From: Eric Anholt Date: Wed, 30 Jun 2010 18:49:17 +0000 (-0700) Subject: glsl2: Use Mesa's gl_shader_program instead of our own struct glsl_program. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=849e18153cd91d812f694b806a84008498860bc3;p=mesa.git glsl2: Use Mesa's gl_shader_program instead of our own struct glsl_program. This avoids more allocation and shuffling of data around. --- diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index df71f21b546..719cae2f274 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -116,7 +116,7 @@ private: void -linker_error_printf(glsl_program *prog, const char *fmt, ...) +linker_error_printf(gl_shader_program *prog, const char *fmt, ...) { va_list ap; @@ -186,7 +186,7 @@ count_attribute_slots(const glsl_type *t) * \param shader Vertex shader executable to be verified */ bool -validate_vertex_shader_executable(struct glsl_program *prog, +validate_vertex_shader_executable(struct gl_shader_program *prog, struct gl_shader *shader) { if (shader == NULL) @@ -215,7 +215,7 @@ validate_vertex_shader_executable(struct glsl_program *prog, * \param shader Fragment shader executable to be verified */ bool -validate_fragment_shader_executable(struct glsl_program *prog, +validate_fragment_shader_executable(struct gl_shader_program *prog, struct gl_shader *shader) { if (shader == NULL) @@ -252,7 +252,7 @@ validate_fragment_shader_executable(struct glsl_program *prog, * Perform validation of uniforms used across multiple shader stages */ bool -cross_validate_uniforms(struct glsl_program *prog) +cross_validate_uniforms(struct gl_shader_program *prog) { /* Examine all of the uniforms in all of the shaders and cross validate * them. @@ -308,7 +308,7 @@ cross_validate_uniforms(struct glsl_program *prog) * Validate that outputs from one stage match inputs of another */ bool -cross_validate_outputs_to_inputs(struct glsl_program *prog, +cross_validate_outputs_to_inputs(struct gl_shader_program *prog, gl_shader *producer, gl_shader *consumer) { glsl_symbol_table parameters; @@ -412,7 +412,7 @@ struct uniform_node { }; void -assign_uniform_locations(struct glsl_program *prog) +assign_uniform_locations(struct gl_shader_program *prog) { /* */ exec_list uniforms; @@ -533,7 +533,7 @@ find_available_slots(unsigned used_mask, unsigned needed_count) bool -assign_attribute_locations(glsl_program *prog, unsigned max_attribute_index) +assign_attribute_locations(gl_shader_program *prog, unsigned max_attribute_index) { /* Mark invalid attribute locations as being used. */ @@ -767,7 +767,7 @@ assign_varying_locations(gl_shader *producer, gl_shader *consumer) void -link_shaders(struct glsl_program *prog) +link_shaders(struct gl_shader_program *prog) { prog->LinkStatus = false; prog->Validated = false; diff --git a/src/glsl/main.cpp b/src/glsl/main.cpp index e78af42ac65..1ed22e1f33b 100644 --- a/src/glsl/main.cpp +++ b/src/glsl/main.cpp @@ -206,9 +206,9 @@ main(int argc, char **argv) if (argc <= optind) usage_fail(argv[0]); - struct glsl_program *whole_program; + struct gl_shader_program *whole_program; - whole_program = talloc_zero (NULL, struct glsl_program); + whole_program = talloc_zero (NULL, struct gl_shader_program); assert(whole_program != NULL); for (/* empty */; argc > optind; optind++) { diff --git a/src/glsl/program.h b/src/glsl/program.h index 19c3a3e611b..bb1cd919cd6 100644 --- a/src/glsl/program.h +++ b/src/glsl/program.h @@ -29,37 +29,5 @@ extern "C" { #include "shader/prog_uniform.h" } -/** - * Based on gl_shader_program in Mesa's mtypes.h. - */ -struct glsl_program { - GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */ - GLuint Name; /**< aka handle or ID */ - GLint RefCount; /**< Reference count */ - GLboolean DeletePending; - - GLuint NumShaders; /**< number of attached shaders */ - struct gl_shader **Shaders; /**< List of attached the shaders */ - - /** - * Per-stage shaders resulting from the first stage of linking. - */ - /*@{*/ - unsigned _NumLinkedShaders; - struct gl_shader **_LinkedShaders; - /*@}*/ - - /** User-defined attribute bindings (glBindAttribLocation) */ - struct