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author | Samuel Iglesias Gonsalvez <[email protected]> | 2015-09-11 12:31:10 +0200 |
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committer | Samuel Iglesias Gonsalvez <[email protected]> | 2015-09-29 10:03:47 +0200 |
commit | 7efb2350199f7ea5acbadb76a1a19eda75b45a45 (patch) | |
tree | b08d73779bada30163f2f1f8a77861f1fb856f6d | |
parent | 6668eb5a451c43ac78a784711cf239fdf7ca75ef (diff) |
glsl: use correct number of uniform blocks in error message
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
-rw-r--r-- | src/glsl/linker.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index 9bacd22b9d4..87c7d4b087b 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -2836,7 +2836,7 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog) if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) { linker_error(prog, "Too many combined uniform blocks (%d/%d)\n", - prog->NumBufferInterfaceBlocks, + total_uniform_blocks, ctx->Const.MaxCombinedUniformBlocks); } else { for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { |