glsl: set the correct number of images in a shader
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3992>
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@@ -636,7 +636,10 @@ nir_link_uniform(struct gl_context *ctx,
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int image_index = state->next_image_index;
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state->next_image_index += entries;
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state->num_shader_images++;
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/* Images (bound or bindless) are counted as two components as
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* specified by ARB_bindless_texture.
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*/
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state->num_shader_images += values / 2;
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uniform->opaque[stage].active = true;
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uniform->opaque[stage].index = image_index;
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