diff options
author | Iago Toral Quiroga <[email protected]> | 2015-10-01 09:08:20 +0200 |
---|---|---|
committer | Iago Toral Quiroga <[email protected]> | 2015-10-14 08:11:13 +0200 |
commit | 27dccf097d053b085c498a7bcab47197a5e83525 (patch) | |
tree | 76d76a360c20638612405e323bc6d34149a2fd2a /src/glsl/lower_ubo_reference.cpp | |
parent | 9de651b261286f15ae000e4a698587b805b95d2b (diff) |
mesa: Rename {Num}UniformBlocks to {Num}BufferInterfaceBlocks
Currently, these arrays in gl_shader and gl_shader_program hold both
UBOs and SSBOs, so this looks like a better name. We were already
using NumBufferInterfaceBlocks in gl_shader_program, so this makes
things more consistent as well.
In a later patch we will add {Num}UniformBlocks and
{Num}ShaderStorageBlocks which will contain only references to
UBOs and SSBOs respectively that will provide backends with
a separate index space for both types of objects.
Reviewed-by: Kristian Høgsberg <[email protected]>
Diffstat (limited to 'src/glsl/lower_ubo_reference.cpp')
-rw-r--r-- | src/glsl/lower_ubo_reference.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/glsl/lower_ubo_reference.cpp b/src/glsl/lower_ubo_reference.cpp index c8ec5c19f41..6886f1439ec 100644 --- a/src/glsl/lower_ubo_reference.cpp +++ b/src/glsl/lower_ubo_reference.cpp @@ -279,8 +279,8 @@ lower_ubo_reference_visitor::setup_for_load_or_store(ir_variable *var, /* Locate the ubo block by interface name */ this->uniform_block = NULL; - for (unsigned i = 0; i < shader->NumUniformBlocks; i++) { - if (strcmp(field_name, shader->UniformBlocks[i].Name) == 0) { + for (unsigned i = 0; i < shader->NumBufferInterfaceBlocks; i++) { + if (strcmp(field_name, shader->BufferInterfaceBlocks[i].Name) == 0) { ir_constant *index = new(mem_ctx) ir_constant(i); @@ -292,9 +292,9 @@ lower_ubo_reference_visitor::setup_for_load_or_store(ir_variable *var, this->uniform_block = index; } - this->is_shader_storage = shader->UniformBlocks[i].IsShaderStorage; + this->is_shader_storage = shader->BufferInterfaceBlocks[i].IsShaderStorage; - struct gl_uniform_block *block = &shader->UniformBlocks[i]; + struct gl_uniform_block *block = &shader->BufferInterfaceBlocks[i]; this->ubo_var = var->is_interface_instance() ? &block->Uniforms[0] : &block->Uniforms[var->data.location]; |