mesa: rename gl_shader_program's NumUniformBlocks to NumBufferInterfaceBlocks
Because it counts shader storage blocks too.
v2:
- Use NumBufferInterfaceBlocks instead (Jordan).
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 75396fb..9bacd22 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -1187,7 +1187,7 @@
for (unsigned int j = 0; j < sh->NumUniformBlocks; j++) {
int index = link_cross_validate_uniform_block(prog,
&prog->UniformBlocks,
- &prog->NumUniformBlocks,
+ &prog->NumBufferInterfaceBlocks,
&sh->UniformBlocks[j]);
if (index == -1) {
@@ -2802,7 +2802,7 @@
unsigned shader_blocks[MESA_SHADER_STAGES] = {0};
unsigned total_shader_storage_blocks = 0;
- for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
+ for (unsigned i = 0; i < prog->NumBufferInterfaceBlocks; i++) {
/* Don't check SSBOs for Uniform Block Size */
if (!prog->UniformBlocks[i].IsShaderStorage &&
prog->UniformBlocks[i].UniformBufferSize > ctx->Const.MaxUniformBlockSize) {
@@ -2836,7 +2836,7 @@
if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) {
linker_error(prog, "Too many combined uniform blocks (%d/%d)\n",
- prog->NumUniformBlocks,
+ prog->NumBufferInterfaceBlocks,
ctx->Const.MaxCombinedUniformBlocks);
} else {
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
@@ -2939,7 +2939,7 @@
total_image_units += sh->NumImages;
- for (unsigned j = 0; j < prog->NumUniformBlocks; j++) {
+ for (unsigned j = 0; j < prog->NumBufferInterfaceBlocks; j++) {
int stage_index = prog->UniformBlockStageIndex[i][j];
if (stage_index != -1 && sh->UniformBlocks[stage_index].IsShaderStorage)
total_shader_storage_blocks++;
@@ -3418,7 +3418,7 @@
}
/* Add program uniform blocks and shader storage blocks. */
- for (unsigned i = 0; i < shProg->NumUniformBlocks; i++) {
+ for (unsigned i = 0; i < shProg->NumBufferInterfaceBlocks; i++) {
bool is_shader_storage = shProg->UniformBlocks[i].IsShaderStorage;
GLenum type = is_shader_storage ? GL_SHADER_STORAGE_BLOCK : GL_UNIFORM_BLOCK;
if (!add_program_resource(shProg, type,