On 01/10/2014 03:50 PM, Marek Olšák wrote:
On Thu, Jan 9, 2014 at 8:21 PM, Brian Paul <bri...@vmware.com> wrote:
Make use of the new gl_constants::Program[] array.
---
src/mesa/state_tracker/st_extensions.c | 31 ++++++++--------------------
src/mesa/state_tracker/st_glsl_to_tgsi.cpp | 20 +-----------------
src/mesa/state_tracker/st_program.h | 18 ++++++++++++++++
3 files changed, 28 insertions(+), 41 deletions(-)
diff --git a/src/mesa/state_tracker/st_extensions.c
b/src/mesa/state_tracker/st_extensions.c
index c17601a..cc63b36 100644
--- a/src/mesa/state_tracker/st_extensions.c
+++ b/src/mesa/state_tracker/st_extensions.c
@@ -38,6 +38,8 @@
#include "st_context.h"
#include "st_extensions.h"
#include "st_format.h"
+#include "st_program.h"
+
static unsigned _min(unsigned a, unsigned b)
{
@@ -68,8 +70,8 @@ void st_init_limits(struct st_context *st)
{
struct pipe_screen *screen = st->pipe->screen;
struct gl_constants *c = &st->ctx->Const;
- unsigned sh;
boolean can_ubo = TRUE;
+ int i;
c->MaxTextureLevels
= _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS),
@@ -149,27 +151,12 @@ void st_init_limits(struct st_context *st)
can_ubo = FALSE;
}
- for (sh = 0; sh < PIPE_SHADER_TYPES; ++sh) {
- struct gl_shader_compiler_options *options;
- struct gl_program_constants *pc;
-
- switch (sh) {
- case PIPE_SHADER_FRAGMENT:
- pc = &c->Program[MESA_SHADER_FRAGMENT];
- options = &st->ctx->ShaderCompilerOptions[MESA_SHADER_FRAGMENT];
- break;
- case PIPE_SHADER_VERTEX:
- pc = &c->Program[MESA_SHADER_VERTEX];
- options = &st->ctx->ShaderCompilerOptions[MESA_SHADER_VERTEX];
- break;
- case PIPE_SHADER_GEOMETRY:
- pc = &c->Program[MESA_SHADER_GEOMETRY];
- options = &st->ctx->ShaderCompilerOptions[MESA_SHADER_GEOMETRY];
- break;
- default:
- /* compute shader, etc. */
- continue;
- }
+ /* Note: we only loop over the currently supported gallium shader types */
+ for (i = MESA_SHADER_VERTEX; i <= MESA_SHADER_FRAGMENT; i++) {
The MESA_SHADER_xxx numbers are ordered in the same way they appear in
the pipeline, so tessellation shaders will be before
MESA_SHADER_FRAGMENT. In other words, the comment in the code is not
true and st_shader_stage_to_ptarget should be more robust to handle
unsupported shader types.
Ah, I was thinking tessellation shaders came before the vertex shader,
but they don't. I'll respin this someday.
-Brian
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