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-rw-r--r--src/mesa/shader/slang/slang_analyse.c100
-rw-r--r--src/mesa/shader/slang/slang_analyse.h50
-rw-r--r--src/mesa/shader/slang/slang_link.c871
3 files changed, 0 insertions, 1021 deletions
diff --git a/src/mesa/shader/slang/slang_analyse.c b/src/mesa/shader/slang/slang_analyse.c
deleted file mode 100644
index fe48a670eeb..00000000000
--- a/src/mesa/shader/slang/slang_analyse.c
+++ /dev/null
@@ -1,100 +0,0 @@
-/*
- * 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;
-}
-
diff --git a/src/mesa/shader/slang/slang_analyse.h b/src/mesa/shader/slang/slang_analyse.h
deleted file mode 100644
index d7e39ae7ce7..00000000000
--- a/src/mesa/shader/slang/slang_analyse.h
+++ /dev/null
@@ -1,50 +0,0 @@
-/*
- * 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.
- */
-
-#if !defined SLANG_ANALYSE_H
-#define SLANG_ANALYSE_H
-
-#include "slang_link.h"
-
-#if defined __cplusplus
-extern "C" {
-#endif
-
-/*
- * Texture usage analysis is a bit more difficult than for fragment programs. While fragment
- * programs statically link to texture targets and texture units, shaders statically link
- * only to texture targets. The texture unit linkage is determined just before the execution
- * of a given primitive by reading active uniform samplers.
- *
- * This procedure retrieves a list of uniforms that reach texture sample instructions.
- */
-
-GLboolean _slang_analyse_texture_usage (slang_program *);
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif
-
diff --git a/src/mesa/shader/slang/slang_link.c b/src/mesa/shader/slang/slang_link.c
deleted file mode 100644
index 8894f78088d..00000000000
--- a/src/mesa/shader/slang/slang_link.c
+++ /dev/null
@@ -1,871 +0,0 @@
-/*
- * Mesa 3-D graphics library
- * Version: 6.6
- *
- * 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_link.c
- * slang linker
- * \author Michal Krol
- */
-
-#include "imports.h"
-#include "slang_link.h"
-#include "slang_analyse.h"
-
-#define TABLE_GROW(PTR,TYPE,N) \
- (PTR = (TYPE *) (slang_alloc_realloc (PTR, N * sizeof (TYPE), (N + 1) * sizeof (TYPE))))
-
-/*
- * Check if a given name starts with "gl_". Globals with this prefix are
- * treated differently, as they are built-in variables.
- */
-static GLboolean
-entry_has_gl_prefix (slang_atom name, slang_atom_pool *atoms)
-{
- const GLchar *str;
-
- str = slang_atom_pool_id (atoms, name);
- return str[0] == 'g' && str[1] == 'l' && str[2] == '_';
-}
-
-/*
- * slang_active_variables
- */
-
-static GLvoid
-slang_active_variables_ctr (slang_active_variables *self)
-{
- self->table = NULL;
- self->count = 0;
-}
-
-static GLvoid
-slang_active_variables_dtr (slang_active_variables *self)
-{
- GLuint i;
-
- for (i = 0; i < self->count; i++)
- slang_alloc_free (self->table[i].name);
- slang_alloc_free (self->table);
-}
-
-/*
- * Active variable queried by the application cannot be a structure. Queriable globals
- * (uniforms and attributes) are decomposited into "simple" variables if they are
- * "complex".
- */
-
-static GLboolean
-add_simple_variable (slang_active_variables *self, slang_export_data_quant *q, const GLchar *name)
-{
- GLuint n;
- slang_active_variable *var;
-
- n = self->count;
- if (!TABLE_GROW(self->table, slang_active_variable, n))
- return GL_FALSE;
-
- /* Initialize the new element. Increment table size only when it is fully initilized. */
- var = &self->table[n];
- var->quant = q;
- var->name = slang_string_duplicate (name);
- if (var->name == NULL)
- return GL_FALSE;
- self->count++;
-
- return GL_TRUE;
-}
-
-static GLboolean
-add_complex_variable (slang_active_variables *self, slang_export_data_quant *q, GLchar *name,
- slang_atom_pool *atoms)
-{
- slang_string_concat (name, slang_atom_pool_id (atoms, q->name));
-
- /* If array, add only first element. */
- if (slang_export_data_quant_array (q))
- slang_string_concat (name, "[0]");
-
- if (slang_export_data_quant_struct (q)) {
- GLuint field_pos, fields, i;
-
- slang_string_concat (name, ".");
- field_pos = slang_string_length (name);
-
- /* Break it down into individual fields. */
- fields = slang_export_data_quant_fields (q);
- for (i = 0; i < fields; i++) {
- if (!add_complex_variable (self, &q->structure[i], name, atoms))
- return GL_FALSE;
- name[field_pos] = '\0';
- }
-
- return GL_TRUE;
- }
-
- return add_simple_variable (self, q, name);
-}
-
-/*
- * Search a list of global variables with a given access (either attribute or uniform)
- * and add it to the list of active variables.
