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authorIan Romanick <[email protected]>2014-07-14 15:48:36 -0700
committerKenneth Graunke <[email protected]>2014-08-29 23:27:59 -0700
commitc0cd5bedf66887e958e140c047afc5bc26160000 (patch)
tree3ce0ea5f0270e2944760f0bed70f9a75baeef685 /src/glsl/linker.cpp
parent941269f89c147a606787a10e41959ede98da5df6 (diff)
glsl: Eliminate ir_variable::data.atomic.buffer_index
Just use ir_variable::data.binding... because that's the where the binding is stored for everything else that can use layout(binding=). Valgrind massif results for a trimmed apitrace of dota2: n time(i) total(B) useful-heap(B) extra-heap(B) stacks(B) Before (32-bit): 50 40,564,927,443 69,185,408 63,683,871 5,501,537 0 After (32-bit): 74 40,580,119,657 69,186,544 63,506,327 5,680,217 0 Before (64-bit): 59 36,822,048,449 96,526,888 89,113,000 7,413,888 0 After (64-bit): 89 36,822,971,897 96,526,616 88,735,296 7,791,320 0 A real savings of 173KiB on 32-bit and 368KiB on 64-bit. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
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