mesa: Clean up nomenclature for pipeline stages.
[mesa.git] / src / mesa / program / sampler.cpp
1 /*
2 * Copyright (C) 2005-2007 Brian Paul All Rights Reserved.
3 * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
4 * Copyright © 2010 Intel Corporation
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice (including the next
14 * paragraph) shall be included in all copies or substantial portions of the
15 * Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
18 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
21 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
22 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
23 * DEALINGS IN THE SOFTWARE.
24 */
25
26 #include "ir.h"
27 #include "glsl_types.h"
28 #include "ir_visitor.h"
29 #include "../glsl/program.h"
30 #include "program/hash_table.h"
31 #include "ir_uniform.h"
32
33 extern "C" {
34 #include "main/compiler.h"
35 #include "main/mtypes.h"
36 #include "program/prog_parameter.h"
37 #include "program/program.h"
38 }
39
40 class get_sampler_name : public ir_hierarchical_visitor
41 {
42 public:
43 get_sampler_name(ir_dereference *last,
44 struct gl_shader_program *shader_program)
45 {
46 this->mem_ctx = ralloc_context(NULL);
47 this->shader_program = shader_program;
48 this->name = NULL;
49 this->offset = 0;
50 this->last = last;
51 }
52
53 ~get_sampler_name()
54 {
55 ralloc_free(this->mem_ctx);
56 }
57
58 virtual ir_visitor_status visit(ir_dereference_variable *ir)
59 {
60 this->name = ir->var->name;
61 return visit_continue;
62 }
63
64 virtual ir_visitor_status visit_leave(ir_dereference_record *ir)
65 {
66 this->name = ralloc_asprintf(mem_ctx, "%s.%s", name, ir->field);
67 return visit_continue;
68 }
69
70 virtual ir_visitor_status visit_leave(ir_dereference_array *ir)
71 {
72 ir_constant *index = ir->array_index->as_constant();
73 int i;
74
75 if (index) {
76 i = index->value.i[0];
77 } else {
78 /* GLSL 1.10 and 1.20 allowed variable sampler array indices,
79 * while GLSL 1.30 requires that the array indices be
80 * constant integer expressions. We don't expect any driver
81 * to actually work with a really variable array index, so
82 * all that would work would be an unrolled loop counter that ends
83 * up being constant above.
84 */
85 ralloc_strcat(&shader_program->InfoLog,
86 "warning: Variable sampler array index unsupported.\n"
87 "This feature of the language was removed in GLSL 1.20 "
88 "and is unlikely to be supported for 1.10 in Mesa.\n");
89 i = 0;
90 }
91 if (ir != last) {
92 this->name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
93 } else {
94 offset = i;
95 }
96 return visit_continue;
97 }
98
99 struct gl_shader_program *shader_program;
100 const char *name;
101 void *mem_ctx;
102 int offset;
103 ir_dereference *last;
104 };
105
106
107 extern "C" int
108 _mesa_get_sampler_uniform_value(class ir_dereference *sampler,
109 struct gl_shader_program *shader_program,
110 const struct gl_program *prog)
111 {
112 get_sampler_name getname(sampler, shader_program);
113
114 GLuint shader = _mesa_program_enum_to_shader_stage(prog->Target);
115
116 sampler->accept(&getname);
117
118 unsigned location;
119 if (!shader_program->UniformHash->get(location, getname.name)) {
120 linker_error(shader_program,
121 "failed to find sampler named %s.\n", getname.name);
122 return 0;
123 }
124
125 if (!shader_program->UniformStorage[location].sampler[shader].active) {
126 assert(0 && "cannot return a sampler");
127 linker_error(shader_program,
128 "cannot return a sampler named %s, because it is not "
129 "used in this shader stage. This is a driver bug.\n",
130 getname.name);
131 return 0;
132 }
133
134 return shader_program->UniformStorage[location].sampler[shader].index +
135 getname.offset;
136 }