glsl: split out libstandalone
Split standalone glsl_compiler into a libstandalone.la and a thin main.cpp. This way drivers can re-use the glsl standalone frontend in their own standalone compilers. Signed-off-by: Rob Clark <robclark@freedesktop.org> Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
This commit is contained in:
433
src/compiler/glsl/standalone.cpp
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433
src/compiler/glsl/standalone.cpp
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@@ -0,0 +1,433 @@
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/*
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* Copyright © 2008, 2009 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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#include <getopt.h>
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/** @file standalone.cpp
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*
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* Standalone compiler helper lib. Used by standalone glsl_compiler and
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* also available to drivers to implement their own standalone compiler
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* with driver backend.
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*/
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#include "ast.h"
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#include "glsl_parser_extras.h"
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#include "ir_optimization.h"
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#include "program.h"
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#include "program/hash_table.h"
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#include "loop_analysis.h"
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#include "standalone_scaffolding.h"
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#include "standalone.h"
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static const struct standalone_options *options;
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static void
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initialize_context(struct gl_context *ctx, gl_api api)
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{
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initialize_context_to_defaults(ctx, api);
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/* The standalone compiler needs to claim support for almost
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* everything in order to compile the built-in functions.
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*/
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ctx->Const.GLSLVersion = options->glsl_version;
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ctx->Extensions.ARB_ES3_compatibility = true;
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ctx->Const.MaxComputeWorkGroupCount[0] = 65535;
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ctx->Const.MaxComputeWorkGroupCount[1] = 65535;
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ctx->Const.MaxComputeWorkGroupCount[2] = 65535;
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ctx->Const.MaxComputeWorkGroupSize[0] = 1024;
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ctx->Const.MaxComputeWorkGroupSize[1] = 1024;
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ctx->Const.MaxComputeWorkGroupSize[2] = 64;
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ctx->Const.MaxComputeWorkGroupInvocations = 1024;
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ctx->Const.MaxComputeSharedMemorySize = 32768;
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ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits = 16;
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ctx->Const.Program[MESA_SHADER_COMPUTE].MaxUniformComponents = 1024;
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ctx->Const.Program[MESA_SHADER_COMPUTE].MaxCombinedUniformComponents = 1024;
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ctx->Const.Program[MESA_SHADER_COMPUTE].MaxInputComponents = 0; /* not used */
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ctx->Const.Program[MESA_SHADER_COMPUTE].MaxOutputComponents = 0; /* not used */
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ctx->Const.Program[MESA_SHADER_COMPUTE].MaxAtomicBuffers = 8;
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ctx->Const.Program[MESA_SHADER_COMPUTE].MaxAtomicCounters = 8;
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ctx->Const.Program[MESA_SHADER_COMPUTE].MaxImageUniforms = 8;
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ctx->Const.Program[MESA_SHADER_COMPUTE].MaxUniformBlocks = 12;
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switch (ctx->Const.GLSLVersion) {
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case 100:
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ctx->Const.MaxClipPlanes = 0;
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ctx->Const.MaxCombinedTextureImageUnits = 8;
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ctx->Const.MaxDrawBuffers = 2;
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ctx->Const.MinProgramTexelOffset = 0;
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ctx->Const.MaxProgramTexelOffset = 0;
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ctx->Const.MaxLights = 0;
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ctx->Const.MaxTextureCoordUnits = 0;
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ctx->Const.MaxTextureUnits = 8;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 8;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 0;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 128 * 4;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 128 * 4;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 32;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits =
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ctx->Const.MaxCombinedTextureImageUnits;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 16 * 4;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 16 * 4;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
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ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4;
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break;
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case 110:
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case 120:
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ctx->Const.MaxClipPlanes = 6;
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ctx->Const.MaxCombinedTextureImageUnits = 2;
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ctx->Const.MaxDrawBuffers = 1;
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ctx->Const.MinProgramTexelOffset = 0;
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ctx->Const.MaxProgramTexelOffset = 0;
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ctx->Const.MaxLights = 8;
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ctx->Const.MaxTextureCoordUnits = 2;
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ctx->Const.MaxTextureUnits = 2;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 0;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 512;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 512;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 32;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits =
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ctx->Const.MaxCombinedTextureImageUnits;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 64;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 64;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
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ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4;
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break;
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case 130:
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case 140:
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ctx->Const.MaxClipPlanes = 8;
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ctx->Const.MaxCombinedTextureImageUnits = 16;
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ctx->Const.MaxDrawBuffers = 8;
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ctx->Const.MinProgramTexelOffset = -8;
