diff options
Diffstat (limited to 'src/glsl/linker.cpp')
-rw-r--r-- | src/glsl/linker.cpp | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index 75396fb3936..9bacd22b9d4 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -1187,7 +1187,7 @@ interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog) for (unsigned int j = 0; j < sh->NumUniformBlocks; j++) { int index = link_cross_validate_uniform_block(prog, &prog->UniformBlocks, - &prog->NumUniformBlocks, + &prog->NumBufferInterfaceBlocks, &sh->UniformBlocks[j]); if (index == -1) { @@ -2802,7 +2802,7 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog) unsigned shader_blocks[MESA_SHADER_STAGES] = {0}; unsigned total_shader_storage_blocks = 0; - for (unsigned i = 0; i < prog->NumUniformBlocks; i++) { + for (unsigned i = 0; i < prog->NumBufferInterfaceBlocks; i++) { /* Don't check SSBOs for Uniform Block Size */ if (!prog->UniformBlocks[i].IsShaderStorage && prog->UniformBlocks[i].UniformBufferSize > ctx->Const.MaxUniformBlockSize) { @@ -2836,7 +2836,7 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog) if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) { linker_error(prog, "Too many combined uniform blocks (%d/%d)\n", - prog->NumUniformBlocks, + prog->NumBufferInterfaceBlocks, ctx->Const.MaxCombinedUniformBlocks); } else { for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { @@ -2939,7 +2939,7 @@ check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog) total_image_units += sh->NumImages; - for (unsigned j = 0; j < prog->NumUniformBlocks; j++) { + for (unsigned j = 0; j < prog->NumBufferInterfaceBlocks; j++) { int stage_index = prog->UniformBlockStageIndex[i][j]; if (stage_index != -1 && sh->UniformBlocks[stage_index].IsShaderStorage) total_shader_storage_blocks++; @@ -3418,7 +3418,7 @@ build_program_resource_list(struct gl_shader_program *shProg) } /* Add program uniform blocks and shader storage blocks. */ - for (unsigned i = 0; i < shProg->NumUniformBlocks; i++) { + for (unsigned i = 0; i < shProg->NumBufferInterfaceBlocks; i++) { bool is_shader_storage = shProg->UniformBlocks[i].IsShaderStorage; GLenum type = is_shader_storage ? GL_SHADER_STORAGE_BLOCK : GL_UNIFORM_BLOCK; if (!add_program_resource(shProg, type, |