From: Eric Anholt Date: Fri, 20 Jul 2012 23:57:22 +0000 (-0700) Subject: glsl: Fix a reference to UniformBlocks during uniform linking. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=71ba6de342b88dcf8ed3aa347da157b7724230e7;p=mesa.git glsl: Fix a reference to UniformBlocks during uniform linking. When converting var->location from pointing at the program's UniformBlocks to pointing at the linked shader's UniformBlocks, I missed this change. It usually worked out in the end because the two lists happen to be the same in many testcases. Fixes a valgrind complaint on oglconform ubo-compile.cpp advanced.std140.2stage Reviewed-by: Ian Romanick Reviewed-by: Kenneth Graunke --- diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp index 1baa46c5d52..1c975863c0d 100644 --- a/src/glsl/link_uniforms.cpp +++ b/src/glsl/link_uniforms.cpp @@ -223,13 +223,13 @@ public: this->shader_shadow_samplers = 0; } - void set_and_process(struct gl_shader_program *prog, + void set_and_process(struct gl_shader *shader, ir_variable *var) { ubo_var = NULL; if (var->uniform_block != -1) { struct gl_uniform_block *block = - &prog->UniformBlocks[var->uniform_block]; + &shader->UniformBlocks[var->uniform_block]; ubo_block_index = var->uniform_block; ubo_var_index = var->location; @@ -598,7 +598,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog) if (strncmp("gl_", var->name, 3) == 0) continue; - parcel.set_and_process(prog, var); + parcel.set_and_process(prog->_LinkedShaders[i], var); } prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;