There is only ever one shader so simplify the input params.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
link_uniform_blocks(void *mem_ctx,
struct gl_context *ctx,
struct gl_shader_program *prog,
- struct gl_linked_shader **shader_list,
- unsigned num_shaders,
+ struct gl_linked_shader *shader,
struct gl_uniform_block **ubo_blocks,
unsigned *num_ubo_blocks,
struct gl_uniform_block **ssbo_blocks,
/* Determine which uniform blocks are active.
*/
link_uniform_block_active_visitor v(mem_ctx, block_hash, prog);
- for (unsigned i = 0; i < num_shaders; i++) {
- visit_list_elements(&v, shader_list[i]->ir);
- }
+ visit_list_elements(&v, shader->ir);
/* Count the number of active uniform blocks. Count the total number of
* active slots in those uniform blocks.
v.fixup_unnamed_interface_types();
/* Link up uniform blocks defined within this stage. */
- link_uniform_blocks(mem_ctx, ctx, prog, &linked, 1,
- &ubo_blocks, &num_ubo_blocks, &ssbo_blocks,
- &num_ssbo_blocks);
+ link_uniform_blocks(mem_ctx, ctx, prog, linked, &ubo_blocks,
+ &num_ubo_blocks, &ssbo_blocks, &num_ssbo_blocks);
if (!prog->LinkStatus) {
_mesa_delete_linked_shader(ctx, linked);
link_uniform_blocks(void *mem_ctx,
struct gl_context *ctx,
struct gl_shader_program *prog,
- struct gl_linked_shader **shader_list,
- unsigned num_shaders,
+ struct gl_linked_shader *shader,
struct gl_uniform_block **ubo_blocks,
unsigned *num_ubo_blocks,
struct gl_uniform_block **ssbo_blocks,