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authorTimothy Arceri <[email protected]>2016-11-11 11:45:55 +1100
committerTimothy Arceri <[email protected]>2016-11-19 09:35:58 +1100
commitadb3a83c09c20babfa9f7f5b36bc61bbc36c9cb1 (patch)
tree02b6c2047b7fb6a8cbf9ec6f160cbf740666b1b3
parentc20564ae3ec2b5ac6bee23751d53a92b2dc09067 (diff)
glsl: tidy up entries temporary
Here we just move initialisation of entries to where it is needed i.e. outside the loop and after the continue checks. Reviewed-by: Emil Velikov <[email protected]>
-rw-r--r--src/compiler/glsl/link_uniforms.cpp14
1 files changed, 8 insertions, 6 deletions
diff --git a/src/compiler/glsl/link_uniforms.cpp b/src/compiler/glsl/link_uniforms.cpp
index 40347ac0777..8e411f7d58f 100644
--- a/src/compiler/glsl/link_uniforms.cpp
+++ b/src/compiler/glsl/link_uniforms.cpp
@@ -1130,6 +1130,10 @@ link_setup_uniform_remap_tables(struct gl_context *ctx,
if (prog->UniformStorage[i].remap_location == UNMAPPED_UNIFORM_LOC)
continue;
+ /* How many new entries for this uniform? */
+ const unsigned entries =
+ MAX2(1, prog->UniformStorage[i].array_elements);
+
for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
struct gl_linked_shader *sh = prog->_LinkedShaders[j];
if (!sh)
@@ -1138,10 +1142,6 @@ link_setup_uniform_remap_tables(struct gl_context *ctx,
if (!prog->UniformStorage[i].opaque[j].active)
continue;
- /* How many new entries for this uniform? */
- const unsigned entries =
- MAX2(1, prog->UniformStorage[i].array_elements);
-
/* Set remap table entries point to correct gl_uniform_storage. */
for (unsigned k = 0; k < entries; k++) {
unsigned element_loc = prog->UniformStorage[i].remap_location + k;
@@ -1155,13 +1155,15 @@ link_setup_uniform_remap_tables(struct gl_context *ctx,
/* reserve subroutine locations */
for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
-
if (!prog->UniformStorage[i].type->is_subroutine())
continue;
- const unsigned entries = MAX2(1, prog->UniformStorage[i].array_elements);
if (prog->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC)
continue;
+
+ const unsigned entries =
+ MAX2(1, prog->UniformStorage[i].array_elements);
+
for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
struct gl_linked_shader *sh = prog->_LinkedShaders[j];
if (!sh)