glsl_to_tgsi: only associate the uniform storage once at link time
This hack is no longer needed. (see the previous commit) Reviewed-by: Brian Paul <brianp@vmware.com>
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bb5df7350b
commit
0d46440c3a
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@ -5117,15 +5117,6 @@ st_translate_program(
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t->outputMapping = outputMapping;
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t->outputMapping = outputMapping;
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t->ureg = ureg;
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t->ureg = ureg;
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if (program->shader_program) {
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for (i = 0; i < program->shader_program->NumUserUniformStorage; i++) {
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struct gl_uniform_storage *const storage =
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&program->shader_program->UniformStorage[i];
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_mesa_uniform_detach_all_driver_storage(storage);
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}
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}
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/*
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/*
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* Declare input attributes.
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* Declare input attributes.
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*/
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*/
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@ -5360,21 +5351,6 @@ st_translate_program(
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t->insn[t->labels[i].branch_target]);
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t->insn[t->labels[i].branch_target]);
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}
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}
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if (program->shader_program) {
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/* This has to be done last. Any operation the can cause
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* prog->ParameterValues to get reallocated (e.g., anything that adds a
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* program constant) has to happen before creating this linkage.
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*/
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for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
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if (program->shader_program->_LinkedShaders[i] == NULL ||
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program->shader_program->_LinkedShaders[i]->Program == NULL)
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continue;
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_mesa_associate_uniform_storage(ctx, program->shader_program,
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program->shader_program->_LinkedShaders[i]->Program->Parameters);
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}
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}
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out:
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out:
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if (t) {
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if (t) {
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free(t->temps);
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free(t->temps);
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