I was expecting to have 2 frontends for the shader code (asm, glsl).
With Brian's work on GLSL this is unnecessary :)
nouveau_span.c \
nouveau_state.c \
nouveau_shader.c \
- nouveau_shader_0_arb.c \
+ nouveau_shader_0.c \
nouveau_shader_1.c \
nouveau_shader_2.c \
nouveau_tex.c \
/* Translate to HW format now if necessary */
if (!nvs->translated) {
/* Mesa ASM shader -> nouveauShader */
- if (!nouveau_shader_pass0_arb(ctx, nvs))
+ if (!nouveau_shader_pass0(ctx, nvs))
return GL_FALSE;
/* Basic dead code elimination + register usage info */
if (!nouveau_shader_pass1(nvs))
&nvs->mesa.fp);
}
- nouveau_shader_pass0_arb(ctx, nvs);
+ nouveau_shader_pass0(ctx, nvs);
nouveau_shader_pass1(nvs);
nouveau_shader_pass2(nvs);
extern void nouveauShaderInitFuncs(GLcontext *ctx);
-extern GLboolean nouveau_shader_pass0_arb(GLcontext *ctx, nouveauShader *nvs);
-extern GLboolean nouveau_shader_pass0_slang(GLcontext *ctx, nouveauShader *nvs);
+extern GLboolean nouveau_shader_pass0(GLcontext *ctx, nouveauShader *nvs);
extern GLboolean nouveau_shader_pass1(nvsPtr nvs);
extern GLboolean nouveau_shader_pass2(nvsPtr nvs);
}
GLboolean
-nouveau_shader_pass0_arb(GLcontext *ctx, nouveauShader *nvs)
+nouveau_shader_pass0(GLcontext *ctx, nouveauShader *nvs)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
struct gl_program *prog = (struct gl_program*)nvs;