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authorTimothy Arceri <[email protected]>2017-08-11 14:17:24 +1000
committerTimothy Arceri <[email protected]>2017-08-24 11:18:48 +1000
commit2662269ad791141eb61c14d7a57df2800fa6d91c (patch)
treea55cb762d719971cbff50fbd02c6b951b7f462e5 /src/compiler
parent073a84ff60dbaef6331e2bcd8f5ca2de0b2ff7d2 (diff)
glsl: add has_uniform_storage() helper to shader cache
Reviewed-by: Samuel Pitoiset <[email protected]>
Diffstat (limited to 'src/compiler')
-rw-r--r--src/compiler/glsl/shader_cache.cpp19
1 files changed, 13 insertions, 6 deletions
diff --git a/src/compiler/glsl/shader_cache.cpp b/src/compiler/glsl/shader_cache.cpp
index 6c878dae37e..2fbab86d30c 100644
--- a/src/compiler/glsl/shader_cache.cpp
+++ b/src/compiler/glsl/shader_cache.cpp
@@ -596,6 +596,17 @@ read_xfb(struct blob_reader *metadata, struct gl_shader_program *shProg)
MAX_FEEDBACK_BUFFERS);
}
+static bool
+has_uniform_storage(struct gl_shader_program *prog, unsigned idx)
+{
+ if (!prog->data->UniformStorage[idx].builtin &&
+ !prog->data->UniformStorage[idx].is_shader_storage &&
+ prog->data->UniformStorage[idx].block_index == -1)
+ return true;
+
+ return false;
+}
+
static void
write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
{
@@ -638,9 +649,7 @@ write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
*/
blob_write_uint32(metadata, prog->data->NumHiddenUniforms);
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
- if (!prog->data->UniformStorage[i].builtin &&
- !prog->data->UniformStorage[i].is_shader_storage &&
- prog->data->UniformStorage[i].block_index == -1) {
+ if (has_uniform_storage(prog, i)) {
unsigned vec_size =
prog->data->UniformStorage[i].type->component_slots() *
MAX2(prog->data->UniformStorage[i].array_elements, 1);
@@ -700,9 +709,7 @@ read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
/* Restore uniform values. */
prog->data->NumHiddenUniforms = blob_read_uint32(metadata);
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
- if (!prog->data->UniformStorage[i].builtin &&
- !prog->data->UniformStorage[i].is_shader_storage &&
- prog->data->UniformStorage[i].block_index == -1) {
+ if (has_uniform_storage(prog, i)) {
unsigned vec_size =
prog->data->UniformStorage[i].type->component_slots() *
MAX2(prog->data->UniformStorage[i].array_elements, 1);