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ctx->Const.MaxProgramTexelOffset = 7;
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ctx->Const.MaxLights = 8;
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ctx->Const.MaxTextureCoordUnits = 8;
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ctx->Const.MaxTextureUnits = 2;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 16;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 1024;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 1024;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 64;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 16;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 1024;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 1024;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
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ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents / 4;
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break;
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case 150:
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case 330:
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ctx->Const.MaxClipPlanes = 8;
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ctx->Const.MaxDrawBuffers = 8;
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ctx->Const.MinProgramTexelOffset = -8;
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ctx->Const.MaxProgramTexelOffset = 7;
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ctx->Const.MaxLights = 8;
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ctx->Const.MaxTextureCoordUnits = 8;
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ctx->Const.MaxTextureUnits = 2;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 16;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 1024;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 1024;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 64;
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ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = 16;
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ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxUniformComponents = 1024;
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ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxCombinedUniformComponents = 1024;
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ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxInputComponents =
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
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ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxOutputComponents = 128;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 16;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 1024;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 1024;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents =
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ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxOutputComponents;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
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ctx->Const.MaxCombinedTextureImageUnits =
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits
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+ ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits
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+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
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ctx->Const.MaxGeometryOutputVertices = 256;
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ctx->Const.MaxGeometryTotalOutputComponents = 1024;
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ctx->Const.MaxVarying = 60 / 4;
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break;
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case 300:
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ctx->Const.MaxClipPlanes = 8;
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ctx->Const.MaxCombinedTextureImageUnits = 32;
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ctx->Const.MaxDrawBuffers = 4;
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ctx->Const.MinProgramTexelOffset = -8;
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ctx->Const.MaxProgramTexelOffset = 7;
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ctx->Const.MaxLights = 0;
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ctx->Const.MaxTextureCoordUnits = 0;
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ctx->Const.MaxTextureUnits = 0;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs = 16;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 16;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents = 1024;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents = 1024;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxInputComponents = 0; /* not used */
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 16 * 4;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 16;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents = 224;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents = 224;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = 15 * 4;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxOutputComponents = 0; /* not used */
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ctx->Const.MaxVarying = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents / 4;
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break;
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}
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ctx->Const.GenerateTemporaryNames = true;
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ctx->Const.MaxPatchVertices = 32;
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ctx->Driver.NewShader = _mesa_new_shader;
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}
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/* Returned string will have 'ctx' as its ralloc owner. */
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static char *
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load_text_file(void *ctx, const char *file_name)
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{
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char *text = NULL;
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size_t size;
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size_t total_read = 0;
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FILE *fp = fopen(file_name, "rb");
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if (!fp) {
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return NULL;
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}
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fseek(fp, 0L, SEEK_END);
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size = ftell(fp);
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fseek(fp, 0L, SEEK_SET);
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text = (char *) ralloc_size(ctx, size + 1);
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if (text != NULL) {
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do {
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size_t bytes = fread(text + total_read,
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1, size - total_read, fp);
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if (bytes < size - total_read) {
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free(text);
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text = NULL;
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goto error;
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}
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if (bytes == 0) {
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break;
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}
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total_read += bytes;
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} while (total_read < size);
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text[total_read] = '\0';
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error:;
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}
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fclose(fp);
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return text;
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}
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void
