} else {
active_atomic_buffer *buf = &buffers[var->data.binding];
gl_uniform_storage *const storage =
- &prog->UniformStorage[*uniform_loc];
+ &prog->data->UniformStorage[*uniform_loc];
/* If this is the first time the buffer is used, increment
* the counter of buffers used.
active_atomic_buffer *abs =
find_active_atomic_counters(ctx, prog, &num_buffers);
- prog->AtomicBuffers = rzalloc_array(prog, gl_active_atomic_buffer,
- num_buffers);
- prog->NumAtomicBuffers = num_buffers;
+ prog->data->AtomicBuffers = rzalloc_array(prog, gl_active_atomic_buffer,
+ num_buffers);
+ prog->data->NumAtomicBuffers = num_buffers;
unsigned i = 0;
for (unsigned binding = 0;
continue;
active_atomic_buffer &ab = abs[binding];
- gl_active_atomic_buffer &mab = prog->AtomicBuffers[i];
+ gl_active_atomic_buffer &mab = prog->data->AtomicBuffers[i];
/* Assign buffer-specific fields. */
mab.Binding = binding;
mab.MinimumSize = ab.size;
- mab.Uniforms = rzalloc_array(prog->AtomicBuffers, GLuint,
+ mab.Uniforms = rzalloc_array(prog->data->AtomicBuffers, GLuint,
ab.num_uniforms);
mab.NumUniforms = ab.num_uniforms;
for (unsigned j = 0; j < ab.num_uniforms; j++) {
ir_variable *const var = ab.uniforms[j].var;
gl_uniform_storage *const storage =
- &prog->UniformStorage[ab.uniforms[j].uniform_loc];
+ &prog->data->UniformStorage[ab.uniforms[j].uniform_loc];
mab.Uniforms[j] = ab.uniforms[j].uniform_loc;
if (!var->data.explicit_binding)
unsigned intra_stage_idx = 0;
for (unsigned i = 0; i < num_buffers; i++) {
struct gl_active_atomic_buffer *atomic_buffer =
- &prog->AtomicBuffers[i];
+ &prog->data->AtomicBuffers[i];
if (atomic_buffer->StageReferences[j]) {
gl_prog->sh.AtomicBuffers[intra_stage_idx] = atomic_buffer;
for (unsigned u = 0; u < atomic_buffer->NumUniforms; u++) {
- prog->UniformStorage[atomic_buffer->Uniforms[u]].opaque[j].index =
+ prog->data->UniformStorage[atomic_buffer->Uniforms[u]].opaque[j].index =
intra_stage_idx;
- prog->UniformStorage[atomic_buffer->Uniforms[u]].opaque[j].active =
+ prog->data->UniformStorage[atomic_buffer->Uniforms[u]].opaque[j].active =
true;
}
{
unsigned id;
if (prog->UniformHash->get(id, name))
- return &prog->UniformStorage[id];
+ return &prog->data->UniformStorage[id];
assert(!"No uniform storage found!");
return NULL;
set_block_binding(gl_shader_program *prog, const char *block_name,
unsigned mode, int binding)
{
- unsigned num_blocks = mode == ir_var_uniform ? prog->NumUniformBlocks :
- prog->NumShaderStorageBlocks;
+ unsigned num_blocks = mode == ir_var_uniform ?
+ prog->data->NumUniformBlocks :
+ prog->data->NumShaderStorageBlocks;
struct gl_uniform_block *blks = mode == ir_var_uniform ?
- prog->UniformBlocks : prog->ShaderStorageBlocks;
+ prog->data->UniformBlocks : prog->data->ShaderStorageBlocks;
for (unsigned i = 0; i < num_blocks; i++) {
if (!strcmp(blks[i].Name, block_name)) {
buffer_block_index = -1;
if (var->is_in_buffer_block()) {
struct gl_uniform_block *blks = var->is_in_shader_storage_block() ?
- prog->ShaderStorageBlocks : prog->UniformBlocks;
+ prog->data->ShaderStorageBlocks : prog->data->UniformBlocks;
unsigned num_blks = var->is_in_shader_storage_block() ?
- prog->NumShaderStorageBlocks : prog->NumUniformBlocks;
+ prog->data->NumShaderStorageBlocks : prog->data->NumUniformBlocks;
if (var->is_interface_instance() && var->type->is_array()) {
unsigned l = strlen(var->get_interface_type()->name);
prog->NumUniformRemapTable - num_explicit_uniform_locs;
/* Reserve all the explicit locations of the active uniforms. */
- for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
- if (prog->UniformStorage[i].type->is_subroutine() ||
- prog->UniformStorage[i].is_shader_storage)
+ for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
+ if (prog->data->UniformStorage[i].type->is_subroutine() ||
+ prog->data->UniformStorage[i].is_shader_storage)
continue;
- if (prog->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC) {
+ if (prog->data->UniformStorage[i].remap_location !=
+ UNMAPPED_UNIFORM_LOC) {
/* How many new entries for this uniform? */
const unsigned entries =
- MAX2(1, prog->UniformStorage[i].array_elements);
+ MAX2(1, prog->data->UniformStorage[i].array_elements);
/* Set remap table entries point to correct gl_uniform_storage. */
for (unsigned j = 0; j < entries; j++) {
- unsigned element_loc = prog->UniformStorage[i].remap_location + j;
+ unsigned element_loc =
+ prog->data->UniformStorage[i].remap_location + j;
assert(prog->UniformRemapTable[element_loc] ==
INACTIVE_UNIFORM_EXPLICIT_LOCATION);
- prog->UniformRemapTable[element_loc] = &prog->UniformStorage[i];
+ prog->UniformRemapTable[element_loc] =
+ &prog->data->UniformStorage[i];
}
}
}
/* Reserve locations for rest of the uniforms. */
- for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
+ for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
- if (prog->UniformStorage[i].type->is_subroutine() ||
- prog->UniformStorage[i].is_shader_storage)
+ if (prog->data->UniformStorage[i].type->is_subroutine() ||
+ prog->data->UniformStorage[i].is_shader_storage)
continue;
/* Built-in uniforms should not get any location. */
- if (prog->UniformStorage[i].builtin)
+ if (prog->data->UniformStorage[i].builtin)
continue;
/* Explicit ones have been set already. */
- if (prog->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC)
+ if (prog->data->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC)
continue;
/* how many new entries for this uniform? */
- const unsigned entries = MAX2(1, prog->UniformStorage[i].array_elements);
+ const unsigned entries =
+ MAX2(1, prog->data->UniformStorage[i].array_elements);
/* Find UniformRemapTable for empty blocks where we can fit this uniform. */
int chosen_location = -1;
if (empty_locs)
- chosen_location = find_empty_block(prog, &prog->UniformStorage[i]);
+ chosen_location = find_empty_block(prog, &prog->data->UniformStorage[i]);
/* Add new entries to the total amount of entries. */
total_entries += entries;
/* set pointers for this uniform */
for (unsigned j = 0; j < entries; j++)
prog->UniformRemapTable[chosen_location + j] =
- &prog->UniformStorage[i];
+ &prog->data->UniformStorage[i];
/* set the base location in remap table for the uniform */
- prog->UniformStorage[i].remap_location = chosen_location;
+ prog->data->UniformStorage[i].remap_location = chosen_location;
}
/* Verify that total amount of entries for explicit and implicit locations
}
/* Reserve all the explicit locations of the active subroutine uniforms. */
- for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
- if (!prog->UniformStorage[i].type->is_subroutine())
+ for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
+ if (!prog->data->UniformStorage[i].type->is_subroutine())
continue;
- if (prog->UniformStorage[i].remap_location == UNMAPPED_UNIFORM_LOC)
+ if (prog->data->UniformStorage[i].remap_location == UNMAPPED_UNIFORM_LOC)
continue;
/* How many new entries for this uniform? */
const unsigned entries =
- MAX2(1, prog->UniformStorage[i].array_elements);
+ MAX2(1, prog->data->UniformStorage[i].array_elements);
for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
struct gl_linked_shader *sh = prog->_LinkedShaders[j];
if (!sh)
continue;
- if (!prog->UniformStorage[i].opaque[j].active)
+ if (!prog->data->UniformStorage[i].opaque[j].active)
continue;
/* Set remap table entries point to correct gl_uniform_storage. */
for (unsigned k = 0; k < entries; k++) {
- unsigned element_loc = prog->UniformStorage[i].remap_location + k;
+ unsigned element_loc =
+ prog->data->UniformStorage[i].remap_location + k;
assert(sh->SubroutineUniformRemapTable[element_loc] ==
INACTIVE_UNIFORM_EXPLICIT_LOCATION);
sh->SubroutineUniformRemapTable[element_loc] =
- &prog->UniformStorage[i];
+ &prog->data->UniformStorage[i];
}
}
}
/* reserve subroutine locations */
- for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
- if (!prog->UniformStorage[i].type->is_subroutine())
+ for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
+ if (!prog->data->UniformStorage[i].type->is_subroutine())
continue;
- if (prog->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC)
+ if (prog->data->UniformStorage[i].remap_location !=
+ UNMAPPED_UNIFORM_LOC)
continue;
const unsigned entries =
- MAX2(1, prog->UniformStorage[i].array_elements);
+ MAX2(1, prog->data->UniformStorage[i].array_elements);
for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
struct gl_linked_shader *sh = prog->_LinkedShaders[j];
if (!sh)
continue;
- if (!prog->UniformStorage[i].opaque[j].active)
+ if (!prog->data->UniformStorage[i].opaque[j].active)
continue;
sh->SubroutineUniformRemapTable =
for (unsigned k = 0; k < entries; k++) {
sh->SubroutineUniformRemapTable[sh->NumSubroutineUniformRemapTable + k] =
- &prog->UniformStorage[i];
+ &prog->data->UniformStorage[i];
}
- prog->UniformStorage[i].remap_location =
+ prog->data->UniformStorage[i].remap_location =
sh->NumSubroutineUniformRemapTable;
sh->NumSubroutineUniformRemapTable += entries;
}
{
/* On the outside chance that there were no uniforms, bail out.
