[Mesa-dev] [PATCH] glsl: Rename "vertex_input_slots" -> "is_vertex_input"

Iago Toral itoral at igalia.com
Wed Apr 13 09:38:03 UTC 2016


Reviewed-by: Iago Toral Quiroga <itoral at igalia.com>

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.
> ---
>  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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