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path: root/src/mesa/shader/shaderobjects_3dlabs.c
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Diffstat (limited to 'src/mesa/shader/shaderobjects_3dlabs.c')
-rwxr-xr-xsrc/mesa/shader/shaderobjects_3dlabs.c186
1 files changed, 170 insertions, 16 deletions
diff --git a/src/mesa/shader/shaderobjects_3dlabs.c b/src/mesa/shader/shaderobjects_3dlabs.c
index 96f382437d5..6d03f426487 100755
--- a/src/mesa/shader/shaderobjects_3dlabs.c
+++ b/src/mesa/shader/shaderobjects_3dlabs.c
@@ -841,7 +841,7 @@ write_common_fixed (slang_program *pro, GLuint index, const GLvoid *src, GLuint
{
GLuint i;
- for (i = 0; i < SLANG_UNIFORM_BINDING_MAX; i++)
+ for (i = 0; i < SLANG_SHADER_MAX; i++)
{
GLuint addr;
@@ -965,7 +965,7 @@ _program_UpdateFixedAttribute (struct gl2_program_intf **intf, GLuint index, GLv
{
GLubyte *mem;
- mem = (GLubyte *) pro->machines[SLANG_UNIFORM_BINDING_VERTEX]->mem + addr + offset * size;
+ mem = (GLubyte *) pro->machines[SLANG_SHADER_VERTEX]->mem + addr + offset * size;
if (write)
_mesa_memcpy (mem, data, size);
else
@@ -986,7 +986,7 @@ _program_UpdateFixedVarying (struct gl2_program_intf **intf, GLuint index, GLvoi
{
GLubyte *mem;
- mem = (GLubyte *) pro->machines[SLANG_UNIFORM_BINDING_FRAGMENT]->mem + addr + offset * size;
+ mem = (GLubyte *) pro->machines[SLANG_SHADER_FRAGMENT]->mem + addr + offset * size;
if (write)
_mesa_memcpy (mem, data, size);
else
@@ -994,6 +994,58 @@ _program_UpdateFixedVarying (struct gl2_program_intf **intf, GLuint index, GLvoi
}
}
+static GLvoid
+_program_GetTextureImageUsage (struct gl2_program_intf **intf, GLbitfield *teximageusage)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;
+ slang_program *pro = &impl->_obj.prog;
+ GLuint i;
+
+ for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++)
+ teximageusage[i] = 0;
+
+ for (i = 0; i < pro->texture_usage.count; i++)
+ {
+ GLuint n, addr, j;
+
+ n = pro->texture_usage.table[i].quant->array_len;
+ if (n == 0)
+ n = 1;
+ addr = pro->texture_usage.table[i].frag_address;
+ for (j = 0; j < n; j++)
+ {
+ GLubyte *mem;
+ GLuint image;
+
+ mem = (GLubyte *) pro->machines[SLANG_SHADER_FRAGMENT]->mem + addr + j * 4;
+ image = (GLuint) *((GLfloat *) mem);
+ if (image >= 0 && image < ctx->Const.MaxTextureImageUnits)
+ {
+ switch (pro->texture_usage.table[i].quant->u.basic_type)
+ {
+ case GL_SAMPLER_1D_ARB:
+ case GL_SAMPLER_1D_SHADOW_ARB:
+ teximageusage[image] |= TEXTURE_1D_BIT;
+ break;
+ case GL_SAMPLER_2D_ARB:
+ case GL_SAMPLER_2D_SHADOW_ARB:
+ teximageusage[image] |= TEXTURE_2D_BIT;
+ break;
+ case GL_SAMPLER_3D_ARB:
+ teximageusage[image] |= TEXTURE_3D_BIT;
+ break;
+ case GL_SAMPLER_CUBE_ARB:
+ teximageusage[image] |= TEXTURE_CUBE_BIT;
+ break;
+ }
+ }
+ }
+ }
+
+ /* TODO: make sure that for 0<=i<=MaxTextureImageUint bitcount(teximageuint[i])<=0 */
+}
+
static struct gl2_program_intf _program_vftbl = {
{
{
@@ -1019,7 +1071,8 @@ static struct gl2_program_intf _program_vftbl = {
_program_Validate,
_program_UpdateFixedUniforms,
_program_UpdateFixedAttribute,
- _program_UpdateFixedVarying
+ _program_UpdateFixedVarying,
+ _program_GetTextureImageUsage
};
static void
@@ -1238,7 +1291,7 @@ int _slang_fetch_discard (struct gl2_program_intf **pro, GLboolean *val)
struct gl2_program_impl *impl;
impl = (struct gl2_program_impl *) pro;
- *val = impl->_obj.prog.machines[SLANG_UNIFORM_BINDING_FRAGMENT]->kill ? GL_TRUE : GL_FALSE;
+ *val = impl->_obj.prog.machines[SLANG_SHADER_FRAGMENT]->kill ? GL_TRUE : GL_FALSE;
return 1;
}
@@ -1251,19 +1304,19 @@ static GLvoid exec_shader (struct gl2_program_intf **pro, GLuint i)
p = &impl->_obj.prog;
slang_machine_init (p->machines[i]);
- p->machines[i]->ip = p->code[i];
+ p->machines[i]->ip = p->code[i][SLANG_COMMON_CODE_MAIN];
_slang_execute2 (p->assemblies[i], p->machines[i]);
}
