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* mesa: Remove unused hash table includesThomas Helland2016-09-121-1/+0
| | | | | | | This should prevent us from rebuilding the world. Signed-off-by: Thomas Helland <thomashelland90@gmail.com> Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
* glsl: atomic counters are different than their uniformsAndres Gomez2016-06-301-37/+37
| | | | | | | | | | The linker deals with atomic counters in terms of uniforms but the data structure are called after the atomic counters. Renamed the data structures used in the linker for disambiguation. Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com> Signed-off-by: Andres Gomez <agomez@igalia.com>
* glsl: count atomic counters correctlyAndres Gomez2016-06-301-4/+10
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Currently the linker uses the uniform count for the total number of atomic counters. However uniforms don't include the innermost array dimension in their count, but atomic counters are expected to include them. Although the spec doesn't directly state this, it's clear how offsets will be assigned for arrays. From OpenGL 4.2 (Core Profile), page 98: " * Arrays of type atomic_uint are stored in memory by element order, with array element member zero at the lowest offset. The difference in offsets between each pair of elements in the array in basic machine units is referred to as the array stride, and is constant across the entire array. The stride can be queried by calling GetIntegerv with a pname of ATOMIC_COUNTER_- ARRAY_STRIDE after a program is linked." From that it is clear how arrays of atomic counters will interact with GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE. For other kinds of uniforms it's also clear that each entry in an array counts against the relevant limits. Hence, although inferred, this is the expected behavior. Fixes GL44-CTS.arrays_of_arrays_gl.AtomicDeclaration Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com> Signed-off-by: Andres Gomez <agomez@igalia.com>
* glsl/mesa: split gl_shader in twoTimothy Arceri2016-06-301-1/+1
| | | | | | | | | | | | | | | | | There are two distinctly different uses of this struct. The first is to store GL shader objects. The second is to store information about a shader stage thats been linked. The two uses actually share few fields and there is clearly confusion about their use. For example the linked shaders map one to one with a program so can simply be destroyed along with the program. However previously we were calling reference counting on the linked shaders. We were also creating linked shaders with a name even though it is always 0 and called the driver version of the _mesa_new_shader() function unnecessarily for GL shader objects. Acked-by: Iago Toral Quiroga <itoral@igalia.com>
* glsl: move to compiler/Emil Velikov2016-01-261-0/+346
Signed-off-by: Emil Velikov <emil.velikov@collabora.com> Acked-by: Matt Turner <mattst88@gmail.com> Acked-by: Jose Fonseca <jfonseca@vmware.com>