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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/link_uniforms.cpp
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/link_uniforms.cpp')
-rw-r--r--src/compiler/glsl/link_uniforms.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/compiler/glsl/link_uniforms.cpp b/src/compiler/glsl/link_uniforms.cpp
index d2cb22c2066..1b87c5860b6 100644
--- a/src/compiler/glsl/link_uniforms.cpp
+++ b/src/compiler/glsl/link_uniforms.cpp
@@ -766,6 +766,8 @@ private:
this->uniforms[id].opaque[shader_type].index = ~0;
this->uniforms[id].opaque[shader_type].active = false;
+ this->uniforms[id].active_shader_mask |= 1 << shader_type;
+
/* This assigns uniform indices to sampler and image uniforms. */
handle_samplers(base_type, &this->uniforms[id], name);
handle_images(base_type, &this->uniforms[id], name);