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