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glsl: Make more use of gl_shader_stage enum in lower_clip_distance.cpp.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Brian Paul <brianp@vmware.com>
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1 changed files with 8 additions and 8 deletions
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@ -54,10 +54,10 @@ namespace {
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class lower_clip_distance_visitor : public ir_rvalue_visitor {
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public:
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explicit lower_clip_distance_visitor(GLenum shader_type)
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explicit lower_clip_distance_visitor(gl_shader_stage shader_stage)
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: progress(false), old_clip_distance_1d_var(NULL),
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old_clip_distance_2d_var(NULL), new_clip_distance_1d_var(NULL),
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new_clip_distance_2d_var(NULL), shader_type(shader_type)
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new_clip_distance_2d_var(NULL), shader_stage(shader_stage)
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{
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}
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@ -96,9 +96,9 @@ public:
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ir_variable *new_clip_distance_2d_var;
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/**
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* Type of shader we are compiling (e.g. GL_VERTEX_SHADER)
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* Type of shader we are compiling (e.g. MESA_SHADER_VERTEX)
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*/
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const GLenum shader_type;
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const gl_shader_stage shader_stage;
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};
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} /* anonymous namespace */
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@ -142,7 +142,7 @@ lower_clip_distance_visitor::visit(ir_variable *ir)
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} else {
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/* 2D gl_ClipDistance (used for geometry input). */
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assert(ir->data.mode == ir_var_shader_in &&
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this->shader_type == GL_GEOMETRY_SHADER_ARB);
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this->shader_stage == MESA_SHADER_GEOMETRY);
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if (this->old_clip_distance_2d_var)
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return visit_continue;
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@ -253,7 +253,7 @@ lower_clip_distance_visitor::is_clip_distance_vec8(ir_rvalue *ir)
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}
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if (this->old_clip_distance_2d_var) {
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/* 2D clip distance is only possible as a geometry input */
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assert(this->shader_type == GL_GEOMETRY_SHADER_ARB);
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assert(this->shader_stage == MESA_SHADER_GEOMETRY);
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ir_dereference_array *array_ref = ir->as_dereference_array();
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if (array_ref) {
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@ -288,7 +288,7 @@ lower_clip_distance_visitor::lower_clip_distance_vec8(ir_rvalue *ir)
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}
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if (this->old_clip_distance_2d_var) {
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/* 2D clip distance is only possible as a geometry input */
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assert(this->shader_type == GL_GEOMETRY_SHADER_ARB);
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assert(this->shader_stage == MESA_SHADER_GEOMETRY);
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ir_dereference_array *array_ref = ir->as_dereference_array();
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if (array_ref) {
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@ -536,7 +536,7 @@ lower_clip_distance_visitor::visit_leave(ir_call *ir)
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bool
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lower_clip_distance(gl_shader *shader)
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{
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lower_clip_distance_visitor v(shader->Type);
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lower_clip_distance_visitor v(shader->Stage);
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visit_list_elements(&v, shader->ir);
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