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-rw-r--r--src/mesa/main/mtypes.h3
-rw-r--r--src/mesa/shader/ir_to_mesa.cpp73
-rw-r--r--src/mesa/shader/shader_api.c8
3 files changed, 28 insertions, 56 deletions
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index c34d9bac4a..6fc7e29baf 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -1966,6 +1966,9 @@ struct gl_shader
struct gl_program *Program; /**< Post-compile assembly code */
GLchar *InfoLog;
struct gl_sl_pragmas Pragmas;
+
+ struct exec_list *ir;
+ struct glsl_symbol_table *symbols;
};
diff --git a/src/mesa/shader/ir_to_mesa.cpp b/src/mesa/shader/ir_to_mesa.cpp
index 85ede3e328..c2dde312ef 100644
--- a/src/mesa/shader/ir_to_mesa.cpp
+++ b/src/mesa/shader/ir_to_mesa.cpp
@@ -1561,13 +1561,12 @@ link_uniforms_to_shared_uniform_list(struct gl_uniform_list *uniforms,
}
struct gl_program *
-get_mesa_program(GLcontext *ctx, void *mem_ctx, struct glsl_shader *shader)
+get_mesa_program(GLcontext *ctx, void *mem_ctx, struct gl_shader *shader)
{
ir_to_mesa_visitor v;
struct prog_instruction *mesa_instructions, *mesa_inst;
ir_instruction **mesa_instruction_annotation;
int i;
- exec_list *instructions = &shader->ir;
struct gl_program *prog;
GLenum target;
@@ -1587,7 +1586,7 @@ get_mesa_program(GLcontext *ctx, void *mem_ctx, struct glsl_shader *shader)
v.prog = prog;
v.mem_ctx = talloc_new(NULL);
- visit_exec_list(instructions, &v);
+ visit_exec_list(shader->ir, &v);
v.ir_to_mesa_emit_op1(NULL, OPCODE_END,
ir_to_mesa_undef_dst, ir_to_mesa_undef);
@@ -1635,27 +1634,18 @@ get_mesa_program(GLcontext *ctx, void *mem_ctx, struct glsl_shader *shader)
prog->Instructions = mesa_instructions;
prog->NumInstructions = num_instructions;
- _mesa_reference_program(ctx, &shader->mesa_shader->Program, prog);
+ _mesa_reference_program(ctx, &shader->Program, prog);
return prog;
}
-/* Takes a Mesa gl shader structure and compiles it, returning our Mesa-like
- * structure with the IR and such attached.
- */
-static struct glsl_shader *
-_mesa_get_glsl_shader(GLcontext *ctx, void *mem_ctx, struct gl_shader *sh)
+extern "C" {
+
+void
+_mesa_glsl_compile_shader(GLcontext *ctx, struct gl_shader *shader)
{
- struct glsl_shader *shader = talloc_zero(mem_ctx, struct glsl_shader);
struct _mesa_glsl_parse_state *state;
- shader->Type = sh->Type;
- shader->Name = sh->Name;
- shader->RefCount = 1;
- shader->Source = sh->Source;
- shader->SourceLen = strlen(sh->Source);
- shader->mesa_shader = sh;
-
state = talloc_zero(shader, struct _mesa_glsl_parse_state);
switch (shader->Type) {
case GL_VERTEX_SHADER: state->target = vertex_shader; break;
@@ -1665,7 +1655,7 @@ _mesa_get_glsl_shader(GLcontext *ctx, void *mem_ctx, struct gl_shader *sh)
state->scanner = NULL;
state->translation_unit.make_empty();
- state->symbols = new(mem_ctx) glsl_symbol_table;
+ state->symbols = new(shader) glsl_symbol_table;
state->info_log = talloc_strdup(shader, "");
state->error = false;
state->temp_index = 0;
@@ -1686,25 +1676,25 @@ _mesa_get_glsl_shader(GLcontext *ctx, void *mem_ctx, struct gl_shader *sh)
_mesa_glsl_lexer_dtor(state);
}
- shader->ir.make_empty();
+ shader->ir = new(shader) exec_list;
if (!state->error && !state->translation_unit.is_empty())
- _mesa_ast_to_hir(&shader->ir, state);
+ _mesa_ast_to_hir(shader->ir, state);
/* Optimization passes */
- if (!state->error && !shader->ir.is_empty()) {
+ if (!state->error && !shader->ir->is_empty()) {
