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authorJason Ekstrand <[email protected]>2015-03-18 12:34:09 -0700
committerJason Ekstrand <[email protected]>2015-03-19 13:18:38 -0700
commit639115123efe7f71d432e24b1719adda7d23e97e (patch)
treec43e76da1b94e92fd3891f80710b65cb0ffa5b43 /src/glsl/nir/nir.h
parent8f255f948bd5c7b8fd56c8f72f6a9a7f626fca29 (diff)
nir: Use a list instead of a hash_table for inputs, outputs, and uniforms
We never did a single hash table lookup in the entire NIR code base that I found so there was no real benifit to doing it that way. I suppose that for linking, we'll probably want to be able to lookup by name but we can leave building that hash table to the linker. In the mean time this was causing problems with GLSL IR -> NIR because GLSL IR doesn't guarantee us unique names of uniforms, etc. This was causing massive rendering isues in the unreal4 Sun Temple demo. Reviewed-by: Connor Abbott <[email protected]>
Diffstat (limited to 'src/glsl/nir/nir.h')
-rw-r--r--src/glsl/nir/nir.h6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/glsl/nir/nir.h b/src/glsl/nir/nir.h
index 669a26ed24d..6b42df953da 100644
--- a/src/glsl/nir/nir.h
+++ b/src/glsl/nir/nir.h
@@ -1380,13 +1380,13 @@ typedef struct nir_shader_compiler_options {
typedef struct nir_shader {
/** hash table of name -> uniform nir_variable */
- struct hash_table *uniforms;
+ struct exec_list uniforms;
/** hash table of name -> input nir_variable */
- struct hash_table *inputs;
+ struct exec_list inputs;
/** hash table of name -> output nir_variable */
- struct hash_table *outputs;
+ struct exec_list outputs;
/** Set of driver-specific options for the shader.
*