V2: formatting improvement Basically a sed but shaderapi.c and get.c. get.c => GL_CURRENT_PROGAM always refer to the "old" UseProgram behavior shaderapi.c => the old api stil update the Shader object directly --- src/mesa/drivers/common/meta.c | 10 ++-- src/mesa/drivers/dri/i965/brw_gs.c | 2 +- src/mesa/drivers/dri/i965/brw_shader.cpp | 4 +- src/mesa/drivers/dri/i965/brw_vs.c | 4 +- src/mesa/drivers/dri/i965/brw_vs_surface_state.c | 2 +- src/mesa/drivers/dri/i965/brw_wm.c | 2 +- src/mesa/drivers/dri/i965/brw_wm_surface_state.c | 2 +- src/mesa/drivers/dri/i965/gen6_sol.c | 6 +- src/mesa/drivers/dri/i965/gen6_vs_state.c | 2 +- src/mesa/drivers/dri/i965/gen6_wm_state.c | 2 +- src/mesa/drivers/dri/i965/gen7_sol_state.c | 4 +- src/mesa/drivers/dri/i965/gen7_vs_state.c | 2 +- src/mesa/drivers/dri/i965/gen7_wm_state.c | 2 +- src/mesa/main/api_validate.c | 2 +- src/mesa/main/context.c | 32 +++++------ src/mesa/main/ff_fragment_shader.cpp | 8 +-- src/mesa/main/get.c | 10 ++++ src/mesa/main/shaderapi.c | 26 ++++----- src/mesa/main/state.c | 14 ++--- src/mesa/main/texstate.c | 12 ++-- src/mesa/main/transformfeedback.c | 4 +- src/mesa/main/uniform_query.cpp | 4 +- src/mesa/main/uniforms.c | 66 +++++++++++----------- src/mesa/program/ir_to_mesa.cpp | 12 ++-- src/mesa/state_tracker/st_atom_clip.c | 2 +- src/mesa/state_tracker/st_atom_constbuf.c | 4 +- src/mesa/state_tracker/st_cb_drawpixels.c | 2 +- src/mesa/state_tracker/st_draw.c | 6 +- src/mesa/state_tracker/st_glsl_to_tgsi.cpp | 2 +- src/mesa/state_tracker/st_program.c | 6 +- src/mesa/swrast/s_fragprog.c | 2 +- 31 files changed, 134 insertions(+), 124 deletions(-)
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c index e3ab82b..927573d 100644 --- a/src/mesa/drivers/common/meta.c +++ b/src/mesa/drivers/common/meta.c @@ -617,13 +617,13 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state) if (ctx->Extensions.ARB_shader_objects) { _mesa_reference_shader_program(ctx, &save->VertexShader, - ctx->Shader.CurrentVertexProgram); + ctx->_Shader->CurrentVertexProgram); _mesa_reference_shader_program(ctx, &save->GeometryShader, - ctx->Shader.CurrentGeometryProgram); + ctx->_Shader->CurrentGeometryProgram); _mesa_reference_shader_program(ctx, &save->FragmentShader, - ctx->Shader.CurrentFragmentProgram); + ctx->_Shader->CurrentFragmentProgram); _mesa_reference_shader_program(ctx, &save->ActiveShader, - ctx->Shader.ActiveProgram); + ctx->_Shader->ActiveProgram); _mesa_UseProgram(0); } @@ -965,7 +965,7 @@ _mesa_meta_end(struct gl_context *ctx) _mesa_use_shader_program(ctx, GL_FRAGMENT_SHADER, save->FragmentShader); - _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, + _mesa_reference_shader_program(ctx, &ctx->_Shader->ActiveProgram, save->ActiveShader); _mesa_reference_shader_program(ctx, &save->VertexShader, NULL); diff --git a/src/mesa/drivers/dri/i965/brw_gs.c b/src/mesa/drivers/dri/i965/brw_gs.c index caa3b3e..31b01df 100644 --- a/src/mesa/drivers/dri/i965/brw_gs.c +++ b/src/mesa/drivers/dri/i965/brw_gs.c @@ -189,7 +189,7 @@ static void populate_key( struct brw_context *brw, /* _NEW_TRANSFORM_FEEDBACK */ if (_mesa_is_xfb_active_and_unpaused(ctx)) { const struct gl_shader_program *shaderprog = - ctx->Shader.CurrentVertexProgram; + ctx->_Shader->CurrentVertexProgram; const struct gl_transform_feedback_info *linked_xfb_info = &shaderprog->LinkedTransformFeedback; int i; diff --git a/src/mesa/drivers/dri/i965/brw_shader.cpp b/src/mesa/drivers/dri/i965/brw_shader.cpp index b3bd1b9..7259fde 100644 --- a/src/mesa/drivers/dri/i965/brw_shader.cpp +++ b/src/mesa/drivers/dri/i965/brw_shader.cpp @@ -257,7 +257,7 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg) _mesa_reference_program(ctx, &prog, NULL); - if (ctx->Shader.Flags & GLSL_DUMP) { + if (ctx->_Shader->Flags & GLSL_DUMP) { printf("\n"); printf("GLSL IR for linked %s program %d:\n", target_strings[stage], shProg->Name); @@ -266,7 +266,7 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg) } } - if (ctx->Shader.Flags & GLSL_DUMP) { + if (ctx->_Shader->Flags & GLSL_DUMP) { for (unsigned i = 0; i < shProg->NumShaders; i++) { const struct gl_shader *sh = shProg->Shaders[i]; if (!sh) diff --git a/src/mesa/drivers/dri/i965/brw_vs.c b/src/mesa/drivers/dri/i965/brw_vs.c index 998edb0..0478ad7 100644 --- a/src/mesa/drivers/dri/i965/brw_vs.c +++ b/src/mesa/drivers/dri/i965/brw_vs.c @@ -178,7 +178,7 @@ brw_compute_vue_map(struct brw_context *brw, struct brw_vue_map *vue_map, */ gl_clip_plane *brw_select_clip_planes(struct gl_context *ctx) { - if (ctx->Shader.CurrentVertexProgram) { + if (ctx->_Shader->CurrentVertexProgram) { /* There is currently a GLSL vertex shader, so clip according to GLSL * rules, which means compare gl_ClipVertex (or