glsl: use correct number of uniform blocks in error message
authorSamuel Iglesias Gonsalvez <siglesias@igalia.com>
Fri, 11 Sep 2015 10:31:10 +0000 (12:31 +0200)
committerSamuel Iglesias Gonsalvez <siglesias@igalia.com>
Tue, 29 Sep 2015 08:03:47 +0000 (10:03 +0200)
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
src/glsl/linker.cpp

index 9bacd22b9d49924eb8180731f96601ee7227d4d2..87c7d4b087b5065f1a1575764e1a237d14cb1780 100644 (file)
@@ -2836,7 +2836,7 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
 
       if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) {
         linker_error(prog, "Too many combined uniform blocks (%d/%d)\n",
-                     prog->NumBufferInterfaceBlocks,
+                     total_uniform_blocks,
                      ctx->Const.MaxCombinedUniformBlocks);
       } else {
         for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {