Mesa (master): glsl: Index into ctx->Const.Program[] rather than using ad-hoc code.

Paul Berry stereotype441 at kemper.freedesktop.org
Thu Jan 9 17:47:22 UTC 2014


Module: Mesa
Branch: master
Commit: bce8bc0b250c7d64ac7898ba032858963dee6a37
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=bce8bc0b250c7d64ac7898ba032858963dee6a37

Author: Paul Berry <stereotype441 at gmail.com>
Date:   Wed Jan  8 10:17:01 2014 -0800

glsl: Index into ctx->Const.Program[] rather than using ad-hoc code.

Reviewed-by: Brian Paul <brianp at vmware.com>
Reviewed-by: Kenneth Graunke <kenneth at whitecape.org>

---

 src/glsl/ast_to_hir.cpp    |   13 +------------
 src/glsl/link_atomics.cpp  |   16 ++--------------
 src/glsl/link_varyings.cpp |   32 ++++++--------------------------
 src/glsl/linker.cpp        |   43 ++++++++-----------------------------------
 4 files changed, 17 insertions(+), 87 deletions(-)

diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp
index 1ac6047..ef8e699 100644
--- a/src/glsl/ast_to_hir.cpp
+++ b/src/glsl/ast_to_hir.cpp
@@ -1983,18 +1983,7 @@ validate_binding_qualifier(struct _mesa_glsl_parse_state *state,
        *  with an array of size N, all elements of the array from binding
        *  through binding + N - 1 must be within this range."
        */
-      unsigned limit = 0;
-      switch (state->stage) {
-      case MESA_SHADER_VERTEX:
-         limit = ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits;
-         break;
-      case MESA_SHADER_GEOMETRY:
-         limit = ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits;
-         break;
-      case MESA_SHADER_FRAGMENT:
-         limit = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
-         break;
-      }
+      unsigned limit = ctx->Const.Program[state->stage].MaxTextureImageUnits;
 
       if (max_index >= limit) {
          _mesa_glsl_error(loc, state, "layout(binding = %d) for %d samplers "
diff --git a/src/glsl/link_atomics.cpp b/src/glsl/link_atomics.cpp
index 7f4ddaf..db9c539 100644
--- a/src/glsl/link_atomics.cpp
+++ b/src/glsl/link_atomics.cpp
@@ -214,18 +214,6 @@ void
 link_check_atomic_counter_resources(struct gl_context *ctx,
                                     struct gl_shader_program *prog)
 {
-   const unsigned max_atomic_counters[] = {
-      ctx->Const.Program[MESA_SHADER_VERTEX].MaxAtomicCounters,
-      ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxAtomicCounters,
-      ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxAtomicCounters
-   };
-   STATIC_ASSERT(Elements(max_atomic_counters) == MESA_SHADER_STAGES);
-   const unsigned max_atomic_buffers[] = {
-      ctx->Const.Program[MESA_SHADER_VERTEX].MaxAtomicBuffers,
-      ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxAtomicBuffers,
-      ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxAtomicBuffers
-   };
-   STATIC_ASSERT(Elements(max_atomic_buffers) == MESA_SHADER_STAGES);
    unsigned num_buffers;
    active_atomic_buffer *const abs =
       find_active_atomic_counters(ctx, prog, &num_buffers);
@@ -257,11 +245,11 @@ link_check_atomic_counter_resources(struct gl_context *ctx,
 
    /* Check that they are within the supported limits. */
    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
-      if (atomic_counters[i] > max_atomic_counters[i])
+      if (atomic_counters[i] > ctx->Const.Program[i].MaxAtomicCounters)
          linker_error(prog, "Too many %s shader atomic counters",
                       _mesa_shader_stage_to_string(i));
 
-      if (atomic_buffers[i] > max_atomic_buffers[i])
+      if (atomic_buffers[i] > ctx->Const.Program[i].MaxAtomicBuffers)
          linker_error(prog, "Too many %s shader atomic counter buffers",
                       _mesa_shader_stage_to_string(i));
    }
diff --git a/src/glsl/link_varyings.cpp b/src/glsl/link_varyings.cpp
index 6672b87..c925c00 100644
--- a/src/glsl/link_varyings.cpp
+++ b/src/glsl/link_varyings.cpp
@@ -1249,19 +1249,9 @@ check_against_output_limit(struct gl_context *ctx,
       }
    }
 
