diff options
author | Timothy Arceri <[email protected]> | 2017-11-08 09:54:22 +1100 |
---|---|---|
committer | Timothy Arceri <[email protected]> | 2017-11-09 12:07:48 +1100 |
commit | cf05bb506a075c9e3b8a3c374b928ff0367c49b2 (patch) | |
tree | 2a08cd32fdc212b488894b45936eb6a9ed06453a /src/compiler/glsl/link_uniforms.cpp | |
parent | a16dc04ad51c32e5c7d136e4dd6273d983385d3f (diff) |
glsl: drop cache_fallback
This turned out to be a dead end, it is much easier and less error
prone to just cache the IR used by the drivers backend e.g. TGSI or
NIR.
Cc: "17.2 17.3" <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/compiler/glsl/link_uniforms.cpp')
-rw-r--r-- | src/compiler/glsl/link_uniforms.cpp | 15 |
1 files changed, 3 insertions, 12 deletions
diff --git a/src/compiler/glsl/link_uniforms.cpp b/src/compiler/glsl/link_uniforms.cpp index 7d141549f55..3da015eb7fd 100644 --- a/src/compiler/glsl/link_uniforms.cpp +++ b/src/compiler/glsl/link_uniforms.cpp @@ -1400,13 +1400,6 @@ link_assign_uniform_storage(struct gl_context *ctx, sizeof(shader->Program->sh.SamplerTargets)); } - /* If this is a fallback compile for a cache miss we already have the - * correct uniform mappings and we don't want to reinitialise uniforms so - * just return now. - */ - if (prog->data->cache_fallback) - return; - #ifndef NDEBUG for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) { assert(prog->data->UniformStorage[i].storage != NULL || @@ -1431,11 +1424,9 @@ void link_assign_uniform_locations(struct gl_shader_program *prog, struct gl_context *ctx) { - if (!prog->data->cache_fallback) { - ralloc_free(prog->data->UniformStorage); - prog->data->UniformStorage = NULL; - prog->data->NumUniformStorage = 0; - } + ralloc_free(prog->data->UniformStorage); + prog->data->UniformStorage = NULL; + prog->data->NumUniformStorage = 0; if (prog->UniformHash != NULL) { prog->UniformHash->clear(); |