diff options
author | Jason Ekstrand <[email protected]> | 2015-03-18 12:34:09 -0700 |
---|---|---|
committer | Jason Ekstrand <[email protected]> | 2015-03-19 13:18:38 -0700 |
commit | 639115123efe7f71d432e24b1719adda7d23e97e (patch) | |
tree | c43e76da1b94e92fd3891f80710b65cb0ffa5b43 /src/mesa | |
parent | 8f255f948bd5c7b8fd56c8f72f6a9a7f626fca29 (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/mesa')
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_fs_nir.cpp | 13 |
1 files changed, 3 insertions, 10 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_fs_nir.cpp b/src/mesa/drivers/dri/i965/brw_fs_nir.cpp index a9e75ab55fa..9431e5dd74e 100644 --- a/src/mesa/drivers/dri/i965/brw_fs_nir.cpp +++ b/src/mesa/drivers/dri/i965/brw_fs_nir.cpp @@ -196,9 +196,7 @@ fs_visitor::emit_nir_code() void fs_visitor::nir_setup_inputs(nir_shader *shader) { - struct hash_entry *entry; - hash_table_foreach(shader->inputs, entry) { - nir_variable *var = (nir_variable *) entry->data; + foreach_list_typed(nir_variable, var, node, &shader->inputs) { enum brw_reg_type type = brw_type_for_base_type(var->type); fs_reg input = offset(nir_inputs, var->data.driver_location); @@ -250,9 +248,7 @@ fs_visitor::nir_setup_outputs(nir_shader *shader) { brw_wm_prog_key *key = (brw_wm_prog_key*) this->key; - struct hash_entry *entry; - hash_table_foreach(shader->outputs, entry) { - nir_variable *var = (nir_variable *) entry->data; + foreach_list_typed(nir_variable, var, node, &shader->outputs) { fs_reg reg = offset(nir_outputs, var->data.driver_location); int vector_elements = @@ -304,10 +300,7 @@ fs_visitor::nir_setup_uniforms(nir_shader *shader) if (dispatch_width != 8) return; - struct hash_entry *entry; - hash_table_foreach(shader->uniforms, entry) { - nir_variable *var = (nir_variable *) entry->data; - + foreach_list_typed(nir_variable, var, node, &shader->uniforms) { /* UBO's and atomics don't take up space in the uniform file */ if (var->interface_type != NULL || var->type->contains_atomic()) |