shader->info.image_buffers = 0;
shader->info.msaa_images = 0;
- nir_foreach_variable(var, &shader->uniforms) {
+ nir_foreach_uniform_variable(var, shader) {
/* Bindless textures and images don't use non-bindless slots.
* Interface blocks imply inputs, outputs, UBO, or SSBO, which can only
* mean bindless.