[Mesa-dev] [PATCH 2/6] glsl: remove unused buffer block splitting function
Kenneth Graunke
kenneth at whitecape.org
Mon Apr 4 06:31:18 UTC 2016
On Sunday, April 3, 2016 9:16:29 PM PDT Timothy Arceri wrote:
> ---
> src/compiler/glsl/linker.cpp | 70
--------------------------------------------
> 1 file changed, 70 deletions(-)
Hrm?
glsl: remove unused buffer block splitting function
But it /is/ used...you just delete the use here. Maybe it's just
unnecessary?
>
> diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
> index 75a2afa..2f152d6 100644
> --- a/src/compiler/glsl/linker.cpp
> +++ b/src/compiler/glsl/linker.cpp
> @@ -4122,49 +4122,6 @@ link_assign_subroutine_types(struct gl_shader_program
*prog)
> }
>
> static void
> -split_ubos_and_ssbos(void *mem_ctx,
> - struct gl_uniform_block **s_blks,
> - struct gl_uniform_block *p_blks,
> - unsigned num_blocks,
> - struct gl_uniform_block ***ubos,
> - unsigned *num_ubos,
> - struct gl_uniform_block ***ssbos,
> - unsigned *num_ssbos)
> -{
> - unsigned num_ubo_blocks = 0;
> - unsigned num_ssbo_blocks = 0;
> -
> - /* Are we spliting the list of blocks for the shader or the program */
> - bool is_shader = p_blks == NULL;
> -
> - for (unsigned i = 0; i < num_blocks; i++) {
> - if (is_shader ? s_blks[i]->IsShaderStorage :
p_blks[i].IsShaderStorage)
> - num_ssbo_blocks++;
> - else
> - num_ubo_blocks++;
> - }
> -
> - *ubos = ralloc_array(mem_ctx, gl_uniform_block *, num_ubo_blocks);
> - *num_ubos = 0;
> -
> - *ssbos = ralloc_array(mem_ctx, gl_uniform_block *, num_ssbo_blocks);
> - *num_ssbos = 0;
> -
> - for (unsigned i = 0; i < num_blocks; i++) {
> - struct gl_uniform_block *blk = is_shader ? s_blks[i] : &p_blks[i];
> - if (blk->IsShaderStorage) {
> - (*ssbos)[*num_ssbos] = blk;
> - (*num_ssbos)++;
> - } else {
> - (*ubos)[*num_ubos] = blk;
> - (*num_ubos)++;
> - }
> - }
> -
> - assert(*num_ubos + *num_ssbos == num_blocks);
> -}
> -
> -static void
> set_always_active_io(exec_list *ir, ir_variable_mode io_mode)
> {
> assert(io_mode == ir_var_shader_in || io_mode == ir_var_shader_out);
> @@ -4701,33 +4658,6 @@ link_shaders(struct gl_context *ctx, struct
gl_shader_program *prog)
> has_xfb_qualifiers))
> goto done;
>
> - /* Split BufferInterfaceBlocks into UniformBlocks and
ShaderStorageBlocks
> - * for gl_shader_program and gl_shader, so that drivers that need
separate
> - * index spaces for each set can have that.
> - */
> - for (unsigned i = MESA_SHADER_VERTEX; i < MESA_SHADER_STAGES; i++) {
> - if (prog->_LinkedShaders[i] != NULL) {
> - gl_shader *sh = prog->_LinkedShaders[i];
> - split_ubos_and_ssbos(sh,
> - sh->BufferInterfaceBlocks,
> - NULL,
> - sh->NumBufferInterfaceBlocks,
> - &sh->UniformBlocks,
> - &sh->NumUniformBlocks,
> - &sh->ShaderStorageBlocks,
> - &sh->NumShaderStorageBlocks);
> - }
> - }
> -
> - split_ubos_and_ssbos(prog,
> - NULL,
> - prog->BufferInterfaceBlocks,
> - prog->NumBufferInterfaceBlocks,
> - &prog->UniformBlocks,
> - &prog->NumUniformBlocks,
> - &prog->ShaderStorageBlocks,
> - &prog->NumShaderStorageBlocks);
> -
> update_array_sizes(prog);
> link_assign_uniform_locations(prog, ctx->Const.UniformBooleanTrue,
> num_explicit_uniform_locs,
>
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