glsl/linker: call link_uniform blocks on linked shader.

The old code called this on the prelinked shader list,
but at this point we have the linked shader, so we should
call the interface on that alone.

This fixes a regression in:
dEQP-GLES31.functional.ssbo.layout.random.all_per_block_buffers.13
introduced in
5b2675093e
glsl: handle implicit sized arrays in ssbo

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96228
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reported-by: Mark James
Signed-off-by: Dave Airlie <airlied@redhat.com>
This commit is contained in:
Dave Airlie 2016-05-27 13:21:57 +10:00
parent f0254fdd07
commit c44513a1f3

View file

@ -2318,7 +2318,7 @@ link_intrastage_shaders(void *mem_ctx,
v.fixup_unnamed_interface_types();
/* Link up uniform blocks defined within this stage. */
link_uniform_blocks(mem_ctx, ctx, prog, shader_list, num_shaders,
link_uniform_blocks(mem_ctx, ctx, prog, &linked, 1,
&ubo_blocks, &num_ubo_blocks, &ssbo_blocks,
&num_ssbo_blocks);