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glsl: support compilation of geometry shaders
This commit adds all of the parsing and semantics for GLSL 150 style
geometry shaders.
v2 (Paul Berry <stereotype441@gmail.com>): Add a few missing calls to
get_pipeline_stage(). Fix some signed/unsigned comparison warnings.
Fix handling of NULL consumer in assign_varying_locations().
v3 (Bryan Cain <bryancain3@gmail.com>): fix indexing order of 2D
arrays. Also, allow interpolation qualifiers in geometry shaders.
v4 (Paul Berry <stereotype441@gmail.com>): Eliminate
get_pipeline_stage()--it is no longer needed thanks to 030ca23 (mesa:
renumber shader indices according to their placement in pipeline).
Remove 2D stuff. Move vertices_per_prim() to ir.h, so that it will be
accessible from outside the linker. Remove
inject_num_vertices_visitor. Rework for GLSL 1.50.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
v5 (Paul Berry <stereotype441@gmail.com>): Split out
do_set_program_inouts() argument refactoring to a separate patch.
Move geom_array_resizing_visitor to later in the series.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
parent
844bd71736
commit
2548092ad8
5 changed files with 103 additions and 11 deletions
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@ -2056,11 +2056,11 @@ apply_type_qualifier_to_variable(const struct ast_type_qualifier *qual,
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var->interpolation = INTERP_QUALIFIER_NONE;
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if (var->interpolation != INTERP_QUALIFIER_NONE &&
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!(state->target == vertex_shader && var->mode == ir_var_shader_out) &&
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!(state->target == fragment_shader && var->mode == ir_var_shader_in)) {
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((state->target == vertex_shader && var->mode == ir_var_shader_in) ||
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(state->target == fragment_shader && var->mode == ir_var_shader_out))) {
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_mesa_glsl_error(loc, state,
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"interpolation qualifier `%s' can only be applied to "
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"vertex shader outputs and fragment shader inputs",
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"interpolation qualifier `%s' cannot be applied to "
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"vertex shader inputs or fragment shader outputs",
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var->interpolation_string());
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}
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@ -2662,6 +2662,26 @@ ast_declarator_list::hir(exec_list *instructions,
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var = new(ctx) ir_variable(var_type, decl->identifier, ir_var_auto);
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/* The 'varying in' and 'varying out' qualifiers can only be used with
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* ARB_geometry_shader4 and EXT_geometry_shader4, which we don't support
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* yet.
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*/
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if (this->type->qualifier.flags.q.varying) {
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if (this->type->qualifier.flags.q.in) {
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_mesa_glsl_error(& loc, state,
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"`varying in' qualifier in declaration of "
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"`%s' only valid for geometry shaders using "
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"ARB_geometry_shader4 or EXT_geometry_shader4",
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decl->identifier);
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} else if (this->type->qualifier.flags.q.out) {
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_mesa_glsl_error(& loc, state,
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"`varying out' qualifier in declaration of "
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"`%s' only valid for geometry shaders using "
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"ARB_geometry_shader4 or EXT_geometry_shader4",
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decl->identifier);
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}
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}
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/* From page 22 (page 28 of the PDF) of the GLSL 1.10 specification;
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*
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* "Global variables can only use the qualifiers const,
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@ -2906,7 +2926,7 @@ ast_declarator_list::hir(exec_list *instructions,
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}
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break;
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default:
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assert(0);
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break;
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}
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}
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@ -1778,3 +1778,24 @@ ir_rvalue::as_rvalue_to_saturate()
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return NULL;
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}
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unsigned
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vertices_per_prim(GLenum prim)
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{
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switch (prim) {
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case GL_POINTS:
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return 1;
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case GL_LINES:
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return 2;
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case GL_TRIANGLES:
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return 3;
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case GL_LINES_ADJACENCY:
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return 4;
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case GL_TRIANGLES_ADJACENCY:
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return 6;
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default:
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assert(!"Bad primitive");
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return 3;
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}
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}
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@ -2128,4 +2128,7 @@ extern void _mesa_print_ir(struct exec_list *instructions,
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} /* extern "C" */
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#endif
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unsigned
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vertices_per_prim(GLenum prim);
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#endif /* IR_H */
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@ -73,11 +73,14 @@
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#include "linker.h"
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#include "link_varyings.h"
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#include "ir_optimization.h"
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#include "ir_rvalue_visitor.h"
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extern "C" {
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#include "main/shaderobj.h"
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}
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void linker_error(gl_shader_program *, const char *, ...);
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/**
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* Visitor that determines whether or not a variable is ever written.
