switch (file) {
case PROGRAM_CONSTANT:
- if ((c->prog->IndirectRegisterFiles & (1 << PROGRAM_CONSTANT)) == 0) {
+ if ((c->prog->arb.IndirectRegisterFiles &
+ (1 << PROGRAM_CONSTANT)) == 0) {
float *v = (float *) plist->ParameterValues[prog_src->Index];
src.src = nir_src_for_ssa(nir_imm_vec4(b, v[0], v[1], v[2], v[3]));
break;
static void
ptn_arl(nir_builder *b, nir_alu_dest dest, nir_ssa_def **src)
{
- ptn_move_dest(b, dest, nir_f2i(b, nir_ffloor(b, src[0])));
+ ptn_move_dest(b, dest, nir_f2i32(b, nir_ffloor(b, src[0])));
}
/* EXP - Approximate Exponential Base 2
instr->coord_components = 3;
break;
case GLSL_SAMPLER_DIM_SUBPASS:
+ case GLSL_SAMPLER_DIM_SUBPASS_MS:
unreachable("can't reach");
}
else
instr->src[src_number].src = nir_src_for_ssa(ptn_channel(b, src[0], W));
- instr->src[src_number].src_type = nir_tex_src_comparitor;
+ instr->src[src_number].src_type = nir_tex_src_comparator;
src_number++;
}
struct nir_shader *shader = b->shader;
/* Create input variables. */
- const int num_inputs = util_last_bit64(c->prog->InputsRead);
+ const int num_inputs = util_last_bit64(c->prog->info.inputs_read);
for (int i = 0; i < num_inputs; i++) {
- if (!(c->prog->InputsRead & BITFIELD64_BIT(i)))
+ if (!(c->prog->info.inputs_read & BITFIELD64_BIT(i)))
continue;
nir_variable *var =
var->data.index = 0;
if (c->prog->Target == GL_FRAGMENT_PROGRAM_ARB) {
- struct gl_fragment_program *fp =
- (struct gl_fragment_program *) c->prog;
-
- var->data.interpolation = fp->InterpQualifier[i];
-
if (i == VARYING_SLOT_POS) {
- var->data.origin_upper_left = fp->OriginUpperLeft;
- var->data.pixel_center_integer = fp->PixelCenterInteger;
+ var->data.origin_upper_left = c->prog->OriginUpperLeft;
+ var->data.pixel_center_integer = c->prog->PixelCenterInteger;
} else if (i == VARYING_SLOT_FOGC) {
/* fogcoord is defined as <f, 0.0, 0.0, 1.0>. Make the actual
* input variable a float, and create a local containing the
}
/* Create output registers and variables. */
- int max_outputs = util_last_bit(c->prog->OutputsWritten);
+ int max_outputs = util_last_bit(c->prog->info.outputs_written);
c->output_regs = rzalloc_array(c, nir_register *, max_outputs);
for (int i = 0; i < max_outputs; i++) {
- if (!(c->prog->OutputsWritten & BITFIELD64_BIT(i)))
+ if (!(c->prog->info.outputs_written & BITFIELD64_BIT(i)))
continue;
/* Since we can't load from outputs in the IR, we make temporaries
}
/* Create temporary registers. */
- c->temp_regs = rzalloc_array(c, nir_register *, c->prog->NumTemporaries);
+ c->temp_regs = rzalloc_array(c, nir_register *,
+ c->prog->arb.NumTemporaries);
nir_register *reg;
- for (unsigned i = 0; i < c->prog->NumTemporaries; i++) {
+ for (unsigned i = 0; i < c->prog->arb.NumTemporaries; i++) {
reg = nir_local_reg_create(b->impl);
if (!reg) {
c->error = true;
c->prog = prog;
nir_builder_init_simple_shader(&c->build, NULL, stage, options);
+
+ /* Use the shader_info from gl_program rather than the one nir_builder
+ * created for us. nir_sweep should clean up the other one for us.
+ */
+ c->build.shader->info = (shader_info *) &prog->info;
+
s = c->build.shader;
if (prog->Parameters->NumParameters > 0) {
if (unlikely(c->error))
goto fail;
- for (unsigned int i = 0; i < prog->NumInstructions; i++) {
- ptn_emit_instruction(c, &prog->Instructions[i]);
+ for (unsigned int i = 0; i < prog->arb.NumInstructions; i++) {
+ ptn_emit_instruction(c, &prog->arb.Instructions[i]);
if (unlikely(c->error))
break;
s->info->num_abos = 0;
s->info->num_ssbos = 0;
s->info->num_images = 0;
- s->info->inputs_read = prog->InputsRead;
- s->info->outputs_written = prog->OutputsWritten;
- s->info->system_values_read = prog->SystemValuesRead;
s->info->uses_texture_gather = false;
- s->info->uses_clip_distance_out = false;
+ s->info->clip_distance_array_size = 0;
+ s->info->cull_distance_array_size = 0;
s->info->separate_shader = false;
- if (stage == MESA_SHADER_FRAGMENT) {
- struct gl_fragment_program *fp = (struct gl_fragment_program *)prog;
-
- s->info->fs.uses_discard = fp->UsesKill;
- }
-
fail:
if (c->error) {
ralloc_free(s);