*/
- if (prog->NumUniformStorage == 0)
+ if (prog->data->NumUniformStorage == 0)
return;
unsigned int boolean_true = ctx->Const.UniformBooleanTrue;
- prog->UniformStorage = rzalloc_array(prog, struct gl_uniform_storage,
- prog->NumUniformStorage);
- union gl_constant_value *data = rzalloc_array(prog->UniformStorage,
+ prog->data->UniformStorage = rzalloc_array(prog, struct gl_uniform_storage,
+ prog->data->NumUniformStorage);
+ union gl_constant_value *data = rzalloc_array(prog->data->UniformStorage,
union gl_constant_value,
num_data_slots);
#ifndef NDEBUG
#endif
parcel_out_uniform_storage parcel(prog, prog->UniformHash,
- prog->UniformStorage, data);
+ prog->data->UniformStorage, data);
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i] == NULL)
}
#ifndef NDEBUG
- for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
- assert(prog->UniformStorage[i].storage != NULL ||
- prog->UniformStorage[i].builtin ||
- prog->UniformStorage[i].is_shader_storage ||
- prog->UniformStorage[i].block_index != -1);
+ for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
+ assert(prog->data->UniformStorage[i].storage != NULL ||
+ prog->data->UniformStorage[i].builtin ||
+ prog->data->UniformStorage[i].is_shader_storage ||
+ prog->data->UniformStorage[i].block_index != -1);
}
assert(parcel.values == data_end);
struct gl_context *ctx,
unsigned int num_explicit_uniform_locs)
{
- ralloc_free(prog->UniformStorage);
- prog->UniformStorage = NULL;
- prog->NumUniformStorage = 0;
+ ralloc_free(prog->data->UniformStorage);
+ prog->data->UniformStorage = NULL;
+ prog->data->NumUniformStorage = 0;
if (prog->UniformHash != NULL) {
prog->UniformHash->clear();
}
}
- prog->NumUniformStorage = uniform_size.num_active_uniforms;
- prog->NumHiddenUniforms = uniform_size.num_hidden_uniforms;
+ prog->data->NumUniformStorage = uniform_size.num_active_uniforms;
+ prog->data->NumHiddenUniforms = uniform_size.num_hidden_uniforms;
/* assign hidden uniforms a slot id */
hiddenUniforms->iterate(assign_hidden_uniform_slot_id, &uniform_size);
{
va_list ap;
- ralloc_strcat(&prog->InfoLog, "error: ");
+ ralloc_strcat(&prog->data->InfoLog, "error: ");
va_start(ap, fmt);
- ralloc_vasprintf_append(&prog->InfoLog, fmt, ap);
+ ralloc_vasprintf_append(&prog->data->InfoLog, fmt, ap);
va_end(ap);
- prog->LinkStatus = false;
+ prog->data->LinkStatus = false;
}
{
va_list ap;
- ralloc_strcat(&prog->InfoLog, "warning: ");
+ ralloc_strcat(&prog->data->InfoLog, "warning: ");
va_start(ap, fmt);
- ralloc_vasprintf_append(&prog->InfoLog, fmt, ap);
+ ralloc_vasprintf_append(&prog->data->InfoLog, fmt, ap);
va_end(ap);
}
{
int *InterfaceBlockStageIndex[MESA_SHADER_STAGES];
struct gl_uniform_block *blks = NULL;
- unsigned *num_blks = validate_ssbo ? &prog->NumShaderStorageBlocks :
- &prog->NumUniformBlocks;
+ unsigned *num_blks = validate_ssbo ? &prog->data->NumShaderStorageBlocks :
+ &prog->data->NumUniformBlocks;
unsigned max_num_buffer_blocks = 0;
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
}
if (validate_ssbo)
- prog->ShaderStorageBlocks = blks;
+ prog->data->ShaderStorageBlocks = blks;
else
- prog->UniformBlocks = blks;
+ prog->data->UniformBlocks = blks;
return true;
}
cross_validate_globals(prog, shader_list[i]->ir, &variables, false);
}
- if (!prog->LinkStatus)
+ if (!prog->data->LinkStatus)
return NULL;
/* Check that interface blocks defined in multiple shaders are consistent.
*/
validate_intrastage_interface_blocks(prog, (const gl_shader **)shader_list,
num_shaders);
- if (!prog->LinkStatus)
+ if (!prog->data->LinkStatus)
return NULL;
/* Check that there is only a single definition of each function signature
_mesa_shader_stage_to_program(shader_list[0]->Stage),
prog->Name);
if (!prog) {
- prog->LinkStatus = false;
+ prog->data->LinkStatus = false;
_mesa_delete_linked_shader(ctx, linked);
return NULL;
}
link_uniform_blocks(mem_ctx, ctx, prog, linked, &ubo_blocks,
&num_ubo_blocks, &ssbo_blocks, &num_ssbo_blocks);
- if (!prog->LinkStatus) {
+ if (!prog->data->LinkStatus) {
_mesa_delete_linked_shader(ctx, linked);
return NULL;
}
ctx->Const.MaxCombinedShaderStorageBlocks);
}
- for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
- if (prog->UniformBlocks[i].UniformBufferSize >
+ for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
+ if (prog->data->UniformBlocks[i].UniformBufferSize >
ctx->Const.MaxUniformBlockSize) {
linker_error(prog, "Uniform block %s too big (%d/%d)\n",
- prog->UniformBlocks[i].Name,
- prog->UniformBlocks[i].UniformBufferSize,
+ prog->data->UniformBlocks[i].Name,
+ prog->data->UniformBlocks[i].UniformBufferSize,
ctx->Const.MaxUniformBlockSize);
}
}
- for (unsigned i = 0; i < prog->NumShaderStorageBlocks; i++) {
- if (prog->ShaderStorageBlocks[i].UniformBufferSize >
+ for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
+ if (prog->data->ShaderStorageBlocks[i].UniformBufferSize >
ctx->Const.MaxShaderStorageBlockSize) {
linker_error(prog, "Shader storage block %s too big (%d/%d)\n",
- prog->ShaderStorageBlocks[i].Name,
- prog->ShaderStorageBlocks[i].UniformBufferSize,
+ prog->data->ShaderStorageBlocks[i].Name,
+ prog->data->ShaderStorageBlocks[i].UniformBufferSize,
ctx->Const.MaxShaderStorageBlockSize);
}
}
if (type != GL_BUFFER_VARIABLE)
return true;
- for (unsigned i = 0; i < shProg->NumShaderStorageBlocks; i++) {
- const char *block_name = shProg->ShaderStorageBlocks[i].Name;
+ for (unsigned i = 0; i < shProg->data->NumShaderStorageBlocks; i++) {
+ const char *block_name = shProg->data->ShaderStorageBlocks[i].Name;
block_name_len = strlen(block_name);
const char *block_square_bracket = strchr(block_name, '[');
char *var_name = get_top_level_name(uni->name);
char *interface_name =
get_top_level_name(uni->is_shader_storage ?
