mesa: Use gl_shader_program::_LinkedShaders instead of VertexProgram

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Ian Romanick
2011-08-20 13:51:36 -07:00
parent 2fae55666e
commit 010cc547ca
13 changed files with 39 additions and 34 deletions
@@ -2347,7 +2347,8 @@ vec4_visitor::vec4_visitor(struct brw_vs_compile *c,
this->current_annotation = NULL;
this->c = c;
this->vp = prog->VertexProgram;
this->vp = (struct gl_vertex_program *)
prog->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
this->prog_data = &c->prog_data;
this->variable_ht = hash_table_ctor(0,
+5 -3
View File
@@ -354,15 +354,17 @@ brw_vs_precompile(struct gl_context *ctx, struct gl_shader_program *prog)
{
struct brw_context *brw = brw_context(ctx);
struct brw_vs_prog_key key;
struct gl_vertex_program *vp = prog->VertexProgram;
struct brw_vertex_program *bvp = brw_vertex_program(vp);
uint32_t old_prog_offset = brw->vs.prog_offset;
struct brw_vs_prog_data *old_prog_data = brw->vs.prog_data;
bool success;
if (!vp)
if (!prog->_LinkedShaders[MESA_SHADER_VERTEX])
return true;
struct gl_vertex_program *vp = (struct gl_vertex_program *)
prog->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
struct brw_vertex_program *bvp = brw_vertex_program(vp);
memset(&key, 0, sizeof(key));
key.program_string_id = bvp->id;
+1 -1
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@@ -1852,7 +1852,7 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where)
sh = shProg[i]->_LinkedShaders[i];
switch (sh->Type) {
case GL_VERTEX_SHADER:
_mesa_append_uniforms_to_file(sh, &shProg[i]->VertexProgram->Base);
_mesa_append_uniforms_to_file(sh, sh->Program);
break;
case GL_GEOMETRY_SHADER_ARB:
+5 -5
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@@ -315,7 +315,7 @@ static GLbitfield get_fp_input_mask( struct gl_context *ctx )
const GLboolean vertexShader =
(ctx->Shader.CurrentVertexProgram &&
ctx->Shader.CurrentVertexProgram->LinkStatus &&
ctx->Shader.CurrentVertexProgram->VertexProgram);
ctx->Shader.CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]);
const GLboolean vertexProgram = ctx->VertexProgram._Enabled;
GLbitfield fp_inputs = 0x0;
@@ -371,7 +371,7 @@ static GLbitfield get_fp_input_mask( struct gl_context *ctx )
}
else {
/* calculate from vp->outputs */
struct gl_vertex_program *vprog;
struct gl_program *vprog;
GLbitfield64 vp_outputs;
/* Choose GLSL vertex shader over ARB vertex program. Need this
@@ -379,11 +379,11 @@ static GLbitfield get_fp_input_mask( struct gl_context *ctx )
* validation (see additional comments in state.c).
*/
if (vertexShader)
vprog = ctx->Shader.CurrentVertexProgram->VertexProgram;
vprog = ctx->Shader.CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
else
vprog = ctx->VertexProgram.Current;
vprog = &ctx->VertexProgram.Current->Base;
vp_outputs = vprog->Base.OutputsWritten;
vp_outputs = vprog->OutputsWritten;
/* These get generated in the setup routine regardless of the
* vertex program:
-1
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@@ -2171,7 +2171,6 @@ struct gl_shader_program
} Vert;
/* post-link info: */
struct gl_vertex_program *VertexProgram; /**< Linked vertex program */
struct gl_fragment_program *FragmentProgram; /**< Linked fragment prog */
struct gl_geometry_program *GeometryProgram; /**< Linked geometry prog */
struct gl_uniform_list *Uniforms;
+5 -4
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@@ -808,8 +808,9 @@ print_shader_info(const struct gl_shader_program *shProg)
shProg->Shaders[i]->Name,
shProg->Shaders[i]->SourceChecksum);
}
if (shProg->VertexProgram)
printf(" vert prog %u\n", shProg->VertexProgram->Base.Id);
if (shProg->_LinkedShaders[MESA_SHADER_VERTEX])
printf(" vert prog %u\n",
shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program->Id);
if (shProg->FragmentProgram)
printf(" frag prog %u\n", shProg->FragmentProgram->Base.Id);
if (shProg->GeometryProgram)
@@ -963,7 +964,7 @@ static GLboolean
validate_shader_program(const struct gl_shader_program *shProg,
char *errMsg)
{
const struct gl_vertex_program *vp = shProg->VertexProgram;
const struct gl_shader *vs = shProg->_LinkedShaders[MESA_SHADER_VERTEX];
const struct gl_geometry_program *gp = shProg->GeometryProgram;
const struct gl_fragment_program *fp = shProg->FragmentProgram;
@@ -991,7 +992,7 @@ validate_shader_program(const struct gl_shader_program *shProg,
* Check: any two active samplers in the current program object are of
* different types, but refer to the same texture image unit,
*/
if (vp && !validate_samplers(&vp->Base, errMsg)) {
if (vs && !validate_samplers(vs->Program, errMsg)) {
return GL_FALSE;
}
if (gp && !validate_samplers(&gp->Base, errMsg)) {
-1
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@@ -275,7 +275,6 @@ void
_mesa_clear_shader_program_data(struct gl_context *ctx,
struct gl_shader_program *shProg)
{
_mesa_reference_vertprog(ctx, &shProg->VertexProgram, NULL);
_mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL);
_mesa_reference_geomprog(ctx, &shProg->GeometryProgram, NULL);
+4 -2
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@@ -281,10 +281,12 @@ update_program(struct gl_context *ctx)
* _mesa_get_fixed_func_vertex_program() needs to know active
* fragprog inputs.
