st/mesa/glsl/nir/i965: make use of new gl_shader_program_data in gl_shader_program
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
This commit is contained in:
@@ -454,9 +454,9 @@ public:
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buffer_block_index = -1;
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if (var->is_in_buffer_block()) {
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struct gl_uniform_block *blks = var->is_in_shader_storage_block() ?
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prog->ShaderStorageBlocks : prog->UniformBlocks;
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prog->data->ShaderStorageBlocks : prog->data->UniformBlocks;
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unsigned num_blks = var->is_in_shader_storage_block() ?
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prog->NumShaderStorageBlocks : prog->NumUniformBlocks;
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prog->data->NumShaderStorageBlocks : prog->data->NumUniformBlocks;
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if (var->is_interface_instance() && var->type->is_array()) {
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unsigned l = strlen(var->get_interface_type()->name);
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@@ -1042,49 +1042,53 @@ link_setup_uniform_remap_tables(struct gl_context *ctx,
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prog->NumUniformRemapTable - num_explicit_uniform_locs;
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/* Reserve all the explicit locations of the active uniforms. */
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for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
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if (prog->UniformStorage[i].type->is_subroutine() ||
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prog->UniformStorage[i].is_shader_storage)
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for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
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if (prog->data->UniformStorage[i].type->is_subroutine() ||
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prog->data->UniformStorage[i].is_shader_storage)
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continue;
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if (prog->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC) {
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if (prog->data->UniformStorage[i].remap_location !=
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UNMAPPED_UNIFORM_LOC) {
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/* How many new entries for this uniform? */
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const unsigned entries =
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MAX2(1, prog->UniformStorage[i].array_elements);
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MAX2(1, prog->data->UniformStorage[i].array_elements);
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/* Set remap table entries point to correct gl_uniform_storage. */
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for (unsigned j = 0; j < entries; j++) {
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unsigned element_loc = prog->UniformStorage[i].remap_location + j;
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unsigned element_loc =
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prog->data->UniformStorage[i].remap_location + j;
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assert(prog->UniformRemapTable[element_loc] ==
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INACTIVE_UNIFORM_EXPLICIT_LOCATION);
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prog->UniformRemapTable[element_loc] = &prog->UniformStorage[i];
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prog->UniformRemapTable[element_loc] =
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&prog->data->UniformStorage[i];
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}
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}
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}
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/* Reserve locations for rest of the uniforms. */
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for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
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for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
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if (prog->UniformStorage[i].type->is_subroutine() ||
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prog->UniformStorage[i].is_shader_storage)
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if (prog->data->UniformStorage[i].type->is_subroutine() ||
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prog->data->UniformStorage[i].is_shader_storage)
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continue;
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/* Built-in uniforms should not get any location. */
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if (prog->UniformStorage[i].builtin)
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if (prog->data->UniformStorage[i].builtin)
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continue;
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/* Explicit ones have been set already. */
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if (prog->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC)
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if (prog->data->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC)
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continue;
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/* how many new entries for this uniform? */
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const unsigned entries = MAX2(1, prog->UniformStorage[i].array_elements);
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const unsigned entries =
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MAX2(1, prog->data->UniformStorage[i].array_elements);
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/* Find UniformRemapTable for empty blocks where we can fit this uniform. */
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int chosen_location = -1;
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if (empty_locs)
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chosen_location = find_empty_block(prog, &prog->UniformStorage[i]);
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chosen_location = find_empty_block(prog, &prog->data->UniformStorage[i]);
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/* Add new entries to the total amount of entries. */
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total_entries += entries;
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@@ -1106,10 +1110,10 @@ link_setup_uniform_remap_tables(struct gl_context *ctx,
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/* set pointers for this uniform */
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for (unsigned j = 0; j < entries; j++)
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prog->UniformRemapTable[chosen_location + j] =
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&prog->UniformStorage[i];
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&prog->data->UniformStorage[i];
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/* set the base location in remap table for the uniform */
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prog->UniformStorage[i].remap_location = chosen_location;
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prog->data->UniformStorage[i].remap_location = chosen_location;
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}
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/* Verify that total amount of entries for explicit and implicit locations
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@@ -1123,53 +1127,55 @@ link_setup_uniform_remap_tables(struct gl_context *ctx,
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}
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/* Reserve all the explicit locations of the active subroutine uniforms. */
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for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
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if (!prog->UniformStorage[i].type->is_subroutine())
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for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
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if (!prog->data->UniformStorage[i].type->is_subroutine())
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continue;
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if (prog->UniformStorage[i].remap_location == UNMAPPED_UNIFORM_LOC)
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if (prog->data->UniformStorage[i].remap_location == UNMAPPED_UNIFORM_LOC)
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continue;
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/* How many new entries for this uniform? */
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const unsigned entries =
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MAX2(1, prog->UniformStorage[i].array_elements);
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MAX2(1, prog->data->UniformStorage[i].array_elements);
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for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
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struct gl_linked_shader *sh = prog->_LinkedShaders[j];
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if (!sh)
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continue;
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if (!prog->UniformStorage[i].opaque[j].active)
