glsl: Fix a reference to UniformBlocks during uniform linking.
authorEric Anholt <eric@anholt.net>
Fri, 20 Jul 2012 23:57:22 +0000 (16:57 -0700)
committerEric Anholt <eric@anholt.net>
Tue, 7 Aug 2012 18:47:49 +0000 (11:47 -0700)
When converting var->location from pointing at the program's UniformBlocks to
pointing at the linked shader's UniformBlocks, I missed this change.  It
usually worked out in the end because the two lists happen to be the same in
many testcases.

Fixes a valgrind complaint on
oglconform ubo-compile.cpp advanced.std140.2stage

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
src/glsl/link_uniforms.cpp

index 1baa46c5d52c7098529ae0984c605f25c9a1bdc4..1c975863c0df39d04478190647644b8d92011f4c 100644 (file)
@@ -223,13 +223,13 @@ public:
       this->shader_shadow_samplers = 0;
    }
 
-   void set_and_process(struct gl_shader_program *prog,
+   void set_and_process(struct gl_shader *shader,
                        ir_variable *var)
    {
       ubo_var = NULL;
       if (var->uniform_block != -1) {
         struct gl_uniform_block *block =
-           &prog->UniformBlocks[var->uniform_block];
+           &shader->UniformBlocks[var->uniform_block];
 
         ubo_block_index = var->uniform_block;
         ubo_var_index = var->location;
@@ -598,7 +598,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
         if (strncmp("gl_", var->name, 3) == 0)
            continue;
 
-        parcel.set_and_process(prog, var);
+        parcel.set_and_process(prog->_LinkedShaders[i], var);
       }
 
       prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;