The latter holds both UBOs and SSBOs, but here we only want UBOs.
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
}
if (program->shader) {
- unsigned num_ubos = program->shader->NumBufferInterfaceBlocks;
+ unsigned num_ubos = program->shader->NumUniformBlocks;
for (i = 0; i < num_ubos; i++) {
- unsigned size = program->shader->BufferInterfaceBlocks[i].UniformBufferSize;
+ unsigned size = program->shader->UniformBlocks[i]->UniformBufferSize;
unsigned num_const_vecs = (size + 15) / 16;
unsigned first, last;
assert(num_const_vecs > 0);