diff options
Diffstat (limited to 'src/mesa/shader/slang/slang_analyse.c')
-rw-r--r-- | src/mesa/shader/slang/slang_analyse.c | 200 |
1 files changed, 100 insertions, 100 deletions
diff --git a/src/mesa/shader/slang/slang_analyse.c b/src/mesa/shader/slang/slang_analyse.c index 76320848b55..7a38dbbcbb5 100644 --- a/src/mesa/shader/slang/slang_analyse.c +++ b/src/mesa/shader/slang/slang_analyse.c @@ -1,100 +1,100 @@ -/*
- * Mesa 3-D graphics library
- * Version: 6.5
- *
- * Copyright (C) 2006 Brian Paul All Rights Reserved.
- *
- * 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 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
- * BRIAN PAUL 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.
- */
-
-/**
- * \file slang_analyse.c
- * slang assembly code analysis
- * \author Michal Krol
- */
-
-#include "imports.h"
-#include "slang_analyse.h"
-#include "slang_utility.h"
-
-GLboolean _slang_analyse_texture_usage (slang_program *prog)
-{
- GLuint i, count = 0;
-
- slang_texture_usages_dtr (&prog->texture_usage);
- slang_texture_usages_ctr (&prog->texture_usage);
-
- /*
- * We could do a full code analysis to find out which uniforms are actually used.
- * For now, we are very conservative and extract them from uniform binding table, which
- * in turn also do not come from code analysis.
- */
-
- for (i = 0; i < prog->uniforms.count; i++)
- {
- slang_uniform_binding *b = &prog->uniforms.table[i];
-
- if (b->address[SLANG_SHADER_FRAGMENT] != ~0 && !slang_export_data_quant_struct (b->quant))
- {
- switch (slang_export_data_quant_type (b->quant))
- {
- 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:
- count++;
- break;
- }
- }
- }
-
- if (count == 0)
- return GL_TRUE;
- prog->texture_usage.table = (slang_texture_usage *) slang_alloc_malloc (
- count * sizeof (slang_texture_usage));
- if (prog->texture_usage.table == NULL)
- return GL_FALSE;
- prog->texture_usage.count = count;
-
- for (count = i = 0; i < prog->uniforms.count; i++)
- {
- slang_uniform_binding *b = &prog->uniforms.table[i];
-
- if (b->address[SLANG_SHADER_FRAGMENT] != ~0 && !slang_export_data_quant_struct (b->quant))
- {
- switch (slang_export_data_quant_type (b->quant))
- {
- 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:
- prog->texture_usage.table[count].quant = b->quant;
- prog->texture_usage.table[count].frag_address = b->address[SLANG_SHADER_FRAGMENT];
- count++;
- break;
- }
- }
- }
-
- return GL_TRUE;
-}
-
+/* + * Mesa 3-D graphics library + * Version: 6.5 + * + * Copyright (C) 2006 Brian Paul All Rights Reserved. + * + * 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 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 + * BRIAN PAUL 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. + */ + +/** + * \file slang_analyse.c + * slang assembly code analysis + * \author Michal Krol + */ + +#include "imports.h" +#include "slang_analyse.h" +#include "slang_utility.h" + +GLboolean _slang_analyse_texture_usage (slang_program *prog) +{ + GLuint i, count = 0; + + slang_texture_usages_dtr (&prog->texture_usage); + slang_texture_usages_ctr (&prog->texture_usage); + + /* + * We could do a full code analysis to find out which uniforms are actually used. + * For now, we are very conservative and extract them from uniform binding table, which + * in turn also do not come from code analysis. + */ + + for (i = 0; i < prog->uniforms.count; i++) + { + slang_uniform_binding *b = &prog->uniforms.table[i]; + + if (b->address[SLANG_SHADER_FRAGMENT] != ~0 && !slang_export_data_quant_struct (b->quant)) + { + switch (slang_export_data_quant_type (b->quant)) + { + 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: + count++; + break; + } + } + } + + if (count == 0) + return GL_TRUE; + prog->texture_usage.table = (slang_texture_usage *) slang_alloc_malloc ( + count * sizeof (slang_texture_usage)); + if (prog->texture_usage.table == NULL) + return GL_FALSE; + prog->texture_usage.count = count; + + for (count = i = 0; i < prog->uniforms.count; i++) + { + slang_uniform_binding *b = &prog->uniforms.table[i]; + + if (b->address[SLANG_SHADER_FRAGMENT] != ~0 && !slang_export_data_quant_struct (b->quant)) + { + switch (slang_export_data_quant_type (b->quant)) + { + 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: + prog->texture_usage.table[count].quant = b->quant; + prog->texture_usage.table[count].frag_address = b->address[SLANG_SHADER_FRAGMENT]; + count++; + break; + } + } + } + + return GL_TRUE; +} + |