if (prog->UniformStorage[i].remap_location == UNMAPPED_UNIFORM_LOC)
continue;
+ /* How many new entries for this uniform? */
+ const unsigned entries =
+ MAX2(1, prog->UniformStorage[i].array_elements);
+
for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
struct gl_linked_shader *sh = prog->_LinkedShaders[j];
if (!sh)
if (!prog->UniformStorage[i].opaque[j].active)
continue;
- /* How many new entries for this uniform? */
- const unsigned entries =
- MAX2(1, prog->UniformStorage[i].array_elements);
-
/* Set remap table entries point to correct gl_uniform_storage. */
for (unsigned k = 0; k < entries; k++) {
unsigned element_loc = prog->UniformStorage[i].remap_location + k;
/* reserve subroutine locations */
for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
-
if (!prog->UniformStorage[i].type->is_subroutine())
continue;
- const unsigned entries = MAX2(1, prog->UniformStorage[i].array_elements);
if (prog->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC)
continue;
+
+ const unsigned entries =
+ MAX2(1, prog->UniformStorage[i].array_elements);
+
for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
struct gl_linked_shader *sh = prog->_LinkedShaders[j];
if (!sh)