On 15/05/17 20:55, Samuel Pitoiset wrote:
Signed-off-by: Samuel Pitoiset <samuel.pitoi...@gmail.com>
---
  src/compiler/glsl/link_uniforms.cpp | 17 +++++++++--------
  1 file changed, 9 insertions(+), 8 deletions(-)

diff --git a/src/compiler/glsl/link_uniforms.cpp 
b/src/compiler/glsl/link_uniforms.cpp
index c5db1d62cb..b11739ce78 100644
--- a/src/compiler/glsl/link_uniforms.cpp
+++ b/src/compiler/glsl/link_uniforms.cpp
@@ -1238,12 +1238,14 @@ link_assign_uniform_storage(struct gl_context *ctx,
                                       prog->data->UniformStorage, data);
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
-      if (prog->_LinkedShaders[i] == NULL)
+      struct gl_linked_shader *shader = prog->_LinkedShaders[i];
+
+      if (!shader)
           continue;

Note you could also use the prog->data->linked_stages mask and replace the for/continue with a while loop here.

Either way series:

Reviewed-by: Timothy Arceri <tarc...@itsqueeze.com>

parcel.start_shader((gl_shader_stage)i); - foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) {
+      foreach_in_list(ir_instruction, node, shader->ir) {
           ir_variable *const var = node->as_variable();
if ((var == NULL) || (var->data.mode != ir_var_uniform &&
@@ -1253,15 +1255,14 @@ link_assign_uniform_storage(struct gl_context *ctx,
           parcel.set_and_process(var);
        }
- prog->_LinkedShaders[i]->Program->SamplersUsed =
-         parcel.shader_samplers_used;
-      prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
+      shader->Program->SamplersUsed = parcel.shader_samplers_used;
+      shader->shadow_samplers = parcel.shader_shadow_samplers;
- STATIC_ASSERT(sizeof(prog->_LinkedShaders[i]->Program->sh.SamplerTargets) ==
+      STATIC_ASSERT(sizeof(shader->Program->sh.SamplerTargets) ==
                      sizeof(parcel.targets));
-      memcpy(prog->_LinkedShaders[i]->Program->sh.SamplerTargets,
+      memcpy(shader->Program->sh.SamplerTargets,
               parcel.targets,
-             sizeof(prog->_LinkedShaders[i]->Program->sh.SamplerTargets));
+             sizeof(shader->Program->sh.SamplerTargets));
     }
/* If this is a fallback compile for a cache miss we already have the

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