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authorTimothy Arceri <[email protected]>2016-03-24 12:11:01 +1100
committerTimothy Arceri <[email protected]>2016-03-26 09:26:30 +1100
commit8683d54d2be82519c31e087e17dd936d13fa9d07 (patch)
tree434fd99512a25b6cd37ad616870619e646e10291 /src/compiler/glsl/standalone_scaffolding.cpp
parenta8e5edaadfd5df6a473566ff55978aca27a37679 (diff)
glsl: reduce buffer block duplication
This reduces some of the craziness required for handling buffer blocks. The problem is each shader stage holds its own information about a block in memory, we were copying that information to a program wide list but the per stage information remained meaning when a binding was updated we needed to update all versions of it. This changes the per stage blocks to instead point to a single version of the block information in the program list. Acked-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/compiler/glsl/standalone_scaffolding.cpp')
-rw-r--r--src/compiler/glsl/standalone_scaffolding.cpp5
1 files changed, 0 insertions, 5 deletions
diff --git a/src/compiler/glsl/standalone_scaffolding.cpp b/src/compiler/glsl/standalone_scaffolding.cpp
index d5d214b57cc..e350f702099 100644
--- a/src/compiler/glsl/standalone_scaffolding.cpp
+++ b/src/compiler/glsl/standalone_scaffolding.cpp
@@ -124,11 +124,6 @@ _mesa_clear_shader_program_data(struct gl_shader_program *shProg)
shProg->InterfaceBlockStageIndex[i] = NULL;
}
- ralloc_free(shProg->UboInterfaceBlockIndex);
- shProg->UboInterfaceBlockIndex = NULL;
- ralloc_free(shProg->SsboInterfaceBlockIndex);
- shProg->SsboInterfaceBlockIndex = NULL;
-
ralloc_free(shProg->AtomicBuffers);
shProg->AtomicBuffers = NULL;
shProg->NumAtomicBuffers = 0;