mesa: Use uniform interfaces in fixed-function fragment shader code

Poking directly at the backing resources works only by luck.  Core
Mesa code should only know about the gl_uniform_storage structure.
Soon other code that looks at samplers will use the gl_uniform_storage
structures instead of the data in the gl_program.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Ian Romanick 2011-11-14 14:32:39 -08:00
parent 151b4f3369
commit f409a710e3
1 changed files with 24 additions and 5 deletions

View File

@ -42,6 +42,7 @@ extern "C" {
#include "program/programopt.h"
#include "texenvprogram.h"
}
#include "main/uniforms.h"
#include "../glsl/glsl_types.h"
#include "../glsl/ir.h"
#include "../glsl/glsl_symbol_table.h"
@ -1498,22 +1499,40 @@ create_new_program(struct gl_context *ctx, struct state_key *key)
/* Set the sampler uniforms, and relink to get them into the linked
* program.
*/
struct gl_program *fp;
fp = p.shader_program->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program;
struct gl_shader *const fs =
p.shader_program->_LinkedShaders[MESA_SHADER_FRAGMENT];
struct gl_program *const fp = fs->Program;
_mesa_generate_parameters_list_for_uniforms(p.shader_program, fs,
fp->Parameters);
_mesa_associate_uniform_storage(ctx, p.shader_program, fp->Parameters);
for (unsigned int i = 0; i < MAX_TEXTURE_UNITS; i++) {
char *name = ralloc_asprintf(p.mem_ctx, "sampler_%d", i);
int loc = _mesa_get_uniform_location(ctx, p.shader_program, name);
if (loc != -1) {
unsigned base;
unsigned idx;
/* Avoid using _mesa_uniform() because it flags state
* updates, so if we're generating this shader_program in a
* state update, we end up recursing. Instead, just set the
* value, which is picked up at re-link.
*/
loc = (loc & 0xffff) + (loc >> 16);
int sampler = fp->Parameters->ParameterValues[loc][0].f;
_mesa_uniform_split_location_offset(loc, &base, &idx);
assert(idx == 0);
fp->SamplerUnits[sampler] = i;
struct gl_uniform_storage *const storage =
&p.shader_program->UniformStorage[base];
/* Update the storage, the SamplerUnits in the shader program, and
* the SamplerUnits in the assembly shader.
*/
storage->storage[idx].i = i;
fp->SamplerUnits[storage->sampler] = i;
p.shader_program->SamplerUnits[storage->sampler] = i;
_mesa_propagate_uniforms_to_driver_storage(storage, 0, 1);
}
}
_mesa_update_shader_textures_used(fp);