for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
const struct gl_shader_compiler_options *options =
&ctx->Const.ShaderCompilerOptions[stage];
- struct brw_shader *shader =
- (struct brw_shader *)shProg->_LinkedShaders[stage];
+ struct gl_shader *shader = shProg->_LinkedShaders[stage];
if (!shader)
continue;
struct gl_program *prog =
ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage),
- shader->base.Name);
+ shader->Name);
if (!prog)
return false;
prog->Parameters = _mesa_new_parameter_list();
/* Temporary memory context for any new IR. */
void *mem_ctx = ralloc_context(NULL);
- ralloc_adopt(mem_ctx, shader->base.ir);
+ ralloc_adopt(mem_ctx, shader->ir);
bool progress;
/* lower_packing_builtins() inserts arithmetic instructions, so it
* must precede lower_instructions().
*/
- brw_lower_packing_builtins(brw, (gl_shader_stage) stage, shader->base.ir);
- do_mat_op_to_vec(shader->base.ir);
+ brw_lower_packing_builtins(brw, (gl_shader_stage) stage, shader->ir);
+ do_mat_op_to_vec(shader->ir);
const int bitfield_insert = brw->gen >= 7
? BITFIELD_INSERT_TO_BFM_BFI
: 0;
- lower_instructions(shader->base.ir,
+ lower_instructions(shader->ir,
MOD_TO_FLOOR |
DIV_TO_MUL_RCP |
SUB_TO_ADD_NEG |
* if-statements need to be flattened.
*/
if (brw->gen < 6)
- lower_if_to_cond_assign(shader->base.ir, 16);
+ lower_if_to_cond_assign(shader->ir, 16);
- do_lower_texture_projection(shader->base.ir);
- brw_lower_texture_gradients(brw, shader->base.ir);
- do_vec_index_to_cond_assign(shader->base.ir);
- lower_vector_insert(shader->base.ir, true);
+ do_lower_texture_projection(shader->ir);
+ brw_lower_texture_gradients(brw, shader->ir);
+ do_vec_index_to_cond_assign(shader->ir);
+ lower_vector_insert(shader->ir, true);
if (options->NirOptions == NULL)
- brw_do_cubemap_normalize(shader->base.ir);
- lower_offset_arrays(shader->base.ir);
- brw_do_lower_unnormalized_offset(shader->base.ir);
- lower_noise(shader->base.ir);
- lower_quadop_vector(shader->base.ir, false);
+ brw_do_cubemap_normalize(shader->ir);
+ lower_offset_arrays(shader->ir);
+ brw_do_lower_unnormalized_offset(shader->ir);
+ lower_noise(shader->ir);
+ lower_quadop_vector(shader->ir, false);
bool lowered_variable_indexing =
- lower_variable_index_to_cond_assign(shader->base.ir,
+ lower_variable_index_to_cond_assign(shader->ir,
options->EmitNoIndirectInput,
options->EmitNoIndirectOutput,
options->EmitNoIndirectTemp,
"back to very inefficient code generation\n");
}
- lower_ubo_reference(&shader->base, shader->base.ir);
+ lower_ubo_reference(shader, shader->ir);
do {
progress = false;
if (is_scalar_shader_stage(brw, stage)) {
- brw_do_channel_expressions(shader->base.ir);
- brw_do_vector_splitting(shader->base.ir);
+ brw_do_channel_expressions(shader->ir);
+ brw_do_vector_splitting(shader->ir);
}
- progress = do_lower_jumps(shader->base.ir, true, true,
+ progress = do_lower_jumps(shader->ir, true, true,
true, /* main return */
false, /* continue */
false /* loops */
) || progress;
- progress = do_common_optimization(shader->base.ir, true, true,
+ progress = do_common_optimization(shader->ir, true, true,
options, ctx->Const.NativeIntegers)
|| progress;
} while (progress);
* too late. At that point, the values for the built-in uniforms won't
* get sent to the shader.
*/
- foreach_in_list(ir_instruction, node, shader->base.ir) {
+ foreach_in_list(ir_instruction, node, shader->ir) {
ir_variable *var = node->as_variable();
if ((var == NULL) || (var->data.mode != ir_var_uniform)
}
}
- validate_ir_tree(shader->base.ir);
+ validate_ir_tree(shader->ir);
- do_set_program_inouts(shader->base.ir, prog, shader->base.Stage);
+ do_set_program_inouts(shader->ir, prog, shader->Stage);
- prog->SamplersUsed = shader->base.active_samplers;
- prog->ShadowSamplers = shader->base.shadow_samplers;
+ prog->SamplersUsed = shader->active_samplers;
+ prog->ShadowSamplers = shader->shadow_samplers;
_mesa_update_shader_textures_used(shProg, prog);
- _mesa_reference_program(ctx, &shader->base.Program, prog);
+ _mesa_reference_program(ctx, &shader->Program, prog);
brw_add_texrect_params(prog);
* to the permanent memory context, and free the temporary one (discarding any
* junk we optimized away).
*/
- reparent_ir(shader->base.ir, shader->base.ir);
+ reparent_ir(shader->ir, shader->ir);
ralloc_free(mem_ctx);
if (ctx->_Shader->Flags & GLSL_DUMP) {
fprintf(stderr, "\n");
fprintf(stderr, "GLSL IR for linked %s program %d:\n",
- _mesa_shader_stage_to_string(shader->base.Stage),
+ _mesa_shader_stage_to_string(shader->Stage),
shProg->Name);
- _mesa_print_ir(stderr, shader->base.ir, NULL);
+ _mesa_print_ir(stderr, shader->ir, NULL);
fprintf(stderr, "\n");
}
}