}
GLboolean
-brw_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
+brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
{
struct brw_context *brw = brw_context(ctx);
struct intel_context *intel = &brw->intel;
unsigned int stage;
- if (!_mesa_ir_link_shader(ctx, prog))
- return false;
-
- for (stage = 0; stage < ARRAY_SIZE(prog->_LinkedShaders); stage++) {
+ for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
struct brw_shader *shader =
- (struct brw_shader *)prog->_LinkedShaders[stage];
+ (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);
+ if (!prog)
+ return NULL;
+ prog->Parameters = _mesa_new_parameter_list();
+
+ _mesa_generate_parameters_list_for_uniforms(shProg, &shader->base,
+ prog->Parameters);
+
+ if (stage == 0) {
+ struct gl_vertex_program *vp = (struct gl_vertex_program *) prog;
+ vp->UsesClipDistance = shProg->Vert.UsesClipDistance;
+ }
+
+ if (stage == 1) {
+ class uses_kill_visitor : public ir_hierarchical_visitor {
+ public:
+ uses_kill_visitor() : uses_kill(false)
+ {
+ /* empty */
+ }
+
+ virtual ir_visitor_status visit_enter(class ir_discard *ir)
+ {
+ this->uses_kill = true;
+ return visit_stop;
+ }
+
+ bool uses_kill;
+ };
+
+ uses_kill_visitor v;
+
+ v.run(shader->base.ir);
+
+ struct gl_fragment_program *fp = (struct gl_fragment_program *) prog;
+ fp->UsesKill = v.uses_kill;
+ }
+
void *mem_ctx = ralloc_context(NULL);
bool progress;
|| progress;
} while (progress);
+ /* Make a pass over the IR to add state references for any built-in
+ * uniforms that are used. This has to be done now (during linking).
+ * Code generation doesn't happen until the first time this shader is
+ * used for rendering. Waiting until then to generate the parameters is
+ * too late. At that point, the values for the built-in informs won't
+ * get sent to the shader.
+ */
+ foreach_list(node, shader->ir) {
+ ir_variable *var = ((ir_instruction *) node)->as_variable();
+
+ if ((var == NULL) || (var->mode != ir_var_uniform)
+ || (strncmp(var->name, "gl_", 3) != 0))
+ continue;
+
+ const ir_state_slot *const slots = var->state_slots;
+ assert(var->state_slots != NULL);
+
+ for (unsigned int i = 0; i < var->num_state_slots; i++) {
+ _mesa_add_state_reference(prog->Parameters,
+ (gl_state_index *) slots[i].tokens);
+ }
+ }
+
validate_ir_tree(shader->ir);
reparent_ir(shader->ir, shader->ir);
ralloc_free(mem_ctx);
+
+ do_set_program_inouts(shader->ir, prog,
+ shader->base.Type == GL_FRAGMENT_SHADER);
+
+ prog->SamplersUsed = shader->base.active_samplers;
+ _mesa_update_shader_textures_used(shProg, prog);
+
+ _mesa_reference_program(ctx, &shader->base.Program, prog);
+
+ /* This has to be done last. Any operation that can cause
+ * prog->ParameterValues to get reallocated (e.g., anything that adds a
+ * program constant) has to happen before creating this linkage.
+ */
+ _mesa_associate_uniform_storage(ctx, shProg, prog->Parameters);
}
- if (!brw_shader_precompile(ctx, prog))
+ if (!brw_shader_precompile(ctx, shProg))
return false;
return true;