glsl: don't write uniform storage offset if there isn't one
authorTimothy Arceri <tarceri@itsqueeze.com>
Fri, 11 Aug 2017 04:22:07 +0000 (14:22 +1000)
committerTimothy Arceri <tarceri@itsqueeze.com>
Thu, 24 Aug 2017 01:18:48 +0000 (11:18 +1000)
commit22154823d21f17a5fdff7b1fe3c92b61f5389d88
treefa5b2421179f8d2a029bdb90ca6621021e63e9af
parent2662269ad791141eb61c14d7a57df2800fa6d91c
glsl: don't write uniform storage offset if there isn't one

This is so we always create reproducible cache entries. Consistency
is required for verification of any third party distributed shaders.

Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
src/compiler/glsl/shader_cache.cpp