meta: use non-ARB shader/program create/delete functions
The non-ARB versions take GLuint ids, not GLhandleARB. Reviewed-by: Eric Anholt <eric@anholt.net> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
@@ -100,7 +100,7 @@ _mesa_meta_compile_shader_with_debug(struct gl_context *ctx, GLenum target,
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GLint ok, size;
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GLchar *info;
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shader = _mesa_CreateShaderObjectARB(target);
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shader = _mesa_CreateShader(target);
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_mesa_ShaderSource(shader, 1, &source, NULL);
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_mesa_CompileShader(shader);
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@@ -110,13 +110,13 @@ _mesa_meta_compile_shader_with_debug(struct gl_context *ctx, GLenum target,
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_mesa_GetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
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if (size == 0) {
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_mesa_DeleteObjectARB(shader);
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_mesa_DeleteShader(shader);
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return 0;
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}
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info = malloc(size);
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if (!info) {
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_mesa_DeleteObjectARB(shader);
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_mesa_DeleteShader(shader);
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return 0;
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}
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@@ -127,7 +127,7 @@ _mesa_meta_compile_shader_with_debug(struct gl_context *ctx, GLenum target,
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info, source);
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free(info);
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_mesa_DeleteObjectARB(shader);
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_mesa_DeleteShader(shader);
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return 0;
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}
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@@ -241,11 +241,11 @@ _mesa_meta_setup_blit_shader(struct gl_context *ctx,
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vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
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fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
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shader->shader_prog = _mesa_CreateProgramObjectARB();
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shader->shader_prog = _mesa_CreateProgram();
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_mesa_AttachShader(shader->shader_prog, fs);
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_mesa_DeleteObjectARB(fs);
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_mesa_DeleteShader(fs);
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_mesa_AttachShader(shader->shader_prog, vs);
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_mesa_DeleteObjectARB(vs);
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_mesa_DeleteShader(vs);
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_mesa_BindAttribLocation(shader->shader_prog, 0, "position");
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_mesa_BindAttribLocation(shader->shader_prog, 1, "texcoords");
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_mesa_meta_link_program_with_debug(ctx, shader->shader_prog);
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@@ -1497,27 +1497,27 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
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if (clear->ShaderProg != 0)
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return;
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vs = _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER);
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vs = _mesa_CreateShader(GL_VERTEX_SHADER);
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_mesa_ShaderSource(vs, 1, &vs_source, NULL);
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_mesa_CompileShader(vs);
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if (_mesa_has_geometry_shaders(ctx)) {
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gs = _mesa_CreateShaderObjectARB(GL_GEOMETRY_SHADER);
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gs = _mesa_CreateShader(GL_GEOMETRY_SHADER);
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_mesa_ShaderSource(gs, 1, &gs_source, NULL);
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_mesa_CompileShader(gs);
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}
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fs = _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER);
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fs = _mesa_CreateShader(GL_FRAGMENT_SHADER);
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_mesa_ShaderSource(fs, 1, &fs_source, NULL);
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_mesa_CompileShader(fs);
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clear->ShaderProg = _mesa_CreateProgramObjectARB();
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clear->ShaderProg = _mesa_CreateProgram();
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_mesa_AttachShader(clear->ShaderProg, fs);
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_mesa_DeleteObjectARB(fs);
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_mesa_DeleteShader(fs);
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if (gs != 0)
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_mesa_AttachShader(clear->ShaderProg, gs);
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_mesa_AttachShader(clear->ShaderProg, vs);
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_mesa_DeleteObjectARB(vs);
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_mesa_DeleteShader(vs);
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_mesa_BindAttribLocation(clear->ShaderProg, 0, "position");
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_mesa_LinkProgram(clear->ShaderProg);
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@@ -1558,13 +1558,13 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
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fs_int_source);
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ralloc_free(shader_source_mem_ctx);