gl_Position, if * gl_ClipVertex wasn't assigned) against the eye-coordinate clip planes @@ -519,7 +519,7 @@ static void brw_upload_vs_prog(struct brw_context *brw) if (!brw_search_cache(&brw->cache, BRW_VS_PROG, &key, sizeof(key), &brw->vs.prog_offset, &brw->vs.prog_data)) { - bool success = do_vs_prog(brw, ctx->Shader.CurrentVertexProgram, + bool success = do_vs_prog(brw, ctx->_Shader->CurrentVertexProgram, vp, &key); assert(success); diff --git a/src/mesa/drivers/dri/i965/brw_vs_surface_state.c b/src/mesa/drivers/dri/i965/brw_vs_surface_state.c index 968cc03..f68ba40 100644 --- a/src/mesa/drivers/dri/i965/brw_vs_surface_state.c +++ b/src/mesa/drivers/dri/i965/brw_vs_surface_state.c @@ -111,7 +111,7 @@ brw_upload_vs_ubo_surfaces(struct brw_context *brw) { struct gl_context *ctx = &brw->intel.ctx; /* _NEW_PROGRAM */ - struct gl_shader_program *prog = ctx->Shader.CurrentVertexProgram; + struct gl_shader_program *prog = ctx->_Shader->CurrentVertexProgram; if (!prog) return; diff --git a/src/mesa/drivers/dri/i965/brw_wm.c b/src/mesa/drivers/dri/i965/brw_wm.c index 9b30ba1..0ed248e 100644 --- a/src/mesa/drivers/dri/i965/brw_wm.c +++ b/src/mesa/drivers/dri/i965/brw_wm.c @@ -487,7 +487,7 @@ brw_upload_wm_prog(struct brw_context *brw) if (!brw_search_cache(&brw->cache, BRW_WM_PROG, &key, sizeof(key), &brw->wm.prog_offset, &brw->wm.prog_data)) { - bool success = do_wm_prog(brw, ctx->Shader._CurrentFragmentProgram, fp, + bool success = do_wm_prog(brw, ctx->_Shader->_CurrentFragmentProgram, fp, &key); (void) success; assert(success); diff --git a/src/mesa/drivers/dri/i965/brw_wm_surface_state.c b/src/mesa/drivers/dri/i965/brw_wm_surface_state.c index a74b2c7..572a78d 100644 --- a/src/mesa/drivers/dri/i965/brw_wm_surface_state.c +++ b/src/mesa/drivers/dri/i965/brw_wm_surface_state.c @@ -1458,7 +1458,7 @@ brw_upload_wm_ubo_surfaces(struct brw_context *brw) { struct gl_context *ctx = &brw->intel.ctx; /* _NEW_PROGRAM */ - struct gl_shader_program *prog = ctx->Shader._CurrentFragmentProgram; + struct gl_shader_program *prog = ctx->_Shader->_CurrentFragmentProgram; if (!prog) return; diff --git a/src/mesa/drivers/dri/i965/gen6_sol.c b/src/mesa/drivers/dri/i965/gen6_sol.c index cf7a60d..0a85d73 100644 --- a/src/mesa/drivers/dri/i965/gen6_sol.c +++ b/src/mesa/drivers/dri/i965/gen6_sol.c @@ -42,7 +42,7 @@ gen6_update_sol_surfaces(struct brw_context *brw) ctx->TransformFeedback.CurrentObject; /* BRW_NEW_VERTEX_PROGRAM */ const struct gl_shader_program *shaderprog = - ctx->Shader.CurrentVertexProgram; + ctx->_Shader->CurrentVertexProgram; const struct gl_transform_feedback_info *linked_xfb_info = &shaderprog->LinkedTransformFeedback; int i; @@ -87,7 +87,7 @@ brw_gs_upload_binding_table(struct brw_context *brw) struct gl_context *ctx = &brw->intel.ctx; /* BRW_NEW_VERTEX_PROGRAM */ const struct gl_shader_program *shaderprog = - ctx->Shader.CurrentVertexProgram; + ctx->_Shader->CurrentVertexProgram; bool has_surfaces = false; uint32_t *bind; @@ -161,7 +161,7 @@ brw_begin_transform_feedback(struct gl_context *ctx, GLenum mode, struct brw_context *brw = brw_context(ctx); struct intel_context *intel = &brw->intel; const struct gl_shader_program *vs_prog = - ctx->Shader.CurrentVertexProgram; + ctx->_Shader->CurrentVertexProgram; const struct gl_transform_feedback_info *linked_xfb_info = &vs_prog->LinkedTransformFeedback; struct gl_transform_feedback_object *xfb_obj = diff --git a/src/mesa/drivers/dri/i965/gen6_vs_state.c b/src/mesa/drivers/dri/i965/gen6_vs_state.c index ae1a841..4c53a0f 100644 --- a/src/mesa/drivers/dri/i965/gen6_vs_state.c +++ b/src/mesa/drivers/dri/i965/gen6_vs_state.c @@ -139,7 +139,7 @@ upload_vs_state(struct brw_context *brw) /* Use ALT floating point mode for ARB vertex programs, because they * require 0^0 == 1. */ - if (intel->ctx.Shader.CurrentVertexProgram == NULL) + if (intel->ctx._Shader->CurrentVertexProgram == NULL) floating_point_mode = GEN6_VS_FLOATING_POINT_MODE_ALT; BEGIN_BATCH(6); diff --git a/src/mesa/drivers/dri/i965/gen6_wm_state.c b/src/mesa/drivers/dri/i965/gen6_wm_state.c index 5cc0a61..5a2f6dc 100644 --- a/src/mesa/drivers/dri/i965/gen6_wm_state.c +++ b/src/mesa/drivers/dri/i965/gen6_wm_state.c @@ -138,7 +138,7 @@ upload_wm_state(struct brw_context *brw) * rendering, CurrentFragmentProgram is used for this check to * differentiate between the GLSL and non-GLSL cases. */ - if (ctx->Shader.CurrentFragmentProgram == NULL) + if (ctx->_Shader->CurrentFragmentProgram == NULL) dw2 |= GEN6_WM_FLOATING_POINT_MODE_ALT; /* CACHE_NEW_SAMPLER */ diff --git a/src/mesa/drivers/dri/i965/gen7_sol_state.c b/src/mesa/drivers/dri/i965/gen7_sol_state.c index 03709ea..5ec89e2 100644 --- a/src/mesa/drivers/dri/i965/gen7_sol_state.c +++ b/src/mesa/drivers/dri/i965/gen7_sol_state.c @@ -42,7 +42,7 @@ upload_3dstate_so_buffers(struct brw_context *brw) struct gl_context *ctx = &intel->ctx; /* BRW_NEW_VERTEX_PROGRAM */ const struct gl_shader_program *vs_prog = - ctx->Shader.CurrentVertexProgram; + ctx->_Shader->CurrentVertexProgram; const struct gl_transform_feedback_info *linked_xfb_info = &vs_prog->LinkedTransformFeedback; /* _NEW_TRANSFORM_FEEDBACK */ @@ -115,7 +115,7 @@ upload_3dstate_so_decl_list(struct brw_context *brw, struct gl_context *ctx = &intel->ctx; /* BRW_NEW_VERTEX_PROGRAM */ const struct gl_shader_program *vs_prog = - ctx->Shader.CurrentVertexProgram; + ctx->_Shader->CurrentVertexProgram; /* _NEW_TRANSFORM_FEEDBACK */ const struct gl_transform_feedback_info *linked_xfb_info = &vs_prog->LinkedTransformFeedback; diff --git a/src/mesa/drivers/dri/i965/gen7_vs_state.c b/src/mesa/drivers/dri/i965/gen7_vs_state.c index 1b97e8c..61df6c1 100644 --- a/src/mesa/drivers/dri/i965/gen7_vs_state.c +++ b/src/mesa/drivers/dri/i965/gen7_vs_state.c @@ -80,7 +80,7 @@ upload_vs_state(struct brw_context *brw) /* Use ALT floating point mode for ARB vertex programs, because they * require 0^0 == 1. */ - if (intel->ctx.Shader.CurrentVertexProgram == NULL) + if (intel->ctx._Shader->CurrentVertexProgram == NULL) floating_point_mode = GEN6_VS_FLOATING_POINT_MODE_ALT; BEGIN_BATCH(6); diff --git a/src/mesa/drivers/dri/i965/gen7_wm_state.c b/src/mesa/drivers/dri/i965/gen7_wm_state.c index b025551..a7839bc 100644 --- a/src/mesa/drivers/dri/i965/gen7_wm_state.c +++ b/src/mesa/drivers/dri/i965/gen7_wm_state.c @@ -169,7 +169,7 @@ upload_ps_state(struct brw_context *brw) * rendering, CurrentFragmentProgram is used for this check to * differentiate between the GLSL and non-GLSL cases. */ - if (intel->ctx.Shader.CurrentFragmentProgram == NULL) + if (intel->ctx._Shader->CurrentFragmentProgram == NULL) dw2 |= GEN7_PS_FLOATING_POINT_MODE_ALT; if (intel->is_haswell) diff --git a/src/mesa/main/api_validate.c b/src/mesa/main/api_validate.c index 53b0021..05c9b12 100644 --- a/src/mesa/main/api_validate.c +++ b/src/mesa/main/api_validate.c @@ -129,7 +129,7 @@ check_valid_to_render(struct gl_context *ctx, const char *function) case API_OPENGL_CORE: { const struct gl_shader_program *vsProg = - ctx->Shader.CurrentVertexProgram; + ctx->_Shader->CurrentVertexProgram; GLboolean haveVertexShader = (vsProg && vsProg->LinkStatus); GLboolean haveVertexProgram = ctx->VertexProgram._Enabled; if (haveVertexShader || haveVertexProgram) { diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c index d089827..6a0619a 100644 --- a/src/mesa/main/context.c +++ b/src/mesa/main/context.c @@ -1781,10 +1781,10 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where) if (ctx->NewState) _mesa_update_state(ctx); - if (ctx->Shader.CurrentVertexProgram) { + if (ctx->_Shader->CurrentVertexProgram) { vert_from_glsl_shader = true; - if (!ctx->Shader.CurrentVertexProgram->LinkStatus) { + if (!ctx->_Shader->CurrentVertexProgram->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(shader not linked)", where); return GL_FALSE; @@ -1793,19 +1793,19 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where) { char errMsg[100]; if (!_mesa_validate_shader_program(ctx, - ctx->Shader.CurrentVertexProgram, + ctx->_Shader->CurrentVertexProgram, errMsg)) { _mesa_warning(ctx, "Shader program %u is invalid: %s", - ctx->Shader.CurrentVertexProgram->Name, errMsg); + ctx->_Shader->CurrentVertexProgram->Name, errMsg); } } #endif } - if (ctx->Shader.CurrentGeometryProgram) { + if (ctx->_Shader->CurrentGeometryProgram) { geom_from_glsl_shader = true; - if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) { + if (!ctx->_Shader->CurrentGeometryProgram->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(shader not linked)", where); return GL_FALSE; @@ -1814,19 +1814,19 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where) { char errMsg[100]; if (!_mesa_validate_shader_program(ctx, - ctx->Shader.CurrentGeometryProgram, + ctx->_Shader->CurrentGeometryProgram, errMsg)) { _mesa_warning(ctx, "Shader program %u is invalid: %s", - ctx->Shader.CurrentGeometryProgram->Name, errMsg); + ctx->_Shader->CurrentGeometryProgram->Name, errMsg); } } #endif } - if (ctx->Shader.CurrentFragmentProgram) { + if (ctx->_Shader->CurrentFragmentProgram) { frag_from_glsl_shader = true; - if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) { + if (!ctx->_Shader->CurrentFragmentProgram->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(shader not linked)", where); return GL_FALSE; @@ -1835,10 +1835,10 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where) { char errMsg[100]; if (!_mesa_validate_shader_program(ctx, - ctx->Shader.CurrentFragmentProgram, + ctx->_Shader->CurrentFragmentProgram, errMsg)) { _mesa_warning(ctx, "Shader program %u is invalid: %s", - ctx->Shader.CurrentFragmentProgram->Name, errMsg); + ctx->_Shader->CurrentFragmentProgram->Name, errMsg); } } #endif @@ -1887,13 +1887,13 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where) } #ifdef DEBUG - if (ctx->Shader.Flags & GLSL_LOG) { + if (ctx->_Shader->Flags & GLSL_LOG) { struct gl_shader_program *shProg[MESA_SHADER_TYPES]; gl_shader_type i; - shProg[MESA_SHADER_VERTEX] = ctx->Shader.CurrentVertexProgram; - shProg[MESA_SHADER_GEOMETRY] = ctx->Shader.CurrentGeometryProgram; - shProg[MESA_SHADER_FRAGMENT] = ctx->Shader.CurrentFragmentProgram; + shProg[MESA_SHADER_VERTEX] = ctx->_Shader->CurrentVertexProgram; + shProg[MESA_SHADER_GEOMETRY] = ctx->_Shader->CurrentGeometryProgram; + shProg[MESA_SHADER_FRAGMENT] = ctx->_Shader->CurrentFragmentProgram; for (i = 0; i < MESA_SHADER_TYPES; i++) { if (shProg[i] == NULL || shProg[i]->_Used diff --git a/src/mesa/main/ff_fragment_shader.cpp b/src/mesa/main/ff_fragment_shader.cpp index 01a4542..6c25864 100644 --- a/src/mesa/main/ff_fragment_shader.cpp +++ b/src/mesa/main/ff_fragment_shader.cpp @@ -318,9 +318,9 @@ static GLbitfield get_fp_input_mask( struct gl_context *ctx ) { /* _NEW_PROGRAM */ const GLboolean vertexShader = - (ctx->Shader.CurrentVertexProgram && - ctx->Shader.CurrentVertexProgram->LinkStatus && - ctx->Shader.CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]); + (ctx->_Shader->CurrentVertexProgram && + ctx->_Shader->CurrentVertexProgram->LinkStatus && + ctx->_Shader->CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]); const GLboolean vertexProgram = ctx->VertexProgram._Enabled; GLbitfield fp_inputs = 0x0; @@ -384,7 +384,7 @@ static GLbitfield get_fp_input_mask( struct gl_context *ctx ) * validation (see additional comments in state.c). */ if (vertexShader) - vprog = ctx->Shader.CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]->Program; + vprog = ctx->_Shader->CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]->Program; else vprog = &ctx->VertexProgram.Current->Base; diff --git a/src/mesa/main/get.c b/src/mesa/main/get.c index 6a897cb..54159c0 100644 --- a/src/mesa/main/get.c +++ b/src/mesa/main/get.c @@ -778,6 +778,16 @@ find_custom_value(struct gl_context *ctx, const struct value_desc *d, union valu v->value_int = ctx->TransformFeedback.CurrentObject->Name; break; case GL_CURRENT_PROGRAM: + /* Changelog of the ARB_separate_shader_objects spec */ + /* + * Rev 24 pbrown Remove the language erroneously deleting + * CURRENT_PROGRAM. In the EXT extension, this token was aliased to + * ACTIVE_PROGRAM_EXT, and was used to indicate the last program set by + * either ActiveProgramEXT or UseProgram. In the ARB extension, the SSO + * active programs are now program pipeline object state and + * CURRENT_PROGRAM should still be used to query the last program set by + * UseProgram (bug 7822). + */ v->value_int = ctx->Shader.ActiveProgram ? ctx->Shader.ActiveProgram->Name : 0; break; diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c index c25f49f..c82eba8 100644 --- a/src/mesa/main/shaderapi.c +++ b/src/mesa/main/shaderapi.c @@ -452,8 +452,8 @@ static GLuint get_handle(struct gl_context *ctx, GLenum pname) { if (pname == GL_PROGRAM_OBJECT_ARB) { - if (ctx->Shader.ActiveProgram) - return ctx->Shader.ActiveProgram->Name; + if (ctx->_Shader->ActiveProgram) + return ctx->_Shader->ActiveProgram->Name; else return 0; } @@ -765,7 +765,7 @@ compile_shader(struct gl_context *ctx, GLuint shaderObj) _mesa_glsl_compile_shader(ctx, sh); if (sh->CompileStatus == GL_FALSE && - (ctx->Shader.Flags & GLSL_REPORT_ERRORS)) { + (ctx->_Shader->Flags & GLSL_REPORT_ERRORS)) { _mesa_debug(ctx, "Error compiling shader %u:\n%s\n", sh->Name, sh->InfoLog); } @@ -787,9 +787,9 @@ link_program(struct gl_context *ctx, GLuint program) return; if (obj->Active - && (shProg == ctx->Shader.CurrentVertexProgram - || shProg == ctx->Shader.CurrentGeometryProgram - || shProg == ctx->Shader.CurrentFragmentProgram)) { + && (shProg == ctx->_Shader->CurrentVertexProgram + || shProg == ctx->_Shader->CurrentGeometryProgram + || shProg == ctx->_Shader->CurrentFragmentProgram)) { _mesa_error(ctx, GL_INVALID_OPERATION, "glLinkProgram(transform feedback active)"); return; @@ -800,7 +800,7 @@ link_program(struct gl_context *ctx, GLuint program) _mesa_glsl_link_shader(ctx, shProg); if (shProg->LinkStatus == GL_FALSE && - (ctx->Shader.Flags & GLSL_REPORT_ERRORS)) { + (ctx->_Shader->Flags & GLSL_REPORT_ERRORS)) { _mesa_debug(ctx, "Error linking program %u:\n%s\n", shProg->Name, shProg->InfoLog); } @@ -890,21 +890,21 @@ use_shader_program(struct gl_context *ctx, GLenum type, switch (type) { case GL_VERTEX_SHADER: - target = &ctx->Shader.CurrentVertexProgram; + target = &ctx->_Shader->CurrentVertexProgram; if ((shProg == NULL) || (shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL)) { shProg = NULL; } break; case GL_GEOMETRY_SHADER_ARB: - target = &ctx->Shader.CurrentGeometryProgram; + target = &ctx->_Shader->CurrentGeometryProgram; if ((shProg == NULL) || (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY] == NULL)) { shProg = NULL; } break; case GL_FRAGMENT_SHADER: - target = &ctx->Shader.CurrentFragmentProgram; + target = &ctx->_Shader->CurrentFragmentProgram; if ((shProg == NULL) || (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL)) { shProg = NULL; @@ -929,9 +929,9 @@ use_shader_program(struct gl_context *ctx, GLenum type, /* Empty for now. */ break; case GL_FRAGMENT_SHADER: - if (*target == ctx->Shader._CurrentFragmentProgram) { + if (*target == ctx->_Shader->_CurrentFragmentProgram) { _mesa_reference_shader_program(ctx, - &ctx->Shader._CurrentFragmentProgram, + &ctx->_Shader->_CurrentFragmentProgram, NULL); } break; @@ -1450,7 +1450,7 @@ _mesa_UseProgram(GLhandleARB program) } /* debug code */ - if (ctx->Shader.Flags & GLSL_USE_PROG) { + if (ctx->_Shader->Flags & GLSL_USE_PROG) { print_shader_info(shProg); } } diff --git a/src/mesa/main/state.c b/src/mesa/main/state.c index 251c1ae..eb4dd95 100644 --- a/src/mesa/main/state.c +++ b/src/mesa/main/state.c @@ -104,9 +104,9 @@ update_program_enables(struct gl_context *ctx) static GLbitfield update_program(struct gl_context *ctx) { - const struct gl_shader_program *vsProg = ctx->Shader.CurrentVertexProgram; - const struct gl_shader_program *gsProg = ctx->Shader.CurrentGeometryProgram; - struct gl_shader_program *fsProg = ctx->Shader.CurrentFragmentProgram; + const struct gl_shader_program *vsProg = ctx->_Shader->CurrentVertexProgram; + const struct gl_shader_program *gsProg = ctx->_Shader->CurrentGeometryProgram; + struct gl_shader_program *fsProg = ctx->_Shader->CurrentFragmentProgram; const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current; const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current; const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current; @@ -132,7 +132,7 @@ update_program(struct gl_context *ctx) && fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) { /* Use GLSL fragment shader */ _mesa_reference_shader_program(ctx, - &ctx->Shader._CurrentFragmentProgram, + &ctx->_Shader->_CurrentFragmentProgram, fsProg); _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, gl_fragment_program(fsProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program)); @@ -142,7 +142,7 @@ update_program(struct gl_context *ctx) else if (ctx->FragmentProgram._Enabled) { /* Use user-defined fragment program */ _mesa_reference_shader_program(ctx, - &ctx->Shader._CurrentFragmentProgram, + &ctx->_Shader->_CurrentFragmentProgram, NULL); _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, ctx->FragmentProgram.Current); @@ -154,7 +154,7 @@ update_program(struct gl_context *ctx) struct gl_shader_program *f = _mesa_get_fixed_func_fragment_program(ctx); _mesa_reference_shader_program(ctx, - &ctx->Shader._CurrentFragmentProgram, + &ctx->_Shader->_CurrentFragmentProgram, f); _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, gl_fragment_program(f->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program)); @@ -314,7 +314,7 @@ update_multisample(struct gl_context *ctx) static void update_twoside(struct gl_context *ctx) { - if (ctx->Shader.CurrentVertexProgram || + if (ctx->_Shader->CurrentVertexProgram || ctx->VertexProgram._Enabled) { ctx->VertexProgram._TwoSideEnabled = ctx->VertexProgram.TwoSideEnabled; } else { diff --git a/src/mesa/main/texstate.c b/src/mesa/main/texstate.c index d44cd7c..b4cfbf1 100644 --- a/src/mesa/main/texstate.c +++ b/src/mesa/main/texstate.c @@ -531,14 +531,14 @@ update_texture_state( struct gl_context *ctx ) struct gl_program *vprog = NULL; GLbitfield enabledFragUnits = 0x0; - if (ctx->Shader.CurrentVertexProgram && - ctx->Shader.CurrentVertexProgram->LinkStatus) { - vprog = ctx->Shader.CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]->Program; + if (ctx->_Shader->CurrentVertexProgram && + ctx->_Shader->CurrentVertexProgram->LinkStatus) { + vprog = ctx->_Shader->CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]->Program; } - if (ctx->Shader.CurrentFragmentProgram && - ctx->Shader.CurrentFragmentProgram->LinkStatus) { - fprog = ctx->Shader.CurrentFragmentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program; + if (ctx->_Shader->CurrentFragmentProgram && + ctx->_Shader->CurrentFragmentProgram->LinkStatus) { + fprog = ctx->_Shader->CurrentFragmentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program; } else if (ctx->FragmentProgram._Enabled) { fprog = &ctx->FragmentProgram.Current->Base; diff --git a/src/mesa/main/transformfeedback.c b/src/mesa/main/transformfeedback.c index fd4718d..c90c4fa 100644 --- a/src/mesa/main/transformfeedback.c +++ b/src/mesa/main/transformfeedback.c @@ -341,13 +341,13 @@ _mesa_BeginTransformFeedback(GLenum mode) obj = ctx->TransformFeedback.CurrentObject; - if (ctx->Shader.CurrentVertexProgram == NULL) { + if (ctx->_Shader->CurrentVertexProgram == NULL) { _mesa_error(ctx, GL_INVALID_OPERATION, "glBeginTransformFeedback(no program active)"); return; } - info = &ctx->Shader.CurrentVertexProgram->LinkedTransformFeedback; + info = &ctx->_Shader->CurrentVertexProgram->LinkedTransformFeedback; if (info->NumOutputs == 0) { _mesa_error(ctx, GL_INVALID_OPERATION, diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp index b8335fe..59f3ad1 100644 --- a/src/mesa/main/uniform_query.cpp +++ b/src/mesa/main/uniform_query.cpp @@ -690,7 +690,7 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg, return; } - if (ctx->Shader.Flags & GLSL_UNIFORMS) { + if (ctx->_Shader->Flags & GLSL_UNIFORMS) { log_uniform(values, basicType, components, 1, count, false, shProg, location, uni); } @@ -877,7 +877,7 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg, } } - if (ctx->Shader.Flags & GLSL_UNIFORMS) { + if (ctx->_Shader->Flags & GLSL_UNIFORMS) { log_uniform(values, GLSL_TYPE_FLOAT, components, vectors, count, bool(transpose), shProg, location, uni); } diff --git a/src/mesa/main/uniforms.c b/src/mesa/main/uniforms.c index 9529593..e26fb0a 100644 --- a/src/mesa/main/uniforms.c +++ b/src/mesa/main/uniforms.c @@ -131,7 +131,7 @@ void GLAPIENTRY _mesa_Uniform1f(GLint location, GLfloat v0) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_FLOAT); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, &v0, GL_FLOAT); } void GLAPIENTRY @@ -141,7 +141,7 @@ _mesa_Uniform2f(GLint location, GLfloat v0, GLfloat v1) GLfloat v[2]; v[0] = v0; v[1] = v1; - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC2); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_FLOAT_VEC2); } void GLAPIENTRY @@ -152,7 +152,7 @@ _mesa_Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) v[0] = v0; v[1] = v1; v[2] = v2; - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC3); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_FLOAT_VEC3); } void GLAPIENTRY @@ -165,14 +165,14 @@ _mesa_Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, v[1] = v1; v[2] = v2; v[3] = v3; - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC4); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_FLOAT_VEC4); } void GLAPIENTRY _mesa_Uniform1i(GLint location, GLint v0) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_INT); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, &v0, GL_INT); } void GLAPIENTRY @@ -182,7 +182,7 @@ _mesa_Uniform2i(GLint location, GLint v0, GLint v1) GLint v[2]; v[0] = v0; v[1] = v1; - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC2); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_INT_VEC2); } void GLAPIENTRY @@ -193,7 +193,7 @@ _mesa_Uniform3i(GLint location, GLint v0, GLint v1, GLint v2) v[0] = v0; v[1] = v1; v[2] = v2; - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC3); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_INT_VEC3); } void GLAPIENTRY @@ -205,63 +205,63 @@ _mesa_Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) v[1] = v1; v[2] = v2; v[3] = v3; - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC4); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_INT_VEC4); } void GLAPIENTRY _mesa_Uniform1fv(GLint location, GLsizei count, const GLfloat * value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_FLOAT); } void GLAPIENTRY _mesa_Uniform2fv(GLint location, GLsizei count, const GLfloat * value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC2); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_FLOAT_VEC2); } void GLAPIENTRY _mesa_Uniform3fv(GLint location, GLsizei count, const GLfloat * value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC3); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_FLOAT_VEC3); } void GLAPIENTRY _mesa_Uniform4fv(GLint location, GLsizei count, const GLfloat * value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC4); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_FLOAT_VEC4); } void GLAPIENTRY _mesa_Uniform1iv(GLint location, GLsizei count, const GLint * value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_INT); } void GLAPIENTRY _mesa_Uniform2iv(GLint location, GLsizei count, const GLint * value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC2); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_INT_VEC2); } void GLAPIENTRY _mesa_Uniform3iv(GLint location, GLsizei count, const GLint * value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC3); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_INT_VEC3); } void GLAPIENTRY _mesa_Uniform4iv(GLint location, GLsizei count, const GLint * value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC4); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_INT_VEC4); } /** Same as above with direct state access **/ @@ -467,7 +467,7 @@ void GLAPIENTRY _mesa_Uniform1ui(GLint location, GLuint v0) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_UNSIGNED_INT); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, &v0, GL_UNSIGNED_INT); } void GLAPIENTRY @@ -477,7 +477,7 @@ _mesa_Uniform2ui(GLint location, GLuint v0, GLuint v1) GLuint v[2]; v[0] = v0; v[1] = v1; - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC2); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC2); } void GLAPIENTRY @@ -488,7 +488,7 @@ _mesa_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2) v[0] = v0; v[1] = v1; v[2] = v2; - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC3); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC3); } void GLAPIENTRY @@ -500,35 +500,35 @@ _mesa_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) v[1] = v1; v[2] = v2; v[3] = v3; - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC4); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC4); } void GLAPIENTRY _mesa_Uniform1uiv(GLint location, GLsizei count, const GLuint *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_UNSIGNED_INT); } void GLAPIENTRY _mesa_Uniform2uiv(GLint location, GLsizei count, const GLuint *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC2); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC2); } void GLAPIENTRY _mesa_Uniform3uiv(GLint location, GLsizei count, const GLuint *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC3); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC3); } void GLAPIENTRY _mesa_Uniform4uiv(GLint location, GLsizei count, const GLuint *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC4); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC4); } @@ -538,7 +538,7 @@ _mesa_UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, 2, 2, location, count, transpose, value); } @@ -547,7 +547,7 @@ _mesa_UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, 3, 3, location, count, transpose, value); } @@ -556,7 +556,7 @@ _mesa_UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, 4, 4, location, count, transpose, value); } @@ -704,7 +704,7 @@ _mesa_UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, 2, 3, location, count, transpose, value); } @@ -713,7 +713,7 @@ _mesa_UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, 3, 2, location, count, transpose, value); } @@ -722,7 +722,7 @@ _mesa_UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, 2, 4, location, count, transpose, value); } @@ -731,7 +731,7 @@ _mesa_UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, 4, 2, location, count, transpose, value); } @@ -740,7 +740,7 @@ _mesa_UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, 3, 4, location, count, transpose, value); } @@ -749,7 +749,7 @@ _mesa_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, 4, 3, location, count, transpose, value); } diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp index 14cf5ba..fb04f33 100644 --- a/src/mesa/program/ir_to_mesa.cpp +++ b/src/mesa/program/ir_to_mesa.cpp @@ -2922,7 +2922,7 @@ get_mesa_program(struct gl_context *ctx, set_branchtargets(&v, mesa_instructions, num_instructions); - if (ctx->Shader.Flags & GLSL_DUMP) { + if (ctx->_Shader->Flags & GLSL_DUMP) { printf("\n"); printf("GLSL IR for linked %s program %d:\n", target_string, shader_program->Name); @@ -2957,7 +2957,7 @@ get_mesa_program(struct gl_context *ctx, _mesa_reference_program(ctx, &shader->Program, prog); - if ((ctx->Shader.Flags & GLSL_NO_OPT) == 0) { + if ((ctx->_Shader->Flags & GLSL_NO_OPT) == 0) { _mesa_optimize_program(ctx, prog); } @@ -3099,7 +3099,7 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader) state->error = glcpp_preprocess(state, &source, &state->info_log, &ctx->Extensions, ctx); - if (ctx->Shader.Flags & GLSL_DUMP) { + if (ctx->_Shader->Flags & GLSL_DUMP) { printf("GLSL source for %s shader %d:\n", _mesa_glsl_shader_target_name(state->target), shader->Name); printf("%s\n", shader->Source); @@ -3137,11 +3137,11 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader) sizeof(shader->builtins_to_link[0]) * state->num_builtins_to_link); shader->num_builtins_to_link = state->num_builtins_to_link; - if (ctx->Shader.Flags & GLSL_LOG) { + if (ctx->_Shader->Flags & GLSL_LOG) { _mesa_write_shader_to_file(shader); } - if (ctx->Shader.Flags & GLSL_DUMP) { + if (ctx->_Shader->Flags & GLSL_DUMP) { if (shader->CompileStatus) { printf("GLSL IR for shader %d:\n", shader->Name); _mesa_print_ir(shader->ir, NULL); @@ -3197,7 +3197,7 @@ _mesa_glsl_link_shader(struct gl_context *ctx, struct gl_shader_program *prog) } } - if (ctx->Shader.Flags & GLSL_DUMP) { + if (ctx->_Shader->Flags & GLSL_DUMP) { if (!prog->LinkStatus) { printf("GLSL shader program %d failed to link\n", prog->Name); } diff --git a/src/mesa/state_tracker/st_atom_clip.c b/src/mesa/state_tracker/st_atom_clip.c index 8558d76..64478c1 100644 --- a/src/mesa/state_tracker/st_atom_clip.c +++ b/src/mesa/state_tracker/st_atom_clip.c @@ -52,7 +52,7 @@ static void update_clip( struct st_context *st ) /* if we have a vertex shader that writes clip vertex we need to pass the pre-projection transformed coordinates into the driver. */ if (st->vp) { - if (ctx->Shader.CurrentVertexProgram) + if (ctx->_Shader->CurrentVertexProgram) use_eye = TRUE; } diff --git a/src/mesa/state_tracker/st_atom_constbuf.c b/src/mesa/state_tracker/st_atom_constbuf.c index ed69166..cd9570e 100644 --- a/src/mesa/state_tracker/st_atom_constbuf.c +++ b/src/mesa/state_tracker/st_atom_constbuf.c @@ -206,7 +206,7 @@ static void st_bind_ubos(struct st_context *st, static void bind_vs_ubos(struct st_context *st) { - struct gl_shader_program *prog = st->ctx->Shader.CurrentVertexProgram; + struct gl_shader_program *prog = st->ctx->_Shader->CurrentVertexProgram; if (!prog) return; @@ -225,7 +225,7 @@ const struct st_tracked_state st_bind_vs_ubos = { static void bind_fs_ubos(struct st_context *st) { - struct gl_shader_program *prog = st->ctx->Shader.CurrentFragmentProgram; + struct gl_shader_program *prog = st->ctx->_Shader->CurrentFragmentProgram; if (!prog) return; diff --git a/src/mesa/state_tracker/st_cb_drawpixels.c b/src/mesa/state_tracker/st_cb_drawpixels.c index de7b91f..c0583c1 100644 --- a/src/mesa/state_tracker/st_cb_drawpixels.c +++ b/src/mesa/state_tracker/st_cb_drawpixels.c @@ -1352,7 +1352,7 @@ blit_copy_pixels(struct gl_context *ctx, GLint srcx, GLint srcy, !ctx->Stencil.Enabled && !ctx->FragmentProgram.Enabled && !ctx->VertexProgram.Enabled && - !ctx->Shader.CurrentFragmentProgram && + !ctx->_Shader->CurrentFragmentProgram && st_fb_orientation(ctx->ReadBuffer) == st_fb_orientation(ctx->DrawBuffer) && ctx->DrawBuffer->_NumColorDrawBuffers == 1 && !ctx->Query.CondRenderQuery) { diff --git a/src/mesa/state_tracker/st_draw.c b/src/mesa/state_tracker/st_draw.c index 437d554..0ff2904 100644 --- a/src/mesa/state_tracker/st_draw.c +++ b/src/mesa/state_tracker/st_draw.c @@ -131,9 +131,9 @@ static void check_uniforms(struct gl_context *ctx) { struct gl_shader_program *shProg[3] = { - ctx->Shader.CurrentVertexProgram, - ctx->Shader.CurrentGeometryProgram, - ctx->Shader.CurrentFragmentProgram, + ctx->_Shader->CurrentVertexProgram, + ctx->_Shader->CurrentGeometryProgram, + ctx->_Shader->CurrentFragmentProgram, }; unsigned j; diff --git a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp index 589c912..ae4177b 100644 --- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp +++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp @@ -5088,7 +5088,7 @@ get_mesa_program(struct gl_context *ctx, /* Write the END instruction. */ v->emit(NULL, TGSI_OPCODE_END); - if (ctx->Shader.Flags & GLSL_DUMP) { + if (ctx->_Shader->Flags & GLSL_DUMP) { printf("\n"); printf("GLSL IR for linked %s program %d:\n", target_string, shader_program->Name); diff --git a/src/mesa/state_tracker/st_program.c b/src/mesa/state_tracker/st_program.c index 60cc37c..75b124b 100644 --- a/src/mesa/state_tracker/st_program.c +++ b/src/mesa/state_tracker/st_program.c @@ -1117,9 +1117,9 @@ void st_print_shaders(struct gl_context *ctx) { struct gl_shader_program *shProg[3] = { - ctx->Shader.CurrentVertexProgram, - ctx->Shader.CurrentGeometryProgram, - ctx->Shader.CurrentFragmentProgram, + ctx->_Shader->CurrentVertexProgram, + ctx->_Shader->CurrentGeometryProgram, + ctx->_Shader->CurrentFragmentProgram, }; unsigned j; diff --git a/src/mesa/swrast/s_fragprog.c b/src/mesa/swrast/s_fragprog.c index 1ce2ee4..8726af5 100644 --- a/src/mesa/swrast/s_fragprog.c +++ b/src/mesa/swrast/s_fragprog.c @@ -182,7 +182,7 @@ init_machine(struct gl_context *ctx, struct gl_program_machine *machine, machine->Samplers = program->Base.SamplerUnits; /* if running a GLSL program (not ARB_fragment_program) */ - if (ctx->Shader.CurrentFragmentProgram) { + if (ctx->_Shader->CurrentFragmentProgram) { /* Store front/back facing value */ machine->Attribs[VARYING_SLOT_FACE][col][0] = 1.0F - span->facing; } -- 1.7.10.4 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev