mirror of
https://gitlab.freedesktop.org/mesa/mesa.git
synced 2025-12-22 13:30:12 +01:00
mesa: Use gl_shader::Stage instead of gl_shader::Type where possible.
This reduces confusion since gl_shader::Type is sometimes
GL_SHADER_PROGRAM_MESA but is more frequently
GL_SHADER_{VERTEX,GEOMETRY,FRAGMENT}. It also has the advantage that
when switching on gl_shader::Stage, the compiler will alert if one of
the possible enum types is unhandled. Finally, many functions in
src/glsl (especially those dealing with linking) already use
gl_shader_stage to represent pipeline stages; using gl_shader::Stage
in those functions avoids the need for a conversion.
Note: in the process I changed _mesa_write_shader_to_file() so that if
it encounters an unexpected shader stage, it will use a file suffix of
"????" rather than "geom".
Reviewed-by: Brian Paul <brianp@vmware.com>
v2: Split from patch "mesa: Store gl_shader_stage enum in gl_shader objects."
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
parent
65511e5f22
commit
e3b86f07da
11 changed files with 51 additions and 46 deletions
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@ -1448,7 +1448,7 @@ static void
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set_shader_inout_layout(struct gl_shader *shader,
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struct _mesa_glsl_parse_state *state)
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{
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if (shader->Type != GL_GEOMETRY_SHADER) {
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if (shader->Stage != MESA_SHADER_GEOMETRY) {
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/* Should have been prevented by the parser. */
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assert(!state->gs_input_prim_type_specified);
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assert(!state->out_qualifier->flags.i);
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@ -1516,7 +1516,7 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
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if (!state->error && !shader->ir->is_empty()) {
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struct gl_shader_compiler_options *options =
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&ctx->ShaderCompilerOptions[_mesa_shader_enum_to_shader_stage(shader->Type)];
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&ctx->ShaderCompilerOptions[shader->Stage];
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/* Do some optimization at compile time to reduce shader IR size
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* and reduce later work if the same shader is linked multiple times
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@ -313,7 +313,7 @@ validate_interstage_inout_blocks(struct gl_shader_program *prog,
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const gl_shader *consumer)
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{
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interface_block_definitions definitions;
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const bool extra_array_level = consumer->Type == GL_GEOMETRY_SHADER;
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const bool extra_array_level = consumer->Stage == MESA_SHADER_GEOMETRY;
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/* Add input interfaces from the consumer to the symbol table. */
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foreach_list(node, consumer->ir) {
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@ -1072,7 +1072,7 @@ assign_varying_locations(struct gl_context *ctx,
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const unsigned producer_base = VARYING_SLOT_VAR0;
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const unsigned consumer_base = VARYING_SLOT_VAR0;
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varying_matches matches(ctx->Const.DisableVaryingPacking,
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consumer && consumer->Type == GL_FRAGMENT_SHADER);
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consumer && consumer->Stage == MESA_SHADER_FRAGMENT);
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hash_table *tfeedback_candidates
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= hash_table_ctor(0, hash_table_string_hash, hash_table_string_compare);
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hash_table *consumer_inputs
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@ -1217,9 +1217,9 @@ assign_varying_locations(struct gl_context *ctx,
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linker_error(prog, "%s shader varying %s not written "
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"by %s shader\n.",
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_mesa_progshader_enum_to_string(consumer->Type),
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_mesa_shader_stage_to_string(consumer->Stage),
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var->name,
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_mesa_progshader_enum_to_string(producer->Type));
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_mesa_shader_stage_to_string(producer->Stage));
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}
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/* An 'in' variable is only really a shader input if its
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@ -1250,14 +1250,14 @@ check_against_output_limit(struct gl_context *ctx,
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}
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unsigned max_output_components;
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switch (producer->Type) {
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case GL_VERTEX_SHADER:
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switch (producer->Stage) {
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case MESA_SHADER_VERTEX:
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max_output_components = ctx->Const.VertexProgram.MaxOutputComponents;
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break;
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case GL_GEOMETRY_SHADER:
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case MESA_SHADER_GEOMETRY:
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max_output_components = ctx->Const.GeometryProgram.MaxOutputComponents;
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break;
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case GL_FRAGMENT_SHADER:
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case MESA_SHADER_FRAGMENT:
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default:
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assert(!"Should not get here.");
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return false;
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@ -1299,14 +1299,14 @@ check_against_input_limit(struct gl_context *ctx,
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}
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unsigned max_input_components;
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switch (consumer->Type) {
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case GL_GEOMETRY_SHADER:
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switch (consumer->Stage) {
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case MESA_SHADER_GEOMETRY:
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max_input_components = ctx->Const.GeometryProgram.MaxInputComponents;
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break;
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case GL_FRAGMENT_SHADER:
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case MESA_SHADER_FRAGMENT:
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max_input_components = ctx->Const.FragmentProgram.MaxInputComponents;
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break;
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case GL_VERTEX_SHADER:
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case MESA_SHADER_VERTEX:
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default:
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assert(!"Should not get here.");
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return false;
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@ -438,7 +438,7 @@ analyze_clip_usage(struct gl_shader_program *prog,
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if (clip_vertex.variable_found() && clip_distance.variable_found()) {
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linker_error(prog, "%s shader writes to both `gl_ClipVertex' "
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"and `gl_ClipDistance'\n",
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_mesa_progshader_enum_to_string(shader->Type));
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_mesa_shader_stage_to_string(shader->Stage));
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return;
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}
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*UsesClipDistance = clip_distance.variable_found();
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@ -1209,7 +1209,7 @@ link_gs_inout_layout_qualifiers(struct gl_shader_program *prog,
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/* No in/out qualifiers defined for anything but GLSL 1.50+
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* geometry shaders so far.
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*/
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if (linked_shader->Type != GL_GEOMETRY_SHADER || prog->Version < 150)
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if (linked_shader->Stage != MESA_SHADER_GEOMETRY || prog->Version < 150)
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return;
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/* From the GLSL 1.50 spec, page 46:
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@ -1376,7 +1376,7 @@ link_intrastage_shaders(void *mem_ctx,
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if (main == NULL) {
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linker_error(prog, "%s shader lacks `main'\n",
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_mesa_progshader_enum_to_string(shader_list[0]->Type));
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_mesa_shader_stage_to_string(shader_list[0]->Stage));
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return NULL;
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}
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@ -1450,7 +1450,7 @@ link_intrastage_shaders(void *mem_ctx,
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validate_ir_tree(linked->ir);
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/* Set the size of geometry shader input arrays */
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if (linked->Type == GL_GEOMETRY_SHADER) {
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if (linked->Stage == MESA_SHADER_GEOMETRY) {
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unsigned num_vertices = vertices_per_prim(prog->Geom.InputType);
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geom_array_resize_visitor input_resize_visitor(num_vertices, prog);
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foreach_iter(exec_list_iterator, iter, *linked->ir) {
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@ -2049,16 +2049,16 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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goto done;
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}
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switch (prog->Shaders[i]->Type) {
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case GL_VERTEX_SHADER:
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switch (prog->Shaders[i]->Stage) {
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case MESA_SHADER_VERTEX:
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vert_shader_list[num_vert_shaders] = prog->Shaders[i];
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num_vert_shaders++;
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break;
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case GL_FRAGMENT_SHADER:
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case MESA_SHADER_FRAGMENT:
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frag_shader_list[num_frag_shaders] = prog->Shaders[i];
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num_frag_shaders++;
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break;
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case GL_GEOMETRY_SHADER:
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case MESA_SHADER_GEOMETRY:
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geom_shader_list[num_geom_shaders] = prog->Shaders[i];
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num_geom_shaders++;
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break;
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@ -669,7 +669,7 @@ lower_packed_varyings(void *mem_ctx, unsigned location_base,
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gs_input_vertices, &new_instructions);
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visitor.run(instructions);
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if (mode == ir_var_shader_out) {
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if (shader->Type == GL_GEOMETRY_SHADER) {
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if (shader->Stage == MESA_SHADER_GEOMETRY) {
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/* For geometry shaders, outputs need to be lowered before each call
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* to EmitVertex()
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*/
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@ -512,7 +512,7 @@ do_dead_builtin_varyings(struct gl_context *ctx,
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tfeedback_decl *tfeedback_decls)
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{
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/* Lower the gl_FragData array to separate variables. */
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if (consumer && consumer->Type == GL_FRAGMENT_SHADER) {
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if (consumer && consumer->Stage == MESA_SHADER_FRAGMENT) {
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lower_fragdata_array(consumer->ir);
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}
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@ -574,7 +574,7 @@ do_dead_builtin_varyings(struct gl_context *ctx,
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* This doesn't prevent elimination of the gl_TexCoord elements which
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* are not read by the fragment shader. We want to eliminate those anyway.
