glsl: Modify interface to link_invalidate_variable_locations

This will make it easier to unit test this function in successive
patches.  Also, correct the prototype in linker.h.  It was... wrong.

v2: Split the interface change from adding the unit tests.  Suggested by
Paul.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
This commit is contained in:
Ian Romanick
2013-10-22 15:07:00 -07:00
parent af229c94e3
commit cf8b14ce6d
2 changed files with 7 additions and 7 deletions

View File

@@ -366,10 +366,10 @@ parse_program_resource_name(const GLchar *name,
void
link_invalidate_variable_locations(gl_shader *sh, int input_base,
link_invalidate_variable_locations(exec_list *ir, int input_base,
int output_base)
{
foreach_list(node, sh->ir) {
foreach_list(node, ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
if (var == NULL)
@@ -2217,17 +2217,17 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
/* Mark all generic shader inputs and outputs as unpaired. */
if (prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL) {
link_invalidate_variable_locations(
prog->_LinkedShaders[MESA_SHADER_VERTEX],
prog->_LinkedShaders[MESA_SHADER_VERTEX]->ir,
VERT_ATTRIB_GENERIC0, VARYING_SLOT_VAR0);
}
if (prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) {
link_invalidate_variable_locations(
prog->_LinkedShaders[MESA_SHADER_GEOMETRY],
prog->_LinkedShaders[MESA_SHADER_GEOMETRY]->ir,
VARYING_SLOT_VAR0, VARYING_SLOT_VAR0);
}
if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] != NULL) {
link_invalidate_variable_locations(
prog->_LinkedShaders[MESA_SHADER_FRAGMENT],
prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir,
VARYING_SLOT_VAR0, FRAG_RESULT_DATA0);
}

View File

@@ -31,8 +31,8 @@ link_function_calls(gl_shader_program *prog, gl_shader *main,
gl_shader **shader_list, unsigned num_shaders);
extern void
link_invalidate_variable_locations(gl_shader *sh, enum ir_variable_mode mode,
int generic_base);
link_invalidate_variable_locations(exec_list *ir, int input_base,
int output_base);
extern void
link_assign_uniform_locations(struct gl_shader_program *prog);