[Mesa-dev] [PATCH 06/12] sso: rename Shader to the pointer _Shader
gregory
gregory.hainaut at gmail.com
Fri Apr 12 09:22:08 PDT 2013
V2: formatting improvement
Basically a sed but shaderapi.c and get.c.
get.c => GL_CURRENT_PROGAM always refer to the "old" UseProgram behavior
shaderapi.c => the old api stil update the Shader object directly
---
src/mesa/drivers/common/meta.c | 10 ++--
src/mesa/drivers/dri/i965/brw_gs.c | 2 +-
src/mesa/drivers/dri/i965/brw_shader.cpp | 4 +-
src/mesa/drivers/dri/i965/brw_vs.c | 4 +-
src/mesa/drivers/dri/i965/brw_vs_surface_state.c | 2 +-
src/mesa/drivers/dri/i965/brw_wm.c | 2 +-
src/mesa/drivers/dri/i965/brw_wm_surface_state.c | 2 +-
src/mesa/drivers/dri/i965/gen6_sol.c | 6 +-
src/mesa/drivers/dri/i965/gen6_vs_state.c | 2 +-
src/mesa/drivers/dri/i965/gen6_wm_state.c | 2 +-
src/mesa/drivers/dri/i965/gen7_sol_state.c | 4 +-
src/mesa/drivers/dri/i965/gen7_vs_state.c | 2 +-
src/mesa/drivers/dri/i965/gen7_wm_state.c | 2 +-
src/mesa/main/api_validate.c | 2 +-
src/mesa/main/context.c | 32 +++++------
src/mesa/main/ff_fragment_shader.cpp | 8 +--
src/mesa/main/get.c | 10 ++++
src/mesa/main/shaderapi.c | 26 ++++-----
src/mesa/main/state.c | 14 ++---
src/mesa/main/texstate.c | 12 ++--
src/mesa/main/transformfeedback.c | 4 +-
src/mesa/main/uniform_query.cpp | 4 +-
src/mesa/main/uniforms.c | 66 +++++++++++-----------
src/mesa/program/ir_to_mesa.cpp | 12 ++--
src/mesa/state_tracker/st_atom_clip.c | 2 +-
src/mesa/state_tracker/st_atom_constbuf.c | 4 +-
src/mesa/state_tracker/st_cb_drawpixels.c | 2 +-
src/mesa/state_tracker/st_draw.c | 6 +-
src/mesa/state_tracker/st_glsl_to_tgsi.cpp | 2 +-
src/mesa/state_tracker/st_program.c | 6 +-
src/mesa/swrast/s_fragprog.c | 2 +-
31 files changed, 134 insertions(+), 124 deletions(-)
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
index e3ab82b..927573d 100644
--- a/src/mesa/drivers/common/meta.c
+++ b/src/mesa/drivers/common/meta.c
@@ -617,13 +617,13 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
if (ctx->Extensions.ARB_shader_objects) {
_mesa_reference_shader_program(ctx, &save->VertexShader,
- ctx->Shader.CurrentVertexProgram);
+ ctx->_Shader->CurrentVertexProgram);
_mesa_reference_shader_program(ctx, &save->GeometryShader,
- ctx->Shader.CurrentGeometryProgram);
+ ctx->_Shader->CurrentGeometryProgram);
_mesa_reference_shader_program(ctx, &save->FragmentShader,
- ctx->Shader.CurrentFragmentProgram);
+ ctx->_Shader->CurrentFragmentProgram);
_mesa_reference_shader_program(ctx, &save->ActiveShader,
- ctx->Shader.ActiveProgram);
+ ctx->_Shader->ActiveProgram);
_mesa_UseProgram(0);
}
@@ -965,7 +965,7 @@ _mesa_meta_end(struct gl_context *ctx)
_mesa_use_shader_program(ctx, GL_FRAGMENT_SHADER,
save->FragmentShader);
- _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram,
+ _mesa_reference_shader_program(ctx, &ctx->_Shader->ActiveProgram,
save->ActiveShader);
_mesa_reference_shader_program(ctx, &save->VertexShader, NULL);
diff --git a/src/mesa/drivers/dri/i965/brw_gs.c b/src/mesa/drivers/dri/i965/brw_gs.c
index caa3b3e..31b01df 100644
--- a/src/mesa/drivers/dri/i965/brw_gs.c
+++ b/src/mesa/drivers/dri/i965/brw_gs.c
@@ -189,7 +189,7 @@ static void populate_key( struct brw_context *brw,
/* _NEW_TRANSFORM_FEEDBACK */
if (_mesa_is_xfb_active_and_unpaused(ctx)) {
const struct gl_shader_program *shaderprog =
- ctx->Shader.CurrentVertexProgram;
+ ctx->_Shader->CurrentVertexProgram;
const struct gl_transform_feedback_info *linked_xfb_info =
&shaderprog->LinkedTransformFeedback;
int i;
diff --git a/src/mesa/drivers/dri/i965/brw_shader.cpp b/src/mesa/drivers/dri/i965/brw_shader.cpp
index b3bd1b9..7259fde 100644
--- a/src/mesa/drivers/dri/i965/brw_shader.cpp
+++ b/src/mesa/drivers/dri/i965/brw_shader.cpp
@@ -257,7 +257,7 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
_mesa_reference_program(ctx, &prog, NULL);
- if (ctx->Shader.Flags & GLSL_DUMP) {
+ if (ctx->_Shader->Flags & GLSL_DUMP) {
printf("\n");
printf("GLSL IR for linked %s program %d:\n", target_strings[stage],
shProg->Name);
@@ -266,7 +266,7 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
}
}
- if (ctx->Shader.Flags & GLSL_DUMP) {
+ if (ctx->_Shader->Flags & GLSL_DUMP) {
for (unsigned i = 0; i < shProg->NumShaders; i++) {
const struct gl_shader *sh = shProg->Shaders[i];
if (!sh)
