Mesa (master): glsl: add has_uniform_storage() helper to shader cache
Timothy Arceri
tarceri at kemper.freedesktop.org
Thu Aug 24 01:22:16 UTC 2017
Module: Mesa
Branch: master
Commit: 2662269ad791141eb61c14d7a57df2800fa6d91c
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=2662269ad791141eb61c14d7a57df2800fa6d91c
Author: Timothy Arceri <tarceri at itsqueeze.com>
Date: Fri Aug 11 14:17:24 2017 +1000
glsl: add has_uniform_storage() helper to shader cache
Reviewed-by: Samuel Pitoiset <samuel.pitoiset at gmail.com>
---
src/compiler/glsl/shader_cache.cpp | 19 +++++++++++++------
1 file changed, 13 insertions(+), 6 deletions(-)
diff --git a/src/compiler/glsl/shader_cache.cpp b/src/compiler/glsl/shader_cache.cpp
index 6c878dae37..2fbab86d30 100644
--- a/src/compiler/glsl/shader_cache.cpp
+++ b/src/compiler/glsl/shader_cache.cpp
@@ -596,6 +596,17 @@ read_xfb(struct blob_reader *metadata, struct gl_shader_program *shProg)
MAX_FEEDBACK_BUFFERS);
}
+static bool
+has_uniform_storage(struct gl_shader_program *prog, unsigned idx)
+{
+ if (!prog->data->UniformStorage[idx].builtin &&
+ !prog->data->UniformStorage[idx].is_shader_storage &&
+ prog->data->UniformStorage[idx].block_index == -1)
+ return true;
+
+ return false;
+}
+
static void
write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
{
@@ -638,9 +649,7 @@ write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
*/
blob_write_uint32(metadata, prog->data->NumHiddenUniforms);
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
- if (!prog->data->UniformStorage[i].builtin &&
- !prog->data->UniformStorage[i].is_shader_storage &&
- prog->data->UniformStorage[i].block_index == -1) {
+ if (has_uniform_storage(prog, i)) {
unsigned vec_size =
prog->data->UniformStorage[i].type->component_slots() *
MAX2(prog->data->UniformStorage[i].array_elements, 1);
@@ -700,9 +709,7 @@ read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
/* Restore uniform values. */
prog->data->NumHiddenUniforms = blob_read_uint32(metadata);
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
- if (!prog->data->UniformStorage[i].builtin &&
- !prog->data->UniformStorage[i].is_shader_storage &&
- prog->data->UniformStorage[i].block_index == -1) {
+ if (has_uniform_storage(prog, i)) {
unsigned vec_size =
prog->data->UniformStorage[i].type->component_slots() *
MAX2(prog->data->UniformStorage[i].array_elements, 1);
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