glsl: only set buffer block binding once during initialisation

Since 8683d54d2b there is now a single instance of the buffer
block information that needs to be updated rather than one instance
for each stage.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Timothy Arceri 2016-04-02 11:06:39 +11:00
parent 94ed482c19
commit 0163881528

View file

@ -44,18 +44,6 @@ get_storage(gl_uniform_storage *storage, unsigned num_storage,
return NULL;
}
static unsigned
get_uniform_block_index(const gl_shader_program *shProg,
const char *uniformBlockName)
{
for (unsigned i = 0; i < shProg->NumBufferInterfaceBlocks; i++) {
if (!strcmp(shProg->BufferInterfaceBlocks[i].Name, uniformBlockName))
return i;
}
return GL_INVALID_INDEX;
}
void
copy_constant_to_storage(union gl_constant_value *storage,
const ir_constant *val,
@ -168,22 +156,14 @@ set_opaque_binding(void *mem_ctx, gl_shader_program *prog,
void
set_block_binding(gl_shader_program *prog, const char *block_name, int binding)
{
const unsigned block_index = get_uniform_block_index(prog, block_name);
if (block_index == GL_INVALID_INDEX) {
assert(block_index != GL_INVALID_INDEX);
return;
for (unsigned i = 0; i < prog->NumBufferInterfaceBlocks; i++) {
if (!strcmp(prog->BufferInterfaceBlocks[i].Name, block_name)) {
prog->BufferInterfaceBlocks[i].Binding = binding;
return;
}
}
/* This is a field of a UBO. val is the binding index. */
for (int i = 0; i < MESA_SHADER_STAGES; i++) {
int stage_index = prog->InterfaceBlockStageIndex[i][block_index];
if (stage_index != -1) {
struct gl_shader *sh = prog->_LinkedShaders[i];
sh->BufferInterfaceBlocks[stage_index]->Binding = binding;
}
}
unreachable("Failed to initialize block binding");
}
void