mesa: Store gl_shader_stage enum in gl_shader objects.
Reviewed-by: Brian Paul <brianp@vmware.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@ -362,6 +362,7 @@ main(int argc, char **argv)
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shader->Type = GL_FRAGMENT_SHADER;
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else
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usage_fail(argv[0]);
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shader->Stage = _mesa_shader_enum_to_shader_stage(shader->Type);
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shader->Source = load_text_file(whole_program, argv[optind]);
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if (shader->Source == NULL) {
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@ -76,6 +76,7 @@ _mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type)
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shader = rzalloc(NULL, struct gl_shader);
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if (shader) {
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shader->Type = type;
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shader->Stage = _mesa_shader_enum_to_shader_stage(type);
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shader->Name = name;
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shader->RefCount = 1;
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}
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@ -204,6 +204,7 @@ int test_optpass(int argc, char **argv)
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struct gl_shader *shader = rzalloc(NULL, struct gl_shader);
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shader->Type = shader_type;
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shader->Stage = _mesa_shader_enum_to_shader_stage(shader_type);
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string input = read_stdin_to_eof();
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@ -65,6 +65,7 @@ common_builtin::SetUp()
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this->shader = rzalloc(this->mem_ctx, gl_shader);
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this->shader->Type = this->shader_type;
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this->shader->Stage = _mesa_shader_enum_to_shader_stage(this->shader_type);
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this->state =
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new(mem_ctx) _mesa_glsl_parse_state(&this->ctx, this->shader->Type,
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@ -40,6 +40,7 @@ brw_new_shader(struct gl_context *ctx, GLuint name, GLuint type)
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shader = rzalloc(NULL, struct brw_shader);
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if (shader) {
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shader->base.Type = type;
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shader->base.Stage = _mesa_shader_enum_to_shader_stage(type);
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shader->base.Name = name;
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_mesa_init_shader(ctx, &shader->base);
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}
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@ -2319,6 +2319,7 @@ struct gl_shader
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* Must be the first field.
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*/
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GLenum Type;
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gl_shader_stage Stage;
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GLuint Name; /**< AKA the handle */
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GLchar *Label; /**< GL_KHR_debug */
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GLint RefCount; /**< Reference count */
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@ -110,6 +110,7 @@ _mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type)
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shader = rzalloc(NULL, struct gl_shader);
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if (shader) {
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shader->Type = type;
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shader->Stage = _mesa_shader_enum_to_shader_stage(type);
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shader->Name = name;
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_mesa_init_shader(ctx, shader);
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}
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@ -5207,6 +5207,7 @@ st_new_shader(struct gl_context *ctx, GLuint name, GLuint type)
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shader = rzalloc(NULL, struct gl_shader);
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if (shader) {
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shader->Type = type;
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shader->Stage = _mesa_shader_enum_to_shader_stage(type);
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shader->Name = name;
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_mesa_init_shader(ctx, shader);
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}
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