glsl: use linked shaders rather than compiled shaders

At this point there is no reason not to be using the linked shaders,
using the linked shaders should be faster and will make things simpler
for upcoming shader cache work.

The previous variable name suggests the linked shaders were intended
to be used here anyway.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
This commit is contained in:
Timothy Arceri
2016-07-11 12:11:42 +10:00
parent 198074a41c
commit cd5cbf0f6b
+4 -4
View File
@@ -4112,12 +4112,12 @@ calculate_array_size_and_stride(struct gl_shader_program *shProg,
}
}
for (unsigned i = 0; i < shProg->NumShaders; i++) {
if (shProg->Shaders[i] == NULL)
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
const gl_linked_shader *sh = shProg->_LinkedShaders[i];
if (sh == NULL)
continue;
const gl_shader *stage = shProg->Shaders[i];
foreach_in_list(ir_instruction, node, stage->ir) {
foreach_in_list(ir_instruction, node, sh->ir) {
ir_variable *var = node->as_variable();
if (!var || !var->get_interface_type() ||
var->data.mode != ir_var_shader_storage)