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i965/vs: Make vec4_vs_visitor class derived from vec4_visitor.
This patch just creates the derived class; later patches will migrate VS-specific functions and data structures from the base class into the derived class. Reviewed-by: Jordan Justen <jordan.l.justen@intel.com> Reviewed-by: Eric Anholt <eric@anholt.net> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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4 changed files with 37 additions and 2 deletions
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@ -1532,7 +1532,7 @@ brw_vs_emit(struct brw_context *brw,
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}
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}
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vec4_visitor v(brw, c, prog_data, prog, shader, mem_ctx);
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vec4_vs_visitor v(brw, c, prog_data, prog, shader, mem_ctx);
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if (!v.run()) {
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prog->LinkStatus = false;
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ralloc_strcat(&prog->InfoLog, v.fail_msg);
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@ -486,6 +486,17 @@ public:
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void dump_instructions();
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};
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class vec4_vs_visitor : public vec4_visitor
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{
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public:
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vec4_vs_visitor(struct brw_context *brw,
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struct brw_vs_compile *c,
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struct brw_vs_prog_data *prog_data,
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struct gl_shader_program *prog,
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struct brw_shader *shader,
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void *mem_ctx);
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};
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/**
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* The vertex shader code generator.
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*
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@ -3033,6 +3033,17 @@ vec4_visitor::~vec4_visitor()
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}
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vec4_vs_visitor::vec4_vs_visitor(struct brw_context *brw,
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struct brw_vs_compile *c,
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struct brw_vs_prog_data *prog_data,
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struct gl_shader_program *prog,
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struct brw_shader *shader,
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void *mem_ctx)
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: vec4_visitor(brw, c, prog_data, prog, shader, mem_ctx)
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{
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}
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void
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vec4_visitor::fail(const char *format, ...)
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{
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@ -42,6 +42,19 @@ public:
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vec4_visitor *v;
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};
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class register_coalesce_vec4_visitor : public vec4_visitor
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{
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public:
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register_coalesce_vec4_visitor(struct brw_context *brw,
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struct brw_vs_compile *c,
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struct gl_shader_program *shader_prog)
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: vec4_visitor(brw, c, NULL, shader_prog, NULL, NULL)
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{
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}
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};
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void register_coalesce_test::SetUp()
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{
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brw = (struct brw_context *)calloc(1, sizeof(*brw));
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@ -53,7 +66,7 @@ void register_coalesce_test::SetUp()
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shader_prog = ralloc(NULL, struct gl_shader_program);
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v = new vec4_visitor(brw, c, NULL, shader_prog, NULL, NULL);
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v = new register_coalesce_vec4_visitor(brw, c, shader_prog);
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_mesa_init_vertex_program(ctx, &c->vp->program, GL_VERTEX_SHADER, 0);
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