return 0;
}
+void
+_mesa_meta_compile_and_link_program(struct gl_context *ctx,
+ const char *vs_source,
+ const char *fs_source,
+ const char *name,
+ GLuint *program)
+{
+ GLuint vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER,
+ vs_source);
+ GLuint fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER,
+ fs_source);
+
+ *program = _mesa_CreateProgram();
+ _mesa_AttachShader(*program, fs);
+ _mesa_DeleteShader(fs);
+ _mesa_AttachShader(*program, vs);
+ _mesa_DeleteShader(vs);
+ _mesa_BindAttribLocation(*program, 0, "position");
+ _mesa_BindAttribLocation(*program, 1, "texcoords");
+ _mesa_meta_link_program_with_debug(ctx, *program);
+ _mesa_ObjectLabel(GL_PROGRAM, *program, -1, name);
+
+ _mesa_UseProgram(*program);
+}
+
/**
* Generate a generic shader to blit from a texture to a framebuffer
*
{
const char *vs_source;
char *fs_source;
- GLuint vs, fs;
void *const mem_ctx = ralloc_context(NULL);
struct blit_shader *shader = choose_blit_shader(target, table);
- char *name;
assert(shader != NULL);
shader->texcoords);
}
- vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
- fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
- shader->shader_prog = _mesa_CreateProgram();
- _mesa_AttachShader(shader->shader_prog, fs);
- _mesa_DeleteShader(fs);
- _mesa_AttachShader(shader->shader_prog, vs);
- _mesa_DeleteShader(vs);
- _mesa_BindAttribLocation(shader->shader_prog, 0, "position");
- _mesa_BindAttribLocation(shader->shader_prog, 1, "texcoords");
- _mesa_meta_link_program_with_debug(ctx, shader->shader_prog);
- name = ralloc_asprintf(mem_ctx, "%s blit", shader->type);
- _mesa_ObjectLabel(GL_PROGRAM, shader->shader_prog, -1, name);
+ _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source,
+ ralloc_asprintf(mem_ctx, "%s blit",
+ shader->type),
+ &shader->shader_prog);
ralloc_free(mem_ctx);
-
- _mesa_UseProgram(shader->shader_prog);
}
/**
{
const char *vs_source;
char *fs_source;
- GLuint vs, fs;
void *mem_ctx;
enum blit_msaa_shader shader_index;
bool dst_is_msaa = false;
sample_resolve);
}
- vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
- fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
-
- blit->msaa_shaders[shader_index] = _mesa_CreateProgram();
- _mesa_AttachShader(blit->msaa_shaders[shader_index], fs);
- _mesa_DeleteShader(fs);
- _mesa_AttachShader(blit->msaa_shaders[shader_index], vs);
- _mesa_DeleteShader(vs);
- _mesa_BindAttribLocation(blit->msaa_shaders[shader_index], 0, "position");
- _mesa_BindAttribLocation(blit->msaa_shaders[shader_index], 1, "texcoords");
- _mesa_meta_link_program_with_debug(ctx, blit->msaa_shaders[shader_index]);
- _mesa_ObjectLabel(GL_PROGRAM, blit->msaa_shaders[shader_index], -1, name);
- ralloc_free(mem_ctx);
+ _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, name,
+ &blit->msaa_shaders[shader_index]);
- _mesa_UseProgram(blit->msaa_shaders[shader_index]);
+ ralloc_free(mem_ctx);
}
static void