*
**************************************************************************/
-extern "C" {
-#include "glheader.h"
-#include "imports.h"
-#include "mtypes.h"
+#include "main/glheader.h"
#include "main/context.h"
+#include "main/imports.h"
#include "main/macros.h"
#include "main/samplerobj.h"
+#include "main/shaderobj.h"
+#include "main/texenvprogram.h"
+#include "main/texobj.h"
+#include "main/uniforms.h"
+#include "compiler/glsl/ir_builder.h"
+#include "compiler/glsl/ir_optimization.h"
+#include "compiler/glsl/glsl_parser_extras.h"
+#include "compiler/glsl/glsl_symbol_table.h"
+#include "compiler/glsl_types.h"
+#include "program/ir_to_mesa.h"
#include "program/program.h"
-#include "program/prog_parameter.h"
+#include "program/programopt.h"
#include "program/prog_cache.h"
#include "program/prog_instruction.h"
+#include "program/prog_parameter.h"
#include "program/prog_print.h"
#include "program/prog_statevars.h"
-#include "program/programopt.h"
-#include "texenvprogram.h"
-#include "texobj.h"
-}
-#include "main/uniforms.h"
-#include "../glsl/glsl_types.h"
-#include "../glsl/ir.h"
-#include "../glsl/ir_builder.h"
-#include "../glsl/glsl_symbol_table.h"
-#include "../glsl/glsl_parser_extras.h"
-#include "../glsl/ir_optimization.h"
-#include "../program/ir_to_mesa.h"
+#include "util/bitscan.h"
using namespace ir_builder;
GLuint nr_enabled_units:8;
GLuint enabled_units:8;
GLuint separate_specular:1;
- GLuint fog_enabled:1;
GLuint fog_mode:2; /**< FOG_x */
GLuint inputs_available:12;
GLuint num_draw_buffers:4;
} unit[MAX_TEXTURE_UNITS];
};
-#define FOG_LINEAR 0
-#define FOG_EXP 1
-#define FOG_EXP2 2
-#define FOG_UNKNOWN 3
+#define FOG_NONE 0
+#define FOG_LINEAR 1
+#define FOG_EXP 2
+#define FOG_EXP2 3
static GLuint translate_fog_mode( GLenum mode )
{
case GL_LINEAR: return FOG_LINEAR;
case GL_EXP: return FOG_EXP;
case GL_EXP2: return FOG_EXP2;
- default: return FOG_UNKNOWN;
+ default: return FOG_NONE;
}
}
*/
static GLuint make_state_key( struct gl_context *ctx, struct state_key *key )
{
- GLuint i, j;
+ GLuint j;
GLbitfield inputs_referenced = VARYING_BIT_COL0;
const GLbitfield inputs_available = get_fp_input_mask( ctx );
+ GLbitfield mask;
GLuint keySize;
memset(key, 0, sizeof(*key));
/* _NEW_TEXTURE */
- for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
+ mask = ctx->Texture._EnabledCoordUnits;
+ while (mask) {
+ const int i = u_bit_scan(&mask);
const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
const struct gl_texture_object *texObj = texUnit->_Current;
const struct gl_tex_env_combine_state *comb = texUnit->_CurrentCombine;
const struct gl_sampler_object *samp;
GLenum format;
- if (!texUnit->_Current || !texUnit->Enabled)
+ if (!texObj)
continue;
samp = _mesa_get_samplerobj(ctx, i);
- format = texObj->Image[0][texObj->BaseLevel]->_BaseFormat;
+ format = _mesa_texture_base_format(texObj);
key->unit[i].enabled = 1;
key->enabled_units |= (1<<i);
/* _NEW_FOG */
if (ctx->Fog.Enabled) {
- key->fog_enabled = 1;
key->fog_mode = translate_fog_mode(ctx->Fog.Mode);
inputs_referenced |= VARYING_BIT_FOGC; /* maybe */
}
current = p->shader->symbols->get_variable("gl_CurrentAttribFragMESA");
assert(current);
- current->data.max_array_access = MAX2(current->data.max_array_access, attrib);
+ current->data.max_array_access = MAX2(current->data.max_array_access, (int)attrib);
val = new(p->mem_ctx) ir_dereference_variable(current);
