glsl: tidy up entries temporary

Here we just move initialisation of entries to where it is needed i.e.
outside the loop and after the continue checks.

Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
This commit is contained in:
Timothy Arceri
2016-11-11 11:45:55 +11:00
parent c20564ae3e
commit adb3a83c09

View File

@@ -1130,6 +1130,10 @@ link_setup_uniform_remap_tables(struct gl_context *ctx,
if (prog->UniformStorage[i].remap_location == UNMAPPED_UNIFORM_LOC)
continue;
/* How many new entries for this uniform? */
const unsigned entries =
MAX2(1, prog->UniformStorage[i].array_elements);
for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
struct gl_linked_shader *sh = prog->_LinkedShaders[j];
if (!sh)
@@ -1138,10 +1142,6 @@ link_setup_uniform_remap_tables(struct gl_context *ctx,
if (!prog->UniformStorage[i].opaque[j].active)
continue;
/* How many new entries for this uniform? */
const unsigned entries =
MAX2(1, prog->UniformStorage[i].array_elements);
/* Set remap table entries point to correct gl_uniform_storage. */
for (unsigned k = 0; k < entries; k++) {
unsigned element_loc = prog->UniformStorage[i].remap_location + k;
@@ -1155,13 +1155,15 @@ link_setup_uniform_remap_tables(struct gl_context *ctx,
/* reserve subroutine locations */
for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
if (!prog->UniformStorage[i].type->is_subroutine())
continue;
const unsigned entries = MAX2(1, prog->UniformStorage[i].array_elements);
if (prog->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC)
continue;
const unsigned entries =
MAX2(1, prog->UniformStorage[i].array_elements);
for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
struct gl_linked_shader *sh = prog->_LinkedShaders[j];
if (!sh)