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)
commit151867b422d07b9e5845e95c2ebc30567809edc5
tree135178a787d513f9d143db6225fe54610704cff9
parent4ce635c871d00e442efb2b265562685d7edd44ae
linker: Remove erroneous multiply by 4 in uniform usage calculation

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