ir_rvalue *index = new(p->mem_ctx) ir_constant(attrib);
return new(p->mem_ctx) ir_dereference_array(val, index);
var = p->shader->symbols->get_variable("gl_TextureEnvColor");
assert(var);
deref = new(p->mem_ctx) ir_dereference_variable(var);
- var->data.max_array_access = MAX2(var->data.max_array_access, unit);
+ var->data.max_array_access = MAX2(var->data.max_array_access, (int)unit);
return new(p->mem_ctx) ir_dereference_array(deref,
new(p->mem_ctx) ir_constant(unit));
}
static ir_rvalue *
-smear(texenv_fragment_program *p, ir_rvalue *val)
+smear(ir_rvalue *val)
{
if (!val->type->is_scalar())
return val;
tmp1 = mul(src[1], new(p->mem_ctx) ir_constant(2.0f));
tmp1 = add(tmp1, new(p->mem_ctx) ir_constant(-1.0f));
- return dot(swizzle_xyz(smear(p, tmp0)), swizzle_xyz(smear(p, tmp1)));
+ return dot(swizzle_xyz(smear(tmp0)), swizzle_xyz(smear(tmp1)));
}
case MODE_MODULATE_ADD_ATI:
return add(mul(src[0], src[2]), src[1]);
key->unit[unit].NumArgsRGB,
key->unit[unit].ModeRGB,
key->unit[unit].OptRGB);
- val = smear(p, val);
+ val = smear(val);
if (rgb_saturate)
val = saturate(val);
key->unit[unit].NumArgsRGB,
key->unit[unit].ModeRGB,
key->unit[unit].OptRGB);
- val = smear(p, val);
+ val = smear(val);
if (rgb_saturate)
val = saturate(val);
p->emit(assign(temp_var, val));
key->unit[unit].NumArgsRGB,
key->unit[unit].ModeRGB,
key->unit[unit].OptRGB);
- val = swizzle_xyz(smear(p, val));
+ val = swizzle_xyz(smear(val));
if (rgb_saturate)
val = saturate(val);
p->emit(assign(temp_var, val, WRITEMASK_XYZ));
key->unit[unit].NumArgsA,
key->unit[unit].ModeA,
key->unit[unit].OptA);
- val = swizzle_w(smear(p, val));
+ val = swizzle_w(smear(val));
if (alpha_saturate)
val = saturate(val);
p->emit(assign(temp_var, val, WRITEMASK_W));
texcoord = new(p->mem_ctx) ir_dereference_variable(tc_array);
ir_rvalue *index = new(p->mem_ctx) ir_constant(unit);
texcoord = new(p->mem_ctx) ir_dereference_array(texcoord, index);
- tc_array->data.max_array_access = MAX2(tc_array->data.max_array_access, unit);
+ tc_array->data.max_array_access = MAX2(tc_array->data.max_array_access, (int)unit);
}
if (!p->state->unit[unit].enabled) {
switch (texTarget) {
case TEXTURE_1D_INDEX:
if (p->state->unit[unit].shadow)
- sampler_type = p->shader->symbols->get_type("sampler1DShadow");
+ sampler_type = glsl_type::sampler1DShadow_type;
else
- sampler_type = p->shader->symbols->get_type("sampler1D");
+ sampler_type = glsl_type::sampler1D_type;
coords = 1;
break;
case TEXTURE_1D_ARRAY_INDEX:
if (p->state->unit[unit].shadow)
- sampler_type = p->shader->symbols->get_type("sampler1DArrayShadow");
+ sampler_type = glsl_type::sampler1DArrayShadow_type;
else
- sampler_type = p->shader->symbols->get_type("sampler1DArray");
+ sampler_type = glsl_type::sampler1DArray_type;
coords = 2;
break;
case TEXTURE_2D_INDEX:
if (p->state->unit[unit].shadow)
- sampler_type = p->shader->symbols->get_type("sampler2DShadow");
+ sampler_type = glsl_type::sampler2DShadow_type;
else
- sampler_type = p->shader->symbols->get_type("sampler2D");
+ sampler_type = glsl_type::sampler2D_type;
coords = 2;
break;
case TEXTURE_2D_ARRAY_INDEX:
if (p->state->unit[unit].shadow)
- sampler_type = p->shader->symbols->get_type("sampler2DArrayShadow");
+ sampler_type = glsl_type::sampler2DArrayShadow_type;
else
- sampler_type = p->shader->symbols->get_type("sampler2DArray");
+ sampler_type = glsl_type::sampler2DArray_type;
