mesa/st: remove unwanted backup file
Fixes: 0ac78dc925
"util: move string_to_uint_map to glsl"
Cc: Emil Velikov <emil.velikov@collabora.com>
Signed-off-by: Eric Engestrom <eric@engestrom.ch>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
This commit is contained in:
parent
81d5c31631
commit
ac0d8dc3fa
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@ -1,479 +0,0 @@
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/*
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* Copyright © 2015 Red Hat
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include "st_nir.h"
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#include "pipe/p_defines.h"
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#include "pipe/p_screen.h"
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#include "pipe/p_context.h"
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#include "program/program.h"
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#include "program/prog_statevars.h"
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#include "program/prog_parameter.h"
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#include "program/ir_to_mesa.h"
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#include "main/mtypes.h"
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#include "main/errors.h"
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#include "main/shaderapi.h"
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#include "main/uniforms.h"
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#include "util/string_to_uint_map.h"
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#include "st_context.h"
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#include "st_program.h"
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#include "compiler/nir/nir.h"
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#include "compiler/glsl_types.h"
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#include "compiler/glsl/glsl_to_nir.h"
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#include "compiler/glsl/ir.h"
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static int
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type_size(const struct glsl_type *type)
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{
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return type->count_attribute_slots(false);
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}
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/* Depending on PIPE_CAP_TGSI_TEXCOORD (st->needs_texcoord_semantic) we
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* may need to fix up varying slots so the glsl->nir path is aligned
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* with the anything->tgsi->nir path.
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*/
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static void
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st_nir_fixup_varying_slots(struct st_context *st, struct exec_list *var_list)
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{
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if (st->needs_texcoord_semantic)
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return;
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nir_foreach_variable(var, var_list) {
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if (var->data.location >= VARYING_SLOT_VAR0) {
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var->data.location += 9;
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} else if ((var->data.location >= VARYING_SLOT_TEX0) &&
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(var->data.location <= VARYING_SLOT_TEX7)) {
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var->data.location += VARYING_SLOT_VAR0 - VARYING_SLOT_TEX0;
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}
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}
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}
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/* input location assignment for VS inputs must be handled specially, so
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* that it is aligned w/ st's vbo state.
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* (This isn't the case with, for ex, FS inputs, which only need to agree
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* on varying-slot w/ the VS outputs)
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*/
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static void
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st_nir_assign_vs_in_locations(struct gl_program *prog, nir_shader *nir)
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{
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unsigned attr, num_inputs = 0;
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unsigned input_to_index[VERT_ATTRIB_MAX] = {0};
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/* TODO de-duplicate w/ similar code in st_translate_vertex_program()? */
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for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
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if ((prog->info.inputs_read & BITFIELD64_BIT(attr)) != 0) {
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input_to_index[attr] = num_inputs;
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num_inputs++;
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if ((prog->info.double_inputs_read & BITFIELD64_BIT(attr)) != 0) {
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/* add placeholder for second part of a double attribute */
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num_inputs++;
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}
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} else {
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input_to_index[attr] = ~0;
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}
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}
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/* bit of a hack, mirroring st_translate_vertex_program */
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input_to_index[VERT_ATTRIB_EDGEFLAG] = num_inputs;
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nir->num_inputs = 0;
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nir_foreach_variable_safe(var, &nir->inputs) {
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attr = var->data.location;
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assert(attr < ARRAY_SIZE(input_to_index));
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if (input_to_index[attr] != ~0u) {
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var->data.driver_location = input_to_index[attr];
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nir->num_inputs++;
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} else {
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/* Move unused input variables to the globals list (with no
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* initialization), to avoid confusing drivers looking through the
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* inputs array and expecting to find inputs with a driver_location
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* set.
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*/
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exec_node_remove(&var->node);
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var->data.mode = nir_var_global;
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exec_list_push_tail(&nir->globals, &var->node);
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}
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}
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}
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static int
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st_nir_lookup_parameter_index(const struct gl_program_parameter_list *params,
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const char *name)
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{
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int loc = _mesa_lookup_parameter_index(params, name);
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/* is there a better way to do this? If we have something like:
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*
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* struct S {
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* float f;
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* vec4 v;
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* };
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* uniform S color;
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*
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* Then what we get in prog->Parameters looks like:
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*
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* 0: Name=color.f, Type=6, DataType=1406, Size=1
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* 1: Name=color.v, Type=6, DataType=8b52, Size=4
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*
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* So the name doesn't match up and _mesa_lookup_parameter_index()
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* fails. In this case just find the first matching "color.*"..
