/*
* Mesa 3-D graphics library
- * Version: 6.5.3
*
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* 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.
+ * THE AUTHORS OR COPYRIGHT HOLDERS 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.
*/
/**
#include "main/glheader.h"
#include "main/context.h"
#include "main/hash.h"
+#include "main/macros.h"
#include "program.h"
#include "prog_cache.h"
#include "prog_parameter.h"
* Init context's vertex/fragment program state
*/
void
-_mesa_init_program(GLcontext *ctx)
+_mesa_init_program(struct gl_context *ctx)
{
- GLuint i;
-
/*
* If this assertion fails, we need to increase the field
- * size for register indexes.
+ * size for register indexes (see INST_INDEX_BITS).
*/
- ASSERT(ctx->Const.VertexProgram.MaxUniformComponents / 4
+ assert(ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents / 4
<= (1 << INST_INDEX_BITS));
- ASSERT(ctx->Const.FragmentProgram.MaxUniformComponents / 4
+ assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents / 4
<= (1 << INST_INDEX_BITS));
+ assert(ctx->Const.Program[MESA_SHADER_VERTEX].MaxTemps <= (1 << INST_INDEX_BITS));
+ assert(ctx->Const.Program[MESA_SHADER_VERTEX].MaxLocalParams <= (1 << INST_INDEX_BITS));
+ assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTemps <= (1 << INST_INDEX_BITS));
+ assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxLocalParams <= (1 << INST_INDEX_BITS));
+
+ assert(ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents <= 4 * MAX_UNIFORMS);
+ assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents <= 4 * MAX_UNIFORMS);
+
+ assert(ctx->Const.Program[MESA_SHADER_VERTEX].MaxAddressOffset <= (1 << INST_INDEX_BITS));
+ assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxAddressOffset <= (1 << INST_INDEX_BITS));
+
/* If this fails, increase prog_instruction::TexSrcUnit size */
- ASSERT(MAX_TEXTURE_UNITS < (1 << 5));
+ STATIC_ASSERT(MAX_TEXTURE_UNITS <= (1 << 5));
/* If this fails, increase prog_instruction::TexSrcTarget size */
- ASSERT(NUM_TEXTURE_TARGETS < (1 << 3));
+ STATIC_ASSERT(NUM_TEXTURE_TARGETS <= (1 << 4));
ctx->Program.ErrorPos = -1;
- ctx->Program.ErrorString = _mesa_strdup("");
+ ctx->Program.ErrorString = strdup("");
-#if FEATURE_NV_vertex_program || FEATURE_ARB_vertex_program
ctx->VertexProgram.Enabled = GL_FALSE;
-#if FEATURE_es2_glsl
ctx->VertexProgram.PointSizeEnabled =
(ctx->API == API_OPENGLES2) ? GL_TRUE : GL_FALSE;
-#else
- ctx->VertexProgram.PointSizeEnabled = GL_FALSE;
-#endif
ctx->VertexProgram.TwoSideEnabled = GL_FALSE;
_mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current,
ctx->Shared->DefaultVertexProgram);
assert(ctx->VertexProgram.Current);
- for (i = 0; i < MAX_NV_VERTEX_PROGRAM_PARAMS / 4; i++) {
- ctx->VertexProgram.TrackMatrix[i] = GL_NONE;
- ctx->VertexProgram.TrackMatrixTransform[i] = GL_IDENTITY_NV;
- }
ctx->VertexProgram.Cache = _mesa_new_program_cache();
-#endif
-#if FEATURE_NV_fragment_program || FEATURE_ARB_fragment_program
ctx->FragmentProgram.Enabled = GL_FALSE;
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
ctx->Shared->DefaultFragmentProgram);
assert(ctx->FragmentProgram.Current);
ctx->FragmentProgram.Cache = _mesa_new_program_cache();
-#endif
-#if FEATURE_ARB_geometry_shader4
ctx->GeometryProgram.Enabled = GL_FALSE;
/* right now by default we don't have a geometry program */
_mesa_reference_geomprog(ctx, &ctx->GeometryProgram.Current,
NULL);
- ctx->GeometryProgram.Cache = _mesa_new_program_cache();
-#endif
/* XXX probably move this stuff */
-#if FEATURE_ATI_fragment_shader
ctx->ATIFragmentShader.Enabled = GL_FALSE;
ctx->ATIFragmentShader.Current = ctx->Shared->DefaultFragmentShader;
assert(ctx->ATIFragmentShader.Current);
ctx->ATIFragmentShader.Current->RefCount++;
-#endif
}
* Free a context's vertex/fragment program state
*/
void
-_mesa_free_program_data(GLcontext *ctx)
+_mesa_free_program_data(struct gl_context *ctx)
{
-#if FEATURE_NV_vertex_program || FEATURE_ARB_vertex_program
_mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, NULL);
_mesa_delete_program_cache(ctx, ctx->VertexProgram.Cache);
-#endif
-#if FEATURE_NV_fragment_program || FEATURE_ARB_fragment_program
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, NULL);
- _mesa_delete_program_cache(ctx, ctx->FragmentProgram.Cache);
-#endif
-#if FEATURE_ARB_geometry_shader4
+ _mesa_delete_shader_cache(ctx, ctx->FragmentProgram.Cache);
_mesa_reference_geomprog(ctx, &ctx->GeometryProgram.Current, NULL);
- _mesa_delete_program_cache(ctx, ctx->GeometryProgram.Cache);
-#endif
+
/* XXX probably move this stuff */
-#if FEATURE_ATI_fragment_shader
if (ctx->ATIFragmentShader.Current) {
ctx->ATIFragmentShader.Current->RefCount--;
if (ctx->ATIFragmentShader.Current->RefCount <= 0) {
free(ctx->ATIFragmentShader.Current);
}
}
-#endif
+
free((void *) ctx->Program.ErrorString);
}
* shared state.
