Reviewed-by: Eduardo Lima Mitev <el...@igalia.com>
On 04/10/2016 04:28 AM, Timothy Arceri wrote:
--- src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp b/src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp index f3361d6..636340a 100644 --- a/src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp +++ b/src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp @@ -75,7 +75,7 @@ brw_nir_setup_glsl_uniform(gl_shader_stage stage, nir_variable *var, int namelen = strlen(var->name); /* The data for our (non-builtin) uniforms is stored in a series of - * gl_uniform_driver_storage structs for each subcomponent that + * gl_uniform_storage structs for each subcomponent that * glGetUniformLocation() could name. We know it's been set up in the same * order we'd walk the type, so walk the list of storage and find anything * with our name, or the prefix of a component that starts with our name.
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