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*
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* Note for arrays you could end up w/ color[n].f, for example.
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*
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* glsl_to_tgsi works slightly differently in this regard. It is
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* emitting something more low level, so it just translates the
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* params list 1:1 to CONST[] regs. Going from GLSL IR to TGSI,
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* it just calculates the additional offset of struct field members
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* in glsl_to_tgsi_visitor::visit(ir_dereference_record *ir) or
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* glsl_to_tgsi_visitor::visit(ir_dereference_array *ir). It never
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* needs to work backwards to get base var loc from the param-list
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* which already has them separated out.
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*/
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if (loc < 0) {
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int namelen = strlen(name);
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for (unsigned i = 0; i < params->NumParameters; i++) {
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struct gl_program_parameter *p = ¶ms->Parameters[i];
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if ((strncmp(p->Name, name, namelen) == 0) &&
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((p->Name[namelen] == '.') || (p->Name[namelen] == '['))) {
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loc = i;
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break;
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}
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}
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}
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return loc;
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}
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static void
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st_nir_assign_uniform_locations(struct gl_program *prog,
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struct gl_shader_program *shader_program,
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struct exec_list *uniform_list, unsigned *size)
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{
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int max = 0;
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int shaderidx = 0;
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nir_foreach_variable(uniform, uniform_list) {
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int loc;
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/*
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* UBO's have their own address spaces, so don't count them towards the
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* number of global uniforms
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*/
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if ((uniform->data.mode == nir_var_uniform || uniform->data.mode == nir_var_shader_storage) &&
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uniform->interface_type != NULL)
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continue;
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if (uniform->type->is_sampler()) {
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unsigned val = 0;
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bool found = shader_program->UniformHash->get(val, uniform->name);
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loc = shaderidx++;
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assert(found);
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(void) found; /* silence unused var warning */
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/* this ensure that nir_lower_samplers looks at the correct
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* shader_program->UniformStorage[location]:
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*/
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uniform->data.location = val;
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} else if (strncmp(uniform->name, "gl_", 3) == 0) {
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const gl_state_index *const stateTokens = (gl_state_index *)uniform->state_slots[0].tokens;
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/* This state reference has already been setup by ir_to_mesa, but we'll
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* get the same index back here.
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*/
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loc = _mesa_add_state_reference(prog->Parameters, stateTokens);
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} else {
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loc = st_nir_lookup_parameter_index(prog->Parameters, uniform->name);
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}
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uniform->data.driver_location = loc;
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max = MAX2(max, loc + type_size(uniform->type));
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}
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*size = max;
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}
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extern "C" {
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/* First half of converting glsl_to_nir.. this leaves things in a pre-
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* nir_lower_io state, so that shader variants can more easily insert/
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* replace variables, etc.
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*/
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nir_shader *
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st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
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struct gl_shader_program *shader_program,
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gl_shader_stage stage)
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{
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struct pipe_screen *pscreen = st->pipe->screen;
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enum pipe_shader_type ptarget = pipe_shader_type_from_mesa(stage);
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const nir_shader_compiler_options *options;
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nir_shader *nir;
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assert(pscreen->get_compiler_options); /* drivers using NIR must implement this */
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options = (const nir_shader_compiler_options *)
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pscreen->get_compiler_options(pscreen, PIPE_SHADER_IR_NIR, ptarget);
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assert(options);
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if (prog->nir)
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return prog->nir;
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nir = glsl_to_nir(shader_program, stage, options);
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NIR_PASS_V(nir, nir_lower_io_to_temporaries,
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nir_shader_get_entrypoint(nir),
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true, true);
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NIR_PASS_V(nir, nir_lower_global_vars_to_local);
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NIR_PASS_V(nir, nir_split_var_copies);
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NIR_PASS_V(nir, nir_lower_var_copies);
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NIR_PASS_V(nir, st_nir_lower_builtin);
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NIR_PASS_V(nir, nir_lower_atomics, shader_program);
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/* fragment shaders may need : */
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if (stage == MESA_SHADER_FRAGMENT) {
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static const gl_state_index wposTransformState[STATE_LENGTH] = {
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STATE_INTERNAL, STATE_FB_WPOS_Y_TRANSFORM
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};
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nir_lower_wpos_ytransform_options wpos_options = { { 0 } };
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struct pipe_screen *pscreen = st->pipe->screen;
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memcpy(wpos_options.state_tokens, wposTransformState,
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sizeof(wpos_options.state_tokens));
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wpos_options.fs_coord_origin_upper_left =
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pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT);
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wpos_options.fs_coord_origin_lower_left =
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pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT);
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wpos_options.fs_coord_pixel_center_integer =
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pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER);
