wined3d: Use the correct relative address for constant buffers in the GLSL shader backend.
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@ -1541,10 +1541,10 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
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break;
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break;
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case WINED3DSPR_CONSTBUFFER:
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case WINED3DSPR_CONSTBUFFER:
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if (reg->rel_addr)
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if (reg->array_rel_addr)
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{
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{
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struct glsl_src_param rel_param;
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struct glsl_src_param rel_param;
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shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
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shader_glsl_add_src_param(ins, reg->array_rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
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sprintf(register_name, "%s_cb%u[%s + %u]", prefix, reg->idx, rel_param.param_str, reg->array_idx);
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sprintf(register_name, "%s_cb%u[%s + %u]", prefix, reg->idx, rel_param.param_str, reg->array_idx);
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}
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}
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else
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else
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