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authorTimothy Arceri <[email protected]>2016-11-22 21:14:14 +1100
committerTimothy Arceri <[email protected]>2017-01-23 14:48:04 +1100
commitcbeba6bd48da2cbe0074cc59a857e0248e94b8fe (patch)
tree124ba5e8edd930804c95ac7a1ed1d2f22356b92b /src/compiler/glsl/linker.cpp
parent64e201ab8f08daa2c189ab615a4096daf60c27c5 (diff)
mesa/glsl/i965: set and get tes layouts directly to and from shader_info
Reviewed-by: Nicolai Hähnle <[email protected]>
Diffstat (limited to 'src/compiler/glsl/linker.cpp')
-rw-r--r--src/compiler/glsl/linker.cpp64
1 files changed, 33 insertions, 31 deletions
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index 1664c9f5fa8..6fe7054b5dd 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -1714,18 +1714,19 @@ link_tcs_out_layout_qualifiers(struct gl_shader_program *prog,
*/
static void
link_tes_in_layout_qualifiers(struct gl_shader_program *prog,
- struct gl_linked_shader *linked_shader,
+ struct gl_program *gl_prog,
struct gl_shader **shader_list,
unsigned num_shaders)
{
- linked_shader->info.TessEval.PrimitiveMode = PRIM_UNKNOWN;
- linked_shader->info.TessEval.Spacing = TESS_SPACING_UNSPECIFIED;
- linked_shader->info.TessEval.VertexOrder = 0;
- linked_shader->info.TessEval.PointMode = -1;
-
- if (linked_shader->Stage != MESA_SHADER_TESS_EVAL)
+ if (gl_prog->info.stage != MESA_SHADER_TESS_EVAL)
return;
+ int point_mode = -1;
+ unsigned vertex_order = 0;
+
+ gl_prog->info.tess.primitive_mode = PRIM_UNKNOWN;
+ gl_prog->info.tess.spacing = TESS_SPACING_UNSPECIFIED;
+
/* From the GLSL 4.0 spec (chapter 4.3.8.1):
*
* "At least one tessellation evaluation shader (compilation unit) in
@@ -1744,49 +1745,45 @@ link_tes_in_layout_qualifiers(struct gl_shader_program *prog,
struct gl_shader *shader = shader_list[i];
if (shader->info.TessEval.PrimitiveMode != PRIM_UNKNOWN) {
- if (linked_shader->info.TessEval.PrimitiveMode != PRIM_UNKNOWN &&
- linked_shader->info.TessEval.PrimitiveMode !=
+ if (gl_prog->info.tess.primitive_mode != PRIM_UNKNOWN &&
+ gl_prog->info.tess.primitive_mode !=
shader->info.TessEval.PrimitiveMode) {
linker_error(prog, "tessellation evaluation shader defined with "
"conflicting input primitive modes.\n");
return;
}
- linked_shader->info.TessEval.PrimitiveMode = shader->info.TessEval.PrimitiveMode;
+ gl_prog->info.tess.primitive_mode =
+ shader->info.TessEval.PrimitiveMode;
}
if (shader->info.TessEval.Spacing != 0) {
- if (linked_shader->info.TessEval.Spacing != 0 &&
- linked_shader->info.TessEval.Spacing !=
+ if (gl_prog->info.tess.spacing != 0 && gl_prog->info.tess.spacing !=
shader->info.TessEval.Spacing) {
linker_error(prog, "tessellation evaluation shader defined with "
"conflicting vertex spacing.\n");
return;
}
- linked_shader->info.TessEval.Spacing = shader->info.TessEval.Spacing;
+ gl_prog->info.tess.spacing = shader->info.TessEval.Spacing;
}
if (shader->info.TessEval.VertexOrder != 0) {
- if (linked_shader->info.TessEval.VertexOrder != 0 &&
- linked_shader->info.TessEval.VertexOrder !=
- shader->info.TessEval.VertexOrder) {
+ if (vertex_order != 0 &&
+ vertex_order != shader->info.TessEval.VertexOrder) {
linker_error(prog, "tessellation evaluation shader defined with "
"conflicting ordering.\n");
return;
}
- linked_shader->info.TessEval.VertexOrder =
- shader->info.TessEval.VertexOrder;
+ vertex_order = shader->info.TessEval.VertexOrder;
}
if (shader->info.TessEval.PointMode != -1) {
- if (linked_shader->info.TessEval.PointMode != -1 &&
- linked_shader->info.TessEval.PointMode !=
- shader->info.TessEval.PointMode) {
+ if (point_mode != -1 &&
+ point_mode != shader->info.TessEval.PointMode) {
linker_error(prog, "tessellation evaluation shader defined with "
"conflicting point modes.\n");
return;
}
- linked_shader->info.TessEval.PointMode =
- shader->info.TessEval.PointMode;
+ point_mode = shader->info.TessEval.PointMode;
}
}
@@ -1795,21 +1792,26 @@ link_tes_in_layout_qualifiers(struct gl_shader_program *prog,
* since we already know we're in the right type of shader program
* for doing it.
*/
- if (linked_shader->info.TessEval.PrimitiveMode == PRIM_UNKNOWN) {
+ if (gl_prog->info.tess.primitive_mode == PRIM_UNKNOWN) {
linker_error(prog,
"tessellation evaluation shader didn't declare input "
"primitive modes.\n");
return;
}
- if (linked_shader->info.TessEval.Spacing == TESS_SPACING_UNSPECIFIED)
- linked_shader->info.TessEval.Spacing = TESS_SPACING_EQUAL;
+ if (gl_prog->info.tess.spacing == TESS_SPACING_UNSPECIFIED)
+ gl_prog->info.tess.spacing = TESS_SPACING_EQUAL;
+
+ if (vertex_order == 0)
+ gl_prog->info.tess.ccw = true;
+ else
+ gl_prog->info.tess.ccw = false;
- if (linked_shader->info.TessEval.VertexOrder == 0)
- linked_shader->info.TessEval.VertexOrder = GL_CCW;
- if (linked_shader->info.TessEval.PointMode == -1)
- linked_shader->info.TessEval.PointMode = GL_FALSE;
+ if (point_mode == -1)
+ gl_prog->info.tess.point_mode = false;
+ else
+ gl_prog->info.tess.point_mode = true;
}
@@ -2205,7 +2207,7 @@ link_intrastage_shaders(void *mem_ctx,
link_fs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders);
link_tcs_out_layout_qualifiers(prog, gl_prog, shader_list, num_shaders);
- link_tes_in_layout_qualifiers(prog, linked, shader_list, num_shaders);
+ link_tes_in_layout_qualifiers(prog, gl_prog, shader_list, num_shaders);
link_gs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders);
link_cs_input_layout_qualifiers(prog, linked, shader_list, num_shaders);
link_xfb_stride_layout_qualifiers(ctx, prog, linked, shader_list,