nir_setup_uniform_remap_tables(struct gl_context *ctx,
struct gl_shader_program *prog)
{
- prog->UniformRemapTable = rzalloc_array(prog,
- struct gl_uniform_storage *,
- prog->NumUniformRemapTable);
+ /* For glsl this may have been allocated by reserve_explicit_locations() so
+ * that we can keep track of unused uniforms with explicit locations.
+ */
+ assert(!prog->data->spirv ||
+ (prog->data->spirv && !prog->UniformRemapTable));
+ if (!prog->UniformRemapTable) {
+ prog->UniformRemapTable = rzalloc_array(prog,
+ struct gl_uniform_storage *,
+ prog->NumUniformRemapTable);
+ }
+
union gl_constant_value *data =
rzalloc_array(prog->data,
union gl_constant_value, prog->data->NumUniformDataSlots);
}
/* Reserve locations for rest of the uniforms. */
- link_util_update_empty_uniform_locations(prog);
+ if (prog->data->spirv)
+ link_util_update_empty_uniform_locations(prog);
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i];
}
prog->data->NumHiddenUniforms = state.num_hidden_uniforms;
- prog->NumUniformRemapTable = state.max_uniform_location;
prog->data->NumUniformDataSlots = state.num_values;
+ if (prog->data->spirv)
+ prog->NumUniformRemapTable = state.max_uniform_location;
+
nir_setup_uniform_remap_tables(ctx, prog);
gl_nir_set_uniform_initializers(ctx, prog);