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authorEric Anholt <[email protected]>2013-05-23 10:14:37 -0700
committerEric Anholt <[email protected]>2013-06-06 14:37:40 -0700
commit93c8692ce92d396f0a4db5bc91d8e7322fa7dd50 (patch)
tree1eeb34afceae9282727bad43be24d3d1942736ce
parent757ad82867252c2883ea94dad582db086e485f04 (diff)
glsl: Make a local variable to avoid restating this array lookup.
v2: Convert another instance of the array lookup. (caught by Tapani) Reviewed-by: Ian Romanick <[email protected]>
-rw-r--r--src/glsl/link_uniforms.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
index ad636681f8e..7a3a2ebde03 100644
--- a/src/glsl/link_uniforms.cpp
+++ b/src/glsl/link_uniforms.cpp
@@ -640,7 +640,9 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
*/
count_uniform_size uniform_size(prog->UniformHash);
for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
- if (prog->_LinkedShaders[i] == NULL)
+ struct gl_shader *sh = prog->_LinkedShaders[i];
+
+ if (sh == NULL)
continue;
/* Uniforms that lack an initializer in the shader code have an initial
@@ -652,16 +654,15 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
* initializer, if present, or 0 if no initializer is present. Sampler
* types cannot have initializers."
*/
- memset(prog->_LinkedShaders[i]->SamplerUnits, 0,
- sizeof(prog->_LinkedShaders[i]->SamplerUnits));
+ memset(sh->SamplerUnits, 0, sizeof(sh->SamplerUnits));
- link_update_uniform_buffer_variables(prog->_LinkedShaders[i]);
+ link_update_uniform_buffer_variables(sh);
/* Reset various per-shader target counts.
*/
uniform_size.start_shader();
- foreach_list(node, prog->_LinkedShaders[i]->ir) {
+ foreach_list(node, sh->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
if ((var == NULL) || (var->mode != ir_var_uniform))
@@ -678,9 +679,8 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
uniform_size.process(var);
}
- prog->_LinkedShaders[i]->num_samplers = uniform_size.num_shader_samplers;
- prog->_LinkedShaders[i]->num_uniform_components =
- uniform_size.num_shader_uniform_components;
+ sh->num_samplers = uniform_size.num_shader_samplers;
+ sh->num_uniform_components = uniform_size.num_shader_uniform_components;
}
const unsigned num_user_uniforms = uniform_size.num_active_uniforms;