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clear->IntegerShaderProg = _mesa_CreateProgramObjectARB();
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clear->IntegerShaderProg = _mesa_CreateProgram();
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_mesa_AttachShader(clear->IntegerShaderProg, fs);
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_mesa_DeleteObjectARB(fs);
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_mesa_DeleteShader(fs);
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if (gs != 0)
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_mesa_AttachShader(clear->IntegerShaderProg, gs);
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_mesa_AttachShader(clear->IntegerShaderProg, vs);
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_mesa_DeleteObjectARB(vs);
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_mesa_DeleteShader(vs);
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_mesa_BindAttribLocation(clear->IntegerShaderProg, 0, "position");
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/* Note that user-defined out attributes get automatically assigned
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@@ -1584,7 +1584,7 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
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}
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}
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if (gs != 0)
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_mesa_DeleteObjectARB(gs);
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_mesa_DeleteShader(gs);
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}
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static void
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@@ -1596,11 +1596,11 @@ meta_glsl_clear_cleanup(struct clear_state *clear)
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clear->VAO = 0;
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_mesa_DeleteBuffers(1, &clear->VBO);
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clear->VBO = 0;
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_mesa_DeleteObjectARB(clear->ShaderProg);
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_mesa_DeleteProgram(clear->ShaderProg);
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clear->ShaderProg = 0;
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if (clear->IntegerShaderProg) {
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_mesa_DeleteObjectARB(clear->IntegerShaderProg);
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_mesa_DeleteProgram(clear->IntegerShaderProg);
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clear->IntegerShaderProg = 0;
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}
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}
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@@ -2582,14 +2582,14 @@ choose_blit_shader(GLenum target, struct blit_shader_table *table)
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void
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_mesa_meta_blit_shader_table_cleanup(struct blit_shader_table *table)
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{
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_mesa_DeleteObjectARB(table->sampler_1d.shader_prog);
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_mesa_DeleteObjectARB(table->sampler_2d.shader_prog);
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_mesa_DeleteObjectARB(table->sampler_3d.shader_prog);
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_mesa_DeleteObjectARB(table->sampler_rect.shader_prog);
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_mesa_DeleteObjectARB(table->sampler_cubemap.shader_prog);
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_mesa_DeleteObjectARB(table->sampler_1d_array.shader_prog);
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_mesa_DeleteObjectARB(table->sampler_2d_array.shader_prog);
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_mesa_DeleteObjectARB(table->sampler_cubemap_array.shader_prog);
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_mesa_DeleteProgram(table->sampler_1d.shader_prog);
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_mesa_DeleteProgram(table->sampler_2d.shader_prog);
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_mesa_DeleteProgram(table->sampler_3d.shader_prog);
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_mesa_DeleteProgram(table->sampler_rect.shader_prog);
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_mesa_DeleteProgram(table->sampler_cubemap.shader_prog);
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_mesa_DeleteProgram(table->sampler_1d_array.shader_prog);
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_mesa_DeleteProgram(table->sampler_2d_array.shader_prog);
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_mesa_DeleteProgram(table->sampler_cubemap_array.shader_prog);
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table->sampler_1d.shader_prog = 0;
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table->sampler_2d.shader_prog = 0;
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@@ -325,11 +325,11 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
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vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
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fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
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blit->msaa_shaders[shader_index] = _mesa_CreateProgramObjectARB();
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blit->msaa_shaders[shader_index] = _mesa_CreateProgram();
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_mesa_AttachShader(blit->msaa_shaders[shader_index], fs);
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_mesa_DeleteObjectARB(fs);
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_mesa_DeleteShader(fs);
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_mesa_AttachShader(blit->msaa_shaders[shader_index], vs);
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_mesa_DeleteObjectARB(vs);
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_mesa_DeleteShader(vs);
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_mesa_BindAttribLocation(blit->msaa_shaders[shader_index], 0, "position");
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_mesa_BindAttribLocation(blit->msaa_shaders[shader_index], 1, "texcoords");
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_mesa_meta_link_program_with_debug(ctx, blit->msaa_shaders[shader_index]);
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