main: Use NumUniformBlocks to count UBOs
Now that we have separate index spaces for UBOs and SSBOs we do not need to iterate through BufferInterfaceBlocks any more, we can just take the UBO count directly from NumUniformBlocks. Reviewed-by: Kristian Høgsberg <krh@bitplanet.net> Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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@@ -729,11 +729,7 @@ get_programiv(struct gl_context *ctx, GLuint program, GLenum pname,
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if (!has_ubo)
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break;
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*params = 0;
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for (unsigned i = 0; i < shProg->NumBufferInterfaceBlocks; i++) {
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if (!shProg->BufferInterfaceBlocks[i].IsShaderStorage)
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(*params)++;
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}
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*params = shProg->NumUniformBlocks;
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return;
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case GL_PROGRAM_BINARY_RETRIEVABLE_HINT:
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/* This enum isn't part of the OES extension for OpenGL ES 2.0. It is
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