rhi: gl: Move some code out of the inner loops

Change-Id: I96c71ef45b93ab95250a2a3f0e9c10e8bc86d650
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
bb10
Laszlo Agocs 2020-10-09 18:47:14 +02:00
parent 2ac2809ec3
commit 9d804a54ae
1 changed files with 4 additions and 4 deletions

View File

@ -2851,6 +2851,10 @@ void QRhiGles2::bindShaderResources(QGles2CommandBuffer *cbD,
int texUnit = 1; // start from unit 1, keep 0 for resource mgmt stuff to avoid clashes
bool activeTexUnitAltered = false;
QVarLengthArray<float, 256> packedFloatArray;
QGles2UniformDescriptionVector &uniforms(maybeGraphicsPs ? QRHI_RES(QGles2GraphicsPipeline, maybeGraphicsPs)->uniforms
: QRHI_RES(QGles2ComputePipeline, maybeComputePs)->uniforms);
QGles2UniformState *uniformState = maybeGraphicsPs ? QRHI_RES(QGles2GraphicsPipeline, maybeGraphicsPs)->uniformState
: QRHI_RES(QGles2ComputePipeline, maybeComputePs)->uniformState;
for (int i = 0, ie = srbD->m_bindings.count(); i != ie; ++i) {
const QRhiShaderResourceBinding::Data *b = srbD->m_bindings.at(i).data();
@ -2867,10 +2871,6 @@ void QRhiGles2::bindShaderResources(QGles2CommandBuffer *cbD,
}
QGles2Buffer *bufD = QRHI_RES(QGles2Buffer, b->u.ubuf.buf);
const char *bufView = bufD->ubuf + viewOffset;
QGles2UniformDescriptionVector &uniforms(maybeGraphicsPs ? QRHI_RES(QGles2GraphicsPipeline, maybeGraphicsPs)->uniforms
: QRHI_RES(QGles2ComputePipeline, maybeComputePs)->uniforms);
QGles2UniformState *uniformState = maybeGraphicsPs ? QRHI_RES(QGles2GraphicsPipeline, maybeGraphicsPs)->uniformState
: QRHI_RES(QGles2ComputePipeline, maybeComputePs)->uniformState;
for (const QGles2UniformDescription &uniform : qAsConst(uniforms)) {
if (uniform.binding == b->binding) {
// in a uniform buffer everything is at least 4 byte aligned