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compile_shader(struct gl_context *ctx, struct gl_shader *shader)
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{
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struct _mesa_glsl_parse_state *state =
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new(shader) _mesa_glsl_parse_state(ctx, shader->Stage, shader);
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_mesa_glsl_compile_shader(ctx, shader, options->dump_ast, options->dump_hir);
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/* Print out the resulting IR */
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if (!state->error && options->dump_lir) {
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_mesa_print_ir(stdout, shader->ir, state);
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}
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return;
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}
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void
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init_gl_program(struct gl_program *prog, GLenum target)
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{
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mtx_init(&prog->Mutex, mtx_plain);
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prog->RefCount = 1;
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prog->Format = GL_PROGRAM_FORMAT_ASCII_ARB;
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/* default mapping from samplers to texture units */
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for (int i = 0; i < MAX_SAMPLERS; i++)
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prog->SamplerUnits[i] = i;
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}
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extern "C" struct gl_shader_program *
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standalone_compile_shader(const struct standalone_options *_options,
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unsigned num_files, char* const* files)
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{
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int status = EXIT_SUCCESS;
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static struct gl_context local_ctx;
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struct gl_context *ctx = &local_ctx;
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bool glsl_es = false;
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options = _options;
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switch (options->glsl_version) {
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case 100:
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case 300:
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glsl_es = true;
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break;
|
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case 110:
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case 120:
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||||
case 130:
|
||||
case 140:
|
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case 150:
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case 330:
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glsl_es = false;
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break;
|
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default:
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fprintf(stderr, "Unrecognized GLSL version `%d'\n", options->glsl_version);
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return NULL;
|
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}
|
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|
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initialize_context(ctx, (glsl_es) ? API_OPENGLES2 : API_OPENGL_COMPAT);
|
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struct gl_shader_program *whole_program;
|
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whole_program = rzalloc (NULL, struct gl_shader_program);
|
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assert(whole_program != NULL);
|
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whole_program->InfoLog = ralloc_strdup(whole_program, "");
|
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|
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/* Created just to avoid segmentation faults */
|
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whole_program->AttributeBindings = new string_to_uint_map;
|
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whole_program->FragDataBindings = new string_to_uint_map;
|
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whole_program->FragDataIndexBindings = new string_to_uint_map;
|
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|
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for (unsigned i = 0; i < num_files; i++) {
|
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whole_program->Shaders =
|
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reralloc(whole_program, whole_program->Shaders,
|
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struct gl_shader *, whole_program->NumShaders + 1);
|
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assert(whole_program->Shaders != NULL);
|
||||
|
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struct gl_shader *shader = rzalloc(whole_program, gl_shader);
|
||||
|
||||
whole_program->Shaders[whole_program->NumShaders] = shader;
|
||||
whole_program->NumShaders++;
|
||||
|
||||
const unsigned len = strlen(files[i]);
|
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if (len < 6)
|
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goto fail;
|
||||
|
||||
const char *const ext = & files[i][len - 5];
|
||||
/* TODO add support to read a .shader_test */
|
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if (strncmp(".vert", ext, 5) == 0 || strncmp(".glsl", ext, 5) == 0)
|
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shader->Type = GL_VERTEX_SHADER;
|
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else if (strncmp(".tesc", ext, 5) == 0)
|
||||
shader->Type = GL_TESS_CONTROL_SHADER;
|
||||
else if (strncmp(".tese", ext, 5) == 0)
|
||||
shader->Type = GL_TESS_EVALUATION_SHADER;
|
||||
else if (strncmp(".geom", ext, 5) == 0)
|
||||
shader->Type = GL_GEOMETRY_SHADER;
|
||||
else if (strncmp(".frag", ext, 5) == 0)
|
||||
shader->Type = GL_FRAGMENT_SHADER;
|
||||
else if (strncmp(".comp", ext, 5) == 0)
|
||||
shader->Type = GL_COMPUTE_SHADER;
|
||||
else
|
||||
goto fail;
|
||||
shader->Stage = _mesa_shader_enum_to_shader_stage(shader->Type);
|
||||
|
||||
shader->Source = load_text_file(whole_program, files[i]);
|
||||
if (shader->Source == NULL) {
|
||||
printf("File \"%s\" does not exist.\n", files[i]);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
compile_shader(ctx, shader);
|
||||
|
||||
if (strlen(shader->InfoLog) > 0)
|
||||
printf("Info log for %s:\n%s\n", files[i], shader->InfoLog);
|
||||
|
||||
if (!shader->CompileStatus) {
|
||||
status = EXIT_FAILURE;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if ((status == EXIT_SUCCESS) && options->do_link) {
|
||||
_mesa_clear_shader_program_data(whole_program);
|
||||
|
||||
link_shaders(ctx, whole_program);
|
||||
status = (whole_program->LinkStatus) ? EXIT_SUCCESS : EXIT_FAILURE;
|
||||
|
||||
if (strlen(whole_program->InfoLog) > 0)
|
||||
printf("Info log for linking:\n%s\n", whole_program->InfoLog);
|
||||
|
||||
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
||||
struct gl_shader *shader = whole_program->_LinkedShaders[i];
|
||||
|
||||
if (!shader)
|
||||
continue;
|
||||
|
||||
shader->Program = rzalloc(shader, gl_program);
|
||||
init_gl_program(shader->Program, shader->Type);
|
||||
}
|
||||
}
|
||||
|
||||
return whole_program;
|
||||
|
||||
fail:
|
||||
ralloc_free(whole_program);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
extern "C" void
|
||||
standalone_compiler_cleanup(struct gl_shader_program *whole_program)
|
||||
{
|
||||
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++)
|
||||
ralloc_free(whole_program->_LinkedShaders[i]);
|
||||
|
||||
delete whole_program->AttributeBindings;
|
||||
delete whole_program->FragDataBindings;
|
||||
delete whole_program->FragDataIndexBindings;
|
||||
|
||||
ralloc_free(whole_program);
|
||||
_mesa_glsl_release_types();
|
||||
_mesa_glsl_release_builtin_functions();
|
||||
}
|
Reference in New Issue
Block a user