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authorTimothy Arceri <timothy.arceri@collabora.com>2016-04-03 12:44:33 +1000
committerTimothy Arceri <timothy.arceri@collabora.com>2016-04-06 09:56:24 +1000
commitf1293b2f9bc3a45c71941931edb5148d7b5f5a27 (patch)
treeba998230fc2b04bf8d130b6d7704650dbba09e83 /src/mesa/main/uniforms.c
parent506b561ba7e3df2a7759dded684fae84bf459f65 (diff)
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glsl: fully split apart buffer block arrays
With this change we create the UBO and SSBO arrays separately from the beginning rather than putting them into a combined array and splitting it apart later. A bug is with UBO and SSBO stage reference querying is also fixed as we now use the block index to lookup the references in the separate arrays not the combined buffer block array. Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Diffstat (limited to 'src/mesa/main/uniforms.c')
-rw-r--r--src/mesa/main/uniforms.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/mesa/main/uniforms.c b/src/mesa/main/uniforms.c
index 7dcbdcc..a9308d0 100644
--- a/src/mesa/main/uniforms.c
+++ b/src/mesa/main/uniforms.c
@@ -1016,13 +1016,13 @@ _mesa_UniformBlockBinding(GLuint program,
return;
}
- if (shProg->UniformBlocks[uniformBlockIndex]->Binding !=
+ if (shProg->UniformBlocks[uniformBlockIndex].Binding !=
uniformBlockBinding) {
FLUSH_VERTICES(ctx, 0);
ctx->NewDriverState |= ctx->DriverFlags.NewUniformBuffer;
- shProg->UniformBlocks[uniformBlockIndex]->Binding = uniformBlockBinding;
+ shProg->UniformBlocks[uniformBlockIndex].Binding = uniformBlockBinding;
}
}
@@ -1059,13 +1059,13 @@ _mesa_ShaderStorageBlockBinding(GLuint program,
return;
}
- if (shProg->ShaderStorageBlocks[shaderStorageBlockIndex]->Binding !=
+ if (shProg->ShaderStorageBlocks[shaderStorageBlockIndex].Binding !=
shaderStorageBlockBinding) {
FLUSH_VERTICES(ctx, 0);
ctx->NewDriverState |= ctx->DriverFlags.NewShaderStorageBuffer;
- shProg->ShaderStorageBlocks[shaderStorageBlockIndex]->Binding =
+ shProg->ShaderStorageBlocks[shaderStorageBlockIndex].Binding =
shaderStorageBlockBinding;
}
}