mesa: Replace ctx->Shader.Current{Vertex,Fragment,Geometry}Program with an array.

These are replaced with
ctx->Shader.CurrentProgram[MESA_SHADER_{VERTEX,FRAGMENT,GEOMETRY}].
In patches to follow, this will allow us to replace a lot of ad-hoc
logic with a variable index into the array.

With the exception of the changes to mtypes.h, this patch was
generated entirely by the command:

    find src -type f '(' -iname '*.c' -o -iname '*.cpp' ')' \
    -print0 | xargs -0 sed -i \
    -e 's/\.CurrentVertexProgram/.CurrentProgram[MESA_SHADER_VERTEX]/g' \
    -e 's/\.CurrentGeometryProgram/.CurrentProgram[MESA_SHADER_GEOMETRY]/g' \
    -e 's/\.CurrentFragmentProgram/.CurrentProgram[MESA_SHADER_FRAGMENT]/g'

Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
Paul Berry
2014-01-09 11:16:27 -08:00
parent cd18ba1c7a
commit 3b22146dc7
28 changed files with 84 additions and 85 deletions

View File

@@ -618,11 +618,11 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
}
_mesa_reference_shader_program(ctx, &save->VertexShader,
ctx->Shader.CurrentVertexProgram);
ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]);
_mesa_reference_shader_program(ctx, &save->GeometryShader,
ctx->Shader.CurrentGeometryProgram);
ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY]);
_mesa_reference_shader_program(ctx, &save->FragmentShader,
ctx->Shader.CurrentFragmentProgram);
ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT]);
_mesa_reference_shader_program(ctx, &save->ActiveShader,
ctx->Shader.ActiveProgram);

View File

@@ -187,7 +187,7 @@ static void populate_key(struct brw_context *brw,
/* BRW_NEW_TRANSFORM_FEEDBACK */
if (_mesa_is_xfb_active_and_unpaused(ctx)) {
const struct gl_shader_program *shaderprog =
ctx->Shader.CurrentVertexProgram;
ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX];
const struct gl_transform_feedback_info *linked_xfb_info =
&shaderprog->LinkedTransformFeedback;
int i;

View File

@@ -69,7 +69,7 @@ brw_upload_gs_ubo_surfaces(struct brw_context *brw)
struct gl_context *ctx = &brw->ctx;
/* _NEW_PROGRAM */
struct gl_shader_program *prog = ctx->Shader.CurrentGeometryProgram;
struct gl_shader_program *prog = ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY];
if (!prog)
return;
@@ -93,7 +93,7 @@ brw_upload_gs_abo_surfaces(struct brw_context *brw)
{
struct gl_context *ctx = &brw->ctx;
/* _NEW_PROGRAM */
struct gl_shader_program *prog = ctx->Shader.CurrentGeometryProgram;
struct gl_shader_program *prog = ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY];
if (prog) {
/* CACHE_NEW_GS_PROG */

View File

@@ -296,7 +296,7 @@ brw_upload_gs_prog(struct brw_context *brw)
if (!brw_search_cache(&brw->cache, BRW_GS_PROG,
&key, sizeof(key),
&stage_state->prog_offset, &brw->gs.prog_data)) {
bool success = do_gs_prog(brw, ctx->Shader.CurrentGeometryProgram,
bool success = do_gs_prog(brw, ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY],
gp, &key);
assert(success);
}

View File

@@ -156,7 +156,7 @@ brw_compute_vue_map(struct brw_context *brw, struct brw_vue_map *vue_map,
*/
gl_clip_plane *brw_select_clip_planes(struct gl_context *ctx)
{
if (ctx->Shader.CurrentVertexProgram) {
if (ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]) {
/* There is currently a GLSL vertex shader, so clip according to GLSL
* rules, which means compare gl_ClipVertex (or gl_Position, if
* gl_ClipVertex wasn't assigned) against the eye-coordinate clip planes
@@ -482,7 +482,7 @@ static void brw_upload_vs_prog(struct brw_context *brw)
if (!brw_search_cache(&brw->cache, BRW_VS_PROG,
&key, sizeof(key),
&brw->vs.base.prog_offset, &brw->vs.prog_data)) {
bool success = do_vs_prog(brw, ctx->Shader.CurrentVertexProgram,
bool success = do_vs_prog(brw, ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX],
vp, &key);
(void) success;
assert(success);

