We don't fully process the builtin uniforms, but at least
num_uniform_components reflects reality now.

Reviewed-by: Kenneth Graunke <kenn...@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.roman...@intel.com>
---
 src/glsl/link_uniforms.cpp |    5 ++++-
 1 file changed, 4 insertions(+), 1 deletion(-)

diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
index eef9025..aa8a8b3 100644
--- a/src/glsl/link_uniforms.cpp
+++ b/src/glsl/link_uniforms.cpp
@@ -572,8 +572,11 @@ link_assign_uniform_locations(struct gl_shader_program 
*prog)
 
         /* FINISHME: Update code to process built-in uniforms!
          */
-        if (strncmp("gl_", var->name, 3) == 0)
+        if (strncmp("gl_", var->name, 3) == 0) {
+           uniform_size.num_shader_uniform_components +=
+              var->type->component_slots();
            continue;
+        }
 
         uniform_size.process(var);
       }
-- 
1.7.10.4

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