if (block_type == BLOCK_SSBO)
prog->data->ShaderStorageBlocks = blks;
- else
+ else {
+ prog->data->NumUniformBlocks = *num_blks;
prog->data->UniformBlocks = blks;
+ }
return true;
}
linked->Program->sh.UniformBlocks =
ralloc_array(linked, struct gl_uniform_block *, num_ubo_blocks);
ralloc_steal(linked, ubo_blocks);
+ linked->Program->sh.NumUniformBlocks = num_ubo_blocks;
for (unsigned i = 0; i < num_ubo_blocks; i++) {
linked->Program->sh.UniformBlocks[i] = &ubo_blocks[i];
}