const unsigned entries =
MAX2(1, prog->data->UniformStorage[i].array_elements);
- for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
+ unsigned mask = prog->data->linked_stages;
+ while (mask) {
+ const int j = u_bit_scan(&mask);
struct gl_linked_shader *sh = prog->_LinkedShaders[j];
- if (!sh)
- continue;
if (!prog->data->UniformStorage[i].opaque[j].active)
continue;
const unsigned entries =
MAX2(1, prog->data->UniformStorage[i].array_elements);
- for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
+ unsigned mask = prog->data->linked_stages;
+ while (mask) {
+ const int j = u_bit_scan(&mask);
struct gl_linked_shader *sh = prog->_LinkedShaders[j];
- if (!sh)
- continue;
if (!prog->data->UniformStorage[i].opaque[j].active)
continue;
static void
link_calculate_subroutine_compat(struct gl_shader_program *prog)
{
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ unsigned mask = prog->data->linked_stages;
+ while (mask) {
+ const int i = u_bit_scan(&mask);
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
- int count;
- if (!sh)
- continue;
for (unsigned j = 0; j < sh->NumSubroutineUniformRemapTable; j++) {
if (sh->SubroutineUniformRemapTable[j] == INACTIVE_UNIFORM_EXPLICIT_LOCATION)
if (!uni)
continue;
- count = 0;
+ int count = 0;
if (sh->NumSubroutineFunctions == 0) {
linker_error(prog, "subroutine uniform %s defined but no valid functions found\n", uni->type->name);
continue;
static void
check_subroutine_resources(struct gl_shader_program *prog)
{
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ unsigned mask = prog->data->linked_stages;
+ while (mask) {
+ const int i = u_bit_scan(&mask);
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
- if (sh) {
- if (sh->NumSubroutineUniformRemapTable > MAX_SUBROUTINE_UNIFORM_LOCATIONS)
- linker_error(prog, "Too many %s shader subroutine uniforms\n",
- _mesa_shader_stage_to_string(i));
- }
+ if (sh->NumSubroutineUniformRemapTable > MAX_SUBROUTINE_UNIFORM_LOCATIONS)
+ linker_error(prog, "Too many %s shader subroutine uniforms\n",
+ _mesa_shader_stage_to_string(i));
}
}
/**
}
unsigned entries_total = 0;
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ unsigned mask = prog->data->linked_stages;
+ while (mask) {
+ const int i = u_bit_scan(&mask);
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
- if (!sh)
- continue;
-
foreach_in_list(ir_instruction, node, sh->ir) {
ir_variable *var = node->as_variable();
if (!var || var->data.mode != ir_var_uniform)
}
}
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ unsigned mask = shProg->data->linked_stages;
+ while (mask) {
+ const int i = u_bit_scan(&mask);
struct gl_linked_shader *sh = shProg->_LinkedShaders[i];
- GLuint type;
-
- if (!sh)
- continue;
- type = _mesa_shader_stage_to_subroutine((gl_shader_stage)i);
+ GLuint type = _mesa_shader_stage_to_subroutine((gl_shader_stage)i);
for (unsigned j = 0; j < sh->NumSubroutineFunctions; j++) {
if (!add_program_resource(shProg, resource_set,
type, &sh->SubroutineFunctions[j], 0))
static void
link_assign_subroutine_types(struct gl_shader_program *prog)
{
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ unsigned mask = prog->data->linked_stages;
+ while (mask) {
+ const int i = u_bit_scan(&mask);
gl_linked_shader *sh = prog->_LinkedShaders[i];
- if (sh == NULL)
- continue;
-
sh->MaxSubroutineFunctionIndex = 0;
foreach_in_list(ir_instruction, node, sh->ir) {
ir_function *fn = node->as_function();