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glsl: Rename "vertex_input_slots" -> "is_vertex_input"
vertex_input_slots would be an appropriate name for an integer, but not a bool. Also remove a cond ? true : false from a count_attribute_slots() call site, noticed during the rename. Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
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6 changed files with 14 additions and 14 deletions
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@ -149,7 +149,7 @@ void
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ir_set_program_inouts_visitor::mark_whole_variable(ir_variable *var)
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{
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const glsl_type *type = var->type;
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bool vertex_input = false;
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bool is_vertex_input = false;
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if (this->shader_stage == MESA_SHADER_GEOMETRY &&
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var->data.mode == ir_var_shader_in && type->is_array()) {
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type = type->fields.array;
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@ -175,9 +175,9 @@ ir_set_program_inouts_visitor::mark_whole_variable(ir_variable *var)
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if (this->shader_stage == MESA_SHADER_VERTEX &&
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var->data.mode == ir_var_shader_in)
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vertex_input = true;
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is_vertex_input = true;
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mark(this->prog, var, 0, type->count_attribute_slots(vertex_input),
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mark(this->prog, var, 0, type->count_attribute_slots(is_vertex_input),
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this->shader_stage);
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}
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@ -2618,7 +2618,7 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
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return false;
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}
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const unsigned slots = var->type->count_attribute_slots(target_index == MESA_SHADER_VERTEX ? true : false);
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const unsigned slots = var->type->count_attribute_slots(target_index == MESA_SHADER_VERTEX);
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/* If the variable is not a built-in and has a location statically
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* assigned in the shader (presumably via a layout qualifier), make sure
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@ -3575,7 +3575,7 @@ add_shader_variable(struct gl_shader_program *shProg, unsigned stage_mask,
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const char *name, const glsl_type *type,
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bool use_implicit_location, int location)
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{
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const bool vertex_input_slots =
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const bool is_vertex_input =
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programInterface == GL_PROGRAM_INPUT &&
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stage_mask == MESA_SHADER_VERTEX;
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@ -3600,7 +3600,7 @@ add_shader_variable(struct gl_shader_program *shProg, unsigned stage_mask,
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return false;
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field_location +=
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field->type->count_attribute_slots(vertex_input_slots);
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field->type->count_attribute_slots(is_vertex_input);
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}
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return true;
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}
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@ -1897,7 +1897,7 @@ glsl_type::std430_size(bool row_major) const
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}
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unsigned
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glsl_type::count_attribute_slots(bool vertex_input_slots) const
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glsl_type::count_attribute_slots(bool is_vertex_input) const
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{
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/* From page 31 (page 37 of the PDF) of the GLSL 1.50 spec:
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*
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@ -1931,7 +1931,7 @@ glsl_type::count_attribute_slots(bool vertex_input_slots) const
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case GLSL_TYPE_BOOL:
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return this->matrix_columns;
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case GLSL_TYPE_DOUBLE:
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if (this->vector_elements > 2 && !vertex_input_slots)
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if (this->vector_elements > 2 && !is_vertex_input)
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return this->matrix_columns * 2;
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else
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return this->matrix_columns;
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@ -1940,13 +1940,13 @@ glsl_type::count_attribute_slots(bool vertex_input_slots) const
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unsigned size = 0;
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for (unsigned i = 0; i < this->length; i++)
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size += this->fields.structure[i].type->count_attribute_slots(vertex_input_slots);
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size += this->fields.structure[i].type->count_attribute_slots(is_vertex_input);
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return size;
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}
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case GLSL_TYPE_ARRAY:
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return this->length * this->fields.array->count_attribute_slots(vertex_input_slots);
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return this->length * this->fields.array->count_attribute_slots(is_vertex_input);
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case GLSL_TYPE_FUNCTION:
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case GLSL_TYPE_SAMPLER:
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@ -344,7 +344,7 @@ struct glsl_type {
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* For vertex shader attributes - doubles only take one slot.
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* For inter-shader varyings - dvec3/dvec4 take two slots.
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*/
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unsigned count_attribute_slots(bool vertex_input_slots) const;
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unsigned count_attribute_slots(bool is_vertex_input) const;
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/**
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* Alignment in bytes of the start of this type in a std140 uniform
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@ -126,9 +126,9 @@ glsl_get_aoa_size(const struct glsl_type *type)
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unsigned
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glsl_count_attribute_slots(const struct glsl_type *type,
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bool vertex_input_slots)
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bool is_vertex_input)
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{
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return type->count_attribute_slots(vertex_input_slots);
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return type->count_attribute_slots(is_vertex_input);
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}
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const char *
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@ -69,7 +69,7 @@ unsigned glsl_get_length(const struct glsl_type *type);
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unsigned glsl_get_aoa_size(const struct glsl_type *type);
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unsigned glsl_count_attribute_slots(const struct glsl_type *type,
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bool vertex_input_slots);
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bool is_vertex_input);
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const char *glsl_get_struct_elem_name(const struct glsl_type *type,
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unsigned index);
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