diff --git a/src/mesa/drivers/dri/i965/brw_vs.c b/src/mesa/drivers/dri/i965/brw_vs.c
index 998edb0..0478ad7 100644
--- a/src/mesa/drivers/dri/i965/brw_vs.c
+++ b/src/mesa/drivers/dri/i965/brw_vs.c
@@ -178,7 +178,7 @@ brw_compute_vue_map(struct brw_context *brw, struct brw_vue_map *vue_map,
*/
gl_clip_plane *brw_select_clip_planes(struct gl_context *ctx)
{
- if (ctx->Shader.CurrentVertexProgram) {
+ if (ctx->_Shader->CurrentVertexProgram) {
/* There is currently a GLSL vertex shader, so clip according to GLSL
* rules, which means compare gl_ClipVertex (or gl_Position, if
* gl_ClipVertex wasn't assigned) against the eye-coordinate clip planes
@@ -519,7 +519,7 @@ static void brw_upload_vs_prog(struct brw_context *brw)
if (!brw_search_cache(&brw->cache, BRW_VS_PROG,
&key, sizeof(key),
&brw->vs.prog_offset, &brw->vs.prog_data)) {
- bool success = do_vs_prog(brw, ctx->Shader.CurrentVertexProgram,
+ bool success = do_vs_prog(brw, ctx->_Shader->CurrentVertexProgram,
vp, &key);
assert(success);
diff --git a/src/mesa/drivers/dri/i965/brw_vs_surface_state.c b/src/mesa/drivers/dri/i965/brw_vs_surface_state.c
index 968cc03..f68ba40 100644
--- a/src/mesa/drivers/dri/i965/brw_vs_surface_state.c
+++ b/src/mesa/drivers/dri/i965/brw_vs_surface_state.c
@@ -111,7 +111,7 @@ brw_upload_vs_ubo_surfaces(struct brw_context *brw)
{
struct gl_context *ctx = &brw->intel.ctx;
/* _NEW_PROGRAM */
- struct gl_shader_program *prog = ctx->Shader.CurrentVertexProgram;
+ struct gl_shader_program *prog = ctx->_Shader->CurrentVertexProgram;
if (!prog)
return;
diff --git a/src/mesa/drivers/dri/i965/brw_wm.c b/src/mesa/drivers/dri/i965/brw_wm.c
index 9b30ba1..0ed248e 100644
--- a/src/mesa/drivers/dri/i965/brw_wm.c
+++ b/src/mesa/drivers/dri/i965/brw_wm.c
@@ -487,7 +487,7 @@ brw_upload_wm_prog(struct brw_context *brw)
if (!brw_search_cache(&brw->cache, BRW_WM_PROG,
&key, sizeof(key),
&brw->wm.prog_offset, &brw->wm.prog_data)) {
- bool success = do_wm_prog(brw, ctx->Shader._CurrentFragmentProgram, fp,
+ bool success = do_wm_prog(brw, ctx->_Shader->_CurrentFragmentProgram, fp,
&key);
(void) success;
assert(success);
diff --git a/src/mesa/drivers/dri/i965/brw_wm_surface_state.c b/src/mesa/drivers/dri/i965/brw_wm_surface_state.c
index a74b2c7..572a78d 100644
--- a/src/mesa/drivers/dri/i965/brw_wm_surface_state.c
+++ b/src/mesa/drivers/dri/i965/brw_wm_surface_state.c
@@ -1458,7 +1458,7 @@ brw_upload_wm_ubo_surfaces(struct brw_context *brw)
{
struct gl_context *ctx = &brw->intel.ctx;
/* _NEW_PROGRAM */
- struct gl_shader_program *prog = ctx->Shader._CurrentFragmentProgram;
+ struct gl_shader_program *prog = ctx->_Shader->_CurrentFragmentProgram;
if (!prog)
return;
diff --git a/src/mesa/drivers/dri/i965/gen6_sol.c b/src/mesa/drivers/dri/i965/gen6_sol.c
index cf7a60d..0a85d73 100644
--- a/src/mesa/drivers/dri/i965/gen6_sol.c
+++ b/src/mesa/drivers/dri/i965/gen6_sol.c
@@ -42,7 +42,7 @@ gen6_update_sol_surfaces(struct brw_context *brw)
ctx->TransformFeedback.CurrentObject;
/* BRW_NEW_VERTEX_PROGRAM */
const struct gl_shader_program *shaderprog =
- ctx->Shader.CurrentVertexProgram;
+ ctx->_Shader->CurrentVertexProgram;
const struct gl_transform_feedback_info *linked_xfb_info =
&shaderprog->LinkedTransformFeedback;
int i;
@@ -87,7 +87,7 @@ brw_gs_upload_binding_table(struct brw_context *brw)
struct gl_context *ctx = &brw->intel.ctx;
/* BRW_NEW_VERTEX_PROGRAM */
const struct gl_shader_program *shaderprog =
- ctx->Shader.CurrentVertexProgram;
+ ctx->_Shader->CurrentVertexProgram;
bool has_surfaces = false;
uint32_t *bind;
@@ -161,7 +161,7 @@ brw_begin_transform_feedback(struct gl_context *ctx, GLenum mode,
struct brw_context *brw = brw_context(ctx);
struct intel_context *intel = &brw->intel;
const struct gl_shader_program *vs_prog =
- ctx->Shader.CurrentVertexProgram;
+ ctx->_Shader->CurrentVertexProgram;
const struct gl_transform_feedback_info *linked_xfb_info =
&vs_prog->LinkedTransformFeedback;
struct gl_transform_feedback_object *xfb_obj =
diff --git a/src/mesa/drivers/dri/i965/gen6_vs_state.c b/src/mesa/drivers/dri/i965/gen6_vs_state.c
index ae1a841..4c53a0f 100644
--- a/src/mesa/drivers/dri/i965/gen6_vs_state.c
+++ b/src/mesa/drivers/dri/i965/gen6_vs_state.c
@@ -139,7 +139,7 @@ upload_vs_state(struct brw_context *brw)
/* Use ALT floating point mode for ARB vertex programs, because they
* require 0^0 == 1.
