st/mesa/glsl/i965: move per stage UniformBlocks to gl_program
This will help allow us to store pointers to gl_program structs in the CurrentProgram array resulting in a bunch of code simplifications. Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
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@@ -903,7 +903,7 @@ link_update_uniform_buffer_variables(struct gl_linked_shader *shader,
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unsigned num_blocks = var->data.mode == ir_var_uniform ?
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shader->Program->info.num_ubos : shader->NumShaderStorageBlocks;
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struct gl_uniform_block **blks = var->data.mode == ir_var_uniform ?
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shader->UniformBlocks : shader->ShaderStorageBlocks;
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shader->Program->sh.UniformBlocks : shader->ShaderStorageBlocks;
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if (var->is_interface_instance()) {
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const ir_array_refcount_entry *const entry = v.get_variable_entry(var);
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@@ -1332,7 +1332,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
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for (unsigned i = 0; i < sh->Program->info.num_ubos; i++) {
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sh->num_combined_uniform_components +=
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sh->UniformBlocks[i]->UniformBufferSize / 4;
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sh->Program->sh.UniformBlocks[i]->UniformBufferSize / 4;
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}
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}
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@@ -1162,7 +1162,7 @@ interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog,
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sh_blks = sh->ShaderStorageBlocks;
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} else {
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sh_num_blocks = prog->_LinkedShaders[i]->Program->info.num_ubos;
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sh_blks = sh->UniformBlocks;
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sh_blks = sh->Program->sh.UniformBlocks;
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}
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for (unsigned int j = 0; j < sh_num_blocks; j++) {
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@@ -1194,7 +1194,7 @@ interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog,
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struct gl_linked_shader *sh = prog->_LinkedShaders[i];
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struct gl_uniform_block **sh_blks = validate_ssbo ?
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sh->ShaderStorageBlocks : sh->UniformBlocks;
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sh->ShaderStorageBlocks : sh->Program->sh.UniformBlocks;
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blks[j].stageref |= sh_blks[stage_index]->stageref;
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sh_blks[stage_index] = &blks[j];
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@@ -2272,11 +2272,11 @@ link_intrastage_shaders(void *mem_ctx,
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}
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/* Copy ubo blocks to linked shader list */
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linked->UniformBlocks =
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linked->Program->sh.UniformBlocks =
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ralloc_array(linked, gl_uniform_block *, num_ubo_blocks);
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ralloc_steal(linked, ubo_blocks);
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for (unsigned i = 0; i < num_ubo_blocks; i++) {
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linked->UniformBlocks[i] = &ubo_blocks[i];
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linked->Program->sh.UniformBlocks[i] = &ubo_blocks[i];
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}
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linked->Program->info.num_ubos = num_ubo_blocks;
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@@ -293,7 +293,7 @@ lower_ubo_reference_visitor::setup_for_load_or_store(void *mem_ctx,
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blocks = shader->ShaderStorageBlocks;
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} else {
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num_blocks = shader->Program->info.num_ubos;
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blocks = shader->UniformBlocks;
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blocks = shader->Program->sh.UniformBlocks;
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}
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this->uniform_block = NULL;
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for (unsigned i = 0; i < num_blocks; i++) {
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