glsl: Make a local variable to avoid restating this array lookup.
v2: Convert another instance of the array lookup. (caught by Tapani) Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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@@ -640,7 +640,9 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
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*/
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count_uniform_size uniform_size(prog->UniformHash);
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for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
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if (prog->_LinkedShaders[i] == NULL)
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struct gl_shader *sh = prog->_LinkedShaders[i];
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if (sh == NULL)
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continue;
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/* Uniforms that lack an initializer in the shader code have an initial
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@@ -652,16 +654,15 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
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* initializer, if present, or 0 if no initializer is present. Sampler
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* types cannot have initializers."
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*/
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memset(prog->_LinkedShaders[i]->SamplerUnits, 0,
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sizeof(prog->_LinkedShaders[i]->SamplerUnits));
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memset(sh->SamplerUnits, 0, sizeof(sh->SamplerUnits));
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link_update_uniform_buffer_variables(prog->_LinkedShaders[i]);
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link_update_uniform_buffer_variables(sh);
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/* Reset various per-shader target counts.
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*/
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uniform_size.start_shader();
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foreach_list(node, prog->_LinkedShaders[i]->ir) {
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foreach_list(node, sh->ir) {
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ir_variable *const var = ((ir_instruction *) node)->as_variable();
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if ((var == NULL) || (var->mode != ir_var_uniform))
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@@ -678,9 +679,8 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
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uniform_size.process(var);
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}
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prog->_LinkedShaders[i]->num_samplers = uniform_size.num_shader_samplers;
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prog->_LinkedShaders[i]->num_uniform_components =
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uniform_size.num_shader_uniform_components;
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sh->num_samplers = uniform_size.num_shader_samplers;
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sh->num_uniform_components = uniform_size.num_shader_uniform_components;
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}
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const unsigned num_user_uniforms = uniform_size.num_active_uniforms;
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