[Mesa-dev] [PATCH] glsl/mesa: stop duplicating tess layout values
Marek Olšák
maraeo at gmail.com
Tue Jun 21 13:45:00 UTC 2016
Reviewed-by: Marek Olšák <marek.olsak at amd.com>
Marek
On Tue, Jun 21, 2016 at 4:21 AM, Timothy Arceri
<timothy.arceri at collabora.com> wrote:
> We already store this in gl_shader and gl_program here we
> remove it from gl_shader_program and just use the values
> from gl_shader.
>
> This will allow us to keep the shader cache restore code as
> simple as it can be while making it somewhat clearer where these
> values originate from.
> ---
> src/compiler/glsl/linker.cpp | 4 ----
> src/mesa/main/api_validate.c | 11 ++++++-----
> src/mesa/main/mtypes.h | 7 -------
> src/mesa/main/shaderapi.c | 35 +++++++++++++++++++++++------------
> 4 files changed, 29 insertions(+), 28 deletions(-)
>
> diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
> index 9c6147b..ec71bfe 100644
> --- a/src/compiler/glsl/linker.cpp
> +++ b/src/compiler/glsl/linker.cpp
> @@ -1890,19 +1890,15 @@ link_tes_in_layout_qualifiers(struct gl_shader_program *prog,
> "primitive modes.\n");
> return;
> }
> - prog->TessEval.PrimitiveMode = linked_shader->TessEval.PrimitiveMode;
>
> if (linked_shader->TessEval.Spacing == 0)
> linked_shader->TessEval.Spacing = GL_EQUAL;
> - prog->TessEval.Spacing = linked_shader->TessEval.Spacing;
>
> if (linked_shader->TessEval.VertexOrder == 0)
> linked_shader->TessEval.VertexOrder = GL_CCW;
> - prog->TessEval.VertexOrder = linked_shader->TessEval.VertexOrder;
>
> if (linked_shader->TessEval.PointMode == -1)
> linked_shader->TessEval.PointMode = GL_FALSE;
> - prog->TessEval.PointMode = linked_shader->TessEval.PointMode;
> }
>
>
> diff --git a/src/mesa/main/api_validate.c b/src/mesa/main/api_validate.c
> index c7625c3..634040f 100644
> --- a/src/mesa/main/api_validate.c
> +++ b/src/mesa/main/api_validate.c
> @@ -206,9 +206,10 @@ _mesa_valid_prim_mode(struct gl_context *ctx, GLenum mode, const char *name)
> GLenum mode_before_gs = mode;
>
> if (tes) {
> - if (tes->TessEval.PointMode)
> + struct gl_shader *tes_sh = tes->_LinkedShaders[MESA_SHADER_TESS_EVAL];
> + if (tes_sh->TessEval.PointMode)
> mode_before_gs = GL_POINTS;
> - else if (tes->TessEval.PrimitiveMode == GL_ISOLINES)
> + else if (tes_sh->TessEval.PrimitiveMode == GL_ISOLINES)
> mode_before_gs = GL_LINES;
> else
> /* the GL_QUADS mode generates triangles too */
> @@ -321,10 +322,10 @@ _mesa_valid_prim_mode(struct gl_context *ctx, GLenum mode, const char *name)
> else if (ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]) {
> struct gl_shader_program *tes =
> ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
> -
> - if (tes->TessEval.PointMode)
> + struct gl_shader *tes_sh = tes->_LinkedShaders[MESA_SHADER_TESS_EVAL];
> + if (tes_sh->TessEval.PointMode)
> pass = ctx->TransformFeedback.Mode == GL_POINTS;
> - else if (tes->TessEval.PrimitiveMode == GL_ISOLINES)
> + else if (tes_sh->TessEval.PrimitiveMode == GL_ISOLINES)
> pass = ctx->TransformFeedback.Mode == GL_LINES;
> else
> pass = ctx->TransformFeedback.Mode == GL_TRIANGLES;
> diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
> index e7ed509..dad0ac1 100644
> --- a/src/mesa/main/mtypes.h
> +++ b/src/mesa/main/mtypes.h
> @@ -2729,13 +2729,6 @@ struct gl_shader_program
> * Tessellation Evaluation shader state from layout qualifiers.
