Put static pointers to vec[234]_types along with the static float_type.
Otherwise you have to type a lot of get_instance.
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@ -296,10 +296,6 @@ make_gentype_function(glsl_symbol_table *symtab, exec_list *instructions,
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const glsl_type *type))
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{
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ir_function *const f = new ir_function(name);
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const glsl_type *float_type = glsl_type::float_type;
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const glsl_type *vec2_type = glsl_type::get_instance(GLSL_TYPE_FLOAT, 2, 1);
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const glsl_type *vec3_type = glsl_type::get_instance(GLSL_TYPE_FLOAT, 3, 1);
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const glsl_type *vec4_type = glsl_type::get_instance(GLSL_TYPE_FLOAT, 4, 1);
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bool added = symtab->add_function(name, f);
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assert(added);
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@ -307,13 +303,13 @@ make_gentype_function(glsl_symbol_table *symtab, exec_list *instructions,
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instructions->push_tail(f);
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generate_function_instance(f, name, instructions, n_args, generate,
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float_type, float_type);
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glsl_type::float_type, glsl_type::float_type);
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generate_function_instance(f, name, instructions, n_args, generate,
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vec2_type, vec2_type);
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glsl_type::vec2_type, glsl_type::vec2_type);
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generate_function_instance(f, name, instructions, n_args, generate,
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vec3_type, vec3_type);
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glsl_type::vec3_type, glsl_type::vec3_type);
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generate_function_instance(f, name, instructions, n_args, generate,
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vec4_type, vec4_type);
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glsl_type::vec4_type, glsl_type::vec4_type);
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}
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static void
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@ -409,9 +405,6 @@ generate_vec_compare_function(glsl_symbol_table *symtab,
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bool do_bool)
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{
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ir_function *const f = new ir_function(name);
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const glsl_type *vec2_type = glsl_type::get_instance(GLSL_TYPE_FLOAT, 2, 1);
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const glsl_type *vec3_type = glsl_type::get_instance(GLSL_TYPE_FLOAT, 3, 1);
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const glsl_type *vec4_type = glsl_type::get_instance(GLSL_TYPE_FLOAT, 4, 1);
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const glsl_type *ivec2_type = glsl_type::get_instance(GLSL_TYPE_INT, 2, 1);
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const glsl_type *ivec3_type = glsl_type::get_instance(GLSL_TYPE_INT, 3, 1);
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const glsl_type *ivec4_type = glsl_type::get_instance(GLSL_TYPE_INT, 4, 1);
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@ -428,11 +421,11 @@ generate_vec_compare_function(glsl_symbol_table *symtab,
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instructions->push_tail(f);
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generate_function_instance(f, name, instructions, 2, generate,
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bvec2_type, vec2_type);
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bvec2_type, glsl_type::vec2_type);
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generate_function_instance(f, name, instructions, 2, generate,
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bvec3_type, vec3_type);
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bvec3_type, glsl_type::vec3_type);
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generate_function_instance(f, name, instructions, 2, generate,
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bvec4_type, vec4_type);
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bvec4_type, glsl_type::vec4_type);
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generate_function_instance(f, name, instructions, 2, generate,
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bvec2_type, ivec2_type);
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@ -482,10 +475,6 @@ generate_length_functions(glsl_symbol_table *symtab, exec_list *instructions)
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{
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const char *name = "length";
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ir_function *const f = new ir_function(name);
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const glsl_type *float_type = glsl_type::float_type;
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const glsl_type *vec2_type = glsl_type::get_instance(GLSL_TYPE_FLOAT, 2, 1);
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const glsl_type *vec3_type = glsl_type::get_instance(GLSL_TYPE_FLOAT, 3, 1);
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const glsl_type *vec4_type = glsl_type::get_instance(GLSL_TYPE_FLOAT, 4, 1);
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bool added = symtab->add_function(name, f);
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assert(added);
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@ -493,13 +482,13 @@ generate_length_functions(glsl_symbol_table *symtab, exec_list *instructions)
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instructions->push_tail(f);
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generate_function_instance(f, name, instructions, 1, generate_length,
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float_type, float_type);
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glsl_type::float_type, glsl_type::float_type);
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generate_function_instance(f, name, instructions, 1, generate_length,
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float_type, vec2_type);
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glsl_type::float_type, glsl_type::vec2_type);
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generate_function_instance(f, name, instructions, 1, generate_length,
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float_type, vec3_type);
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glsl_type::float_type, glsl_type::vec3_type);
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generate_function_instance(f, name, instructions, 1, generate_length,
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float_type, vec4_type);
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glsl_type::float_type, glsl_type::vec4_type);
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}
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static void
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@ -524,10 +513,6 @@ generate_dot_functions(glsl_symbol_table *symtab, exec_list *instructions)