gl_program_parameter_list *Attributes; - - /* post-link info: */ - struct gl_uniform_list *Uniforms; - struct gl_program_parameter_list *Varying; - GLboolean LinkStatus; /**< GL_LINK_STATUS */ - GLboolean Validated; - GLboolean _Used; /**< Ever used for drawing? */ - GLchar *InfoLog; -}; - extern void -link_shaders(struct glsl_program *prog); +link_shaders(struct gl_shader_program *prog); diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h index 6fc7e29baf9..bc90b1e0441 100644 --- a/src/mesa/main/mtypes.h +++ b/src/mesa/main/mtypes.h @@ -2005,6 +2005,9 @@ struct gl_shader_program GLboolean Validated; GLboolean _Used; /**< Ever used for drawing? */ GLchar *InfoLog; + + GLuint _NumLinkedShaders; + struct gl_shader **_LinkedShaders; }; diff --git a/src/mesa/shader/ir_to_mesa.cpp b/src/mesa/shader/ir_to_mesa.cpp index c2dde312efb..f0eb46a3ee1 100644 --- a/src/mesa/shader/ir_to_mesa.cpp +++ b/src/mesa/shader/ir_to_mesa.cpp @@ -1709,48 +1709,49 @@ _mesa_glsl_compile_shader(GLcontext *ctx, struct gl_shader *shader) void _mesa_glsl_link_shader(GLcontext *ctx, struct gl_shader_program *prog) { - struct glsl_program *whole_program; unsigned int i; + _mesa_clear_shader_program_data(ctx, prog); - whole_program = talloc_zero(NULL, struct glsl_program); - whole_program->LinkStatus = GL_TRUE; - whole_program->NumShaders = prog->NumShaders; - whole_program->Shaders = talloc_array(whole_program, struct gl_shader *, - prog->NumShaders); + prog->LinkStatus = GL_TRUE; for (i = 0; i < prog->NumShaders; i++) { - whole_program->Shaders[i] = prog->Shaders[i]; - if (!whole_program->Shaders[i]->CompileStatus) { - whole_program->InfoLog = - talloc_asprintf_append(whole_program->InfoLog, + if (!prog->Shaders[i]->CompileStatus) { + prog->InfoLog = + talloc_asprintf_append(prog->InfoLog, "linking with uncompiled shader"); - whole_program->LinkStatus = GL_FALSE; + prog->LinkStatus = GL_FALSE; } } - prog->Uniforms = _mesa_new_uniform_list(); prog->Varying = _mesa_new_parameter_list(); _mesa_reference_vertprog(ctx, &prog->VertexProgram, NULL); _mesa_reference_fragprog(ctx, &prog->FragmentProgram, NULL); - if (whole_program->LinkStatus) - link_shaders(whole_program); + if (prog->LinkStatus) { + link_shaders(prog); + + /* We don't use the linker's uniforms list, and cook up our own at + * generate time. + */ + free(prog->Uniforms); + prog->Uniforms = _mesa_new_uniform_list(); + } - prog->LinkStatus = whole_program->LinkStatus; + prog->LinkStatus = prog->LinkStatus; /* FINISHME: This should use the linker-generated code */ if (prog->LinkStatus) { for (i = 0; i < prog->NumShaders; i++) { struct gl_program *linked_prog; - linked_prog = get_mesa_program(ctx, whole_program, - whole_program->Shaders[i]); + linked_prog = get_mesa_program(ctx, prog, + prog->Shaders[i]); count_resources(linked_prog); link_uniforms_to_shared_uniform_list(prog->Uniforms, linked_prog); - switch (whole_program->Shaders[i]->Type) { + switch (prog->Shaders[i]->Type) { case GL_VERTEX_SHADER: _mesa_reference_vertprog(ctx, &prog->VertexProgram, (struct gl_vertex_program *)linked_prog); @@ -1766,8 +1767,6 @@ _mesa_glsl_link_shader(GLcontext *ctx, struct gl_shader_program *prog) } } } - - talloc_free(whole_program); } } /* extern "C" */ diff --git a/src/mesa/shader/shader_api.c b/src/mesa/shader/shader_api.c index 40b8286a13f..f05ebc9fcb6 100644 --- a/src/mesa/shader/shader_api.c +++ b/src/mesa/shader/shader_api.c @@ -53,7 +53,7 @@ static struct gl_shader_program * _mesa_new_shader_program(GLcontext *ctx, GLuint name) { struct gl_shader_program *shProg; - shProg = CALLOC_STRUCT(gl_shader_program); + shProg = talloc_zero(NULL, struct gl_shader_program); if (shProg) { shProg->Type = GL_SHADER_PROGRAM_MESA; shProg->Name = name; @@ -117,7 +117,7 @@ _mesa_free_shader_program_data(GLcontext *ctx, } if (shProg->InfoLog) { - free(shProg->InfoLog); + talloc_free(shProg->InfoLog); shProg->InfoLog = NULL; } @@ -139,7 +139,7 @@ _mesa_free_shader_program(GLcontext *ctx, struct gl_shader_program *shProg) { _mesa_free_shader_program_data(ctx, shProg); - free(shProg); + talloc_free(shProg); }