mesa: Rename {Num}UniformBlocks to {Num}BufferInterfaceBlocks

Currently, these arrays in gl_shader and gl_shader_program hold both
UBOs and SSBOs, so this looks like a better name. We were already
using NumBufferInterfaceBlocks in gl_shader_program, so this makes
things more consistent as well.

In a later patch we will add {Num}UniformBlocks and
{Num}ShaderStorageBlocks which will contain only references to
UBOs and SSBOs respectively that will provide backends with
a separate index space for both types of objects.

Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
This commit is contained in:
Iago Toral Quiroga
2015-10-01 09:08:20 +02:00
parent 9de651b261
commit 27dccf097d
15 changed files with 68 additions and 68 deletions

View File

@@ -234,11 +234,11 @@ static void st_bind_ubos(struct st_context *st,
if (!shader)
return;
for (i = 0; i < shader->NumUniformBlocks; i++) {
for (i = 0; i < shader->NumBufferInterfaceBlocks; i++) {
struct gl_uniform_buffer_binding *binding;
struct st_buffer_object *st_obj;
binding = &st->ctx->UniformBufferBindings[shader->UniformBlocks[i].Binding];
binding = &st->ctx->UniformBufferBindings[shader->BufferInterfaceBlocks[i].Binding];
st_obj = st_buffer_object(binding->BufferObject);
cb.buffer = st_obj->buffer;