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