-   unsigned max_output_components;
-   switch (producer->Stage) {
-   case MESA_SHADER_VERTEX:
-      max_output_components = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
-      break;
-   case MESA_SHADER_GEOMETRY:
-      max_output_components = ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxOutputComponents;
-      break;
-   case MESA_SHADER_FRAGMENT:
-   default:
-      assert(!"Should not get here.");
-      return false;
-   }
+   assert(producer->Stage != MESA_SHADER_FRAGMENT);
+   unsigned max_output_components =
+      ctx->Const.Program[producer->Stage].MaxOutputComponents;
 
    const unsigned output_components = output_vectors * 4;
    if (output_components > max_output_components) {
@@ -1298,19 +1288,9 @@ check_against_input_limit(struct gl_context *ctx,
       }
    }
 
-   unsigned max_input_components;
-   switch (consumer->Stage) {
-   case MESA_SHADER_GEOMETRY:
-      max_input_components = ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxInputComponents;
-      break;
-   case MESA_SHADER_FRAGMENT:
-      max_input_components = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents;
-      break;
-   case MESA_SHADER_VERTEX:
-   default:
-      assert(!"Should not get here.");
-      return false;
-   }
+   assert(consumer->Stage != MESA_SHADER_VERTEX);
+   unsigned max_input_components =
+      ctx->Const.Program[consumer->Stage].MaxInputComponents;
 
    const unsigned input_components = input_vectors * 4;
    if (input_components > max_input_components) {
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 7efc29e..e820f0f 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -1894,48 +1894,19 @@ store_fragdepth_layout(struct gl_shader_program *prog)
 static void
 check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
 {
-   const unsigned max_samplers[] = {
-      ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits,
-      ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits,
-      ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits
-   };
-   STATIC_ASSERT(Elements(max_samplers) == MESA_SHADER_STAGES);
-
-   const unsigned max_default_uniform_components[] = {
-      ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents,
-      ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxUniformComponents,
-      ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents
-   };
-   STATIC_ASSERT(Elements(max_default_uniform_components) ==
-                 MESA_SHADER_STAGES);
-
-   const unsigned max_combined_uniform_components[] = {
-      ctx->Const.Program[MESA_SHADER_VERTEX].MaxCombinedUniformComponents,
-      ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxCombinedUniformComponents,
-      ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxCombinedUniformComponents
-   };
-   STATIC_ASSERT(Elements(max_combined_uniform_components) ==
-                 MESA_SHADER_STAGES);
-
-   const unsigned max_uniform_blocks[] = {
-      ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformBlocks,
-      ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxUniformBlocks,
-      ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformBlocks
-   };
-   STATIC_ASSERT(Elements(max_uniform_blocks) == MESA_SHADER_STAGES);
-
    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
       struct gl_shader *sh = prog->_LinkedShaders[i];
 
       if (sh == NULL)
 	 continue;
 
-      if (sh->num_samplers > max_samplers[i]) {
+      if (sh->num_samplers > ctx->Const.Program[i].MaxTextureImageUnits) {
 	 linker_error(prog, "Too many %s shader texture samplers",
 		      _mesa_shader_stage_to_string(i));
       }
 
-      if (sh->num_uniform_components > max_default_uniform_components[i]) {
+      if (sh->num_uniform_components >
+          ctx->Const.Program[i].MaxUniformComponents) {
          if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
             linker_warning(prog, "Too many %s shader default uniform block "
                            "components, but the driver will try to optimize "
@@ -1950,7 +1921,7 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
       }
 
       if (sh->num_combined_uniform_components >
-	  max_combined_uniform_components[i]) {
+	  ctx->Const.Program[i].MaxCombinedUniformComponents) {
          if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
             linker_warning(prog, "Too many %s shader uniform components, "
                            "but the driver will try to optimize them out; "
@@ -1980,11 +1951,13 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
 		      ctx->Const.MaxCombinedUniformBlocks);
       } else {
 	 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
-	    if (blocks[i] > max_uniform_blocks[i]) {
+            const unsigned max_uniform_blocks =
+               ctx->Const.Program[i].MaxUniformBlocks;
+	    if (blocks[i] > max_uniform_blocks) {
 	       linker_error(prog, "Too many %s uniform blocks (%d/%d)",
 			    _mesa_shader_stage_to_string(i),
 			    blocks[i],
-			    max_uniform_blocks[i]);
+			    max_uniform_blocks);
 	       break;
 	    }
 	 }




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