glsl: use linked_shaders bitmask to iterate stages for subroutine fields
authorTimothy Arceri <timothy.arceri@collabora.com>
Wed, 2 Nov 2016 03:28:12 +0000 (14:28 +1100)
committerTimothy Arceri <timothy.arceri@collabora.com>
Wed, 30 Nov 2016 03:13:52 +0000 (14:13 +1100)
commit2ea021a1ebb768b13c533f6bea56cdfb4a9cc3b3
tree7a747ac81ed0493583f97bce84a5398e41b6231e
parent6d3458cbfbb4efb5a2ee33ad17e11f45163b6180
glsl: use linked_shaders bitmask to iterate stages for subroutine fields

This should be faster than looping over every stage and null checking, but
will also make the code a bit cleaner when we switch to getting more fields
from gl_program rather than from gl_linked_shader as we can just copy the
pointer and not need to worry about null checking then copying.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
src/compiler/glsl/link_uniforms.cpp
src/compiler/glsl/linker.cpp