- shProg->ShaderStorageBlocks[block_index].Name :
- shProg->UniformBlocks[block_index].Name);
+ shProg->data->ShaderStorageBlocks[block_index].Name :
+ shProg->data->UniformBlocks[block_index].Name);
if (strcmp(var_name, interface_name) == 0) {
/* Deal with instanced array of SSBOs */
}
/* Add uniforms from uniform storage. */
- for (unsigned i = 0; i < shProg->NumUniformStorage; i++) {
+ for (unsigned i = 0; i < shProg->data->NumUniformStorage; i++) {
/* Do not add uniforms internally used by Mesa. */
- if (shProg->UniformStorage[i].hidden)
+ if (shProg->data->UniformStorage[i].hidden)
continue;
uint8_t stageref =
- build_stageref(shProg, shProg->UniformStorage[i].name,
+ build_stageref(shProg, shProg->data->UniformStorage[i].name,
ir_var_uniform);
/* Add stagereferences for uniforms in a uniform block. */
- bool is_shader_storage = shProg->UniformStorage[i].is_shader_storage;
- int block_index = shProg->UniformStorage[i].block_index;
+ bool is_shader_storage =
+ shProg->data->UniformStorage[i].is_shader_storage;
+ int block_index = shProg->data->UniformStorage[i].block_index;
if (block_index != -1) {
stageref |= is_shader_storage ?
- shProg->ShaderStorageBlocks[block_index].stageref :
- shProg->UniformBlocks[block_index].stageref;
+ shProg->data->ShaderStorageBlocks[block_index].stageref :
+ shProg->data->UniformBlocks[block_index].stageref;
}
GLenum type = is_shader_storage ? GL_BUFFER_VARIABLE : GL_UNIFORM;
if (!should_add_buffer_variable(shProg, type,
- shProg->UniformStorage[i].name))
+ shProg->data->UniformStorage[i].name))
continue;
if (is_shader_storage) {
- calculate_array_size_and_stride(shProg, &shProg->UniformStorage[i]);
+ calculate_array_size_and_stride(shProg,
+ &shProg->data->UniformStorage[i]);
}
if (!add_program_resource(shProg, resource_set, type,
- &shProg->UniformStorage[i], stageref))
+ &shProg->data->UniformStorage[i], stageref))
return;
}
/* Add program uniform blocks. */
- for (unsigned i = 0; i < shProg->NumUniformBlocks; i++) {
+ for (unsigned i = 0; i < shProg->data->NumUniformBlocks; i++) {
if (!add_program_resource(shProg, resource_set, GL_UNIFORM_BLOCK,
- &shProg->UniformBlocks[i], 0))
+ &shProg->data->UniformBlocks[i], 0))
return;
}
/* Add program shader storage blocks. */
- for (unsigned i = 0; i < shProg->NumShaderStorageBlocks; i++) {
+ for (unsigned i = 0; i < shProg->data->NumShaderStorageBlocks; i++) {
if (!add_program_resource(shProg, resource_set, GL_SHADER_STORAGE_BLOCK,
- &shProg->ShaderStorageBlocks[i], 0))
+ &shProg->data->ShaderStorageBlocks[i], 0))
return;
}
/* Add atomic counter buffers. */
- for (unsigned i = 0; i < shProg->NumAtomicBuffers; i++) {
+ for (unsigned i = 0; i < shProg->data->NumAtomicBuffers; i++) {
if (!add_program_resource(shProg, resource_set, GL_ATOMIC_COUNTER_BUFFER,
- &shProg->AtomicBuffers[i], 0))
+ &shProg->data->AtomicBuffers[i], 0))
return;
}
- for (unsigned i = 0; i < shProg->NumUniformStorage; i++) {
+ for (unsigned i = 0; i < shProg->data->NumUniformStorage; i++) {
GLenum type;
- if (!shProg->UniformStorage[i].hidden)
+ if (!shProg->data->UniformStorage[i].hidden)
continue;
for (int j = MESA_SHADER_VERTEX; j < MESA_SHADER_STAGES; j++) {
- if (!shProg->UniformStorage[i].opaque[j].active ||
- !shProg->UniformStorage[i].type->is_subroutine())
+ if (!shProg->data->UniformStorage[i].opaque[j].active ||
+ !shProg->data->UniformStorage[i].type->is_subroutine())
continue;
type = _mesa_shader_stage_to_subroutine_uniform((gl_shader_stage)j);
/* add shader subroutines */
if (!add_program_resource(shProg, resource_set,
- type, &shProg->UniformStorage[i], 0))
+ type, &shProg->data->UniformStorage[i], 0))
return;
}
}
check_image_resources(ctx, prog);
link_check_atomic_counter_resources(ctx, prog);
- if (!prog->LinkStatus)
+ if (!prog->data->LinkStatus)
return false;
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
void
link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
{
- prog->LinkStatus = true; /* All error paths will set this to false */
- prog->Validated = false;
+ prog->data->LinkStatus = true; /* All error paths will set this to false */
+ prog->data->Validated = false;
prog->_Used = false;
/* Section 7.3 (Program Objects) of the OpenGL 4.5 Core Profile spec says:
link_intrastage_shaders(mem_ctx, ctx, prog, shader_list[stage],
num_shaders[stage], false);
- if (!prog->LinkStatus) {
+ if (!prog->data->LinkStatus) {
if (sh)
_mesa_delete_linked_shader(ctx, sh);
goto done;
validate_fragment_shader_executable(prog, sh);
break;
}
- if (!prog->LinkStatus) {
+ if (!prog->data->LinkStatus) {
if (sh)
_mesa_delete_linked_shader(ctx, sh);
goto done;
* varyings.
