Commit 030ca230 authored by Marek Olšák's avatar Marek Olšák

mesa: renumber shader indices according to their placement in pipeline

See my explanation in mtypes.h.

v2: don't do this in gallium
v3: also updated the comment at the gl_shader_type definition
Reviewed-by: default avatarIan Romanick <ian.d.romanick@intel.com>
parent 84f367e6
......@@ -1514,31 +1514,31 @@ static bool
check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
{
static const char *const shader_names[MESA_SHADER_TYPES] = {
"vertex", "fragment", "geometry"
"vertex", "geometry", "fragment"
};
const unsigned max_samplers[MESA_SHADER_TYPES] = {
ctx->Const.VertexProgram.MaxTextureImageUnits,
ctx->Const.FragmentProgram.MaxTextureImageUnits,
ctx->Const.GeometryProgram.MaxTextureImageUnits
ctx->Const.GeometryProgram.MaxTextureImageUnits,
ctx->Const.FragmentProgram.MaxTextureImageUnits
};
const unsigned max_default_uniform_components[MESA_SHADER_TYPES] = {
ctx->Const.VertexProgram.MaxUniformComponents,
ctx->Const.FragmentProgram.MaxUniformComponents,
ctx->Const.GeometryProgram.MaxUniformComponents
ctx->Const.GeometryProgram.MaxUniformComponents,
ctx->Const.FragmentProgram.MaxUniformComponents
};
const unsigned max_combined_uniform_components[MESA_SHADER_TYPES] = {
ctx->Const.VertexProgram.MaxCombinedUniformComponents,
ctx->Const.FragmentProgram.MaxCombinedUniformComponents,
ctx->Const.GeometryProgram.MaxCombinedUniformComponents
ctx->Const.GeometryProgram.MaxCombinedUniformComponents,
ctx->Const.FragmentProgram.MaxCombinedUniformComponents
};
const unsigned max_uniform_blocks[MESA_SHADER_TYPES] = {
ctx->Const.VertexProgram.MaxUniformBlocks,
ctx->Const.FragmentProgram.MaxUniformBlocks,
ctx->Const.GeometryProgram.MaxUniformBlocks,
ctx->Const.FragmentProgram.MaxUniformBlocks
};
for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
......
......@@ -117,17 +117,13 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
struct brw_shader *shader =
(struct brw_shader *)shProg->_LinkedShaders[stage];
static const GLenum targets[] = {
GL_VERTEX_PROGRAM_ARB,
GL_FRAGMENT_PROGRAM_ARB,
GL_GEOMETRY_PROGRAM_NV
};
if (!shader)
continue;
struct gl_program *prog =
ctx->Driver.NewProgram(ctx, targets[stage], shader->base.Name);
ctx->Driver.NewProgram(ctx, _mesa_program_index_to_target(stage),
shader->base.Name);
if (!prog)
return false;
prog->Parameters = _mesa_new_parameter_list();
......
......@@ -2173,13 +2173,16 @@ struct gl_shader
/**
* Shader stages. Note that these will become 5 with tessellation.
* These MUST have the same values as gallium's PIPE_SHADER_*
*
* The order must match how shaders are ordered in the pipeline.
* The GLSL linker assumes that if i<j, then the j-th shader is
* executed later than the i-th shader.
*/
typedef enum
{
MESA_SHADER_VERTEX = 0,
MESA_SHADER_FRAGMENT = 1,
MESA_SHADER_GEOMETRY = 2,
MESA_SHADER_GEOMETRY = 1,
MESA_SHADER_FRAGMENT = 2,
MESA_SHADER_TYPES = 3
} gl_shader_type;
......
......@@ -123,8 +123,8 @@ _mesa_shader_index_to_type(GLuint i)
{
static const GLenum enums[MESA_SHADER_TYPES] = {
GL_VERTEX_SHADER,
GL_FRAGMENT_SHADER,
GL_GEOMETRY_SHADER ,
GL_GEOMETRY_SHADER,
GL_FRAGMENT_SHADER
};
if (i >= MESA_SHADER_TYPES)
return 0;
......