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{
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const char *name = "dot";
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ir_function *const f = new ir_function(name);
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const glsl_type *float_type = glsl_type::float_type;
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const glsl_type *vec2_type = glsl_type::get_instance(GLSL_TYPE_FLOAT, 2, 1);
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const glsl_type *vec3_type = glsl_type::get_instance(GLSL_TYPE_FLOAT, 3, 1);
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const glsl_type *vec4_type = glsl_type::get_instance(GLSL_TYPE_FLOAT, 4, 1);
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bool added = symtab->add_function(name, f);
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assert(added);
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@ -535,13 +520,13 @@ generate_dot_functions(glsl_symbol_table *symtab, exec_list *instructions)
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instructions->push_tail(f);
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generate_function_instance(f, name, instructions, 2, generate_dot,
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float_type, float_type);
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glsl_type::float_type, glsl_type::float_type);
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generate_function_instance(f, name, instructions, 2, generate_dot,
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float_type, vec2_type);
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glsl_type::float_type, glsl_type::vec2_type);
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generate_function_instance(f, name, instructions, 2, generate_dot,
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float_type, vec3_type);
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glsl_type::float_type, glsl_type::vec3_type);
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generate_function_instance(f, name, instructions, 2, generate_dot,
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float_type, vec4_type);
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glsl_type::float_type, glsl_type::vec4_type);
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}
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static void
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@ -66,6 +66,9 @@ static const struct glsl_type builtin_core_types[] = {
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const glsl_type *const glsl_type::bool_type = & builtin_core_types[0];
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const glsl_type *const glsl_type::int_type = & builtin_core_types[4];
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const glsl_type *const glsl_type::float_type = & builtin_core_types[8];
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const glsl_type *const glsl_type::vec2_type = & builtin_core_types[9];
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const glsl_type *const glsl_type::vec3_type = & builtin_core_types[10];
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const glsl_type *const glsl_type::vec4_type = & builtin_core_types[11];
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const glsl_type *const glsl_type::mat2_type = & builtin_core_types[12];
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const glsl_type *const glsl_type::mat3_type = & builtin_core_types[13];
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const glsl_type *const glsl_type::mat4_type = & builtin_core_types[14];
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@ -110,6 +110,9 @@ struct glsl_type {
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static const glsl_type *const int_type;
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static const glsl_type *const uint_type;
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static const glsl_type *const float_type;
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static const glsl_type *const vec2_type;
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static const glsl_type *const vec3_type;
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static const glsl_type *const vec4_type;
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static const glsl_type *const bool_type;
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/*@}*/
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@ -137,10 +137,8 @@ generate_110_vs_variables(exec_list *instructions,
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* FINISHME: value of GL_MAX_TEXTURE_COORDS. GL_MAX_TEXTURE_COORDS must be
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* FINISHME: at least 2, so hard-code 2 for now.
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*/
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const glsl_type *const vec4_type =
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glsl_type::get_instance(GLSL_TYPE_FLOAT, 4, 1);
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const glsl_type *const vec4_array_type =
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glsl_type::get_array_instance(vec4_type, 2);
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glsl_type::get_array_instance(glsl_type::vec4_type, 2);
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add_variable("gl_TexCoord", ir_var_out, vec4_array_type, instructions,
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symtab);
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@ -219,10 +217,8 @@ generate_110_fs_variables(exec_list *instructions,
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* FINISHME: value of GL_MAX_TEXTURE_COORDS. GL_MAX_TEXTURE_COORDS must be
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* FINISHME: at least 2, so hard-code 2 for now.
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*/
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const glsl_type *const vec4_type =
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glsl_type::get_instance(GLSL_TYPE_FLOAT, 4, 1);
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const glsl_type *const vec4_array_type =
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glsl_type::get_array_instance(vec4_type, 2);
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glsl_type::get_array_instance(glsl_type::vec4_type, 2);
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add_variable("gl_TexCoord", ir_var_in, vec4_array_type, instructions,
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symtab);
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@ -237,10 +233,8 @@ generate_ARB_draw_buffers_fs_variables(exec_list *instructions,
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* FINISHME: value of GL_MAX_DRAW_BUFFERS. GL_MAX_DRAW_BUFFERS must be
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* FINISHME: at least 1, so hard-code 1 for now.
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*/
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const glsl_type *const vec4_type =
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glsl_type::get_instance(GLSL_TYPE_FLOAT, 4, 1);
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const glsl_type *const vec4_array_type =
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glsl_type::get_array_instance(vec4_type, 1);
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glsl_type::get_array_instance(glsl_type::vec4_type, 1);
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ir_variable *const fd =
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add_variable("gl_FragData", ir_var_out, vec4_array_type, instructions,
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