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-rw-r--r--src/mesa/program/sampler.cpp134
1 files changed, 0 insertions, 134 deletions
diff --git a/src/mesa/program/sampler.cpp b/src/mesa/program/sampler.cpp
deleted file mode 100644
index 994495af2ae..00000000000
--- a/src/mesa/program/sampler.cpp
+++ /dev/null
@@ -1,134 +0,0 @@
-/*
- * Copyright (C) 2005-2007 Brian Paul All Rights Reserved.
- * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
- * Copyright © 2010 Intel Corporation
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice (including the next
- * paragraph) shall be included in all copies or substantial portions of the
- * Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
- * DEALINGS IN THE SOFTWARE.
- */
-
-#include "main/mtypes.h"
-#include "compiler/glsl_types.h"
-#include "compiler/glsl/ir.h"
-#include "compiler/glsl/ir_uniform.h"
-#include "compiler/glsl/ir_visitor.h"
-#include "compiler/glsl/program.h"
-#include "program/hash_table.h"
-#include "program/prog_parameter.h"
-#include "program/program.h"
-
-
-class get_sampler_name : public ir_hierarchical_visitor
-{
-public:
- get_sampler_name(ir_dereference *last,
- struct gl_shader_program *shader_program)
- {
- this->mem_ctx = ralloc_context(NULL);
- this->shader_program = shader_program;
- this->name = NULL;
- this->offset = 0;
- this->last = last;
- }
-
- ~get_sampler_name()
- {
- ralloc_free(this->mem_ctx);
- }
-
- virtual ir_visitor_status visit(ir_dereference_variable *ir)
- {
- this->name = ir->var->name;
- return visit_continue;
- }
-
- virtual ir_visitor_status visit_leave(ir_dereference_record *ir)
- {
- this->name = ralloc_asprintf(mem_ctx, "%s.%s", name, ir->field);
- return visit_continue;
- }
-
- virtual ir_visitor_status visit_leave(ir_dereference_array *ir)
- {
- ir_constant *index = ir->array_index->as_constant();
- int i;
-
- if (index) {
- i = index->value.i[0];
- } else {
- /* GLSL 1.10 and 1.20 allowed variable sampler array indices,
- * while GLSL 1.30 requires that the array indices be
- * constant integer expressions. We don't expect any driver
- * to actually work with a really variable array index, so
- * all that would work would be an unrolled loop counter that ends
- * up being constant above.
- */
- ralloc_strcat(&shader_program->InfoLog,
- "warning: Variable sampler array index unsupported.\n"
- "This feature of the language was removed in GLSL 1.20 "
- "and is unlikely to be supported for 1.10 in Mesa.\n");
- i = 0;
- }
- if (ir != last) {
- this->name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
- } else {
- offset = i;
- }
- return visit_continue;
- }
-
- struct gl_shader_program *shader_program;
- const char *name;
- void *mem_ctx;
- int offset;
- ir_dereference *last;
-};
-
-
-int
-_mesa_get_sampler_uniform_value(class ir_dereference *sampler,
- struct gl_shader_program *shader_program,
- const struct gl_program *prog)
-{
- get_sampler_name getname(sampler, shader_program);
-
- GLuint shader = _mesa_program_enum_to_shader_stage(prog->Target);
-
- sampler->accept(&getname);
-
- unsigned location;
- if (!shader_program->UniformHash->get(location, getname.name)) {
- linker_error(shader_program,
- "failed to find sampler named %s.\n", getname.name);
- return 0;
- }
-
- if (!shader_program->UniformStorage[location].opaque[shader].active) {
- assert(0 && "cannot return a sampler");
- linker_error(shader_program,
- "cannot return a sampler named %s, because it is not "
- "used in this shader stage. This is a driver bug.\n",
- getname.name);
- return 0;
- }
-
- return shader_program->UniformStorage[location].opaque[shader].index +
- getname.offset;
-}
-