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authorTimothy Arceri <[email protected]>2016-07-11 12:11:42 +1000
committerTimothy Arceri <[email protected]>2016-07-19 09:42:00 +1000
commitcd5cbf0f6b69557ef0c6123c11f9732d43490f4f (patch)
tree712eaf5ff391488e85a1bcfbd0ce819903059c20 /src/compiler
parent198074a41c20300373ec4f906a34da89cad63fbf (diff)
glsl: use linked shaders rather than compiled shaders
At this point there is no reason not to be using the linked shaders, using the linked shaders should be faster and will make things simpler for upcoming shader cache work. The previous variable name suggests the linked shaders were intended to be used here anyway. Reviewed-by: Iago Toral Quiroga <[email protected]>
Diffstat (limited to 'src/compiler')
-rw-r--r--src/compiler/glsl/linker.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index d963f540a52..6d45a025da3 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -4112,12 +4112,12 @@ calculate_array_size_and_stride(struct gl_shader_program *shProg,
}
}
- for (unsigned i = 0; i < shProg->NumShaders; i++) {
- if (shProg->Shaders[i] == NULL)
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ const gl_linked_shader *sh = shProg->_LinkedShaders[i];
+ if (sh == NULL)
continue;
- const gl_shader *stage = shProg->Shaders[i];
- foreach_in_list(ir_instruction, node, stage->ir) {
+ foreach_in_list(ir_instruction, node, sh->ir) {
ir_variable *var = node->as_variable();
if (!var || !var->get_interface_type() ||
var->data.mode != ir_var_shader_storage)