glsl: stop allocating memory for UBOs during linking

This just stops counting and assigning a storage location for
these uniforms, the count is only used to create the uniform storage.

These uniform types don't use this storage.

Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
This commit is contained in:
Timothy Arceri 2016-07-02 20:02:47 +10:00
parent 549b9b12fc
commit 51f912786f
1 changed files with 8 additions and 5 deletions

View File

@ -403,7 +403,7 @@ private:
*/
this->num_active_uniforms++;
if(!is_gl_identifier(name) && !is_shader_storage)
if(!is_gl_identifier(name) && !is_shader_storage && !is_buffer_block)
this->num_values += values;
}
@ -767,9 +767,10 @@ private:
this->uniforms[id].is_shader_storage =
current_var->is_in_shader_storage_block();
/* Do not assign storage if the uniform is builtin */
/* Do not assign storage if the uniform is a builtin or buffer object */
if (!this->uniforms[id].builtin &&
!this->uniforms[id].is_shader_storage)
!this->uniforms[id].is_shader_storage &&
this->buffer_block_index == -1)
this->uniforms[id].storage = this->values;
if (this->buffer_block_index != -1) {
@ -823,7 +824,8 @@ private:
}
if (!this->uniforms[id].builtin &&
!this->uniforms[id].is_shader_storage)
!this->uniforms[id].is_shader_storage &&
this->buffer_block_index == -1)
this->values += values_for_type(type);
}
@ -1257,7 +1259,8 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
#ifndef NDEBUG
for (unsigned i = 0; i < num_uniforms; i++) {
assert(uniforms[i].storage != NULL || uniforms[i].builtin ||
uniforms[i].is_shader_storage);
uniforms[i].is_shader_storage ||
uniforms[i].block_index != -1);
}
assert(parcel.values == data_end);