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>
This commit is contained in:
Andres Gomez
2018-08-01 13:22:00 +03:00
parent 8fcdb71d8c
commit 9d220fa950
6 changed files with 34 additions and 27 deletions
+3 -2
View File
@@ -83,6 +83,7 @@
#include "ir_uniform.h"
#include "builtin_functions.h"
#include "shader_cache.h"
#include "util/u_string.h"
#include "main/imports.h"
#include "main/shaderobj.h"
@@ -4119,8 +4120,8 @@ is_top_level_shader_storage_block_member(const char* name,
return false;
}
snprintf(full_instanced_name, name_length, "%s.%s",
interface_name, field_name);
util_snprintf(full_instanced_name, name_length, "%s.%s",
interface_name, field_name);
/* Check if its top-level shader storage block member of an
* instanced interface block, or of a unnamed interface block.