diff options
author | Timothy Arceri <[email protected]> | 2016-03-24 12:11:01 +1100 |
---|---|---|
committer | Timothy Arceri <[email protected]> | 2016-03-26 09:26:30 +1100 |
commit | 8683d54d2be82519c31e087e17dd936d13fa9d07 (patch) | |
tree | 434fd99512a25b6cd37ad616870619e646e10291 /src/mesa/main/uniforms.c | |
parent | a8e5edaadfd5df6a473566ff55978aca27a37679 (diff) |
glsl: reduce buffer block duplication
This reduces some of the craziness required for handling buffer
blocks. The problem is each shader stage holds its own information
about a block in memory, we were copying that information to a
program wide list but the per stage information remained meaning
when a binding was updated we needed to update all versions of it.
This changes the per stage blocks to instead point to a single
version of the block information in the program list.
Acked-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/mesa/main/uniforms.c')
-rw-r--r-- | src/mesa/main/uniforms.c | 33 |
1 files changed, 2 insertions, 31 deletions
diff --git a/src/mesa/main/uniforms.c b/src/mesa/main/uniforms.c index b1968b3f795..7dcbdccf442 100644 --- a/src/mesa/main/uniforms.c +++ b/src/mesa/main/uniforms.c @@ -1018,26 +1018,11 @@ _mesa_UniformBlockBinding(GLuint program, if (shProg->UniformBlocks[uniformBlockIndex]->Binding != uniformBlockBinding) { - int i; FLUSH_VERTICES(ctx, 0); ctx->NewDriverState |= ctx->DriverFlags.NewUniformBuffer; - const int interface_block_index = - shProg->UboInterfaceBlockIndex[uniformBlockIndex]; - - shProg->BufferInterfaceBlocks[interface_block_index].Binding = - uniformBlockBinding; - - for (i = 0; i < MESA_SHADER_STAGES; i++) { - int stage_index = - shProg->InterfaceBlockStageIndex[i][interface_block_index]; - - if (stage_index != -1) { - struct gl_shader *sh = shProg->_LinkedShaders[i]; - sh->BufferInterfaceBlocks[stage_index].Binding = uniformBlockBinding; - } - } + shProg->UniformBlocks[uniformBlockIndex]->Binding = uniformBlockBinding; } } @@ -1076,26 +1061,12 @@ _mesa_ShaderStorageBlockBinding(GLuint program, if (shProg->ShaderStorageBlocks[shaderStorageBlockIndex]->Binding != shaderStorageBlockBinding) { - int i; FLUSH_VERTICES(ctx, 0); ctx->NewDriverState |= ctx->DriverFlags.NewShaderStorageBuffer; - const int interface_block_index = - shProg->SsboInterfaceBlockIndex[shaderStorageBlockIndex]; - - shProg->BufferInterfaceBlocks[interface_block_index].Binding = + shProg->ShaderStorageBlocks[shaderStorageBlockIndex]->Binding = shaderStorageBlockBinding; - - for (i = 0; i < MESA_SHADER_STAGES; i++) { - int stage_index = - shProg->InterfaceBlockStageIndex[i][interface_block_index]; - - if (stage_index != -1) { - struct gl_shader *sh = shProg->_LinkedShaders[i]; - sh->BufferInterfaceBlocks[stage_index].Binding = shaderStorageBlockBinding; - } - } } } |