[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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