glsl: skip more uniform initialisation when doing fallback linking
We already pull these values from the metadata cache so no need to recreate them. Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit is contained in:

committed by
Timothy Arceri

parent
794f7326bc
commit
01d1e5a7ad
@@ -4500,12 +4500,14 @@ link_and_validate_uniforms(struct gl_context *ctx,
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update_array_sizes(prog);
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link_assign_uniform_locations(prog, ctx);
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link_assign_atomic_counter_resources(ctx, prog);
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link_calculate_subroutine_compat(prog);
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check_resources(ctx, prog);
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check_subroutine_resources(prog);
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check_image_resources(ctx, prog);
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link_check_atomic_counter_resources(ctx, prog);
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if (!prog->data->cache_fallback) {
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link_assign_atomic_counter_resources(ctx, prog);
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link_calculate_subroutine_compat(prog);
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check_resources(ctx, prog);
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check_subroutine_resources(prog);
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check_image_resources(ctx, prog);
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link_check_atomic_counter_resources(ctx, prog);
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}
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}
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static bool
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@@ -4810,8 +4812,10 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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last = i;
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}
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check_explicit_uniform_locations(ctx, prog);
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link_assign_subroutine_types(prog);
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if (!prog->data->cache_fallback) {
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check_explicit_uniform_locations(ctx, prog);
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link_assign_subroutine_types(prog);
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}
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if (!prog->data->LinkStatus)
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goto done;
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