> */
> struct {
> - /** GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
> - GLenum PrimitiveMode;
> - /** GL_EQUAL, GL_FRACTIONAL_ODD or GL_FRACTIONAL_EVEN */
> - GLenum Spacing;
> - /** GL_CW or GL_CCW */
> - GLenum VertexOrder;
> - bool PointMode;
> /**
> * True if gl_ClipDistance is written to. Copied into
> * gl_tess_eval_program by _mesa_copy_linked_program_data().
> diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c
> index fed8b6d..605c83c 100644
> --- a/src/mesa/main/shaderapi.c
> +++ b/src/mesa/main/shaderapi.c
> @@ -831,26 +831,34 @@ get_programiv(struct gl_context *ctx, GLuint program, GLenum pname,
> case GL_TESS_GEN_MODE:
> if (!has_tess)
> break;
> - if (check_tes_query(ctx, shProg))
> - *params = shProg->TessEval.PrimitiveMode;
> + if (check_tes_query(ctx, shProg)) {
> + *params = shProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]->
> + TessEval.PrimitiveMode;
> + }
> return;
> case GL_TESS_GEN_SPACING:
> if (!has_tess)
> break;
> - if (check_tes_query(ctx, shProg))
> - *params = shProg->TessEval.Spacing;
> + if (check_tes_query(ctx, shProg)) {
> + *params = shProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]->
> + TessEval.Spacing;
> + }
> return;
> case GL_TESS_GEN_VERTEX_ORDER:
> if (!has_tess)
> break;
> - if (check_tes_query(ctx, shProg))
> - *params = shProg->TessEval.VertexOrder;
> + if (check_tes_query(ctx, shProg)) {
> + *params = shProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]->
> + TessEval.VertexOrder;
> + }
> return;
> case GL_TESS_GEN_POINT_MODE:
> if (!has_tess)
> break;
> - if (check_tes_query(ctx, shProg))
> - *params = shProg->TessEval.PointMode;
> + if (check_tes_query(ctx, shProg)) {
> + *params = shProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]->
> + TessEval.PointMode;
> + }
> return;
> default:
> break;
> @@ -2161,10 +2169,13 @@ _mesa_copy_linked_program_data(gl_shader_stage type,
> case MESA_SHADER_TESS_EVAL: {
> struct gl_tess_eval_program *dst_tep =
> (struct gl_tess_eval_program *) dst;
> - dst_tep->PrimitiveMode = src->TessEval.PrimitiveMode;
> - dst_tep->Spacing = src->TessEval.Spacing;
> - dst_tep->VertexOrder = src->TessEval.VertexOrder;
> - dst_tep->PointMode = src->TessEval.PointMode;
> + struct gl_shader *tes_sh = src->_LinkedShaders[MESA_SHADER_TESS_EVAL];
> + if (tes_sh) {
> + dst_tep->PrimitiveMode = tes_sh->TessEval.PrimitiveMode;
> + dst_tep->Spacing = tes_sh->TessEval.Spacing;
> + dst_tep->VertexOrder = tes_sh->TessEval.VertexOrder;
> + dst_tep->PointMode = tes_sh->TessEval.PointMode;
> + }
> dst->ClipDistanceArraySize = src->TessEval.ClipDistanceArraySize;
> dst->CullDistanceArraySize = src->TessEval.CullDistanceArraySize;
> break;
> --
> 2.5.5
>
> _______________________________________________
> mesa-dev mailing list
> mesa-dev at lists.freedesktop.org
> https://lists.freedesktop.org/mailman/listinfo/mesa-dev
More information about the mesa-dev
mailing list