if (cell->dirty & (CELL_NEW_FS_CONSTANTS)) {
const uint shader = PIPE_SHADER_FRAGMENT;
- const uint num_const = cell->constants[shader].size / sizeof(float);
+ const uint num_const = cell->constants[shader].buffer->size / sizeof(float);
uint i, j;
float *buf = cell_batch_alloc16(cell, ROUNDUP16(32 + num_const * sizeof(float)));
uint32_t *ibuf = (uint32_t *) buf;
pipe_buffer_reference(pipe->screen,
&cell->constants[shader].buffer,
buf->buffer);
- cell->constants[shader].size = buf->size;
if (shader == PIPE_SHADER_VERTEX)
cell->dirty |= CELL_NEW_VS_CONSTANTS;