mesa: add view classes for 3d astc formats
[mesa.git] / src / mesa / main / uniform_query.cpp
index 766a465cb11dd46bbd742e0699067bcbf721f48a..997b0cb1c7e6fa52705b0eb875035288b0dd3f74 100644 (file)
 #include "main/shaderapi.h"
 #include "main/shaderobj.h"
 #include "main/uniforms.h"
-#include "glsl/ir.h"
-#include "glsl/ir_uniform.h"
-#include "glsl/glsl_parser_extras.h"
-#include "glsl/program.h"
+#include "compiler/glsl/ir.h"
+#include "compiler/glsl/ir_uniform.h"
+#include "compiler/glsl/glsl_parser_extras.h"
+#include "compiler/glsl/program.h"
 #include "program/hash_table.h"
 
 
@@ -815,8 +815,6 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
       }
    }
 
-   uni->initialized = true;
-
    _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
 
    /* If the uniform is a sampler, do the extra magic necessary to propagate
@@ -995,7 +993,7 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
    elements = components * vectors;
 
    if (!transpose) {
-      memcpy(&uni->storage[elements * offset], values,
+      memcpy(&uni->storage[size_mul * elements * offset], values,
             sizeof(uni->storage[0]) * elements * count * size_mul);
    } else if (basicType == GLSL_TYPE_FLOAT) {
       /* Copy and transpose the matrix.
@@ -1030,8 +1028,6 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
       }
    }
 
-   uni->initialized = true;
-
    _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
 }