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>
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@ -402,7 +402,9 @@ private:
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* uniforms.
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*/
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this->num_active_uniforms++;
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this->num_values += values;
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if(!is_gl_identifier(name) && !is_shader_storage)
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this->num_values += values;
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}
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struct string_to_uint_map *hidden_map;
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@ -762,13 +764,14 @@ private:
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current_var->data.how_declared == ir_var_hidden;
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this->uniforms[id].builtin = is_gl_identifier(name);
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/* Do not assign storage if the uniform is builtin */
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if (!this->uniforms[id].builtin)
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this->uniforms[id].storage = this->values;
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this->uniforms[id].is_shader_storage =
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current_var->is_in_shader_storage_block();
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/* Do not assign storage if the uniform is builtin */
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if (!this->uniforms[id].builtin &&
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!this->uniforms[id].is_shader_storage)
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this->uniforms[id].storage = this->values;
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if (this->buffer_block_index != -1) {
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this->uniforms[id].block_index = this->buffer_block_index;
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@ -819,7 +822,9 @@ private:
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this->uniforms[id].row_major = false;
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}
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this->values += values_for_type(type);
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if (!this->uniforms[id].builtin &&
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!this->uniforms[id].is_shader_storage)
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this->values += values_for_type(type);
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}
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/**
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@ -1251,7 +1256,8 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
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#ifndef NDEBUG
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for (unsigned i = 0; i < num_uniforms; i++) {
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assert(uniforms[i].storage != NULL || uniforms[i].builtin);
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assert(uniforms[i].storage != NULL || uniforms[i].builtin ||
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uniforms[i].is_shader_storage);
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}
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assert(parcel.values == data_end);
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