glsl: small optimisation fix for uniform array resizing

The fix in the previous patch removed an erronous attempt to skip
resizing variable types in each stage. Now that has been removed
iterating over each shader stage is no longer required here.

Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5487>
This commit is contained in:
Timothy Arceri
2020-06-15 14:25:21 +10:00
committed by Marge Bot
parent a5d3e061af
commit 7e8e02d543
+10 -15
View File
@@ -97,7 +97,8 @@ uniform_storage_size(const struct glsl_type *type)
*/
static void
update_array_sizes(struct gl_shader_program *prog, nir_variable *var,
struct hash_table **referenced_uniforms)
struct hash_table **referenced_uniforms,
unsigned current_var_stage)
{
/* For now we only resize 1D arrays.
* TODO: add support for resizing more complex array types ??
@@ -160,19 +161,13 @@ update_array_sizes(struct gl_shader_program *prog, nir_variable *var,
max_array_size, 0);
/* Update the types of dereferences in case we changed any. */
for (unsigned stage = 0; stage < MESA_SHADER_STAGES; stage++) {
struct gl_linked_shader *sh = prog->_LinkedShaders[stage];
if (!sh)
continue;
struct hash_entry *entry =
_mesa_hash_table_search(referenced_uniforms[stage], var->name);
if (entry) {
struct uniform_array_info *ainfo =
(struct uniform_array_info *) entry->data;
util_dynarray_foreach(ainfo->deref_list, nir_deref_instr *, deref) {
(*deref)->type = var->type;
}
struct hash_entry *entry =
_mesa_hash_table_search(referenced_uniforms[current_var_stage], var->name);
if (entry) {
struct uniform_array_info *ainfo =
(struct uniform_array_info *) entry->data;
util_dynarray_foreach(ainfo->deref_list, nir_deref_instr *, deref) {
(*deref)->type = var->type;
}
}
}
@@ -1522,7 +1517,7 @@ gl_nir_link_uniforms(struct gl_context *ctx,
nir_shader *nir = sh->Program->nir;
nir_foreach_variable(var, &nir->uniforms)
update_array_sizes(prog, var, state.referenced_uniforms);
update_array_sizes(prog, var, state.referenced_uniforms, stage);
}
}