View File

@@ -60,7 +60,7 @@ brw_upload_vs_unit(struct brw_context *brw)
/* Use ALT floating point mode for ARB vertex programs, because they
* require 0^0 == 1.
*/
if (brw->ctx.Shader.CurrentVertexProgram == NULL)
if (brw->ctx.Shader.CurrentProgram[MESA_SHADER_VERTEX] == NULL)
vs->thread1.floating_point_mode = BRW_FLOATING_POINT_NON_IEEE_754;
else
vs->thread1.floating_point_mode = BRW_FLOATING_POINT_IEEE_754;

View File

@@ -130,7 +130,7 @@ brw_upload_vs_ubo_surfaces(struct brw_context *brw)
{
struct gl_context *ctx = &brw->ctx;
/* _NEW_PROGRAM */
struct gl_shader_program *prog = ctx->Shader.CurrentVertexProgram;
struct gl_shader_program *prog = ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX];
if (!prog)
return;
@@ -154,7 +154,7 @@ brw_upload_vs_abo_surfaces(struct brw_context *brw)
{
struct gl_context *ctx = &brw->ctx;
/* _NEW_PROGRAM */
struct gl_shader_program *prog = ctx->Shader.CurrentVertexProgram;
struct gl_shader_program *prog = ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX];
if (prog) {
/* CACHE_NEW_VS_PROG */

View File

@@ -115,7 +115,7 @@ brw_upload_wm_unit(struct brw_context *brw)
* rendering, CurrentFragmentProgram is used for this check to
* differentiate between the GLSL and non-GLSL cases.
*/
if (ctx->Shader.CurrentFragmentProgram == NULL)
if (ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT] == NULL)
wm->thread1.floating_point_mode = BRW_FLOATING_POINT_NON_IEEE_754;
else
wm->thread1.floating_point_mode = BRW_FLOATING_POINT_IEEE_754;

View File

@@ -43,7 +43,7 @@ gen6_update_sol_surfaces(struct brw_context *brw)
ctx->TransformFeedback.CurrentObject;
/* BRW_NEW_VERTEX_PROGRAM */
const struct gl_shader_program *shaderprog =
ctx->Shader.CurrentVertexProgram;
ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX];
const struct gl_transform_feedback_info *linked_xfb_info =
&shaderprog->LinkedTransformFeedback;
int i;
@@ -89,7 +89,7 @@ brw_gs_upload_binding_table(struct brw_context *brw)
struct gl_context *ctx = &brw->ctx;
/* BRW_NEW_VERTEX_PROGRAM */
const struct gl_shader_program *shaderprog =
ctx->Shader.CurrentVertexProgram;
ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX];
bool has_surfaces = false;
uint32_t *bind;
@@ -175,7 +175,7 @@ brw_begin_transform_feedback(struct gl_context *ctx, GLenum mode,
{
struct brw_context *brw = brw_context(ctx);
const struct gl_shader_program *vs_prog =
ctx->Shader.CurrentVertexProgram;
ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX];
const struct gl_transform_feedback_info *linked_xfb_info =
&vs_prog->LinkedTransformFeedback;
struct gl_transform_feedback_object *xfb_obj =

View File

@@ -158,7 +158,7 @@ upload_vs_state(struct brw_context *brw)
/* Use ALT floating point mode for ARB vertex programs, because they
* require 0^0 == 1.
*/
if (ctx->Shader.CurrentVertexProgram == NULL)
if (ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX] == NULL)
floating_point_mode = GEN6_VS_FLOATING_POINT_MODE_ALT;
BEGIN_BATCH(6);

