linker: Remove erroneous multiply by 4 in uniform usage calculation
authorIan Romanick <ian.d.romanick@intel.com>
Mon, 21 Nov 2011 19:42:37 +0000 (11:42 -0800)
committerIan Romanick <ian.d.romanick@intel.com>
Tue, 22 Nov 2011 19:50:19 +0000 (11:50 -0800)
The old count_uniform_size::num_shader_uniforms was actually
calculating the number of components used.  Multiplying by 4 when
setting gl_shader::num_uniform_components caused us to count 4x as
many uniform components as were actually used.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=42930
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=42966
Acked-by: Marek Olšák <maraeo@gmail.com>
Tested-by: Vinson Lee <vlee@vmware.com>
Tested-by: Pavel Ondračka <pavel.ondracka@email.cz>
Reviewed-and-tested-by: Kenneth Graunke <kenneth@whitecape.org>
src/glsl/link_uniforms.cpp

index ca5da30401cde2f0eef5822c2fc4a91a4f1f122e..c7de480a57392ba5377ef87c115d83b0b3cc7da5 100644 (file)
@@ -114,7 +114,7 @@ class count_uniform_size : public uniform_field_visitor {
 public:
    count_uniform_size(struct string_to_uint_map *map)
       : num_active_uniforms(0), num_values(0), num_shader_samplers(0),
-       num_shader_uniforms(0), map(map)
+       num_shader_uniform_components(0), map(map)
    {
       /* empty */
    }
@@ -122,7 +122,7 @@ public:
    void start_shader()
    {
       this->num_shader_samplers = 0;
-      this->num_shader_uniforms = 0;
+      this->num_shader_uniform_components = 0;
    }
 
    /**
@@ -143,7 +143,7 @@ public:
    /**
     * Number of uniforms used in the current shader
     */
-   unsigned num_shader_uniforms;
+   unsigned num_shader_uniform_components;
 
 private:
    virtual void visit_field(const glsl_type *type, const char *name)
@@ -165,7 +165,7 @@ private:
          * Note that samplers do not count against this limit because they
          * don't use any storage on current hardware.
          */
-        this->num_shader_uniforms += values;
+        this->num_shader_uniform_components += values;
       }
 
       /* If the uniform is already in the map, there's nothing more to do.
@@ -321,7 +321,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
 
       prog->_LinkedShaders[i]->num_samplers = uniform_size.num_shader_samplers;
       prog->_LinkedShaders[i]->num_uniform_components =
-        uniform_size.num_shader_uniforms * 4;
+        uniform_size.num_shader_uniform_components;
    }
 
    const unsigned num_user_uniforms = uniform_size.num_active_uniforms;