glsl: use remap location when serialising uniform program resource data
This allows us to avoid expensive string compares since we already have a map to the pointers. These compares were taking ~30 seconds for a single shader compile in Godot due to it using 64,000+ uniforms. Fixes: c4cff5f4 ("glsl: add basic support for resource list to shader cache") Reviewed-by:Tapani Pälli <tapani.palli@intel.com> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109229 (cherry picked from commit fb78a6cb)
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