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author | Timothy Arceri <[email protected]> | 2015-09-30 11:00:02 +1000 |
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committer | Timothy Arceri <[email protected]> | 2015-10-05 10:53:24 +1100 |
commit | 763cd8c080353482cb41da578cb3d6f7892a0c9f (patch) | |
tree | dff9ba9c0e6a4ebc0e706d578fe5313bc1cbda4f /src/mesa/main/shaderapi.c | |
parent | b85757bc72350df609f50e000512bc80d07f1497 (diff) |
glsl: reduce memory footprint of uniform_storage struct
The uniform will only be of a single type so store the data for
opaque types in a single array.
Cc: Francisco Jerez <[email protected]>
Cc: Ilia Mirkin <[email protected]>
Diffstat (limited to 'src/mesa/main/shaderapi.c')
-rw-r--r-- | src/mesa/main/shaderapi.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c index 13fdf8c033b..9dd1054c8ee 100644 --- a/src/mesa/main/shaderapi.c +++ b/src/mesa/main/shaderapi.c @@ -2597,7 +2597,7 @@ _mesa_GetUniformSubroutineuiv(GLenum shadertype, GLint location, { struct gl_uniform_storage *uni = sh->SubroutineUniformRemapTable[location]; - int offset = location - uni->subroutine[stage].index; + int offset = location - uni->opaque[stage].index; memcpy(params, &uni->storage[offset], sizeof(GLuint)); } |