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authorKenneth Graunke <[email protected]>2013-11-23 12:11:34 -0800
committerKenneth Graunke <[email protected]>2013-12-01 15:33:04 -0800
commit5b331f6fcbf226f18e0c517ffdce30a39bb92982 (patch)
tree213e292ef49855ba3165f281d2ccc40c56f82126 /src/glsl/ast_function.cpp
parent1b557b1606ffcf05d2612d66226306e876b6b937 (diff)
glsl: Simplify the built-in function linking code.
Previously, we stored an array of up to 16 additional shaders to link, as well as a count of how many each shader actually needed. Since the built-in functions rewrite, all the built-ins are stored in a single shader. So all we need is a boolean indicating whether a shader needs to link against built-ins or not. During linking, we can avoid creating the temporary array if none of the shaders being linked need built-ins. Otherwise, it's simply a copy of the array that has one additional element. This is much simpler. This patch saves approximately 128 bytes of memory per gl_shader object. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
Diffstat (limited to 'src/glsl/ast_function.cpp')
-rw-r--r--src/glsl/ast_function.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/glsl/ast_function.cpp b/src/glsl/ast_function.cpp
index 36bb26086fd..64237594e13 100644
--- a/src/glsl/ast_function.cpp
+++ b/src/glsl/ast_function.cpp
@@ -458,8 +458,8 @@ no_matching_function_error(const char *name,
print_function_prototypes(state, loc, state->symbols->get_function(name));
- if (state->num_builtins_to_link) {
- gl_shader *sh = state->builtins_to_link[0];
+ if (state->uses_builtin_functions) {
+ gl_shader *sh = _mesa_glsl_get_builtin_function_shader();
print_function_prototypes(state, loc, sh->symbols->get_function(name));
}
}