Commit graph

183 commits

Author SHA1 Message Date
Marek Olšák
002211f9ee mesa: move ShaderCompilerOptions into gl_constants
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
2014-08-11 21:53:57 +02:00
Ian Romanick
7b18983147 glsl: Rebuild the symbol table without unreachable symbols
Previously we had to keep unreachable global symbols in the symbol table
because the symbol table is used during linking.  Having the symbol
table retain pointers to freed memory... what could possibly go wrong?
At the same time, this meant that we kept live references to tons of
memory that was no longer needed.

New strategy:  destroy the old symbol table, and make a new one from the
reachable symbols.

Valgrind massif results for a trimmed apitrace of dota2:

                  n        time(i)         total(B)   useful-heap(B) extra-heap(B)    stacks(B)
Before (32-bit): 59 40,642,425,451       76,337,968       69,720,886     6,617,082            0
After  (32-bit): 46 40,661,487,174       75,116,800       68,854,065     6,262,735            0

Before (64-bit): 79 37,179,441,771      106,986,512       98,112,095     8,874,417            0
After  (64-bit): 64 37,200,329,700      104,872,672       96,514,546     8,358,126            0

A real savings of 846KiB on 32-bit and 1.5MiB on 64-bit.

v2: (by Kenneth Graunke) Just add the ir_function from the IR stream,
    rather than looking it up in the symbol table; they're now
    identical.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2014-08-04 15:48:09 -07:00
Kenneth Graunke
1e0da6233b util: Move ralloc to a new src/util directory.
For a long time, we've wanted a place to put utility code which isn't
directly tied to Mesa or Gallium internals.  This patch creates a new
src/util directory for exactly that purpose, and builds the contents as
libmesautil.la.

ralloc seemed like a good first candidate.  These days, it's directly
used by mesa/main, i965, i915, and r300g, so keeping it in src/glsl
didn't make much sense.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>

v2 (Jason Ekstrand): More realloc uses and some scons fixes

Signed-off-by: Jason Ekstrand <jason.ekstrand@intel.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2014-08-04 11:06:58 -07:00
Marek Olšák
b0ff18bd34 glsl: add a mechanism to allow #extension directives in the middle of shaders
This is needed to make Unigine Heaven 4.0 and Unigine Valley 1.0 work
with sample shading.

Also, if this is disabled, the error message at least makes sense now.

Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-07-18 01:58:58 +02:00
Ilia Mirkin
df61553070 glsl: add support for AMD_vertex_shader_viewport_index
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Tested-by: Tobias Droste <tdroste@gmx.de>
2014-07-02 21:59:38 -04:00
Matt Turner
6e217ad1d7 glsl: Use foreach_list_typed when possible.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-07-01 08:55:51 -07:00
Chris Forbes
fcc9b4c15e glsl: Add extension plumbing for ARB_fragment_layer_viewport
Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-06-22 16:52:15 +12:00
Matt Turner
f043971097 glsl: Pass in options to do_algebraic().
Will be used in the next commit.

Reviewed-by: Eric Anholt <eric@anholt.net>
2014-06-19 16:11:51 -07:00
Matt Turner
1d9f74eda7 glsl: Rebalance expression trees that are reduction operations.
The intention of this pass was to give us better instruction scheduling
opportunities, but it unexpectedly reduced some instruction counts as
well:

total instructions in shared programs: 1666639 -> 1666073 (-0.03%)
instructions in affected programs:     54612 -> 54046 (-1.04%)
(and trades 4 SIMD16 programs in SS3)
2014-06-19 16:11:51 -07:00
Tapani Pälli
8381f0f0c3 glsl: add enable bit for ARB_explicit_uniform_location
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-06-16 06:49:59 +03:00
Chris Forbes
5ecffe5a3a glsl: Add support for precise redeclarations
This works like glsl-1.20+'s invariant redeclarations, but with fewer
restrictions, since `precise` is allowed on pretty much anything.

Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2014-06-04 18:56:05 +12:00
Chia-I Wu
267e28bb62 glsl: make static constant variables "static const"
This allows them to be moved to .rodata, and allow us to be sure that they
will not be modified.

