From 56b031d8aec952e445de21fb4aa849985f98f8eb Mon Sep 17 00:00:00 2001 From: Eric Anholt Date: Tue, 11 Feb 2014 16:33:20 -0800 Subject: [PATCH] meta: Rename the "sampler" stuff to "blit shader". While these structs are generated per GLSL sampler type, they're structs of data-about-shaders (notably, the ID of a shader program), not data-about-samplers. Reviewed-by: Kenneth Graunke Reviewed-by: Ian Romanick --- src/mesa/drivers/common/meta.c | 81 +++++++++++++++++++++--------------------- 1 file changed, 40 insertions(+), 41 deletions(-) diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c index 268f418a92c..3c4f7069f6f 100644 --- a/src/mesa/drivers/common/meta.c +++ b/src/mesa/drivers/common/meta.c @@ -219,7 +219,7 @@ struct temp_texture * State for GLSL texture sampler which is used to generate fragment * shader in _mesa_meta_generate_mipmap(). */ -struct glsl_sampler { +struct blit_shader { const char *type; const char *func; const char *texcoords; @@ -229,15 +229,15 @@ struct glsl_sampler { /** * Table of all sampler types and shaders for accessing them. */ -struct sampler_table { - struct glsl_sampler sampler_1d; - struct glsl_sampler sampler_2d; - struct glsl_sampler sampler_3d; - struct glsl_sampler sampler_rect; - struct glsl_sampler sampler_cubemap; - struct glsl_sampler sampler_1d_array; - struct glsl_sampler sampler_2d_array; - struct glsl_sampler sampler_cubemap_array; +struct blit_shader_table { + struct blit_shader sampler_1d; + struct blit_shader sampler_2d; + struct blit_shader sampler_3d; + struct blit_shader sampler_rect; + struct blit_shader sampler_cubemap; + struct blit_shader sampler_1d_array; + struct blit_shader sampler_2d_array; + struct blit_shader sampler_cubemap_array; }; /** @@ -248,7 +248,7 @@ struct blit_state GLuint VAO; GLuint VBO; GLuint DepthFP; - struct sampler_table samplers; + struct blit_shader_table shaders; struct temp_texture depthTex; }; @@ -313,7 +313,7 @@ struct gen_mipmap_state GLuint FBO; GLuint Sampler; - struct sampler_table samplers; + struct blit_shader_table shaders; }; /** @@ -325,7 +325,7 @@ struct decompress_state GLuint VBO, FBO, RBO, Sampler; GLint Width, Height; - struct sampler_table samplers; + struct blit_shader_table shaders; }; /** @@ -365,8 +365,8 @@ struct vertex { GLfloat r, g, b, a; }; -static struct glsl_sampler * -setup_texture_sampler(GLenum target, struct sampler_table *table); +static struct blit_shader * +choose_blit_shader(GLenum target, struct blit_shader_table *table); static void meta_glsl_blit_cleanup(struct blit_state *blit); static void cleanup_temp_texture(struct temp_texture *tex); @@ -374,7 +374,7 @@ static void meta_glsl_clear_cleanup(struct clear_state *clear); static void meta_glsl_generate_mipmap_cleanup(struct gen_mipmap_state *mipmap); static void meta_decompress_cleanup(struct decompress_state *decompress); static void meta_drawpix_cleanup(struct drawpix_state *drawpix); -static void sampler_table_cleanup(struct sampler_table *table); +static void blit_shader_table_cleanup(struct blit_shader_table *table); static GLuint compile_shader_with_debug(struct gl_context *ctx, GLenum target, const GLcharARB *source) @@ -454,19 +454,18 @@ link_program_with_debug(struct gl_context *ctx, GLuint program) static void setup_blit_shader(struct gl_context *ctx, GLenum target, - struct sampler_table *table) + struct blit_shader_table *table) { const char *vs_source; char *fs_source; GLuint vs, fs; void *const mem_ctx = ralloc_context(NULL); - struct glsl_sampler *sampler = - setup_texture_sampler(target, table); + struct blit_shader *shader = choose_blit_shader(target, table); - assert(sampler != NULL); + assert(shader != NULL); - if (sampler->shader_prog != 0) { - _mesa_UseProgram(sampler->shader_prog); + if (shader->shader_prog != 0) { + _mesa_UseProgram(shader->shader_prog); return; } @@ -499,8 +498,8 @@ setup_blit_shader(struct gl_context *ctx, " gl_FragColor = %s(texSampler, %s);\n" " gl_FragDepth = gl_FragColor.x;\n" "}\n", - sampler->type, - sampler->func, sampler->texcoords); + shader->type, + shader->func, shader->texcoords); } else { vs_source = ralloc_asprintf(mem_ctx, @@ -530,24 +529,24 @@ setup_blit_shader(struct gl_context *ctx, " gl_FragDepth = out_color.x;\n" "}\n", _mesa_is_desktop_gl(ctx) ? "130" : "300 es", - sampler->type, - sampler->texcoords); + shader->type, + shader->texcoords); } vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source); fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source); - sampler->shader_prog = _mesa_CreateProgramObjectARB(); - _mesa_AttachShader(sampler->shader_prog, fs); + shader->shader_prog = _mesa_CreateProgramObjectARB(); + _mesa_AttachShader(shader->shader_prog, fs); _mesa_DeleteObjectARB(fs); - _mesa_AttachShader(sampler->shader_prog, vs); + _mesa_AttachShader(shader->shader_prog, vs); _mesa_DeleteObjectARB(vs); - _mesa_BindAttribLocation(sampler->shader_prog, 0, "position"); - _mesa_BindAttribLocation(sampler->shader_prog, 1, "texcoords"); - link_program_with_debug(ctx, sampler->shader_prog); + _mesa_BindAttribLocation(shader->shader_prog, 0, "position"); + _mesa_BindAttribLocation(shader->shader_prog, 1, "texcoords"); + link_program_with_debug(ctx, shader->shader_prog); ralloc_free(mem_ctx); - _mesa_UseProgram(sampler->shader_prog); + _mesa_UseProgram(shader->shader_prog); } /** @@ -1679,7 +1678,7 @@ setup_glsl_blit_framebuffer(struct gl_context *ctx, setup_vertex_objects(&blit->VAO, &blit->VBO, true, 2, 2, 0); - setup_blit_shader(ctx, target, &blit->samplers); + setup_blit_shader(ctx, target, &blit->shaders); } /** @@ -2069,7 +2068,7 @@ meta_glsl_blit_cleanup(struct blit_state *blit) blit->DepthFP = 0; } - sampler_table_cleanup(&blit->samplers); + blit_shader_table_cleanup(&blit->shaders); _mesa_DeleteTextures(1, &blit->depthTex.TexObj); blit->depthTex.TexObj = 0; @@ -3344,8 +3343,8 @@ setup_texture_coords(GLenum faceTarget, } } -static struct glsl_sampler * -setup_texture_sampler(GLenum target, struct sampler_table *table) +static struct blit_shader * +choose_blit_shader(GLenum target, struct blit_shader_table *table) { switch(target) { case GL_TEXTURE_1D: @@ -3399,7 +3398,7 @@ setup_texture_sampler(GLenum target, struct sampler_table *table) } static void -sampler_table_cleanup(struct sampler_table *table) +blit_shader_table_cleanup(struct blit_shader_table *table) { _mesa_DeleteObjectARB(table->sampler_1d.shader_prog); _mesa_DeleteObjectARB(table->sampler_2d.shader_prog); @@ -3430,7 +3429,7 @@ meta_glsl_generate_mipmap_cleanup(struct gen_mipmap_state *mipmap) _mesa_DeleteBuffers(1, &mipmap->VBO); mipmap->VBO = 0; - sampler_table_cleanup(&mipmap->samplers); + blit_shader_table_cleanup(&mipmap->shaders); } @@ -3481,7 +3480,7 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, if (use_glsl_version) { setup_vertex_objects(&mipmap->VAO, &mipmap->VBO, true, 2, 3, 0); - setup_blit_shader(ctx, target, &mipmap->samplers); + setup_blit_shader(ctx, target, &mipmap->shaders); } else { setup_ff_tnl_for_blit(&mipmap->VAO, &mipmap->VBO, 3); @@ -3922,7 +3921,7 @@ decompress_texture_image(struct gl_context *ctx, setup_vertex_objects(&decompress->VAO, &decompress->VBO, true, 2, 4, 0); - setup_blit_shader(ctx, target, &decompress->samplers); + setup_blit_shader(ctx, target, &decompress->shaders); } else { setup_ff_tnl_for_blit(&decompress->VAO, &decompress->VBO, 3); } -- 2.11.0