Module: Mesa Branch: master Commit: cd5cbf0f6b69557ef0c6123c11f9732d43490f4f URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=cd5cbf0f6b69557ef0c6123c11f9732d43490f4f
Author: Timothy Arceri <timothy.arc...@collabora.com> Date: Mon Jul 11 12:11:42 2016 +1000 glsl: use linked shaders rather than compiled shaders 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. Reviewed-by: Iago Toral Quiroga <ito...@igalia.com> --- 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 d963f54..6d45a02 100644 --- a/src/compiler/glsl/linker.cpp +++ b/src/compiler/glsl/linker.cpp @@ -4112,12 +4112,12 @@ 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) _______________________________________________ mesa-commit mailing list mesa-commit@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-commit