[Mesa-dev] [PATCH 13/70] glsl: tidy up entries temporary

Timothy Arceri timothy.arceri at collabora.com
Fri Nov 11 00:45:55 UTC 2016


Here we just move initialisation of entries to where it is needed i.e.
outside the loop and after the continue checks.
---
 src/compiler/glsl/link_uniforms.cpp | 14 ++++++++------
 1 file changed, 8 insertions(+), 6 deletions(-)

diff --git a/src/compiler/glsl/link_uniforms.cpp b/src/compiler/glsl/link_uniforms.cpp
index 54adbdf..14e225b 100644
--- a/src/compiler/glsl/link_uniforms.cpp
+++ b/src/compiler/glsl/link_uniforms.cpp
@@ -1143,6 +1143,10 @@ link_setup_uniform_remap_tables(struct gl_context *ctx,
       if (prog->UniformStorage[i].remap_location == UNMAPPED_UNIFORM_LOC)
          continue;
 
+      /* How many new entries for this uniform? */
+      const unsigned entries =
+         MAX2(1, prog->UniformStorage[i].array_elements);
+
       for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
          struct gl_linked_shader *sh = prog->_LinkedShaders[j];
          if (!sh)
@@ -1151,10 +1155,6 @@ link_setup_uniform_remap_tables(struct gl_context *ctx,
          if (!prog->UniformStorage[i].opaque[j].active)
             continue;
 
-         /* How many new entries for this uniform? */
-         const unsigned entries =
-            MAX2(1, prog->UniformStorage[i].array_elements);
-
          /* Set remap table entries point to correct gl_uniform_storage. */
          for (unsigned k = 0; k < entries; k++) {
             unsigned element_loc = prog->UniformStorage[i].remap_location + k;
@@ -1168,13 +1168,15 @@ link_setup_uniform_remap_tables(struct gl_context *ctx,
 
    /* reserve subroutine locations */
    for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
-
       if (!prog->UniformStorage[i].type->is_subroutine())
          continue;
-      const unsigned entries = MAX2(1, prog->UniformStorage[i].array_elements);
 
       if (prog->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC)
          continue;
+
+      const unsigned entries =
+         MAX2(1, prog->UniformStorage[i].array_elements);
+
       for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
          struct gl_linked_shader *sh = prog->_LinkedShaders[j];
          if (!sh)
-- 
2.7.4



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