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>
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@@ -223,13 +223,13 @@ public:
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this->shader_shadow_samplers = 0;
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}
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void set_and_process(struct gl_shader_program *prog,
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void set_and_process(struct gl_shader *shader,
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ir_variable *var)
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{
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ubo_var = NULL;
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if (var->uniform_block != -1) {
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struct gl_uniform_block *block =
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&prog->UniformBlocks[var->uniform_block];
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&shader->UniformBlocks[var->uniform_block];
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ubo_block_index = var->uniform_block;
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ubo_var_index = var->location;
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@@ -598,7 +598,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
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if (strncmp("gl_", var->name, 3) == 0)
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continue;
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parcel.set_and_process(prog, var);
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parcel.set_and_process(prog->_LinkedShaders[i], var);
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}
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prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
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