glsl: use util_snprintf()
Instead of plain snprintf(). To fix the MSVC 2013 build.
Fixes: 6ff0c6f4eb ("gallium: move ddebug, noop, rbug, trace to auxiliary to improve build times")
Cc: Marek Olšák <marek.olsak@amd.com>
Cc: Brian Paul <brianp@vmware.com>
Cc: Roland Scheidegger <sroland@vmware.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
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@@ -83,6 +83,7 @@
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#include "ir_uniform.h"
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#include "builtin_functions.h"
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#include "shader_cache.h"
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#include "util/u_string.h"
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#include "main/imports.h"
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#include "main/shaderobj.h"
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@@ -4119,8 +4120,8 @@ is_top_level_shader_storage_block_member(const char* name,
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return false;
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}
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snprintf(full_instanced_name, name_length, "%s.%s",
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interface_name, field_name);
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util_snprintf(full_instanced_name, name_length, "%s.%s",
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interface_name, field_name);
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/* Check if its top-level shader storage block member of an
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* instanced interface block, or of a unnamed interface block.
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