ -3220,12 +3220,13 @@ check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
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struct gl_linked_shader *sh = prog->_LinkedShaders[i];
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if (sh) {
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if (sh->NumImages > ctx->Const.Program[i].MaxImageUniforms)
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if (sh->Program->info.num_images > ctx->Const.Program[i].MaxImageUniforms)
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linker_error(prog, "Too many %s shader image uniforms (%u > %u)\n",
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_mesa_shader_stage_to_string(i), sh->NumImages,
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_mesa_shader_stage_to_string(i),
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sh->Program->info.num_images,
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ctx->Const.Program[i].MaxImageUniforms);
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total_image_units += sh->NumImages;
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total_image_units += sh->Program->info.num_images;
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total_shader_storage_blocks += sh->Program->info.num_ssbos;
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if (i == MESA_SHADER_FRAGMENT) {
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