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glsl: add has_uniform_storage() helper to shader cache
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
(cherry picked from commit 2662269ad7)
This commit is contained in:
parent
15ecbb2c07
commit
a8eea040cd
1 changed files with 13 additions and 6 deletions
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@ -596,6 +596,17 @@ read_xfb(struct blob_reader *metadata, struct gl_shader_program *shProg)
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MAX_FEEDBACK_BUFFERS);
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}
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static bool
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has_uniform_storage(struct gl_shader_program *prog, unsigned idx)
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{
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if (!prog->data->UniformStorage[idx].builtin &&
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!prog->data->UniformStorage[idx].is_shader_storage &&
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prog->data->UniformStorage[idx].block_index == -1)
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return true;
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return false;
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}
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static void
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write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
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{
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@ -638,9 +649,7 @@ write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
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*/
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blob_write_uint32(metadata, prog->data->NumHiddenUniforms);
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for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
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if (!prog->data->UniformStorage[i].builtin &&
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!prog->data->UniformStorage[i].is_shader_storage &&
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prog->data->UniformStorage[i].block_index == -1) {
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if (has_uniform_storage(prog, i)) {
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unsigned vec_size =
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prog->data->UniformStorage[i].type->component_slots() *
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MAX2(prog->data->UniformStorage[i].array_elements, 1);
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@ -700,9 +709,7 @@ read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
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/* Restore uniform values. */
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prog->data->NumHiddenUniforms = blob_read_uint32(metadata);
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for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
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if (!prog->data->UniformStorage[i].builtin &&
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!prog->data->UniformStorage[i].is_shader_storage &&
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prog->data->UniformStorage[i].block_index == -1) {
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if (has_uniform_storage(prog, i)) {
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unsigned vec_size =
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prog->data->UniformStorage[i].type->component_slots() *
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MAX2(prog->data->UniformStorage[i].array_elements, 1);
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