- */
-static GLboolean
-gather_active_variables (slang_active_variables *self, slang_export_data_table *tbl,
- slang_export_data_access access)
-{
- GLuint i;
-
- for (i = 0; i < tbl->count; i++) {
- if (tbl->entries[i].access == access) {
- GLchar name[1024] = "";
-
- if (!add_complex_variable (self, &tbl->entries[i].quant, name, tbl->atoms))
- return GL_FALSE;
- }
- }
-
- return GL_TRUE;
-}
-
-/*
- * slang_attrib_overrides
- */
-
-static GLvoid
-slang_attrib_overrides_ctr (slang_attrib_overrides *self)
-{
- self->table = NULL;
- self->count = 0;
-}
-
-static GLvoid
-slang_attrib_overrides_dtr (slang_attrib_overrides *self)
-{
- GLuint i;
-
- for (i = 0; i < self->count; i++)
- slang_alloc_free (self->table[i].name);
- slang_alloc_free (self->table);
-}
-
-static slang_attrib_override *
-lookup_attrib_override (slang_attrib_overrides *self, const GLchar *name)
-{
- GLuint n, i;
-
- n = self->count;
- for (i = 0; i < n; i++) {
- if (slang_string_compare (name, self->table[i].name) == 0)
- return &self->table[i];
- }
- return NULL;
-}
-
-GLboolean
-_slang_attrib_overrides_add (slang_attrib_overrides *self, GLuint index, const GLchar *name)
-{
- slang_attrib_override *ovr;
- GLuint n;
-
- /* Attribs can be overriden multiple times. Look-up the table and replace
- * its index if it is found. */
- ovr = lookup_attrib_override (self, name);
- if (ovr != NULL) {
- ovr->index = index;
- return GL_TRUE;
- }
-
- n = self->count;
- if (!TABLE_GROW(self->table, slang_attrib_override, n))
- return GL_FALSE;
-
- /* Initialize the new element. Increment table size only when it is fully initilized. */
- ovr = &self->table[n];
- ovr->index = index;
- ovr->name = slang_string_duplicate (name);
- if (ovr->name == NULL)
- return GL_FALSE;
- self->count++;
-
- return GL_TRUE;
-}
-
-/*
- * slang_uniform_bindings
- */
-
-static GLvoid
-slang_uniform_bindings_ctr (slang_uniform_bindings *self)
-{
- self->table = NULL;
- self->count = 0;
-}
-
-static GLvoid
-slang_uniform_bindings_dtr (slang_uniform_bindings *self)
-{
- GLuint i;
-
- for (i = 0; i < self->count; i++)
- slang_alloc_free (self->table[i].name);
- slang_alloc_free (self->table);
-}
-
-static GLboolean
-add_simple_uniform_binding (slang_uniform_bindings *self, slang_export_data_quant *q,
- const GLchar *name, GLuint index, GLuint addr)
-{
- GLuint n, i;
- slang_uniform_binding *bind;
-
- /* Uniform binding table is shared between vertex and fragment shaders. If the same uniform
- * is declared both in a vertex and fragment shader, only one uniform entry is maintained.
