glsl: rename var and simplify if

is_ubo_var is true for both UBOs and SSBOs

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Timothy Arceri 2016-04-02 13:59:46 +11:00
parent 0fbd073dc2
commit 070e5a7405
1 changed files with 4 additions and 4 deletions

View File

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