diff options
author | Timothy Arceri <[email protected]> | 2016-06-02 15:32:14 +1000 |
---|---|---|
committer | Timothy Arceri <[email protected]> | 2016-06-08 13:19:32 +1000 |
commit | 8c3ecde0e18977f49b804226d7c28483e025cbcd (patch) | |
tree | a7f1f08d663d46301d295757223f85087b1b15af /src | |
parent | 6e6fd911da8a1d9cd62fe0a8a4cc0fb7bdccfe02 (diff) |
glsl: stop allocating memory for SSBOs and builtins
This just stops counting and assigning a storage location for
these uniforms, the count is only used to create the uniform storage.
These uniform types don't use this storage.
Reviewed-by: Dave Airlie <[email protected]>
Diffstat (limited to 'src')
-rw-r--r-- | src/compiler/glsl/link_uniforms.cpp | 20 |
1 files changed, 13 insertions, 7 deletions
diff --git a/src/compiler/glsl/link_uniforms.cpp b/src/compiler/glsl/link_uniforms.cpp index 3a2ac4d30d7..98ae3ad5371 100644 --- a/src/compiler/glsl/link_uniforms.cpp +++ b/src/compiler/glsl/link_uniforms.cpp @@ -402,7 +402,9 @@ private: * uniforms. */ this->num_active_uniforms++; - this->num_values += values; + + if(!is_gl_identifier(name) && !is_shader_storage) + this->num_values += values; } struct string_to_uint_map *hidden_map; @@ -762,13 +764,14 @@ private: current_var->data.how_declared == ir_var_hidden; this->uniforms[id].builtin = is_gl_identifier(name); - /* Do not assign storage if the uniform is builtin */ - if (!this->uniforms[id].builtin) - this->uniforms[id].storage = this->values; - this->uniforms[id].is_shader_storage = current_var->is_in_shader_storage_block(); + /* Do not assign storage if the uniform is builtin */ + if (!this->uniforms[id].builtin && + !this->uniforms[id].is_shader_storage) + this->uniforms[id].storage = this->values; + if (this->buffer_block_index != -1) { this->uniforms[id].block_index = this->buffer_block_index; @@ -819,7 +822,9 @@ private: this->uniforms[id].row_major = false; } - this->values += values_for_type(type); + if (!this->uniforms[id].builtin && + !this->uniforms[id].is_shader_storage) + this->values += values_for_type(type); } /** @@ -1251,7 +1256,8 @@ link_assign_uniform_locations(struct gl_shader_program *prog, #ifndef NDEBUG for (unsigned i = 0; i < num_uniforms; i++) { - assert(uniforms[i].storage != NULL || uniforms[i].builtin); + assert(uniforms[i].storage != NULL || uniforms[i].builtin || + uniforms[i].is_shader_storage); } assert(parcel.values == data_end); |