Commit: be284c82d4a66d3eca568c7919555ce2d16073a0
Author: Clément Foucault
Date:   Mon Feb 26 20:50:11 2018 +0100
Branches: blender2.8
https://developer.blender.org/rBbe284c82d4a66d3eca568c7919555ce2d16073a0

GWN: Query builtin uniform at shader creation.

This avoids having non null entries in shaderface->builtin_uniforms and a 
redundant check.

===================================================================

M       intern/gawain/src/gwn_shader_interface.c

===================================================================

diff --git a/intern/gawain/src/gwn_shader_interface.c 
b/intern/gawain/src/gwn_shader_interface.c
index d8103abcd3a..d48cb7d2559 100644
--- a/intern/gawain/src/gwn_shader_interface.c
+++ b/intern/gawain/src/gwn_shader_interface.c
@@ -265,6 +265,14 @@ Gwn_ShaderInterface* GWN_shaderinterface_create(GLint 
program)
 #endif
                }
 
+       // Builtin Uniforms
+       for (Gwn_UniformBuiltin u = GWN_UNIFORM_NONE + 1; u < 
GWN_UNIFORM_CUSTOM; ++u)
+               {
+               const char* builtin_name = BuiltinUniform_name(u);
+               if (glGetUniformLocation(program, builtin_name) != -1)
+                       add_uniform((Gwn_ShaderInterface*)shaderface, 
builtin_name);
+               }
+
        // Batches ref buffer
        shaderface->batches_ct = GWN_SHADERINTERFACE_REF_ALLOC_COUNT;
        shaderface->batches = calloc(shaderface->batches_ct, 
sizeof(Gwn_Batch*));
@@ -309,14 +317,7 @@ const Gwn_ShaderInput* 
GWN_shaderinterface_uniform_builtin(const Gwn_ShaderInter
        assert(builtin != GWN_UNIFORM_CUSTOM);
        assert(builtin != GWN_NUM_UNIFORMS);
 #endif
-
-       const Gwn_ShaderInput* input = shaderface->builtin_uniforms[builtin];
-
-       // If input is not found add it so it's found next time.
-       if (input == NULL)
-               input = add_uniform((Gwn_ShaderInterface*)shaderface, 
BuiltinUniform_name(builtin));
-
-       return (input->location != -1) ? input : NULL;
+       return shaderface->builtin_uniforms[builtin];
        }
 
 const Gwn_ShaderInput* GWN_shaderinterface_ubo(const Gwn_ShaderInterface* 
shaderface, const char* name)

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