this->translation_unit.make_empty();
this->symbols = new(mem_ctx) glsl_symbol_table;
- this->num_uniform_blocks = 0;
- this->uniform_block_array_size = 0;
- this->uniform_blocks = NULL;
-
this->info_log = ralloc_strdup(mem_ctx, "");
this->error = false;
this->loop_nesting_ast = NULL;
shader->IsES = state->es_shader;
shader->uses_builtin_functions = state->uses_builtin_functions;
- if (shader->UniformBlocks)
- ralloc_free(shader->UniformBlocks);
- shader->NumUniformBlocks = state->num_uniform_blocks;
- shader->UniformBlocks = state->uniform_blocks;
- ralloc_steal(shader, shader->UniformBlocks);
-
if (!state->error)
set_shader_inout_layout(shader, state);
exec_list translation_unit;
glsl_symbol_table *symbols;
- unsigned num_uniform_blocks;
- unsigned uniform_block_array_size;
- struct gl_uniform_block *uniform_blocks;
-
unsigned num_supported_versions;
struct {
unsigned ver;
/**
* This shader's uniform block information.
*
- * The offsets of the variables are assigned only for shaders in a program's
- * _LinkedShaders[].
+ * These fields are only set post-linking.
*/
struct gl_uniform_block *UniformBlocks;
unsigned NumUniformBlocks;