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authorTimothy Arceri <[email protected]>2015-09-30 11:00:02 +1000
committerTimothy Arceri <[email protected]>2015-10-05 10:53:24 +1100
commit763cd8c080353482cb41da578cb3d6f7892a0c9f (patch)
treedff9ba9c0e6a4ebc0e706d578fe5313bc1cbda4f /src/mesa/main
parentb85757bc72350df609f50e000512bc80d07f1497 (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')
-rw-r--r--src/mesa/main/shaderapi.c2
-rw-r--r--src/mesa/main/uniform_query.cpp8
2 files changed, 5 insertions, 5 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));
}
diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp
index 33c959dc1a5..d48729778ae 100644
--- a/src/mesa/main/uniform_query.cpp
+++ b/src/mesa/main/uniform_query.cpp
@@ -804,11 +804,11 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
/* If the shader stage doesn't use the sampler uniform, skip this.
*/
- if (sh == NULL || !uni->sampler[i].active)
+ if (sh == NULL || !uni->opaque[i].active)
continue;
for (int j = 0; j < count; j++) {
- sh->SamplerUnits[uni->sampler[i].index + offset + j] =
+ sh->SamplerUnits[uni->opaque[i].index + offset + j] =
((unsigned *) values)[j];
}
@@ -850,11 +850,11 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
*/
if (uni->type->is_image()) {
for (int i = 0; i < MESA_SHADER_STAGES; i++) {
- if (uni->image[i].active) {
+ if (uni->opaque[i].active) {
struct gl_shader *sh = shProg->_LinkedShaders[i];
for (int j = 0; j < count; j++)
- sh->ImageUnits[uni->image[i].index + offset + j] =
+ sh->ImageUnits[uni->opaque[i].index + offset + j] =
((GLint *) values)[j];
}
}