mesa: remove initialized field from uniform storage
The only place this was used was in a gallium debug function that had to be manually enabled. Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com> Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
@@ -105,11 +105,6 @@ struct gl_uniform_storage {
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*/
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*/
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unsigned array_elements;
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unsigned array_elements;
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/**
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* Has this uniform ever been set?
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*/
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bool initialized;
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struct gl_opaque_uniform_index opaque[MESA_SHADER_STAGES];
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struct gl_opaque_uniform_index opaque[MESA_SHADER_STAGES];
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/**
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/**
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@@ -162,8 +162,6 @@ set_opaque_binding(void *mem_ctx, gl_shader_program *prog,
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}
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}
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}
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}
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}
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}
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storage->initialized = true;
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}
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}
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}
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}
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@@ -267,8 +265,6 @@ set_uniform_initializer(void *mem_ctx, gl_shader_program *prog,
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}
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}
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}
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}
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}
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}
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storage->initialized = true;
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}
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}
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}
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}
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@@ -799,7 +799,6 @@ private:
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this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
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this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
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this->uniforms[id].type = base_type;
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this->uniforms[id].type = base_type;
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this->uniforms[id].initialized = 0;
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this->uniforms[id].num_driver_storage = 0;
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this->uniforms[id].num_driver_storage = 0;
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this->uniforms[id].driver_storage = NULL;
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this->uniforms[id].driver_storage = NULL;
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this->uniforms[id].atomic_buffer_index = -1;
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this->uniforms[id].atomic_buffer_index = -1;
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@@ -2568,7 +2568,6 @@ _mesa_UniformSubroutinesuiv(GLenum shadertype, GLsizei count,
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memcpy(&uni->storage[0], &indices[i],
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memcpy(&uni->storage[0], &indices[i],
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sizeof(GLuint) * uni_count);
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sizeof(GLuint) * uni_count);
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uni->initialized = true;
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_mesa_propagate_uniforms_to_driver_storage(uni, 0, uni_count);
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_mesa_propagate_uniforms_to_driver_storage(uni, 0, uni_count);
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i += uni_count;
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i += uni_count;
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} while(i < count);
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} while(i < count);
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@@ -2742,7 +2741,7 @@ _mesa_shader_init_subroutine_defaults(struct gl_shader *sh)
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for (j = 0; j < uni_count; j++)
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for (j = 0; j < uni_count; j++)
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memcpy(&uni->storage[j], &val, sizeof(int));
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memcpy(&uni->storage[j], &val, sizeof(int));
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uni->initialized = true;
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_mesa_propagate_uniforms_to_driver_storage(uni, 0, uni_count);
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_mesa_propagate_uniforms_to_driver_storage(uni, 0, uni_count);
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}
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}
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}
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}
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@@ -815,8 +815,6 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
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}
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}
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}
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}
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uni->initialized = true;
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_mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
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_mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
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/* If the uniform is a sampler, do the extra magic necessary to propagate
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/* If the uniform is a sampler, do the extra magic necessary to propagate
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@@ -1030,8 +1028,6 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
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}
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}
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}
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}
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uni->initialized = true;
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_mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
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_mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
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}
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}
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@@ -126,35 +126,6 @@ setup_index_buffer(struct st_context *st,
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}
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}
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/**
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* Prior to drawing, check that any uniforms referenced by the
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* current shader have been set. If a uniform has not been set,
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* issue a warning.
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*/
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static void
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check_uniforms(struct gl_context *ctx)
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{
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struct gl_shader_program **shProg = ctx->_Shader->CurrentProgram;
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unsigned j;
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for (j = 0; j < 3; j++) {
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unsigned i;
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if (shProg[j] == NULL || !shProg[j]->LinkStatus)
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continue;
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for (i = 0; i < shProg[j]->NumUniformStorage; i++) {
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const struct gl_uniform_storage *u = &shProg[j]->UniformStorage[i];
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if (!u->initialized) {
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_mesa_warning(ctx,
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"Using shader with uninitialized uniform: %s",
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u->name);
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}
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}
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}
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}
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/**
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/**
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* Translate OpenGL primtive type (GL_POINTS, GL_TRIANGLE_STRIP, etc) to
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* Translate OpenGL primtive type (GL_POINTS, GL_TRIANGLE_STRIP, etc) to
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* the corresponding Gallium type.
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* the corresponding Gallium type.
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@@ -203,14 +174,6 @@ st_draw_vbo(struct gl_context *ctx,
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/* Validate state. */
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/* Validate state. */
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if (st->dirty.st || st->dirty.mesa || ctx->NewDriverState) {
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if (st->dirty.st || st->dirty.mesa || ctx->NewDriverState) {
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st_validate_state(st, ST_PIPELINE_RENDER);
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st_validate_state(st, ST_PIPELINE_RENDER);
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#if 0
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if (MESA_VERBOSE & VERBOSE_GLSL) {
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check_uniforms(ctx);
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}
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#else
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(void) check_uniforms;
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#endif
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}
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}
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if (st->vertex_array_out_of_memory) {
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if (st->vertex_array_out_of_memory) {
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