*/
void
-_mesa_update_default_objects_program(GLcontext *ctx)
+_mesa_update_default_objects_program(struct gl_context *ctx)
{
-#if FEATURE_NV_vertex_program || FEATURE_ARB_vertex_program
_mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current,
- (struct gl_vertex_program *)
ctx->Shared->DefaultVertexProgram);
assert(ctx->VertexProgram.Current);
-#endif
-#if FEATURE_NV_fragment_program || FEATURE_ARB_fragment_program
_mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
- (struct gl_fragment_program *)
ctx->Shared->DefaultFragmentProgram);
assert(ctx->FragmentProgram.Current);
-#endif
-#if FEATURE_ARB_geometry_shader4
_mesa_reference_geomprog(ctx, &ctx->GeometryProgram.Current,
- (struct gl_geometry_program *)
- ctx->Shared->DefaultGeometryProgram);
-#endif
+ ctx->Shared->DefaultGeometryProgram);
/* XXX probably move this stuff */
-#if FEATURE_ATI_fragment_shader
if (ctx->ATIFragmentShader.Current) {
ctx->ATIFragmentShader.Current->RefCount--;
if (ctx->ATIFragmentShader.Current->RefCount <= 0) {
ctx->ATIFragmentShader.Current = (struct ati_fragment_shader *) ctx->Shared->DefaultFragmentShader;
assert(ctx->ATIFragmentShader.Current);
ctx->ATIFragmentShader.Current->RefCount++;
-#endif
}
* This is generally called from within the parsers.
*/
void
-_mesa_set_program_error(GLcontext *ctx, GLint pos, const char *string)
+_mesa_set_program_error(struct gl_context *ctx, GLint pos, const char *string)
{
ctx->Program.ErrorPos = pos;
free((void *) ctx->Program.ErrorString);
if (!string)
string = "";
- ctx->Program.ErrorString = _mesa_strdup(string);
+ ctx->Program.ErrorString = strdup(string);
}
while (*p != 0 && *p != '\n')
p++;
len = p - lineStart;
- s = (GLubyte *) malloc(len + 1);
+ s = malloc(len + 1);
memcpy(s, lineStart, len);
s[len] = 0;
/**
- * Initialize a new vertex/fragment program object.
+ * Initialize a new gl_program object.
*/
-static struct gl_program *
-_mesa_init_program_struct( GLcontext *ctx, struct gl_program *prog,
- GLenum target, GLuint id)
+static void
+init_program_struct(struct gl_program *prog, GLenum target, GLuint id)
{
- (void) ctx;
- if (prog) {
- GLuint i;
- memset(prog, 0, sizeof(*prog));
- prog->Id = id;
- prog->Target = target;
- prog->Resident = GL_TRUE;
- prog->RefCount = 1;
- prog->Format = GL_PROGRAM_FORMAT_ASCII_ARB;
-
- /* default mapping from samplers to texture units */
- for (i = 0; i < MAX_SAMPLERS; i++)
- prog->SamplerUnits[i] = i;
- }
+ GLuint i;
- return prog;
+ assert(prog);
+
+ memset(prog, 0, sizeof(*prog));
+ prog->Id = id;
+ prog->Target = target;
+ prog->RefCount = 1;
+ prog->Format = GL_PROGRAM_FORMAT_ASCII_ARB;
+
+ /* default mapping from samplers to texture units */
+ for (i = 0; i < MAX_SAMPLERS; i++)
+ prog->SamplerUnits[i] = i;
}
* Initialize a new fragment program object.
