#include "st_format.h"
static void
-st_bind_images(struct st_context *st, struct gl_linked_shader *shader,
- enum pipe_shader_type shader_type)
+st_bind_images(struct st_context *st, struct gl_program *prog,
+ enum pipe_shader_type shader_type)
{
unsigned i;
struct pipe_image_view images[MAX_IMAGE_UNIFORMS];
struct gl_program_constants *c;
- if (!shader || !st->pipe->set_shader_images)
+ if (!prog || !st->pipe->set_shader_images)
return;
- c = &st->ctx->Const.Program[shader->Stage];
+ c = &st->ctx->Const.Program[prog->info.stage];
- for (i = 0; i < shader->Program->info.num_images; i++) {
+ for (i = 0; i < prog->info.num_images; i++) {
struct gl_image_unit *u =
- &st->ctx->ImageUnits[shader->Program->sh.ImageUnits[i]];
+ &st->ctx->ImageUnits[prog->sh.ImageUnits[i]];
struct st_texture_object *stObj = st_texture_object(u->TexObj);
struct pipe_image_view *img = &images[i];
}
}
cso_set_shader_images(st->cso_context, shader_type, 0,
- shader->Program->info.num_images, images);
+ prog->info.num_images, images);
/* clear out any stale shader images */
- if (shader->Program->info.num_images < c->MaxImageUniforms)
+ if (prog->info.num_images < c->MaxImageUniforms)
cso_set_shader_images(
- st->cso_context, shader_type,
- shader->Program->info.num_images,
- c->MaxImageUniforms - shader->Program->info.num_images,
- NULL);
+ st->cso_context, shader_type, prog->info.num_images,
+ c->MaxImageUniforms - prog->info.num_images, NULL);
}
static void bind_vs_images(struct st_context *st)
struct gl_shader_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
- if (!prog)
+ if (!prog || !prog->_LinkedShaders[MESA_SHADER_VERTEX])
return;
- st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_VERTEX], PIPE_SHADER_VERTEX);
+ st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_VERTEX]->Program, PIPE_SHADER_VERTEX);
}
const struct st_tracked_state st_bind_vs_images = {
struct gl_shader_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
- if (!prog)
+ if (!prog || !prog->_LinkedShaders[MESA_SHADER_FRAGMENT])
return;
- st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_FRAGMENT], PIPE_SHADER_FRAGMENT);
+ st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program, PIPE_SHADER_FRAGMENT);
}
const struct st_tracked_state st_bind_fs_images = {
struct gl_shader_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
- if (!prog)
+ if (!prog || !prog->_LinkedShaders[MESA_SHADER_GEOMETRY])
return;
- st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_GEOMETRY], PIPE_SHADER_GEOMETRY);
+ st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program, PIPE_SHADER_GEOMETRY);
}
const struct st_tracked_state st_bind_gs_images = {
struct gl_shader_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
- if (!prog)
+ if (!prog || !prog->_LinkedShaders[MESA_SHADER_TESS_CTRL])
return;
- st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_TESS_CTRL], PIPE_SHADER_TESS_CTRL);
+ st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_TESS_CTRL]->Program, PIPE_SHADER_TESS_CTRL);
}
const struct st_tracked_state st_bind_tcs_images = {
struct gl_shader_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
- if (!prog)
+ if (!prog || !prog->_LinkedShaders[MESA_SHADER_TESS_EVAL])
return;
- st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_TESS_EVAL], PIPE_SHADER_TESS_EVAL);
+ st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_TESS_EVAL]->Program, PIPE_SHADER_TESS_EVAL);
}
const struct st_tracked_state st_bind_tes_images = {
struct gl_shader_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
- if (!prog)
+ if (!prog || !prog->_LinkedShaders[MESA_SHADER_COMPUTE])
return;
- st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_COMPUTE], PIPE_SHADER_COMPUTE);
+ st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_COMPUTE]->Program, PIPE_SHADER_COMPUTE);
}
const struct st_tracked_state st_bind_cs_images = {