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-rw-r--r--src/glsl/linker.cpp48
1 files changed, 24 insertions, 24 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 8547f74ce65..df71f21b546 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -128,10 +128,10 @@ linker_error_printf(glsl_program *prog, const char *fmt, ...)
void
-invalidate_variable_locations(glsl_shader *sh, enum ir_variable_mode mode,
+invalidate_variable_locations(gl_shader *sh, enum ir_variable_mode mode,
int generic_base)
{
- foreach_list(node, &sh->ir) {
+ foreach_list(node, sh->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
if ((var == NULL) || (var->mode != (unsigned) mode))
@@ -187,7 +187,7 @@ count_attribute_slots(const glsl_type *t)
*/
bool
validate_vertex_shader_executable(struct glsl_program *prog,
- struct glsl_shader *shader)
+ struct gl_shader *shader)
{
if (shader == NULL)
return true;
@@ -198,7 +198,7 @@ validate_vertex_shader_executable(struct glsl_program *prog,
}
find_assignment_visitor find("gl_Position");
- find.run(&shader->ir);
+ find.run(shader->ir);
if (!find.variable_found()) {
linker_error_printf(prog,
"vertex shader does not write to `gl_Position'\n");
@@ -216,7 +216,7 @@ validate_vertex_shader_executable(struct glsl_program *prog,
*/
bool
validate_fragment_shader_executable(struct glsl_program *prog,
- struct glsl_shader *shader)
+ struct gl_shader *shader)
{
if (shader == NULL)
return true;
@@ -229,8 +229,8 @@ validate_fragment_shader_executable(struct glsl_program *prog,
find_assignment_visitor frag_color("gl_FragColor");
find_assignment_visitor frag_data("gl_FragData");
- frag_color.run(&shader->ir);
- frag_data.run(&shader->ir);
+ frag_color.run(shader->ir);
+ frag_data.run(shader->ir);
if (!frag_color.variable_found() && !frag_data.variable_found()) {
linker_error_printf(prog, "fragment shader does not write to "
@@ -259,7 +259,7 @@ cross_validate_uniforms(struct glsl_program *prog)
*/
glsl_symbol_table uniforms;
for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) {
- foreach_list(node, &prog->_LinkedShaders[i]->ir) {
+ foreach_list(node, prog->_LinkedShaders[i]->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
if ((var == NULL) || (var->mode != ir_var_uniform))
@@ -309,7 +309,7 @@ cross_validate_uniforms(struct glsl_program *prog)
*/
bool
cross_validate_outputs_to_inputs(struct glsl_program *prog,
- glsl_shader *producer, glsl_shader *consumer)
+ gl_shader *producer, gl_shader *consumer)
{
glsl_symbol_table parameters;
/* FINISHME: Figure these out dynamically. */
@@ -318,7 +318,7 @@ cross_validate_outputs_to_inputs(struct glsl_program *prog,
/* Find all shader outputs in the "producer" stage.
*/
- foreach_list(node, &producer->ir) {
+ foreach_list(node, producer->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
/* FINISHME: For geometry shaders, this should also look for inout
@@ -335,7 +335,7 @@ cross_validate_outputs_to_inputs(struct glsl_program *prog,
* matching outputs already in the symbol table must have the same type and
* qualifiers.
*/
- foreach_list(node, &consumer->ir) {
+ foreach_list(node, consumer->ir) {
ir_variable *const input = ((ir_instruction *) node)->as_variable();
/* FINISHME: For geometry shaders, this should also look for inout
@@ -423,7 +423,7 @@ assign_uniform_locations(struct glsl_program *prog)
for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) {
unsigned next_position = 0;
- foreach_list(node, &prog->_LinkedShaders[i]->ir) {
+ foreach_list(node, prog->_LinkedShaders[i]->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
if ((var == NULL) || (var->mode != ir_var_uniform))
@@ -540,7 +540,7 @@ assign_attribute_locations(glsl_program *prog, unsigned max_attribute_index)
unsigned used_locations = (max_attribute_index >= 32)
? ~0 : ~((1 << max_attribute_index) - 1);
- glsl_shader *const sh = prog->_LinkedShaders[0];
+ gl_shader *const sh = prog->_LinkedShaders[0];
assert(sh->Type == GL_VERTEX_SHADER);
/* Operate in a total of four passes.
@@ -644,7 +644,7 @@ assign_attribute_locations(glsl_program *prog, unsigned max_attribute_index)
unsigned num_attr = 0;
- foreach_list(node, &sh->ir) {
+ foreach_list(node, sh->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
if ((var == NULL) || (var->mode != ir_var_in))
@@ -694,7 +694,7 @@ assign_attribute_locations(glsl_program *prog, unsigned max_attribute_index)
void
-assign_varying_locations(glsl_shader *producer, glsl_shader *consumer)
+assign_varying_locations(gl_shader *producer, gl_shader *consumer)
{
/* FINISHME: Set dynamically when geometry shader support is added. */
unsigned output_index = VERT_RESULT_VAR0;
@@ -714,7 +714,7 @@ assign_varying_locations(glsl_shader *producer, glsl_shader *consumer)
invalidate_variable_locations(producer, ir_var_out, VERT_RESULT_VAR0);
invalidate_variable_locations(consumer, ir_var_in, FRAG_ATTRIB_VAR0);
- foreach_list(node, &producer->ir) {
+ foreach_list(node, producer->ir) {
ir_variable *const output_var = ((ir_instruction *) node)->as_variable();
if ((output_var == NULL) || (output_var->mode != ir_var_out)
@@ -740,7 +740,7 @@ assign_varying_locations(glsl_shader *producer, glsl_shader *consumer)
input_index++;
}
- foreach_list(node, &producer->ir) {
+ foreach_list(node, producer->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
if ((var == NULL) || (var->mode != ir_var_out))
@@ -752,7 +752,7 @@ assign_varying_locations(glsl_shader *producer, glsl_shader *consumer)
var->shader_out = (var->location != -1);
}
- foreach_list(node, &consumer->ir) {
+ foreach_list(node, consumer->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
if ((var == NULL) || (var->mode != ir_var_in))
@@ -780,13 +780,13 @@ link_shaders(struct glsl_program *prog)
/* Separate the shaders into groups based on their type.
*/
- struct glsl_shader **vert_shader_list;
+ struct gl_shader **vert_shader_list;
unsigned num_vert_shaders = 0;
- struct glsl_shader **frag_shader_list;
+ struct gl_shader **frag_shader_list;
unsigned num_frag_shaders = 0;
- vert_shader_list = (struct glsl_shader **)
- calloc(2 * prog->NumShaders, sizeof(struct glsl_shader *));
+ vert_shader_list = (struct gl_shader **)
+ calloc(2 * prog->NumShaders, sizeof(struct gl_shader *));
frag_shader_list = &vert_shader_list[prog->NumShaders];
for (unsigned i = 0; i < prog->NumShaders; i++) {
@@ -817,8 +817,8 @@ link_shaders(struct glsl_program *prog)
goto done;
- prog->_LinkedShaders = (struct glsl_shader **)
- calloc(2, sizeof(struct glsl_shader *));
+ prog->_LinkedShaders = (struct gl_shader **)
+ calloc(2, sizeof(struct gl_shader *));
prog->_NumLinkedShaders = 0;
if (num_vert_shaders > 0) {