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 (!shader)
return;
- for (i = 0; i < shader->NumBufferInterfaceBlocks; i++) {
+ for (i = 0; i < shader->NumUniformBlocks; i++) {
struct gl_uniform_buffer_binding *binding;
struct st_buffer_object *st_obj;
- binding = &st->ctx->UniformBufferBindings[shader->BufferInterfaceBlocks[i].Binding];
+ binding = &st->ctx->UniformBufferBindings[shader->UniformBlocks[i]->Binding];
st_obj = st_buffer_object(binding->BufferObject);
cb.buffer = st_obj->buffer;