i965: Pass gl_program pointers into precompile functions.

We'd like to do precompiling for ARB vertex and fragment programs,
which only have gl_program structures - gl_shader_program is NULL.

This patch makes the various precompile functions take a gl_program
parameter directly, rather than accessing it via gl_shader_program.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Reviewed-by: Matt Turner <mattst88@gmail.com>
This commit is contained in:
Kenneth Graunke 2014-11-23 23:26:00 -08:00
parent d54925df9c
commit 62b425448c
7 changed files with 33 additions and 29 deletions

View File

@ -3749,16 +3749,14 @@ brw_wm_fs_emit(struct brw_context *brw,
}
bool
brw_fs_precompile(struct gl_context *ctx, struct gl_shader_program *prog)
brw_fs_precompile(struct gl_context *ctx,
struct gl_shader_program *shader_prog,
struct gl_program *prog)
{
struct brw_context *brw = brw_context(ctx);
struct brw_wm_prog_key key;
if (!prog->_LinkedShaders[MESA_SHADER_FRAGMENT])
return true;
struct gl_fragment_program *fp = (struct gl_fragment_program *)
prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program;
struct gl_fragment_program *fp = (struct gl_fragment_program *) prog;
struct brw_fragment_program *bfp = brw_fragment_program(fp);
bool program_uses_dfdy = fp->UsesDFdy;
@ -3816,7 +3814,7 @@ brw_fs_precompile(struct gl_context *ctx, struct gl_shader_program *prog)
uint32_t old_prog_offset = brw->wm.base.prog_offset;
struct brw_wm_prog_data *old_prog_data = brw->wm.prog_data;
bool success = do_wm_prog(brw, prog, bfp, &key);
bool success = do_wm_prog(brw, shader_prog, bfp, &key);
brw->wm.base.prog_offset = old_prog_offset;
brw->wm.prog_data = old_prog_data;

View File

@ -797,6 +797,8 @@ private:
bool brw_do_channel_expressions(struct exec_list *instructions);
bool brw_do_vector_splitting(struct exec_list *instructions);
bool brw_fs_precompile(struct gl_context *ctx, struct gl_shader_program *prog);
bool brw_fs_precompile(struct gl_context *ctx,
struct gl_shader_program *shader_prog,
struct gl_program *prog);
struct brw_reg brw_reg_from_fs_reg(fs_reg *reg);

View File

@ -374,7 +374,9 @@ const struct brw_tracked_state brw_gs_prog = {
bool
brw_gs_precompile(struct gl_context *ctx, struct gl_shader_program *prog)
brw_gs_precompile(struct gl_context *ctx,
struct gl_shader_program *shader_prog,
struct gl_program *prog)
{
struct brw_context *brw = brw_context(ctx);
struct brw_gs_prog_key key;
@ -382,11 +384,7 @@ brw_gs_precompile(struct gl_context *ctx, struct gl_shader_program *prog)
struct brw_gs_prog_data *old_prog_data = brw->gs.prog_data;
bool success;
if (!prog->_LinkedShaders[MESA_SHADER_GEOMETRY])
return true;
struct gl_geometry_program *gp = (struct gl_geometry_program *)
prog->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program;
struct gl_geometry_program *gp = (struct gl_geometry_program *) prog;
struct brw_geometry_program *bgp = brw_geometry_program(gp);
memset(&key, 0, sizeof(key));
@ -398,7 +396,7 @@ brw_gs_precompile(struct gl_context *ctx, struct gl_shader_program *prog)
*/
key.input_varyings = gp->Base.InputsRead;
success = do_gs_prog(brw, prog, bgp, &key);
success = do_gs_prog(brw, shader_prog, bgp, &key);
brw->gs.base.prog_offset = old_prog_offset;
brw->gs.prog_data = old_prog_data;

View File

@ -32,8 +32,11 @@ extern "C" {
struct gl_context;
struct gl_shader_program;
struct gl_program;
bool brw_gs_precompile(struct gl_context *ctx, struct gl_shader_program *prog);
bool brw_gs_precompile(struct gl_context *ctx,
struct gl_shader_program *shader_prog,
struct gl_program *prog);
bool brw_gs_prog_data_compare(const void *a, const void *b);
#ifdef __cplusplus

View File

@ -55,17 +55,20 @@ brw_new_shader(struct gl_context *ctx, GLuint name, GLuint type)
* the eventual NOS used, and thus allows us to produce link failures.
*/
static bool
brw_shader_precompile(struct gl_context *ctx, struct gl_shader_program *prog)
brw_shader_precompile(struct gl_context *ctx,
struct gl_shader_program *sh_prog)
{
struct brw_context *brw = brw_context(ctx);
struct gl_shader *vs = sh_prog->_LinkedShaders[MESA_SHADER_VERTEX];
struct gl_shader *gs = sh_prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
struct gl_shader *fs = sh_prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
if (!brw_fs_precompile(ctx, prog))
if (fs && !brw_fs_precompile(ctx, sh_prog, fs->Program))
return false;
if (!brw_gs_precompile(ctx, prog))
if (gs && !brw_gs_precompile(ctx, sh_prog, gs->Program))
return false;
if (!brw_vs_precompile(ctx, prog))
if (vs && !brw_vs_precompile(ctx, sh_prog, vs->Program))
return false;
return true;

View File

@ -523,7 +523,9 @@ const struct brw_tracked_state brw_vs_prog = {
};
bool
brw_vs_precompile(struct gl_context *ctx, struct gl_shader_program *prog)
brw_vs_precompile(struct gl_context *ctx,
struct gl_shader_program *shader_prog,
struct gl_program *prog)
{
struct brw_context *brw = brw_context(ctx);
struct brw_vs_prog_key key;
@ -531,18 +533,14 @@ brw_vs_precompile(struct gl_context *ctx, struct gl_shader_program *prog)
struct brw_vs_prog_data *old_prog_data = brw->vs.prog_data;
bool success;
if (!prog->_LinkedShaders[MESA_SHADER_VERTEX])
return true;
struct gl_vertex_program *vp = (struct gl_vertex_program *)
prog->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
struct gl_vertex_program *vp = (struct gl_vertex_program *) prog;
struct brw_vertex_program *bvp = brw_vertex_program(vp);
memset(&key, 0, sizeof(key));
brw_vec4_setup_prog_key_for_precompile(ctx, &key.base, bvp->id, &vp->Base);
success = do_vs_prog(brw, prog, bvp, &key);
success = do_vs_prog(brw, shader_prog, bvp, &key);
brw->vs.base.prog_offset = old_prog_offset;
brw->vs.prog_data = old_prog_data;

View File

@ -89,7 +89,9 @@ const unsigned *brw_vs_emit(struct brw_context *brw,
struct brw_vs_prog_data *prog_data,
void *mem_ctx,
unsigned *program_size);
bool brw_vs_precompile(struct gl_context *ctx, struct gl_shader_program *prog);
bool brw_vs_precompile(struct gl_context *ctx,
struct gl_shader_program *shader_prog,
struct gl_program *prog);
void brw_vs_debug_recompile(struct brw_context *brw,
struct gl_shader_program *prog,
const struct brw_vs_prog_key *key);