[virglrenderer-devel] [PATCH 5/9] renderer: refactor binding into one loop over shaders
Dave Airlie
airlied at gmail.com
Thu Jun 14 02:01:48 UTC 2018
From: Dave Airlie <airlied at redhat.com>
This uses a single loop over the shaders instead of one loop
per object type.
---
src/vrend_renderer.c | 13 +------------
1 file changed, 1 insertion(+), 12 deletions(-)
diff --git a/src/vrend_renderer.c b/src/vrend_renderer.c
index 2dbb345..82b1ce9 100644
--- a/src/vrend_renderer.c
+++ b/src/vrend_renderer.c
@@ -1087,12 +1087,8 @@ static struct vrend_linked_shader_program *add_shader_program(struct vrend_conte
continue;
bind_sampler_locs(sprog, id);
- }
-
- for (id = PIPE_SHADER_VERTEX; id <= last_shader; id++) {
- if (!sprog->ss[id])
- continue;
bind_const_locs(sprog, id);
+ bind_ubo_locs(sprog, id);
}
if (!vrend_state.have_gles31_vertex_attrib_binding) {
@@ -1108,13 +1104,6 @@ static struct vrend_linked_shader_program *add_shader_program(struct vrend_conte
sprog->attrib_locs = NULL;
}
- for (id = PIPE_SHADER_VERTEX; id <= last_shader; id++) {
- if (!sprog->ss[id])
- continue;
-
- bind_ubo_locs(sprog, id);
- }
-
if (vs->sel->sinfo.num_ucp) {
for (i = 0; i < vs->sel->sinfo.num_ucp; i++) {
snprintf(name, 32, "clipp[%d]", i);
--
2.14.3
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