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authorTimothy Arceri <[email protected]>2016-04-10 12:28:00 +1000
committerTimothy Arceri <[email protected]>2016-04-11 14:03:09 +1000
commit4979cec8201523f38654771486a065000888b27d (patch)
tree27efeb2adc62a21edc0940563eb81da510cef70d /src/mesa/drivers/dri
parent7d58cfa36680206f7b81d47c6507e0b56b8468c5 (diff)
i965: fix struct type in comment
Reviewed-by: Eduardo Lima Mitev <[email protected]>
Diffstat (limited to 'src/mesa/drivers/dri')
-rw-r--r--src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp b/src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp
index f3361d69786..636340add35 100644
--- a/src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp
+++ b/src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp
@@ -75,7 +75,7 @@ brw_nir_setup_glsl_uniform(gl_shader_stage stage, nir_variable *var,
int namelen = strlen(var->name);
/* The data for our (non-builtin) uniforms is stored in a series of
- * gl_uniform_driver_storage structs for each subcomponent that
+ * gl_uniform_storage structs for each subcomponent that
* glGetUniformLocation() could name. We know it's been set up in the same
* order we'd walk the type, so walk the list of storage and find anything
* with our name, or the prefix of a component that starts with our name.