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>
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 826a188..6df8d61 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -3497,7 +3497,7 @@
continue;
for (int j = MESA_SHADER_VERTEX; j < MESA_SHADER_STAGES; j++) {
- if (!shProg->UniformStorage[i].subroutine[j].active)
+ if (!shProg->UniformStorage[i].opaque[j].active)
continue;
type = _mesa_shader_stage_to_subroutine_uniform((gl_shader_stage)j);