glsl/mesa: stop duplicating tes layout values

We already store this in gl_shader and gl_program here we
remove it from gl_shader_program and just use the values
from gl_shader.

This will allow us to keep the shader cache restore code as
simple as it can be while making it somewhat clearer where these
values originate from.

V2: remove unnecessary NULL check

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Iago Toral <itoral@igalia.com>
This commit is contained in:
Timothy Arceri 2016-06-22 12:41:27 +10:00 committed by Timothy Arceri
parent f3ae370a36
commit 24b3be0938
4 changed files with 28 additions and 28 deletions

View File

@ -1886,19 +1886,15 @@ link_tes_in_layout_qualifiers(struct gl_shader_program *prog,
"primitive modes.\n");
return;
}
prog->TessEval.PrimitiveMode = linked_shader->TessEval.PrimitiveMode;
if (linked_shader->TessEval.Spacing == 0)
linked_shader->TessEval.Spacing = GL_EQUAL;
prog->TessEval.Spacing = linked_shader->TessEval.Spacing;
if (linked_shader->TessEval.VertexOrder == 0)
linked_shader->TessEval.VertexOrder = GL_CCW;
prog->TessEval.VertexOrder = linked_shader->TessEval.VertexOrder;
if (linked_shader->TessEval.PointMode == -1)
linked_shader->TessEval.PointMode = GL_FALSE;
prog->TessEval.PointMode = linked_shader->TessEval.PointMode;
}

View File

@ -206,9 +206,10 @@ _mesa_valid_prim_mode(struct gl_context *ctx, GLenum mode, const char *name)
GLenum mode_before_gs = mode;
if (tes) {
if (tes->TessEval.PointMode)
struct gl_shader *tes_sh = tes->_LinkedShaders[MESA_SHADER_TESS_EVAL];
if (tes_sh->TessEval.PointMode)
mode_before_gs = GL_POINTS;
else if (tes->TessEval.PrimitiveMode == GL_ISOLINES)
else if (tes_sh->TessEval.PrimitiveMode == GL_ISOLINES)
mode_before_gs = GL_LINES;
else
/* the GL_QUADS mode generates triangles too */
@ -321,10 +322,10 @@ _mesa_valid_prim_mode(struct gl_context *ctx, GLenum mode, const char *name)
else if (ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]) {
struct gl_shader_program *tes =
ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
if (tes->TessEval.PointMode)
struct gl_shader *tes_sh = tes->_LinkedShaders[MESA_SHADER_TESS_EVAL];
if (tes_sh->TessEval.PointMode)
pass = ctx->TransformFeedback.Mode == GL_POINTS;
else if (tes->TessEval.PrimitiveMode == GL_ISOLINES)
else if (tes_sh->TessEval.PrimitiveMode == GL_ISOLINES)
pass = ctx->TransformFeedback.Mode == GL_LINES;
else
pass = ctx->TransformFeedback.Mode == GL_TRIANGLES;

View File

@ -2726,13 +2726,6 @@ struct gl_shader_program
* Tessellation Evaluation shader state from layout qualifiers.
*/
struct {
/** GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
GLenum PrimitiveMode;
/** GL_EQUAL, GL_FRACTIONAL_ODD or GL_FRACTIONAL_EVEN */
GLenum Spacing;
/** GL_CW or GL_CCW */
GLenum VertexOrder;
bool PointMode;
/**
* True if gl_ClipDistance is written to. Copied into
* gl_tess_eval_program by _mesa_copy_linked_program_data().

View File

@ -831,26 +831,34 @@ get_programiv(struct gl_context *ctx, GLuint program, GLenum pname,
case GL_TESS_GEN_MODE:
if (!has_tess)
break;
if (check_tes_query(ctx, shProg))
*params = shProg->TessEval.PrimitiveMode;
if (check_tes_query(ctx, shProg)) {
*params = shProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]->
TessEval.PrimitiveMode;
}
return;
case GL_TESS_GEN_SPACING:
if (!has_tess)
break;
if (check_tes_query(ctx, shProg))
*params = shProg->TessEval.Spacing;
if (check_tes_query(ctx, shProg)) {
*params = shProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]->
TessEval.Spacing;
}
return;
case GL_TESS_GEN_VERTEX_ORDER:
if (!has_tess)
break;
if (check_tes_query(ctx, shProg))
*params = shProg->TessEval.VertexOrder;
if (check_tes_query(ctx, shProg)) {
*params = shProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]->
TessEval.VertexOrder;
}
return;
case GL_TESS_GEN_POINT_MODE:
if (!has_tess)
break;
if (check_tes_query(ctx, shProg))
*params = shProg->TessEval.PointMode;
if (check_tes_query(ctx, shProg)) {
*params = shProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]->
TessEval.PointMode;
}
return;
default:
break;
@ -2157,10 +2165,12 @@ _mesa_copy_linked_program_data(gl_shader_stage type,
case MESA_SHADER_TESS_EVAL: {
struct gl_tess_eval_program *dst_tep =
(struct gl_tess_eval_program *) dst;
dst_tep->PrimitiveMode = src->TessEval.PrimitiveMode;
dst_tep->Spacing = src->TessEval.Spacing;
dst_tep->VertexOrder = src->TessEval.VertexOrder;
dst_tep->PointMode = src->TessEval.PointMode;
struct gl_shader *tes_sh = src->_LinkedShaders[MESA_SHADER_TESS_EVAL];
dst_tep->PrimitiveMode = tes_sh->TessEval.PrimitiveMode;
dst_tep->Spacing = tes_sh->TessEval.Spacing;
dst_tep->VertexOrder = tes_sh->TessEval.VertexOrder;
dst_tep->PointMode = tes_sh->TessEval.PointMode;
dst->ClipDistanceArraySize = src->TessEval.ClipDistanceArraySize;
dst->CullDistanceArraySize = src->TessEval.CullDistanceArraySize;
break;