diff options
author | Martin Peres <[email protected]> | 2015-05-21 15:51:09 +0300 |
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committer | Martin Peres <[email protected]> | 2015-06-04 09:25:00 +0300 |
commit | 87a4bc511811327a00f9bbc1b6870b7fa46675f7 (patch) | |
tree | c96c9d1eb9fe62a2ba0d40b62bbdd26f0614e7fe /src/glsl/standalone_scaffolding.cpp | |
parent | 4fd42a7c2798d03476c84b79cb855984a15c222c (diff) |
mesa: reference built-in uniforms into gl_uniform_storage
This change introduces a new field in gl_uniform_storage to
explicitely say that a uniform is built-in. In the case where it is,
no storage is defined to make it clear that it is read-only from the
mesa side. I fixed all the places in the code that made use of the
structure that I changed. Any place making a wrong assumption and using
the storage straight away will just crash.
This patch seems to implement the path of least resistance towards
listing built-in uniforms in GL_ACTIVE_UNIFORM (and other APIs).
Reviewed-by: Tapani Pälli <[email protected]>
Signed-off-by: Martin Peres <[email protected]>
Diffstat (limited to 'src/glsl/standalone_scaffolding.cpp')
-rw-r--r-- | src/glsl/standalone_scaffolding.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/glsl/standalone_scaffolding.cpp b/src/glsl/standalone_scaffolding.cpp index a109c4e92d2..00db61e409b 100644 --- a/src/glsl/standalone_scaffolding.cpp +++ b/src/glsl/standalone_scaffolding.cpp @@ -89,7 +89,7 @@ _mesa_clear_shader_program_data(struct gl_shader_program *shProg) { unsigned i; - shProg->NumUserUniformStorage = 0; + shProg->NumUniformStorage = 0; shProg->UniformStorage = NULL; shProg->NumUniformRemapTable = 0; shProg->UniformRemapTable = NULL; |