At this point there is no reason not to be using the linked shaders,
using the linked shaders should be faster and will make things simpler
for upcoming shader cache work.

The previous variable name suggests the linked shaders were intended
to be used here anyway.
---
 src/compiler/glsl/linker.cpp | 8 ++++----
 1 file changed, 4 insertions(+), 4 deletions(-)

diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index 527b636..5719c87 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -4116,12 +4116,12 @@ calculate_array_size_and_stride(struct 
gl_shader_program *shProg,
       }
    }
 
-   for (unsigned i = 0; i < shProg->NumShaders; i++) {
-      if (shProg->Shaders[i] == NULL)
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      const gl_linked_shader *sh = shProg->_LinkedShaders[i];
+      if (sh == NULL)
          continue;
 
-      const gl_shader *stage = shProg->Shaders[i];
-      foreach_in_list(ir_instruction, node, stage->ir) {
+      foreach_in_list(ir_instruction, node, sh->ir) {
          ir_variable *var = node->as_variable();
          if (!var || !var->get_interface_type() ||
              var->data.mode != ir_var_shader_storage)
-- 
2.7.4

_______________________________________________
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
https://lists.freedesktop.org/mailman/listinfo/mesa-dev

Reply via email to