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* glsl: remove element_type() helperTimothy Arceri2015-05-221-1/+1
| | | | | | | | | | | | | | We now have is_array() and without_array() that make the code much clearer and remove the need for this. For all remaining calls to this we already knew that the type was an array so returning a null wasn't adding any value. v2: use without_array() in _mesa_ast_array_index_to_hir() and don't use without_array() in lower_clip_distance_visitor() as we want to make sure the array is 2D. Reviewed-by: Matt Turner <[email protected]>
* glsl: Eliminate ir_variable::data.atomic.buffer_indexIan Romanick2014-08-291-1/+3
| | | | | | | | | | | | | | | | | | | Just use ir_variable::data.binding... because that's the where the binding is stored for everything else that can use layout(binding=). Valgrind massif results for a trimmed apitrace of dota2: n time(i) total(B) useful-heap(B) extra-heap(B) stacks(B) Before (32-bit): 50 40,564,927,443 69,185,408 63,683,871 5,501,537 0 After (32-bit): 74 40,580,119,657 69,186,544 63,506,327 5,680,217 0 Before (64-bit): 59 36,822,048,449 96,526,888 89,113,000 7,413,888 0 After (64-bit): 89 36,822,971,897 96,526,616 88,735,296 7,791,320 0 A real savings of 173KiB on 32-bit and 368KiB on 64-bit. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Use typed foreach_in_list instead of foreach_list.Matt Turner2014-07-011-2/+2
| | | | Reviewed-by: Ian Romanick <[email protected]>
* glsl: Add missing null check in push_back()Juha-Pekka Heikkila2014-06-261-2/+11
| | | | | | | Report memory error on realloc failure and don't leak any memory. Signed-off-by: Juha-Pekka Heikkila <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: silence a couple warnings in find_active_atomic_counters()Brian Paul2014-01-231-1/+2
| | | | | | | Silence unitialized variable 'id' warning. Silence unused 'found' warning. Only seen in release builds. Reviewed-by: Marek Olšák <[email protected]>
* glsl: Index into ctx->Const.Program[] rather than using ad-hoc code.Paul Berry2014-01-091-14/+2
| | | | | Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: replace ctx->Const.{Vertex,Fragment,Geomtery}Program with an array.Paul Berry2014-01-091-6/+6
| | | | | | | | | | | | | | | | | | | | These are replaced with ctx->Const.Program[MESA_SHADER_{VERTEX,FRAGMENT,GEOMETRY}]. In patches to follow, this will allow us to replace a lot of ad-hoc logic with a variable index into the array. With the exception of the changes to mtypes.h, this patch was generated entirely by the command: find src -type f '(' -iname '*.c' -o -iname '*.cpp' -o -iname '*.py' \ -o -iname '*.y' ')' -print0 | xargs -0 sed -i \ -e 's/Const\.VertexProgram/Const.Program[MESA_SHADER_VERTEX]/g' \ -e 's/Const\.GeometryProgram/Const.Program[MESA_SHADER_GEOMETRY]/g' \ -e 's/Const\.FragmentProgram/Const.Program[MESA_SHADER_FRAGMENT]/g' Suggested-by: Brian Paul <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Clean up nomenclature for pipeline stages.Paul Berry2014-01-081-11/+11
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Previously, we had an enum called gl_shader_type which represented pipeline stages in the order they occur in the pipeline (i.e. MESA_SHADER_VERTEX=0, MESA_SHADER_GEOMETRY=1, etc), and several inconsistently named functions for converting between it and other representations: - _mesa_shader_type_to_string: gl_shader_type -> string - _mesa_shader_type_to_index: GLenum (GL_*_SHADER) -> gl_shader_type - _mesa_program_target_to_index: GLenum (GL_*_PROGRAM) -> gl_shader_type - _mesa_shader_enum_to_string: GLenum (GL_*_{SHADER,PROGRAM}) -> string This patch tries to clean things up so that we use more consistent terminology: the enum is now called gl_shader_stage (to emphasize that it is in the order of pipeline stages), and the conversion functions are: - _mesa_shader_stage_to_string: gl_shader_stage -> string - _mesa_shader_enum_to_shader_stage: GLenum (GL_*_SHADER) -> gl_shader_stage - _mesa_program_enum_to_shader_stage: GLenum (GL_*_PROGRAM) -> gl_shader_stage - _mesa_progshader_enum_to_string: GLenum (GL_*_{SHADER,PROGRAM}) -> string In addition, MESA_SHADER_TYPES has been renamed to MESA_SHADER_STAGES, for consistency with the new name for the enum. Reviewed-by: Kenneth Graunke <[email protected]> v2: Also rename the "target" field of _mesa_glsl_parse_state and the "target" parameter of _mesa_shader_stage_to_string to "stage". Reviewed-by: Brian Paul <[email protected]>
* mesa: Improve static error checking of arrays sized by MESA_SHADER_TYPES.Paul Berry2013-12-301-3/+4
| | | | | | | | | | | | | | | | | | | | | This patch replaces the following pattern: foo bar[MESA_SHADER_TYPES] = { ... }; With: foo bar[] = { ... }; STATIC_ASSERT(Elements(bar) == MESA_SHADER_TYPES); This way, when a new shader type is added in a future version of Mesa, we will get a compile error to remind us that the array needs to be updated. Reviewed-by: Brian Paul <[email protected]>
* glsl: Get rid of hardcoded arrays of shader target names.Paul Berry2013-12-301-5/+3
| | | | | | | We already have a function for converting a shader type index to a string: _mesa_shader_type_to_string(). Reviewed-by: Brian Paul <[email protected]>
* glsl: move variables in to ir_variable::data, part IITapani Pälli2013-12-121-10/+10
| | | | | | | | | | | | | This patch moves following bitfields and variables to the data structure: explicit_location, explicit_index, explicit_binding, has_initializer, is_unmatched_generic_inout, location_frac, from_named_ifc_block_nonarray, from_named_ifc_block_array, depth_layout, location, index, binding, max_array_access, atomic Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Linker support for ARB_shader_atomic_counters.Francisco Jerez2013-11-071-0/+277
v2: Add comments on the purpose of the auxiliary data structures. Check for atomic counter overlaps. Use the contains_atomic() convenience method. Add static assert with the number of expected shader stages. v3: Don't resize atomic arrays. v4: Add comment on the reason why we don't resize atomic counter arrays. Use 'strcmp(...) == 0' instead of '!strcmp(...)'. v5 (idr): Don't use STL in the linker. Signed-off-by: Francisco Jerez <[email protected]> Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Ian Romanick <[email protected]>