*/
cross_validate_uniforms(prog);
- if (!prog->LinkStatus)
+ if (!prog->data->LinkStatus)
goto done;
unsigned first, last, prev;
num_explicit_uniform_locs = check_explicit_uniform_locations(ctx, prog);
link_assign_subroutine_types(prog);
- if (!prog->LinkStatus)
+ if (!prog->data->LinkStatus)
goto done;
resize_tes_inputs(ctx, prog);
validate_interstage_inout_blocks(prog, prog->_LinkedShaders[prev],
prog->_LinkedShaders[i]);
- if (!prog->LinkStatus)
+ if (!prog->data->LinkStatus)
goto done;
cross_validate_outputs_to_inputs(prog,
prog->_LinkedShaders[prev],
prog->_LinkedShaders[i]);
- if (!prog->LinkStatus)
+ if (!prog->data->LinkStatus)
goto done;
prev = i;
/* Cross-validate uniform blocks between shader stages */
validate_interstage_uniform_blocks(prog, prog->_LinkedShaders);
- if (!prog->LinkStatus)
+ if (!prog->data->LinkStatus)
goto done;
for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) {
continue;
detect_recursion_linked(prog, prog->_LinkedShaders[i]->ir);
- if (!prog->LinkStatus)
+ if (!prog->data->LinkStatus)
goto done;
if (ctx->Const.ShaderCompilerOptions[i].LowerCombinedClipCullDistance) {
whole_program = rzalloc (NULL, struct gl_shader_program);
assert(whole_program != NULL);
- whole_program->InfoLog = ralloc_strdup(whole_program, "");
+ whole_program->data = rzalloc(whole_program, struct gl_shader_program_data);
+ assert(whole_program->data != NULL);
+ whole_program->data->InfoLog = ralloc_strdup(whole_program->data, "");
/* Created just to avoid segmentation faults */
whole_program->AttributeBindings = new string_to_uint_map;
} else {
const gl_shader_stage stage = whole_program->Shaders[0]->Stage;
- whole_program->LinkStatus = GL_TRUE;
+ whole_program->data->LinkStatus = GL_TRUE;
whole_program->_LinkedShaders[stage] =
link_intrastage_shaders(whole_program /* mem_ctx */,
ctx,
* references.
*/
if (whole_program->_LinkedShaders[stage] != NULL) {
- assert(whole_program->LinkStatus);
+ assert(whole_program->data->LinkStatus);
struct gl_shader_compiler_options *const compiler_options =
&ctx->Const.ShaderCompilerOptions[stage];
}
}
- status = (whole_program->LinkStatus) ? EXIT_SUCCESS : EXIT_FAILURE;
+ status = (whole_program->data->LinkStatus) ? EXIT_SUCCESS : EXIT_FAILURE;
- if (strlen(whole_program->InfoLog) > 0) {
+ if (strlen(whole_program->data->InfoLog) > 0) {
printf("\n");
if (!options->just_log)
printf("Info log for linking:\n");
- printf("%s", whole_program->InfoLog);
+ printf("%s", whole_program->data->InfoLog);
if (!options->just_log)
printf("\n");
}
}
}
- shProg->NumUniformStorage = 0;
- shProg->UniformStorage = NULL;
+ shProg->data->NumUniformStorage = 0;
+ shProg->data->UniformStorage = NULL;
shProg->NumUniformRemapTable = 0;
shProg->UniformRemapTable = NULL;
shProg->UniformHash = NULL;
- ralloc_free(shProg->InfoLog);
- shProg->InfoLog = ralloc_strdup(shProg, "");
+ ralloc_free(shProg->data->InfoLog);
+ shProg->data->InfoLog = ralloc_strdup(shProg->data, "");
- ralloc_free(shProg->UniformBlocks);
- shProg->UniformBlocks = NULL;
- shProg->NumUniformBlocks = 0;
+ ralloc_free(shProg->data->UniformBlocks);
+ shProg->data->UniformBlocks = NULL;
+ shProg->data->NumUniformBlocks = 0;
- ralloc_free(shProg->ShaderStorageBlocks);
- shProg->ShaderStorageBlocks = NULL;
- shProg->NumShaderStorageBlocks = 0;
+ ralloc_free(shProg->data->ShaderStorageBlocks);
+ shProg->data->ShaderStorageBlocks = NULL;
+ shProg->data->NumShaderStorageBlocks = 0;
- ralloc_free(shProg->AtomicBuffers);
- shProg->AtomicBuffers = NULL;
- shProg->NumAtomicBuffers = 0;
+ ralloc_free(shProg->data->AtomicBuffers);
+ shProg->data->AtomicBuffers = NULL;
+ shProg->data->NumAtomicBuffers = 0;
}
void initialize_context_to_defaults(struct gl_context *ctx, gl_api api)
{
this->mem_ctx = ralloc_context(NULL);
this->prog = rzalloc(NULL, struct gl_shader_program);
+ this->prog->data = rzalloc(this->prog, struct gl_shader_program_data);
/* Set default values used by the test cases.
*/
const unsigned red_zone_components = total_components - data_components;
prog->UniformHash = new string_to_uint_map;
- prog->UniformStorage = rzalloc_array(prog, struct gl_uniform_storage,
- num_storage);
- prog->NumUniformStorage = num_storage;
+ prog->data->UniformStorage = rzalloc_array(prog, struct gl_uniform_storage,
+ num_storage);
+ prog->data->NumUniformStorage = num_storage;
- prog->UniformStorage[index_to_set].name = (char *) name;
- prog->UniformStorage[index_to_set].type = type;
- prog->UniformStorage[index_to_set].array_elements = array_size;
+ prog->data->UniformStorage[index_to_set].name = (char *) name;
+ prog->data->UniformStorage[index_to_set].type = type;
+ prog->data->UniformStorage[index_to_set].array_elements = array_size;
for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
- prog->UniformStorage[index_to_set].opaque[sh].index = ~0;
- prog->UniformStorage[index_to_set].opaque[sh].active = false;
+ prog->data->UniformStorage[index_to_set].opaque[sh].index = ~0;
+ prog->data->UniformStorage[index_to_set].opaque[sh].active = false;
}
- prog->UniformStorage[index_to_set].num_driver_storage = 0;
- prog->UniformStorage[index_to_set].driver_storage = NULL;
- prog->UniformStorage[index_to_set].storage =
+ prog->data->UniformStorage[index_to_set].num_driver_storage = 0;
+ prog->data->UniformStorage[index_to_set].driver_storage = NULL;
+ prog->data->UniformStorage[index_to_set].storage =
rzalloc_array(prog, union gl_constant_value, total_components);
- fill_storage_array_with_sentinels(prog->UniformStorage[index_to_set].storage,
+ fill_storage_array_with_sentinels(prog->data->UniformStorage[index_to_set].storage,
data_components,
red_zone_components);
prog->UniformHash->put(index_to_set,
- prog->UniformStorage[index_to_set].name);
+ prog->data->UniformStorage[index_to_set].name);
for (unsigned i = 0; i < num_storage; i++) {
if (i == index_to_set)
continue;
- prog->UniformStorage[i].name = (char *) "invalid slot";
- prog->UniformStorage[i].type = glsl_type::void_type;
- prog->UniformStorage[i].array_elements = 0;
+ prog->data->UniformStorage[i].name = (char *) "invalid slot";
+ prog->data->UniformStorage[i].type = glsl_type::void_type;
+ prog->data->UniformStorage[i].array_elements = 0;
for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
- prog->UniformStorage[i].opaque[sh].index = ~0;
- prog->UniformStorage[i].opaque[sh].active = false;
+ prog->data->UniformStorage[i].opaque[sh].index = ~0;
+ prog->data->UniformStorage[i].opaque[sh].active = false;
}
- prog->UniformStorage[i].num_driver_storage = 0;
- prog->UniformStorage[i].driver_storage = NULL;
- prog->UniformStorage[i].storage = NULL;
+ prog->data->UniformStorage[i].num_driver_storage = 0;
+ prog->data->UniformStorage[i].driver_storage = NULL;
+ prog->data->UniformStorage[i].storage = NULL;
}
return red_zone_components;
linker::set_uniform_initializer(mem_ctx, prog, name, type, val, 0xF00F);
- verify_data(prog->UniformStorage[actual_index].storage, 0, val,
+ verify_data(prog->data->UniformStorage[actual_index].storage, 0, val,
red_zone_components, 0xF00F);
}
linker::set_uniform_initializer(mem_ctx, prog, name, element_type, val,
0xF00F);
- verify_data(prog->UniformStorage[actual_index].storage, array_size,
+ verify_data(prog->data->UniformStorage[actual_index].storage, array_size,
val, red_zone_components, 0xF00F);
}
nir_intrinsic_instr *new_instr = nir_intrinsic_instr_create(mem_ctx, op);
nir_intrinsic_set_base(new_instr,
- shader_program->UniformStorage[uniform_loc].opaque[shader->stage].index);
+ shader_program->data->UniformStorage[uniform_loc].opaque[shader->stage].index);
nir_load_const_instr *offset_const =
nir_load_const_instr_create(mem_ctx, 1, 32);
instr->texture_array_size = array_elements;
}
- if (location > shader_program->NumUniformStorage - 1 ||
- !shader_program->UniformStorage[location].opaque[stage].active) {
+ if (location > shader_program->data->NumUniformStorage - 1 ||
+ !shader_program->data->UniformStorage[location].opaque[stage].active) {
assert(!"cannot return a sampler");
return;
}
instr->texture_index +=
- shader_program->UniformStorage[location].opaque[stage].index;
+ shader_program->data->UniformStorage[location].opaque[stage].index;
instr->sampler_index = instr->texture_index;
{
_mesa_link_program(ctx, sh_prog);
- if (!sh_prog->LinkStatus) {
- _mesa_problem(ctx, "meta program link failed:\n%s", sh_prog->InfoLog);
+ if (!sh_prog->data->LinkStatus) {
+ _mesa_problem(ctx, "meta program link failed:\n%s",
+ sh_prog->data->InfoLog);
}
}
memset(&prog_data, 0, sizeof(prog_data));
if (prog->Comp.SharedSize > 64 * 1024) {
- prog->LinkStatus = false;
+ prog->data->LinkStatus = false;
const char *error_str =
"Compute shader used more than 64KB of shared variables";
- ralloc_strcat(&prog->InfoLog, error_str);
+ ralloc_strcat(&prog->data->InfoLog, error_str);
_mesa_problem(NULL, "Failed to link compute shader: %s\n", error_str);
ralloc_free(mem_ctx);
&prog_data, cp->program.nir, st_index,
&program_size, &error_str);
if (program == NULL) {
- prog->LinkStatus = false;
- ralloc_strcat(&prog->InfoLog, error_str);
+ prog->data->LinkStatus = false;
+ ralloc_strcat(&prog->data->InfoLog, error_str);
_mesa_problem(NULL, "Failed to compile compute shader: %s\n", error_str);
ralloc_free(mem_ctx);
&prog_data, gs->Program->nir, prog,
st_index, &program_size, &error_str);
if (program == NULL) {
- ralloc_strcat(&prog->InfoLog, error_str);
+ ralloc_strcat(&prog->data->InfoLog, error_str);
_mesa_problem(NULL, "Failed to compile geometry shader: %s\n", error_str);
ralloc_free(mem_ctx);
* with our name, or the prefix of a component that starts with our name.
*/
unsigned uniform_index = var->data.driver_location / 4;
- for (unsigned u = 0; u < shader_prog->NumUniformStorage; u++) {
- struct gl_uniform_storage *storage = &shader_prog->UniformStorage[u];
+ for (unsigned u = 0; u < shader_prog->data->NumUniformStorage; u++) {
+ struct gl_uniform_storage *storage =
+ &shader_prog->data->UniformStorage[u];
if (storage->builtin)
continue;
&program_size, &error_str);
if (program == NULL) {
if (shader_prog) {
- shader_prog->LinkStatus = false;
- ralloc_strcat(&shader_prog->InfoLog, error_str);
+ shader_prog->data->LinkStatus = false;
+ ralloc_strcat(&shader_prog->data->InfoLog, error_str);
}
_mesa_problem(NULL, "Failed to compile tessellation control shader: "
shader_prog, st_index, &program_size, &error_str);
if (program == NULL) {
if (shader_prog) {
- shader_prog->LinkStatus = false;
- ralloc_strcat(&shader_prog->InfoLog, error_str);
+ shader_prog->data->LinkStatus = false;
+ ralloc_strcat(&shader_prog->data->InfoLog, error_str);
}
_mesa_problem(NULL, "Failed to compile tessellation evaluation shader: "
st_index, &program_size, &error_str);
if (program == NULL) {
if (prog) {
- prog->LinkStatus = false;
- ralloc_strcat(&prog->InfoLog, error_str);
+ prog->data->LinkStatus = false;
+ ralloc_strcat(&prog->data->InfoLog, error_str);
}
_mesa_problem(NULL, "Failed to compile vertex shader: %s\n", error_str);
if (program == NULL) {
if (prog) {
- prog->LinkStatus = false;
- ralloc_strcat(&prog->InfoLog, error_str);
+ prog->data->LinkStatus = false;
+ ralloc_strcat(&prog->data->InfoLog, error_str);
}
_mesa_problem(NULL, "Failed to compile fragment shader: %s\n", error_str);
brw->ctx._Shader->CurrentProgram[stage_states[i]->stage];
const struct brw_stage_prog_data *prog_data = stage_states[i]->prog_data;
- needs_dc |= (prog && (prog->NumAtomicBuffers ||
- prog->NumShaderStorageBlocks)) ||
+ needs_dc |= (prog && (prog->data->NumAtomicBuffers ||
+ prog->data->NumShaderStorageBlocks)) ||
(prog_data && (prog_data->total_scratch || prog_data->nr_image_params));
needs_slm |= prog_data && prog_data->total_shared;
}
/* _NEW_PROGRAM */
const GLboolean vertexShader =
(ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] &&
- ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]->LinkStatus &&
+ ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]->data->LinkStatus &&
ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]->_LinkedShaders[MESA_SHADER_VERTEX]);
const GLboolean vertexProgram = ctx->VertexProgram._Enabled;
GLbitfield fp_inputs = 0x0;
_mesa_glsl_link_shader(ctx, p.shader_program);
- if (!p.shader_program->LinkStatus)
+ if (!p.shader_program->data->LinkStatus)
_mesa_problem(ctx, "Failed to link fixed function fragment shader: %s\n",
- p.shader_program->InfoLog);
+ p.shader_program->data->InfoLog);
ralloc_free(p.mem_ctx);
return p.shader_program;
bool LocalSizeVariable;
} Comp;
- /* post-link info: */
- unsigned NumUniformStorage;
- unsigned NumHiddenUniforms;
- struct gl_uniform_storage *UniformStorage;
+ /** Data shared by gl_program and gl_shader_program */
+ struct gl_shader_program_data *data;
/**
* Mapping from GL uniform locations returned by \c glUniformLocation to
unsigned LastClipDistanceArraySize;
unsigned LastCullDistanceArraySize;
- unsigned NumUniformBlocks;
- struct gl_uniform_block *UniformBlocks;
-
- unsigned NumShaderStorageBlocks;
- struct gl_uniform_block *ShaderStorageBlocks;
-
/**
* Map of active uniform names to locations
*
*/
struct string_to_uint_map *UniformHash;
- struct gl_active_atomic_buffer *AtomicBuffers;
- unsigned NumAtomicBuffers;
-
- GLboolean LinkStatus; /**< GL_LINK_STATUS */
- GLboolean Validated;
GLboolean _Used; /**< Ever used for drawing? */
GLboolean SamplersValidated; /**< Samplers validated against texture units? */
- GLchar *InfoLog;
unsigned Version; /**< GLSL version used for linking */
bool IsES; /**< True if this program uses GLSL ES */
* shader stages in the pipeline program pipeline object are not
* modified."
