st/mesa: pass gl_program to st_bind_images()

We no longer need anything from gl_linked_shader.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit is contained in:
Timothy Arceri 2016-11-09 13:41:50 +11:00
parent 59ac77b410
commit 270e584a86
1 changed files with 22 additions and 24 deletions

View File

@ -45,21 +45,21 @@
#include "st_format.h"
static void
st_bind_images(struct st_context *st, struct gl_linked_shader *shader,
enum pipe_shader_type shader_type)
st_bind_images(struct st_context *st, struct gl_program *prog,
enum pipe_shader_type shader_type)
{
unsigned i;
struct pipe_image_view images[MAX_IMAGE_UNIFORMS];
struct gl_program_constants *c;
if (!shader || !st->pipe->set_shader_images)
if (!prog || !st->pipe->set_shader_images)
return;
c = &st->ctx->Const.Program[shader->Stage];
c = &st->ctx->Const.Program[prog->info.stage];
for (i = 0; i < shader->Program->info.num_images; i++) {
for (i = 0; i < prog->info.num_images; i++) {
struct gl_image_unit *u =
&st->ctx->ImageUnits[shader->Program->sh.ImageUnits[i]];
&st->ctx->ImageUnits[prog->sh.ImageUnits[i]];
struct st_texture_object *stObj = st_texture_object(u->TexObj);
struct pipe_image_view *img = &images[i];
@ -119,14 +119,12 @@ st_bind_images(struct st_context *st, struct gl_linked_shader *shader,
}
}
cso_set_shader_images(st->cso_context, shader_type, 0,
shader->Program->info.num_images, images);
prog->info.num_images, images);
/* clear out any stale shader images */
if (shader->Program->info.num_images < c->MaxImageUniforms)
if (prog->info.num_images < c->MaxImageUniforms)
cso_set_shader_images(
st->cso_context, shader_type,
shader->Program->info.num_images,
c->MaxImageUniforms - shader->Program->info.num_images,
NULL);
st->cso_context, shader_type, prog->info.num_images,
c->MaxImageUniforms - prog->info.num_images, NULL);
}
static void bind_vs_images(struct st_context *st)
@ -134,10 +132,10 @@ static void bind_vs_images(struct st_context *st)
struct gl_shader_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
if (!prog)
if (!prog || !prog->_LinkedShaders[MESA_SHADER_VERTEX])
return;
st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_VERTEX], PIPE_SHADER_VERTEX);
st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_VERTEX]->Program, PIPE_SHADER_VERTEX);
}
const struct st_tracked_state st_bind_vs_images = {
@ -149,10 +147,10 @@ static void bind_fs_images(struct st_context *st)
struct gl_shader_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
if (!prog)
if (!prog || !prog->_LinkedShaders[MESA_SHADER_FRAGMENT])
return;
st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_FRAGMENT], PIPE_SHADER_FRAGMENT);
st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program, PIPE_SHADER_FRAGMENT);
}
const struct st_tracked_state st_bind_fs_images = {
@ -164,10 +162,10 @@ static void bind_gs_images(struct st_context *st)
struct gl_shader_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
if (!prog)
if (!prog || !prog->_LinkedShaders[MESA_SHADER_GEOMETRY])
return;
st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_GEOMETRY], PIPE_SHADER_GEOMETRY);
st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program, PIPE_SHADER_GEOMETRY);
}
const struct st_tracked_state st_bind_gs_images = {
@ -179,10 +177,10 @@ static void bind_tcs_images(struct st_context *st)
struct gl_shader_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
if (!prog)
if (!prog || !prog->_LinkedShaders[MESA_SHADER_TESS_CTRL])
return;
st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_TESS_CTRL], PIPE_SHADER_TESS_CTRL);
st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_TESS_CTRL]->Program, PIPE_SHADER_TESS_CTRL);
}
const struct st_tracked_state st_bind_tcs_images = {
@ -194,10 +192,10 @@ static void bind_tes_images(struct st_context *st)
struct gl_shader_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
if (!prog)
if (!prog || !prog->_LinkedShaders[MESA_SHADER_TESS_EVAL])
return;
st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_TESS_EVAL], PIPE_SHADER_TESS_EVAL);
st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_TESS_EVAL]->Program, PIPE_SHADER_TESS_EVAL);
}
const struct st_tracked_state st_bind_tes_images = {
@ -209,10 +207,10 @@ static void bind_cs_images(struct st_context *st)
struct gl_shader_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
if (!prog)
if (!prog || !prog->_LinkedShaders[MESA_SHADER_COMPUTE])
return;
st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_COMPUTE], PIPE_SHADER_COMPUTE);
st_bind_images(st, prog->_LinkedShaders[MESA_SHADER_COMPUTE]->Program, PIPE_SHADER_COMPUTE);
}
const struct st_tracked_state st_bind_cs_images = {