Signed-off-by: Chia-I Wu <olv@lunarg.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
2014-05-02 10:50:14 -07:00
Ian Romanick
7d9adef340 mesa: Enable GL_EXT_separate_shader_objects for OpenGL ES
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2014-05-02 07:20:10 -07:00
Ian Romanick
507b875cf5 glsl: Sort the list of extensions
ARB, OES, then everything else.  If there's ever a KHR shading language
extension, it should go between ARB and OES.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Acked-by: Eric Anholt <eric@anholt.net>
2014-05-02 07:20:10 -07:00
Ian Romanick
e608449d3e mesa/sso: Enable GL_ARB_separate_shader_objects by default
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2014-05-02 07:20:08 -07:00
Anuj Phogat
9bcb0a8532 glsl: Apply the link error conditions to GL_ARB_fragment_coord_conventions
Link error conditions added in previous patch are equally applicable
to GL_ARB_fragment_coord_conventions implementation. Extension's spec
says:
   "If gl_FragCoord is redeclared in any fragment shader in a program,
    it must be redeclared in all the fragment shaders in that program
    that have a static use of gl_FragCoord. All redeclarations of
    gl_FragCoord in all fragment shaders in a single program must have
    the same set of qualifiers."

Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-05-01 10:58:39 -07:00
Anuj Phogat
35f11e85cb glsl: Link error if fs defines conflicting qualifiers for gl_FragCoord
GLSL 1.50 spec says:
   "If gl_FragCoord is redeclared in any fragment shader in a program,
    it must be redeclared in all the fragment shaders in that
    program that have a static use gl_FragCoord. All redeclarations of
    gl_FragCoord in all fragment shaders in a single program must
    have the same set of qualifiers."

This patch causes the shader link to fail if we have multiple fragment
shaders with conflicting layout qualifiers for gl_FragCoord.

V2: Restructure the code and add conditions to correctly handle the
    following case:

fragment shader 1:
layout(origin_upper_left) in vec4 gl_FragCoord;
void main()
{
    foo();
    gl_FragColor = gl_FragData;
}

fragment shader 2:
layout(pixel_center_integer) in vec4 gl_FragCoord;
void foo()
{
}

V3:
Allow linking in the following case:
fragment shader 1:
void main()
{
    foo();
    gl_FragColor = gl_FragCoord;
}

fragment shader 2:
in vec4 gl_FragCoord;
void foo()
{
   ...
}

Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-05-01 10:58:39 -07:00
Kenneth Graunke
8268a2f347 glsl: Pass gl_shader_compiler_optimizations to unroll_loops().
Loop unrolling will need to know a few more options in the future.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
2014-04-11 17:41:39 -07:00
Kenneth Graunke
da22221aa3 glsl: Drop do_common_optimization's max_unroll_iterations parameter.
Now that we pass in gl_shader_compiler_options, it makes sense to just
use options->MaxUnrollIterations, rather than passing a separate
parameter.

Half of the invocations already passed options->MaxUnrollIterations,
while the other half passed in a hardcoded value of 32.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
2014-04-11 17:41:37 -07:00
Kenneth Graunke
73f80c20f6 glsl: Pass ctx->Const.NativeIntegers to do_algebraic.
The next patch will introduce an optimization that only works when
integers are not represented as floating point values.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-04-08 00:02:06 -07:00
Kenneth Graunke
169c645f12 glsl: Pass ctx->Const.NativeIntegers to do_common_optimization().
The next few patches will introduce an optimization that only works when
integers are not represented as floating point values.

v2: Re-word-wrap a line, as requested by Ian Romanick.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-04-08 00:02:03 -07:00
Chia-I Wu
5d76e44643 glsl: remove UBO fields from _mesa_glsl_parse_state
They are not needed since 514f8c7ec7.

Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-04-01 13:41:20 +08:00
Sir Anthony
433d562ac6 glsl: Extend ast location structure to hande end token position.
Reviewed-by: Carl Worth <cworth@cworth.org>
2014-03-08 01:29:00 -08:00
Eric Anholt
1e3bd9f9a5 glsl: Add a file argument to the IR printer.
While we want to be able to print to stdout for glsl_compiler, for
debugging drivers we want to be able to dump to stderr because that's
where other driver debug (like LIBGL_DEBUG) tends to go, and because some
apps actually close stdout to shut up their own messages (such as the X
Server, or NWN).

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-02-22 19:23:21 -08:00
Ian Romanick
f3b184590f mesa/sso: Add extension tracking for ARB_separate_shader_objects
This adds the necessary bits for both the API and the GLSL compiler.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2014-02-21 15:41:02 -08:00
Jordan Justen
313402048f glsl/linker: produce gl_shader_program Geom.Invocations
Grab the parsed invocation count, check for consistency
during linking, and finally save the result in
gl_shader_program Geom.Invocations.

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
2014-02-20 10:33:08 -08:00
Jordan Justen
0c558f9ee6 glsl: convert GS input primitive to use ast_type_qualifier
We introduce a new merge_in_qualifier ast_type_qualifier
which allows specialized handling of merging input layout
qualifiers.

