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>
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@@ -4112,12 +4112,12 @@ calculate_array_size_and_stride(struct gl_shader_program *shProg,
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}
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}
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for (unsigned i = 0; i < shProg->NumShaders; i++) {
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if (shProg->Shaders[i] == NULL)
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for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
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const gl_linked_shader *sh = shProg->_LinkedShaders[i];
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if (sh == NULL)
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continue;
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const gl_shader *stage = shProg->Shaders[i];
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foreach_in_list(ir_instruction, node, stage->ir) {
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foreach_in_list(ir_instruction, node, sh->ir) {
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ir_variable *var = node->as_variable();
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if (!var || !var->get_interface_type() ||
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var->data.mode != ir_var_shader_storage)
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