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author | marha <marha@users.sourceforge.net> | 2011-11-25 08:22:48 +0100 |
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committer | marha <marha@users.sourceforge.net> | 2011-11-25 08:22:48 +0100 |
commit | a0b4a1330be6a36ad095222d2ea83927cd33514d (patch) | |
tree | 616920ca608751e843c92c9815069f43789e3097 /mesalib/src/glsl/link_uniforms.cpp | |
parent | 45710577f374972946a8eb37833a9c94e5a299bf (diff) | |
download | vcxsrv-a0b4a1330be6a36ad095222d2ea83927cd33514d.tar.gz vcxsrv-a0b4a1330be6a36ad095222d2ea83927cd33514d.tar.bz2 vcxsrv-a0b4a1330be6a36ad095222d2ea83927cd33514d.zip |
mesa xserver pixman git update 25 nov 2011
Diffstat (limited to 'mesalib/src/glsl/link_uniforms.cpp')
-rw-r--r-- | mesalib/src/glsl/link_uniforms.cpp | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/mesalib/src/glsl/link_uniforms.cpp b/mesalib/src/glsl/link_uniforms.cpp index ca5da3040..c7de480a5 100644 --- a/mesalib/src/glsl/link_uniforms.cpp +++ b/mesalib/src/glsl/link_uniforms.cpp @@ -114,7 +114,7 @@ class count_uniform_size : public uniform_field_visitor { public: count_uniform_size(struct string_to_uint_map *map) : num_active_uniforms(0), num_values(0), num_shader_samplers(0), - num_shader_uniforms(0), map(map) + num_shader_uniform_components(0), map(map) { /* empty */ } @@ -122,7 +122,7 @@ public: void start_shader() { this->num_shader_samplers = 0; - this->num_shader_uniforms = 0; + this->num_shader_uniform_components = 0; } /** @@ -143,7 +143,7 @@ public: /** * Number of uniforms used in the current shader */ - unsigned num_shader_uniforms; + unsigned num_shader_uniform_components; private: virtual void visit_field(const glsl_type *type, const char *name) @@ -165,7 +165,7 @@ private: * Note that samplers do not count against this limit because they * don't use any storage on current hardware. */ - this->num_shader_uniforms += values; + this->num_shader_uniform_components += values; } /* If the uniform is already in the map, there's nothing more to do. @@ -321,7 +321,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog) prog->_LinkedShaders[i]->num_samplers = uniform_size.num_shader_samplers; prog->_LinkedShaders[i]->num_uniform_components = - uniform_size.num_shader_uniforms * 4; + uniform_size.num_shader_uniform_components; } const unsigned num_user_uniforms = uniform_size.num_active_uniforms; |