glsl: drop cache_fallback

This turned out to be a dead end, it is much easier and less error
prone to just cache the IR used by the drivers backend e.g. TGSI or
NIR.

Cc: "17.2 17.3" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Timothy Arceri
2017-11-08 09:54:22 +11:00
parent a16dc04ad5
commit cf05bb506a
5 changed files with 56 additions and 78 deletions

View File

@@ -1400,13 +1400,6 @@ link_assign_uniform_storage(struct gl_context *ctx,
sizeof(shader->Program->sh.SamplerTargets));
}
/* If this is a fallback compile for a cache miss we already have the
* correct uniform mappings and we don't want to reinitialise uniforms so
* just return now.
*/
if (prog->data->cache_fallback)
return;
#ifndef NDEBUG
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
assert(prog->data->UniformStorage[i].storage != NULL ||
@@ -1431,11 +1424,9 @@ void
link_assign_uniform_locations(struct gl_shader_program *prog,
struct gl_context *ctx)
{
if (!prog->data->cache_fallback) {
ralloc_free(prog->data->UniformStorage);
prog->data->UniformStorage = NULL;
prog->data->NumUniformStorage = 0;
}
ralloc_free(prog->data->UniformStorage);
prog->data->UniformStorage = NULL;
prog->data->NumUniformStorage = 0;
if (prog->UniformHash != NULL) {
prog->UniformHash->clear();