return &prog->base;
}
-GLboolean
-brw_compile_shader(struct gl_context *ctx, struct gl_shader *shader)
-{
- if (!_mesa_ir_compile_shader(ctx, shader))
- return GL_FALSE;
-
- return GL_TRUE;
-}
-
GLboolean
brw_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
{
functions->NewShader = brw_new_shader;
functions->NewShaderProgram = brw_new_shader_program;
- functions->CompileShader = brw_compile_shader;
functions->LinkShader = brw_link_shader;
}
const struct brw_reg *arg0,
const struct brw_reg *arg1);
-GLboolean brw_compile_shader(struct gl_context *ctx,
- struct gl_shader *shader);
GLboolean brw_link_shader(struct gl_context *ctx, struct gl_shader_program *prog);
struct gl_shader *brw_new_shader(struct gl_context *ctx, GLuint name, GLuint type);
struct gl_shader_program *brw_new_shader_program(struct gl_context *ctx, GLuint name);
* \name GLSL shader/program functions.
*/
/*@{*/
- /**
- * Called when a shader is compiled.
- *
- * Note that not all shader objects get ShaderCompile called on
- * them. Notably, the shaders containing builtin functions do not
- * have CompileShader() called, so if lowering passes are done they
- * need to also be performed in LinkShader().
- */
- GLboolean (*CompileShader)(struct gl_context *ctx, struct gl_shader *shader);
/**
* Called when a shader program is linked.
*
driver->DeleteShader = _mesa_delete_shader;
driver->NewShaderProgram = _mesa_new_shader_program;
driver->DeleteShaderProgram = _mesa_delete_shader_program;
- driver->CompileShader = _mesa_ir_compile_shader;
driver->LinkShader = _mesa_ir_link_shader;
}
extern "C" {
-/**
- * Called via ctx->Driver.CompilerShader().
- * This is a no-op.
- * XXX can we remove the ctx->Driver.CompileShader() hook?
- */
-GLboolean
-_mesa_ir_compile_shader(struct gl_context *ctx, struct gl_shader *shader)
-{
- assert(shader->CompileStatus);
- (void) ctx;
-
- return GL_TRUE;
-}
-
-
/**
* Link a shader.
* Called via ctx->Driver.LinkShader()
reparent_ir(shader->ir, shader->ir);
ralloc_free(state);
-
- if (shader->CompileStatus) {
- if (!ctx->Driver.CompileShader(ctx, shader))
- shader->CompileStatus = GL_FALSE;
- }
}