#include "glheader.h"
#include "imports.h"
#include "mtypes.h"
+#include "main/context.h"
#include "main/uniforms.h"
#include "main/macros.h"
#include "main/samplerobj.h"
#include "../glsl/glsl_symbol_table.h"
#include "../glsl/glsl_parser_extras.h"
#include "../glsl/ir_optimization.h"
-#include "../glsl/ir_print_visitor.h"
#include "../program/ir_to_mesa.h"
using namespace ir_builder;
#define VERT_BIT_TEX_ANY (0xff << VERT_ATTRIB_TEX0)
-#define VERT_RESULT_TEX_ANY (0xff << VERT_RESULT_TEX0)
/**
* Identify all possible varying inputs. The fragment program will
}
else if (ctx->RenderMode == GL_FEEDBACK) {
/* _NEW_RENDERMODE */
- fp_inputs = (FRAG_BIT_COL0 | FRAG_BIT_TEX0);
+ fp_inputs = (VARYING_BIT_COL0 | VARYING_BIT_TEX0);
}
else if (!(vertexProgram || vertexShader)) {
/* Fixed function vertex logic */
*/
/* _NEW_POINT */
if (ctx->Point.PointSprite)
- varying_inputs |= FRAG_BITS_TEX_ANY;
+ varying_inputs |= VARYING_BITS_TEX_ANY;
/* First look at what values may be computed by the generated
* vertex program:
*/
/* _NEW_LIGHT */
if (ctx->Light.Enabled) {
- fp_inputs |= FRAG_BIT_COL0;
+ fp_inputs |= VARYING_BIT_COL0;
if (texenv_doing_secondary_color(ctx))
- fp_inputs |= FRAG_BIT_COL1;
+ fp_inputs |= VARYING_BIT_COL1;
}
/* _NEW_TEXTURE */
fp_inputs |= (ctx->Texture._TexGenEnabled |
- ctx->Texture._TexMatEnabled) << FRAG_ATTRIB_TEX0;
+ ctx->Texture._TexMatEnabled) << VARYING_SLOT_TEX0;
/* Then look at what might be varying as a result of enabled
* arrays, etc:
*/
if (varying_inputs & VERT_BIT_COLOR0)
- fp_inputs |= FRAG_BIT_COL0;
+ fp_inputs |= VARYING_BIT_COL0;
if (varying_inputs & VERT_BIT_COLOR1)
- fp_inputs |= FRAG_BIT_COL1;
+ fp_inputs |= VARYING_BIT_COL1;
fp_inputs |= (((varying_inputs & VERT_BIT_TEX_ANY) >> VERT_ATTRIB_TEX0)
- << FRAG_ATTRIB_TEX0);
+ << VARYING_SLOT_TEX0);
}
else {
*/
/* _NEW_POINT */
if (ctx->Point.PointSprite)
- vp_outputs |= FRAG_BITS_TEX_ANY;
+ vp_outputs |= VARYING_BITS_TEX_ANY;
- if (vp_outputs & (1 << VERT_RESULT_COL0))
- fp_inputs |= FRAG_BIT_COL0;
- if (vp_outputs & (1 << VERT_RESULT_COL1))
- fp_inputs |= FRAG_BIT_COL1;
+ if (vp_outputs & (1 << VARYING_SLOT_COL0))
+ fp_inputs |= VARYING_BIT_COL0;
+ if (vp_outputs & (1 << VARYING_SLOT_COL1))
+ fp_inputs |= VARYING_BIT_COL1;
- fp_inputs |= (((vp_outputs & VERT_RESULT_TEX_ANY) >> VERT_RESULT_TEX0)
- << FRAG_ATTRIB_TEX0);
+ fp_inputs |= (((vp_outputs & VARYING_BITS_TEX_ANY) >> VARYING_SLOT_TEX0)
+ << VARYING_SLOT_TEX0);
}
return fp_inputs;
static GLuint make_state_key( struct gl_context *ctx, struct state_key *key )
{
GLuint i, j;
- GLbitfield inputs_referenced = FRAG_BIT_COL0;
+ GLbitfield inputs_referenced = VARYING_BIT_COL0;
const GLbitfield inputs_available = get_fp_input_mask( ctx );
GLuint keySize;
key->unit[i].enabled = 1;
key->enabled_units |= (1<<i);
key->nr_enabled_units = i + 1;
- inputs_referenced |= FRAG_BIT_TEX(i);