View File

@@ -140,7 +140,7 @@ upload_wm_state(struct brw_context *brw)
* rendering, CurrentFragmentProgram is used for this check to
* differentiate between the GLSL and non-GLSL cases.
*/
if (ctx->Shader.CurrentFragmentProgram == NULL)
if (ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT] == NULL)
dw2 |= GEN6_WM_FLOATING_POINT_MODE_ALT;
/* CACHE_NEW_SAMPLER */

View File

@@ -41,7 +41,7 @@ upload_3dstate_so_buffers(struct brw_context *brw)
struct gl_context *ctx = &brw->ctx;
/* BRW_NEW_VERTEX_PROGRAM */
const struct gl_shader_program *vs_prog =
ctx->Shader.CurrentVertexProgram;
ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX];
const struct gl_transform_feedback_info *linked_xfb_info =
&vs_prog->LinkedTransformFeedback;
/* BRW_NEW_TRANSFORM_FEEDBACK */
@@ -104,7 +104,7 @@ gen7_upload_3dstate_so_decl_list(struct brw_context *brw,
struct gl_context *ctx = &brw->ctx;
/* BRW_NEW_VERTEX_PROGRAM */
const struct gl_shader_program *vs_prog =
ctx->Shader.CurrentVertexProgram;
ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX];
/* BRW_NEW_TRANSFORM_FEEDBACK */
const struct gl_transform_feedback_info *linked_xfb_info =
&vs_prog->LinkedTransformFeedback;

View File

@@ -92,7 +92,7 @@ upload_vs_state(struct brw_context *brw)
/* Use ALT floating point mode for ARB vertex programs, because they
* require 0^0 == 1.
*/
if (ctx->Shader.CurrentVertexProgram == NULL)
if (ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX] == NULL)
floating_point_mode = GEN6_VS_FLOATING_POINT_MODE_ALT;
BEGIN_BATCH(6);

View File

@@ -174,7 +174,7 @@ upload_ps_state(struct brw_context *brw)
* differentiate between the GLSL and non-GLSL cases.
*/
/* BRW_NEW_FRAGMENT_PROGRAM */
if (ctx->Shader.CurrentFragmentProgram == NULL)
if (ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT] == NULL)
dw2 |= GEN7_PS_FLOATING_POINT_MODE_ALT;
/* Haswell requires the sample mask to be set in this packet as well as

View File

@@ -128,7 +128,7 @@ check_valid_to_render(struct gl_context *ctx, const char *function)
case API_OPENGL_CORE:
{
const struct gl_shader_program *vsProg =
ctx->Shader.CurrentVertexProgram;
ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX];
GLboolean haveVertexShader = (vsProg && vsProg->LinkStatus);
GLboolean haveVertexProgram = ctx->VertexProgram._Enabled;
if (haveVertexShader || haveVertexProgram) {
@@ -269,9 +269,9 @@ _mesa_valid_prim_mode(struct gl_context *ctx, GLenum mode, const char *name)
* TRIANGLES_ADJACENCY_ARB or TRIANGLE_STRIP_ADJACENCY_ARB.
*
*/
if (ctx->Shader.CurrentGeometryProgram) {
if (ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY]) {
const GLenum geom_mode =
ctx->Shader.CurrentGeometryProgram->Geom.InputType;
ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY]->Geom.InputType;
switch (mode) {
case GL_POINTS:
valid_enum = (geom_mode == GL_POINTS);
@@ -330,8 +330,8 @@ _mesa_valid_prim_mode(struct gl_context *ctx, GLenum mode, const char *name)
if (_mesa_is_xfb_active_and_unpaused(ctx)) {
GLboolean pass = GL_TRUE;
if(ctx->Shader.CurrentGeometryProgram) {
switch (ctx->Shader.CurrentGeometryProgram->Geom.OutputType) {
if(ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY]) {
switch (ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY]->Geom.OutputType) {
case GL_POINTS:
pass = ctx->TransformFeedback.Mode == GL_POINTS;
break;

