Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> v2: Also rename "target" param to "stage". Reviewed-by: Brian Paul <brianp@vmware.com>tags/mesa-10.1-rc1
@@ -54,14 +54,12 @@ static unsigned known_desktop_glsl_versions[] = | |||
_mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx, | |||
GLenum target, void *mem_ctx) | |||
gl_shader_stage stage, | |||
void *mem_ctx) | |||
: ctx(_ctx), switch_state() | |||
{ | |||
switch (target) { | |||
case GL_VERTEX_SHADER: this->stage = MESA_SHADER_VERTEX; break; | |||
case GL_FRAGMENT_SHADER: this->stage = MESA_SHADER_FRAGMENT; break; | |||
case GL_GEOMETRY_SHADER: this->stage = MESA_SHADER_GEOMETRY; break; | |||
} | |||
assert(stage < MESA_SHADER_STAGES); | |||
this->stage = stage; | |||
this->scanner = NULL; | |||
this->translation_unit.make_empty(); | |||
@@ -1479,7 +1477,7 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader, | |||
bool dump_ast, bool dump_hir) | |||
{ | |||
struct _mesa_glsl_parse_state *state = | |||
new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader); | |||
new(shader) _mesa_glsl_parse_state(ctx, shader->Stage, shader); | |||
const char *source = shader->Source; | |||
state->error = glcpp_preprocess(state, &source, &state->info_log, |
@@ -68,7 +68,7 @@ extern void _mesa_glsl_error(YYLTYPE *locp, _mesa_glsl_parse_state *state, | |||
struct _mesa_glsl_parse_state { | |||
_mesa_glsl_parse_state(struct gl_context *_ctx, GLenum target, | |||
_mesa_glsl_parse_state(struct gl_context *_ctx, gl_shader_stage stage, | |||
void *mem_ctx); | |||
DECLARE_RALLOC_CXX_OPERATORS(_mesa_glsl_parse_state); |
@@ -276,7 +276,7 @@ void | |||
compile_shader(struct gl_context *ctx, struct gl_shader *shader) | |||
{ | |||
struct _mesa_glsl_parse_state *state = | |||
new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader); | |||
new(shader) _mesa_glsl_parse_state(ctx, shader->Stage, shader); | |||
_mesa_glsl_compile_shader(ctx, shader, dump_ast, dump_hir); | |||
@@ -209,7 +209,7 @@ int test_optpass(int argc, char **argv) | |||
string input = read_stdin_to_eof(); | |||
struct _mesa_glsl_parse_state *state | |||
= new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader); | |||
= new(shader) _mesa_glsl_parse_state(ctx, shader->Stage, shader); | |||
if (input_format_ir) { | |||
shader->ir = new(shader) exec_list; |
@@ -68,7 +68,7 @@ common_builtin::SetUp() | |||
this->shader->Stage = _mesa_shader_enum_to_shader_stage(this->shader_type); | |||
this->state = | |||
new(mem_ctx) _mesa_glsl_parse_state(&this->ctx, this->shader->Type, | |||
new(mem_ctx) _mesa_glsl_parse_state(&this->ctx, this->shader->Stage, | |||
this->shader); | |||
_mesa_glsl_initialize_types(this->state); |
@@ -1296,7 +1296,7 @@ create_new_program(struct gl_context *ctx, struct state_key *key) | |||
p.mem_ctx = ralloc_context(NULL); | |||
p.shader = ctx->Driver.NewShader(ctx, 0, GL_FRAGMENT_SHADER); | |||
p.shader->ir = new(p.shader) exec_list; | |||
state = new(p.shader) _mesa_glsl_parse_state(ctx, GL_FRAGMENT_SHADER, | |||
state = new(p.shader) _mesa_glsl_parse_state(ctx, MESA_SHADER_FRAGMENT, | |||
p.shader); | |||
p.shader->symbols = state->symbols; | |||
p.top_instructions = p.shader->ir; |