- * When add a uniform binding there can be an entry already allocated for it by the other
- * shader. */
- n = self->count;
- for (i = 0; i < n; i++) {
- if (slang_string_compare (self->table[i].name, name) == 0) {
- self->table[i].address[index] = addr;
- return GL_TRUE;
- }
- }
-
- if (!TABLE_GROW(self->table, slang_uniform_binding, n))
- return GL_FALSE;
-
- /* Initialize the new element. Increment table size only when it is fully initilized. */
- bind = &self->table[n];
- bind->quant = q;
- bind->name = slang_string_duplicate (name);
- if (bind->name == NULL)
- return GL_FALSE;
- for (i = 0; i < SLANG_SHADER_MAX; i++)
- bind->address[i] = ~0;
- bind->address[index] = addr;
- self->count++;
-
- return GL_TRUE;
-}
-
-static GLboolean
-add_complex_uniform_binding (slang_uniform_bindings *self, slang_export_data_quant *q,
- GLchar *name, slang_atom_pool *atoms, GLuint index, GLuint addr)
-{
- GLuint count, i;
-
- slang_string_concat (name, slang_atom_pool_id (atoms, q->name));
- count = slang_export_data_quant_elements (q);
-
- /* If array, add binding for every array element. */
- for (i = 0; i < count; i++) {
- GLuint bracket_pos;
-
- bracket_pos = slang_string_length (name);
- if (slang_export_data_quant_array (q))
- _mesa_sprintf (&name[slang_string_length (name)], "[%d]", i);
-
- if (slang_export_data_quant_struct (q)) {
- GLuint field_pos, fields, i;
-
- slang_string_concat (name, ".");
- field_pos = slang_string_length (name);
-
- /* Break it down into individual fields. */
- fields = slang_export_data_quant_fields (q);
- for (i = 0; i < fields; i++) {
- if (!add_complex_uniform_binding (self, &q->structure[i], name, atoms, index, addr))
- return GL_FALSE;
-
- name[field_pos] = '\0';
- addr += slang_export_data_quant_size (&q->structure[i]);
- }
- }
- else {
- if (!add_simple_uniform_binding (self, q, name, index, addr))
- return GL_FALSE;
-
- addr += slang_export_data_quant_size (q);
- }
-
- name[bracket_pos] = '\0';
- }
-
- return GL_TRUE;
-}
-
-static GLboolean
-gather_uniform_bindings (slang_uniform_bindings *self, slang_export_data_table *tbl, GLuint index)
-{
- GLuint n, i;
-
- n = tbl->count;
- for (i = 0; i < n; i++) {
- if (tbl->entries[i].access == slang_exp_uniform) {
- GLchar name[1024] = "";
-
- if (!add_complex_uniform_binding (self, &tbl->entries[i].quant, name, tbl->atoms, index,
- tbl->entries[i].address))
- return GL_FALSE;
- }
- }
-
- return GL_TRUE;
-}
-
-/*
- * slang_attrib_bindings
- */
-
-static GLvoid
-slang_attrib_bindings_ctr (slang_attrib_bindings *self)
-{
- GLuint i;
-
- self->binding_count = 0;
- for (i = 0; i < MAX_VERTEX_ATTRIBS; i++)
- self->slots[i].addr = ~0;
-}
-
-static GLvoid
-slang_attrib_bindings_dtr (slang_attrib_bindings *self)
-{
- GLuint i;
-
- for (i = 0; i < self->binding_count; i++)
- slang_alloc_free (self->bindings[i].name);
-}
-
-/*
- * NOTE: If conventional vertex attribute gl_Vertex is used, application cannot use
- * vertex attrib index 0 for binding override. Currently this is not checked.
- * Anyways, attrib index 0 is not used when not explicitly asked.
- */
-
-static GLuint
-can_allocate_attrib_slots (slang_attrib_bindings *self, GLuint index, GLuint count)
-{
- GLuint i;
-
- for (i = 0; i < count; i++) {
- if (self->slots[index + i].addr != ~0)
- break;
- }
- return i;
-}
-
-static GLuint
-allocate_attrib_slots (slang_attrib_bindings *self, GLuint count)
-{
- GLuint i;
-
- /* Start with attrib index 1. Index 0 will be used when explicitly
- * asked by application binding. */
- for (i = 1; i <= MAX_VERTEX_ATTRIBS - count; i++) {
- GLuint size;
-
- size = can_allocate_attrib_slots (self, i, count);
- if (size == count)
- return i;
-
- /* Speed-up the search a bit. */
- i += size;
- }
-
- return MAX_VERTEX_ATTRIBS;
-}
-
-static GLboolean
-add_attrib_binding (slang_attrib_bindings *self, slang_export_data_quant *q, const GLchar *name,
- GLuint addr, GLuint index_override)
-{
- GLuint slot_span, slot_fill, slot_index, i;
- slang_attrib_binding *bind;
-
- assert (slang_export_data_quant_simple (q));
-
- switch (slang_export_data_quant_type (q)) {
- case GL_FLOAT:
- slot_span = 1;
- slot_fill = 1;
- break;
- case GL_FLOAT_VEC2:
- slot_span = 1;
- slot_fill = 2;
- break;
- case GL_FLOAT_VEC3:
- slot_span = 1;
- slot_fill = 3;
- break;
- case GL_FLOAT_VEC4:
- slot_span = 1;
- slot_fill = 4;
- break;
- case GL_FLOAT_MAT2:
- slot_span = 2;
- slot_fill = 2;
- break;
- case GL_FLOAT_MAT3:
- slot_span = 3;
- slot_fill = 3;
- break;
- case GL_FLOAT_MAT4:
- slot_span = 4;
- slot_fill = 4;
- break;
- default:
- assert (0);
- }
-
- if (index_override == MAX_VERTEX_ATTRIBS)
- slot_index = allocate_attrib_slots (self, slot_span);
- else if (can_allocate_attrib_slots (self, index_override, slot_span) == slot_span)
- slot_index = index_override;
- else
- slot_index = MAX_VERTEX_ATTRIBS;
-
- if (slot_index == MAX_VERTEX_ATTRIBS) {
- /* TODO: info log: error: MAX_VERTEX_ATTRIBS exceeded */
- return GL_FALSE;
- }
-
- /* Initialize the new element. Increment table size only when it is fully initilized. */
- bind = &self->bindings[self->binding_count];
- bind->quant = q;
- bind->name = slang_string_duplicate (name);
- if (bind->name == NULL)
- return GL_FALSE;
- bind->first_slot_index = slot_index;
- self->binding_count++;
-
- for (i = 0; i < slot_span; i++) {
- slang_attrib_slot *slot;
-
- slot = &self->slots[bind->first_slot_index + i];
- slot->addr = addr + i * slot_fill * 4;
- slot->fill = slot_fill;
- }
-
- return GL_TRUE;
-}
-
-static GLboolean
-gather_attrib_bindings (slang_attrib_bindings *self, slang_export_data_table *tbl,
- slang_attrib_overrides *ovr)
-{
- GLuint i;
-
- /* First pass. Gather attribs that have overriden index slots. */
- for (i = 0; i < tbl->count; i++) {
- if (tbl->entries[i].access == slang_exp_attribute &&
- !entry_has_gl_prefix (tbl->entries[i].quant.name, tbl->atoms)) {
- slang_export_data_quant *quant;
- const GLchar *id;
- slang_attrib_override *ao;
-
- quant = &tbl->entries[i].quant;
- id = slang_atom_pool_id (tbl->atoms, quant->name);
- ao = lookup_attrib_override (ovr, id);
- if (ao != NULL) {
- if (!add_attrib_binding (self, quant, id, tbl->entries[i].address, ao->index))
- return GL_FALSE;
- }
- }
- }
-
- /* Second pass. Gather attribs that have not overriden index slots. */
- for (i = 0; i < tbl->count; i++) {
- if (tbl->entries[i].access == slang_exp_attribute &&
- !entry_has_gl_prefix (tbl->entries[i].quant.name, tbl->atoms)) {
- slang_export_data_quant *quant;
- const GLchar *id;
- slang_attrib_override *ao;
-
