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authorKenneth Graunke <[email protected]>2014-09-13 11:13:26 -0700
committerMarek Olšák <[email protected]>2017-06-22 01:51:02 +0200
commitb7ba745032900643af7bcfdc773a783b73e2735a (patch)
tree0f61656f20e1712ca6a72a71892830b4b8c79c52 /src/compiler/glsl/ir_uniform.h
parent670c4dd3957efe0022a3ac36074fd89a5873d953 (diff)
glsl: Track whether uniforms are active per stage
for finer granularity state flagging v2: Marek - use a bitmask, add shader cache support Reviewed-by: Nicolai Hähnle <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
Diffstat (limited to 'src/compiler/glsl/ir_uniform.h')
-rw-r--r--src/compiler/glsl/ir_uniform.h5
1 files changed, 5 insertions, 0 deletions
diff --git a/src/compiler/glsl/ir_uniform.h b/src/compiler/glsl/ir_uniform.h
index 9841df8cde1..9545c4930c7 100644
--- a/src/compiler/glsl/ir_uniform.h
+++ b/src/compiler/glsl/ir_uniform.h
@@ -107,6 +107,11 @@ struct gl_uniform_storage {
struct gl_opaque_uniform_index opaque[MESA_SHADER_STAGES];
/**
+ * Mask of shader stages (1 << MESA_SHADER_xxx) where this uniform is used.
+ */
+ unsigned active_shader_mask;
+
+ /**
* Storage used by the driver for the uniform
*/
unsigned num_driver_storage;