......@@ -3073,12 +3073,6 @@ _mesa_ir_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
linked_prog = get_mesa_program(ctx, prog, prog->_LinkedShaders[i]);
if (linked_prog) {
static const GLenum targets[] = {
GL_VERTEX_PROGRAM_ARB,
GL_FRAGMENT_PROGRAM_ARB,
GL_GEOMETRY_PROGRAM_NV
};
if (i == MESA_SHADER_VERTEX) {
((struct gl_vertex_program *)linked_prog)->UsesClipDistance
= prog->Vert.UsesClipDistance;
......@@ -3086,7 +3080,9 @@ _mesa_ir_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
_mesa_reference_program(ctx, &prog->_LinkedShaders[i]->Program,
linked_prog);
if (!ctx->Driver.ProgramStringNotify(ctx, targets[i], linked_prog)) {
if (!ctx->Driver.ProgramStringNotify(ctx,
_mesa_program_index_to_target(i),
linked_prog)) {
return GL_FALSE;
}
}
......
......@@ -205,8 +205,8 @@ _mesa_program_index_to_target(GLuint i)
{
static const GLenum enums[MESA_SHADER_TYPES] = {
GL_VERTEX_PROGRAM_ARB,
GL_FRAGMENT_PROGRAM_ARB,
GL_GEOMETRY_PROGRAM_NV,
GL_FRAGMENT_PROGRAM_ARB
};
if(i >= MESA_SHADER_TYPES)
return 0;
......
......@@ -221,11 +221,6 @@ struct st_context *st_create_context(gl_api api, struct pipe_context *pipe,
struct gl_context *shareCtx = share ? share->ctx : NULL;
struct dd_function_table funcs;
/* Sanity checks */
STATIC_ASSERT(MESA_SHADER_VERTEX == PIPE_SHADER_VERTEX);
STATIC_ASSERT(MESA_SHADER_FRAGMENT == PIPE_SHADER_FRAGMENT);
STATIC_ASSERT(MESA_SHADER_GEOMETRY == PIPE_SHADER_GEOMETRY);
memset(&funcs, 0, sizeof(funcs));
st_init_driver_functions(&funcs);
......
......@@ -68,7 +68,7 @@ void st_init_limits(struct st_context *st)
{
struct pipe_screen *screen = st->pipe->screen;
struct gl_constants *c = &st->ctx->Const;
gl_shader_type sh;
unsigned sh;
boolean can_ubo = TRUE;
c->MaxTextureLevels
......@@ -149,23 +149,25 @@ void st_init_limits(struct st_context *st)
can_ubo = FALSE;
}
for (sh = 0; sh < MESA_SHADER_TYPES; ++sh) {
struct gl_shader_compiler_options *options =
&st->ctx->ShaderCompilerOptions[sh];
for (sh = 0; sh < PIPE_SHADER_TYPES; ++sh) {
struct gl_shader_compiler_options *options;
struct gl_program_constants *pc;
switch (sh) {
case PIPE_SHADER_FRAGMENT:
pc = &c->FragmentProgram;
options = &st->ctx->ShaderCompilerOptions[MESA_SHADER_FRAGMENT];
break;
case PIPE_SHADER_VERTEX:
pc = &c->VertexProgram;
options = &st->ctx->ShaderCompilerOptions[MESA_SHADER_VERTEX];
break;
case PIPE_SHADER_GEOMETRY:
pc = &c->GeometryProgram;
options = &st->ctx->ShaderCompilerOptions[MESA_SHADER_GEOMETRY];
break;
default:
assert(0);
/* compute shader, etc. */
continue;
}
......
......@@ -5271,15 +5271,11 @@ st_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
linked_prog = get_mesa_program(ctx, prog, prog->_LinkedShaders[i]);
if (linked_prog) {
static const GLenum targets[] = {
GL_VERTEX_PROGRAM_ARB,
GL_FRAGMENT_PROGRAM_ARB,
GL_GEOMETRY_PROGRAM_NV
};
_mesa_reference_program(ctx, &prog->_LinkedShaders[i]->Program,
linked_prog);
if (!ctx->Driver.ProgramStringNotify(ctx, targets[i], linked_prog)) {
if (!ctx->Driver.ProgramStringNotify(ctx,
_mesa_program_index_to_target(i),
linked_prog)) {
_mesa_reference_program(ctx, &prog->_LinkedShaders[i]->Program,
NULL);
_mesa_reference_program(ctx, &linked_prog, NULL);
......
Markdown is supported
0% or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment