glsl: Drop exec_list argument to lower_ubo_reference

We always pass in shader->ir and we already pass in the shader, so just
drop the exec_list. Most passes either take just a exec_list or a
shader, so this seems more consistent.

Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Signed-off-by: Kristian Høgsberg Kristensen <krh@bitplanet.net>
This commit is contained in:
Kristian Høgsberg Kristensen
2015-11-04 14:50:51 -08:00
parent 213f86416f
commit f0e95c2500
4 changed files with 5 additions and 5 deletions
+1 -1
View File
@@ -124,7 +124,7 @@ bool lower_const_arrays_to_uniforms(exec_list *instructions);
bool lower_clip_distance(gl_shader *shader);
void lower_output_reads(unsigned stage, exec_list *instructions);
bool lower_packing_builtins(exec_list *instructions, int op_mask);
void lower_ubo_reference(struct gl_shader *shader, exec_list *instructions);
void lower_ubo_reference(struct gl_shader *shader);
void lower_packed_varyings(void *mem_ctx,
unsigned locations_used, ir_variable_mode mode,
unsigned gs_input_vertices, gl_shader *shader);
+2 -2
View File
@@ -1270,7 +1270,7 @@ lower_ubo_reference_visitor::visit_enter(ir_call *ir)
} /* unnamed namespace */
void
lower_ubo_reference(struct gl_shader *shader, exec_list *instructions)
lower_ubo_reference(struct gl_shader *shader)
{
lower_ubo_reference_visitor v(shader);
@@ -1281,6 +1281,6 @@ lower_ubo_reference(struct gl_shader *shader, exec_list *instructions)
*/
do {
v.progress = false;
visit_list_elements(&v, instructions);
visit_list_elements(&v, shader->ir);
} while (v.progress);
}
+1 -1
View File
@@ -157,7 +157,7 @@ process_glsl_ir(gl_shader_stage stage,
_mesa_shader_stage_to_abbrev(shader->Stage));
}
lower_ubo_reference(shader, shader->ir);
lower_ubo_reference(shader);
bool progress;
do {
+1 -1
View File
@@ -5822,7 +5822,7 @@ st_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
(!ctx->Const.NativeIntegers ? INT_DIV_TO_MUL_RCP : 0) |
(options->EmitNoSat ? SAT_TO_CLAMP : 0));
lower_ubo_reference(prog->_LinkedShaders[i], ir);
lower_ubo_reference(prog->_LinkedShaders[i]);
do_vec_index_to_cond_assign(ir);
lower_vector_insert(ir, true);
lower_quadop_vector(ir, false);