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if (!prog->data->UniformStorage[i].opaque[j].active)
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continue;
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/* Set remap table entries point to correct gl_uniform_storage. */
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for (unsigned k = 0; k < entries; k++) {
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unsigned element_loc = prog->UniformStorage[i].remap_location + k;
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unsigned element_loc =
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prog->data->UniformStorage[i].remap_location + k;
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assert(sh->SubroutineUniformRemapTable[element_loc] ==
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INACTIVE_UNIFORM_EXPLICIT_LOCATION);
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sh->SubroutineUniformRemapTable[element_loc] =
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&prog->UniformStorage[i];
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&prog->data->UniformStorage[i];
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}
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}
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}
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/* reserve subroutine locations */
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for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
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if (!prog->UniformStorage[i].type->is_subroutine())
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for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
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if (!prog->data->UniformStorage[i].type->is_subroutine())
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continue;
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if (prog->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC)
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if (prog->data->UniformStorage[i].remap_location !=
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UNMAPPED_UNIFORM_LOC)
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continue;
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const unsigned entries =
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MAX2(1, prog->UniformStorage[i].array_elements);
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MAX2(1, prog->data->UniformStorage[i].array_elements);
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for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
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struct gl_linked_shader *sh = prog->_LinkedShaders[j];
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if (!sh)
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continue;
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if (!prog->UniformStorage[i].opaque[j].active)
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if (!prog->data->UniformStorage[i].opaque[j].active)
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continue;
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sh->SubroutineUniformRemapTable =
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@@ -1180,9 +1186,9 @@ link_setup_uniform_remap_tables(struct gl_context *ctx,
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for (unsigned k = 0; k < entries; k++) {
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sh->SubroutineUniformRemapTable[sh->NumSubroutineUniformRemapTable + k] =
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&prog->UniformStorage[i];
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&prog->data->UniformStorage[i];
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}
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prog->UniformStorage[i].remap_location =
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prog->data->UniformStorage[i].remap_location =
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sh->NumSubroutineUniformRemapTable;
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sh->NumSubroutineUniformRemapTable += entries;
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}
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@@ -1197,14 +1203,14 @@ link_assign_uniform_storage(struct gl_context *ctx,
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{
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/* On the outside chance that there were no uniforms, bail out.
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*/
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if (prog->NumUniformStorage == 0)
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if (prog->data->NumUniformStorage == 0)
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return;
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unsigned int boolean_true = ctx->Const.UniformBooleanTrue;
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prog->UniformStorage = rzalloc_array(prog, struct gl_uniform_storage,
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prog->NumUniformStorage);
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union gl_constant_value *data = rzalloc_array(prog->UniformStorage,
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prog->data->UniformStorage = rzalloc_array(prog, struct gl_uniform_storage,
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prog->data->NumUniformStorage);
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union gl_constant_value *data = rzalloc_array(prog->data->UniformStorage,
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union gl_constant_value,
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num_data_slots);
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#ifndef NDEBUG
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@@ -1212,7 +1218,7 @@ link_assign_uniform_storage(struct gl_context *ctx,
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#endif
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parcel_out_uniform_storage parcel(prog, prog->UniformHash,
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prog->UniformStorage, data);
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prog->data->UniformStorage, data);
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for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
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if (prog->_LinkedShaders[i] == NULL)
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@@ -1240,11 +1246,11 @@ link_assign_uniform_storage(struct gl_context *ctx,
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}
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#ifndef NDEBUG
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for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
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assert(prog->UniformStorage[i].storage != NULL ||
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prog->UniformStorage[i].builtin ||
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prog->UniformStorage[i].is_shader_storage ||
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prog->UniformStorage[i].block_index != -1);
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for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
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assert(prog->data->UniformStorage[i].storage != NULL ||
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prog->data->UniformStorage[i].builtin ||
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prog->data->UniformStorage[i].is_shader_storage ||
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prog->data->UniformStorage[i].block_index != -1);
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}
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assert(parcel.values == data_end);
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@@ -1260,9 +1266,9 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
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struct gl_context *ctx,
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unsigned int num_explicit_uniform_locs)
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{
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ralloc_free(prog->UniformStorage);
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prog->UniformStorage = NULL;
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prog->NumUniformStorage = 0;
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ralloc_free(prog->data->UniformStorage);
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prog->data->UniformStorage = NULL;
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prog->data->NumUniformStorage = 0;
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if (prog->UniformHash != NULL) {
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prog->UniformHash->clear();
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@@ -1324,8 +1330,8 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
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}
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}
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prog->NumUniformStorage = uniform_size.num_active_uniforms;
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prog->NumHiddenUniforms = uniform_size.num_hidden_uniforms;
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prog->data->NumUniformStorage = uniform_size.num_active_uniforms;
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prog->data->NumHiddenUniforms = uniform_size.num_hidden_uniforms;
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/* assign hidden uniforms a slot id */
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hiddenUniforms->iterate(assign_hidden_uniform_slot_id, &uniform_size);
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