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authorDave Airlie <[email protected]>2016-06-07 15:25:56 +1000
committerDave Airlie <[email protected]>2016-08-23 11:03:45 +1000
commitea783667e4fff16fde9dfb76eefcd6aa484077d4 (patch)
tree8b1d3d1143cb7e773bb142f64cd8c34b64b8318f /src
parent4566aaaa5b169724174e04dc0a99a37ae0abcd2a (diff)
mesa: add api to write subroutine indicies to the program storage.
This writes the subroutine indicies to the program storage for a stage. This API is intended to be used by drivers to update the uniform storage before uploading to the hw. This isn't the most thread safe effort, but it will be significantly more multi-context safe. Signed-off-by: Dave Airlie <[email protected]> Reviewed-by: Andres Gomez <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/mesa/main/shaderapi.c10
-rw-r--r--src/mesa/main/shaderapi.h3
2 files changed, 13 insertions, 0 deletions
diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c
index 6631f1ea479..733fee6b9aa 100644
--- a/src/mesa/main/shaderapi.c
+++ b/src/mesa/main/shaderapi.c
@@ -2838,6 +2838,16 @@ _mesa_shader_write_subroutine_index(struct gl_context *ctx,
} while(i < sh->NumSubroutineUniformRemapTable);
}
+void
+_mesa_shader_write_subroutine_indices(struct gl_context *ctx,
+ gl_shader_stage stage)
+{
+ if (ctx->_Shader->CurrentProgram[stage] &&
+ ctx->_Shader->CurrentProgram[stage]->_LinkedShaders[stage])
+ _mesa_shader_write_subroutine_index(ctx,
+ ctx->_Shader->CurrentProgram[stage]->_LinkedShaders[stage]);
+}
+
static void
_mesa_shader_init_subroutine_defaults(struct gl_context *ctx,
struct gl_linked_shader *sh)
diff --git a/src/mesa/main/shaderapi.h b/src/mesa/main/shaderapi.h
index b3de5fab1e7..4297bfa3d65 100644
--- a/src/mesa/main/shaderapi.h
+++ b/src/mesa/main/shaderapi.h
@@ -69,6 +69,9 @@ _mesa_count_active_attribs(struct gl_shader_program *shProg);
extern size_t
_mesa_longest_attribute_name_length(struct gl_shader_program *shProg);
+extern void
+_mesa_shader_write_subroutine_indices(struct gl_context *ctx,
+ gl_shader_stage stage);
extern void GLAPIENTRY
_mesa_AttachObjectARB(GLhandleARB, GLhandleARB);