&stage_state->surf_offset[prog_data->binding_table.ubo_start];
for (int i = 0; i < prog->info.num_ubos; i++) {
- struct gl_uniform_buffer_binding *binding =
+ struct gl_buffer_binding *binding =
&ctx->UniformBufferBindings[prog->sh.UniformBlocks[i]->Binding];
if (binding->BufferObject == ctx->Shared->NullBufferObj) {
&stage_state->surf_offset[prog_data->binding_table.ssbo_start];
for (int i = 0; i < prog->info.num_ssbos; i++) {
- struct gl_shader_storage_buffer_binding *binding =
+ struct gl_buffer_binding *binding =
&ctx->ShaderStorageBufferBindings[prog->sh.ShaderStorageBlocks[i]->Binding];
if (binding->BufferObject == ctx->Shared->NullBufferObj) {
if (prog->info.num_abos) {
for (unsigned i = 0; i < prog->info.num_abos; i++) {
- struct gl_atomic_buffer_binding *binding =
+ struct gl_buffer_binding *binding =
&ctx->AtomicBufferBindings[prog->sh.AtomicBuffers[i]->Binding];
struct intel_buffer_object *intel_bo =
intel_buffer_object(binding->BufferObject);