glsl: Fix a reference to UniformBlocks during uniform linking.

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@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Eric Anholt 2012-07-20 16:57:22 -07:00
parent 7e42302e71
commit 71ba6de342

View file

@ -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;