virtual void visit(ir_if *);
virtual void visit(ir_emit_vertex *);
virtual void visit(ir_end_primitive *);
+ virtual void visit(ir_barrier *);
/*@}*/
src_reg result;
dst_reg dst, src_reg src0, src_reg src1,
unsigned elements)
{
- static const gl_inst_opcode dot_opcodes[] = {
+ static const enum prog_opcode dot_opcodes[] = {
OPCODE_DP2, OPCODE_DP3, OPCODE_DP4
};
return size;
case GLSL_TYPE_SAMPLER:
case GLSL_TYPE_IMAGE:
+ case GLSL_TYPE_SUBROUTINE:
/* Samplers take up one slot in UNIFORMS[], but they're baked in
* at link time.
*/
case ir_unop_dFdx_fine:
case ir_unop_dFdy_coarse:
case ir_unop_dFdy_fine:
+ case ir_unop_subroutine_to_int:
+ case ir_unop_get_buffer_size:
assert(!"not supported");
break;
+ case ir_unop_ssbo_unsized_array_length:
case ir_quadop_vector:
/* This operation should have already been handled.
*/
case ir_query_levels:
assert(!"Unexpected ir_query_levels opcode");
break;
+ case ir_texture_samples:
+ unreachable("Unexpected ir_texture_samples opcode");
}
const glsl_type *sampler_type = ir->sampler->type;
assert(!"Geometry shaders not supported.");
}
+void
+ir_to_mesa_visitor::visit(ir_barrier *)
+{
+ unreachable("GLSL barrier() not supported.");
+}
+
ir_to_mesa_visitor::ir_to_mesa_visitor()
{
result.file = PROGRAM_UNDEFINED;
ir_variable *var = node->as_variable();
if ((var == NULL) || (var->data.mode != ir_var_uniform)
- || var->is_in_uniform_block() || (strncmp(var->name, "gl_", 3) == 0))
+ || var->is_in_buffer_block() || (strncmp(var->name, "gl_", 3) == 0))
continue;
add.process(var);
if (!found)
continue;
+ struct gl_uniform_storage *storage =
+ &shader_program->UniformStorage[location];
+
+ /* Do not associate any uniform storage to built-in uniforms */
+ if (storage->builtin)
+ continue;
+
if (location != last_location) {
- struct gl_uniform_storage *storage =
- &shader_program->UniformStorage[location];
enum gl_uniform_driver_format format = uniform_native;
unsigned columns = 0;
break;
case GLSL_TYPE_SAMPLER:
case GLSL_TYPE_IMAGE:
+ case GLSL_TYPE_SUBROUTINE:
format = uniform_native;
columns = 1;
break;
mesa_inst->Opcode = inst->op;
mesa_inst->CondUpdate = inst->cond_update;
if (inst->saturate)
- mesa_inst->SaturateMode = SATURATE_ZERO_ONE;
+ mesa_inst->Saturate = GL_TRUE;
mesa_inst->DstReg.File = inst->dst.file;
mesa_inst->DstReg.Index = inst->dst.index;
mesa_inst->DstReg.CondMask = inst->dst.cond_mask;
if (options->EmitNoIndirectInput || options->EmitNoIndirectOutput
|| options->EmitNoIndirectTemp || options->EmitNoIndirectUniform)
progress =
- lower_variable_index_to_cond_assign(ir,
+ lower_variable_index_to_cond_assign(prog->_LinkedShaders[i]->Stage, ir,
options->EmitNoIndirectInput,
options->EmitNoIndirectOutput,
options->EmitNoIndirectTemp,
if (prog->LinkStatus) {
if (!ctx->Driver.LinkShader(ctx, prog)) {
prog->LinkStatus = GL_FALSE;
+ } else {
+ build_program_resource_list(prog);
}
}