[Mesa-dev] [PATCH] glsl: use linked shaders rather than compiled shaders
Timothy Arceri
timothy.arceri at collabora.com
Mon Jul 11 02:11:42 UTC 2016
At this point there is no reason not to be using the linked shaders,
using the linked shaders should be faster and will make things simpler
for upcoming shader cache work.
The previous variable name suggests the linked shaders were intended
to be used here anyway.
---
src/compiler/glsl/linker.cpp | 8 ++++----
1 file changed, 4 insertions(+), 4 deletions(-)
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index 527b636..5719c87 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -4116,12 +4116,12 @@ calculate_array_size_and_stride(struct gl_shader_program *shProg,
}
}
- for (unsigned i = 0; i < shProg->NumShaders; i++) {
- if (shProg->Shaders[i] == NULL)
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ const gl_linked_shader *sh = shProg->_LinkedShaders[i];
+ if (sh == NULL)
continue;
- const gl_shader *stage = shProg->Shaders[i];
- foreach_in_list(ir_instruction, node, stage->ir) {
+ foreach_in_list(ir_instruction, node, sh->ir) {
ir_variable *var = node->as_variable();
if (!var || !var->get_interface_type() ||
var->data.mode != ir_var_shader_storage)
--
2.7.4
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