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*/
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if (consumer->Type == GL_FRAGMENT_SHADER) {
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if (consumer->Stage == MESA_SHADER_FRAGMENT) {
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producer_info.texcoord_usage = (1 << MAX_TEXTURE_COORD_UNITS) - 1;
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}
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@ -262,7 +262,8 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
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if (ctx->Shader.Flags & GLSL_DUMP) {
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printf("\n");
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printf("GLSL IR for linked %s program %d:\n",
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_mesa_progshader_enum_to_string(shader->base.Type), shProg->Name);
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_mesa_shader_stage_to_string(shader->base.Stage),
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shProg->Name);
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_mesa_print_ir(shader->base.ir, NULL);
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printf("\n");
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}
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@ -275,7 +276,7 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
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continue;
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printf("GLSL %s shader %d source for linked program %d:\n",
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_mesa_progshader_enum_to_string(sh->Type),
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_mesa_shader_stage_to_string(sh->Stage),
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i,
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shProg->Name);
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printf("%s", sh->Source);
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@ -842,7 +842,7 @@ brw_upload_ubo_surfaces(struct brw_context *brw,
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brw_create_constant_surface(brw, bo, binding->Offset,
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bo->size - binding->Offset,
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&surf_offsets[i],
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shader->Type == GL_FRAGMENT_SHADER);
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shader->Stage == MESA_SHADER_FRAGMENT);
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}
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if (shader->NumUniformBlocks)
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@ -778,7 +778,7 @@ compile_shader(struct gl_context *ctx, GLuint shaderObj)
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if (!sh)
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return;
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options = &ctx->ShaderCompilerOptions[_mesa_shader_enum_to_shader_stage(sh->Type)];
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options = &ctx->ShaderCompilerOptions[sh->Stage];
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/* set default pragma state for shader */
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sh->Pragmas = options->DefaultPragmas;
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@ -791,7 +791,7 @@ compile_shader(struct gl_context *ctx, GLuint shaderObj)
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} else {
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if (ctx->Shader.Flags & GLSL_DUMP) {
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printf("GLSL source for %s shader %d:\n",
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_mesa_progshader_enum_to_string(sh->Type), sh->Name);
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_mesa_shader_stage_to_string(sh->Stage), sh->Name);
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printf("%s\n", sh->Source);
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}
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@ -823,7 +823,7 @@ compile_shader(struct gl_context *ctx, GLuint shaderObj)
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if (!sh->CompileStatus) {
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if (ctx->Shader.Flags & GLSL_DUMP_ON_ERROR) {
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fprintf(stderr, "GLSL source for %s shader %d:\n",
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_mesa_progshader_enum_to_string(sh->Type), sh->Name);
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_mesa_shader_stage_to_string(sh->Stage), sh->Name);
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fprintf(stderr, "%s\n", sh->Source);
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fprintf(stderr, "Info Log:\n%s\n", sh->InfoLog);
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fflush(stderr);
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@ -898,7 +898,7 @@ print_shader_info(const struct gl_shader_program *shProg)
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printf("Mesa: glUseProgram(%u)\n", shProg->Name);
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for (i = 0; i < shProg->NumShaders; i++) {
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printf(" %s shader %u, checksum %u\n",
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_mesa_progshader_enum_to_string(shProg->Shaders[i]->Type),
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_mesa_shader_stage_to_string(shProg->Shaders[i]->Stage),
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shProg->Shaders[i]->Name,
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shProg->Shaders[i]->SourceChecksum);
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}
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@ -2493,8 +2493,7 @@ _mesa_generate_parameters_list_for_uniforms(struct gl_shader_program
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struct gl_program_parameter_list