*/
if (vsProg && vsProg->LinkStatus && vsProg->VertexProgram) {
if (vsProg && vsProg->LinkStatus
&& vsProg->_LinkedShaders[MESA_SHADER_VERTEX]) {
/* Use GLSL vertex shader */
_mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current,
vsProg->VertexProgram);
(struct gl_vertex_program *)
vsProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program);
}
else if (ctx->VertexProgram._Enabled) {
/* Use user-defined vertex program */
+4 -4
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@@ -490,16 +490,16 @@ update_texture_state( struct gl_context *ctx )
{
GLuint unit;
struct gl_fragment_program *fprog = NULL;
struct gl_vertex_program *vprog = NULL;
struct gl_program *vprog = NULL;
GLbitfield enabledFragUnits = 0x0;
if (ctx->Shader.CurrentVertexProgram &&
ctx->Shader.CurrentVertexProgram->LinkStatus) {
vprog = ctx->Shader.CurrentVertexProgram->VertexProgram;
vprog = ctx->Shader.CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
} else if (ctx->VertexProgram._Enabled) {
/* XXX enable this if/when non-shader vertex programs get
* texture fetches:
vprog = ctx->VertexProgram.Current;
vprog = &ctx->VertexProgram.Current->Base;
*/
}
@@ -540,7 +540,7 @@ update_texture_state( struct gl_context *ctx )
* settle on the one with highest priority (see below).
*/
if (vprog) {
enabledVertTargets |= vprog->Base.TexturesUsed[unit];
enabledVertTargets |= vprog->TexturesUsed[unit];
}
if (fprog) {
+7 -5
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@@ -180,7 +180,7 @@ find_uniform_parameter_pos(struct gl_shader_program *shProg, GLint index,
pos = shProg->Uniforms->Uniforms[index].VertPos;
if (pos >= 0) {
prog = &shProg->VertexProgram->Base;
prog = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
}
else {
pos = shProg->Uniforms->Uniforms[index].FragPos;
@@ -911,11 +911,12 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
/* A uniform var may be used by both a vertex shader and a fragment
* shader. We may need to update one or both shader's uniform here:
*/
if (shProg->VertexProgram) {
if (shProg->_LinkedShaders[MESA_SHADER_VERTEX]) {
/* convert uniform location to program parameter index */
GLint index = uniform->VertPos;
if (index >= 0) {
set_program_uniform(ctx, &shProg->VertexProgram->Base,
set_program_uniform(ctx,
shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program,
index, offset, type, count, elems, values);
}
}
@@ -1056,11 +1057,12 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
uniform = &shProg->Uniforms->Uniforms[location];
if (shProg->VertexProgram) {
if (shProg->_LinkedShaders[MESA_SHADER_VERTEX]) {
/* convert uniform location to program parameter index */
GLint index = uniform->VertPos;
if (index >= 0) {
set_program_uniform_matrix(ctx, &shProg->VertexProgram->Base,
set_program_uniform_matrix(ctx,
shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program,
index, offset,
count, rows, cols, transpose, values);
}
+2 -3
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@@ -3294,8 +3294,8 @@ _mesa_ir_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
case GL_VERTEX_SHADER:
((struct gl_vertex_program *)linked_prog)->UsesClipDistance
= prog->Vert.UsesClipDistance;
_mesa_reference_vertprog(ctx, &prog->VertexProgram,
(struct gl_vertex_program *)linked_prog);
_mesa_reference_program(ctx, &prog->_LinkedShaders[i]->Program,
linked_prog);
ok = ctx->Driver.ProgramStringNotify(ctx, GL_VERTEX_PROGRAM_ARB,
linked_prog);
break;
@@ -3427,7 +3427,6 @@ _mesa_glsl_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
}
}
_mesa_reference_vertprog(ctx, &prog->VertexProgram, NULL);
_mesa_reference_fragprog(ctx, &prog->FragmentProgram, NULL);
_mesa_reference_geomprog(ctx, &prog->GeometryProgram, NULL);
+2 -2
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@@ -5184,8 +5184,8 @@ st_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
switch (prog->_LinkedShaders[i]->Type) {
case GL_VERTEX_SHADER:
_mesa_reference_vertprog(ctx, &prog->VertexProgram,
(struct gl_vertex_program *)linked_prog);
_mesa_reference_program(ctx, &prog->_LinkedShaders[i]->Program,
linked_prog);
ok = ctx->Driver.ProgramStringNotify(ctx, GL_VERTEX_PROGRAM_ARB,
linked_prog);
if (!ok) {
+2 -2
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@@ -1153,8 +1153,8 @@ destroy_shader_program_variants_cb(GLuint key, void *data, void *userData)
destroy_program_variants(st, shProg->Shaders[i]->Program);
}
destroy_program_variants(st, (struct gl_program *)
shProg->VertexProgram);
destroy_program_variants(st,
shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program);
destroy_program_variants(st, (struct gl_program *)
shProg->FragmentProgram);
destroy_program_variants(st, (struct gl_program *)