*/
- if (!shProg->LinkStatus) {
+ if (!shProg->data->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glUseProgramStages(program not linked)");
return;
*/
pipe->EverBound = GL_TRUE;
- if ((shProg != NULL) && !shProg->LinkStatus) {
+ if ((shProg != NULL) && !shProg->data->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glActiveShaderProgram(program %u not linked)", shProg->Name);
return;
if (!prog)
return NULL;
- if (prog->LinkStatus == GL_FALSE) {
+ if (prog->data->LinkStatus == GL_FALSE) {
if (raise_link_error)
_mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)",
caller);
if (!shProg)
return;
- if (!shProg->LinkStatus) {
+ if (!shProg->data->LinkStatus) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glGetActiveAttrib(program not linked)");
return;
return -1;
}
- if (!shProg->LinkStatus) {
+ if (!shProg->data->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glGetAttribLocation(program not linked)");
return -1;
unsigned
_mesa_count_active_attribs(struct gl_shader_program *shProg)
{
- if (!shProg->LinkStatus
+ if (!shProg->data->LinkStatus
|| shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
return 0;
}
size_t
_mesa_longest_attribute_name_length(struct gl_shader_program *shProg)
{
- if (!shProg->LinkStatus
+ if (!shProg->data->LinkStatus
|| shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
return 0;
}
return -1;
}
- if (!shProg->LinkStatus) {
+ if (!shProg->data->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glGetFragDataIndex(program not linked)");
return -1;
return -1;
}
- if (!shProg->LinkStatus) {
+ if (!shProg->data->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glGetFragDataLocation(program not linked)");
return -1;
switch (res->Type) {
case GL_ATOMIC_COUNTER_BUFFER:
- return RESOURCE_ATC(res) - shProg->AtomicBuffers;
+ return RESOURCE_ATC(res) - shProg->data->AtomicBuffers;
case GL_VERTEX_SUBROUTINE:
case GL_GEOMETRY_SUBROUTINE:
case GL_FRAGMENT_SUBROUTINE:
return RESOURCE_ATC(res)->StageReferences[stage];
if (res->Type == GL_UNIFORM_BLOCK)
- return shProg->UniformBlocks[index].stageref & (1 << stage);
+ return shProg->data->UniformBlocks[index].stageref & (1 << stage);
if (res->Type == GL_SHADER_STORAGE_BLOCK)
- return shProg->ShaderStorageBlocks[index].stageref & (1 << stage);
+ return shProg->data->ShaderStorageBlocks[index].stageref & (1 << stage);
return res->StageReferences & (1 << stage);
}
unsigned idx = RESOURCE_ATC(res)->Uniforms[i];
struct gl_program_resource *uni =
program_resource_find_data(shProg,
- &shProg->UniformStorage[idx]);
+ &shProg->data->UniformStorage[idx]);
assert(uni);
*val++ = _mesa_program_resource_index(shProg, uni);
}
static bool
check_gs_query(struct gl_context *ctx, const struct gl_shader_program *shProg)
{
- if (shProg->LinkStatus &&
+ if (shProg->data->LinkStatus &&
shProg->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) {
return true;
}
static bool
check_tcs_query(struct gl_context *ctx, const struct gl_shader_program *shProg)
{
- if (shProg->LinkStatus &&
+ if (shProg->data->LinkStatus &&
shProg->_LinkedShaders[MESA_SHADER_TESS_CTRL] != NULL) {
return true;
}
static bool
check_tes_query(struct gl_context *ctx, const struct gl_shader_program *shProg)
{
- if (shProg->LinkStatus &&
+ if (shProg->data->LinkStatus &&
shProg->_LinkedShaders[MESA_SHADER_TESS_EVAL] != NULL) {
return true;
}
*params = shProg->DeletePending;
return;
case GL_LINK_STATUS:
- *params = shProg->LinkStatus;
+ *params = shProg->data->LinkStatus;
return;
case GL_VALIDATE_STATUS:
- *params = shProg->Validated;
+ *params = shProg->data->Validated;
return;
case GL_INFO_LOG_LENGTH:
- *params = (shProg->InfoLog && shProg->InfoLog[0] != '\0') ?
- strlen(shProg->InfoLog) + 1 : 0;
+ *params = (shProg->data->InfoLog && shProg->data->InfoLog[0] != '\0') ?
+ strlen(shProg->data->InfoLog) + 1 : 0;
return;
case GL_ATTACHED_SHADERS:
*params = shProg->NumShaders;
case GL_ACTIVE_UNIFORMS: {
unsigned i;
const unsigned num_uniforms =
- shProg->NumUniformStorage - shProg->NumHiddenUniforms;
+ shProg->data->NumUniformStorage - shProg->data->NumHiddenUniforms;
for (*params = 0, i = 0; i < num_uniforms; i++) {
- if (!shProg->UniformStorage[i].is_shader_storage)
+ if (!shProg->data->UniformStorage[i].is_shader_storage)
(*params)++;
}
return;
unsigned i;
GLint max_len = 0;
const unsigned num_uniforms =
- shProg->NumUniformStorage - shProg->NumHiddenUniforms;
+ shProg->data->NumUniformStorage - shProg->data->NumHiddenUniforms;
for (i = 0; i < num_uniforms; i++) {
- if (shProg->UniformStorage[i].is_shader_storage)
+ if (shProg->data->UniformStorage[i].is_shader_storage)
continue;
/* Add one for the terminating NUL character for a non-array, and
* 4 for the "[0]" and the NUL for an array.
*/
- const GLint len = strlen(shProg->UniformStorage[i].name) + 1 +
- ((shProg->UniformStorage[i].array_elements != 0) ? 3 : 0);
+ const GLint len = strlen(shProg->data->UniformStorage[i].name) + 1 +
+ ((shProg->data->UniformStorage[i].array_elements != 0) ? 3 : 0);
if (len > max_len)
max_len = len;
if (!has_ubo)
break;
- for (i = 0; i < shProg->NumUniformBlocks; i++) {
+ for (i = 0; i < shProg->data->NumUniformBlocks; i++) {
/* Add one for the terminating NUL character.
*/
- const GLint len = strlen(shProg->UniformBlocks[i].Name) + 1;
+ const GLint len = strlen(shProg->data->UniformBlocks[i].Name) + 1;
if (len > max_len)
max_len = len;
if (!has_ubo)
break;
- *params = shProg->NumUniformBlocks;
+ *params = shProg->data->NumUniformBlocks;
return;
case GL_PROGRAM_BINARY_RETRIEVABLE_HINT:
/* This enum isn't part of the OES extension for OpenGL ES 2.0. It is
if (!ctx->Extensions.ARB_shader_atomic_counters)
break;
- *params = shProg->NumAtomicBuffers;
+ *params = shProg->data->NumAtomicBuffers;
return;
case GL_COMPUTE_WORK_GROUP_SIZE: {
int i;
if (!_mesa_has_compute_shaders(ctx))
break;
- if (!shProg->LinkStatus) {
+ if (!shProg->data->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glGetProgramiv(program not "
"linked)");
return;
}
case GL_PROGRAM_SEPARABLE:
/* If the program has not been linked, return initial value 0. */
- *params = (shProg->LinkStatus == GL_FALSE) ? 0 : shProg->SeparateShader;
+ *params = (shProg->data->LinkStatus == GL_FALSE) ? 0 : shProg->SeparateShader;
return;
/* ARB_tessellation_shader */
return;
}
- _mesa_copy_string(infoLog, bufSize, length, shProg->InfoLog);
+ _mesa_copy_string(infoLog, bufSize, length, shProg->data->InfoLog);
}
ralloc_free(filename);
}
- if (shProg->LinkStatus == GL_FALSE &&
+ if (shProg->data->LinkStatus == GL_FALSE &&
(ctx->_Shader->Flags & GLSL_REPORT_ERRORS)) {
_mesa_debug(ctx, "Error linking program %u:\n%s\n",
- shProg->Name, shProg->InfoLog);
+ shProg->Name, shProg->data->InfoLog);
}
/* debug code */
printf("Link %u shaders in program %u: %s\n",
shProg->NumShaders, shProg->Name,
- shProg->LinkStatus ? "Success" : "Failed");
+ shProg->data->LinkStatus ? "Success" : "Failed");
for (i = 0; i < shProg->NumShaders; i++) {
printf(" shader %u, stage %u\n",
_mesa_active_program(struct gl_context *ctx, struct gl_shader_program *shProg,
const char *caller)
{
- if ((shProg != NULL) && !shProg->LinkStatus) {
+ if ((shProg != NULL) && !shProg->data->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(program %u not linked)", caller, shProg->Name);
return;
validate_shader_program(const struct gl_shader_program *shProg,
char *errMsg)
{
- if (!shProg->LinkStatus) {
+ if (!shProg->data->LinkStatus) {
return GL_FALSE;
}
return;
}
- shProg->Validated = validate_shader_program(shProg, errMsg);
- if (!shProg->Validated) {
+ shProg->data->Validated = validate_shader_program(shProg, errMsg);
+ if (!shProg->data->Validated) {
/* update info log */
- if (shProg->InfoLog) {
- ralloc_free(shProg->InfoLog);
+ if (shProg->data->InfoLog) {
+ ralloc_free(shProg->data->InfoLog);
}
- shProg->InfoLog = ralloc_strdup(shProg, errMsg);
+ shProg->data->InfoLog = ralloc_strdup(shProg->data, errMsg);
}
}
if (!shProg) {
return;
}
- if (!shProg->LinkStatus) {
+ if (!shProg->data->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glUseProgram(program %u not linked)", program);
return;
* length is zero, and a call to GetProgramBinary will generate an
* INVALID_OPERATION error.