*/
struct gl_program *
-_mesa_init_fragment_program( GLcontext *ctx, struct gl_fragment_program *prog,
- GLenum target, GLuint id)
+_mesa_init_fragment_program(struct gl_context *ctx,
+ struct gl_fragment_program *prog,
+ GLenum target, GLuint id)
{
- if (prog)
- return _mesa_init_program_struct( ctx, &prog->Base, target, id );
- else
- return NULL;
+ if (prog) {
+ init_program_struct(&prog->Base, target, id);
+ return &prog->Base;
+ }
+ return NULL;
}
* Initialize a new vertex program object.
*/
struct gl_program *
-_mesa_init_vertex_program( GLcontext *ctx, struct gl_vertex_program *prog,
+_mesa_init_vertex_program(struct gl_context *ctx,
+ struct gl_vertex_program *prog,
+ GLenum target, GLuint id)
+{
+ if (prog) {
+ init_program_struct(&prog->Base, target, id);
+ return &prog->Base;
+ }
+ return NULL;
+}
+
+
+/**
+ * Initialize a new compute program object.
+ */
+struct gl_program *
+_mesa_init_compute_program(struct gl_context *ctx,
+ struct gl_compute_program *prog,
GLenum target, GLuint id)
{
- if (prog)
- return _mesa_init_program_struct( ctx, &prog->Base, target, id );
- else
- return NULL;
+ if (prog) {
+ init_program_struct(&prog->Base, target, id);
+ return &prog->Base;
+ }
+ return NULL;
}
* Initialize a new geometry program object.
*/
struct gl_program *
-_mesa_init_geometry_program( GLcontext *ctx, struct gl_geometry_program *prog,
- GLenum target, GLuint id)
+_mesa_init_geometry_program(struct gl_context *ctx,
+ struct gl_geometry_program *prog,
+ GLenum target, GLuint id)
{
- if (prog)
- return _mesa_init_program_struct( ctx, &prog->Base, target, id );
- else
- return NULL;
+ if (prog) {
+ init_program_struct(&prog->Base, target, id);
+ return &prog->Base;
+ }
+ return NULL;
}
* \return pointer to new program object
*/
struct gl_program *
-_mesa_new_program(GLcontext *ctx, GLenum target, GLuint id)
+_mesa_new_program(struct gl_context *ctx, GLenum target, GLuint id)
{
struct gl_program *prog;
switch (target) {
case GL_VERTEX_PROGRAM_ARB: /* == GL_VERTEX_PROGRAM_NV */
- case GL_VERTEX_STATE_PROGRAM_NV:
prog = _mesa_init_vertex_program(ctx, CALLOC_STRUCT(gl_vertex_program),
target, id );
break;
CALLOC_STRUCT(gl_geometry_program),
target, id);
break;
+ case GL_COMPUTE_PROGRAM_NV:
+ prog = _mesa_init_compute_program(ctx,
+ CALLOC_STRUCT(gl_compute_program),
+ target, id);
+ break;
default:
_mesa_problem(ctx, "bad target in _mesa_new_program");
prog = NULL;
* by a device driver function.
*/
void
-_mesa_delete_program(GLcontext *ctx, struct gl_program *prog)
+_mesa_delete_program(struct gl_context *ctx, struct gl_program *prog)
{
(void) ctx;
- ASSERT(prog);
- ASSERT(prog->RefCount==0);
+ assert(prog);
+ assert(prog->RefCount==0);
if (prog == &_mesa_DummyProgram)
return;
- if (prog->String)
- free(prog->String);
-
- _mesa_free_instructions(prog->Instructions, prog->NumInstructions);
+ free(prog->String);
+ free(prog->LocalParams);
+ if (prog->Instructions) {
+ _mesa_free_instructions(prog->Instructions, prog->NumInstructions);
+ }
if (prog->Parameters) {
_mesa_free_parameter_list(prog->Parameters);
}
- if (prog->Varying) {
- _mesa_free_parameter_list(prog->Varying);
- }
- if (prog->Attributes) {
- _mesa_free_parameter_list(prog->Attributes);
- }
free(prog);
}
* casts elsewhere.
*/
struct gl_program *
-_mesa_lookup_program(GLcontext *ctx, GLuint id)
+_mesa_lookup_program(struct gl_context *ctx, GLuint id)
{
if (id)
return (struct gl_program *) _mesa_HashLookup(ctx->Shared->Programs, id);
/**
* Reference counting for vertex/fragment programs
+ * This is normally only called from the _mesa_reference_program() macro
+ * when there's a real pointer change.
