st/mesa: pass gl_program to st_bind_ssbos()

We no longer need to pass gl_shader_program.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit is contained in:
Timothy Arceri
2016-11-09 11:57:33 +11:00
parent 1130f82a88
commit 4b30011d34

View File

@@ -41,25 +41,25 @@
#include "st_program.h"
static void
st_bind_ssbos(struct st_context *st, struct gl_linked_shader *shader,
st_bind_ssbos(struct st_context *st, struct gl_program *prog,
enum pipe_shader_type shader_type)
{
unsigned i;
struct pipe_shader_buffer buffers[MAX_SHADER_STORAGE_BUFFERS];
struct gl_program_constants *c;
if (!shader || !st->pipe->set_shader_buffers)
if (!prog || !st->pipe->set_shader_buffers)
return;
c = &st->ctx->Const.Program[shader->Stage];
c = &st->ctx->Const.Program[prog->info.stage];
for (i = 0; i < shader->Program->info.num_ssbos; i++) {
for (i = 0; i < prog->info.num_ssbos; i++) {
struct gl_shader_storage_buffer_binding *binding;
struct st_buffer_object *st_obj;
struct pipe_shader_buffer *sb = &buffers[i];
binding = &st->ctx->ShaderStorageBufferBindings[
shader->Program->sh.ShaderStorageBlocks[i]->Binding];
prog->sh.ShaderStorageBlocks[i]->Binding];
st_obj = st_buffer_object(binding->BufferObject);
sb->buffer = st_obj->buffer;
@@ -80,13 +80,13 @@ st_bind_ssbos(struct st_context *st, struct gl_linked_shader *shader,
}
}
st->pipe->set_shader_buffers(st->pipe, shader_type, c->MaxAtomicBuffers,
shader->Program->info.num_ssbos, buffers);
prog->info.num_ssbos, buffers);
/* clear out any stale shader buffers */
if (shader->Program->info.num_ssbos < c->MaxShaderStorageBlocks)
if (prog->info.num_ssbos < c->MaxShaderStorageBlocks)
st->pipe->set_shader_buffers(
st->pipe, shader_type,
c->MaxAtomicBuffers + shader->Program->info.num_ssbos,
c->MaxShaderStorageBlocks - shader->Program->info.num_ssbos,
c->MaxAtomicBuffers + prog->info.num_ssbos,
c->MaxShaderStorageBlocks - prog->info.num_ssbos,
NULL);
}
@@ -95,10 +95,10 @@ static void bind_vs_ssbos(struct st_context *st)
struct gl_shader_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
if (!prog)
if (!prog || !prog->_LinkedShaders[MESA_SHADER_VERTEX])
return;
st_bind_ssbos(st, prog->_LinkedShaders[MESA_SHADER_VERTEX],
st_bind_ssbos(st, prog->_LinkedShaders[MESA_SHADER_VERTEX]->Program,
PIPE_SHADER_VERTEX);
}
@@ -111,10 +111,10 @@ static void bind_fs_ssbos(struct st_context *st)
struct gl_shader_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
if (!prog)
if (!prog || !prog->_LinkedShaders[MESA_SHADER_FRAGMENT])
return;
st_bind_ssbos(st, prog->_LinkedShaders[MESA_SHADER_FRAGMENT],
st_bind_ssbos(st, prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program,
PIPE_SHADER_FRAGMENT);
}
@@ -127,10 +127,10 @@ static void bind_gs_ssbos(struct st_context *st)
struct gl_shader_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
if (!prog)
if (!prog || !prog->_LinkedShaders[MESA_SHADER_GEOMETRY])
return;
st_bind_ssbos(st, prog->_LinkedShaders[MESA_SHADER_GEOMETRY],
st_bind_ssbos(st, prog->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program,
PIPE_SHADER_GEOMETRY);
}
@@ -143,10 +143,10 @@ static void bind_tcs_ssbos(struct st_context *st)
struct gl_shader_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
if (!prog)
if (!prog || !prog->_LinkedShaders[MESA_SHADER_TESS_CTRL])
return;
st_bind_ssbos(st, prog->_LinkedShaders[MESA_SHADER_TESS_CTRL],
st_bind_ssbos(st, prog->_LinkedShaders[MESA_SHADER_TESS_CTRL]->Program,
PIPE_SHADER_TESS_CTRL);
}
@@ -159,10 +159,10 @@ static void bind_tes_ssbos(struct st_context *st)
struct gl_shader_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
if (!prog)
if (!prog || !prog->_LinkedShaders[MESA_SHADER_TESS_EVAL])
return;
st_bind_ssbos(st, prog->_LinkedShaders[MESA_SHADER_TESS_EVAL],
st_bind_ssbos(st, prog->_LinkedShaders[MESA_SHADER_TESS_EVAL]->Program,
PIPE_SHADER_TESS_EVAL);
}
@@ -175,10 +175,10 @@ static void bind_cs_ssbos(struct st_context *st)
struct gl_shader_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
if (!prog)
if (!prog || !prog->_LinkedShaders[MESA_SHADER_COMPUTE])
return;
st_bind_ssbos(st, prog->_LinkedShaders[MESA_SHADER_COMPUTE],
st_bind_ssbos(st, prog->_LinkedShaders[MESA_SHADER_COMPUTE]->Program,
PIPE_SHADER_COMPUTE);
}