glsl: use UniformHash to find storage location

There is no need to be looping over all the uniforms.

Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Timothy Arceri
2016-07-27 15:20:44 +10:00
parent 82e153daff
commit 549222f5f8

View File

@@ -22,6 +22,7 @@
*/
#include "main/core.h"
#include "program/hash_table.h"
#include "ir.h"
#include "linker.h"
#include "ir_uniform.h"
@@ -33,14 +34,13 @@
namespace linker {
gl_uniform_storage *
get_storage(gl_uniform_storage *storage, unsigned num_storage,
const char *name)
get_storage(struct gl_shader_program *prog, const char *name)
{
for (unsigned int i = 0; i < num_storage; i++) {
if (strcmp(name, storage[i].name) == 0)
return &storage[i];
}
unsigned id;
if (prog->UniformHash->get(id, name))
return &prog->UniformStorage[id];
assert(!"No uniform storage found!");
return NULL;
}
@@ -108,13 +108,10 @@ set_opaque_binding(void *mem_ctx, gl_shader_program *prog,
element_name, binding);
}
} else {
struct gl_uniform_storage *const storage =
get_storage(prog->UniformStorage, prog->NumUniformStorage, name);
struct gl_uniform_storage *const storage = get_storage(prog, name);
if (storage == NULL) {
assert(storage != NULL);
if (!storage)
return;
}
const unsigned elements = MAX2(storage->array_elements, 1);
@@ -207,14 +204,10 @@ set_uniform_initializer(void *mem_ctx, gl_shader_program *prog,
return;
}
struct gl_uniform_storage *const storage =
get_storage(prog->UniformStorage,
prog->NumUniformStorage,
name);
if (storage == NULL) {
assert(storage != NULL);
struct gl_uniform_storage *const storage = get_storage(prog, name);
if (!storage)
return;
}
if (val->type->is_array()) {
const enum glsl_base_type base_type =