glsl: simplify link_uniform_blocks()

There is only ever one shader so simplify the input params.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
This commit is contained in:
Timothy Arceri
2016-06-28 07:52:46 +10:00
parent 1fb8c6df88
commit 32c410d2df
3 changed files with 5 additions and 10 deletions

View File

@@ -391,8 +391,7 @@ void
link_uniform_blocks(void *mem_ctx,
struct gl_context *ctx,
struct gl_shader_program *prog,
struct gl_linked_shader **shader_list,
unsigned num_shaders,
struct gl_linked_shader *shader,
struct gl_uniform_block **ubo_blocks,
unsigned *num_ubo_blocks,
struct gl_uniform_block **ssbo_blocks,
@@ -415,9 +414,7 @@ link_uniform_blocks(void *mem_ctx,
/* Determine which uniform blocks are active.
*/
link_uniform_block_active_visitor v(mem_ctx, block_hash, prog);
for (unsigned i = 0; i < num_shaders; i++) {
visit_list_elements(&v, shader_list[i]->ir);
}
visit_list_elements(&v, shader->ir);
/* Count the number of active uniform blocks. Count the total number of
* active slots in those uniform blocks.

View File

@@ -2312,9 +2312,8 @@ link_intrastage_shaders(void *mem_ctx,
v.fixup_unnamed_interface_types();
/* Link up uniform blocks defined within this stage. */
link_uniform_blocks(mem_ctx, ctx, prog, &linked, 1,
&ubo_blocks, &num_ubo_blocks, &ssbo_blocks,
&num_ssbo_blocks);
link_uniform_blocks(mem_ctx, ctx, prog, linked, &ubo_blocks,
&num_ubo_blocks, &ssbo_blocks, &num_ssbo_blocks);
if (!prog->LinkStatus) {
_mesa_delete_linked_shader(ctx, linked);

View File

@@ -57,8 +57,7 @@ extern void
link_uniform_blocks(void *mem_ctx,
struct gl_context *ctx,
struct gl_shader_program *prog,
struct gl_linked_shader **shader_list,
unsigned num_shaders,
struct gl_linked_shader *shader,
struct gl_uniform_block **ubo_blocks,
unsigned *num_ubo_blocks,
struct gl_uniform_block **ssbo_blocks,