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