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-rw-r--r--src/glsl/linker.cpp152
1 files changed, 0 insertions, 152 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index ae583a3d672..d2f68cba72b 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -1021,13 +1021,6 @@ link_intrastage_shaders(void *mem_ctx,
return linked;
}
-
-struct uniform_node {
- exec_node link;
- struct gl_uniform *u;
- unsigned slots;
-};
-
/**
* Update the sizes of linked shader uniform arrays to the maximum
* array index used.
@@ -1100,151 +1093,6 @@ update_array_sizes(struct gl_shader_program *prog)
}
}
-static void
-add_uniform(void *mem_ctx, exec_list *uniforms, struct hash_table *ht,
- const char *name, const glsl_type *type, GLenum shader_type,
- unsigned *next_shader_pos, unsigned *total_uniforms)
-{
- if (type->is_record()) {
- for (unsigned int i = 0; i < type->length; i++) {
- const glsl_type *field_type = type->fields.structure[i].type;
- char *field_name = ralloc_asprintf(mem_ctx, "%s.%s", name,
- type->fields.structure[i].name);
-
- add_uniform(mem_ctx, uniforms, ht, field_name, field_type,
- shader_type, next_shader_pos, total_uniforms);
- }
- } else {
- uniform_node *n = (uniform_node *) hash_table_find(ht, name);
- unsigned int vec4_slots;
- const glsl_type *array_elem_type = NULL;
-
- if (type->is_array()) {
- array_elem_type = type->fields.array;
- /* Array of structures. */
- if (array_elem_type->is_record()) {
- for (unsigned int i = 0; i < type->length; i++) {
- char *elem_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
- add_uniform(mem_ctx, uniforms, ht, elem_name, array_elem_type,
- shader_type, next_shader_pos, total_uniforms);
- }
- return;
- }
- }
-
- /* Fix the storage size of samplers at 1 vec4 each. Be sure to pad out
- * vectors to vec4 slots.
- */
- if (type->is_array()) {
- if (array_elem_type->is_sampler())
- vec4_slots = type->length;
- else
- vec4_slots = type->length * array_elem_type->matrix_columns;
- } else if (type->is_sampler()) {
- vec4_slots = 1;
- } else {
- vec4_slots = type->matrix_columns;
- }
-
- if (n == NULL) {
- n = (uniform_node *) calloc(1, sizeof(struct uniform_node));
- n->u = (gl_uniform *) calloc(1, sizeof(struct gl_uniform));
- n->slots = vec4_slots;
-
- n->u->Name = strdup(name);
- n->u->Type = type;
- n->u->VertPos = -1;
- n->u->FragPos = -1;
- n->u->GeomPos = -1;
- (*total_uniforms)++;
-
- hash_table_insert(ht, n, name);
- uniforms->push_tail(& n->link);
- }
-
- switch (shader_type) {
- case GL_VERTEX_SHADER:
- n->u->VertPos = *next_shader_pos;
- break;
- case GL_FRAGMENT_SHADER:
- n->u->FragPos = *next_shader_pos;
- break;
- case GL_GEOMETRY_SHADER:
- n->u->GeomPos = *next_shader_pos;
- break;
- }
-
- (*next_shader_pos) += vec4_slots;
- }
-}
-
-void
-assign_uniform_locations(struct gl_shader_program *prog)
-{
- /* */
- exec_list uniforms;
- unsigned total_uniforms = 0;
- hash_table *ht = hash_table_ctor(32, hash_table_string_hash,
- hash_table_string_compare);
- void *mem_ctx = ralloc_context(NULL);
-
- for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
- if (prog->_LinkedShaders[i] == NULL)
- continue;
-
- unsigned next_position = 0;
-
- foreach_list(node, prog->_LinkedShaders[i]->ir) {
- ir_variable *const var = ((ir_instruction *) node)->as_variable();
-
- if ((var == NULL) || (var->mode != ir_var_uniform))
- continue;
-
- if (strncmp(var->name, "gl_", 3) == 0) {
- /* At the moment, we don't allocate uniform locations for
- * builtin uniforms. It's permitted by spec, and we'll
- * likely switch to doing that at some point, but not yet.
- */
- continue;
- }
-
- var->location = next_position;
- add_uniform(mem_ctx, &uniforms, ht, var->name, var->type,
- prog->_LinkedShaders[i]->Type,
- &next_position, &total_uniforms);
- }
- }
-
- ralloc_free(mem_ctx);
-
- gl_uniform_list *ul = (gl_uniform_list *)
- calloc(1, sizeof(gl_uniform_list));
-
- ul->Size = total_uniforms;
- ul->NumUniforms = total_uniforms;
- ul->Uniforms = (gl_uniform *) calloc(total_uniforms, sizeof(gl_uniform));
-
- unsigned idx = 0;
- uniform_node *next;
- for (uniform_node *node = (uniform_node *) uniforms.head
- ; node->link.next != NULL
- ; node = next) {
- next = (uniform_node *) node->link.next;
-
- node->link.remove();
- memcpy(&ul->Uniforms[idx], node->u, sizeof(gl_uniform));
- idx++;
-
- free(node->u);
- free(node);
- }
-
- hash_table_dtor(ht);
-
- prog->Uniforms = ul;
-}
-
-
/**
* Find a contiguous set of available bits in a bitmask.
*