glthread: implement glGetUniformLocation without syncing
We already have the infrastructure for querying shader program properties without syncing. This just uses it. _mesa_error_glthread_safe sets a GL error from the producer thread. This decreases CPU overhead for viewperf/snx. Reviewed-by: Qiang Yu <yuq825@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12490>
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@@ -5483,7 +5483,7 @@
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<glx ignore="true"/>
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</function>
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<function name="GetUniformLocation" es2="2.0" no_error="true">
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<function name="GetUniformLocation" es2="2.0" no_error="true" marshal="custom">
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<param name="program" type="GLuint"/>
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<param name="name" type="const GLchar *"/>
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<return type="GLint"/>
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