*/
- if (!shProg->LinkStatus) {
+ if (!shProg->data->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glGetProgramBinary(program %u not linked)",
shProg->Name);
* Since any value of binaryFormat passed "is not one of those specified as
* allowable for [this] command, an INVALID_ENUM error is generated."
*/
- shProg->LinkStatus = GL_FALSE;
+ shProg->data->LinkStatus = GL_FALSE;
_mesa_error(ctx, GL_INVALID_ENUM, "glProgramBinary");
}
/* Possibly... */
if (active-user-defined-varyings-in-linked-program) {
append-error-to-info-log;
- shProg->LinkStatus = GL_FALSE;
+ shProg->data->LinkStatus = GL_FALSE;
}
#endif
}
if (sh->InfoLog)
- ralloc_strcat(&shProg->InfoLog, sh->InfoLog);
+ ralloc_strcat(&shProg->data->InfoLog, sh->InfoLog);
}
delete_shader(ctx, shader);
exec_list_make_empty(&prog->EmptyUniformLocations);
- prog->InfoLog = ralloc_strdup(prog, "");
+ prog->data->InfoLog = ralloc_strdup(prog->data, "");
}
/**
shProg = rzalloc(NULL, struct gl_shader_program);
if (shProg) {
shProg->Name = name;
+ shProg->data = create_shader_program_data();
+ if (!shProg->data) {
+ ralloc_free(shProg);
+ return NULL;
+ }
init_shader_program(shProg);
}
return shProg;
}
}
- if (shProg->UniformStorage) {
- for (unsigned i = 0; i < shProg->NumUniformStorage; ++i)
- _mesa_uniform_detach_all_driver_storage(&shProg->UniformStorage[i]);
- ralloc_free(shProg->UniformStorage);
- shProg->NumUniformStorage = 0;
- shProg->UniformStorage = NULL;
+ if (shProg->data->UniformStorage) {
+ for (unsigned i = 0; i < shProg->data->NumUniformStorage; ++i)
+ _mesa_uniform_detach_all_driver_storage(&shProg->data->
+ UniformStorage[i]);
+ ralloc_free(shProg->data->UniformStorage);
+ shProg->data->NumUniformStorage = 0;
+ shProg->data->UniformStorage = NULL;
}
if (shProg->UniformRemapTable) {
shProg->UniformHash = NULL;
}
- assert(shProg->InfoLog != NULL);
- ralloc_free(shProg->InfoLog);
- shProg->InfoLog = ralloc_strdup(shProg, "");
+ assert(shProg->data->InfoLog != NULL);
+ ralloc_free(shProg->data->InfoLog);
+ shProg->data->InfoLog = ralloc_strdup(shProg->data, "");
- ralloc_free(shProg->UniformBlocks);
- shProg->UniformBlocks = NULL;
- shProg->NumUniformBlocks = 0;
+ ralloc_free(shProg->data->UniformBlocks);
+ shProg->data->UniformBlocks = NULL;
+ shProg->data->NumUniformBlocks = 0;
- ralloc_free(shProg->ShaderStorageBlocks);
- shProg->ShaderStorageBlocks = NULL;
- shProg->NumShaderStorageBlocks = 0;
+ ralloc_free(shProg->data->ShaderStorageBlocks);
+ shProg->data->ShaderStorageBlocks = NULL;
+ shProg->data->NumShaderStorageBlocks = 0;
- ralloc_free(shProg->AtomicBuffers);
- shProg->AtomicBuffers = NULL;
- shProg->NumAtomicBuffers = 0;
+ ralloc_free(shProg->data->AtomicBuffers);
+ shProg->data->AtomicBuffers = NULL;
+ shProg->data->NumAtomicBuffers = 0;
if (shProg->ProgramResourceList) {
ralloc_free(shProg->ProgramResourceList);
struct gl_shader_program *shProg)
{
_mesa_free_shader_program_data(ctx, shProg);
-
+ _mesa_reference_shader_program_data(ctx, &shProg->data, NULL);
ralloc_free(shProg);
}
* come up, or matter.
*/
- if (fsProg && fsProg->LinkStatus
+ if (fsProg && fsProg->data->LinkStatus
&& fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
/* Use GLSL fragment shader */
_mesa_reference_shader_program(ctx,
NULL);
}
- if (gsProg && gsProg->LinkStatus
+ if (gsProg && gsProg->data->LinkStatus
&& gsProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) {
/* Use GLSL geometry shader */
_mesa_reference_program(ctx, &ctx->GeometryProgram._Current,
_mesa_reference_program(ctx, &ctx->GeometryProgram._Current, NULL);
}
- if (tesProg && tesProg->LinkStatus
+ if (tesProg && tesProg->data->LinkStatus
&& tesProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]) {
/* Use GLSL tessellation evaluation shader */
_mesa_reference_program(ctx, &ctx->TessEvalProgram._Current,
_mesa_reference_program(ctx, &ctx->TessEvalProgram._Current, NULL);
}
- if (tcsProg && tcsProg->LinkStatus
+ if (tcsProg && tcsProg->data->LinkStatus
&& tcsProg->_LinkedShaders[MESA_SHADER_TESS_CTRL]) {
/* Use GLSL tessellation control shader */
_mesa_reference_program(ctx, &ctx->TessCtrlProgram._Current,
* _mesa_get_fixed_func_vertex_program() needs to know active
* fragprog inputs.
*/
- if (vsProg && vsProg->LinkStatus
+ if (vsProg && vsProg->data->LinkStatus
&& vsProg->_LinkedShaders[MESA_SHADER_VERTEX]) {
/* Use GLSL vertex shader */
_mesa_reference_program(ctx, &ctx->VertexProgram._Current,
_mesa_reference_program(ctx, &ctx->VertexProgram._Current, NULL);
}
- if (csProg && csProg->LinkStatus
+ if (csProg && csProg->data->LinkStatus
&& csProg->_LinkedShaders[MESA_SHADER_COMPUTE]) {
/* Use GLSL compute shader */
_mesa_reference_program(ctx, &ctx->ComputeProgram._Current,
for (i = 0; i < MESA_SHADER_STAGES; i++) {
if (ctx->_Shader->CurrentProgram[i] &&
- ctx->_Shader->CurrentProgram[i]->LinkStatus) {
+ ctx->_Shader->CurrentProgram[i]->data->LinkStatus) {
prog[i] = ctx->_Shader->CurrentProgram[i]->_LinkedShaders[i]->Program;
} else {
if (i == MESA_SHADER_FRAGMENT && ctx->FragmentProgram._Enabled)
/* Check that the given location is in bounds of uniform remap table.
* Unlinked programs will have NumUniformRemapTable == 0, so we can take
- * the shProg->LinkStatus check out of the main path.
+ * the shProg->data->LinkStatus check out of the main path.
