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authorIan Romanick <[email protected]>2011-11-14 21:58:50 -0800
committerIan Romanick <[email protected]>2012-01-11 12:51:24 -0800
commit6c0df75803e1944f82a1468dcca47d23de82ea6b (patch)
tree7a908c29bbf66656cb33ac9a431a98536a76aeb5 /src/mesa/program/ir_to_mesa.cpp
parent6a992c3288b6f7a5d94172c9ad1908e71e58233e (diff)
linker: Calculate used samplers and shadow samplers in the linker
It used to be done in ir_to_mesa, and that was kind of a bad place. I didn't change st_glsl_to_tgsi because there is some strange stuff happening in the code that generates glDrawPixels shaders. It looked like this would break horribly if I touched anything. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/mesa/program/ir_to_mesa.cpp')
-rw-r--r--src/mesa/program/ir_to_mesa.cpp31
1 files changed, 4 insertions, 27 deletions
diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp
index 8280efefe82..6a90d5ad7e8 100644
--- a/src/mesa/program/ir_to_mesa.cpp
+++ b/src/mesa/program/ir_to_mesa.cpp
@@ -2490,32 +2490,6 @@ print_program(struct prog_instruction *mesa_instructions,
}
}
-
-/**
- * Count resources used by the given gpu program (number of texture
- * samplers, etc).
- */
-static void
-count_resources(struct gl_shader_program *shProg, struct gl_program *prog)
-{
- unsigned int i;
-
- prog->SamplersUsed = 0;
-
- for (i = 0; i < prog->NumInstructions; i++) {
- struct prog_instruction *inst = &prog->Instructions[i];
-
- if (_mesa_is_tex_instruction(inst->Opcode)) {
- prog->SamplersUsed |= 1 << inst->TexSrcUnit;
- if (inst->TexShadow) {
- prog->ShadowSamplers |= 1 << inst->TexSrcUnit;
- }
- }
- }
-
- _mesa_update_shader_textures_used(shProg, prog);
-}
-
class add_uniform_to_shader : public uniform_field_visitor {
public:
add_uniform_to_shader(struct gl_shader_program *shader_program,
@@ -3195,7 +3169,10 @@ get_mesa_program(struct gl_context *ctx,
mesa_instructions = NULL;
do_set_program_inouts(shader->ir, prog, shader->Type == GL_FRAGMENT_SHADER);
- count_resources(shader_program, prog);
+
+ prog->SamplersUsed = shader->active_samplers;
+ prog->ShadowSamplers = shader->shadow_samplers;
+ _mesa_update_shader_textures_used(shader_program, prog);
/* Set the gl_FragDepth layout. */
if (target == GL_FRAGMENT_PROGRAM_ARB) {