*/
- if (intel->ctx.Shader.CurrentVertexProgram == NULL)
+ if (intel->ctx._Shader->CurrentVertexProgram == NULL)
floating_point_mode = GEN6_VS_FLOATING_POINT_MODE_ALT;
BEGIN_BATCH(6);
diff --git a/src/mesa/drivers/dri/i965/gen6_wm_state.c b/src/mesa/drivers/dri/i965/gen6_wm_state.c
index 5cc0a61..5a2f6dc 100644
--- a/src/mesa/drivers/dri/i965/gen6_wm_state.c
+++ b/src/mesa/drivers/dri/i965/gen6_wm_state.c
@@ -138,7 +138,7 @@ upload_wm_state(struct brw_context *brw)
* rendering, CurrentFragmentProgram is used for this check to
* differentiate between the GLSL and non-GLSL cases.
*/
- if (ctx->Shader.CurrentFragmentProgram == NULL)
+ if (ctx->_Shader->CurrentFragmentProgram == NULL)
dw2 |= GEN6_WM_FLOATING_POINT_MODE_ALT;
/* CACHE_NEW_SAMPLER */
diff --git a/src/mesa/drivers/dri/i965/gen7_sol_state.c b/src/mesa/drivers/dri/i965/gen7_sol_state.c
index 03709ea..5ec89e2 100644
--- a/src/mesa/drivers/dri/i965/gen7_sol_state.c
+++ b/src/mesa/drivers/dri/i965/gen7_sol_state.c
@@ -42,7 +42,7 @@ upload_3dstate_so_buffers(struct brw_context *brw)
struct gl_context *ctx = &intel->ctx;
/* BRW_NEW_VERTEX_PROGRAM */
const struct gl_shader_program *vs_prog =
- ctx->Shader.CurrentVertexProgram;
+ ctx->_Shader->CurrentVertexProgram;
const struct gl_transform_feedback_info *linked_xfb_info =
&vs_prog->LinkedTransformFeedback;
/* _NEW_TRANSFORM_FEEDBACK */
@@ -115,7 +115,7 @@ upload_3dstate_so_decl_list(struct brw_context *brw,
struct gl_context *ctx = &intel->ctx;
/* BRW_NEW_VERTEX_PROGRAM */
const struct gl_shader_program *vs_prog =
- ctx->Shader.CurrentVertexProgram;
+ ctx->_Shader->CurrentVertexProgram;
/* _NEW_TRANSFORM_FEEDBACK */
const struct gl_transform_feedback_info *linked_xfb_info =
&vs_prog->LinkedTransformFeedback;
diff --git a/src/mesa/drivers/dri/i965/gen7_vs_state.c b/src/mesa/drivers/dri/i965/gen7_vs_state.c
index 1b97e8c..61df6c1 100644
--- a/src/mesa/drivers/dri/i965/gen7_vs_state.c
+++ b/src/mesa/drivers/dri/i965/gen7_vs_state.c
@@ -80,7 +80,7 @@ upload_vs_state(struct brw_context *brw)
/* Use ALT floating point mode for ARB vertex programs, because they
* require 0^0 == 1.
*/
- if (intel->ctx.Shader.CurrentVertexProgram == NULL)
+ if (intel->ctx._Shader->CurrentVertexProgram == NULL)
floating_point_mode = GEN6_VS_FLOATING_POINT_MODE_ALT;
BEGIN_BATCH(6);
diff --git a/src/mesa/drivers/dri/i965/gen7_wm_state.c b/src/mesa/drivers/dri/i965/gen7_wm_state.c
index b025551..a7839bc 100644
--- a/src/mesa/drivers/dri/i965/gen7_wm_state.c
+++ b/src/mesa/drivers/dri/i965/gen7_wm_state.c
@@ -169,7 +169,7 @@ upload_ps_state(struct brw_context *brw)
* rendering, CurrentFragmentProgram is used for this check to
* differentiate between the GLSL and non-GLSL cases.
