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authorJason Ekstrand <[email protected]>2015-03-18 12:34:09 -0700
committerJason Ekstrand <[email protected]>2015-03-19 13:18:38 -0700
commit639115123efe7f71d432e24b1719adda7d23e97e (patch)
treec43e76da1b94e92fd3891f80710b65cb0ffa5b43 /src/mesa
parent8f255f948bd5c7b8fd56c8f72f6a9a7f626fca29 (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.cpp13
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())