View File

@@ -1765,10 +1765,10 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where)
if (ctx->NewState)
_mesa_update_state(ctx);
if (ctx->Shader.CurrentVertexProgram) {
if (ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]) {
vert_from_glsl_shader = true;
if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
if (!ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(shader not linked)", where);
return GL_FALSE;
@@ -1777,19 +1777,19 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where)
{
char errMsg[100];
if (!_mesa_validate_shader_program(ctx,
ctx->Shader.CurrentVertexProgram,
ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX],
errMsg)) {
_mesa_warning(ctx, "Shader program %u is invalid: %s",
ctx->Shader.CurrentVertexProgram->Name, errMsg);
ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]->Name, errMsg);
}
}
#endif
}
if (ctx->Shader.CurrentGeometryProgram) {
if (ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY]) {
geom_from_glsl_shader = true;
if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
if (!ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY]->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(shader not linked)", where);
return GL_FALSE;
@@ -1798,19 +1798,19 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where)
{
char errMsg[100];
if (!_mesa_validate_shader_program(ctx,
ctx->Shader.CurrentGeometryProgram,
ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY],
errMsg)) {
_mesa_warning(ctx, "Shader program %u is invalid: %s",
ctx->Shader.CurrentGeometryProgram->Name, errMsg);
ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY]->Name, errMsg);
}
}
#endif
}
if (ctx->Shader.CurrentFragmentProgram) {
if (ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT]) {
frag_from_glsl_shader = true;
if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
if (!ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT]->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(shader not linked)", where);
return GL_FALSE;
@@ -1819,10 +1819,10 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where)
{
char errMsg[100];
if (!_mesa_validate_shader_program(ctx,
ctx->Shader.CurrentFragmentProgram,
ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT],
errMsg)) {
_mesa_warning(ctx, "Shader program %u is invalid: %s",
ctx->Shader.CurrentFragmentProgram->Name, errMsg);
ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT]->Name, errMsg);
}
}
#endif
@@ -1875,9 +1875,9 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where)
struct gl_shader_program *shProg[MESA_SHADER_STAGES];
gl_shader_stage i;
shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX];
shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY];
shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT];
for (i = 0; i < MESA_SHADER_STAGES; i++) {
if (shProg[i] == NULL || shProg[i]->_Used

View File

@@ -317,9 +317,9 @@ static GLbitfield get_fp_input_mask( struct gl_context *ctx )
{
/* _NEW_PROGRAM */
const GLboolean vertexShader =
(ctx->Shader.CurrentVertexProgram &&
ctx->Shader.CurrentVertexProgram->LinkStatus &&
ctx->Shader.CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]);
(ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX] &&
ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]->LinkStatus &&
ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]->_LinkedShaders[MESA_SHADER_VERTEX]);
const GLboolean vertexProgram = ctx->VertexProgram._Enabled;
GLbitfield fp_inputs = 0x0;
@@ -383,7 +383,7 @@ static GLbitfield get_fp_input_mask( struct gl_context *ctx )
* validation (see additional comments in state.c).
*/
if (vertexShader)
vprog = ctx->Shader.CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
vprog = ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
else
vprog = &ctx->VertexProgram.Current->Base;

View File

@@ -1815,7 +1815,8 @@ struct gl_transform_feedback_object
/**
* The shader program active when BeginTransformFeedback() was called.
* When active and unpaused, this equals ctx->Shader.CurrentVertexProgram.
* When active and unpaused, this equals
* ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX].
*/
struct gl_shader_program *shader_program;
@@ -2714,9 +2715,7 @@ struct gl_shader_state
* GL_EXT_separate_shader_objects is not supported, each of these must point
* to \c NULL or to the same program.
*/
struct gl_shader_program *CurrentVertexProgram;
struct gl_shader_program *CurrentGeometryProgram;
struct gl_shader_program *CurrentFragmentProgram;
struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
struct gl_shader_program *_CurrentFragmentProgram;

