[Mesa-dev] [PATCH 1/8] glsl: pass stage into mark function

Oded Gabbay oded.gabbay at gmail.com
Wed Dec 9 01:27:21 PST 2015


On Wed, Dec 9, 2015 at 8:06 AM, Dave Airlie <airlied at gmail.com> wrote:
> From: Dave Airlie <airlied at redhat.com>
>
> Don't use a bool here, as for some 64-bit fixes we need
> the stage.
>
> Signed-off-by: Dave Airlie <airlied at redhat.com>
> ---
>  src/glsl/ir_set_program_inouts.cpp | 8 ++++----
>  1 file changed, 4 insertions(+), 4 deletions(-)
>
> diff --git a/src/glsl/ir_set_program_inouts.cpp b/src/glsl/ir_set_program_inouts.cpp
> index d7c29b0..70d754f 100644
> --- a/src/glsl/ir_set_program_inouts.cpp
> +++ b/src/glsl/ir_set_program_inouts.cpp
> @@ -90,7 +90,7 @@ is_dual_slot(ir_variable *var)
>
>  static void
>  mark(struct gl_program *prog, ir_variable *var, int offset, int len,
> -     bool is_fragment_shader)
> +     gl_shader_stage stage)
>  {
>     /* As of GLSL 1.20, varyings can only be floats, floating-point
>      * vectors or matrices, or arrays of them.  For Mesa programs using
> @@ -125,7 +125,7 @@ mark(struct gl_program *prog, ir_variable *var, int offset, int len,
>
>           if (dual_slot)
>              prog->DoubleInputsRead |= bitfield;
> -         if (is_fragment_shader) {
> +         if (stage == MESA_SHADER_FRAGMENT) {
>              gl_fragment_program *fprog = (gl_fragment_program *) prog;
>              fprog->InterpQualifier[idx] =
>                 (glsl_interp_qualifier) var->data.interpolation;
> @@ -178,7 +178,7 @@ ir_set_program_inouts_visitor::mark_whole_variable(ir_variable *var)
>     }
>
>     mark(this->prog, var, 0, type->count_attribute_slots(),
> -        this->shader_stage == MESA_SHADER_FRAGMENT);
> +        this->shader_stage);
>  }
>
>  /* Default handler: Mark all the locations in the variable as used. */
> @@ -302,7 +302,7 @@ ir_set_program_inouts_visitor::try_mark_partial_variable(ir_variable *var,
>     }
>
>     mark(this->prog, var, index_as_constant->value.u[0] * elem_width,
> -        elem_width, this->shader_stage == MESA_SHADER_FRAGMENT);
> +        elem_width, this->shader_stage);
>     return true;
>  }
>
> --
> 2.5.0
>
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Reviewed-by: Oded Gabbay <oded.gabbay at gmail.com>


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