From: Eric Anholt Date: Thu, 23 May 2013 17:14:37 +0000 (-0700) Subject: glsl: Make a local variable to avoid restating this array lookup. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=93c8692ce92d396f0a4db5bc91d8e7322fa7dd50;p=mesa.git glsl: Make a local variable to avoid restating this array lookup. v2: Convert another instance of the array lookup. (caught by Tapani) Reviewed-by: Ian Romanick --- diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp index ad636681f8e..7a3a2ebde03 100644 --- a/src/glsl/link_uniforms.cpp +++ b/src/glsl/link_uniforms.cpp @@ -640,7 +640,9 @@ link_assign_uniform_locations(struct gl_shader_program *prog) */ count_uniform_size uniform_size(prog->UniformHash); for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) { - if (prog->_LinkedShaders[i] == NULL) + struct gl_shader *sh = prog->_LinkedShaders[i]; + + if (sh == NULL) continue; /* Uniforms that lack an initializer in the shader code have an initial @@ -652,16 +654,15 @@ link_assign_uniform_locations(struct gl_shader_program *prog) * initializer, if present, or 0 if no initializer is present. Sampler * types cannot have initializers." */ - memset(prog->_LinkedShaders[i]->SamplerUnits, 0, - sizeof(prog->_LinkedShaders[i]->SamplerUnits)); + memset(sh->SamplerUnits, 0, sizeof(sh->SamplerUnits)); - link_update_uniform_buffer_variables(prog->_LinkedShaders[i]); + link_update_uniform_buffer_variables(sh); /* Reset various per-shader target counts. */ uniform_size.start_shader(); - foreach_list(node, prog->_LinkedShaders[i]->ir) { + foreach_list(node, sh->ir) { ir_variable *const var = ((ir_instruction *) node)->as_variable(); if ((var == NULL) || (var->mode != ir_var_uniform)) @@ -678,9 +679,8 @@ link_assign_uniform_locations(struct gl_shader_program *prog) uniform_size.process(var); } - prog->_LinkedShaders[i]->num_samplers = uniform_size.num_shader_samplers; - prog->_LinkedShaders[i]->num_uniform_components = - uniform_size.num_shader_uniform_components; + sh->num_samplers = uniform_size.num_shader_samplers; + sh->num_uniform_components = uniform_size.num_shader_uniform_components; } const unsigned num_user_uniforms = uniform_size.num_active_uniforms;