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Diffstat (limited to 'mesalib/src/glsl/builtin_functions.cpp')
-rw-r--r--mesalib/src/glsl/builtin_functions.cpp37
1 files changed, 22 insertions, 15 deletions
diff --git a/mesalib/src/glsl/builtin_functions.cpp b/mesalib/src/glsl/builtin_functions.cpp
index 8cb75e5ad..840a6c9a2 100644
--- a/mesalib/src/glsl/builtin_functions.cpp
+++ b/mesalib/src/glsl/builtin_functions.cpp
@@ -77,7 +77,7 @@ always_available(const _mesa_glsl_parse_state *state)
static bool
compatibility_vs_only(const _mesa_glsl_parse_state *state)
{
- return state->target == vertex_shader &&
+ return state->target == MESA_SHADER_VERTEX &&
state->language_version <= 130 &&
!state->es_shader;
}
@@ -85,13 +85,13 @@ compatibility_vs_only(const _mesa_glsl_parse_state *state)
static bool
fs_only(const _mesa_glsl_parse_state *state)
{
- return state->target == fragment_shader;
+ return state->target == MESA_SHADER_FRAGMENT;
}
static bool
gs_only(const _mesa_glsl_parse_state *state)
{
- return state->target == geometry_shader;
+ return state->target == MESA_SHADER_GEOMETRY;
}
static bool
@@ -103,7 +103,7 @@ v110(const _mesa_glsl_parse_state *state)
static bool
v110_fs_only(const _mesa_glsl_parse_state *state)
{
- return !state->es_shader && state->target == fragment_shader;
+ return !state->es_shader && state->target == MESA_SHADER_FRAGMENT;
}
static bool
@@ -122,7 +122,7 @@ static bool
v130_fs_only(const _mesa_glsl_parse_state *state)
{
return state->is_version(130, 300) &&
- state->target == fragment_shader;
+ state->target == MESA_SHADER_FRAGMENT;
}
static bool
@@ -155,7 +155,7 @@ lod_exists_in_stage(const _mesa_glsl_parse_state *state)
* Since ARB_shader_texture_lod can only be enabled on desktop GLSL, we
* don't need to explicitly check state->es_shader.
*/
- return state->target == vertex_shader ||
+ return state->target == MESA_SHADER_VERTEX ||
state->is_version(130, 300) ||
state->ARB_shader_texture_lod_enable;
}
@@ -223,7 +223,7 @@ texture_array_lod(const _mesa_glsl_parse_state *state)
static bool
fs_texture_array(const _mesa_glsl_parse_state *state)
{
- return state->target == fragment_shader &&
+ return state->target == MESA_SHADER_FRAGMENT &&
state->EXT_texture_array_enable;
}
@@ -243,7 +243,7 @@ texture_multisample(const _mesa_glsl_parse_state *state)
static bool
fs_texture_cube_map_array(const _mesa_glsl_parse_state *state)
{
- return state->target == fragment_shader &&
+ return state->target == MESA_SHADER_FRAGMENT &&
(state->is_version(400, 0) ||
state->ARB_texture_cube_map_array_enable);
}
@@ -265,7 +265,7 @@ texture_query_levels(const _mesa_glsl_parse_state *state)
static bool
texture_query_lod(const _mesa_glsl_parse_state *state)
{
- return state->target == fragment_shader &&
+ return state->target == MESA_SHADER_FRAGMENT &&
state->ARB_texture_query_lod_enable;
}
@@ -292,7 +292,7 @@ texture_gather_only(const _mesa_glsl_parse_state *state)
static bool
fs_oes_derivatives(const _mesa_glsl_parse_state *state)
{
- return state->target == fragment_shader &&
+ return state->target == MESA_SHADER_FRAGMENT &&
(state->is_version(110, 300) ||
state->OES_standard_derivatives_enable);
}
@@ -318,7 +318,7 @@ tex3d(const _mesa_glsl_parse_state *state)
static bool
fs_tex3d(const _mesa_glsl_parse_state *state)
{
- return state->target == fragment_shader &&
+ return state->target == MESA_SHADER_FRAGMENT &&
(!state->es_shader || state->OES_texture_3D_enable);
}
@@ -357,8 +357,6 @@ public:
ir_function_signature *find(_mesa_glsl_parse_state *state,
const char *name, exec_list *actual_parameters);
-private:
- void *mem_ctx;
/**
* A shader to hold all the built-in signatures; created by this module.
*
@@ -368,6 +366,9 @@ private:
*/
gl_shader *shader;
+private:
+ void *mem_ctx;
+
/** Global variables used by built-in functions. */
ir_variable *gl_ModelViewProjectionMatrix;
ir_variable *gl_Vertex;
@@ -608,8 +609,7 @@ builtin_builder::find(_mesa_glsl_parse_state *state,
* that the "no matching signature" error will list potential candidates
* from the available built-ins.
*/
- state->builtins_to_link[0] = shader;
- state->num_builtins_to_link = 1;
+ state->uses_builtin_functions = true;
ir_function *f = shader->symbols->get_function(name);
if (f == NULL)
@@ -4020,4 +4020,11 @@ _mesa_glsl_find_builtin_function(_mesa_glsl_parse_state *state,
{
return builtins.find(state, name, actual_parameters);
}
+
+gl_shader *
+_mesa_glsl_get_builtin_function_shader()
+{
+ return builtins.shader;
+}
+
/** @} */