Clean up checking variable packing limits
This encapsulates expanding struct variables inside the VariablePacker
class that packs variables according to the GLSL ES spec.
The variable expansion step is no longer run twice when checking
uniforms against the max uniforms limit.
BUG=angleproject:2068
TEST=angle_unittests
Change-Id: I012ddaa249f71c0a78d937c98007c61352e64888
Reviewed-on: https://chromium-review.googlesource.com/608367
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/compiler/translator/ShaderLang.cpp b/src/compiler/translator/ShaderLang.cpp
index 07653c4..f9a5bb5 100644
--- a/src/compiler/translator/ShaderLang.cpp
+++ b/src/compiler/translator/ShaderLang.cpp
@@ -448,8 +448,7 @@
bool CheckVariablesWithinPackingLimits(int maxVectors, const std::vector<ShaderVariable> &variables)
{
- VariablePacker packer;
- return packer.CheckVariablesWithinPackingLimits(maxVectors, variables);
+ return CheckVariablesInPackingLimits(maxVectors, variables);
}
bool GetUniformBlockRegister(const ShHandle handle,