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glsl: Modify interface to link_invalidate_variable_locations
This will make it easier to unit test this function in successive patches. Also, correct the prototype in linker.h. It was... wrong. v2: Split the interface change from adding the unit tests. Suggested by Paul. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Paul Berry <stereotype441@gmail.com>
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2 changed files with 7 additions and 7 deletions
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@ -366,10 +366,10 @@ parse_program_resource_name(const GLchar *name,
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void
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link_invalidate_variable_locations(gl_shader *sh, int input_base,
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link_invalidate_variable_locations(exec_list *ir, int input_base,
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int output_base)
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{
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foreach_list(node, sh->ir) {
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foreach_list(node, ir) {
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ir_variable *const var = ((ir_instruction *) node)->as_variable();
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if (var == NULL)
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@ -2217,17 +2217,17 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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/* Mark all generic shader inputs and outputs as unpaired. */
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if (prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL) {
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link_invalidate_variable_locations(
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prog->_LinkedShaders[MESA_SHADER_VERTEX],
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prog->_LinkedShaders[MESA_SHADER_VERTEX]->ir,
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VERT_ATTRIB_GENERIC0, VARYING_SLOT_VAR0);
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}
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if (prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) {
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link_invalidate_variable_locations(
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prog->_LinkedShaders[MESA_SHADER_GEOMETRY],
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prog->_LinkedShaders[MESA_SHADER_GEOMETRY]->ir,
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VARYING_SLOT_VAR0, VARYING_SLOT_VAR0);
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}
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if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] != NULL) {
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link_invalidate_variable_locations(
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prog->_LinkedShaders[MESA_SHADER_FRAGMENT],
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prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir,
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VARYING_SLOT_VAR0, FRAG_RESULT_DATA0);
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}
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@ -31,8 +31,8 @@ link_function_calls(gl_shader_program *prog, gl_shader *main,
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gl_shader **shader_list, unsigned num_shaders);
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extern void
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link_invalidate_variable_locations(gl_shader *sh, enum ir_variable_mode mode,
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int generic_base);
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link_invalidate_variable_locations(exec_list *ir, int input_base,
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int output_base);
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extern void
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link_assign_uniform_locations(struct gl_shader_program *prog);
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