bool progress;
do {
progress = false;
- progress = do_function_inlining(&shader->ir) || progress;
- progress = do_if_simplification(&shader->ir) || progress;
- progress = do_copy_propagation(&shader->ir) || progress;
- progress = do_dead_code_local(&shader->ir) || progress;
- progress = do_dead_code_unlinked(state, &shader->ir) || progress;
- progress = do_constant_variable_unlinked(&shader->ir) || progress;
- progress = do_constant_folding(&shader->ir) || progress;
- progress = do_vec_index_to_swizzle(&shader->ir) || progress;
- progress = do_swizzle_swizzle(&shader->ir) || progress;
+ progress = do_function_inlining(shader->ir) || progress;
+ progress = do_if_simplification(shader->ir) || progress;
+ progress = do_copy_propagation(shader->ir) || progress;
+ progress = do_dead_code_local(shader->ir) || progress;
+ progress = do_dead_code_unlinked(state, shader->ir) || progress;
+ progress = do_constant_variable_unlinked(shader->ir) || progress;
+ progress = do_constant_folding(shader->ir) || progress;
+ progress = do_vec_index_to_swizzle(shader->ir) || progress;
+ progress = do_swizzle_swizzle(shader->ir) || progress;
} while (progress);
}
@@ -1714,23 +1704,6 @@ _mesa_get_glsl_shader(GLcontext *ctx, void *mem_ctx, struct gl_shader *sh)
shader->InfoLog = state->info_log;
talloc_free(state);
-
- return shader;
-}
-
-extern "C" {
-
-void
-_mesa_glsl_compile_shader(GLcontext *ctx, struct gl_shader *sh)
-{
- struct glsl_shader *shader;
- TALLOC_CTX *mem_ctx = talloc_new(NULL);
-
- shader = _mesa_get_glsl_shader(ctx, mem_ctx, sh);
-
- sh->CompileStatus = shader->CompileStatus;
- sh->InfoLog = strdup(shader->InfoLog);
- talloc_free(mem_ctx);
}
void
@@ -1738,18 +1711,16 @@ _mesa_glsl_link_shader(GLcontext *ctx, struct gl_shader_program *prog)
{
struct glsl_program *whole_program;
unsigned int i;
-
_mesa_clear_shader_program_data(ctx, prog);
whole_program = talloc_zero(NULL, struct glsl_program);
whole_program->LinkStatus = GL_TRUE;
whole_program->NumShaders = prog->NumShaders;
- whole_program->Shaders = talloc_array(whole_program, struct glsl_shader *,
+ whole_program->Shaders = talloc_array(whole_program, struct gl_shader *,
prog->NumShaders);
for (i = 0; i < prog->NumShaders; i++) {
- whole_program->Shaders[i] = _mesa_get_glsl_shader(ctx, whole_program,
- prog->Shaders[i]);
+ whole_program->Shaders[i] = prog->Shaders[i];
if (!whole_program->Shaders[i]->CompileStatus) {
whole_program->InfoLog =
talloc_asprintf_append(whole_program->InfoLog,
diff --git a/src/mesa/shader/shader_api.c b/src/mesa/shader/shader_api.c
index a584f6072c..40b8286a13 100644
--- a/src/mesa/shader/shader_api.c
+++ b/src/mesa/shader/shader_api.c
@@ -44,7 +44,7 @@
#include "shader/prog_uniform.h"
#include "shader/shader_api.h"
#include "shader/uniforms.h"
-
+#include "talloc.h"
/**
* Allocate a new gl_shader_program object, initialize it.
@@ -253,7 +253,7 @@ _mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type)
{
struct gl_shader *shader;
assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER);
- shader = CALLOC_STRUCT(gl_shader);
+ shader = talloc_zero(NULL, struct gl_shader);
if (shader) {
shader->Type = type;
shader->Name = name;
@@ -268,10 +268,8 @@ _mesa_free_shader(GLcontext *ctx, struct gl_shader *sh)
{
if (sh->Source)
free((void *) sh->Source);
- if (sh->InfoLog)
- free(sh->InfoLog);
_mesa_reference_program(ctx, &sh->Program, NULL);
- free(sh);
+ talloc_free(sh);
}