glsl: on UBO/SSBOs link error reset the number of active blocks to 0

While it's legal to have an active blocks count > 0 on link failure.
Unless we actually assign memory for the blocks array we can end up
segfaulting in calls such as glUniformBlockBinding().

To avoid having to NULL check these api calls we simply reset the
block count to 0 if the array was not created.

Signed-off-by: Andres Gomez <agomez@igalia.com>
Cc: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
(cherry picked from commit bf15b2b515d5f37fc67fea77dea9d2fbc1dc8bf1)
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index d187b66..9f1d6b7 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -1176,6 +1176,12 @@
             for (unsigned k = 0; k <= i; k++) {
                delete[] InterfaceBlockStageIndex[k];
             }
+
+            /* Reset the block count. This will help avoid various segfaults
+             * from api calls that assume the array exists due to the count
+             * being non-zero.
+             */
+            *num_blks = 0;
             return false;
          }