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authorKenneth Graunke <[email protected]>2014-07-03 14:47:14 -0700
committerKenneth Graunke <[email protected]>2014-07-09 15:48:24 -0700
commit272e36e229cd0e64ad3c181d2875fa1355bee25e (patch)
tree90fb8045d9558a5a3f223681aad7aaa7e97842f6 /src/mesa/main/ff_fragment_shader.cpp
parentc03c6e016885e8b4e6cd93941693e6cf5afe74ce (diff)
ff_fragment_shader: Access glsl_types directly.
Originally, we didn't have direct accessors for all of the GLSL types, so the only way to get at them was to use the symbol table. Now, we can just get at them directly, which is simpler and faster. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Ben Widawsky <[email protected]>
Diffstat (limited to 'src/mesa/main/ff_fragment_shader.cpp')
-rw-r--r--src/mesa/main/ff_fragment_shader.cpp30
1 files changed, 15 insertions, 15 deletions
diff --git a/src/mesa/main/ff_fragment_shader.cpp b/src/mesa/main/ff_fragment_shader.cpp
index 2c4f3d7df02..8758b5e9d23 100644
--- a/src/mesa/main/ff_fragment_shader.cpp
+++ b/src/mesa/main/ff_fragment_shader.cpp
@@ -914,54 +914,54 @@ static void load_texture( texenv_fragment_program *p, GLuint unit )
switch (texTarget) {
case TEXTURE_1D_INDEX:
if (p->state->unit[unit].shadow)
- sampler_type = p->shader->symbols->get_type("sampler1DShadow");
+ sampler_type = glsl_type::sampler1DShadow_type;
else
- sampler_type = p->shader->symbols->get_type("sampler1D");
+ sampler_type = glsl_type::sampler1D_type;
coords = 1;
break;
case TEXTURE_1D_ARRAY_INDEX:
if (p->state->unit[unit].shadow)
- sampler_type = p->shader->symbols->get_type("sampler1DArrayShadow");
+ sampler_type = glsl_type::sampler1DArrayShadow_type;
else
- sampler_type = p->shader->symbols->get_type("sampler1DArray");
+ sampler_type = glsl_type::sampler1DArray_type;
coords = 2;
break;
case TEXTURE_2D_INDEX:
if (p->state->unit[unit].shadow)
- sampler_type = p->shader->symbols->get_type("sampler2DShadow");
+ sampler_type = glsl_type::sampler2DShadow_type;
else
- sampler_type = p->shader->symbols->get_type("sampler2D");
+ sampler_type = glsl_type::sampler2D_type;
coords = 2;
break;
case TEXTURE_2D_ARRAY_INDEX:
if (p->state->unit[unit].shadow)
- sampler_type = p->shader->symbols->get_type("sampler2DArrayShadow");
+ sampler_type = glsl_type::sampler2DArrayShadow_type;
else
- sampler_type = p->shader->symbols->get_type("sampler2DArray");
+ sampler_type = glsl_type::sampler2DArray_type;
coords = 3;
break;
case TEXTURE_RECT_INDEX:
if (p->state->unit[unit].shadow)
- sampler_type = p->shader->symbols->get_type("sampler2DRectShadow");
+ sampler_type = glsl_type::sampler2DRectShadow_type;
else
- sampler_type = p->shader->symbols->get_type("sampler2DRect");
+ sampler_type = glsl_type::sampler2DRect_type;
coords = 2;
break;
case TEXTURE_3D_INDEX:
assert(!p->state->unit[unit].shadow);
- sampler_type = p->shader->symbols->get_type("sampler3D");
+ sampler_type = glsl_type::sampler3D_type;
coords = 3;
break;
case TEXTURE_CUBE_INDEX:
if (p->state->unit[unit].shadow)
- sampler_type = p->shader->symbols->get_type("samplerCubeShadow");
+ sampler_type = glsl_type::samplerCubeShadow_type;
else
- sampler_type = p->shader->symbols->get_type("samplerCube");
+ sampler_type = glsl_type::samplerCube_type;
coords = 3;
break;
case TEXTURE_EXTERNAL_INDEX:
assert(!p->state->unit[unit].shadow);
- sampler_type = p->shader->symbols->get_type("samplerExternalOES");
+ sampler_type = glsl_type::samplerExternalOES_type;
coords = 2;
break;
}
@@ -1241,7 +1241,7 @@ create_new_program(struct gl_context *ctx, struct state_key *key)
state->symbols->add_function(main_f);
ir_function_signature *main_sig =
- new(p.mem_ctx) ir_function_signature(p.shader->symbols->get_type("void"));
+ new(p.mem_ctx) ir_function_signature(glsl_type::void_type);
main_sig->is_defined = true;
main_f->add_signature(main_sig);