glsl: stop allocating memory for SSBOs and builtins

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: Dave Airlie <airlied@redhat.com>
This commit is contained in:
Timothy Arceri 2016-06-02 15:32:14 +10:00
parent 6e6fd911da
commit 8c3ecde0e1
1 changed files with 13 additions and 7 deletions

View File

@ -402,7 +402,9 @@ private:
* uniforms.
*/
this->num_active_uniforms++;
this->num_values += values;
if(!is_gl_identifier(name) && !is_shader_storage)
this->num_values += values;
}
struct string_to_uint_map *hidden_map;
@ -762,13 +764,14 @@ private:
current_var->data.how_declared == ir_var_hidden;
this->uniforms[id].builtin = is_gl_identifier(name);
/* Do not assign storage if the uniform is builtin */
if (!this->uniforms[id].builtin)
this->uniforms[id].storage = this->values;
this->uniforms[id].is_shader_storage =
current_var->is_in_shader_storage_block();
/* Do not assign storage if the uniform is builtin */
if (!this->uniforms[id].builtin &&
!this->uniforms[id].is_shader_storage)
this->uniforms[id].storage = this->values;
if (this->buffer_block_index != -1) {
this->uniforms[id].block_index = this->buffer_block_index;
@ -819,7 +822,9 @@ private:
this->uniforms[id].row_major = false;
}
this->values += values_for_type(type);
if (!this->uniforms[id].builtin &&
!this->uniforms[id].is_shader_storage)
this->values += values_for_type(type);
}
/**
@ -1251,7 +1256,8 @@ 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);
assert(uniforms[i].storage != NULL || uniforms[i].builtin ||
uniforms[i].is_shader_storage);
}
assert(parcel.values == data_end);