glsl_to_tgsi: Use {Num}UniformBlocks instead of {Num}BufferInterfaceBlocks

The latter holds both UBOs and SSBOs, but here we only want UBOs.

Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This commit is contained in:
Iago Toral Quiroga 2015-10-16 11:43:18 +02:00
parent 5a9ff87d0f
commit 36c93e9659

View file

@ -5388,10 +5388,10 @@ st_translate_program(
}
if (program->shader) {
unsigned num_ubos = program->shader->NumBufferInterfaceBlocks;
unsigned num_ubos = program->shader->NumUniformBlocks;
for (i = 0; i < num_ubos; i++) {
unsigned size = program->shader->BufferInterfaceBlocks[i].UniformBufferSize;
unsigned size = program->shader->UniformBlocks[i]->UniformBufferSize;
unsigned num_const_vecs = (size + 15) / 16;
unsigned first, last;
assert(num_const_vecs > 0);