this->index = reg.index;
this->swizzle = SWIZZLE_XYZW;
this->negate = 0;
- this->reladdr = NULL;
+ this->reladdr = reg.reladdr;
}
dst_reg::dst_reg(src_reg reg)
dst_reg address_reg = dst_reg(PROGRAM_ADDRESS, WRITEMASK_X);
-static void
-fail_link(struct gl_shader_program *prog, const char *fmt, ...) PRINTFLIKE(2, 3);
-
-static void
-fail_link(struct gl_shader_program *prog, const char *fmt, ...)
-{
- va_list args;
- va_start(args, fmt);
- ralloc_vasprintf_append(&prog->InfoLog, fmt, args);
- va_end(args);
-
- prog->LinkStatus = GL_FALSE;
-}
-
static int
swizzle_for_size(int size)
{
src_reg src(PROGRAM_CONSTANT, -1, NULL);
src.index = _mesa_add_unnamed_constant(this->prog->Parameters,
- &val, 1, &src.swizzle);
+ (const gl_constant_value *)&val, 1, &src.swizzle);
return src;
}
ir_to_mesa_visitor::get_temp(const glsl_type *type)
{
src_reg src;
- int swizzle[4];
- int i;
src.file = PROGRAM_TEMPORARY;
src.index = next_temp;
if (type->is_array() || type->is_record()) {
src.swizzle = SWIZZLE_NOOP;
} else {
- for (i = 0; i < type->vector_elements; i++)
- swizzle[i] = i;
- for (; i < 4; i++)
- swizzle[i] = type->vector_elements - 1;
- src.swizzle = MAKE_SWIZZLE4(swizzle[0], swizzle[1],
- swizzle[2], swizzle[3]);
+ src.swizzle = swizzle_for_size(type->vector_elements);
}
src.negate = 0;
if (storage->file == PROGRAM_TEMPORARY &&
dst.index != storage->index + (int) ir->num_state_slots) {
- fail_link(this->shader_program,
- "failed to load builtin uniform `%s' (%d/%d regs loaded)\n",
- ir->name, dst.index - storage->index,
- type_size(ir->type));
+ linker_error(this->shader_program,
+ "failed to load builtin uniform `%s' "
+ "(%d/%d regs loaded)\n",
+ ir->name, dst.index - storage->index,
+ type_size(ir->type));
}
}
}
sat_src->accept(this);
src_reg src = this->result;
- this->result = get_temp(ir->type);
- ir_to_mesa_instruction *inst;
- inst = emit(ir, OPCODE_MOV, dst_reg(this->result), src);
- inst->saturate = true;
+ /* If we generated an expression instruction into a temporary in
+ * processing the saturate's operand, apply the saturate to that
+ * instruction. Otherwise, generate a MOV to do the saturate.
+ *
+ * Note that we have to be careful to only do this optimization if
+ * the instruction in question was what generated src->result. For
+ * example, ir_dereference_array might generate a MUL instruction
+ * to create the reladdr, and return us a src reg using that
+ * reladdr. That MUL result is not the value we're trying to
+ * saturate.