*/
if (unlikely(location >= (GLint) shProg->NumUniformRemapTable)) {
- if (!shProg->LinkStatus)
+ if (!shProg->data->LinkStatus)
_mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)",
caller);
else
}
if (location == -1) {
- if (!shProg->LinkStatus)
+ if (!shProg->data->LinkStatus)
_mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)",
caller);
char *errMsg, size_t errMsgLength)
{
/* Shader does not have samplers. */
- if (shProg->NumUniformStorage == 0)
+ if (shProg->data->NumUniformStorage == 0)
return true;
if (!shProg->SamplersValidated) {
* "If program has not been successfully linked, the error
* INVALID_OPERATION is generated."
*/
- if (shProg->LinkStatus == GL_FALSE) {
+ if (shProg->data->LinkStatus == GL_FALSE) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glGetUniformLocation(program not linked)");
return -1;
if (!shProg)
return;
- if (uniformBlockIndex >= shProg->NumUniformBlocks) {
+ if (uniformBlockIndex >= shProg->data->NumUniformBlocks) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glUniformBlockBinding(block index %u >= %u)",
- uniformBlockIndex, shProg->NumUniformBlocks);
+ uniformBlockIndex, shProg->data->NumUniformBlocks);
return;
}
return;
}
- if (shProg->UniformBlocks[uniformBlockIndex].Binding !=
+ if (shProg->data->UniformBlocks[uniformBlockIndex].Binding !=
uniformBlockBinding) {
FLUSH_VERTICES(ctx, 0);
ctx->NewDriverState |= ctx->DriverFlags.NewUniformBuffer;
- shProg->UniformBlocks[uniformBlockIndex].Binding = uniformBlockBinding;
+ shProg->data->UniformBlocks[uniformBlockIndex].Binding =
+ uniformBlockBinding;
}
}
if (!shProg)
return;
- if (shaderStorageBlockIndex >= shProg->NumShaderStorageBlocks) {
+ if (shaderStorageBlockIndex >= shProg->data->NumShaderStorageBlocks) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glShaderStorageBlockBinding(block index %u >= %u)",
- shaderStorageBlockIndex, shProg->NumShaderStorageBlocks);
+ shaderStorageBlockIndex,
+ shProg->data->NumShaderStorageBlocks);
return;
}
return;
}
- if (shProg->ShaderStorageBlocks[shaderStorageBlockIndex].Binding !=
+ if (shProg->data->ShaderStorageBlocks[shaderStorageBlockIndex].Binding !=
shaderStorageBlockBinding) {
FLUSH_VERTICES(ctx, 0);
ctx->NewDriverState |= ctx->DriverFlags.NewShaderStorageBuffer;
- shProg->ShaderStorageBlocks[shaderStorageBlockIndex].Binding =
+ shProg->data->ShaderStorageBlocks[shaderStorageBlockIndex].Binding =
shaderStorageBlockBinding;
}
}
* all that would work would be an unrolled loop counter that ends
* up being constant above.
*/
- ralloc_strcat(&prog->InfoLog,
+ ralloc_strcat(&prog->data->InfoLog,
"warning: Variable sampler array index unsupported.\n"
"This feature of the language was removed in GLSL 1.20 "
"and is unlikely to be supported for 1.10 in Mesa.\n");
calc_sampler_offsets(shader_program, sampler, &offset, &array_elements,
&location);
- assert(shader_program->UniformStorage[location].opaque[shader].active);
- return shader_program->UniformStorage[location].opaque[shader].index +
+ assert(shader_program->data->UniformStorage[location].opaque[shader].active);
+ return shader_program->data->UniformStorage[location].opaque[shader].index +
offset;
}
return;
struct gl_uniform_storage *storage =
- &this->shader_program->UniformStorage[location];
+ &this->shader_program->data->UniformStorage[location];
assert(storage->type->is_sampler() &&
storage->opaque[shader_type].active);
continue;
struct gl_uniform_storage *storage =
- &shader_program->UniformStorage[location];
+ &shader_program->data->UniformStorage[location];
/* Do not associate any uniform storage to built-in uniforms */
if (storage->builtin)
mesa_inst++;
i++;
- if (!shader_program->LinkStatus)
+ if (!shader_program->data->LinkStatus)
break;
}
- if (!shader_program->LinkStatus) {
+ if (!shader_program->data->LinkStatus) {
goto fail_exit;
}
* program constant) has to happen before creating this linkage.
*/
_mesa_associate_uniform_storage(ctx, shader_program, prog->Parameters);
- if (!shader_program->LinkStatus) {
+ if (!shader_program->data->LinkStatus) {
goto fail_exit;
}
GLboolean
_mesa_ir_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
{
- assert(prog->LinkStatus);
+ assert(prog->data->LinkStatus);
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i] == NULL)
}
build_program_resource_list(ctx, prog);
- return prog->LinkStatus;
+ return prog->data->LinkStatus;
}
/**
_mesa_clear_shader_program_data(ctx, prog);
- prog->LinkStatus = GL_TRUE;
+ prog->data->LinkStatus = GL_TRUE;
for (i = 0; i < prog->NumShaders; i++) {
if (!prog->Shaders[i]->CompileStatus) {
}
}
- if (prog->LinkStatus) {
+ if (prog->data->LinkStatus) {
link_shaders(ctx, prog);
}
- if (prog->LinkStatus) {
+ if (prog->data->LinkStatus) {
if (!ctx->Driver.LinkShader(ctx, prog)) {
- prog->LinkStatus = GL_FALSE;
+ prog->data->LinkStatus = GL_FALSE;
}
}
if (ctx->_Shader->Flags & GLSL_DUMP) {
- if (!prog->LinkStatus) {
+ if (!prog->data->LinkStatus) {
fprintf(stderr, "GLSL shader program %d failed to link\n", prog->Name);
}
- if (prog->InfoLog && prog->InfoLog[0] != 0) {
+ if (prog->data->InfoLog && prog->data->InfoLog[0] != 0) {
fprintf(stderr, "GLSL shader program %d info log:\n", prog->Name);
- fprintf(stderr, "%s\n", prog->InfoLog);
+ fprintf(stderr, "%s\n", prog->data->InfoLog);
}
}
}
if (!prog || !st->pipe->set_shader_buffers)
return;
- for (i = 0; i < prog->NumAtomicBuffers; i++) {
- struct gl_active_atomic_buffer *atomic = &prog->AtomicBuffers[i];
+ for (i = 0; i < prog->data->NumAtomicBuffers; i++) {
+ struct gl_active_atomic_buffer *atomic = &prog->data->AtomicBuffers[i];
struct gl_atomic_buffer_binding *binding =
&st->ctx->AtomicBufferBindings[atomic->Binding];
struct st_buffer_object *st_obj =
{
va_list args;
va_start(args, fmt);
- ralloc_vasprintf_append(&prog->InfoLog, fmt, args);
+ ralloc_vasprintf_append(&prog->data->InfoLog, fmt, args);
va_end(args);
- prog->LinkStatus = GL_FALSE;
+ prog->data->LinkStatus = GL_FALSE;
}
static int
if (opaque) {
assert(location != 0xffffffff);
- *base += this->shader_program->UniformStorage[location].opaque[shader].index;
- *index += this->shader_program->UniformStorage[location].opaque[shader].index;
+ *base += this->shader_program->data->UniformStorage[location].opaque[shader].index;
+ *index += this->shader_program->data->UniformStorage[location].opaque[shader].index;
}
}
* program constant) has to happen before creating this linkage.
*/
_mesa_associate_uniform_storage(ctx, shader_program, prog->Parameters);
- if (!shader_program->LinkStatus) {
+ if (!shader_program->data->LinkStatus) {
free_glsl_to_tgsi_visitor(v);
_mesa_reference_program(ctx, &shader->Program, NULL);
return NULL;
st_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
{
struct pipe_screen *pscreen = ctx->st->pipe->screen;
- assert(prog->LinkStatus);
+ assert(prog->data->LinkStatus);
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i] == NULL)