View File

@@ -130,10 +130,10 @@ _mesa_init_shader_state(struct gl_context *ctx)
void
_mesa_free_shader_state(struct gl_context *ctx)
{
_mesa_reference_shader_program(ctx, &ctx->Shader.CurrentVertexProgram, NULL);
_mesa_reference_shader_program(ctx, &ctx->Shader.CurrentGeometryProgram,
_mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX], NULL);
_mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY],
NULL);
_mesa_reference_shader_program(ctx, &ctx->Shader.CurrentFragmentProgram,
_mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT],
NULL);
_mesa_reference_shader_program(ctx, &ctx->Shader._CurrentFragmentProgram,
NULL);
@@ -949,21 +949,21 @@ use_shader_program(struct gl_context *ctx, GLenum type,
switch (type) {
case GL_VERTEX_SHADER:
target = &ctx->Shader.CurrentVertexProgram;
target = &ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX];
if ((shProg == NULL)
|| (shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL)) {
shProg = NULL;
}
break;
case GL_GEOMETRY_SHADER_ARB:
target = &ctx->Shader.CurrentGeometryProgram;
target = &ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY];
if ((shProg == NULL)
|| (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY] == NULL)) {
shProg = NULL;
}
break;
case GL_FRAGMENT_SHADER:
target = &ctx->Shader.CurrentFragmentProgram;
target = &ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT];
if ((shProg == NULL)
|| (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL)) {
shProg = NULL;

View File

@@ -94,9 +94,9 @@ update_program_enables(struct gl_context *ctx)
static GLbitfield
update_program(struct gl_context *ctx)
{
const struct gl_shader_program *vsProg = ctx->Shader.CurrentVertexProgram;
const struct gl_shader_program *gsProg = ctx->Shader.CurrentGeometryProgram;
struct gl_shader_program *fsProg = ctx->Shader.CurrentFragmentProgram;
const struct gl_shader_program *vsProg = ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX];
const struct gl_shader_program *gsProg = ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY];
struct gl_shader_program *fsProg = ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT];
const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current;
@@ -307,7 +307,7 @@ update_multisample(struct gl_context *ctx)
static void
update_twoside(struct gl_context *ctx)
{
if (ctx->Shader.CurrentVertexProgram ||
if (ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX] ||
ctx->VertexProgram._Enabled) {
ctx->VertexProgram._TwoSideEnabled = ctx->VertexProgram.TwoSideEnabled;
} else {

View File

@@ -532,19 +532,19 @@ update_texture_state( struct gl_context *ctx )
struct gl_program *gprog = NULL;
GLbitfield enabledFragUnits = 0x0;
if (ctx->Shader.CurrentVertexProgram &&
ctx->Shader.CurrentVertexProgram->LinkStatus) {
vprog = ctx->Shader.CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
if (ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX] &&
ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]->LinkStatus) {
vprog = ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
}
if (ctx->Shader.CurrentGeometryProgram &&
ctx->Shader.CurrentGeometryProgram->LinkStatus) {
gprog = ctx->Shader.CurrentGeometryProgram->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program;
if (ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY] &&
ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY]->LinkStatus) {
gprog = ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY]->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program;
}
if (ctx->Shader.CurrentFragmentProgram &&
ctx->Shader.CurrentFragmentProgram->LinkStatus) {
fprog = ctx->Shader.CurrentFragmentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program;
if (ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT] &&
ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT]->LinkStatus) {
fprog = ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT]->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program;
}
else if (ctx->FragmentProgram._Enabled) {
fprog = &ctx->FragmentProgram.Current->Base;

