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authorTimothy Arceri <[email protected]>2016-12-04 22:47:17 +1100
committerTimothy Arceri <[email protected]>2017-01-19 15:55:02 +1100
commit62f718bfcb75ab6f8e7276d1acdea767e55feac9 (patch)
treeb43768b161c368c340ea8b2a07f478dcab9938af /src/mesa/main
parentc054bbf0d40350bce931bccfce59d0c4ebca6fd1 (diff)
glsl: store number of explicit uniform loactions in gl_shader_program
This allows us to cleanup the functions that pass this count around, but more importantly we will be able to call the uniform linking functions from that backends linker without having to pass this information to the backend directly via Driver.LinkShader(). Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/mesa/main')
-rw-r--r--src/mesa/main/mtypes.h5
1 files changed, 5 insertions, 0 deletions
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index 793a527cb45..13a75734f99 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -2835,6 +2835,11 @@ struct gl_shader_program
unsigned LastCullDistanceArraySize;
/**
+ * Total number of explicit uniform location including inactive uniforms.
+ */
+ unsigned NumExplicitUniformLocations;
+
+ /**
* Map of active uniform names to locations
*
* Maps any active uniform that is not an array element to a location.