We should be able to free gl_linked_shader after linking in order to
do so we need to switch to getting values from gl_program instead.
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
shader->info->label = ralloc_strdup(shader, shader_prog->Label);
shader->info->num_textures = util_last_bit(sh->Program->SamplersUsed);
shader->info->num_ubos = sh->NumUniformBlocks;
- shader->info->num_abos = shader_prog->NumAtomicBuffers;
shader->info->num_ssbos = sh->NumShaderStorageBlocks;
shader->info->uses_clip_distance_out =
sh->Program->ClipDistanceArraySize != 0;
struct gl_program *dst = dst_sh->Program;
+ dst->info.num_abos = dst_sh->NumAtomicBuffers;
dst->info.num_images = dst_sh->NumImages;
switch (dst_sh->Stage) {