*/
void
-_mesa_reference_program(GLcontext *ctx,
- struct gl_program **ptr,
- struct gl_program *prog)
+_mesa_reference_program_(struct gl_context *ctx,
+ struct gl_program **ptr,
+ struct gl_program *prog)
{
+#ifndef NDEBUG
assert(ptr);
if (*ptr && prog) {
/* sanity check */
if ((*ptr)->Target == GL_VERTEX_PROGRAM_ARB)
- ASSERT(prog->Target == GL_VERTEX_PROGRAM_ARB);
+ assert(prog->Target == GL_VERTEX_PROGRAM_ARB);
else if ((*ptr)->Target == GL_FRAGMENT_PROGRAM_ARB)
- ASSERT(prog->Target == GL_FRAGMENT_PROGRAM_ARB ||
+ assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB ||
prog->Target == GL_FRAGMENT_PROGRAM_NV);
else if ((*ptr)->Target == MESA_GEOMETRY_PROGRAM)
- ASSERT(prog->Target == MESA_GEOMETRY_PROGRAM);
- }
- if (*ptr == prog) {
- return; /* no change */
+ assert(prog->Target == MESA_GEOMETRY_PROGRAM);
}
+#endif
+
if (*ptr) {
GLboolean deleteFlag;
- /*_glthread_LOCK_MUTEX((*ptr)->Mutex);*/
+ /*mtx_lock(&(*ptr)->Mutex);*/
#if 0
printf("Program %p ID=%u Target=%s Refcount-- to %d\n",
*ptr, (*ptr)->Id,
((*ptr)->Target == MESA_GEOMETRY_PROGRAM ? "GP" : "FP")),
(*ptr)->RefCount - 1);
#endif
- ASSERT((*ptr)->RefCount > 0);
+ assert((*ptr)->RefCount > 0);
(*ptr)->RefCount--;
deleteFlag = ((*ptr)->RefCount == 0);
- /*_glthread_UNLOCK_MUTEX((*ptr)->Mutex);*/
+ /*mtx_lock(&(*ptr)->Mutex);*/
if (deleteFlag) {
- ASSERT(ctx);
+ assert(ctx);
ctx->Driver.DeleteProgram(ctx, *ptr);
}
assert(!*ptr);
if (prog) {
- /*_glthread_LOCK_MUTEX(prog->Mutex);*/
+ /*mtx_lock(&prog->Mutex);*/
prog->RefCount++;
#if 0
printf("Program %p ID=%u Target=%s Refcount++ to %d\n",
(prog->Target == MESA_GEOMETRY_PROGRAM ? "GP" : "FP")),
prog->RefCount);
#endif
- /*_glthread_UNLOCK_MUTEX(prog->Mutex);*/
+ /*mtx_unlock(&prog->Mutex);*/
}
*ptr = prog;
* made by a device driver.
*/
struct gl_program *
-_mesa_clone_program(GLcontext *ctx, const struct gl_program *prog)
+_mesa_clone_program(struct gl_context *ctx, const struct gl_program *prog)
{
struct gl_program *clone;
assert(clone->Target == prog->Target);
assert(clone->RefCount == 1);
- clone->String = (GLubyte *) _mesa_strdup((char *) prog->String);
+ clone->String = (GLubyte *) strdup((char *) prog->String);
clone->Format = prog->Format;
clone->Instructions = _mesa_alloc_instructions(prog->NumInstructions);
if (!clone->Instructions) {
if (prog->Parameters)
clone->Parameters = _mesa_clone_parameter_list(prog->Parameters);
- memcpy(clone->LocalParams, prog->LocalParams, sizeof(clone->LocalParams));
- if (prog->Varying)
- clone->Varying = _mesa_clone_parameter_list(prog->Varying);
- if (prog->Attributes)
- clone->Attributes = _mesa_clone_parameter_list(prog->Attributes);
- memcpy(clone->LocalParams, prog->LocalParams, sizeof(clone->LocalParams));
+ if (prog->LocalParams) {
+ clone->LocalParams = malloc(MAX_PROGRAM_LOCAL_PARAMS *
+ sizeof(float[4]));
+ if (!clone->LocalParams) {
+ _mesa_reference_program(ctx, &clone, NULL);
+ return NULL;
+ }
+ memcpy(clone->LocalParams, prog->LocalParams,
+ MAX_PROGRAM_LOCAL_PARAMS * sizeof(float[4]));
+ }
+ clone->IndirectRegisterFiles = prog->IndirectRegisterFiles;
clone->NumInstructions = prog->NumInstructions;
clone->NumTemporaries = prog->NumTemporaries;
clone->NumParameters = prog->NumParameters;
switch (prog->Target) {
case GL_VERTEX_PROGRAM_ARB:
{
