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>
This commit is contained in:
Kenneth Graunke
2013-11-23 12:11:34 -08:00
parent 1b557b1606
commit 5b331f6fcb
7 changed files with 33 additions and 38 deletions
+1 -2
View File
@@ -609,8 +609,7 @@ builtin_builder::find(_mesa_glsl_parse_state *state,
* that the "no matching signature" error will list potential candidates
* from the available built-ins.
*/
state->builtins_to_link[0] = shader;
state->num_builtins_to_link = 1;
state->uses_builtin_functions = true;
ir_function *f = shader->symbols->get_function(name);
if (f == NULL)