mesa: Use gl_shader_program::_LinkedShaders instead of FragmentProgram

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Ian Romanick
2011-08-20 15:00:36 -07:00
parent 39348bf79f
commit de772c4022
13 changed files with 36 additions and 34 deletions

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@@ -1828,12 +1828,14 @@ brw_fs_precompile(struct gl_context *ctx, struct gl_shader_program *prog)
{
struct brw_context *brw = brw_context(ctx);
struct brw_wm_prog_key key;
struct gl_fragment_program *fp = prog->FragmentProgram;
struct brw_fragment_program *bfp = brw_fragment_program(fp);
if (!fp)
if (!prog->_LinkedShaders[MESA_SHADER_FRAGMENT])
return true;
struct gl_fragment_program *fp = (struct gl_fragment_program *)
prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program;
struct brw_fragment_program *bfp = brw_fragment_program(fp);
memset(&key, 0, sizeof(key));
if (fp->UsesKill)

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@@ -347,7 +347,8 @@ public:
this->c = c;
this->p = &c->func;
this->brw = p->brw;
this->fp = prog->FragmentProgram;
this->fp = (struct gl_fragment_program *)
prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program;
this->prog = prog;
this->intel = &brw->intel;
this->ctx = &intel->ctx;

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@@ -224,7 +224,7 @@ bool do_wm_prog(struct brw_context *brw,
brw_init_compile(brw, &c->func, c);
if (prog && prog->FragmentProgram) {
if (prog && prog->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
if (!brw_wm_fs_emit(brw, c, prog))
return false;
} else {

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@@ -1860,8 +1860,7 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where)
break;
case GL_FRAGMENT_SHADER:
_mesa_append_uniforms_to_file(sh,
&shProg[i]->FragmentProgram->Base);
_mesa_append_uniforms_to_file(sh, sh->Program);
break;
}
}

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@@ -2171,7 +2171,6 @@ struct gl_shader_program
} Vert;
/* post-link info: */
struct gl_fragment_program *FragmentProgram; /**< Linked fragment prog */
struct gl_uniform_list *Uniforms;
struct gl_program_parameter_list *Varying;
GLboolean LinkStatus; /**< GL_LINK_STATUS */

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@@ -811,8 +811,9 @@ print_shader_info(const struct gl_shader_program *shProg)
if (shProg->_LinkedShaders[MESA_SHADER_VERTEX])
printf(" vert prog %u\n",
shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program->Id);
if (shProg->FragmentProgram)
printf(" frag prog %u\n", shProg->FragmentProgram->Base.Id);
if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT])
printf(" frag prog %u\n",
shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program->Id);
if (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY])
printf(" geom prog %u\n",
shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program->Id);
@@ -967,7 +968,7 @@ validate_shader_program(const struct gl_shader_program *shProg,
{
const struct gl_shader *vs = shProg->_LinkedShaders[MESA_SHADER_VERTEX];
const struct gl_shader *gs = shProg->_LinkedShaders[MESA_SHADER_GEOMETRY];
const struct gl_fragment_program *fp = shProg->FragmentProgram;
const struct gl_shader *fs = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT];
if (!shProg->LinkStatus) {
return GL_FALSE;
@@ -999,7 +1000,7 @@ validate_shader_program(const struct gl_shader_program *shProg,
if (gs && !validate_samplers(gs->Program, errMsg)) {
return GL_FALSE;
}
if (fp && !validate_samplers(&fp->Base, errMsg)) {
if (fs && !validate_samplers(fs->Program, errMsg)) {
return GL_FALSE;
}

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@@ -275,8 +275,6 @@ void
_mesa_clear_shader_program_data(struct gl_context *ctx,
struct gl_shader_program *shProg)
{
_mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL);
if (shProg->Uniforms) {
_mesa_free_uniform_list(shProg->Uniforms);
shProg->Uniforms = NULL;

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@@ -246,10 +246,12 @@ update_program(struct gl_context *ctx)
* come up, or matter.
*/
if (fsProg && fsProg->LinkStatus && fsProg->FragmentProgram) {
if (fsProg && fsProg->LinkStatus
&& fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
/* Use GLSL fragment shader */
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
fsProg->FragmentProgram);
(struct gl_fragment_program *)
fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
}
else if (ctx->FragmentProgram._Enabled) {
/* Use user-defined fragment program */