+ */
+ ir_expression *sat_src_expr = sat_src->as_expression();
+ ir_to_mesa_instruction *new_inst;
+ new_inst = (ir_to_mesa_instruction *)this->instructions.get_tail();
+ if (sat_src_expr && (sat_src_expr->operation == ir_binop_mul ||
+ sat_src_expr->operation == ir_binop_add ||
+ sat_src_expr->operation == ir_binop_dot)) {
+ new_inst->saturate = true;
+ } else {
+ this->result = get_temp(ir->type);
+ ir_to_mesa_instruction *inst;
+ inst = emit(ir, OPCODE_MOV, dst_reg(this->result), src);
+ inst->saturate = true;
+ }
return true;
}
src = src_reg(PROGRAM_CONSTANT, -1, NULL);
src.index = _mesa_add_unnamed_constant(this->prog->Parameters,
- values,
+ (gl_constant_value *) values,
ir->type->vector_elements,
&src.swizzle);
emit(ir, OPCODE_MOV, mat_column, src);
this->result = src_reg(PROGRAM_CONSTANT, -1, ir->type);
this->result.index = _mesa_add_unnamed_constant(this->prog->Parameters,
- values,
+ (gl_constant_value *) values,
ir->type->vector_elements,
&this->result.swizzle);
}
case GL_VERTEX_PROGRAM_ARB:
if (_mesa_bitcount(prog->SamplersUsed) >
ctx->Const.MaxVertexTextureImageUnits) {
- fail_link(shader_program, "Too many vertex shader texture samplers");
+ linker_error(shader_program,
+ "Too many vertex shader texture samplers");
}
if (prog->Parameters->NumParameters > MAX_UNIFORMS) {
- fail_link(shader_program, "Too many vertex shader constants");
+ linker_error(shader_program, "Too many vertex shader constants");
}
break;
case MESA_GEOMETRY_PROGRAM:
if (_mesa_bitcount(prog->SamplersUsed) >
ctx->Const.MaxGeometryTextureImageUnits) {
- fail_link(shader_program, "Too many geometry shader texture samplers");
+ linker_error(shader_program,
+ "Too many geometry shader texture samplers");
}
if (prog->Parameters->NumParameters >
MAX_GEOMETRY_UNIFORM_COMPONENTS / 4) {
- fail_link(shader_program, "Too many geometry shader constants");
+ linker_error(shader_program, "Too many geometry shader constants");
}
break;
case GL_FRAGMENT_PROGRAM_ARB:
if (_mesa_bitcount(prog->SamplersUsed) >
ctx->Const.MaxTextureImageUnits) {
- fail_link(shader_program, "Too many fragment shader texture samplers");
+ linker_error(shader_program,
+ "Too many fragment shader texture samplers");
}
if (prog->Parameters->NumParameters > MAX_UNIFORMS) {
- fail_link(shader_program, "Too many fragment shader constants");
+ linker_error(shader_program, "Too many fragment shader constants");
}
break;
default:
*/
if (file == PROGRAM_SAMPLER) {
for (unsigned int j = 0; j < size / 4; j++)
- prog->Parameters->ParameterValues[index + j][0] = next_sampler++;
+ prog->Parameters->ParameterValues[index + j][0].f = next_sampler++;
}
/* The location chosen in the Parameters list here (returned
* from _mesa_add_uniform) has to match what the linker chose.
*/
if (index != parameter_index) {
- fail_link(shader_program, "Allocation of uniform `%s' to target "
- "failed (%d vs %d)\n",
- uniform->Name, index, parameter_index);
+ linker_error(shader_program,
+ "Allocation of uniform `%s' to target failed "
+ "(%d vs %d)\n",
+ uniform->Name, index, parameter_index);
}
}
}
int loc = _mesa_get_uniform_location(ctx, shader_program, name);
if (loc == -1) {
- fail_link(shader_program,
- "Couldn't find uniform for initializer %s\n", name);
+ linker_error(shader_program,
+ "Couldn't find uniform for initializer %s\n", name);
return;
}
if (mesa_inst->SrcReg[src].RelAddr)
prog->IndirectRegisterFiles |= 1 << mesa_inst->SrcReg[src].File;
- if (options->EmitNoIfs && mesa_inst->Opcode == OPCODE_IF) {
- fail_link(shader_program, "Couldn't flatten if statement\n");
- }
-
switch (mesa_inst->Opcode) {
+ case OPCODE_IF:
+ if (options->EmitNoIfs) {
+ linker_warning(shader_program,
+ "Couldn't flatten if-statement. "
+ "This will likely result in software "
+ "rasterization.\n");
+ }
+ break;
+ case OPCODE_BGNLOOP:
+ if (options->EmitNoLoops) {
+ linker_warning(shader_program,
+ "Couldn't unroll loop. "
+ "This will likely result in software "
+ "rasterization.\n");
+ }
+ break;
+ case OPCODE_CONT:
+ if (options->EmitNoCont) {
+ linker_warning(shader_program,
+ "Couldn't lower continue-statement. "
+ "This will likely result in software "
+ "rasterization.\n");
+ }
+ break;
case OPCODE_BGNSUB:
inst->function->inst = i;
mesa_inst->Comment = strdup(inst->function->sig->function_name());
for (i = 0; i < prog->NumShaders; i++) {
if (!prog->Shaders[i]->CompileStatus) {
- fail_link(prog, "linking with uncompiled shader");
+ linker_error(prog, "linking with uncompiled shader");
prog->LinkStatus = GL_FALSE;
}
}