[Mesa-dev] [PATCH] ff_fragment_shader: Access glsl_types directly.

Kenneth Graunke kenneth at whitecape.org
Thu Jul 3 14:47:14 PDT 2014


Originally, we didn't have direct accessors for all of the GLSL types,
so the only way to get at them was to use the symbol table.  Now, we
can just get at them directly, which is simpler and faster.
---
 src/mesa/main/ff_fragment_shader.cpp | 30 +++++++++++++++---------------
 1 file changed, 15 insertions(+), 15 deletions(-)

diff --git a/src/mesa/main/ff_fragment_shader.cpp b/src/mesa/main/ff_fragment_shader.cpp
index 2c4f3d7..8758b5e 100644
--- a/src/mesa/main/ff_fragment_shader.cpp
+++ b/src/mesa/main/ff_fragment_shader.cpp
@@ -914,54 +914,54 @@ static void load_texture( texenv_fragment_program *p, GLuint unit )
    switch (texTarget) {
    case TEXTURE_1D_INDEX:
       if (p->state->unit[unit].shadow)
-	 sampler_type = p->shader->symbols->get_type("sampler1DShadow");
+	 sampler_type = glsl_type::sampler1DShadow_type;
       else
-	 sampler_type = p->shader->symbols->get_type("sampler1D");
+	 sampler_type = glsl_type::sampler1D_type;
       coords = 1;
       break;
    case TEXTURE_1D_ARRAY_INDEX:
       if (p->state->unit[unit].shadow)
-	 sampler_type = p->shader->symbols->get_type("sampler1DArrayShadow");
+	 sampler_type = glsl_type::sampler1DArrayShadow_type;
       else
-	 sampler_type = p->shader->symbols->get_type("sampler1DArray");
+	 sampler_type = glsl_type::sampler1DArray_type;
       coords = 2;
       break;
    case TEXTURE_2D_INDEX:
       if (p->state->unit[unit].shadow)
-	 sampler_type = p->shader->symbols->get_type("sampler2DShadow");
+	 sampler_type = glsl_type::sampler2DShadow_type;
       else
-	 sampler_type = p->shader->symbols->get_type("sampler2D");
+	 sampler_type = glsl_type::sampler2D_type;
       coords = 2;
       break;
    case TEXTURE_2D_ARRAY_INDEX:
       if (p->state->unit[unit].shadow)
-	 sampler_type = p->shader->symbols->get_type("sampler2DArrayShadow");
+	 sampler_type = glsl_type::sampler2DArrayShadow_type;
       else
-	 sampler_type = p->shader->symbols->get_type("sampler2DArray");
+	 sampler_type = glsl_type::sampler2DArray_type;
       coords = 3;
       break;
    case TEXTURE_RECT_INDEX:
       if (p->state->unit[unit].shadow)
-	 sampler_type = p->shader->symbols->get_type("sampler2DRectShadow");
+	 sampler_type = glsl_type::sampler2DRectShadow_type;
       else
-	 sampler_type = p->shader->symbols->get_type("sampler2DRect");
+	 sampler_type = glsl_type::sampler2DRect_type;
       coords = 2;
       break;
    case TEXTURE_3D_INDEX:
       assert(!p->state->unit[unit].shadow);
-      sampler_type = p->shader->symbols->get_type("sampler3D");
+      sampler_type = glsl_type::sampler3D_type;
       coords = 3;
       break;
    case TEXTURE_CUBE_INDEX:
       if (p->state->unit[unit].shadow)
-	 sampler_type = p->shader->symbols->get_type("samplerCubeShadow");
+	 sampler_type = glsl_type::samplerCubeShadow_type;
       else
-	 sampler_type = p->shader->symbols->get_type("samplerCube");
+	 sampler_type = glsl_type::samplerCube_type;
       coords = 3;
       break;
    case TEXTURE_EXTERNAL_INDEX:
       assert(!p->state->unit[unit].shadow);
-      sampler_type = p->shader->symbols->get_type("samplerExternalOES");
+      sampler_type = glsl_type::samplerExternalOES_type;
       coords = 2;
       break;
    }
@@ -1241,7 +1241,7 @@ create_new_program(struct gl_context *ctx, struct state_key *key)
    state->symbols->add_function(main_f);
 
    ir_function_signature *main_sig =
-      new(p.mem_ctx) ir_function_signature(p.shader->symbols->get_type("void"));
+      new(p.mem_ctx) ir_function_signature(glsl_type::void_type);
    main_sig->is_defined = true;
    main_f->add_signature(main_sig);
 
-- 
2.0.1



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