#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"
}
}
- 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
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.
}
}
- uni->initialized = true;
-
_mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
}