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authorTimothy Arceri <[email protected]>2017-11-08 09:54:22 +1100
committerTimothy Arceri <[email protected]>2017-11-09 12:07:48 +1100
commitcf05bb506a075c9e3b8a3c374b928ff0367c49b2 (patch)
tree2a08cd32fdc212b488894b45936eb6a9ed06453a /src/compiler/glsl/link_uniforms.cpp
parenta16dc04ad51c32e5c7d136e4dd6273d983385d3f (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.cpp15
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();