View File

@@ -387,13 +387,13 @@ _mesa_BeginTransformFeedback(GLenum mode)
obj = ctx->TransformFeedback.CurrentObject;
if (ctx->Shader.CurrentVertexProgram == NULL) {
if (ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX] == NULL) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glBeginTransformFeedback(no program active)");
return;
}
info = &ctx->Shader.CurrentVertexProgram->LinkedTransformFeedback;
info = &ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]->LinkedTransformFeedback;
if (info->NumOutputs == 0) {
_mesa_error(ctx, GL_INVALID_OPERATION,
@@ -451,7 +451,7 @@ _mesa_BeginTransformFeedback(GLenum mode)
obj->GlesRemainingPrims = max_vertices / vertices_per_prim;
}
obj->shader_program = ctx->Shader.CurrentVertexProgram;
obj->shader_program = ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX];
assert(ctx->Driver.BeginTransformFeedback);
ctx->Driver.BeginTransformFeedback(ctx, mode, obj);
@@ -993,7 +993,7 @@ _mesa_ResumeTransformFeedback(void)
* the program object being used by the current transform feedback object
* is not active."
*/
if (obj->shader_program != ctx->Shader.CurrentVertexProgram) {
if (obj->shader_program != ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX]) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glResumeTransformFeedback(wrong vertex program bound)");
return;

View File

@@ -52,7 +52,7 @@ static void update_clip( struct st_context *st )
/* if we have a vertex shader that writes clip vertex we need to pass
the pre-projection transformed coordinates into the driver. */
if (st->vp) {
if (ctx->Shader.CurrentVertexProgram)
if (ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX])
use_eye = TRUE;
}

View File

@@ -218,7 +218,7 @@ static void st_bind_ubos(struct st_context *st,
static void bind_vs_ubos(struct st_context *st)
{
struct gl_shader_program *prog = st->ctx->Shader.CurrentVertexProgram;
struct gl_shader_program *prog = st->ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX];
if (!prog)
return;
@@ -237,7 +237,7 @@ const struct st_tracked_state st_bind_vs_ubos = {
static void bind_fs_ubos(struct st_context *st)
{
struct gl_shader_program *prog = st->ctx->Shader.CurrentFragmentProgram;
struct gl_shader_program *prog = st->ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT];
if (!prog)
return;
@@ -256,7 +256,7 @@ const struct st_tracked_state st_bind_fs_ubos = {
static void bind_gs_ubos(struct st_context *st)
{
struct gl_shader_program *prog = st->ctx->Shader.CurrentGeometryProgram;
struct gl_shader_program *prog = st->ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY];
if (!prog)
return;

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@@ -1364,7 +1364,7 @@ blit_copy_pixels(struct gl_context *ctx, GLint srcx, GLint srcy,
!ctx->Stencil.Enabled &&
!ctx->FragmentProgram.Enabled &&
!ctx->VertexProgram.Enabled &&
!ctx->Shader.CurrentFragmentProgram &&
!ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT] &&
ctx->DrawBuffer->_NumColorDrawBuffers == 1 &&
!ctx->Query.CondRenderQuery &&
!ctx->Query.CurrentOcclusionObject) {

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@@ -132,9 +132,9 @@ static void
check_uniforms(struct gl_context *ctx)
{
struct gl_shader_program *shProg[3] = {
ctx->Shader.CurrentVertexProgram,
ctx->Shader.CurrentGeometryProgram,
ctx->Shader.CurrentFragmentProgram,
ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX],
ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY],
ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT],
};
unsigned j;

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@@ -1196,9 +1196,9 @@ void
st_print_shaders(struct gl_context *ctx)
{
struct gl_shader_program *shProg[3] = {
ctx->Shader.CurrentVertexProgram,
ctx->Shader.CurrentGeometryProgram,
ctx->Shader.CurrentFragmentProgram,
ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX],
ctx->Shader.CurrentProgram[MESA_SHADER_GEOMETRY],
ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT],
};
unsigned j;

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@@ -182,7 +182,7 @@ init_machine(struct gl_context *ctx, struct gl_program_machine *machine,
machine->Samplers = program->Base.SamplerUnits;
/* if running a GLSL program (not ARB_fragment_program) */
if (ctx->Shader.CurrentFragmentProgram) {
if (ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT]) {
/* Store front/back facing value */
machine->Attribs[VARYING_SLOT_FACE][col][0] = 1.0F - span->facing;
}