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authorMartin Peres <[email protected]>2015-05-21 15:51:09 +0300
committerMartin Peres <[email protected]>2015-06-04 09:25:00 +0300
commit87a4bc511811327a00f9bbc1b6870b7fa46675f7 (patch)
treec96c9d1eb9fe62a2ba0d40b62bbdd26f0614e7fe /src/mesa/main/shaderobj.c
parent4fd42a7c2798d03476c84b79cb855984a15c222c (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/mesa/main/shaderobj.c')
-rw-r--r--src/mesa/main/shaderobj.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/mesa/main/shaderobj.c b/src/mesa/main/shaderobj.c
index e428960362d..110a18e1e2c 100644
--- a/src/mesa/main/shaderobj.c
+++ b/src/mesa/main/shaderobj.c
@@ -282,10 +282,10 @@ _mesa_clear_shader_program_data(struct gl_shader_program *shProg)
unsigned i;
if (shProg->UniformStorage) {
- for (i = 0; i < shProg->NumUserUniformStorage; ++i)
+ for (i = 0; i < shProg->NumUniformStorage; ++i)
_mesa_uniform_detach_all_driver_storage(&shProg->UniformStorage[i]);
ralloc_free(shProg->UniformStorage);
- shProg->NumUserUniformStorage = 0;
+ shProg->NumUniformStorage = 0;
shProg->UniformStorage = NULL;
}