i965: Change brw_shader to gl_shader in brw_link_shader().
authorKenneth Graunke <kenneth@whitecape.org>
Tue, 7 Apr 2015 23:29:32 +0000 (16:29 -0700)
committerKenneth Graunke <kenneth@whitecape.org>
Fri, 10 Apr 2015 09:16:35 +0000 (02:16 -0700)
Nothing actually wanted brw_shader fields - we just had to type
shader->base all over the place for no reason.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
src/mesa/drivers/dri/i965/brw_shader.cpp

index 54d6d71cc7a654044bed572c655f8f1b3fbc8721..9fad02cbbee32b12e43c4cb6aa6ed8fc9c3a4df6 100644 (file)
@@ -129,15 +129,14 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
    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();
@@ -147,19 +146,19 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
       /* 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 |
@@ -172,21 +171,21 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
        * 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,
@@ -197,23 +196,23 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
                     "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);
@@ -225,7 +224,7 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
        * 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)
@@ -241,15 +240,15 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
         }
       }
 
-      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);
 
@@ -259,15 +258,15 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
        * 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");
       }
    }