*/
- if (intel->ctx.Shader.CurrentFragmentProgram == NULL)
+ if (intel->ctx._Shader->CurrentFragmentProgram == NULL)
dw2 |= GEN7_PS_FLOATING_POINT_MODE_ALT;
if (intel->is_haswell)
diff --git a/src/mesa/main/api_validate.c b/src/mesa/main/api_validate.c
index 53b0021..05c9b12 100644
--- a/src/mesa/main/api_validate.c
+++ b/src/mesa/main/api_validate.c
@@ -129,7 +129,7 @@ check_valid_to_render(struct gl_context *ctx, const char *function)
case API_OPENGL_CORE:
{
const struct gl_shader_program *vsProg =
- ctx->Shader.CurrentVertexProgram;
+ ctx->_Shader->CurrentVertexProgram;
GLboolean haveVertexShader = (vsProg && vsProg->LinkStatus);
GLboolean haveVertexProgram = ctx->VertexProgram._Enabled;
if (haveVertexShader || haveVertexProgram) {
diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c
index d089827..6a0619a 100644
--- a/src/mesa/main/context.c
+++ b/src/mesa/main/context.c
@@ -1781,10 +1781,10 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where)
if (ctx->NewState)
_mesa_update_state(ctx);
- if (ctx->Shader.CurrentVertexProgram) {
+ if (ctx->_Shader->CurrentVertexProgram) {
vert_from_glsl_shader = true;
- if (!ctx->Shader.CurrentVertexProgram->LinkStatus) {
+ if (!ctx->_Shader->CurrentVertexProgram->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(shader not linked)", where);
return GL_FALSE;
@@ -1793,19 +1793,19 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where)
{
char errMsg[100];
if (!_mesa_validate_shader_program(ctx,
- ctx->Shader.CurrentVertexProgram,
+ ctx->_Shader->CurrentVertexProgram,
errMsg)) {
_mesa_warning(ctx, "Shader program %u is invalid: %s",
- ctx->Shader.CurrentVertexProgram->Name, errMsg);
+ ctx->_Shader->CurrentVertexProgram->Name, errMsg);
}
}
#endif
}
- if (ctx->Shader.CurrentGeometryProgram) {
+ if (ctx->_Shader->CurrentGeometryProgram) {
geom_from_glsl_shader = true;
- if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) {
+ if (!ctx->_Shader->CurrentGeometryProgram->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(shader not linked)", where);
return GL_FALSE;
@@ -1814,19 +1814,19 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where)
{
char errMsg[100];
if (!_mesa_validate_shader_program(ctx,
- ctx->Shader.CurrentGeometryProgram,
+ ctx->_Shader->CurrentGeometryProgram,
errMsg)) {
_mesa_warning(ctx, "Shader program %u is invalid: %s",
- ctx->Shader.CurrentGeometryProgram->Name, errMsg);
+ ctx->_Shader->CurrentGeometryProgram->Name, errMsg);
}
}
#endif
}
- if (ctx->Shader.CurrentFragmentProgram) {
+ if (ctx->_Shader->CurrentFragmentProgram) {
frag_from_glsl_shader = true;
- if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) {
+ if (!ctx->_Shader->CurrentFragmentProgram->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(shader not linked)", where);
return GL_FALSE;
@@ -1835,10 +1835,10 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where)
{
char errMsg[100];
if (!_mesa_validate_shader_program(ctx,
- ctx->Shader.CurrentFragmentProgram,
+ ctx->_Shader->CurrentFragmentProgram,
errMsg)) {
_mesa_warning(ctx, "Shader program %u is invalid: %s",
- ctx->Shader.CurrentFragmentProgram->Name, errMsg);
+ ctx->_Shader->CurrentFragmentProgram->Name, errMsg);
}
}
#endif
@@ -1887,13 +1887,13 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where)
}
#ifdef DEBUG
- if (ctx->Shader.Flags & GLSL_LOG) {
+ if (ctx->_Shader->Flags & GLSL_LOG) {
struct gl_shader_program *shProg[MESA_SHADER_TYPES];
gl_shader_type i;
- shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram;
- shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram;
- shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram;
+ shProg[MESA_SHADER_VERTEX] = ctx->_Shader->CurrentVertexProgram;
+ shProg[MESA_SHADER_GEOMETRY] = ctx->_Shader->CurrentGeometryProgram;
+ shProg[MESA_SHADER_FRAGMENT] = ctx->_Shader->CurrentFragmentProgram;
for (i = 0; i < MESA_SHADER_TYPES; i++) {
if (shProg[i] == NULL || shProg[i]->_Used
diff --git a/src/mesa/main/ff_fragment_shader.cpp b/src/mesa/main/ff_fragment_shader.cpp
index 01a4542..6c25864 100644
--- a/src/mesa/main/ff_fragment_shader.cpp
+++ b/src/mesa/main/ff_fragment_shader.cpp
@@ -318,9 +318,9 @@ static GLbitfield get_fp_input_mask( struct gl_context *ctx )
{
/* _NEW_PROGRAM */
const GLboolean vertexShader =
- (ctx->Shader.CurrentVertexProgram &&
- ctx->Shader.CurrentVertexProgram->LinkStatus &&
- ctx->Shader.CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]);
+ (ctx->_Shader->CurrentVertexProgram &&
+ ctx->_Shader->CurrentVertexProgram->LinkStatus &&
+ ctx->_Shader->CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]);
const GLboolean vertexProgram = ctx->VertexProgram._Enabled;
GLbitfield fp_inputs = 0x0;
@@ -384,7 +384,7 @@ static GLbitfield get_fp_input_mask( struct gl_context *ctx )
* validation (see additional comments in state.c).
*/
if (vertexShader)
- vprog = ctx->Shader.CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
+ vprog = ctx->_Shader->CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
else
vprog = &ctx->VertexProgram.Current->Base;
diff --git a/src/mesa/main/get.c b/src/mesa/main/get.c
index 6a897cb..54159c0 100644
--- a/src/mesa/main/get.c
+++ b/src/mesa/main/get.c
@@ -778,6 +778,16 @@ find_custom_value(struct gl_context *ctx, const struct value_desc *d, union valu
v->value_int = ctx->TransformFeedback.CurrentObject->Name;
break;
case GL_CURRENT_PROGRAM:
+ /* Changelog of the ARB_separate_shader_objects spec */
+ /*
+ * Rev 24 pbrown Remove the language erroneously deleting
+ * CURRENT_PROGRAM. In the EXT extension, this token was aliased to
+ * ACTIVE_PROGRAM_EXT, and was used to indicate the last program set by
+ * either ActiveProgramEXT or UseProgram. In the ARB extension, the SSO
+ * active programs are now program pipeline object state and
+ * CURRENT_PROGRAM should still be used to query the last program set by
+ * UseProgram (bug 7822).