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@@ -489,7 +489,7 @@ static void
update_texture_state( struct gl_context *ctx )
{
GLuint unit;
struct gl_fragment_program *fprog = NULL;
struct gl_program *fprog = NULL;
struct gl_program *vprog = NULL;
GLbitfield enabledFragUnits = 0x0;
@@ -505,10 +505,10 @@ update_texture_state( struct gl_context *ctx )
if (ctx->Shader.CurrentFragmentProgram &&
ctx->Shader.CurrentFragmentProgram->LinkStatus) {
fprog = ctx->Shader.CurrentFragmentProgram->FragmentProgram;
fprog = ctx->Shader.CurrentFragmentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program;
}
else if (ctx->FragmentProgram._Enabled) {
fprog = ctx->FragmentProgram.Current;
fprog = &ctx->FragmentProgram.Current->Base;
}
/* FINISHME: Geometry shader texture accesses should also be considered
@@ -544,7 +544,7 @@ update_texture_state( struct gl_context *ctx )
}
if (fprog) {
enabledFragTargets |= fprog->Base.TexturesUsed[unit];
enabledFragTargets |= fprog->TexturesUsed[unit];
}
else {
/* fixed-function fragment program */
@@ -611,7 +611,7 @@ update_texture_state( struct gl_context *ctx )
if (fprog) {
const GLuint coordMask = (1 << MAX_TEXTURE_COORD_UNITS) - 1;
ctx->Texture._EnabledCoordUnits
= (fprog->Base.InputsRead >> FRAG_ATTRIB_TEX0) & coordMask;
= (fprog->InputsRead >> FRAG_ATTRIB_TEX0) & coordMask;
}
else {
ctx->Texture._EnabledCoordUnits = enabledFragUnits;

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@@ -185,7 +185,7 @@ find_uniform_parameter_pos(struct gl_shader_program *shProg, GLint index,
else {
pos = shProg->Uniforms->Uniforms[index].FragPos;
if (pos >= 0) {
prog = &shProg->FragmentProgram->Base;
prog = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program;
}
else {
pos = shProg->Uniforms->Uniforms[index].GeomPos;
@@ -921,11 +921,12 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
}
}
if (shProg->FragmentProgram) {
if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
/* convert uniform location to program parameter index */
GLint index = uniform->FragPos;
if (index >= 0) {
set_program_uniform(ctx, &shProg->FragmentProgram->Base,
set_program_uniform(ctx,
shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program,
index, offset, type, count, elems, values);
}
}
@@ -1069,11 +1070,12 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
}
}
if (shProg->FragmentProgram) {
if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
/* convert uniform location to program parameter index */
GLint index = uniform->FragPos;
if (index >= 0) {
set_program_uniform_matrix(ctx, &shProg->FragmentProgram->Base,
set_program_uniform_matrix(ctx,
shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program,
index, offset,
count, rows, cols, transpose, values);
}

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@@ -3300,8 +3300,8 @@ _mesa_ir_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
linked_prog);
break;
case GL_FRAGMENT_SHADER:
_mesa_reference_fragprog(ctx, &prog->FragmentProgram,
(struct gl_fragment_program *)linked_prog);
_mesa_reference_program(ctx, &prog->_LinkedShaders[i]->Program,
linked_prog);
ok = ctx->Driver.ProgramStringNotify(ctx, GL_FRAGMENT_PROGRAM_ARB,
linked_prog);
break;
@@ -3427,8 +3427,6 @@ _mesa_glsl_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
}
}
_mesa_reference_fragprog(ctx, &prog->FragmentProgram, NULL);
if (prog->LinkStatus) {
link_shaders(ctx, prog);
}

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@@ -5193,8 +5193,8 @@ st_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
}
break;
case GL_FRAGMENT_SHADER:
_mesa_reference_fragprog(ctx, &prog->FragmentProgram,
(struct gl_fragment_program *)linked_prog);
_mesa_reference_program(ctx, &prog->_LinkedShaders[i]->Program,
linked_prog);
ok = ctx->Driver.ProgramStringNotify(ctx, GL_FRAGMENT_PROGRAM_ARB,
linked_prog);
if (!ok) {

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@@ -1155,8 +1155,8 @@ destroy_shader_program_variants_cb(GLuint key, void *data, void *userData)
destroy_program_variants(st,
shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program);
destroy_program_variants(st, (struct gl_program *)
shProg->FragmentProgram);
destroy_program_variants(st,
shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
destroy_program_variants(st,
shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program);
}