meta: Use the _mesa_meta_compile_and_link_program helper more places.

Less boilerplate.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
This commit is contained in:
Kenneth Graunke 2016-03-15 16:21:36 -07:00
parent 2b9f0dffe0
commit a7e9b31d5b
2 changed files with 8 additions and 40 deletions

View file

@ -1537,21 +1537,8 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
if (clear->ShaderProg != 0)
return;
vs = _mesa_CreateShader(GL_VERTEX_SHADER);
_mesa_ShaderSource(vs, 1, &vs_source, NULL);
_mesa_CompileShader(vs);
fs = _mesa_CreateShader(GL_FRAGMENT_SHADER);
_mesa_ShaderSource(fs, 1, &fs_source, NULL);
_mesa_CompileShader(fs);
clear->ShaderProg = _mesa_CreateProgram();
_mesa_AttachShader(clear->ShaderProg, fs);
_mesa_DeleteShader(fs);
_mesa_AttachShader(clear->ShaderProg, vs);
_mesa_DeleteShader(vs);
_mesa_ObjectLabel(GL_PROGRAM, clear->ShaderProg, -1, "meta clear");
_mesa_LinkProgram(clear->ShaderProg);
_mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, "meta clear",
&clear->ShaderProg);
has_integer_textures = _mesa_is_gles3(ctx) ||
(_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
@ -1585,26 +1572,15 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
" out_color = color;\n"
"}\n");
vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER,
vs_int_source);
fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER,
fs_int_source);
_mesa_meta_compile_and_link_program(ctx, vs_int_source, fs_int_source,
"integer clear",
&clear->IntegerShaderProg);
ralloc_free(shader_source_mem_ctx);
clear->IntegerShaderProg = _mesa_CreateProgram();
_mesa_AttachShader(clear->IntegerShaderProg, fs);
_mesa_DeleteShader(fs);
_mesa_AttachShader(clear->IntegerShaderProg, vs);
_mesa_DeleteShader(vs);
/* Note that user-defined out attributes get automatically assigned
* locations starting from 0, so we don't need to explicitly
* BindFragDataLocation to 0.
*/
_mesa_ObjectLabel(GL_PROGRAM, clear->IntegerShaderProg, -1,
"integer clear");
_mesa_meta_link_program_with_debug(ctx, clear->IntegerShaderProg);
}
}

View file

@ -127,7 +127,6 @@ brw_bind_rep_write_shader(struct brw_context *brw, float *color)
" gl_FragColor = color;\n"
"}\n";
GLuint vs, fs;
struct brw_fast_clear_state *clear = brw->fast_clear_state;
struct gl_context *ctx = &brw->ctx;
@ -137,16 +136,9 @@ brw_bind_rep_write_shader(struct brw_context *brw, float *color)
return;
}
vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
clear->shader_prog = _mesa_CreateProgram();
_mesa_AttachShader(clear->shader_prog, fs);
_mesa_DeleteShader(fs);
_mesa_AttachShader(clear->shader_prog, vs);
_mesa_DeleteShader(vs);
_mesa_ObjectLabel(GL_PROGRAM, clear->shader_prog, -1, "meta repclear");
_mesa_LinkProgram(clear->shader_prog);
_mesa_meta_compile_and_link_program(ctx, vs_source, fs_source,
"meta repclear",
&clear->shader_prog);
clear->color_location =
_mesa_GetUniformLocation(clear->shader_prog, "color");