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-rw-r--r--src/mesa/main/uniform_query.cpp12
1 files changed, 4 insertions, 8 deletions
diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp
index d5a2d0f58bc..c2429c12e10 100644
--- a/src/mesa/main/uniform_query.cpp
+++ b/src/mesa/main/uniform_query.cpp
@@ -992,10 +992,6 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
const GLvoid *values, enum glsl_base_type basicType)
{
unsigned offset;
- unsigned vectors;
- unsigned components;
- unsigned elements;
- int size_mul;
struct gl_uniform_storage *const uni =
validate_uniform_parameters(ctx, shProg, location, count,
&offset, "glUniformMatrix");
@@ -1009,11 +1005,11 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
}
assert(basicType == GLSL_TYPE_FLOAT || basicType == GLSL_TYPE_DOUBLE);
- size_mul = basicType == GLSL_TYPE_DOUBLE ? 2 : 1;
+ const unsigned size_mul = basicType == GLSL_TYPE_DOUBLE ? 2 : 1;
assert(!uni->type->is_sampler());
- vectors = uni->type->matrix_columns;
- components = uni->type->vector_elements;
+ const unsigned vectors = uni->type->matrix_columns;
+ const unsigned components = uni->type->vector_elements;
/* Verify that the types are compatible. This is greatly simplified for
* matrices because they can only have a float base type.
@@ -1084,7 +1080,7 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
/* Store the data in the "actual type" backing storage for the uniform.
*/
- elements = components * vectors;
+ const unsigned elements = components * vectors;
if (!transpose) {
memcpy(&uni->storage[size_mul * elements * offset], values,