- quant = &tbl->entries[i].quant;
- id = slang_atom_pool_id (tbl->atoms, quant->name);
- ao = lookup_attrib_override (ovr, id);
- if (ao == NULL) {
- if (!add_attrib_binding (self, quant, id, tbl->entries[i].address, ao->index))
- return GL_FALSE;
- }
- }
- }
-
- return GL_TRUE;
-}
-
-/*
- * slang_varying_bindings
- */
-
-static GLvoid
-slang_varying_bindings_ctr (slang_varying_bindings *self)
-{
- self->binding_count = 0;
- self->slot_count = 0;
-}
-
-static GLvoid
-slang_varying_bindings_dtr (slang_varying_bindings *self)
-{
- GLuint i;
-
- for (i = 0; i < self->binding_count; i++)
- slang_alloc_free (self->bindings[i].name);
-}
-
-static GLvoid
-update_varying_slots (slang_varying_slot *slots, GLuint count, GLboolean is_vert, GLuint addr,
- GLuint do_offset)
-{
- GLuint i;
-
- for (i = 0; i < count; i++) {
- if (is_vert)
- slots[i].vert_addr = addr + i * 4 * do_offset;
- else
- slots[i].frag_addr = addr + i * 4 * do_offset;
- }
-}
-
-static GLboolean
-add_varying_binding (slang_varying_bindings *self, slang_export_data_quant *q, const GLchar *name,
- GLboolean is_vert, GLuint addr)
-{
- GLuint n, slot_span, i;
- slang_varying_binding *bind;
-
- n = self->binding_count;
- slot_span = slang_export_data_quant_components (q) * slang_export_data_quant_elements (q);
- for (i = 0; i < n; i++) {
- if (slang_string_compare (self->bindings[i].name, name) == 0) {
- /* TODO: data quantities must match, or else link fails */
- update_varying_slots (&self->slots[self->bindings[i].first_slot_index], slot_span,
- is_vert, addr, 1);
- return GL_TRUE;
- }
- }
-
- if (self->slot_count + slot_span > MAX_VARYING * 4) {
- /* TODO: info log: error: MAX_VARYING_FLOATS exceeded */
- return GL_FALSE;
- }
-
- /* Initialize the new element. Increment table size only when it is fully initilized. */
- bind = &self->bindings[n];
- bind->quant = q;
- bind->name = slang_string_duplicate (name);
- if (bind->name == NULL)
- return GL_FALSE;
- bind->first_slot_index = self->slot_count;
- self->binding_count++;
-
- update_varying_slots (&self->slots[bind->first_slot_index], slot_span, is_vert, addr, 1);
- update_varying_slots (&self->slots[bind->first_slot_index], slot_span, !is_vert, ~0, 0);
- self->slot_count += slot_span;
-
- return GL_TRUE;
-}
-
-static GLboolean
-gather_varying_bindings (slang_varying_bindings *self, slang_export_data_table *tbl,
- GLboolean is_vert)
-{
- GLuint i;
-
- for (i = 0; i < tbl->count; i++) {
- if (tbl->entries[i].access == slang_exp_varying &&
- !entry_has_gl_prefix (tbl->entries[i].quant.name, tbl->atoms)) {
- if (!add_varying_binding (self, &tbl->entries[i].quant,
- slang_atom_pool_id (tbl->atoms, tbl->entries[i].quant.name),
- is_vert, tbl->entries[i].address))
- return GL_FALSE;
- }
- }
-
- return GL_TRUE;
-}
-
-/*
- * slang_texture_bindings
- */
-
-GLvoid
-_slang_texture_usages_ctr (slang_texture_usages *self)
-{
- self->table = NULL;
- self->count = 0;
-}
-
-GLvoid
-_slang_texture_usages_dtr (slang_texture_usages *self)
-{
- slang_alloc_free (self->table);
-}
-
-/*
- * slang_program
- */
-
-GLvoid
-_slang_program_ctr (slang_program *self)
-{
- GLuint i;
-
- slang_active_variables_ctr (&self->active_uniforms);
- slang_active_variables_ctr (&self->active_attribs);
- slang_attrib_overrides_ctr (&self->attrib_overrides);
