if (!sh)
continue;
- nir_shader *nir = sh->Program->nir;
- nir_foreach_variable(var, &nir->uniforms)
+ nir_foreach_gl_uniform_variable(var, sh->Program->nir)
update_array_sizes(prog, var, state.referenced_uniforms, stage);
}
}
if (!sh)
continue;
- nir_foreach_variable(var, &sh->Program->nir->uniforms) {
+ nir_foreach_gl_uniform_variable(var, sh->Program->nir) {
const struct glsl_type *type = var->type;
const char *name = var->name;
if (nir_variable_is_in_block(var) &&
state.shader_shadow_samplers = 0;
state.params = fill_parameters ? sh->Program->Parameters : NULL;
- nir_foreach_variable(var, &nir->uniforms) {
+ nir_foreach_gl_uniform_variable(var, nir) {
state.current_var = var;
state.current_ifc_type = NULL;
state.offset = 0;