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*params)
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{
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add_uniform_to_shader add(shader_program, params,
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_mesa_shader_enum_to_shader_stage(sh->Type));
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add_uniform_to_shader add(shader_program, params, sh->Stage);
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foreach_list(node, sh->ir) {
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ir_variable *var = ((ir_instruction *) node)->as_variable();
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@ -2801,18 +2800,18 @@ get_mesa_program(struct gl_context *ctx,
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int i;
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struct gl_program *prog;
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GLenum target;
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const char *target_string = _mesa_progshader_enum_to_string(shader->Type);
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const char *target_string = _mesa_shader_stage_to_string(shader->Stage);
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struct gl_shader_compiler_options *options =
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&ctx->ShaderCompilerOptions[_mesa_shader_enum_to_shader_stage(shader->Type)];
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&ctx->ShaderCompilerOptions[shader->Stage];
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switch (shader->Type) {
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case GL_VERTEX_SHADER:
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switch (shader->Stage) {
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case MESA_SHADER_VERTEX:
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target = GL_VERTEX_PROGRAM_ARB;
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break;
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case GL_FRAGMENT_SHADER:
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case MESA_SHADER_FRAGMENT:
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target = GL_FRAGMENT_PROGRAM_ARB;
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break;
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case GL_GEOMETRY_SHADER:
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case MESA_SHADER_GEOMETRY:
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target = GL_GEOMETRY_PROGRAM_NV;
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break;
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default:
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@ -3007,7 +3006,7 @@ _mesa_ir_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
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bool progress;
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exec_list *ir = prog->_LinkedShaders[i]->ir;
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const struct gl_shader_compiler_options *options =
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&ctx->ShaderCompilerOptions[_mesa_shader_enum_to_shader_stage(prog->_LinkedShaders[i]->Type)];
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&ctx->ShaderCompilerOptions[prog->_LinkedShaders[i]->Stage];
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do {
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progress = false;
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@ -1005,16 +1005,21 @@ _mesa_print_parameter_list(const struct gl_program_parameter_list *list)
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void
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_mesa_write_shader_to_file(const struct gl_shader *shader)
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{
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const char *type;
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const char *type = "????";
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char filename[100];
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FILE *f;
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if (shader->Type == GL_FRAGMENT_SHADER)
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switch (shader->Stage) {
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case MESA_SHADER_FRAGMENT:
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type = "frag";
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else if (shader->Type == GL_VERTEX_SHADER)
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break;
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case MESA_SHADER_VERTEX:
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type = "vert";
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else
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break;
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case MESA_SHADER_GEOMETRY:
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type = "geom";
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break;
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}
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_mesa_snprintf(filename, sizeof(filename), "shader_%u.%s", shader->Name, type);
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f = fopen(filename, "w");
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@ -1061,7 +1066,7 @@ _mesa_append_uniforms_to_file(const struct gl_shader *shader)
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char filename[100];
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FILE *f;
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if (shader->Type == GL_FRAGMENT_SHADER)
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if (shader->Stage == MESA_SHADER_FRAGMENT)
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type = "frag";
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else
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type = "vert";
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