glsl/mesa: split gl_shader in two

There are two distinctly different uses of this struct. The first
is to store GL shader objects. The second is to store information
about a shader stage thats been linked.

The two uses actually share few fields and there is clearly confusion
about their use. For example the linked shaders map one to one with
a program so can simply be destroyed along with the program. However
previously we were calling reference counting on the linked shaders.

We were also creating linked shaders with a name even though it
is always 0 and called the driver version of the _mesa_new_shader()
function unnecessarily for GL shader objects.

Acked-by: Iago Toral Quiroga <itoral@igalia.com>
This commit is contained in:
Timothy Arceri
2016-06-30 14:55:40 +10:00
parent 378f07ccb5
commit 1fb8c6df88
58 changed files with 386 additions and 215 deletions

View File

@@ -86,7 +86,8 @@ bool do_copy_propagation(exec_list *instructions);
bool do_copy_propagation_elements(exec_list *instructions);
bool do_constant_propagation(exec_list *instructions);
void do_dead_builtin_varyings(struct gl_context *ctx,
gl_shader *producer, gl_shader *consumer,
gl_linked_shader *producer,
gl_linked_shader *consumer,
unsigned num_tfeedback_decls,
class tfeedback_decl *tfeedback_decls);
bool do_dead_code(exec_list *instructions, bool uniform_locations_assigned);
@@ -119,26 +120,30 @@ bool lower_variable_index_to_cond_assign(gl_shader_stage stage,
bool lower_temp, bool lower_uniform);
bool lower_quadop_vector(exec_list *instructions, bool dont_lower_swz);
bool lower_const_arrays_to_uniforms(exec_list *instructions);
bool lower_clip_cull_distance(struct gl_shader_program *prog, gl_shader *shader);
bool lower_clip_cull_distance(struct gl_shader_program *prog,
gl_linked_shader *shader);
void lower_output_reads(unsigned stage, exec_list *instructions);
bool lower_packing_builtins(exec_list *instructions, int op_mask);
void lower_shared_reference(struct gl_shader *shader, unsigned *shared_size);
void lower_ubo_reference(struct gl_shader *shader, bool clamp_block_indices);
void lower_shared_reference(struct gl_linked_shader *shader,
unsigned *shared_size);
void lower_ubo_reference(struct gl_linked_shader *shader,
bool clamp_block_indices);
void lower_packed_varyings(void *mem_ctx,
unsigned locations_used, ir_variable_mode mode,
unsigned gs_input_vertices, gl_shader *shader,
unsigned gs_input_vertices,
gl_linked_shader *shader,
bool disable_varying_packing, bool xfb_enabled);
bool lower_vector_insert(exec_list *instructions, bool lower_nonconstant_index);
bool lower_vector_derefs(gl_shader *shader);
void lower_named_interface_blocks(void *mem_ctx, gl_shader *shader);
bool lower_vector_derefs(gl_linked_shader *shader);
void lower_named_interface_blocks(void *mem_ctx, gl_linked_shader *shader);
bool optimize_redundant_jumps(exec_list *instructions);
bool optimize_split_arrays(exec_list *instructions, bool linked);
bool lower_offset_arrays(exec_list *instructions);
void optimize_dead_builtin_variables(exec_list *instructions,
enum ir_variable_mode other);
bool lower_tess_level(gl_shader *shader);
bool lower_tess_level(gl_linked_shader *shader);
bool lower_vertex_id(gl_shader *shader);
bool lower_vertex_id(gl_linked_shader *shader);
bool lower_subroutine(exec_list *instructions, struct _mesa_glsl_parse_state *state);
void propagate_invariance(exec_list *instructions);