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author | Timothy Arceri <[email protected]> | 2019-01-28 17:15:34 +1100 |
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committer | Timothy Arceri <[email protected]> | 2019-01-29 09:39:54 +1100 |
commit | fb78a6cb72270de271f75d6f6c9b5ebadba7a898 (patch) | |
tree | c238bbbacae7da7309e269ee9bc64ef60866e180 /src/compiler/shader_enums.c | |
parent | be5b271ea76d81d32e3dc490ef5b32a61c3fb965 (diff) |
glsl: use remap location when serialising uniform program resource data
This allows us to avoid expensive string compares since we already have
a map to the pointers.
These compares were taking ~30 seconds for a single shader compile
in Godot due to it using 64,000+ uniforms.
Fixes: c4cff5f40254 ("glsl: add basic support for resource list to shader cache")
Reviewed-by: Tapani Pälli <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109229
Diffstat (limited to 'src/compiler/shader_enums.c')
0 files changed, 0 insertions, 0 deletions