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mesa: Use static buffer for uniform name
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Eric Anholt <eric@anholt.net> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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1 changed files with 6 additions and 1 deletions
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@ -1509,7 +1509,12 @@ create_new_program(struct gl_context *ctx, struct state_key *key)
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_mesa_associate_uniform_storage(ctx, p.shader_program, fp->Parameters);
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for (unsigned int i = 0; i < MAX_TEXTURE_UNITS; i++) {
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char *name = ralloc_asprintf(p.mem_ctx, "sampler_%d", i);
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/* Enough space for 'sampler_999\0'.
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*/
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char name[12];
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snprintf(name, sizeof(name), "sampler_%d", i);
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int loc = _mesa_get_uniform_location(ctx, p.shader_program, name);
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if (loc != -1) {
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unsigned base;
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