diff options
author | Timothy Arceri <[email protected]> | 2016-06-30 14:55:40 +1000 |
---|---|---|
committer | Timothy Arceri <[email protected]> | 2016-06-30 16:51:25 +1000 |
commit | 1fb8c6df884c2a17cf980c4ea32db4c214903b55 (patch) | |
tree | a21b0de699816ce28de37dd61531a025cc984114 /src/compiler/glsl/ir_optimization.h | |
parent | 378f07ccb5bff7857d87a4fe5dff0b5e83f99895 (diff) |
glsl/mesa: split gl_shader in two
There are two distinctly different uses of this struct. The first
is to store GL shader objects. The second is to store information
about a shader stage thats been linked.
The two uses actually share few fields and there is clearly confusion
about their use. For example the linked shaders map one to one with
a program so can simply be destroyed along with the program. However
previously we were calling reference counting on the linked shaders.
We were also creating linked shaders with a name even though it
is always 0 and called the driver version of the _mesa_new_shader()
function unnecessarily for GL shader objects.
Acked-by: Iago Toral Quiroga <[email protected]>
Diffstat (limited to 'src/compiler/glsl/ir_optimization.h')
-rw-r--r-- | src/compiler/glsl/ir_optimization.h | 23 |
1 files changed, 14 insertions, 9 deletions
diff --git a/src/compiler/glsl/ir_optimization.h b/src/compiler/glsl/ir_optimization.h index ba14e34b71e..ba790762a62 100644 --- a/src/compiler/glsl/ir_optimization.h +++ b/src/compiler/glsl/ir_optimization.h @@ -86,7 +86,8 @@ bool do_copy_propagation(exec_list *instructions); bool do_copy_propagation_elements(exec_list *instructions); bool do_constant_propagation(exec_list *instructions); void do_dead_builtin_varyings(struct gl_context *ctx, - gl_shader *producer, gl_shader *consumer, + gl_linked_shader *producer, + gl_linked_shader *consumer, unsigned num_tfeedback_decls, class tfeedback_decl *tfeedback_decls); bool do_dead_code(exec_list *instructions, bool uniform_locations_assigned); @@ -119,26 +120,30 @@ bool lower_variable_index_to_cond_assign(gl_shader_stage stage, bool lower_temp, bool lower_uniform); bool lower_quadop_vector(exec_list *instructions, bool dont_lower_swz); bool lower_const_arrays_to_uniforms(exec_list *instructions); -bool lower_clip_cull_distance(struct gl_shader_program *prog, gl_shader *shader); +bool lower_clip_cull_distance(struct gl_shader_program *prog, + gl_linked_shader *shader); void lower_output_reads(unsigned stage, exec_list *instructions); bool lower_packing_builtins(exec_list *instructions, int op_mask); -void lower_shared_reference(struct gl_shader *shader, unsigned *shared_size); -void lower_ubo_reference(struct gl_shader *shader, bool clamp_block_indices); +void lower_shared_reference(struct gl_linked_shader *shader, + unsigned *shared_size); +void lower_ubo_reference(struct gl_linked_shader *shader, + bool clamp_block_indices); void lower_packed_varyings(void *mem_ctx, unsigned locations_used, ir_variable_mode mode, - unsigned gs_input_vertices, gl_shader *shader, + unsigned gs_input_vertices, + gl_linked_shader *shader, bool disable_varying_packing, bool xfb_enabled); bool lower_vector_insert(exec_list *instructions, bool lower_nonconstant_index); -bool lower_vector_derefs(gl_shader *shader); -void lower_named_interface_blocks(void *mem_ctx, gl_shader *shader); +bool lower_vector_derefs(gl_linked_shader *shader); +void lower_named_interface_blocks(void *mem_ctx, gl_linked_shader *shader); bool optimize_redundant_jumps(exec_list *instructions); bool optimize_split_arrays(exec_list *instructions, bool linked); bool lower_offset_arrays(exec_list *instructions); void optimize_dead_builtin_variables(exec_list *instructions, enum ir_variable_mode other); -bool lower_tess_level(gl_shader *shader); +bool lower_tess_level(gl_linked_shader *shader); -bool lower_vertex_id(gl_shader *shader); +bool lower_vertex_id(gl_linked_shader *shader); bool lower_subroutine(exec_list *instructions, struct _mesa_glsl_parse_state *state); void propagate_invariance(exec_list *instructions); |