coords = 3;
break;
case TEXTURE_RECT_INDEX:
if (p->state->unit[unit].shadow)
- sampler_type = p->shader->symbols->get_type("sampler2DRectShadow");
+ sampler_type = glsl_type::sampler2DRectShadow_type;
else
- sampler_type = p->shader->symbols->get_type("sampler2DRect");
+ sampler_type = glsl_type::sampler2DRect_type;
coords = 2;
break;
case TEXTURE_3D_INDEX:
assert(!p->state->unit[unit].shadow);
- sampler_type = p->shader->symbols->get_type("sampler3D");
+ sampler_type = glsl_type::sampler3D_type;
coords = 3;
break;
case TEXTURE_CUBE_INDEX:
if (p->state->unit[unit].shadow)
- sampler_type = p->shader->symbols->get_type("samplerCubeShadow");
+ sampler_type = glsl_type::samplerCubeShadow_type;
else
- sampler_type = p->shader->symbols->get_type("samplerCube");
+ sampler_type = glsl_type::samplerCube_type;
coords = 3;
break;
case TEXTURE_EXTERNAL_INDEX:
assert(!p->state->unit[unit].shadow);
- sampler_type = p->shader->symbols->get_type("samplerExternalOES");
+ sampler_type = glsl_type::samplerExternalOES_type;
coords = 2;
break;
}
ir_var_uniform);
p->top_instructions->push_head(sampler);
- /* Set the texture unit for this sampler. The linker will pick this value
- * up and do-the-right-thing.
- *
- * NOTE: The cast to int is important. Without it, the constant will have
- * type uint, and things later on may get confused.
+ /* Set the texture unit for this sampler in the same way that
+ * layout(binding=X) would.
*/
- sampler->constant_value = new(p->mem_ctx) ir_constant(int(unit));
+ sampler->data.explicit_binding = true;
+ sampler->data.binding = unit;
deref = new(p->mem_ctx) ir_dereference_variable(sampler);
tex->set_sampler(deref, glsl_type::vec4_type);
cf = new(p->mem_ctx) ir_dereference_variable(spec_result);
}
- if (key->fog_enabled) {
+ if (key->fog_mode) {
cf = emit_fog_instructions(p, cf);
}
_mesa_glsl_parse_state *state;
p.mem_ctx = ralloc_context(NULL);
- p.shader = ctx->Driver.NewShader(ctx, 0, GL_FRAGMENT_SHADER);
+ p.shader = _mesa_new_shader(0, MESA_SHADER_FRAGMENT);
p.shader->ir = new(p.shader) exec_list;
state = new(p.shader) _mesa_glsl_parse_state(ctx, MESA_SHADER_FRAGMENT,
p.shader);
p.top_instructions = p.shader->ir;
p.instructions = p.shader->ir;
p.state = key;
- p.shader_program = ctx->Driver.NewShaderProgram(ctx, 0);
+ p.shader_program = _mesa_new_shader_program(0);
/* Tell the linker to ignore the fact that we're building a
* separate shader, in case we're in a GLES2 context that would
state->symbols->add_function(main_f);
ir_function_signature *main_sig =
- new(p.mem_ctx) ir_function_signature(p.shader->symbols->get_type("void"));
+ new(p.mem_ctx) ir_function_signature(glsl_type::void_type);
main_sig->is_defined = true;
main_f->add_signature(main_sig);
validate_ir_tree(p.shader->ir);
const struct gl_shader_compiler_options *options =
- &ctx->ShaderCompilerOptions[MESA_SHADER_FRAGMENT];
+ &ctx->Const.ShaderCompilerOptions[MESA_SHADER_FRAGMENT];
while (do_common_optimization(p.shader->ir, false, false, options,
ctx->Const.NativeIntegers))
p.shader->CompileStatus = true;
p.shader->Version = state->language_version;
- p.shader->uses_builtin_functions = state->uses_builtin_functions;
+ p.shader->info.uses_builtin_functions = state->uses_builtin_functions;
p.shader_program->Shaders =
(gl_shader **)malloc(sizeof(*p.shader_program->Shaders));
p.shader_program->Shaders[0] = p.shader;