Previously, we were returning the index into the UniformBlocks of one of the
linked shaders, when it's supposed to be the program global index.

Fixes piglit getactiveuniformsiv-uniform_block_index.
---
 src/glsl/link_uniforms.cpp |   16 +++++++++++++---
 1 file changed, 13 insertions(+), 3 deletions(-)

diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
index 1c97586..4f21a41 100644
--- a/src/glsl/link_uniforms.cpp
+++ b/src/glsl/link_uniforms.cpp
@@ -223,7 +223,8 @@ public:
       this->shader_shadow_samplers = 0;
    }
 
-   void set_and_process(struct gl_shader *shader,
+   void set_and_process(struct gl_shader_program *prog,
+                       struct gl_shader *shader,
                        ir_variable *var)
    {
       ubo_var = NULL;
@@ -231,7 +232,16 @@ public:
         struct gl_uniform_block *block =
            &shader->UniformBlocks[var->uniform_block];
 
-        ubo_block_index = var->uniform_block;
+        ubo_block_index = -1;
+        for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
+           if (!strcmp(prog->UniformBlocks[i].Name,
+                       shader->UniformBlocks[var->uniform_block].Name)) {
+              ubo_block_index = i;
+              break;
+           }
+        }
+        assert(ubo_block_index != -1);
+
         ubo_var_index = var->location;
         ubo_var = &block->Uniforms[var->location];
         ubo_byte_offset = ubo_var->Offset;
@@ -598,7 +608,7 @@ link_assign_uniform_locations(struct gl_shader_program 
*prog)
         if (strncmp("gl_", var->name, 3) == 0)
            continue;
 
-        parcel.set_and_process(prog->_LinkedShaders[i], var);
+        parcel.set_and_process(prog, prog->_LinkedShaders[i], var);
       }
 
       prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
-- 
1.7.10.4

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