mesa: remove _CurrentFragmentProgram from gl_pipeline_object
This was added inb527dd65c8
as a work around because fixed function fragment shaders were tracked in ctx->FragmentProgram._Current as a gl_program rather than gl_shader_program. However after my refactoring of the program and shader structs at the end of 2016 which culminated inc505d6d852
, we no longer need gl_shader_program to track the current program making _CurrentFragmentProgram obsolete. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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276166c45b
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@ -1443,7 +1443,7 @@ brw_upload_wm_ubo_surfaces(struct brw_context *brw)
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{
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struct gl_context *ctx = &brw->ctx;
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/* _NEW_PROGRAM */
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struct gl_program *prog = ctx->_Shader->_CurrentFragmentProgram;
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struct gl_program *prog = ctx->FragmentProgram._Current;
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/* BRW_NEW_FS_PROG_DATA */
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brw_upload_ubo_surfaces(brw, prog, &brw->wm.base, brw->wm.base.prog_data);
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@ -99,7 +99,7 @@ check_blend_func_error(struct gl_context *ctx)
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* the blend equation or "blend_support_all_equations", the error
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* INVALID_OPERATION is generated [...]"
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*/
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const struct gl_program *prog = ctx->_Shader->_CurrentFragmentProgram;
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const struct gl_program *prog = ctx->FragmentProgram._Current;
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const GLbitfield blend_support = !prog ? 0 : prog->sh.fs.BlendSupport;
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if ((blend_support & ctx->Color._AdvancedBlendMode) == 0) {
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@ -3003,8 +3003,6 @@ struct gl_pipeline_object
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struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
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struct gl_program *_CurrentFragmentProgram;
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/**
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* Program used by glUniform calls.
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*
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@ -58,8 +58,6 @@ _mesa_delete_pipeline_object(struct gl_context *ctx,
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{
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unsigned i;
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_mesa_reference_program(ctx, &obj->_CurrentFragmentProgram, NULL);
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for (i = 0; i < MESA_SHADER_STAGES; i++) {
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_mesa_reference_program(ctx, &obj->CurrentProgram[i], NULL);
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_mesa_reference_shader_program(ctx, &obj->ReferencedPrograms[i], NULL);
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@ -155,7 +155,6 @@ _mesa_free_shader_state(struct gl_context *ctx)
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for (int i = 0; i < MESA_SHADER_STAGES; i++) {
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_mesa_reference_program(ctx, &ctx->Shader.CurrentProgram[i], NULL);
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}
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_mesa_reference_program(ctx, &ctx->Shader._CurrentFragmentProgram, NULL);
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_mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, NULL);
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/* Extended for ARB_separate_shader_objects */
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@ -1261,27 +1260,6 @@ use_program(struct gl_context *ctx, gl_shader_stage stage,
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FLUSH_VERTICES(ctx, _NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS);
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}
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/* If the shader is also bound as the current rendering shader, unbind
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* it from that binding point as well. This ensures that the correct
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* semantics of glDeleteProgram are maintained.
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*/
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switch (stage) {
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case MESA_SHADER_VERTEX:
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case MESA_SHADER_TESS_CTRL:
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case MESA_SHADER_TESS_EVAL:
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case MESA_SHADER_GEOMETRY:
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case MESA_SHADER_COMPUTE:
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/* Empty for now. */
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break;
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case MESA_SHADER_FRAGMENT:
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if (*target == ctx->_Shader->_CurrentFragmentProgram) {
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_mesa_reference_program(ctx,
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&ctx->_Shader->_CurrentFragmentProgram,
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NULL);
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}
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break;
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}
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_mesa_reference_shader_program(ctx,
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&shTarget->ReferencedPrograms[stage],
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shProg);
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@ -133,16 +133,12 @@ update_program(struct gl_context *ctx)
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if (fsProg) {
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/* Use GLSL fragment shader */
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_mesa_reference_program(ctx, &ctx->_Shader->_CurrentFragmentProgram,
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fsProg);
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_mesa_reference_program(ctx, &ctx->FragmentProgram._Current, fsProg);
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_mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
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NULL);
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}
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else if (ctx->FragmentProgram._Enabled) {
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/* Use user-defined fragment program */
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_mesa_reference_program(ctx, &ctx->_Shader->_CurrentFragmentProgram,
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NULL);
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_mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
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ctx->FragmentProgram.Current);
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_mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
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@ -151,8 +147,6 @@ update_program(struct gl_context *ctx)
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else if (ctx->ATIFragmentShader._Enabled &&
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ctx->ATIFragmentShader.Current->Program) {
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/* Use the enabled ATI fragment shader's associated program */
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_mesa_reference_program(ctx, &ctx->_Shader->_CurrentFragmentProgram,
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NULL);
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_mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
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ctx->ATIFragmentShader.Current->Program);
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_mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
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@ -162,8 +156,6 @@ update_program(struct gl_context *ctx)
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/* Use fragment program generated from fixed-function state */
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struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx);
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_mesa_reference_program(ctx, &ctx->_Shader->_CurrentFragmentProgram,
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f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
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_mesa_reference_program(ctx, &ctx->FragmentProgram._Current,
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f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program);
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_mesa_reference_program(ctx, &ctx->FragmentProgram._TexEnvProgram,
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