glsl: reduce memory footprint of uniform_storage struct
The uniform will only be of a single type so store the data for opaque types in a single array. Cc: Francisco Jerez <currojerez@riseup.net> Cc: Ilia Mirkin <imirkin@alum.mit.edu>
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- src/glsl/ir_uniform.h 1 addition, 5 deletionssrc/glsl/ir_uniform.h
- src/glsl/link_uniform_initializers.cpp 6 additions, 6 deletionssrc/glsl/link_uniform_initializers.cpp
- src/glsl/link_uniforms.cpp 18 additions, 23 deletionssrc/glsl/link_uniforms.cpp
- src/glsl/linker.cpp 1 addition, 1 deletionsrc/glsl/linker.cpp
- src/glsl/nir/nir_lower_samplers.c 2 additions, 2 deletionssrc/glsl/nir/nir_lower_samplers.c
- src/glsl/tests/set_uniform_initializer_tests.cpp 4 additions, 4 deletionssrc/glsl/tests/set_uniform_initializer_tests.cpp
- src/mesa/drivers/dri/i965/brw_shader.cpp 1 addition, 1 deletionsrc/mesa/drivers/dri/i965/brw_shader.cpp
- src/mesa/main/shaderapi.c 1 addition, 1 deletionsrc/mesa/main/shaderapi.c
- src/mesa/main/uniform_query.cpp 4 additions, 4 deletionssrc/mesa/main/uniform_query.cpp
- src/mesa/program/ir_to_mesa.cpp 3 additions, 2 deletionssrc/mesa/program/ir_to_mesa.cpp
- src/mesa/program/sampler.cpp 2 additions, 2 deletionssrc/mesa/program/sampler.cpp
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