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ff_fragment_shader: Access glsl_types directly.
Originally, we didn't have direct accessors for all of the GLSL types, so the only way to get at them was to use the symbol table. Now, we can just get at them directly, which is simpler and faster. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Ben Widawsky <ben@bwidawsk.net>
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1 changed files with 15 additions and 15 deletions
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@ -914,54 +914,54 @@ static void load_texture( texenv_fragment_program *p, GLuint unit )
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switch (texTarget) {
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case TEXTURE_1D_INDEX:
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if (p->state->unit[unit].shadow)
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sampler_type = p->shader->symbols->get_type("sampler1DShadow");
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sampler_type = glsl_type::sampler1DShadow_type;
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else
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sampler_type = p->shader->symbols->get_type("sampler1D");
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sampler_type = glsl_type::sampler1D_type;
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coords = 1;
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break;
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case TEXTURE_1D_ARRAY_INDEX:
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if (p->state->unit[unit].shadow)
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sampler_type = p->shader->symbols->get_type("sampler1DArrayShadow");
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sampler_type = glsl_type::sampler1DArrayShadow_type;
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else
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sampler_type = p->shader->symbols->get_type("sampler1DArray");
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sampler_type = glsl_type::sampler1DArray_type;
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coords = 2;
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break;
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case TEXTURE_2D_INDEX:
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if (p->state->unit[unit].shadow)
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sampler_type = p->shader->symbols->get_type("sampler2DShadow");
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sampler_type = glsl_type::sampler2DShadow_type;
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else
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sampler_type = p->shader->symbols->get_type("sampler2D");
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sampler_type = glsl_type::sampler2D_type;
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coords = 2;
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break;
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case TEXTURE_2D_ARRAY_INDEX:
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if (p->state->unit[unit].shadow)
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sampler_type = p->shader->symbols->get_type("sampler2DArrayShadow");
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sampler_type = glsl_type::sampler2DArrayShadow_type;
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else
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sampler_type = p->shader->symbols->get_type("sampler2DArray");
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sampler_type = glsl_type::sampler2DArray_type;
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coords = 3;
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break;
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case TEXTURE_RECT_INDEX:
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if (p->state->unit[unit].shadow)
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sampler_type = p->shader->symbols->get_type("sampler2DRectShadow");
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sampler_type = glsl_type::sampler2DRectShadow_type;
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else
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sampler_type = p->shader->symbols->get_type("sampler2DRect");
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sampler_type = glsl_type::sampler2DRect_type;
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coords = 2;
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break;
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case TEXTURE_3D_INDEX:
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assert(!p->state->unit[unit].shadow);
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sampler_type = p->shader->symbols->get_type("sampler3D");
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sampler_type = glsl_type::sampler3D_type;
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coords = 3;
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break;
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case TEXTURE_CUBE_INDEX:
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if (p->state->unit[unit].shadow)
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sampler_type = p->shader->symbols->get_type("samplerCubeShadow");
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sampler_type = glsl_type::samplerCubeShadow_type;
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else
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sampler_type = p->shader->symbols->get_type("samplerCube");
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sampler_type = glsl_type::samplerCube_type;
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coords = 3;
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break;
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case TEXTURE_EXTERNAL_INDEX:
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assert(!p->state->unit[unit].shadow);
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sampler_type = p->shader->symbols->get_type("samplerExternalOES");
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sampler_type = glsl_type::samplerExternalOES_type;
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coords = 2;
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break;
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}
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@ -1241,7 +1241,7 @@ create_new_program(struct gl_context *ctx, struct state_key *key)
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state->symbols->add_function(main_f);
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ir_function_signature *main_sig =
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new(p.mem_ctx) ir_function_signature(p.shader->symbols->get_type("void"));
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new(p.mem_ctx) ir_function_signature(glsl_type::void_type);
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main_sig->is_defined = true;
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main_f->add_signature(main_sig);
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