compiler: decrease STATE_LENGTH from 5 to 4

The rework of matrix state vars made the last element unused.

Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6946>
This commit is contained in:
Marek Olšák
2020-11-12 16:41:15 -05:00
committed by Marge Bot
parent fdd3a448ae
commit 1755a5a384
13 changed files with 42 additions and 47 deletions

View File

@@ -194,10 +194,10 @@ static const struct gl_builtin_uniform_element gl_CurrentAttribFragMESA_elements
#define MATRIX(name, statevar) \
static const struct gl_builtin_uniform_element name ## _elements[] = { \
{ NULL, { statevar, 0, 0, 0, 0}, SWIZZLE_XYZW }, \
{ NULL, { statevar, 0, 1, 1, 0}, SWIZZLE_XYZW }, \
{ NULL, { statevar, 0, 2, 2, 0}, SWIZZLE_XYZW }, \
{ NULL, { statevar, 0, 3, 3, 0}, SWIZZLE_XYZW }, \
{ NULL, { statevar, 0, 0, 0}, SWIZZLE_XYZW }, \
{ NULL, { statevar, 0, 1, 1}, SWIZZLE_XYZW }, \
{ NULL, { statevar, 0, 2, 2}, SWIZZLE_XYZW }, \
{ NULL, { statevar, 0, 3, 3}, SWIZZLE_XYZW }, \
}
MATRIX(gl_ModelViewMatrix, STATE_MODELVIEW_MATRIX_TRANSPOSE);
@@ -221,11 +221,11 @@ MATRIX(gl_TextureMatrixTranspose, STATE_TEXTURE_MATRIX);
MATRIX(gl_TextureMatrixInverseTranspose, STATE_TEXTURE_MATRIX_INVERSE);
static const struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = {
{ NULL, { STATE_MODELVIEW_MATRIX_INVERSE, 0, 0, 0, 0},
{ NULL, { STATE_MODELVIEW_MATRIX_INVERSE, 0, 0, 0},
MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
{ NULL, { STATE_MODELVIEW_MATRIX_INVERSE, 0, 1, 1, 0},
{ NULL, { STATE_MODELVIEW_MATRIX_INVERSE, 0, 1, 1},
MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
{ NULL, { STATE_MODELVIEW_MATRIX_INVERSE, 0, 2, 2, 0},
{ NULL, { STATE_MODELVIEW_MATRIX_INVERSE, 0, 2, 2},
MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_Z) },
};

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@@ -663,7 +663,7 @@ nir_visitor::visit(ir_variable *ir)
ir_state_slot *state_slots = ir->get_state_slots();
for (unsigned i = 0; i < var->num_state_slots; i++) {
for (unsigned j = 0; j < 5; j++)
for (unsigned j = 0; j < 4; j++)
var->state_slots[i].tokens[j] = state_slots[i].tokens[j];
var->state_slots[i].swizzle = state_slots[i].swizzle;
}