diff options
author | Timothy Arceri <[email protected]> | 2016-11-07 14:47:18 +1100 |
---|---|---|
committer | Timothy Arceri <[email protected]> | 2016-11-19 15:45:46 +1100 |
commit | 203c8794a1debc0e45019fe945d1cc55459e6c6f (patch) | |
tree | 29eafc191c0fb98ebc28673e95d3d1918f883bb0 /src/mesa/program | |
parent | 65cd0a0d7f411eefac81408ebf7b704ccd1c9bf7 (diff) |
st/mesa/glsl/nir/i965: make use of new gl_shader_program_data in gl_shader_program
Reviewed-by: Emil Velikov <[email protected]>
Diffstat (limited to 'src/mesa/program')
-rw-r--r-- | src/mesa/program/ir_to_mesa.cpp | 34 |
1 files changed, 17 insertions, 17 deletions
diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp index 88a7f368ee1..558f0ea4f68 100644 --- a/src/mesa/program/ir_to_mesa.cpp +++ b/src/mesa/program/ir_to_mesa.cpp @@ -1622,7 +1622,7 @@ calc_sampler_offsets(struct gl_shader_program *prog, ir_dereference *deref, * all that would work would be an unrolled loop counter that ends * up being constant above. */ - ralloc_strcat(&prog->InfoLog, + ralloc_strcat(&prog->data->InfoLog, "warning: Variable sampler array index unsupported.\n" "This feature of the language was removed in GLSL 1.20 " "and is unlikely to be supported for 1.10 in Mesa.\n"); @@ -1668,8 +1668,8 @@ get_sampler_uniform_value(class ir_dereference *sampler, calc_sampler_offsets(shader_program, sampler, &offset, &array_elements, &location); - assert(shader_program->UniformStorage[location].opaque[shader].active); - return shader_program->UniformStorage[location].opaque[shader].index + + assert(shader_program->data->UniformStorage[location].opaque[shader].active); + return shader_program->data->UniformStorage[location].opaque[shader].index + offset; } @@ -2441,7 +2441,7 @@ add_uniform_to_shader::visit_field(const glsl_type *type, const char *name, return; struct gl_uniform_storage *storage = - &this->shader_program->UniformStorage[location]; + &this->shader_program->data->UniformStorage[location]; assert(storage->type->is_sampler() && storage->opaque[shader_type].active); @@ -2510,7 +2510,7 @@ _mesa_associate_uniform_storage(struct gl_context *ctx, continue; struct gl_uniform_storage *storage = - &shader_program->UniformStorage[location]; + &shader_program->data->UniformStorage[location]; /* Do not associate any uniform storage to built-in uniforms */ if (storage->builtin) @@ -2883,11 +2883,11 @@ get_mesa_program(struct gl_context *ctx, mesa_inst++; i++; - if (!shader_program->LinkStatus) + if (!shader_program->data->LinkStatus) break; } - if (!shader_program->LinkStatus) { + if (!shader_program->data->LinkStatus) { goto fail_exit; } @@ -2936,7 +2936,7 @@ get_mesa_program(struct gl_context *ctx, * program constant) has to happen before creating this linkage. */ _mesa_associate_uniform_storage(ctx, shader_program, prog->Parameters); - if (!shader_program->LinkStatus) { + if (!shader_program->data->LinkStatus) { goto fail_exit; } @@ -2959,7 +2959,7 @@ extern "C" { GLboolean _mesa_ir_link_shader(struct gl_context *ctx, struct gl_shader_program *prog) { - assert(prog->LinkStatus); + assert(prog->data->LinkStatus); for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { if (prog->_LinkedShaders[i] == NULL) @@ -3037,7 +3037,7 @@ _mesa_ir_link_shader(struct gl_context *ctx, struct gl_shader_program *prog) } build_program_resource_list(ctx, prog); - return prog->LinkStatus; + return prog->data->LinkStatus; } /** @@ -3050,7 +3050,7 @@ _mesa_glsl_link_shader(struct gl_context *ctx, struct gl_shader_program *prog) _mesa_clear_shader_program_data(ctx, prog); - prog->LinkStatus = GL_TRUE; + prog->data->LinkStatus = GL_TRUE; for (i = 0; i < prog->NumShaders; i++) { if (!prog->Shaders[i]->CompileStatus) { @@ -3058,24 +3058,24 @@ _mesa_glsl_link_shader(struct gl_context *ctx, struct gl_shader_program *prog) } } - if (prog->LinkStatus) { + if (prog->data->LinkStatus) { link_shaders(ctx, prog); } - if (prog->LinkStatus) { + if (prog->data->LinkStatus) { if (!ctx->Driver.LinkShader(ctx, prog)) { - prog->LinkStatus = GL_FALSE; + prog->data->LinkStatus = GL_FALSE; } } if (ctx->_Shader->Flags & GLSL_DUMP) { - if (!prog->LinkStatus) { + if (!prog->data->LinkStatus) { fprintf(stderr, "GLSL shader program %d failed to link\n", prog->Name); } - if (prog->InfoLog && prog->InfoLog[0] != 0) { + if (prog->data->InfoLog && prog->data->InfoLog[0] != 0) { fprintf(stderr, "GLSL shader program %d info log:\n", prog->Name); - fprintf(stderr, "%s\n", prog->InfoLog); + fprintf(stderr, "%s\n", prog->data->InfoLog); } } } |