- slang_uniform_bindings_ctr (&self->uniforms);
- slang_attrib_bindings_ctr (&self->attribs);
- slang_varying_bindings_ctr (&self->varyings);
- _slang_texture_usages_ctr (&self->texture_usage);
- for (i = 0; i < SLANG_SHADER_MAX; i++) {
- GLuint j;
-
- for (j = 0; j < SLANG_COMMON_FIXED_MAX; j++)
- self->common_fixed_entries[i][j] = ~0;
- for (j = 0; j < SLANG_COMMON_CODE_MAX; j++)
- self->code[i][j] = ~0;
- self->assemblies[i] = NULL;
- }
- for (i = 0; i < SLANG_VERTEX_FIXED_MAX; i++)
- self->vertex_fixed_entries[i] = ~0;
- for (i = 0; i < SLANG_FRAGMENT_FIXED_MAX; i++)
- self->fragment_fixed_entries[i] = ~0;
-}
-
-GLvoid
-_slang_program_dtr (slang_program *self)
-{
- slang_active_variables_dtr (&self->active_uniforms);
- slang_active_variables_dtr (&self->active_attribs);
- slang_attrib_overrides_dtr (&self->attrib_overrides);
- slang_uniform_bindings_dtr (&self->uniforms);
- slang_attrib_bindings_dtr (&self->attribs);
- slang_varying_bindings_dtr (&self->varyings);
- _slang_texture_usages_dtr (&self->texture_usage);
-}
-
-GLvoid
-_slang_program_rst (slang_program *self)
-{
- GLuint i;
-
- slang_active_variables_dtr (&self->active_uniforms);
- slang_active_variables_dtr (&self->active_attribs);
- slang_uniform_bindings_dtr (&self->uniforms);
- slang_attrib_bindings_dtr (&self->attribs);
- slang_varying_bindings_dtr (&self->varyings);
- _slang_texture_usages_dtr (&self->texture_usage);
-
- slang_active_variables_ctr (&self->active_uniforms);
- slang_active_variables_ctr (&self->active_attribs);
- slang_uniform_bindings_ctr (&self->uniforms);
- slang_attrib_bindings_ctr (&self->attribs);
- slang_varying_bindings_ctr (&self->varyings);
- _slang_texture_usages_ctr (&self->texture_usage);
- for (i = 0; i < SLANG_SHADER_MAX; i++) {
- GLuint j;
-
- for (j = 0; j < SLANG_COMMON_FIXED_MAX; j++)
- self->common_fixed_entries[i][j] = ~0;
- for (j = 0; j < SLANG_COMMON_CODE_MAX; j++)
- self->code[i][j] = ~0;
- }
- for (i = 0; i < SLANG_VERTEX_FIXED_MAX; i++)
- self->vertex_fixed_entries[i] = ~0;
- for (i = 0; i < SLANG_FRAGMENT_FIXED_MAX; i++)
- self->fragment_fixed_entries[i] = ~0;
-}
-
-/*
- * _slang_link()
- */
-
-static GLuint
-gd (slang_export_data_table *tbl, const GLchar *name)
-{
- slang_atom atom;
- GLuint i;
-
- atom = slang_atom_pool_atom (tbl->atoms, name);
- if (atom == SLANG_ATOM_NULL)
- return ~0;
-
- for (i = 0; i < tbl->count; i++) {
- if (atom == tbl->entries[i].quant.name)
- return tbl->entries[i].address;
- }
- return ~0;
-}
-
-static GLvoid
-resolve_common_fixed (GLuint e[], slang_export_data_table *tbl)
-{
- e[SLANG_COMMON_FIXED_MODELVIEWMATRIX] = gd (tbl, "gl_ModelViewMatrix");
- e[SLANG_COMMON_FIXED_PROJECTIONMATRIX] = gd (tbl, "gl_ProjectionMatrix");
- e[SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIX] = gd (tbl, "gl_ModelViewProjectionMatrix");
- e[SLANG_COMMON_FIXED_TEXTUREMATRIX] = gd (tbl, "gl_TextureMatrix");
- e[SLANG_COMMON_FIXED_NORMALMATRIX] = gd (tbl, "gl_NormalMatrix");
- e[SLANG_COMMON_FIXED_MODELVIEWMATRIXINVERSE] = gd (tbl, "gl_ModelViewMatrixInverse");
- e[SLANG_COMMON_FIXED_PROJECTIONMATRIXINVERSE] = gd (tbl, "gl_ProjectionMatrixInverse");
- e[SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIXINVERSE] = gd (tbl, "gl_ModelViewProjectionMatrixInverse");