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wpos_options.fs_coord_pixel_center_half_integer =
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pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER);
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if (nir_lower_wpos_ytransform(nir, &wpos_options)) {
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nir_validate_shader(nir);
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_mesa_add_state_reference(prog->Parameters, wposTransformState);
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}
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}
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if (st->ctx->_Shader->Flags & GLSL_DUMP) {
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_mesa_log("\n");
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_mesa_log("NIR IR for linked %s program %d:\n",
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_mesa_shader_stage_to_string(stage),
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shader_program->Name);
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nir_print_shader(nir, _mesa_get_log_file());
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_mesa_log("\n\n");
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}
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prog->nir = nir;
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return nir;
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}
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/* TODO any better helper somewhere to sort a list? */
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static void
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insert_sorted(struct exec_list *var_list, nir_variable *new_var)
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{
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nir_foreach_variable(var, var_list) {
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if (var->data.location > new_var->data.location) {
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exec_node_insert_node_before(&var->node, &new_var->node);
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return;
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}
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}
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exec_list_push_tail(var_list, &new_var->node);
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}
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static void
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sort_varyings(struct exec_list *var_list)
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{
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struct exec_list new_list;
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exec_list_make_empty(&new_list);
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nir_foreach_variable_safe(var, var_list) {
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exec_node_remove(&var->node);
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insert_sorted(&new_list, var);
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}
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exec_list_move_nodes_to(&new_list, var_list);
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}
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/* Second half of preparing nir from glsl, which happens after shader
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* variant lowering.
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*/
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void
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st_finalize_nir(struct st_context *st, struct gl_program *prog, nir_shader *nir)
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{
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struct pipe_screen *screen = st->pipe->screen;
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NIR_PASS_V(nir, nir_split_var_copies);
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NIR_PASS_V(nir, nir_lower_var_copies);
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NIR_PASS_V(nir, nir_lower_io_types);
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if (nir->stage == MESA_SHADER_VERTEX) {
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/* Needs special handling so drvloc matches the vbo state: */
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st_nir_assign_vs_in_locations(prog, nir);
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/* Re-lower global vars, to deal with any dead VS inputs. */
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NIR_PASS_V(nir, nir_lower_global_vars_to_local);
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sort_varyings(&nir->outputs);
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nir_assign_var_locations(&nir->outputs,
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&nir->num_outputs,
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type_size);
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st_nir_fixup_varying_slots(st, &nir->outputs);
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} else if (nir->stage == MESA_SHADER_FRAGMENT) {
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sort_varyings(&nir->inputs);
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nir_assign_var_locations(&nir->inputs,
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&nir->num_inputs,
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type_size);
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st_nir_fixup_varying_slots(st, &nir->inputs);
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nir_assign_var_locations(&nir->outputs,
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&nir->num_outputs,
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type_size);
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} else if (nir->stage == MESA_SHADER_COMPUTE) {
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/* TODO? */
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} else {
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unreachable("invalid shader type for tgsi bypass\n");
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}
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struct gl_shader_program *shader_program;
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switch (nir->stage) {
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case MESA_SHADER_VERTEX:
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shader_program = ((struct st_vertex_program *)prog)->shader_program;
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break;
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case MESA_SHADER_FRAGMENT:
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shader_program = ((struct st_fragment_program *)prog)->shader_program;
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break;
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case MESA_SHADER_COMPUTE:
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shader_program = ((struct st_compute_program *)prog)->shader_program;
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break;
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default:
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assert(!"should not be reached");
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return;
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}
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NIR_PASS_V(nir, nir_lower_atomics_to_ssbo,
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st->ctx->Const.Program[nir->stage].MaxAtomicBuffers);
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st_nir_assign_uniform_locations(prog, shader_program,
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&nir->uniforms, &nir->num_uniforms);
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NIR_PASS_V(nir, nir_lower_system_values);
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if (screen->get_param(screen, PIPE_CAP_NIR_SAMPLERS_AS_DEREF))
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NIR_PASS_V(nir, nir_lower_samplers_as_deref, shader_program);
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else
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NIR_PASS_V(nir, nir_lower_samplers, shader_program);
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}
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struct gl_program *
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st_nir_get_mesa_program(struct gl_context *ctx,
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struct gl_shader_program *shader_program,
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struct gl_linked_shader *shader)
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{
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struct gl_program *prog;
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validate_ir_tree(shader->ir);
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prog = shader->Program;
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prog->Parameters = _mesa_new_parameter_list();
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do_set_program_inouts(shader->ir, prog, shader->Stage);
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_mesa_copy_linked_program_data(shader_program, shader);
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_mesa_generate_parameters_list_for_uniforms(ctx, shader_program, shader,
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prog->Parameters);
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/* Make a pass over the IR to add state references for any built-in
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* uniforms that are used. This has to be done now (during linking).
