We should be able to free gl_linked_shader after linking in order to
do so we need to switch to getting values from gl_program instead.
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
shader->info->num_ubos = sh->NumUniformBlocks;
shader->info->num_abos = shader_prog->NumAtomicBuffers;
shader->info->num_ssbos = sh->NumShaderStorageBlocks;
- shader->info->num_images = sh->NumImages;
shader->info->uses_clip_distance_out =
sh->Program->ClipDistanceArraySize != 0;
shader->info->separate_shader = shader_prog->SeparateShader;
struct gl_program *dst = dst_sh->Program;
+ dst->info.num_images = dst_sh->NumImages;
+
switch (dst_sh->Stage) {
case MESA_SHADER_VERTEX:
dst->ClipDistanceArraySize = src->Vert.ClipDistanceArraySize;