+ */
v->value_int =
ctx->Shader.ActiveProgram ? ctx->Shader.ActiveProgram->Name : 0;
break;
diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c
index c25f49f..c82eba8 100644
--- a/src/mesa/main/shaderapi.c
+++ b/src/mesa/main/shaderapi.c
@@ -452,8 +452,8 @@ static GLuint
get_handle(struct gl_context *ctx, GLenum pname)
{
if (pname == GL_PROGRAM_OBJECT_ARB) {
- if (ctx->Shader.ActiveProgram)
- return ctx->Shader.ActiveProgram->Name;
+ if (ctx->_Shader->ActiveProgram)
+ return ctx->_Shader->ActiveProgram->Name;
else
return 0;
}
@@ -765,7 +765,7 @@ compile_shader(struct gl_context *ctx, GLuint shaderObj)
_mesa_glsl_compile_shader(ctx, sh);
if (sh->CompileStatus == GL_FALSE &&
- (ctx->Shader.Flags & GLSL_REPORT_ERRORS)) {
+ (ctx->_Shader->Flags & GLSL_REPORT_ERRORS)) {
_mesa_debug(ctx, "Error compiling shader %u:\n%s\n",
sh->Name, sh->InfoLog);
}
@@ -787,9 +787,9 @@ link_program(struct gl_context *ctx, GLuint program)
return;
if (obj->Active
- && (shProg == ctx->Shader.CurrentVertexProgram
- || shProg == ctx->Shader.CurrentGeometryProgram
- || shProg == ctx->Shader.CurrentFragmentProgram)) {
+ && (shProg == ctx->_Shader->CurrentVertexProgram
+ || shProg == ctx->_Shader->CurrentGeometryProgram
+ || shProg == ctx->_Shader->CurrentFragmentProgram)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glLinkProgram(transform feedback active)");
return;
@@ -800,7 +800,7 @@ link_program(struct gl_context *ctx, GLuint program)
_mesa_glsl_link_shader(ctx, shProg);
if (shProg->LinkStatus == GL_FALSE &&
- (ctx->Shader.Flags & GLSL_REPORT_ERRORS)) {
+ (ctx->_Shader->Flags & GLSL_REPORT_ERRORS)) {
_mesa_debug(ctx, "Error linking program %u:\n%s\n",
shProg->Name, shProg->InfoLog);
}
@@ -890,21 +890,21 @@ use_shader_program(struct gl_context *ctx, GLenum type,
switch (type) {
case GL_VERTEX_SHADER:
- target = &ctx->Shader.CurrentVertexProgram;
+ target = &ctx->_Shader->CurrentVertexProgram;
if ((shProg == NULL)
|| (shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL)) {
shProg = NULL;
}
break;
case GL_GEOMETRY_SHADER_ARB:
- target = &ctx->Shader.CurrentGeometryProgram;
+ target = &ctx->_Shader->CurrentGeometryProgram;
if ((shProg == NULL)
|| (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY] == NULL)) {
shProg = NULL;
}
break;
case GL_FRAGMENT_SHADER:
- target = &ctx->Shader.CurrentFragmentProgram;
+ target = &ctx->_Shader->CurrentFragmentProgram;
if ((shProg == NULL)
|| (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL)) {
shProg = NULL;
@@ -929,9 +929,9 @@ use_shader_program(struct gl_context *ctx, GLenum type,
/* Empty for now. */
break;
case GL_FRAGMENT_SHADER:
- if (*target == ctx->Shader._CurrentFragmentProgram) {
+ if (*target == ctx->_Shader->_CurrentFragmentProgram) {
_mesa_reference_shader_program(ctx,
- &ctx->Shader._CurrentFragmentProgram,
+ &ctx->_Shader->_CurrentFragmentProgram,
NULL);
}
break;
@@ -1450,7 +1450,7 @@ _mesa_UseProgram(GLhandleARB program)
}
/* debug code */
- if (ctx->Shader.Flags & GLSL_USE_PROG) {
+ if (ctx->_Shader->Flags & GLSL_USE_PROG) {
print_shader_info(shProg);
}
}
diff --git a/src/mesa/main/state.c b/src/mesa/main/state.c
index 251c1ae..eb4dd95 100644
--- a/src/mesa/main/state.c
+++ b/src/mesa/main/state.c
@@ -104,9 +104,9 @@ update_program_enables(struct gl_context *ctx)
static GLbitfield
update_program(struct gl_context *ctx)
{
- const struct gl_shader_program *vsProg = ctx->Shader.CurrentVertexProgram;
- const struct gl_shader_program *gsProg = ctx->Shader.CurrentGeometryProgram;
- struct gl_shader_program *fsProg = ctx->Shader.CurrentFragmentProgram;
+ const struct gl_shader_program *vsProg = ctx->_Shader->CurrentVertexProgram;
+ const struct gl_shader_program *gsProg = ctx->_Shader->CurrentGeometryProgram;
+ struct gl_shader_program *fsProg = ctx->_Shader->CurrentFragmentProgram;
const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current;
const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current;
const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current;
@@ -132,7 +132,7 @@ update_program(struct gl_context *ctx)
&& fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
/* Use GLSL fragment shader */
_mesa_reference_shader_program(ctx,
- &ctx->Shader._CurrentFragmentProgram,
+ &ctx->_Shader->_CurrentFragmentProgram,
fsProg);
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
gl_fragment_program(fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program));
@@ -142,7 +142,7 @@ update_program(struct gl_context *ctx)
else if (ctx->FragmentProgram._Enabled) {
/* Use user-defined fragment program */
_mesa_reference_shader_program(ctx,
- &ctx->Shader._CurrentFragmentProgram,
+ &ctx->_Shader->_CurrentFragmentProgram,
NULL);
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
ctx->FragmentProgram.Current);
@@ -154,7 +154,7 @@ update_program(struct gl_context *ctx)
struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx);
_mesa_reference_shader_program(ctx,
- &ctx->Shader._CurrentFragmentProgram,
+ &ctx->_Shader->_CurrentFragmentProgram,
f);
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current,
gl_fragment_program(f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program));
