diff options
author | Timothy Arceri <[email protected]> | 2016-07-02 20:02:47 +1000 |
---|---|---|
committer | Timothy Arceri <[email protected]> | 2016-07-05 20:18:05 +1000 |
commit | 51f912786f420fcfa50a3d3f1b36794cb2714be2 (patch) | |
tree | 23480caa3aebad8619ac22283afbf10fb87a9408 /src/compiler/glsl/link_uniforms.cpp | |
parent | 549b9b12fcc94f33af3968e47392f38f73bf3e7f (diff) |
glsl: stop allocating memory for UBOs during linking
This just stops counting and assigning a storage location for
these uniforms, the count is only used to create the uniform storage.
These uniform types don't use this storage.
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Diffstat (limited to 'src/compiler/glsl/link_uniforms.cpp')
-rw-r--r-- | src/compiler/glsl/link_uniforms.cpp | 13 |
1 files changed, 8 insertions, 5 deletions
diff --git a/src/compiler/glsl/link_uniforms.cpp b/src/compiler/glsl/link_uniforms.cpp index 807a8f3bd04..dbe808fd532 100644 --- a/src/compiler/glsl/link_uniforms.cpp +++ b/src/compiler/glsl/link_uniforms.cpp @@ -403,7 +403,7 @@ private: */ this->num_active_uniforms++; - if(!is_gl_identifier(name) && !is_shader_storage) + if(!is_gl_identifier(name) && !is_shader_storage && !is_buffer_block) this->num_values += values; } @@ -767,9 +767,10 @@ private: this->uniforms[id].is_shader_storage = current_var->is_in_shader_storage_block(); - /* Do not assign storage if the uniform is builtin */ + /* Do not assign storage if the uniform is a builtin or buffer object */ if (!this->uniforms[id].builtin && - !this->uniforms[id].is_shader_storage) + !this->uniforms[id].is_shader_storage && + this->buffer_block_index == -1) this->uniforms[id].storage = this->values; if (this->buffer_block_index != -1) { @@ -823,7 +824,8 @@ private: } if (!this->uniforms[id].builtin && - !this->uniforms[id].is_shader_storage) + !this->uniforms[id].is_shader_storage && + this->buffer_block_index == -1) this->values += values_for_type(type); } @@ -1257,7 +1259,8 @@ link_assign_uniform_locations(struct gl_shader_program *prog, #ifndef NDEBUG for (unsigned i = 0; i < num_uniforms; i++) { assert(uniforms[i].storage != NULL || uniforms[i].builtin || - uniforms[i].is_shader_storage); + uniforms[i].is_shader_storage || + uniforms[i].block_index != -1); } assert(parcel.values == data_end); |