[Mesa-dev] [PATCH] glsl: Rename "vertex_input_slots" -> "is_vertex_input"
Timothy Arceri
timothy.arceri at collabora.com
Tue Apr 12 22:54:47 UTC 2016
On Tue, 2016-04-12 at 15:28 -0700, Matt Turner wrote:
> vertex_input_slots would be an appropriate name for an integer, but
> not
> a bool.
>
> Also remove a cond ? true : false from a count_attribute_slots() call
> site, noticed during the rename.
Thats much better.
Reviewed-by: Timothy Arceri <timothy.arceri at collabora.com>
> ---
> src/compiler/glsl/ir_set_program_inouts.cpp | 6 +++---
> src/compiler/glsl/linker.cpp | 2 +-
> src/compiler/glsl_types.cpp | 8 ++++----
> src/compiler/glsl_types.h | 2 +-
> src/compiler/nir_types.cpp | 4 ++--
> src/compiler/nir_types.h | 2 +-
> 6 files changed, 12 insertions(+), 12 deletions(-)
>
> diff --git a/src/compiler/glsl/ir_set_program_inouts.cpp
> b/src/compiler/glsl/ir_set_program_inouts.cpp
> index df06923..6768d82 100644
> --- a/src/compiler/glsl/ir_set_program_inouts.cpp
> +++ b/src/compiler/glsl/ir_set_program_inouts.cpp
> @@ -149,7 +149,7 @@ void
> ir_set_program_inouts_visitor::mark_whole_variable(ir_variable *var)
> {
> const glsl_type *type = var->type;
> - bool vertex_input = false;
> + bool is_vertex_input = false;
> if (this->shader_stage == MESA_SHADER_GEOMETRY &&
> var->data.mode == ir_var_shader_in && type->is_array()) {
> type = type->fields.array;
> @@ -175,9 +175,9 @@
> ir_set_program_inouts_visitor::mark_whole_variable(ir_variable *var)
>
> if (this->shader_stage == MESA_SHADER_VERTEX &&
> var->data.mode == ir_var_shader_in)
> - vertex_input = true;
> + is_vertex_input = true;
>
> - mark(this->prog, var, 0, type-
> >count_attribute_slots(vertex_input),
> + mark(this->prog, var, 0, type-
> >count_attribute_slots(is_vertex_input),
> this->shader_stage);
> }
>
> diff --git a/src/compiler/glsl/linker.cpp
> b/src/compiler/glsl/linker.cpp
> index 10b5a8f..8eb96b9 100644
> --- a/src/compiler/glsl/linker.cpp
> +++ b/src/compiler/glsl/linker.cpp
> @@ -2618,7 +2618,7 @@
> assign_attribute_or_color_locations(gl_shader_program *prog,
> return false;
> }
>
> - const unsigned slots = var->type-
> >count_attribute_slots(target_index == MESA_SHADER_VERTEX ? true :
> false);
> + const unsigned slots = var->type-
> >count_attribute_slots(target_index == MESA_SHADER_VERTEX);
>
> /* If the variable is not a built-in and has a location
> statically
> * assigned in the shader (presumably via a layout qualifier),
> make sure
> diff --git a/src/compiler/glsl_types.cpp
> b/src/compiler/glsl_types.cpp
> index 39585bf..c058283 100644
> --- a/src/compiler/glsl_types.cpp
> +++ b/src/compiler/glsl_types.cpp
> @@ -1897,7 +1897,7 @@ glsl_type::std430_size(bool row_major) const
> }
>
> unsigned
> -glsl_type::count_attribute_slots(bool vertex_input_slots) const
> +glsl_type::count_attribute_slots(bool is_vertex_input) const
> {
> /* From page 31 (page 37 of the PDF) of the GLSL 1.50 spec:
> *
> @@ -1931,7 +1931,7 @@ glsl_type::count_attribute_slots(bool
> vertex_input_slots) const
> case GLSL_TYPE_BOOL:
> return this->matrix_columns;
> case GLSL_TYPE_DOUBLE:
> - if (this->vector_elements > 2 && !vertex_input_slots)
> + if (this->vector_elements > 2 && !is_vertex_input)
> return this->matrix_columns * 2;
> else
> return this->matrix_columns;
> @@ -1940,13 +1940,13 @@ glsl_type::count_attribute_slots(bool
> vertex_input_slots) const
> unsigned size = 0;
>
> for (unsigned i = 0; i < this->length; i++)
> - size += this->fields.structure[i].type-
> >count_attribute_slots(vertex_input_slots);
> + size += this->fields.structure[i].type-
> >count_attribute_slots(is_vertex_input);
>
> return size;
> }
>
> case GLSL_TYPE_ARRAY:
> - return this->length * this->fields.array-
> >count_attribute_slots(vertex_input_slots);
> + return this->length * this->fields.array-
> >count_attribute_slots(is_vertex_input);
>
> case GLSL_TYPE_FUNCTION:
> case GLSL_TYPE_SAMPLER:
> diff --git a/src/compiler/glsl_types.h b/src/compiler/glsl_types.h
> index dd46479..a47b0ff 100644
> --- a/src/compiler/glsl_types.h
> +++ b/src/compiler/glsl_types.h
> @@ -344,7 +344,7 @@ struct glsl_type {
> * For vertex shader attributes - doubles only take one slot.
> * For inter-shader varyings - dvec3/dvec4 take two slots.
> */
> - unsigned count_attribute_slots(bool vertex_input_slots) const;
> + unsigned count_attribute_slots(bool is_vertex_input) const;
>
> /**
> * Alignment in bytes of the start of this type in a std140
> uniform
> diff --git a/src/compiler/nir_types.cpp b/src/compiler/nir_types.cpp
> index 70e9cd3..62a1071 100644
> --- a/src/compiler/nir_types.cpp
> +++ b/src/compiler/nir_types.cpp
> @@ -126,9 +126,9 @@ glsl_get_aoa_size(const struct glsl_type *type)
>
> unsigned
> glsl_count_attribute_slots(const struct glsl_type *type,
> - bool vertex_input_slots)
> + bool is_vertex_input)
> {
> - return type->count_attribute_slots(vertex_input_slots);
> + return type->count_attribute_slots(is_vertex_input);
> }
>
> const char *
> diff --git a/src/compiler/nir_types.h b/src/compiler/nir_types.h
> index 5efdd85..851096f 100644
> --- a/src/compiler/nir_types.h
> +++ b/src/compiler/nir_types.h
> @@ -69,7 +69,7 @@ unsigned glsl_get_length(const struct glsl_type
> *type);
> unsigned glsl_get_aoa_size(const struct glsl_type *type);
>
> unsigned glsl_count_attribute_slots(const struct glsl_type *type,
> - bool vertex_input_slots);
> + bool is_vertex_input);
>
> const char *glsl_get_struct_elem_name(const struct glsl_type *type,
> unsigned index);
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