[Mesa-dev] [PATCH 02/22] glsl: Fix a reference to UniformBlocks during uniform linking.
Eric Anholt
eric at anholt.net
Tue Jul 31 15:01:31 PDT 2012
When converting var->location from pointing at the program's UniformBlocks to
pointing at the linked shader's UniformBlocks, I missed this change. It
usually worked out in the end because the two lists happen to be the same in
many testcases.
Fixes a valgrind complaint on
oglconform ubo-compile.cpp advanced.std140.2stage
Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
---
src/glsl/link_uniforms.cpp | 6 +++---
1 file changed, 3 insertions(+), 3 deletions(-)
diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
index 1baa46c..1c97586 100644
--- a/src/glsl/link_uniforms.cpp
+++ b/src/glsl/link_uniforms.cpp
@@ -223,13 +223,13 @@ public:
this->shader_shadow_samplers = 0;
}
- void set_and_process(struct gl_shader_program *prog,
+ void set_and_process(struct gl_shader *shader,
ir_variable *var)
{
ubo_var = NULL;
if (var->uniform_block != -1) {
struct gl_uniform_block *block =
- &prog->UniformBlocks[var->uniform_block];
+ &shader->UniformBlocks[var->uniform_block];
ubo_block_index = var->uniform_block;
ubo_var_index = var->location;
@@ -598,7 +598,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
if (strncmp("gl_", var->name, 3) == 0)
continue;
- parcel.set_and_process(prog, var);
+ parcel.set_and_process(prog->_LinkedShaders[i], var);
}
prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
--
1.7.10.4
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