- e[SLANG_COMMON_FIXED_TEXTUREMATRIXINVERSE] = gd (tbl, "gl_TextureMatrixInverse");
- e[SLANG_COMMON_FIXED_MODELVIEWMATRIXTRANSPOSE] = gd (tbl, "gl_ModelViewMatrixTranspose");
- e[SLANG_COMMON_FIXED_PROJECTIONMATRIXTRANSPOSE] = gd (tbl, "gl_ProjectionMatrixTranspose");
- e[SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIXTRANSPOSE] = gd (tbl, "gl_ModelViewProjectionMatrixTranspose");
- e[SLANG_COMMON_FIXED_TEXTUREMATRIXTRANSPOSE] = gd (tbl, "gl_TextureMatrixTranspose");
- e[SLANG_COMMON_FIXED_MODELVIEWMATRIXINVERSETRANSPOSE] = gd (tbl, "gl_ModelViewMatrixInverseTranspose");
- e[SLANG_COMMON_FIXED_PROJECTIONMATRIXINVERSETRANSPOSE] = gd (tbl, "gl_ProjectionMatrixInverseTranspose");
- e[SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIXINVERSETRANSPOSE] = gd (tbl, "gl_ModelViewProjectionMatrixInverseTranspose");
- e[SLANG_COMMON_FIXED_TEXTUREMATRIXINVERSETRANSPOSE] = gd (tbl, "gl_TextureMatrixInverseTranspose");
- e[SLANG_COMMON_FIXED_NORMALSCALE] = gd (tbl, "gl_NormalScale");
- e[SLANG_COMMON_FIXED_DEPTHRANGE] = gd (tbl, "gl_DepthRange");
- e[SLANG_COMMON_FIXED_CLIPPLANE] = gd (tbl, "gl_ClipPlane");
- e[SLANG_COMMON_FIXED_POINT] = gd (tbl, "gl_Point");
- e[SLANG_COMMON_FIXED_FRONTMATERIAL] = gd (tbl, "gl_FrontMaterial");
- e[SLANG_COMMON_FIXED_BACKMATERIAL] = gd (tbl, "gl_BackMaterial");
- e[SLANG_COMMON_FIXED_LIGHTSOURCE] = gd (tbl, "gl_LightSource");
- e[SLANG_COMMON_FIXED_LIGHTMODEL] = gd (tbl, "gl_LightModel");
- e[SLANG_COMMON_FIXED_FRONTLIGHTMODELPRODUCT] = gd (tbl, "gl_FrontLightModelProduct");
- e[SLANG_COMMON_FIXED_BACKLIGHTMODELPRODUCT] = gd (tbl, "gl_BackLightModelProduct");
- e[SLANG_COMMON_FIXED_FRONTLIGHTPRODUCT] = gd (tbl, "gl_FrontLightProduct");
- e[SLANG_COMMON_FIXED_BACKLIGHTPRODUCT] = gd (tbl, "gl_BackLightProduct");
- e[SLANG_COMMON_FIXED_TEXTUREENVCOLOR] = gd (tbl, "gl_TextureEnvColor");
- e[SLANG_COMMON_FIXED_EYEPLANES] = gd (tbl, "gl_EyePlaneS");
- e[SLANG_COMMON_FIXED_EYEPLANET] = gd (tbl, "gl_EyePlaneT");
- e[SLANG_COMMON_FIXED_EYEPLANER] = gd (tbl, "gl_EyePlaneR");
- e[SLANG_COMMON_FIXED_EYEPLANEQ] = gd (tbl, "gl_EyePlaneQ");
- e[SLANG_COMMON_FIXED_OBJECTPLANES] = gd (tbl, "gl_ObjectPlaneS");
- e[SLANG_COMMON_FIXED_OBJECTPLANET] = gd (tbl, "gl_ObjectPlaneT");
- e[SLANG_COMMON_FIXED_OBJECTPLANER] = gd (tbl, "gl_ObjectPlaneR");
- e[SLANG_COMMON_FIXED_OBJECTPLANEQ] = gd (tbl, "gl_ObjectPlaneQ");
- e[SLANG_COMMON_FIXED_FOG] = gd (tbl, "gl_Fog");
-}
-
-static GLvoid
-resolve_vertex_fixed (GLuint e[], slang_export_data_table *tbl)
-{
- e[SLANG_VERTEX_FIXED_POSITION] = gd (tbl, "gl_Position");
- e[SLANG_VERTEX_FIXED_POINTSIZE] = gd (tbl, "gl_PointSize");
- e[SLANG_VERTEX_FIXED_CLIPVERTEX] = gd (tbl, "gl_ClipVertex");
- e[SLANG_VERTEX_FIXED_COLOR] = gd (tbl, "gl_Color");
- e[SLANG_VERTEX_FIXED_SECONDARYCOLOR] = gd (tbl, "gl_SecondaryColor");
- e[SLANG_VERTEX_FIXED_NORMAL] = gd (tbl, "gl_Normal");
- e[SLANG_VERTEX_FIXED_VERTEX] = gd (tbl, "gl_Vertex");
- e[SLANG_VERTEX_FIXED_MULTITEXCOORD0] = gd (tbl, "gl_MultiTexCoord0");
- e[SLANG_VERTEX_FIXED_MULTITEXCOORD1] = gd (tbl, "gl_MultiTexCoord1");
- e[SLANG_VERTEX_FIXED_MULTITEXCOORD2] = gd (tbl, "gl_MultiTexCoord2");
- e[SLANG_VERTEX_FIXED_MULTITEXCOORD3] = gd (tbl, "gl_MultiTexCoord3");
- e[SLANG_VERTEX_FIXED_MULTITEXCOORD4] = gd (tbl, "gl_MultiTexCoord4");
