*/
unsigned num_combined_uniform_components;
- /**
- * This shader's uniform/ssbo block information.
- *
- * These fields are only set post-linking.
- *
- * BufferInterfaceBlocks is a list containing both UBOs and SSBOs. This is
- * useful during the linking process so that we don't have to handle SSBOs
- * specifically.
- *
- * UniformBlocks is a list of UBOs. This is useful for backends that need
- * or prefer to see separate index spaces for UBOS and SSBOs like the GL
- * API specifies.
- *
- * ShaderStorageBlocks is a list of SSBOs. This is useful for backends that
- * need or prefer to see separate index spaces for UBOS and SSBOs like the
- * GL API specifies.
- *
- * UniformBlocks and ShaderStorageBlocks only have pointers into
- * BufferInterfaceBlocks so the actual resource information is not
- * duplicated.
- */
- unsigned NumBufferInterfaceBlocks;
- struct gl_uniform_block **BufferInterfaceBlocks;
-
unsigned NumUniformBlocks;
struct gl_uniform_block **UniformBlocks;
*/
GLuint UniformBufferSize;
- /**
- * Is this actually an interface block for a shader storage buffer?
- */
- bool IsShaderStorage;
-
/** Stages that reference this block */
uint8_t stageref;
*/
unsigned LastClipDistanceArraySize;
- /**
- * This shader's uniform/ssbo block information.
- *
- * BufferInterfaceBlocks is a list containing both UBOs and SSBOs. This is
- * useful during the linking process so that we don't have to handle SSBOs
- * specifically.
- *
- * UniformBlocks is a list of UBOs. This is useful for backends that need
- * or prefer to see separate index spaces for UBOS and SSBOs like the GL
- * API specifies.
- *
- * ShaderStorageBlocks is a list of SSBOs. This is useful for backends that
- * need or prefer to see separate index spaces for UBOS and SSBOs like the
- * GL API specifies.
- *
- * UniformBlocks and ShaderStorageBlocks only have pointers into
- * BufferInterfaceBlocks so the actual resource information is not
- * duplicated and are only set after linking.
- */
- unsigned NumBufferInterfaceBlocks;
- struct gl_uniform_block *BufferInterfaceBlocks;
-
unsigned NumUniformBlocks;
- struct gl_uniform_block **UniformBlocks;
+ struct gl_uniform_block *UniformBlocks;
unsigned NumShaderStorageBlocks;
- struct gl_uniform_block **ShaderStorageBlocks;
+ struct gl_uniform_block *ShaderStorageBlocks;
/**
* Map of active uniform names to locations