mesa: Remove the CompileShader driver hook; it's just a no-op.
This commit is contained in:
@@ -77,15 +77,6 @@ brw_new_shader_program(struct gl_context *ctx, GLuint name)
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return &prog->base;
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return &prog->base;
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}
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}
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GLboolean
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brw_compile_shader(struct gl_context *ctx, struct gl_shader *shader)
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{
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if (!_mesa_ir_compile_shader(ctx, shader))
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return GL_FALSE;
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return GL_TRUE;
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}
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GLboolean
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GLboolean
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brw_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
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brw_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
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{
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{
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@@ -243,7 +243,6 @@ void brwInitFragProgFuncs( struct dd_function_table *functions )
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functions->NewShader = brw_new_shader;
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functions->NewShader = brw_new_shader;
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functions->NewShaderProgram = brw_new_shader_program;
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functions->NewShaderProgram = brw_new_shader_program;
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functions->CompileShader = brw_compile_shader;
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functions->LinkShader = brw_link_shader;
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functions->LinkShader = brw_link_shader;
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}
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}
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@@ -468,8 +468,6 @@ void emit_xpd(struct brw_compile *p,
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const struct brw_reg *arg0,
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const struct brw_reg *arg0,
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const struct brw_reg *arg1);
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const struct brw_reg *arg1);
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GLboolean brw_compile_shader(struct gl_context *ctx,
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struct gl_shader *shader);
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GLboolean brw_link_shader(struct gl_context *ctx, struct gl_shader_program *prog);
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GLboolean brw_link_shader(struct gl_context *ctx, struct gl_shader_program *prog);
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struct gl_shader *brw_new_shader(struct gl_context *ctx, GLuint name, GLuint type);
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struct gl_shader *brw_new_shader(struct gl_context *ctx, GLuint name, GLuint type);
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struct gl_shader_program *brw_new_shader_program(struct gl_context *ctx, GLuint name);
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struct gl_shader_program *brw_new_shader_program(struct gl_context *ctx, GLuint name);
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@@ -601,15 +601,6 @@ struct dd_function_table {
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* \name GLSL shader/program functions.
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* \name GLSL shader/program functions.
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*/
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*/
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/*@{*/
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/*@{*/
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/**
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* Called when a shader is compiled.
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*
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* Note that not all shader objects get ShaderCompile called on
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* them. Notably, the shaders containing builtin functions do not
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* have CompileShader() called, so if lowering passes are done they
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* need to also be performed in LinkShader().
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*/
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GLboolean (*CompileShader)(struct gl_context *ctx, struct gl_shader *shader);
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/**
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/**
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* Called when a shader program is linked.
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* Called when a shader program is linked.
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*
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*
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@@ -410,6 +410,5 @@ _mesa_init_shader_object_functions(struct dd_function_table *driver)
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driver->DeleteShader = _mesa_delete_shader;
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driver->DeleteShader = _mesa_delete_shader;
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driver->NewShaderProgram = _mesa_new_shader_program;
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driver->NewShaderProgram = _mesa_new_shader_program;
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driver->DeleteShaderProgram = _mesa_delete_shader_program;
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driver->DeleteShaderProgram = _mesa_delete_shader_program;
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driver->CompileShader = _mesa_ir_compile_shader;
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driver->LinkShader = _mesa_ir_link_shader;
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driver->LinkShader = _mesa_ir_link_shader;
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}
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}
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@@ -3093,21 +3093,6 @@ get_mesa_program(struct gl_context *ctx,
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extern "C" {
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extern "C" {
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/**
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* Called via ctx->Driver.CompilerShader().
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* This is a no-op.
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* XXX can we remove the ctx->Driver.CompileShader() hook?
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*/
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GLboolean
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_mesa_ir_compile_shader(struct gl_context *ctx, struct gl_shader *shader)
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{
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assert(shader->CompileStatus);
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(void) ctx;
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return GL_TRUE;
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}
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/**
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/**
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* Link a shader.
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* Link a shader.
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* Called via ctx->Driver.LinkShader()
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* Called via ctx->Driver.LinkShader()
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@@ -3293,11 +3278,6 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader)
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reparent_ir(shader->ir, shader->ir);
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reparent_ir(shader->ir, shader->ir);
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ralloc_free(state);
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ralloc_free(state);
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if (shader->CompileStatus) {
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if (!ctx->Driver.CompileShader(ctx, shader))
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shader->CompileStatus = GL_FALSE;
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}
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}
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}
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