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