glsl: Move UsesClipDistance from gl_{vertex,geometry}_program into gl_program.

This will make it easier for back-ends to share code between geometry
shader and vertex shader compilation.  Also, it is renamed to
"UsesClipDistanceOut" to clarify that (a) in geometry shaders, it
refers to the gl_ClipDistance output rather than the gl_ClipDistance
input, and (b) it is irrelevant in fragment shaders.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
This commit is contained in:
Paul Berry 2013-10-23 10:59:57 -07:00
parent 44b7ebe52d
commit 11634e491b
4 changed files with 13 additions and 9 deletions

View file

@ -267,7 +267,8 @@ brw_upload_gs_prog(struct brw_context *brw)
memset(&key, 0, sizeof(key));
key.base.program_string_id = gp->id;
brw_setup_vec4_key_clip_info(brw, &key.base, gp->program.UsesClipDistance);
brw_setup_vec4_key_clip_info(brw, &key.base,
gp->program.Base.UsesClipDistanceOut);
/* _NEW_LIGHT | _NEW_BUFFERS */
key.base.clamp_vertex_color = ctx->Light._ClampVertexColor;

View file

@ -420,7 +420,8 @@ static void brw_upload_vs_prog(struct brw_context *brw)
* the inputs it asks for, whether they are varying or not.
*/
key.base.program_string_id = vp->id;
brw_setup_vec4_key_clip_info(brw, &key.base, vp->program.UsesClipDistance);
brw_setup_vec4_key_clip_info(brw, &key.base,
vp->program.Base.UsesClipDistanceOut);
/* _NEW_POLYGON */
if (brw->gen < 6) {

View file

@ -1965,6 +1965,12 @@ struct gl_program
GLboolean UsesGather; /**< Does this program use gather4 at all? */
/**
* For vertex and geometry shaders, true if the program uses the
* gl_ClipDistance output. Ignored for fragment shaders.
*/
GLboolean UsesClipDistanceOut;
/** Named parameters, constants, etc. from program text */
struct gl_program_parameter_list *Parameters;
@ -2009,7 +2015,6 @@ struct gl_vertex_program
{
struct gl_program Base; /**< base class */
GLboolean IsPositionInvariant;
GLboolean UsesClipDistance;
};
@ -2023,7 +2028,6 @@ struct gl_geometry_program
GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
GLboolean UsesClipDistance;
GLboolean UsesEndPrimitive;
};

View file

@ -1855,10 +1855,8 @@ _mesa_copy_linked_program_data(gl_shader_type type,
struct gl_program *dst)
{
switch (type) {
case MESA_SHADER_VERTEX: {
struct gl_vertex_program *dst_vp = (struct gl_vertex_program *) dst;
dst_vp->UsesClipDistance = src->Vert.UsesClipDistance;
}
case MESA_SHADER_VERTEX:
dst->UsesClipDistanceOut = src->Vert.UsesClipDistance;
break;
case MESA_SHADER_GEOMETRY: {
struct gl_geometry_program *dst_gp = (struct gl_geometry_program *) dst;
@ -1866,7 +1864,7 @@ _mesa_copy_linked_program_data(gl_shader_type type,
dst_gp->VerticesOut = src->Geom.VerticesOut;
dst_gp->InputType = src->Geom.InputType;
dst_gp->OutputType = src->Geom.OutputType;
dst_gp->UsesClipDistance = src->Geom.UsesClipDistance;
dst->UsesClipDistanceOut = src->Geom.UsesClipDistance;
dst_gp->UsesEndPrimitive = src->Geom.UsesEndPrimitive;
}
break;