struct gl_program *glprog = sh->Program;
- blob_write_uint32(metadata, glprog->info.num_ubos);
+ blob_write_uint32(metadata, glprog->sh.NumUniformBlocks);
blob_write_uint32(metadata, glprog->info.num_ssbos);
- for (unsigned j = 0; j < glprog->info.num_ubos; j++) {
+ for (unsigned j = 0; j < glprog->sh.NumUniformBlocks; j++) {
uint32_t offset =
glprog->sh.UniformBlocks[j] - prog->data->UniformBlocks;
blob_write_uint32(metadata, offset);
struct gl_program *glprog = sh->Program;
- glprog->info.num_ubos = blob_read_uint32(metadata);
+ glprog->sh.NumUniformBlocks = blob_read_uint32(metadata);
glprog->info.num_ssbos = blob_read_uint32(metadata);
glprog->sh.UniformBlocks =
- rzalloc_array(glprog, gl_uniform_block *, glprog->info.num_ubos);
+ rzalloc_array(glprog, gl_uniform_block *, glprog->sh.NumUniformBlocks);
glprog->sh.ShaderStorageBlocks =
rzalloc_array(glprog, gl_uniform_block *, glprog->info.num_ssbos);
- for (unsigned j = 0; j < glprog->info.num_ubos; j++) {
+ for (unsigned j = 0; j < glprog->sh.NumUniformBlocks; j++) {
uint32_t offset = blob_read_uint32(metadata);
glprog->sh.UniformBlocks[j] = prog->data->UniformBlocks + offset;
}
struct gl_linked_shader *linked = rzalloc(NULL, struct gl_linked_shader);
linked->Stage = stage;
- glprog = ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage),
- prog->Name, false);
+ glprog = ctx->Driver.NewProgram(ctx, stage, prog->Name, false);
glprog->info.stage = stage;
linked->Program = glprog;