Reviewed-by: Iago Toral Quiroga <ito...@igalia.com>
On Mon, 2016-07-11 at 12:11 +1000, Timothy Arceri wrote: > 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) _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev