ir_to_mesa: Don't set initial uniform values again

This work is now done by the linker, so we don't need to keep doing it
here.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Ian Romanick
2012-04-09 11:21:15 -07:00
parent c343b980d6
commit 75dac69262

View File

@@ -2540,106 +2540,6 @@ _mesa_associate_uniform_storage(struct gl_context *ctx,
}
}
static void
set_uniform_initializer(struct gl_context *ctx, void *mem_ctx,
struct gl_shader_program *shader_program,
const char *name, const glsl_type *type,
ir_constant *val)
{
if (type->is_record()) {
ir_constant *field_constant;
field_constant = (ir_constant *)val->components.get_head();
for (unsigned int i = 0; i < type->length; i++) {
const glsl_type *field_type = type->fields.structure[i].type;
const char *field_name = ralloc_asprintf(mem_ctx, "%s.%s", name,
type->fields.structure[i].name);
set_uniform_initializer(ctx, mem_ctx, shader_program, field_name,
field_type, field_constant);
field_constant = (ir_constant *)field_constant->next;
}
return;
}
int loc = _mesa_get_uniform_location(ctx, shader_program, name);
if (loc == -1) {
linker_error(shader_program,
"Couldn't find uniform for initializer %s\n", name);
return;
}
for (unsigned int i = 0; i < (type->is_array() ? type->length : 1); i++) {
ir_constant *element;
const glsl_type *element_type;
if (type->is_array()) {
element = val->array_elements[i];
element_type = type->fields.array;
} else {
element = val;
element_type = type;
}
void *values;
if (element_type->base_type == GLSL_TYPE_BOOL) {
int *conv = ralloc_array(mem_ctx, int, element_type->components());
for (unsigned int j = 0; j < element_type->components(); j++) {
conv[j] = element->value.b[j];
}
values = (void *)conv;
element_type = glsl_type::get_instance(GLSL_TYPE_INT,
element_type->vector_elements,
1);
} else {
values = &element->value;
}
if (element_type->is_matrix()) {
_mesa_uniform_matrix(ctx, shader_program,
element_type->matrix_columns,
element_type->vector_elements,
loc, 1, GL_FALSE, (GLfloat *)values);
} else {
_mesa_uniform(ctx, shader_program, loc, element_type->matrix_columns,
values, element_type->gl_type);
}
loc++;
}
}
static void
set_uniform_initializers(struct gl_context *ctx,
struct gl_shader_program *shader_program)
{
void *mem_ctx = NULL;
for (unsigned int i = 0; i < MESA_SHADER_TYPES; i++) {
struct gl_shader *shader = shader_program->_LinkedShaders[i];
if (shader == NULL)
continue;
foreach_iter(exec_list_iterator, iter, *shader->ir) {
ir_instruction *ir = (ir_instruction *)iter.get();
ir_variable *var = ir->as_variable();
if (!var || var->mode != ir_var_uniform || !var->constant_value)
continue;
if (!mem_ctx)
mem_ctx = ralloc_context(NULL);
set_uniform_initializer(ctx, mem_ctx, shader_program, var->name,
var->type, var->constant_value);
}
}
ralloc_free(mem_ctx);
}
/*
* On a basic block basis, tracks available PROGRAM_TEMPORARY register
* channels for copy propagation and updates following instructions to
@@ -3249,10 +3149,6 @@ _mesa_glsl_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
}
}
if (prog->LinkStatus) {
set_uniform_initializers(ctx, prog);
}
if (ctx->Shader.Flags & GLSL_DUMP) {
if (!prog->LinkStatus) {
printf("GLSL shader program %d failed to link\n", prog->Name);