*
* \author Ian Romanick <ian.d.romanick@intel.com>
*/
-#include <cstdlib>
-#include <cstdio>
-#include <cstdarg>
-#include <climits>
#include "main/core.h"
#include "glsl_symbol_table.h"
{
va_list ap;
- prog->InfoLog = talloc_strdup_append(prog->InfoLog, "error: ");
+ ralloc_strcat(&prog->InfoLog, "error: ");
va_start(ap, fmt);
- prog->InfoLog = talloc_vasprintf_append(prog->InfoLog, fmt, ap);
+ ralloc_vasprintf_append(&prog->InfoLog, fmt, ap);
va_end(ap);
}
case ir_var_out: return "shader output";
case ir_var_inout: return "shader inout";
+ case ir_var_const_in:
case ir_var_temporary:
default:
assert(!"Should not get here.");
* FINISHME: will fail.
*/
existing->constant_value =
- var->constant_value->clone(talloc_parent(existing), NULL);
+ var->constant_value->clone(ralloc_parent(existing), NULL);
}
if (existing->invariant != var->invariant) {
if (var->type->is_array() && (var->type->length == 0)) {
const glsl_type *type =
glsl_type::get_array_instance(var->type->fields.array,
- var->max_array_access);
+ var->max_array_access + 1);
assert(type != NULL);
var->type = type;
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 = talloc_asprintf(mem_ctx, "%s.%s", name,
+ 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,
/* Array of structures. */
if (array_elem_type->is_record()) {
for (unsigned int i = 0; i < type->length; i++) {
- char *elem_name = talloc_asprintf(mem_ctx, "%s[%d]", name, 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);
}
unsigned total_uniforms = 0;
hash_table *ht = hash_table_ctor(32, hash_table_string_hash,
hash_table_string_compare);
- void *mem_ctx = talloc_new(NULL);
+ void *mem_ctx = ralloc_context(NULL);
for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
if (prog->_LinkedShaders[i] == NULL)
}
}
- talloc_free(mem_ctx);
+ ralloc_free(mem_ctx);
gl_uniform_list *ul = (gl_uniform_list *)
calloc(1, sizeof(gl_uniform_list));
void
link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
{
- void *mem_ctx = talloc_init("temporary linker context");
+ void *mem_ctx = ralloc_context(NULL); // temporary linker context
prog->LinkStatus = false;
prog->Validated = false;
prog->_Used = false;
if (prog->InfoLog != NULL)
- talloc_free(prog->InfoLog);
+ ralloc_free(prog->InfoLog);
- prog->InfoLog = talloc_strdup(NULL, "");
+ prog->InfoLog = ralloc_strdup(NULL, "");
/* Separate the shaders into groups based on their type.
*/
demote_shader_inputs_and_outputs(sh, ir_var_in);
}
+ /* OpenGL ES requires that a vertex shader and a fragment shader both be
+ * present in a linked program. By checking for use of shading language
+ * version 1.00, we also catch the GL_ARB_ES2_compatibility case.
+ */
+ if (ctx->API == API_OPENGLES2 || prog->Version == 100) {
+ if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
+ linker_error_printf(prog, "program lacks a vertex shader\n");
+ prog->LinkStatus = false;
+ } else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {
+ linker_error_printf(prog, "program lacks a fragment shader\n");
+ prog->LinkStatus = false;
+ }
+ }
+
/* FINISHME: Assign fragment shader output locations. */
done:
reparent_ir(prog->_LinkedShaders[i]->ir, prog->_LinkedShaders[i]->ir);
}
- talloc_free(mem_ctx);
+ ralloc_free(mem_ctx);
}