{
GLuint s;
struct gl_shader *shader =
- shProg->_LinkedShaders[_mesa_program_target_to_index(prog->Target)];
+ shProg->_LinkedShaders[_mesa_program_enum_to_shader_stage(prog->Target)];
assert(shader);
shProg->UniformBlocks[uniformBlockIndex].Binding = uniformBlockBinding;
- for (i = 0; i < MESA_SHADER_TYPES; i++) {
+ for (i = 0; i < MESA_SHADER_STAGES; i++) {
int stage_index = shProg->UniformBlockStageIndex[i][uniformBlockIndex];
if (stage_index != -1) {
GET_CURRENT_CONTEXT(ctx);
struct gl_shader_program *shProg;
struct gl_active_atomic_buffer *ab;
- int i;
+ GLuint i;
if (!ctx->Extensions.ARB_shader_atomic_counters) {
_mesa_error(ctx, GL_INVALID_OPERATION,