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glsl: use correct number of uniform blocks in error message
author
Samuel Iglesias Gonsalvez
<siglesias@igalia.com>
Fri, 11 Sep 2015 10:31:10 +0000
(12:31 +0200)
committer
Samuel 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
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diff --git
a/src/glsl/linker.cpp
b/src/glsl/linker.cpp
index 9bacd22b9d49924eb8180731f96601ee7227d4d2..87c7d4b087b5065f1a1575764e1a237d14cb1780 100644
(file)
--- a/
src/glsl/linker.cpp
+++ b/
src/glsl/linker.cpp
@@
-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->NumBufferInterfaceB
locks,
+
total_uniform_b
locks,
ctx->Const.MaxCombinedUniformBlocks);
} else {
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {