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/mesa/program/sampler.cpp b/src/mesa/program/sampler.cpp
index b1168fd..1198a3c 100644
--- a/src/mesa/program/sampler.cpp
+++ b/src/mesa/program/sampler.cpp
@@ -119,7 +119,7 @@
return 0;
}
- if (!shader_program->UniformStorage[location].sampler[shader].active) {
+ if (!shader_program->UniformStorage[location].opaque[shader].active) {
assert(0 && "cannot return a sampler");
linker_error(shader_program,
"cannot return a sampler named %s, because it is not "
@@ -128,7 +128,7 @@
return 0;
}
- return shader_program->UniformStorage[location].sampler[shader].index +
+ return shader_program->UniformStorage[location].opaque[shader].index +
getname.offset;
}