diff options
author | Kenneth Graunke <[email protected]> | 2015-04-07 16:29:32 -0700 |
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committer | Kenneth Graunke <[email protected]> | 2015-04-10 02:16:35 -0700 |
commit | 10d85ffc5a74bbce4decd7fe2aedd856ce7d39cb (patch) | |
tree | 270f274b6c68350632b480ba06d1fda6ce50c424 /src | |
parent | 500da98e0b96d211eab27629696ef50c47caaff9 (diff) |
i965: Change brw_shader to gl_shader in brw_link_shader().
Nothing actually wanted brw_shader fields - we just had to type
shader->base all over the place for no reason.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Diffstat (limited to 'src')
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_shader.cpp | 63 |
1 files changed, 31 insertions, 32 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_shader.cpp b/src/mesa/drivers/dri/i965/brw_shader.cpp index 54d6d71cc7a..9fad02cbbee 100644 --- a/src/mesa/drivers/dri/i965/brw_shader.cpp +++ b/src/mesa/drivers/dri/i965/brw_shader.cpp @@ -129,15 +129,14 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg) for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) { const struct gl_shader_compiler_options *options = &ctx->Const.ShaderCompilerOptions[stage]; - struct brw_shader *shader = - (struct brw_shader *)shProg->_LinkedShaders[stage]; + struct gl_shader *shader = shProg->_LinkedShaders[stage]; if (!shader) continue; struct gl_program *prog = ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage), - shader->base.Name); + shader->Name); if (!prog) return false; prog->Parameters = _mesa_new_parameter_list(); @@ -147,19 +146,19 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg) /* Temporary memory context for any new IR. */ void *mem_ctx = ralloc_context(NULL); - ralloc_adopt(mem_ctx, shader->base.ir); + ralloc_adopt(mem_ctx, shader->ir); bool progress; /* lower_packing_builtins() inserts arithmetic instructions, so it * must precede lower_instructions(). */ - brw_lower_packing_builtins(brw, (gl_shader_stage) stage, shader->base.ir); - do_mat_op_to_vec(shader->base.ir); + brw_lower_packing_builtins(brw, (gl_shader_stage) stage, shader->ir); + do_mat_op_to_vec(shader->ir); const int bitfield_insert = brw->gen >= 7 ? BITFIELD_INSERT_TO_BFM_BFI : 0; - lower_instructions(shader->base.ir, + lower_instructions(shader->ir, MOD_TO_FLOOR | DIV_TO_MUL_RCP | SUB_TO_ADD_NEG | @@ -172,21 +171,21 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg) * if-statements need to be flattened. */ if (brw->gen < 6) - lower_if_to_cond_assign(shader->base.ir, 16); + lower_if_to_cond_assign(shader->ir, 16); - do_lower_texture_projection(shader->base.ir); - brw_lower_texture_gradients(brw, shader->base.ir); - do_vec_index_to_cond_assign(shader->base.ir); - lower_vector_insert(shader->base.ir, true); + do_lower_texture_projection(shader->ir); + brw_lower_texture_gradients(brw, shader->ir); + do_vec_index_to_cond_assign(shader->ir); + lower_vector_insert(shader->ir, true); if (options->NirOptions == NULL) - brw_do_cubemap_normalize(shader->base.ir); - lower_offset_arrays(shader->base.ir); - brw_do_lower_unnormalized_offset(shader->base.ir); - lower_noise(shader->base.ir); - lower_quadop_vector(shader->base.ir, false); + brw_do_cubemap_normalize(shader->ir); + lower_offset_arrays(shader->ir); + brw_do_lower_unnormalized_offset(shader->ir); + lower_noise(shader->ir); + lower_quadop_vector(shader->ir, false); bool lowered_variable_indexing = - lower_variable_index_to_cond_assign(shader->base.ir, + lower_variable_index_to_cond_assign(shader->ir, options->EmitNoIndirectInput, options->EmitNoIndirectOutput, options->EmitNoIndirectTemp, @@ -197,23 +196,23 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg) "back to very inefficient code generation\n"); } - lower_ubo_reference(&shader->base, shader->base.ir); + lower_ubo_reference(shader, shader->ir); do { progress = false; if (is_scalar_shader_stage(brw, stage)) { - brw_do_channel_expressions(shader->base.ir); - brw_do_vector_splitting(shader->base.ir); + brw_do_channel_expressions(shader->ir); + brw_do_vector_splitting(shader->ir); } - progress = do_lower_jumps(shader->base.ir, true, true, + progress = do_lower_jumps(shader->ir, true, true, true, /* main return */ false, /* continue */ false /* loops */ ) || progress; - progress = do_common_optimization(shader->base.ir, true, true, + progress = do_common_optimization(shader->ir, true, true, options, ctx->Const.NativeIntegers) || progress; } while (progress); @@ -225,7 +224,7 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg) * too late. At that point, the values for the built-in uniforms won't * get sent to the shader. */ - foreach_in_list(ir_instruction, node, shader->base.ir) { + foreach_in_list(ir_instruction, node, shader->ir) { ir_variable *var = node->as_variable(); if ((var == NULL) || (var->data.mode != ir_var_uniform) @@ -241,15 +240,15 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg) } } - validate_ir_tree(shader->base.ir); + validate_ir_tree(shader->ir); - do_set_program_inouts(shader->base.ir, prog, shader->base.Stage); + do_set_program_inouts(shader->ir, prog, shader->Stage); - prog->SamplersUsed = shader->base.active_samplers; - prog->ShadowSamplers = shader->base.shadow_samplers; + prog->SamplersUsed = shader->active_samplers; + prog->ShadowSamplers = shader->shadow_samplers; _mesa_update_shader_textures_used(shProg, prog); - _mesa_reference_program(ctx, &shader->base.Program, prog); + _mesa_reference_program(ctx, &shader->Program, prog); brw_add_texrect_params(prog); @@ -259,15 +258,15 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg) * to the permanent memory context, and free the temporary one (discarding any * junk we optimized away). */ - reparent_ir(shader->base.ir, shader->base.ir); + reparent_ir(shader->ir, shader->ir); ralloc_free(mem_ctx); if (ctx->_Shader->Flags & GLSL_DUMP) { fprintf(stderr, "\n"); fprintf(stderr, "GLSL IR for linked %s program %d:\n", - _mesa_shader_stage_to_string(shader->base.Stage), + _mesa_shader_stage_to_string(shader->Stage), shProg->Name); - _mesa_print_ir(stderr, shader->base.ir, NULL); + _mesa_print_ir(stderr, shader->ir, NULL); fprintf(stderr, "\n"); } } |