@@ -314,7 +314,7 @@ update_multisample(struct gl_context *ctx)
static void
update_twoside(struct gl_context *ctx)
{
- if (ctx->Shader.CurrentVertexProgram ||
+ if (ctx->_Shader->CurrentVertexProgram ||
ctx->VertexProgram._Enabled) {
ctx->VertexProgram._TwoSideEnabled = ctx->VertexProgram.TwoSideEnabled;
} else {
diff --git a/src/mesa/main/texstate.c b/src/mesa/main/texstate.c
index d44cd7c..b4cfbf1 100644
--- a/src/mesa/main/texstate.c
+++ b/src/mesa/main/texstate.c
@@ -531,14 +531,14 @@ update_texture_state( struct gl_context *ctx )
struct gl_program *vprog = NULL;
GLbitfield enabledFragUnits = 0x0;
- if (ctx->Shader.CurrentVertexProgram &&
- ctx->Shader.CurrentVertexProgram->LinkStatus) {
- vprog = ctx->Shader.CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
+ if (ctx->_Shader->CurrentVertexProgram &&
+ ctx->_Shader->CurrentVertexProgram->LinkStatus) {
+ vprog = ctx->_Shader->CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
}
- if (ctx->Shader.CurrentFragmentProgram &&
- ctx->Shader.CurrentFragmentProgram->LinkStatus) {
- fprog = ctx->Shader.CurrentFragmentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program;
+ if (ctx->_Shader->CurrentFragmentProgram &&
+ ctx->_Shader->CurrentFragmentProgram->LinkStatus) {
+ fprog = ctx->_Shader->CurrentFragmentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program;
}
else if (ctx->FragmentProgram._Enabled) {
fprog = &ctx->FragmentProgram.Current->Base;
diff --git a/src/mesa/main/transformfeedback.c b/src/mesa/main/transformfeedback.c
index fd4718d..c90c4fa 100644
--- a/src/mesa/main/transformfeedback.c
+++ b/src/mesa/main/transformfeedback.c
@@ -341,13 +341,13 @@ _mesa_BeginTransformFeedback(GLenum mode)
obj = ctx->TransformFeedback.CurrentObject;
- if (ctx->Shader.CurrentVertexProgram == NULL) {
+ if (ctx->_Shader->CurrentVertexProgram == NULL) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glBeginTransformFeedback(no program active)");
return;
}
- info = &ctx->Shader.CurrentVertexProgram->LinkedTransformFeedback;
+ info = &ctx->_Shader->CurrentVertexProgram->LinkedTransformFeedback;
if (info->NumOutputs == 0) {
_mesa_error(ctx, GL_INVALID_OPERATION,
diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp
index b8335fe..59f3ad1 100644
--- a/src/mesa/main/uniform_query.cpp
+++ b/src/mesa/main/uniform_query.cpp
@@ -690,7 +690,7 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
return;
}
- if (ctx->Shader.Flags & GLSL_UNIFORMS) {
+ if (ctx->_Shader->Flags & GLSL_UNIFORMS) {
log_uniform(values, basicType, components, 1, count,
false, shProg, location, uni);
}
@@ -877,7 +877,7 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
}
}
- if (ctx->Shader.Flags & GLSL_UNIFORMS) {
+ if (ctx->_Shader->Flags & GLSL_UNIFORMS) {
log_uniform(values, GLSL_TYPE_FLOAT, components, vectors, count,
bool(transpose), shProg, location, uni);
}
diff --git a/src/mesa/main/uniforms.c b/src/mesa/main/uniforms.c
index 9529593..e26fb0a 100644
--- a/src/mesa/main/uniforms.c
+++ b/src/mesa/main/uniforms.c
@@ -131,7 +131,7 @@ void GLAPIENTRY
_mesa_Uniform1f(GLint location, GLfloat v0)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_FLOAT);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, &v0, GL_FLOAT);
}
void GLAPIENTRY
@@ -141,7 +141,7 @@ _mesa_Uniform2f(GLint location, GLfloat v0, GLfloat v1)
GLfloat v[2];
v[0] = v0;
v[1] = v1;
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC2);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_FLOAT_VEC2);
}
void GLAPIENTRY
@@ -152,7 +152,7 @@ _mesa_Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
v[0] = v0;
v[1] = v1;
v[2] = v2;
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC3);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_FLOAT_VEC3);
}
void GLAPIENTRY
@@ -165,14 +165,14 @@ _mesa_Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2,
v[1] = v1;
v[2] = v2;
v[3] = v3;
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC4);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_FLOAT_VEC4);
}
void GLAPIENTRY
_mesa_Uniform1i(GLint location, GLint v0)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_INT);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, &v0, GL_INT);
}
void GLAPIENTRY
@@ -182,7 +182,7 @@ _mesa_Uniform2i(GLint location, GLint v0, GLint v1)
GLint v[2];
v[0] = v0;
v[1] = v1;
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC2);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_INT_VEC2);
}
void GLAPIENTRY
@@ -193,7 +193,7 @@ _mesa_Uniform3i(GLint location, GLint v0, GLint v1, GLint v2)
v[0] = v0;
v[1] = v1;
v[2] = v2;
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC3);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_INT_VEC3);
}
void GLAPIENTRY
@@ -205,63 +205,63 @@ _mesa_Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
v[1] = v1;
v[2] = v2;
v[3] = v3;
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC4);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_INT_VEC4);
}
void GLAPIENTRY
_mesa_Uniform1fv(GLint location, GLsizei count, const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_FLOAT);
}
void GLAPIENTRY
