struct gl_shader *sh = shader_list[i];
for (unsigned j = 0; j < shader_list[i]->NumUniformBlocks; j++) {
+ link_assign_uniform_block_offsets(shader_list[i]);
+
int index = link_cross_validate_uniform_block(mem_ctx,
&uniform_blocks,
&num_uniform_blocks,
!var->type->is_array())
continue;
+ /* GL_ARB_uniform_buffer_object says that std140 uniforms
+ * will not be eliminated. Since we always do std140, just
+ * don't resize arrays in UBOs.
+ */
+ if (var->uniform_block != -1)
+ continue;
+
unsigned int size = var->max_array_access;
for (unsigned j = 0; j < MESA_SHADER_TYPES; j++) {
if (prog->_LinkedShaders[j] == NULL)