new(state) ir_variable(fields[i].type,
ralloc_strdup(state, fields[i].name),
ir_var_uniform);
- var->uniform_block = ubo - state->uniform_blocks;
var->interface_type = block_type;
state->symbols->add_variable(var);
this->has_initializer = false;
this->location = -1;
this->location_frac = 0;
- this->uniform_block = -1;
this->warn_extension = NULL;
this->constant_value = NULL;
this->constant_initializer = NULL;
*/
int location;
- /**
- * Uniform block number for uniforms.
- *
- * This index is into the shader's list of uniform blocks, not the
- * linked program's merged list.
- *
- * If the variable is not in a uniform block, the value will be -1.
- */
- int uniform_block;
-
/**
* output index for dual source blending.
*/
var->interpolation = this->interpolation;
var->location = this->location;
var->index = this->index;
- var->uniform_block = this->uniform_block;
var->warn_extension = this->warn_extension;
var->origin_upper_left = this->origin_upper_left;
var->pixel_center_integer = this->pixel_center_integer;
} else if (!strcmp(var->name,
shader->UniformBlocks[i].Uniforms[j].Name)) {
found = true;
- var->uniform_block = i;
var->location = j;
break;
}