[Mesa-dev] [PATCH V3 4/6] glsl: make variables private

Jason Ekstrand jason at jlekstrand.net
Mon Sep 7 11:41:20 PDT 2015


Reviewed-by: Jason Ekstrand <jason.ekstrand at intel.com>

On Tue, Sep 1, 2015 at 7:44 PM, Timothy Arceri <t_arceri at yahoo.com.au> wrote:
> ---
>  src/glsl/link_uniforms.cpp | 22 +++++++++++-----------
>  1 file changed, 11 insertions(+), 11 deletions(-)
>
> diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
> index f68ea9d..c28ac52 100644
> --- a/src/glsl/link_uniforms.cpp
> +++ b/src/glsl/link_uniforms.cpp
> @@ -805,6 +805,17 @@ private:
>     unsigned next_image;
>     unsigned next_subroutine;
>
> +   /**
> +    * Field counter is used to take care that uniform structures
> +    * with explicit locations get sequential locations.
> +    */
> +   unsigned field_counter;
> +
> +   /**
> +    * Current variable being processed.
> +    */
> +   ir_variable *current_var;
> +
>     /* Used to store the explicit location from current_var so that we can
>      * reuse the location field for storing the uniform slot id.
>      */
> @@ -824,17 +835,6 @@ public:
>     gl_texture_index targets[MAX_SAMPLERS];
>
>     /**
> -    * Current variable being processed.
> -    */
> -   ir_variable *current_var;
> -
> -   /**
> -    * Field counter is used to take care that uniform structures
> -    * with explicit locations get sequential locations.
> -    */
> -   unsigned field_counter;
> -
> -   /**
>      * Mask of samplers used by the current shader stage.
>      */
>     unsigned shader_samplers_used;
> --
> 2.4.3
>
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