[Mesa-dev] [PATCH v2 2/4] glsl: simplify add_uniform_to_shader::visit_field
Nicolai Hähnle
nhaehnle at gmail.com
Mon Jul 3 12:34:33 UTC 2017
From: Nicolai Hähnle <nicolai.haehnle at amd.com>
Each field gets a distinct name, so we should never hit the case where
the name already exists in the parameter list.
Reviewed-by: Timothy Arceri <tarceri at itsqueeze.com>
---
src/mesa/program/ir_to_mesa.cpp | 11 +++++------
1 file changed, 5 insertions(+), 6 deletions(-)
diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp
index 93c6946..ac12b59 100644
--- a/src/mesa/program/ir_to_mesa.cpp
+++ b/src/mesa/program/ir_to_mesa.cpp
@@ -2443,27 +2443,26 @@ add_uniform_to_shader::visit_field(const glsl_type *type, const char *name,
const glsl_type * /* record_type */,
const enum glsl_interface_packing,
bool /* last_field */)
{
/* opaque types don't use storage in the param list unless they are
* bindless samplers or images.
*/
if (type->contains_opaque() && !var->data.bindless)
return;
- int index = _mesa_lookup_parameter_index(params, name);
- if (index < 0) {
- unsigned size = type_size(type) * 4;
+ assert(_mesa_lookup_parameter_index(params, name) < 0);
- index = _mesa_add_parameter(params, PROGRAM_UNIFORM, name, size,
- type->gl_type, NULL, NULL);
- }
+ unsigned size = type_size(type) * 4;
+
+ int index = _mesa_add_parameter(params, PROGRAM_UNIFORM, name, size,
+ type->gl_type, NULL, NULL);
/* The first part of the uniform that's processed determines the base
* location of the whole uniform (for structures).
*/
if (this->idx < 0)
this->idx = index;
}
/**
* Generate the program parameters list for the user uniforms in a shader
--
2.9.3
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