[Mesa-dev] [PATCH 3/4] glsl/linker: Pass name and type through to create_shader_variable()
Kristian Høgsberg
krh at bitplanet.net
Tue Apr 12 21:24:32 UTC 2016
From: Kristian Høgsberg Kristensen <kristian.h.kristensen at intel.com>
No functional change here, but this now lets us recurse throught structs
in add_shader_variable().
Signed-off-by: Kristian Høgsberg Kristensen <kristian.h.kristensen at intel.com>
---
src/compiler/glsl/linker.cpp | 21 ++++++++++++---------
1 file changed, 12 insertions(+), 9 deletions(-)
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index 9064d74..4c512d4 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -3518,8 +3518,9 @@ build_stageref(struct gl_shader_program *shProg, const char *name,
*/
static gl_shader_variable *
create_shader_variable(struct gl_shader_program *shProg,
- const ir_variable *in, bool use_implicit_location,
- int location)
+ const ir_variable *in,
+ const char *name, const glsl_type *type,
+ bool use_implicit_location, int location)
{
gl_shader_variable *out = ralloc(shProg, struct gl_shader_variable);
if (!out)
@@ -3532,7 +3533,7 @@ create_shader_variable(struct gl_shader_program *shProg,
in->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
out->name = ralloc_strdup(shProg, "gl_VertexID");
} else {
- out->name = ralloc_strdup(shProg, in->name);
+ out->name = ralloc_strdup(shProg, name);
}
if (!out->name)
@@ -3560,7 +3561,7 @@ create_shader_variable(struct gl_shader_program *shProg,
out->location = location;
}
- out->type = in->type;
+ out->type = type;
out->index = in->data.index;
out->patch = in->data.patch;
out->mode = in->data.mode;
@@ -3571,10 +3572,12 @@ create_shader_variable(struct gl_shader_program *shProg,
static bool
add_shader_variable(struct gl_shader_program *shProg, unsigned stage_mask,
GLenum programInterface, ir_variable *var,
+ const char *name, const glsl_type *type,
bool use_implicit_location, int location)
{
gl_shader_variable *sha_v =
- create_shader_variable(shProg, var, use_implicit_location, location);
+ create_shader_variable(shProg, var, name, type,
+ use_implicit_location, location);
if (!sha_v)
return false;
@@ -3630,7 +3633,7 @@ add_interface_variables(struct gl_shader_program *shProg,
(stage == MESA_SHADER_FRAGMENT && var->data.mode == ir_var_shader_out);
if (!add_shader_variable(shProg, 1 << stage, programInterface,
- var, vs_input_or_fs_output,
+ var, var->name, var->type, vs_input_or_fs_output,
var->data.location - loc_bias))
return false;
}
@@ -3664,7 +3667,7 @@ add_packed_varyings(struct gl_shader_program *shProg, int stage, GLenum type)
const int stage_mask =
build_stageref(shProg, var->name, var->data.mode);
if (!add_shader_variable(shProg, stage_mask,
- iface, var, false,
+ iface, var, var->name, var->type, false,
var->data.location - VARYING_SLOT_VAR0))
return false;
}
@@ -3688,8 +3691,8 @@ add_fragdata_arrays(struct gl_shader_program *shProg)
if (!add_shader_variable(shProg,
1 << MESA_SHADER_FRAGMENT,
- GL_PROGRAM_OUTPUT, var, true,
- var->data.location - FRAG_RESULT_DATA0))
+ GL_PROGRAM_OUTPUT, var, var->name, var->type,
+ true, var->data.location - FRAG_RESULT_DATA0))
return false;
}
}
--
2.5.0
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