By merging layout qualifiers into state->in_qualifier, we
allow multiple input qualifiers. For example, the primitive
type can be specified specified separately from the
invocations count (ARB_gpu_shader5).

state->gs_input_prim_type is moved into state->in_qualifier->prim_type

state->gs_input_prim_type_specified is still processed separately
so we can determine when the input primitive is specified. This
is important since certain scenerios are not supported until after
the primitive type has been specified in the shader code.

v4:
 * Merge with compute shader input layout qualifiers

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
2014-02-20 10:33:08 -08:00
Francisco Jerez
87acc7c650 glsl: Add built-in constants for ARB_shader_image_load_store.
v2: Add them on GLSL version 4.20 too.

Reviewed-by: Paul Berry <stereotype441@gmail.com>
2014-02-12 18:44:05 +01:00
Francisco Jerez
fcd869ed56 glsl/parser: Handle the early_fragment_tests input layout qualifier.
v2: Only allow the early_fragment_tests qualifier in fragment shaders.

Reviewed-by: Paul Berry <stereotype441@gmail.com>
2014-02-12 18:44:05 +01:00
Francisco Jerez
9e611fc72d glsl: Add ARB_shader_image_load_store extension enables.
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2014-02-12 18:39:48 +01:00
Paul Berry
0fa74e848f glsl/cs: Handle compute shader local_size_{x,y,z} declaration.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2014-02-05 09:03:44 -08:00
Paul Berry
0398b69954 mesa/cs: Implement MAX_COMPUTE_WORK_GROUP_COUNT constant.
v2: Document that the 3-element array MaxComputeWorkGroupCount is
indexed by dimension.

Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2014-02-05 09:03:08 -08:00
Paul Berry
347dde82e6 mesa/cs: Implement MAX_COMPUTE_WORK_GROUP_SIZE constant.
v2: Document that the 3-element array MaxComputeWorkGroupSize is
indexed by dimension.

Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2014-02-05 09:01:54 -08:00
Paul Berry
b7d05a58ae mesa/cs: Add extension enable flags for ARB_compute_shader.
Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-02-05 08:59:37 -08:00
Anuj Phogat
c907595ba7 glsl: Disable ARB_texture_rectangle in shader version 100.
OpenGL with ARB_ES2_compatibility allows shaders that specify #version
100.

This fixes the Khronos OpenGL test(Texture_Rectangle_Samplers_frag.test)
failure.

Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
2014-01-23 11:33:22 -08:00
Matt Turner
e0648015e9 glsl: Mark GLSL 4.40 as a known version.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-01-23 11:33:22 -08:00
Timothy Arceri
b0c64d3cc6 glsl: remove remaining is_array variables
Previously the reason we needed is_array was because we used array_size == NULL to
 represent both non-arrays and unsized arrays.  Now that we use a non-NULL
array_specifier to represent an unsized array, is_array is redundant.

Signed-off-by: Timothy Arceri <t_arceri@yahoo.com.au>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2014-01-23 23:37:37 +11:00
Timothy Arceri
bfb48750f0 glsl: Add ARB_arrays_of_arrays support to yacc definition and ast
Adds array specifier object to hold array information

Signed-off-by: Timothy Arceri <t_arceri@yahoo.com.au>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2014-01-23 23:31:10 +11:00
Paul Berry
0da1a2cc36 glsl: Simplify aggregate type inference to prepare for ARB_arrays_of_arrays.
Most of the time it is not necessary to perform type inference to
compile GLSL; the type of every expression can be inferred from the
contents of the expression itself (and previous type declarations).
The exception is aggregate initializers: their type is determined by
the LHS of the variable being assigned to.  For example, in the
statement:

   mat2 foo = { { 1, 2 }, { 3, 4 } };

the type of { 1, 2 } is only known to be vec2 (as opposed to, say,
ivec2, uvec2, int[2], or a struct) because of the fact that the result
is being assigned to a mat2.

Previous to this patch, we handled this situation by doing some type
inference during parsing: when parsing a declaration like the one
above, we would call _mesa_set_aggregate_type(), which would infer the
type of each aggregate initializer and store it in the corresponding
ast_aggregate_initializer::constructor_type field.  Since this
happened at parse time, we couldn't do the type inference using
glsl_type objects; we had to use ast_type_specifiers, which are much
more awkward to work with.  Things are about to get more complicated
when we add support for ARB_arrays_of_arrays.

This patch simplifies things by postponing the call to
_mesa_set_aggregate_type() until ast-to-hir time, when we have access
to glsl_type objects.  As a side benefit, we only need to have one
call to _mesa_set_aggregate_type() now, instead of six.

Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-01-22 11:08:30 -08:00
Matt Turner
4bd6e0d7c6 glsl: Vectorize multiple scalar assignments
Reduces vertex shader instruction counts in DOTA2 by 6.42%, L4D2 by
4.61%, and CS:GO by 5.71%.

total instructions in shared programs: 1500153 -> 1498191 (-0.13%)
instructions in affected programs:     59919 -> 57957 (-3.27%)

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-01-21 14:20:44 -08:00
Matt Turner
ebf91993c1 mesa: rename PreferDP4 to OptimizeForAOS.
This flag was really just a proxy for determining whether the backend
was vector (AOS) or scalar (SOA). It will be used to apply a future
optimization only for vector backends.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-01-21 14:20:44 -08:00
Ian Romanick
5439964270 glsl: Add extension infrastructure for ARB_viewport_array
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2014-01-20 11:32:00 -08:00
Paul Berry
84732a982c mesa: replace ctx->Const.{Vertex,Fragment,Geomtery}Program with an array.
These are replaced with
ctx->Const.Program[MESA_SHADER_{VERTEX,FRAGMENT,GEOMETRY}].  In
patches to follow, this will allow us to replace a lot of ad-hoc logic
with a variable index into the array.

With the exception of the changes to mtypes.h, this patch was
generated entirely by the command:

    find src -type f '(' -iname '*.c' -o -iname '*.cpp' -o -iname '*.py' \
    -o -iname '*.y' ')' -print0 | xargs -0 sed -i \
    -e 's/Const\.VertexProgram/Const.Program[MESA_SHADER_VERTEX]/g' \
    -e 's/Const\.GeometryProgram/Const.Program[MESA_SHADER_GEOMETRY]/g' \
    -e 's/Const\.FragmentProgram/Const.Program[MESA_SHADER_FRAGMENT]/g'

Suggested-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2014-01-09 09:31:01 -08:00
Paul Berry
31ec2f8338 mesa: Remove _mesa_progshader_enum_to_string(), which is no longer used.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
2014-01-08 07:32:14 -08:00
Paul Berry
9110078209 glsl: Change _mesa_glsl_parse_state ctor to use gl_shader_stage enum.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>

v2: Also rename "target" param to "stage".

Reviewed-by: Brian Paul <brianp@vmware.com>
2014-01-08 07:31:49 -08:00
Paul Berry
e3b86f07da 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>
2014-01-08 07:31:45 -08:00
Paul Berry
665b8d7b6d mesa: Clean up nomenclature for pipeline stages.
Previously, we had an enum called gl_shader_type which represented
pipeline stages in the order they occur in the pipeline
(i.e. MESA_SHADER_VERTEX=0, MESA_SHADER_GEOMETRY=1, etc), and several
inconsistently named functions for converting between it and other
representations:

- _mesa_shader_type_to_string: gl_shader_type -> string
- _mesa_shader_type_to_index: GLenum (GL_*_SHADER) -> gl_shader_type
- _mesa_program_target_to_index: GLenum (GL_*_PROGRAM) -> gl_shader_type
- _mesa_shader_enum_to_string: GLenum (GL_*_{SHADER,PROGRAM}) -> string

This patch tries to clean things up so that we use more consistent
terminology: the enum is now called gl_shader_stage (to emphasize that
it is in the order of pipeline stages), and the conversion functions are:

- _mesa_shader_stage_to_string: gl_shader_stage -> string
- _mesa_shader_enum_to_shader_stage: GLenum (GL_*_SHADER) -> gl_shader_stage
- _mesa_program_enum_to_shader_stage: GLenum (GL_*_PROGRAM) -> gl_shader_stage
- _mesa_progshader_enum_to_string: GLenum (GL_*_{SHADER,PROGRAM}) -> string

In addition, MESA_SHADER_TYPES has been renamed to MESA_SHADER_STAGES,
for consistency with the new name for the enum.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>

v2: Also rename the "target" field of _mesa_glsl_parse_state and the
"target" parameter of _mesa_shader_stage_to_string to "stage".

Reviewed-by: Brian Paul <brianp@vmware.com>
2014-01-08 07:30:30 -08:00
Maxence Le Doré
1a9e8c23eb mesa: enable AMD_shader_trinary_minmax
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2014-01-06 14:28:10 -08:00
Maxence Le Doré
ff50493bb3 glsl: Add extension tracking for AMD_shader_trinary_minmax
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2014-01-06 14:28:02 -08:00
Paul Berry
26707abe56 Rename overloads of _mesa_glsl_shader_target_name().
Previously, _mesa_glsl_shader_target_name() had an overload for GLenum
and an overload for the gl_shader_type enum, each of which behaved
differently.  However, since GLenum is a synonym for unsigned int, and
unsigned ints are often used in place of gl_shader_type (e.g. in loop
indices), there was a big risk of calling the wrong overload by
mistake.  This patch gives the two overloads different names so that
it's always clear which one we mean to call.

Reviewed-by: Brian Paul <brianp@vmware.com>
2013-12-30 11:21:08 -08:00