From 2f8496b5655cbd66711745fcfd87e0e528c50229 Mon Sep 17 00:00:00 2001 From: Michal Krol Date: Tue, 18 Apr 2006 10:47:19 +0000 Subject: Remove carriage-return chars *ONLY*. --- src/mesa/shader/slang/slang_analyse.c | 200 +++++++++++++++++----------------- 1 file changed, 100 insertions(+), 100 deletions(-) (limited to 'src/mesa/shader/slang/slang_analyse.c') 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; +} + -- cgit v1.2.3