- e[SLANG_VERTEX_FIXED_MULTITEXCOORD5] = gd (tbl, "gl_MultiTexCoord5");
- e[SLANG_VERTEX_FIXED_MULTITEXCOORD6] = gd (tbl, "gl_MultiTexCoord6");
- e[SLANG_VERTEX_FIXED_MULTITEXCOORD7] = gd (tbl, "gl_MultiTexCoord7");
- e[SLANG_VERTEX_FIXED_FOGCOORD] = gd (tbl, "gl_FogCoord");
- e[SLANG_VERTEX_FIXED_FRONTCOLOR] = gd (tbl, "gl_FrontColor");
- e[SLANG_VERTEX_FIXED_BACKCOLOR] = gd (tbl, "gl_BackColor");
- e[SLANG_VERTEX_FIXED_FRONTSECONDARYCOLOR] = gd (tbl, "gl_FrontSecondaryColor");
- e[SLANG_VERTEX_FIXED_BACKSECONDARYCOLOR] = gd (tbl, "gl_BackSecondaryColor");
- e[SLANG_VERTEX_FIXED_TEXCOORD] = gd (tbl, "gl_TexCoord");
- e[SLANG_VERTEX_FIXED_FOGFRAGCOORD] = gd (tbl, "gl_FogFragCoord");
-}
-
-static GLvoid
-resolve_fragment_fixed (GLuint e[], slang_export_data_table *tbl)
-{
- e[SLANG_FRAGMENT_FIXED_FRAGCOORD] = gd (tbl, "gl_FragCoord");
- e[SLANG_FRAGMENT_FIXED_FRONTFACING] = gd (tbl, "gl_FrontFacing");
- e[SLANG_FRAGMENT_FIXED_FRAGCOLOR] = gd (tbl, "gl_FragColor");
- e[SLANG_FRAGMENT_FIXED_FRAGDATA] = gd (tbl, "gl_FragData");
- e[SLANG_FRAGMENT_FIXED_FRAGDEPTH] = gd (tbl, "gl_FragDepth");
- e[SLANG_FRAGMENT_FIXED_COLOR] = gd (tbl, "gl_Color");
- e[SLANG_FRAGMENT_FIXED_SECONDARYCOLOR] = gd (tbl, "gl_SecondaryColor");
- e[SLANG_FRAGMENT_FIXED_TEXCOORD] = gd (tbl, "gl_TexCoord");
- e[SLANG_FRAGMENT_FIXED_FOGFRAGCOORD] = gd (tbl, "gl_FogFragCoord");
-}
-
-static GLuint
-gc (slang_export_code_table *tbl, const GLchar *name)
-{
- slang_atom atom;
- GLuint i;
-
- atom = slang_atom_pool_atom (tbl->atoms, name);
- if (atom == SLANG_ATOM_NULL)
- return ~0;
-
- for (i = 0; i < tbl->count; i++) {
- if (atom == tbl->entries[i].name)
- return tbl->entries[i].address;
- }
- return ~0;
-}
-
-static GLvoid
-resolve_common_code (GLuint code[], slang_export_code_table *tbl)
-{
- code[SLANG_COMMON_CODE_MAIN] = gc (tbl, "@main");
-}
-
-GLboolean
-_slang_link (slang_program *prog, slang_code_object **objects, GLuint count)
-{
- GLuint i;
-
- for (i = 0; i < count; i++) {
- GLuint index;
-
- if (objects[i]->unit.type == slang_unit_fragment_shader) {
- index = SLANG_SHADER_FRAGMENT;
- resolve_fragment_fixed (prog->fragment_fixed_entries, &objects[i]->expdata);
- }
- else {
- index = SLANG_SHADER_VERTEX;
- resolve_vertex_fixed (prog->vertex_fixed_entries, &objects[i]->expdata);
- if (!gather_attrib_bindings (&prog->attribs, &objects[i]->expdata,
- &prog->attrib_overrides))
- return GL_FALSE;
- }
-
- if (!gather_active_variables (&prog->active_uniforms, &objects[i]->expdata, slang_exp_uniform))
- return GL_FALSE;
- if (!gather_active_variables (&prog->active_attribs, &objects[i]->expdata, slang_exp_attribute))
- return GL_FALSE;
- if (!gather_uniform_bindings (&prog->uniforms, &objects[i]->expdata, index))
- return GL_FALSE;
- if (!gather_varying_bindings (&prog->varyings, &objects[i]->expdata,
- index == SLANG_SHADER_VERTEX))
- return GL_FALSE;
- resolve_common_fixed (prog->common_fixed_entries[index], &objects[i]->expdata);
- resolve_common_code (prog->code[index], &objects[i]->expcode);
- prog->assemblies[index] = &objects[i]->assembly;
- }
-
- /* TODO: all varyings read by fragment shader must be written by vertex shader */
-
- if (!_slang_analyse_texture_usage (prog))
- return GL_FALSE;
-
- return GL_TRUE;
-}
-