[Mesa-dev] [PATCH] glsl: stop allocating memory for UBOs during linking
Timothy Arceri
timothy.arceri at collabora.com
Sat Jul 2 10:02:47 UTC 2016
This just stops counting and assigning a storage location for
these uniforms, the count is only used to create the uniform storage.
This uniform types don't use this storage.
---
src/compiler/glsl/link_uniforms.cpp | 13 ++++++++-----
1 file changed, 8 insertions(+), 5 deletions(-)
diff --git a/src/compiler/glsl/link_uniforms.cpp b/src/compiler/glsl/link_uniforms.cpp
index 68e033e..c23191a 100644
--- a/src/compiler/glsl/link_uniforms.cpp
+++ b/src/compiler/glsl/link_uniforms.cpp
@@ -403,7 +403,7 @@ private:
*/
this->num_active_uniforms++;
- if(!is_gl_identifier(name) && !is_shader_storage)
+ if(!is_gl_identifier(name) && !is_shader_storage && !is_buffer_block)
this->num_values += values;
}
@@ -767,9 +767,10 @@ private:
this->uniforms[id].is_shader_storage =
current_var->is_in_shader_storage_block();
- /* Do not assign storage if the uniform is builtin */
+ /* Do not assign storage if the uniform is a builtin or buffer object */
if (!this->uniforms[id].builtin &&
- !this->uniforms[id].is_shader_storage)
+ !this->uniforms[id].is_shader_storage &&
+ this->buffer_block_index == -1)
this->uniforms[id].storage = this->values;
if (this->buffer_block_index != -1) {
@@ -823,7 +824,8 @@ private:
}
if (!this->uniforms[id].builtin &&
- !this->uniforms[id].is_shader_storage)
+ !this->uniforms[id].is_shader_storage &&
+ this->buffer_block_index == -1)
this->values += values_for_type(type);
}
@@ -1276,7 +1278,8 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
#ifndef NDEBUG
for (unsigned i = 0; i < num_uniforms; i++) {
assert(uniforms[i].storage != NULL || uniforms[i].builtin ||
- uniforms[i].is_shader_storage);
+ uniforms[i].is_shader_storage ||
+ uniforms[i].block_index != -1);
}
assert(parcel.values == data_end);
--
2.7.4
More information about the mesa-dev
mailing list