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*/
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@ -402,6 +405,24 @@ validate_fragment_shader_executable(struct gl_shader_program *prog,
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}
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}
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/**
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* Verify that a geometry shader executable meets all semantic requirements
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*
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* Also sets prog->Geom.VerticesIn as a side effect.
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*
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* \param shader Geometry shader executable to be verified
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*/
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void
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validate_geometry_shader_executable(struct gl_shader_program *prog,
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struct gl_shader *shader)
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{
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if (shader == NULL)
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return;
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unsigned num_vertices = vertices_per_prim(prog->Geom.InputType);
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prog->Geom.VerticesIn = num_vertices;
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}
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/**
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* Generate a string describing the mode of a variable
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@ -1613,11 +1634,15 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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unsigned num_vert_shaders = 0;
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struct gl_shader **frag_shader_list;
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unsigned num_frag_shaders = 0;
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struct gl_shader **geom_shader_list;
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unsigned num_geom_shaders = 0;
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vert_shader_list = (struct gl_shader **)
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calloc(prog->NumShaders, sizeof(struct gl_shader *));
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frag_shader_list = (struct gl_shader **)
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calloc(prog->NumShaders, sizeof(struct gl_shader *));
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geom_shader_list = (struct gl_shader **)
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calloc(prog->NumShaders, sizeof(struct gl_shader *));
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unsigned min_version = UINT_MAX;
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unsigned max_version = 0;
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@ -1643,8 +1668,8 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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num_frag_shaders++;
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break;
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case GL_GEOMETRY_SHADER:
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/* FINISHME: Support geometry shaders. */
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assert(prog->Shaders[i]->Type != GL_GEOMETRY_SHADER);
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geom_shader_list[num_geom_shaders] = prog->Shaders[i];
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num_geom_shaders++;
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break;
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}
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}
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@ -1706,6 +1731,22 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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sh);
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}
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if (num_geom_shaders > 0) {
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gl_shader *const sh =
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link_intrastage_shaders(mem_ctx, ctx, prog, geom_shader_list,
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num_geom_shaders);
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if (!prog->LinkStatus)
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goto done;
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validate_geometry_shader_executable(prog, sh);
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if (!prog->LinkStatus)
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goto done;
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_mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_GEOMETRY],
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sh);
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}
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/* Here begins the inter-stage linking phase. Some initial validation is
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* performed, then locations are assigned for uniforms, attributes, and
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* varyings.
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@ -1792,7 +1833,11 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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prog->_LinkedShaders[MESA_SHADER_VERTEX],
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VERT_ATTRIB_GENERIC0, VARYING_SLOT_VAR0);
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}
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/* FINISHME: Geometry shaders not implemented yet */
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if (prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) {
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link_invalidate_variable_locations(
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prog->_LinkedShaders[MESA_SHADER_GEOMETRY],
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VARYING_SLOT_VAR0, VARYING_SLOT_VAR0);
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}
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if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] != NULL) {
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link_invalidate_variable_locations(
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prog->_LinkedShaders[MESA_SHADER_FRAGMENT],
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@ -1826,7 +1871,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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* non-zero, but the program object has no vertex or geometry
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* shader;
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*/
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if (first >= MESA_SHADER_FRAGMENT) {
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if (first == MESA_SHADER_FRAGMENT) {
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linker_error(prog, "Transform feedback varyings specified, but "
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"no vertex or geometry shader is present.");
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goto done;
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@ -1950,6 +1995,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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done:
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free(vert_shader_list);
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free(frag_shader_list);
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free(geom_shader_list);
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for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
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if (prog->_LinkedShaders[i] == NULL)
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@ -1852,7 +1852,7 @@ struct gl_program
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GLuint Id;
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GLubyte *String; /**< Null-terminated program text */
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GLint RefCount;
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GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB */
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GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
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GLenum Format; /**< String encoding format */
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struct prog_instruction *Instructions;
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@ -1919,6 +1919,7 @@ struct gl_geometry_program
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{
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struct gl_program Base; /**< base class */
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GLint VerticesIn;
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GLint VerticesOut;
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GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
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GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
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@ -2321,6 +2322,7 @@ struct gl_shader_program
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/** Geometry shader state - copied into gl_geometry_program at link time */
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struct {
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GLint VerticesIn;
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GLint VerticesOut;
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GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
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GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
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