*/
if (var->is_interface_instance()) {
ubo_byte_offset = 0;
+ process(var->get_interface_type(),
+ var->get_interface_type()->name);
} else {
const struct gl_uniform_block *const block =
&prog->BufferInterfaceBlocks[ubo_block_index];
&block->Uniforms[var->data.location];
ubo_byte_offset = ubo_var->Offset;
- }
-
- if (var->is_interface_instance())
- process(var->get_interface_type(),
- var->get_interface_type()->name);
- else
process(var);
+ }
} else {
/* Store any explicit location and reset data location so we can
* reuse this variable for storing the uniform slot number.