mesa: use gl_shader_variable in program resource list
Patch changes linker to allocate gl_shader_variable instead of using ir_variable. This makes it possible to get rid of ir_variables and ir in memory after linking. v2: check that we do not create duplicate entries with packed varyings v3: document 'patch' bit (Ilia Mirkin) Signed-off-by: Tapani Pälli <tapani.palli@intel.com> Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This commit is contained in:
@@ -56,7 +56,7 @@ const type * RESOURCE_ ## name (gl_program_resource *res) { \
|
||||
return (type *) res->Data; \
|
||||
}
|
||||
|
||||
DECL_RESOURCE_FUNC(VAR, ir_variable);
|
||||
DECL_RESOURCE_FUNC(VAR, gl_shader_variable);
|
||||
DECL_RESOURCE_FUNC(UBO, gl_uniform_block);
|
||||
DECL_RESOURCE_FUNC(UNI, gl_uniform_storage);
|
||||
DECL_RESOURCE_FUNC(ATC, gl_active_atomic_buffer);
|
||||
@@ -101,14 +101,14 @@ _mesa_BindAttribLocation(GLhandleARB program, GLuint index,
|
||||
}
|
||||
|
||||
static bool
|
||||
is_active_attrib(const ir_variable *var)
|
||||
is_active_attrib(const gl_shader_variable *var)
|
||||
{
|
||||
if (!var)
|
||||
return false;
|
||||
|
||||
switch (var->data.mode) {
|
||||
switch (var->mode) {
|
||||
case ir_var_shader_in:
|
||||
return var->data.location != -1;
|
||||
return var->location != -1;
|
||||
|
||||
case ir_var_system_value:
|
||||
/* From GL 4.3 core spec, section 11.1.1 (Vertex Attributes):
|
||||
@@ -116,9 +116,9 @@ is_active_attrib(const ir_variable *var)
|
||||
* are enumerated, including the special built-in inputs gl_VertexID
|
||||
* and gl_InstanceID."
|
||||
*/
|
||||
return var->data.location == SYSTEM_VALUE_VERTEX_ID ||
|
||||
var->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE ||
|
||||
var->data.location == SYSTEM_VALUE_INSTANCE_ID;
|
||||
return var->location == SYSTEM_VALUE_VERTEX_ID ||
|
||||
var->location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE ||
|
||||
var->location == SYSTEM_VALUE_INSTANCE_ID;
|
||||
|
||||
default:
|
||||
return false;
|
||||
@@ -163,7 +163,7 @@ _mesa_GetActiveAttrib(GLhandleARB program, GLuint desired_index,
|
||||
return;
|
||||
}
|
||||
|
||||
const ir_variable *const var = RESOURCE_VAR(res);
|
||||
const gl_shader_variable *const var = RESOURCE_VAR(res);
|
||||
|
||||
if (!is_active_attrib(var))
|
||||
return;
|
||||
@@ -174,8 +174,8 @@ _mesa_GetActiveAttrib(GLhandleARB program, GLuint desired_index,
|
||||
* consider gl_VertexIDMESA as gl_VertexID for purposes of checking
|
||||
* active attributes.
|
||||
*/
|
||||
if (var->data.mode == ir_var_system_value &&
|
||||
var->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
|
||||
if (var->mode == ir_var_system_value &&
|
||||
var->location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
|
||||
var_name = "gl_VertexID";
|
||||
}
|
||||
|
||||
@@ -427,7 +427,7 @@ _mesa_GetFragDataLocation(GLuint program, const GLchar *name)
|
||||
const char*
|
||||
_mesa_program_resource_name(struct gl_program_resource *res)
|
||||
{
|
||||
const ir_variable *var;
|
||||
const gl_shader_variable *var;
|
||||
switch (res->Type) {
|
||||
case GL_UNIFORM_BLOCK:
|
||||
case GL_SHADER_STORAGE_BLOCK:
|
||||
@@ -437,8 +437,8 @@ _mesa_program_resource_name(struct gl_program_resource *res)
|
||||
case GL_PROGRAM_INPUT:
|
||||
var = RESOURCE_VAR(res);
|
||||
/* Special case gl_VertexIDMESA -> gl_VertexID. */
|
||||
if (var->data.mode == ir_var_system_value &&
|
||||
var->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
|
||||
if (var->mode == ir_var_system_value &&
|
||||
var->location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
|
||||
return "gl_VertexID";
|
||||
}
|
||||
/* fallthrough */
|
||||
@@ -857,14 +857,14 @@ program_resource_location(struct gl_shader_program *shProg,
|
||||
*/
|
||||
switch (res->Type) {
|
||||
case GL_PROGRAM_INPUT: {
|
||||
const ir_variable *var = RESOURCE_VAR(res);
|
||||
const gl_shader_variable *var = RESOURCE_VAR(res);
|
||||
|
||||
/* If the input is an array, fail if the index is out of bounds. */
|
||||
if (array_index > 0
|
||||
&& array_index >= var->type->length) {
|
||||
return -1;
|
||||
}
|
||||
return (var->data.location +
|
||||
return (var->location +
|
||||
(array_index * var->type->without_array()->matrix_columns) -
|
||||
VERT_ATTRIB_GENERIC0);
|
||||
}
|
||||
@@ -874,7 +874,7 @@ program_resource_location(struct gl_shader_program *shProg,
|
||||
&& array_index >= RESOURCE_VAR(res)->type->length) {
|
||||
return -1;
|
||||
}
|
||||
return RESOURCE_VAR(res)->data.location + array_index - FRAG_RESULT_DATA0;
|
||||
return RESOURCE_VAR(res)->location + array_index - FRAG_RESULT_DATA0;
|
||||
case GL_UNIFORM:
|
||||
/* If the uniform is built-in, fail. */
|
||||
if (RESOURCE_UNI(res)->builtin)
|
||||
@@ -954,7 +954,7 @@ _mesa_program_resource_location_index(struct gl_shader_program *shProg,
|
||||
if (!res || !(res->StageReferences & (1 << MESA_SHADER_FRAGMENT)))
|
||||
return -1;
|
||||
|
||||
return RESOURCE_VAR(res)->data.index;
|
||||
return RESOURCE_VAR(res)->index;
|
||||
}
|
||||
|
||||
static uint8_t
|
||||
@@ -1252,7 +1252,7 @@ _mesa_program_resource_prop(struct gl_shader_program *shProg,
|
||||
case GL_LOCATION_INDEX:
|
||||
if (res->Type != GL_PROGRAM_OUTPUT)
|
||||
goto invalid_operation;
|
||||
*val = RESOURCE_VAR(res)->data.index;
|
||||
*val = RESOURCE_VAR(res)->index;
|
||||
return 1;
|
||||
|
||||
case GL_NUM_COMPATIBLE_SUBROUTINES:
|
||||
@@ -1309,7 +1309,7 @@ _mesa_program_resource_prop(struct gl_shader_program *shProg,
|
||||
switch (res->Type) {
|
||||
case GL_PROGRAM_INPUT:
|
||||
case GL_PROGRAM_OUTPUT:
|
||||
*val = RESOURCE_VAR(res)->data.patch;
|
||||
*val = RESOURCE_VAR(res)->patch;
|
||||
return 1;
|
||||
default:
|
||||
goto invalid_operation;
|
||||
|
Reference in New Issue
Block a user