mesa/program: Associate uniform storage without using names
Use the new UniformStorageIndex field in Parameter instead. This mechanism was added so we could match those in the SPIR-V case, where names are optional. v2: Use UniformStorageIndex for all cases. (Timothy) Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
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@@ -2536,13 +2536,7 @@ _mesa_associate_uniform_storage(struct gl_context *ctx,
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if (params->Parameters[i].Type != PROGRAM_UNIFORM)
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continue;
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unsigned location;
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const bool found =
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shader_program->UniformHash->get(location, params->Parameters[i].Name);
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assert(found);
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if (!found)
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continue;
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unsigned location = params->Parameters[i].UniformStorageIndex;
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struct gl_uniform_storage *storage =
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&shader_program->data->UniformStorage[location];
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