_mesa_Uniform2fv(GLint location, GLsizei count, const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC2);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_FLOAT_VEC2);
}
void GLAPIENTRY
_mesa_Uniform3fv(GLint location, GLsizei count, const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC3);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_FLOAT_VEC3);
}
void GLAPIENTRY
_mesa_Uniform4fv(GLint location, GLsizei count, const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC4);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_FLOAT_VEC4);
}
void GLAPIENTRY
_mesa_Uniform1iv(GLint location, GLsizei count, const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_INT);
}
void GLAPIENTRY
_mesa_Uniform2iv(GLint location, GLsizei count, const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC2);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_INT_VEC2);
}
void GLAPIENTRY
_mesa_Uniform3iv(GLint location, GLsizei count, const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC3);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_INT_VEC3);
}
void GLAPIENTRY
_mesa_Uniform4iv(GLint location, GLsizei count, const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC4);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_INT_VEC4);
}
/** Same as above with direct state access **/
@@ -467,7 +467,7 @@ void GLAPIENTRY
_mesa_Uniform1ui(GLint location, GLuint v0)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_UNSIGNED_INT);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, &v0, GL_UNSIGNED_INT);
}
void GLAPIENTRY
@@ -477,7 +477,7 @@ _mesa_Uniform2ui(GLint location, GLuint v0, GLuint v1)
GLuint v[2];
v[0] = v0;
v[1] = v1;
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC2);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC2);
}
void GLAPIENTRY
@@ -488,7 +488,7 @@ _mesa_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
v[0] = v0;
v[1] = v1;
v[2] = v2;
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC3);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC3);
}
void GLAPIENTRY
@@ -500,35 +500,35 @@ _mesa_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
v[1] = v1;
v[2] = v2;
v[3] = v3;
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC4);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC4);
}
void GLAPIENTRY
_mesa_Uniform1uiv(GLint location, GLsizei count, const GLuint *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_UNSIGNED_INT);
}
void GLAPIENTRY
_mesa_Uniform2uiv(GLint location, GLsizei count, const GLuint *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC2);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC2);
}
void GLAPIENTRY
_mesa_Uniform3uiv(GLint location, GLsizei count, const GLuint *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC3);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC3);
}
void GLAPIENTRY
_mesa_Uniform4uiv(GLint location, GLsizei count, const GLuint *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC4);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC4);
}
@@ -538,7 +538,7 @@ _mesa_UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
2, 2, location, count, transpose, value);
}
@@ -547,7 +547,7 @@ _mesa_UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
3, 3, location, count, transpose, value);
}
@@ -556,7 +556,7 @@ _mesa_UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
4, 4, location, count, transpose, value);
}
@@ -704,7 +704,7 @@ _mesa_UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
2, 3, location, count, transpose, value);
}
@@ -713,7 +713,7 @@ _mesa_UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
3, 2, location, count, transpose, value);
}
@@ -722,7 +722,7 @@ _mesa_UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
2, 4, location, count, transpose, value);
}
@@ -731,7 +731,7 @@ _mesa_UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
4, 2, location, count, transpose, value);
}
@@ -740,7 +740,7 @@ _mesa_UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
3, 4, location, count, transpose, value);
}
@@ -749,7 +749,7 @@ _mesa_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
4, 3, location, count, transpose, value);
}
diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp
index 14cf5ba..fb04f33 100644
--- a/src/mesa/program/ir_to_mesa.cpp
+++ b/src/mesa/program/ir_to_mesa.cpp
@@ -2922,7 +2922,7 @@ get_mesa_program(struct gl_context *ctx,
set_branchtargets(&v, mesa_instructions, num_instructions);
- if (ctx->Shader.Flags & GLSL_DUMP) {
+ if (ctx->_Shader->Flags & GLSL_DUMP) {
printf("\n");
printf("GLSL IR for linked %s program %d:\n", target_string,
shader_program->Name);
@@ -2957,7 +2957,7 @@ get_mesa_program(struct gl_context *ctx,
_mesa_reference_program(ctx, &shader->Program, prog);
- if ((ctx->Shader.Flags & GLSL_NO_OPT) == 0) {
+ if ((ctx->_Shader->Flags & GLSL_NO_OPT) == 0) {
_mesa_optimize_program(ctx, prog);
}
@@ -3099,7 +3099,7 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader)
state->error = glcpp_preprocess(state, &source, &state->info_log,
&ctx->Extensions, ctx);
- if (ctx->Shader.Flags & GLSL_DUMP) {
+ if (ctx->_Shader->Flags & GLSL_DUMP) {