GLvoid _slang_exec_fragment_shader (struct gl2_program_intf **pro)
{
- exec_shader (pro, SLANG_UNIFORM_BINDING_FRAGMENT);
+ exec_shader (pro, SLANG_SHADER_FRAGMENT);
}
GLvoid _slang_exec_vertex_shader (struct gl2_program_intf **pro)
{
- exec_shader (pro, SLANG_UNIFORM_BINDING_VERTEX);
+ exec_shader (pro, SLANG_SHADER_VERTEX);
}
GLint _slang_get_uniform_location (struct gl2_program_intf **pro, const char *name)
@@ -1287,6 +1340,10 @@ GLboolean _slang_write_uniform (struct gl2_program_intf **pro, GLint loc, GLsize
slang_uniform_bindings *bind;
slang_uniform_binding *b;
GLuint i;
+ GLboolean convert_float_to_bool = GL_FALSE;
+ GLboolean convert_int_to_bool = GL_FALSE;
+ GLboolean convert_int_to_float = GL_FALSE;
+ GLboolean types_match = GL_FALSE;
if (loc == -1)
return GL_TRUE;
@@ -1298,16 +1355,113 @@ GLboolean _slang_write_uniform (struct gl2_program_intf **pro, GLint loc, GLsize
b = &bind->table[loc];
/* TODO: check sizes */
- /* TODO: check if not structure */
- if (b->quant->u.basic_type != type)
+ if (b->quant->structure != NULL)
return GL_FALSE;
- for (i = 0; i < SLANG_UNIFORM_BINDING_MAX; i++)
- if (b->address[i] != ~0)
- {
- _mesa_memcpy (&impl->_obj.prog.machines[i]->mem[b->address[i] / 4], data,
- count * b->quant->size);
- }
+ switch (b->quant->u.basic_type)
+ {
+ case GL_BOOL_ARB:
+ types_match = (type == GL_FLOAT) || (type == GL_INT);
+ if (type == GL_FLOAT)
+ convert_float_to_bool = GL_TRUE;
+ else
+ convert_int_to_bool = GL_TRUE;
+ break;
+ case GL_BOOL_VEC2_ARB:
+ types_match = (type == GL_FLOAT_VEC2_ARB) || (type == GL_INT_VEC2_ARB);
+ if (type == GL_FLOAT_VEC2_ARB)
+ convert_float_to_bool = GL_TRUE;
+ else
+ convert_int_to_bool = GL_TRUE;
+ break;
+ case GL_BOOL_VEC3_ARB:
+ types_match = (type == GL_FLOAT_VEC3_ARB) || (type == GL_INT_VEC3_ARB);
+ if (type == GL_FLOAT_VEC3_ARB)
+ convert_float_to_bool = GL_TRUE;
+ else
+ convert_int_to_bool = GL_TRUE;
+ break;
+ case GL_BOOL_VEC4_ARB:
+ types_match = (type == GL_FLOAT_VEC4_ARB) || (type == GL_INT_VEC4_ARB);
+ if (type == GL_FLOAT_VEC4_ARB)
+ convert_float_to_bool = GL_TRUE;
+ else
+ convert_int_to_bool = GL_TRUE;
+ break;
+ case GL_SAMPLER_1D_ARB:
+ case GL_SAMPLER_2D_ARB:
+ case GL_SAMPLER_3D_ARB:
+ case GL_SAMPLER_CUBE_ARB:
+ case GL_SAMPLER_1D_SHADOW_ARB:
+ case GL_SAMPLER_2D_SHADOW_ARB:
+ types_match = (type == GL_INT);
+ break;
+ default:
+ types_match = (type == b->quant->u.basic_type);
+ break;
+ }
+
+ if (!types_match)
+ return GL_FALSE;
+
+ switch (type)
+ {
+ case GL_INT:
+ case GL_INT_VEC2_ARB:
+ case GL_INT_VEC3_ARB:
+ case GL_INT_VEC4_ARB:
+ convert_int_to_float = GL_TRUE;
+ break;
+ }
+
+ if (convert_float_to_bool)
+ {
+ for (i = 0; i < SLANG_SHADER_MAX; i++)
+ if (b->address[i] != ~0)
+ {
+ const GLfloat *src = (GLfloat *) (data);
+ GLfloat *dst = (GLfloat *) (&impl->_obj.prog.machines[i]->mem[b->address[i] / 4]);
+ GLuint j;
+
+ for (j = 0; j < count * b->quant->size / 4; j++)
+ dst[j] = src[j] != 0.0f ? 1.0f : 0.0f;
+ }
+ }
+ else if (convert_int_to_bool)
+ {
+ for (i = 0; i < SLANG_SHADER_MAX; i++)
+ if (b->address[i] != ~0)
+ {
+ const GLuint *src = (GLuint *) (data);
+ GLfloat *dst = (GLfloat *) (&impl->_obj.prog.machines[i]->mem[b->address[i] / 4]);
+ GLuint j;
+
+ for (j = 0; j < count * b->quant->size / 4; j++)
+ dst[j] = src[j] ? 1.0f : 0.0f;
+ }
+ }
+ else if (convert_int_to_float)
+ {
+ for (i = 0; i < SLANG_SHADER_MAX; i++)
+ if (b->address[i] != ~0)
+ {
+ const GLuint *src = (GLuint *) (data);
+ GLfloat *dst = (GLfloat *) (&impl->_obj.prog.machines[i]->mem[b->address[i] / 4]);
+ GLuint j;
+
+ for (j = 0; j < count * b->quant->size / 4; j++)
+ dst[j] = (GLfloat) src[j];
+ }
+ }
+ else
+ {
+ for (i = 0; i < SLANG_SHADER_MAX; i++)
+ if (b->address[i] != ~0)
+ {
+ _mesa_memcpy (&impl->_obj.prog.machines[i]->mem[b->address[i] / 4], data,
+ count * b->quant->size);
+ }
+ }
return GL_TRUE;
}