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authorIago Toral Quiroga <[email protected]>2015-06-05 09:11:53 +0200
committerSamuel Iglesias Gonsalvez <[email protected]>2015-07-14 07:04:03 +0200
commit1146696f75ea0f2b49e6379c2a62602dfeb51190 (patch)
tree7dd5455f4a88910f60f0f101f4ba4c6a3b3d3fcd /src/glsl/opt_dead_code.cpp
parent18feaa8f36b311c443fd56666507ec1768fb9582 (diff)
mesa: rename is_in_uniform_block to is_in_buffer_block
Since this now checks if a variable is inside a uniform or a shader storage block. Reviewed-by: Jordan Justen <[email protected]>
Diffstat (limited to 'src/glsl/opt_dead_code.cpp')
-rw-r--r--src/glsl/opt_dead_code.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/glsl/opt_dead_code.cpp b/src/glsl/opt_dead_code.cpp
index f45bf5dfdf8..7b4730a39bb 100644
--- a/src/glsl/opt_dead_code.cpp
+++ b/src/glsl/opt_dead_code.cpp
@@ -115,7 +115,7 @@ do_dead_code(exec_list *instructions, bool uniform_locations_assigned)
* If the variable is in a uniform block with one of those
* layouts, do not eliminate it.
*/
- if (entry->var->is_in_uniform_block()) {
+ if (entry->var->is_in_buffer_block()) {
const glsl_type *const block_type =
entry->var->is_interface_instance()
? entry->var->type : entry->var->get_interface_type();