printf("GLSL source for %s shader %d:\n",
_mesa_glsl_shader_target_name(state->target), shader->Name);
printf("%s\n", shader->Source);
@@ -3137,11 +3137,11 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader)
sizeof(shader->builtins_to_link[0]) * state->num_builtins_to_link);
shader->num_builtins_to_link = state->num_builtins_to_link;
- if (ctx->Shader.Flags & GLSL_LOG) {
+ if (ctx->_Shader->Flags & GLSL_LOG) {
_mesa_write_shader_to_file(shader);
}
- if (ctx->Shader.Flags & GLSL_DUMP) {
+ if (ctx->_Shader->Flags & GLSL_DUMP) {
if (shader->CompileStatus) {
printf("GLSL IR for shader %d:\n", shader->Name);
_mesa_print_ir(shader->ir, NULL);
@@ -3197,7 +3197,7 @@ _mesa_glsl_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
}
}
- if (ctx->Shader.Flags & GLSL_DUMP) {
+ if (ctx->_Shader->Flags & GLSL_DUMP) {
if (!prog->LinkStatus) {
printf("GLSL shader program %d failed to link\n", prog->Name);
}
diff --git a/src/mesa/state_tracker/st_atom_clip.c b/src/mesa/state_tracker/st_atom_clip.c
index 8558d76..64478c1 100644
--- a/src/mesa/state_tracker/st_atom_clip.c
+++ b/src/mesa/state_tracker/st_atom_clip.c
@@ -52,7 +52,7 @@ static void update_clip( struct st_context *st )
/* if we have a vertex shader that writes clip vertex we need to pass
the pre-projection transformed coordinates into the driver. */
if (st->vp) {
- if (ctx->Shader.CurrentVertexProgram)
+ if (ctx->_Shader->CurrentVertexProgram)
use_eye = TRUE;
}
diff --git a/src/mesa/state_tracker/st_atom_constbuf.c b/src/mesa/state_tracker/st_atom_constbuf.c
index ed69166..cd9570e 100644
--- a/src/mesa/state_tracker/st_atom_constbuf.c
+++ b/src/mesa/state_tracker/st_atom_constbuf.c
@@ -206,7 +206,7 @@ static void st_bind_ubos(struct st_context *st,
static void bind_vs_ubos(struct st_context *st)
{
- struct gl_shader_program *prog = st->ctx->Shader.CurrentVertexProgram;
+ struct gl_shader_program *prog = st->ctx->_Shader->CurrentVertexProgram;
if (!prog)
return;
@@ -225,7 +225,7 @@ const struct st_tracked_state st_bind_vs_ubos = {
static void bind_fs_ubos(struct st_context *st)
{
- struct gl_shader_program *prog = st->ctx->Shader.CurrentFragmentProgram;
+ struct gl_shader_program *prog = st->ctx->_Shader->CurrentFragmentProgram;
if (!prog)
return;
diff --git a/src/mesa/state_tracker/st_cb_drawpixels.c b/src/mesa/state_tracker/st_cb_drawpixels.c
index de7b91f..c0583c1 100644
--- a/src/mesa/state_tracker/st_cb_drawpixels.c
+++ b/src/mesa/state_tracker/st_cb_drawpixels.c
@@ -1352,7 +1352,7 @@ blit_copy_pixels(struct gl_context *ctx, GLint srcx, GLint srcy,
!ctx->Stencil.Enabled &&
!ctx->FragmentProgram.Enabled &&
!ctx->VertexProgram.Enabled &&
- !ctx->Shader.CurrentFragmentProgram &&
+ !ctx->_Shader->CurrentFragmentProgram &&
st_fb_orientation(ctx->ReadBuffer) == st_fb_orientation(ctx->DrawBuffer) &&
ctx->DrawBuffer->_NumColorDrawBuffers == 1 &&
!ctx->Query.CondRenderQuery) {
diff --git a/src/mesa/state_tracker/st_draw.c b/src/mesa/state_tracker/st_draw.c
index 437d554..0ff2904 100644
--- a/src/mesa/state_tracker/st_draw.c
+++ b/src/mesa/state_tracker/st_draw.c
@@ -131,9 +131,9 @@ static void
check_uniforms(struct gl_context *ctx)
{
struct gl_shader_program *shProg[3] = {
- ctx->Shader.CurrentVertexProgram,
- ctx->Shader.CurrentGeometryProgram,
- ctx->Shader.CurrentFragmentProgram,
+ ctx->_Shader->CurrentVertexProgram,
+ ctx->_Shader->CurrentGeometryProgram,
+ ctx->_Shader->CurrentFragmentProgram,
};
unsigned j;
diff --git a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
index 589c912..ae4177b 100644
--- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
+++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
@@ -5088,7 +5088,7 @@ get_mesa_program(struct gl_context *ctx,
/* Write the END instruction. */
v->emit(NULL, TGSI_OPCODE_END);
- if (ctx->Shader.Flags & GLSL_DUMP) {
+ if (ctx->_Shader->Flags & GLSL_DUMP) {
printf("\n");
printf("GLSL IR for linked %s program %d:\n", target_string,
shader_program->Name);
diff --git a/src/mesa/state_tracker/st_program.c b/src/mesa/state_tracker/st_program.c
index 60cc37c..75b124b 100644
--- a/src/mesa/state_tracker/st_program.c
+++ b/src/mesa/state_tracker/st_program.c
@@ -1117,9 +1117,9 @@ void
st_print_shaders(struct gl_context *ctx)
{
struct gl_shader_program *shProg[3] = {
- ctx->Shader.CurrentVertexProgram,
- ctx->Shader.CurrentGeometryProgram,
- ctx->Shader.CurrentFragmentProgram,
+ ctx->_Shader->CurrentVertexProgram,
+ ctx->_Shader->CurrentGeometryProgram,
+ ctx->_Shader->CurrentFragmentProgram,
};
unsigned j;
diff --git a/src/mesa/swrast/s_fragprog.c b/src/mesa/swrast/s_fragprog.c
index 1ce2ee4..8726af5 100644
--- a/src/mesa/swrast/s_fragprog.c
+++ b/src/mesa/swrast/s_fragprog.c
@@ -182,7 +182,7 @@ init_machine(struct gl_context *ctx, struct gl_program_machine *machine,
machine->Samplers = program->Base.SamplerUnits;
/* if running a GLSL program (not ARB_fragment_program) */
- if (ctx->Shader.CurrentFragmentProgram) {
+ if (ctx->_Shader->CurrentFragmentProgram) {
/* Store front/back facing value */
machine->Attribs[VARYING_SLOT_FACE][col][0] = 1.0F - span->facing;
}
--
1.7.10.4
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