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authormarha <marha@users.sourceforge.net>2011-11-25 08:32:21 +0100
committermarha <marha@users.sourceforge.net>2011-11-25 08:32:21 +0100
commit849d328b25c2f3c87d539e1fe7af38e7580a0409 (patch)
tree349c425a87ddb3aaa1d7832d5a8e68252fc73ddb /mesalib/src/glsl/link_uniforms.cpp
parenta8a12d4c8be177f63cae7dc96c2b52f09e228a76 (diff)
parenta0b4a1330be6a36ad095222d2ea83927cd33514d (diff)
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Merge remote-tracking branch 'origin/released'
Conflicts: xorg-server/glx/glxdriswrast.c xorg-server/glx/single2.c xorg-server/hw/xwin/winconfig.c xorg-server/os/osinit.c xorg-server/os/xdmcp.c xorg-server/xkb/xkbInit.c
Diffstat (limited to 'mesalib/src/glsl/link_uniforms.cpp')
-rw-r--r--mesalib/src/glsl/link_uniforms.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/mesalib/src/glsl/link_uniforms.cpp b/mesalib/src/glsl/link_uniforms.cpp
index ef8e436a5..087651bd0 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;