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* Code generation doesn't happen until the first time this shader is
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* used for rendering. Waiting until then to generate the parameters is
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* too late. At that point, the values for the built-in uniforms won't
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* get sent to the shader.
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*/
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foreach_in_list(ir_instruction, node, shader->ir) {
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ir_variable *var = node->as_variable();
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if ((var == NULL) || (var->data.mode != ir_var_uniform) ||
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(strncmp(var->name, "gl_", 3) != 0))
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continue;
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const ir_state_slot *const slots = var->get_state_slots();
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assert(slots != NULL);
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for (unsigned int i = 0; i < var->get_num_state_slots(); i++) {
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_mesa_add_state_reference(prog->Parameters,
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(gl_state_index *) slots[i].tokens);
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}
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}
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if (ctx->_Shader->Flags & GLSL_DUMP) {
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_mesa_log("\n");
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_mesa_log("GLSL IR for linked %s program %d:\n",
|
||||
_mesa_shader_stage_to_string(shader->Stage),
|
||||
shader_program->Name);
|
||||
_mesa_print_ir(_mesa_get_log_file(), shader->ir, NULL);
|
||||
_mesa_log("\n\n");
|
||||
}
|
||||
|
||||
prog->ShadowSamplers = shader->shadow_samplers;
|
||||
prog->ExternalSamplersUsed = gl_external_samplers(prog);
|
||||
_mesa_update_shader_textures_used(shader_program, prog);
|
||||
|
||||
/* Avoid reallocation of the program parameter list, because the uniform
|
||||
* storage is only associated with the original parameter list.
|
||||
* This should be enough for Bitmap and DrawPixels constants.
|
||||
*/
|
||||
_mesa_reserve_parameter_storage(prog->Parameters, 8);
|
||||
|
||||
/* This has to be done last. Any operation the can cause
|
||||
* prog->ParameterValues to get reallocated (e.g., anything that adds a
|
||||
* program constant) has to happen before creating this linkage.
|
||||
*/
|
||||
_mesa_associate_uniform_storage(ctx, shader_program, prog, true);
|
||||
|
||||
struct st_vertex_program *stvp;
|
||||
struct st_fragment_program *stfp;
|
||||
struct st_compute_program *stcp;
|
||||
|
||||
switch (shader->Stage) {
|
||||
case MESA_SHADER_VERTEX:
|
||||
stvp = (struct st_vertex_program *)prog;
|
||||
stvp->shader_program = shader_program;
|
||||
break;
|
||||
case MESA_SHADER_FRAGMENT:
|
||||
stfp = (struct st_fragment_program *)prog;
|
||||
stfp->shader_program = shader_program;
|
||||
break;
|
||||
case MESA_SHADER_COMPUTE:
|
||||
stcp = (struct st_compute_program *)prog;
|
||||
stcp->shader_program = shader_program;
|
||||
break;
|
||||
default:
|
||||
assert(!"should not be reached");
|
||||
return NULL;
|
||||
}
|
||||
|
||||
return prog;
|
||||
}
|
||||
|
||||
} /* extern "C" */
|
Loading…
Reference in New Issue