glsl: Simplify the built-in function linking code.
Previously, we stored an array of up to 16 additional shaders to link, as well as a count of how many each shader actually needed. Since the built-in functions rewrite, all the built-ins are stored in a single shader. So all we need is a boolean indicating whether a shader needs to link against built-ins or not. During linking, we can avoid creating the temporary array if none of the shaders being linked need built-ins. Otherwise, it's simply a copy of the array that has one additional element. This is much simpler. This patch saves approximately 128 bytes of memory per gl_shader object. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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@@ -458,8 +458,8 @@ no_matching_function_error(const char *name,
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print_function_prototypes(state, loc, state->symbols->get_function(name));
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if (state->num_builtins_to_link) {
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gl_shader *sh = state->builtins_to_link[0];
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if (state->uses_builtin_functions) {
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gl_shader *sh = _mesa_glsl_get_builtin_function_shader();
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print_function_prototypes(state, loc, sh->symbols->get_function(name));
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}
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}
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