glsl: rename var and simplify if
is_ubo_var is true for both UBOs and SSBOs Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@ -282,7 +282,7 @@ public:
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: num_active_uniforms(0), num_hidden_uniforms(0), num_values(0),
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num_shader_samplers(0), num_shader_images(0),
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num_shader_uniform_components(0), num_shader_subroutines(0),
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is_ubo_var(false), is_shader_storage(false), map(map),
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is_buffer_block(false), is_shader_storage(false), map(map),
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hidden_map(hidden_map)
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{
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/* empty */
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@ -299,7 +299,7 @@ public:
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void process(ir_variable *var)
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{
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this->current_var = var;
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this->is_ubo_var = var->is_in_buffer_block();
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this->is_buffer_block = var->is_in_buffer_block();
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this->is_shader_storage = var->is_in_shader_storage_block();
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if (var->is_interface_instance())
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program_resource_visitor::process(var->get_interface_type(),
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@ -340,7 +340,7 @@ public:
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*/
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unsigned num_shader_subroutines;
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bool is_ubo_var;
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bool is_buffer_block;
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bool is_shader_storage;
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struct string_to_uint_map *map;
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@ -380,7 +380,7 @@ private:
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* Note that samplers do not count against this limit because they
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* don't use any storage on current hardware.
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*/
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if (!is_ubo_var && !is_shader_storage)
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if (!is_buffer_block)
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this->num_shader_uniform_components += values;
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}
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