Optimize shader uid checks by checking the number of uid values which are actually used.

This commit is contained in:
NeoBrainX
2013-06-22 21:24:21 +02:00
parent 16ada5fa3d
commit bdc28106ee
5 changed files with 44 additions and 29 deletions

View File

@ -74,6 +74,8 @@ static void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
vertex_shader_uid_data& uid_data = (&out.template GetUidData<vertex_shader_uid_data>() != NULL)
? out.template GetUidData<vertex_shader_uid_data>() : dummy_data;
uid_data.num_values = sizeof(uid_data)/sizeof(u32);
out.SetBuffer(text);
#ifndef ANDROID
locale_t locale;