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