Mesa (android-radeonsi-build-fix): glsl: make use of active_shader_mask when building resource list

GitLab Mirror gitlab-mirror at kemper.freedesktop.org
Thu Dec 5 08:08:27 UTC 2019


Module: Mesa
Branch: android-radeonsi-build-fix
Commit: 1b1b436fa7cf92cce23018ea923597c4d7290d57
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=1b1b436fa7cf92cce23018ea923597c4d7290d57

Author: Timothy Arceri <tarceri at itsqueeze.com>
Date:   Wed Dec  4 00:24:35 2019 +1100

glsl: make use of active_shader_mask when building resource list

This allows us to avoid walking the entire IR looking for used
uniforms.

Reviewed-by: Tapani Pälli <tapani.palli at intel.com>

---

 src/compiler/glsl/linker.cpp | 13 +------------
 1 file changed, 1 insertion(+), 12 deletions(-)

diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index f686fe96bfc..1b30a59d8fb 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -4213,20 +4213,8 @@ build_program_resource_list(struct gl_context *ctx,
       if (shProg->data->UniformStorage[i].hidden)
          continue;
 
-      uint8_t stageref =
-         build_stageref(shProg, shProg->data->UniformStorage[i].name,
-                        ir_var_uniform);
-
-      /* Add stagereferences for uniforms in a uniform block. */
       bool is_shader_storage =
         shProg->data->UniformStorage[i].is_shader_storage;
-      int block_index = shProg->data->UniformStorage[i].block_index;
-      if (block_index != -1) {
-         stageref |= is_shader_storage ?
-            shProg->data->ShaderStorageBlocks[block_index].stageref :
-            shProg->data->UniformBlocks[block_index].stageref;
-      }
-
       GLenum type = is_shader_storage ? GL_BUFFER_VARIABLE : GL_UNIFORM;
       if (!link_util_should_add_buffer_variable(shProg,
                                                 &shProg->data->UniformStorage[i],
@@ -4269,6 +4257,7 @@ build_program_resource_list(struct gl_context *ctx,
          buffer_block_index = shProg->data->UniformStorage[i].block_index;
       }
 
+      uint8_t stageref = shProg->data->UniformStorage[i].active_shader_mask;
       if (!link_util_add_program_resource(shProg, resource_set, type,
                                           &shProg->data->UniformStorage[i], stageref))
          return;




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