glsl: Rewrite unrolled link_invalidate_variable_locations calls as a loop

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Ian Romanick 2014-02-11 16:37:56 -08:00
parent 7b8acb9026
commit 6bdc1d96c3

View file

@ -2303,17 +2303,10 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
}
/* Mark all generic shader inputs and outputs as unpaired. */
if (prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL) {
link_invalidate_variable_locations(
prog->_LinkedShaders[MESA_SHADER_VERTEX]->ir);
}
if (prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) {
link_invalidate_variable_locations(
prog->_LinkedShaders[MESA_SHADER_GEOMETRY]->ir);
}
if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] != NULL) {
link_invalidate_variable_locations(
prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir);
for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_FRAGMENT; i++) {
if (prog->_LinkedShaders[i] != NULL) {
link_invalidate_variable_locations(prog->_LinkedShaders[i]->ir);
}
}
/* FINISHME: The value of the max_attribute_index parameter is