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authorIan Romanick <[email protected]>2011-11-21 11:42:37 -0800
committerIan Romanick <[email protected]>2011-11-22 11:50:19 -0800
commit151867b422d07b9e5845e95c2ebc30567809edc5 (patch)
tree135178a787d513f9d143db6225fe54610704cff9 /src/glsl/ir_expression_flattening.h
parent4ce635c871d00e442efb2b265562685d7edd44ae (diff)
linker: Remove erroneous multiply by 4 in uniform usage calculation
The old count_uniform_size::num_shader_uniforms was actually calculating the number of components used. Multiplying by 4 when setting gl_shader::num_uniform_components caused us to count 4x as many uniform components as were actually used. Signed-off-by: Ian Romanick <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=42930 Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=42966 Acked-by: Marek Olšák <[email protected]> Tested-by: Vinson Lee <[email protected]> Tested-by: Pavel Ondračka <[email protected]> Reviewed-and-tested-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/glsl/ir_expression_flattening.h')
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