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nouveau: rename pass0_arb to pass0.
I was expecting to have 2 frontends for the shader code (asm, glsl). With Brian's work on GLSL this is unnecessary :)
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029b81742a
commit
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4 changed files with 5 additions and 6 deletions
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@ -20,7 +20,7 @@ DRIVER_SOURCES = \
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nouveau_span.c \
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nouveau_state.c \
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nouveau_shader.c \
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nouveau_shader_0_arb.c \
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nouveau_shader_0.c \
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nouveau_shader_1.c \
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nouveau_shader_2.c \
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nouveau_tex.c \
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@ -111,7 +111,7 @@ nvsUpdateShader(GLcontext *ctx, nouveauShader *nvs)
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/* Translate to HW format now if necessary */
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if (!nvs->translated) {
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/* Mesa ASM shader -> nouveauShader */
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if (!nouveau_shader_pass0_arb(ctx, nvs))
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if (!nouveau_shader_pass0(ctx, nvs))
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return GL_FALSE;
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/* Basic dead code elimination + register usage info */
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if (!nouveau_shader_pass1(nvs))
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@ -187,7 +187,7 @@ nvsBuildTextShader(GLcontext *ctx, GLenum target, const char *text)
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&nvs->mesa.fp);
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}
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nouveau_shader_pass0_arb(ctx, nvs);
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nouveau_shader_pass0(ctx, nvs);
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nouveau_shader_pass1(nvs);
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nouveau_shader_pass2(nvs);
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@ -366,8 +366,7 @@ extern void NV40FPInitShaderFuncs(nvsFunc *);
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extern void nouveauShaderInitFuncs(GLcontext *ctx);
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extern GLboolean nouveau_shader_pass0_arb(GLcontext *ctx, nouveauShader *nvs);
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extern GLboolean nouveau_shader_pass0_slang(GLcontext *ctx, nouveauShader *nvs);
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extern GLboolean nouveau_shader_pass0(GLcontext *ctx, nouveauShader *nvs);
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extern GLboolean nouveau_shader_pass1(nvsPtr nvs);
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extern GLboolean nouveau_shader_pass2(nvsPtr nvs);
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@ -666,7 +666,7 @@ pass0_translate_instructions(nouveauShader *nvs)
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}
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GLboolean
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nouveau_shader_pass0_arb(GLcontext *ctx, nouveauShader *nvs)
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nouveau_shader_pass0(GLcontext *ctx, nouveauShader *nvs)
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{
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nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
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struct gl_program *prog = (struct gl_program*)nvs;
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