+ inputs_referenced |= VARYING_BIT_TEX(i);
key->unit[i].source_index =
translate_tex_src_bit(texUnit->_ReallyEnabled);
/* _NEW_LIGHT | _NEW_FOG */
if (texenv_doing_secondary_color(ctx)) {
key->separate_specular = 1;
- inputs_referenced |= FRAG_BIT_COL1;
+ inputs_referenced |= VARYING_BIT_COL1;
}
/* _NEW_FOG */
if (ctx->Fog.Enabled) {
key->fog_enabled = 1;
key->fog_mode = translate_fog_mode(ctx->Fog.Mode);
- inputs_referenced |= FRAG_BIT_FOGC; /* maybe */
+ inputs_referenced |= VARYING_BIT_FOGC; /* maybe */
}
/* _NEW_BUFFERS */
static ir_rvalue *
get_gl_Color(texenv_fragment_program *p)
{
- if (p->state->inputs_available & FRAG_BIT_COL0) {
+ if (p->state->inputs_available & VARYING_BIT_COL0) {
ir_variable *var = p->shader->symbols->get_variable("gl_Color");
assert(var);
return new(p->mem_ctx) ir_dereference_variable(var);
const GLuint texTarget = p->state->unit[unit].source_index;
ir_rvalue *texcoord;
- if (!(p->state->inputs_available & (FRAG_BIT_TEX0 << unit))) {
+ if (!(p->state->inputs_available & (VARYING_BIT_TEX0 << unit))) {
texcoord = get_current_attrib(p, VERT_ATTRIB_TEX0 + unit);
} else if (p->texcoord_tex[unit]) {
texcoord = new(p->mem_ctx) ir_dereference_variable(p->texcoord_tex[unit]);
p->emit(assign(spec_result, cf));
ir_rvalue *secondary;
- if (p->state->inputs_available & FRAG_BIT_COL1) {
+ if (p->state->inputs_available & VARYING_BIT_COL1) {
ir_variable *var =
p->shader->symbols->get_variable("gl_SecondaryColor");
assert(var);
state->language_version = 130;
state->es_shader = false;
- if (ctx->Extensions.OES_EGL_image_external)
+ if (_mesa_is_gles(ctx) && ctx->Extensions.OES_EGL_image_external)
state->OES_EGL_image_external_enable = true;
_mesa_glsl_initialize_types(state);
_mesa_glsl_initialize_variables(p.instructions, state);
validate_ir_tree(p.shader->ir);
- while (do_common_optimization(p.shader->ir, false, false, 32))
+ const struct gl_shader_compiler_options *options =
+ &ctx->ShaderCompilerOptions[MESA_SHADER_FRAGMENT];
+
+ while (do_common_optimization(p.shader->ir, false, false, 32, options))
;
reparent_ir(p.shader->ir, p.shader->ir);
_mesa_glsl_link_shader(ctx, p.shader_program);
- /* Set the sampler uniforms, and relink to get them into the linked
- * program.
- */
- struct gl_shader *const fs =
- p.shader_program->_LinkedShaders[MESA_SHADER_FRAGMENT];
- struct gl_program *const fp = fs->Program;
-
- _mesa_generate_parameters_list_for_uniforms(p.shader_program, fs,
- fp->Parameters);
-
- _mesa_associate_uniform_storage(ctx, p.shader_program, fp->Parameters);
-
- _mesa_update_shader_textures_used(p.shader_program, fp);
- if (ctx->Driver.SamplerUniformChange)
- ctx->Driver.SamplerUniformChange(ctx, fp->Target, fp);
-
if (!p.shader_program->LinkStatus)
_mesa_problem(ctx, "Failed to link fixed function fragment shader: %s\n",
p.shader_program->InfoLog);