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authorTimothy Arceri <t_arceri@yahoo.com.au>2015-09-30 11:00:02 +1000
committerTimothy Arceri <t_arceri@yahoo.com.au>2015-10-05 10:53:24 +1100
commit763cd8c080353482cb41da578cb3d6f7892a0c9f (patch)
treedff9ba9c0e6a4ebc0e706d578fe5313bc1cbda4f /src/glsl/ir_uniform.h
parentb85757bc72350df609f50e000512bc80d07f1497 (diff)
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glsl: reduce memory footprint of uniform_storage struct
The uniform will only be of a single type so store the data for opaque types in a single array. Cc: Francisco Jerez <currojerez@riseup.net> Cc: Ilia Mirkin <imirkin@alum.mit.edu>
Diffstat (limited to 'src/glsl/ir_uniform.h')
-rw-r--r--src/glsl/ir_uniform.h6
1 files changed, 1 insertions, 5 deletions
diff --git a/src/glsl/ir_uniform.h b/src/glsl/ir_uniform.h
index 858a7da..50fe76b 100644
--- a/src/glsl/ir_uniform.h
+++ b/src/glsl/ir_uniform.h
@@ -110,11 +110,7 @@ struct gl_uniform_storage {
*/
bool initialized;
- struct gl_opaque_uniform_index sampler[MESA_SHADER_STAGES];
-
- struct gl_opaque_uniform_index image[MESA_SHADER_STAGES];
-
- struct gl_opaque_uniform_index subroutine[MESA_SHADER_STAGES];
+ struct gl_opaque_uniform_index opaque[MESA_SHADER_STAGES];
/**
* Storage used by the driver for the uniform