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authorIago Toral Quiroga <itoral@igalia.com>2015-10-01 09:08:20 +0200
committerIago Toral Quiroga <itoral@igalia.com>2015-10-14 08:11:13 +0200
commit27dccf097d053b085c498a7bcab47197a5e83525 (patch)
tree76d76a360c20638612405e323bc6d34149a2fd2a /src/mesa/main/uniforms.c
parent9de651b261286f15ae000e4a698587b805b95d2b (diff)
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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>
Diffstat (limited to 'src/mesa/main/uniforms.c')
-rw-r--r--src/mesa/main/uniforms.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/mesa/main/uniforms.c b/src/mesa/main/uniforms.c
index 04cc81f..bc23538 100644
--- a/src/mesa/main/uniforms.c
+++ b/src/mesa/main/uniforms.c
@@ -1016,21 +1016,21 @@ _mesa_UniformBlockBinding(GLuint program,
return;
}
- if (shProg->UniformBlocks[uniformBlockIndex].Binding !=
+ if (shProg->BufferInterfaceBlocks[uniformBlockIndex].Binding !=
uniformBlockBinding) {
int i;
FLUSH_VERTICES(ctx, 0);
ctx->NewDriverState |= ctx->DriverFlags.NewUniformBuffer;
- shProg->UniformBlocks[uniformBlockIndex].Binding = uniformBlockBinding;
+ shProg->BufferInterfaceBlocks[uniformBlockIndex].Binding = uniformBlockBinding;
for (i = 0; i < MESA_SHADER_STAGES; i++) {
int stage_index = shProg->UniformBlockStageIndex[i][uniformBlockIndex];
if (stage_index != -1) {
struct gl_shader *sh = shProg->_LinkedShaders[i];
- sh->UniformBlocks[stage_index].Binding = uniformBlockBinding;
+ sh->BufferInterfaceBlocks[stage_index].Binding = uniformBlockBinding;
}
}
}
@@ -1069,21 +1069,21 @@ _mesa_ShaderStorageBlockBinding(GLuint program,
return;
}
- if (shProg->UniformBlocks[shaderStorageBlockIndex].Binding !=
+ if (shProg->BufferInterfaceBlocks[shaderStorageBlockIndex].Binding !=
shaderStorageBlockBinding) {
int i;
FLUSH_VERTICES(ctx, 0);
ctx->NewDriverState |= ctx->DriverFlags.NewShaderStorageBuffer;
- shProg->UniformBlocks[shaderStorageBlockIndex].Binding = shaderStorageBlockBinding;
+ shProg->BufferInterfaceBlocks[shaderStorageBlockIndex].Binding = shaderStorageBlockBinding;
for (i = 0; i < MESA_SHADER_STAGES; i++) {
int stage_index = shProg->UniformBlockStageIndex[i][shaderStorageBlockIndex];
if (stage_index != -1) {
struct gl_shader *sh = shProg->_LinkedShaders[i];
- sh->UniformBlocks[stage_index].Binding = shaderStorageBlockBinding;
+ sh->BufferInterfaceBlocks[stage_index].Binding = shaderStorageBlockBinding;
}
}
}