- const struct gl_vertex_program *vp
- = (const struct gl_vertex_program *) prog;
- struct gl_vertex_program *vpc = (struct gl_vertex_program *) clone;
+ const struct gl_vertex_program *vp = gl_vertex_program_const(prog);
+ struct gl_vertex_program *vpc = gl_vertex_program(clone);
vpc->IsPositionInvariant = vp->IsPositionInvariant;
- vpc->IsNVProgram = vp->IsNVProgram;
}
break;
case GL_FRAGMENT_PROGRAM_ARB:
{
- const struct gl_fragment_program *fp
- = (const struct gl_fragment_program *) prog;
- struct gl_fragment_program *fpc = (struct gl_fragment_program *) clone;
- fpc->FogOption = fp->FogOption;
+ const struct gl_fragment_program *fp = gl_fragment_program_const(prog);
+ struct gl_fragment_program *fpc = gl_fragment_program(clone);
fpc->UsesKill = fp->UsesKill;
+ fpc->UsesDFdy = fp->UsesDFdy;
fpc->OriginUpperLeft = fp->OriginUpperLeft;
fpc->PixelCenterInteger = fp->PixelCenterInteger;
}
break;
case MESA_GEOMETRY_PROGRAM:
{
- const struct gl_geometry_program *gp
- = (const struct gl_geometry_program *) prog;
- struct gl_geometry_program *gpc = (struct gl_geometry_program *) clone;
+ const struct gl_geometry_program *gp = gl_geometry_program_const(prog);
+ struct gl_geometry_program *gpc = gl_geometry_program(clone);
gpc->VerticesOut = gp->VerticesOut;
gpc->InputType = gp->InputType;
+ gpc->Invocations = gp->Invocations;
gpc->OutputType = gp->OutputType;
+ gpc->UsesEndPrimitive = gp->UsesEndPrimitive;
+ gpc->UsesStreams = gp->UsesStreams;
}
break;
default:
* the first program go to the inputs of the second program.
*/
struct gl_program *
-_mesa_combine_programs(GLcontext *ctx,
+_mesa_combine_programs(struct gl_context *ctx,
const struct gl_program *progA,
const struct gl_program *progB)
{
const GLuint newLength = lenA + lenB;
GLboolean usedTemps[MAX_PROGRAM_TEMPS];
GLuint firstTemp = 0;
- GLbitfield inputsB;
+ GLbitfield64 inputsB;
GLuint i;
- ASSERT(progA->Target == progB->Target);
+ assert(progA->Target == progB->Target);
newInst = _mesa_alloc_instructions(newLength);
if (!newInst)
usedTemps, MAX_PROGRAM_TEMPS);
if (newProg->Target == GL_FRAGMENT_PROGRAM_ARB) {
- struct gl_fragment_program *fprogA, *fprogB, *newFprog;
- GLbitfield progB_inputsRead = progB->InputsRead;
+ const struct gl_fragment_program *fprogA, *fprogB;
+ struct gl_fragment_program *newFprog;
+ GLbitfield64 progB_inputsRead = progB->InputsRead;
GLint progB_colorFile, progB_colorIndex;
- fprogA = (struct gl_fragment_program *) progA;
- fprogB = (struct gl_fragment_program *) progB;
- newFprog = (struct gl_fragment_program *) newProg;
+ fprogA = gl_fragment_program_const(progA);
+ fprogB = gl_fragment_program_const(progB);
+ newFprog = gl_fragment_program(newProg);
newFprog->UsesKill = fprogA->UsesKill || fprogB->UsesKill;
+ newFprog->UsesDFdy = fprogA->UsesDFdy || fprogB->UsesDFdy;
/* We'll do a search and replace for instances
* of progB_colorFile/progB_colorIndex below...
*/
progB_colorFile = PROGRAM_INPUT;
- progB_colorIndex = FRAG_ATTRIB_COL0;
+ progB_colorIndex = VARYING_SLOT_COL0;
/*
* The fragment program may get color from a state var rather than
if (p->Type == PROGRAM_STATE_VAR &&
p->StateIndexes[0] == STATE_INTERNAL &&
p->StateIndexes[1] == STATE_CURRENT_ATTRIB &&
- p->StateIndexes[2] == VERT_ATTRIB_COLOR0) {
- progB_inputsRead |= FRAG_BIT_COL0;
+ (int) p->StateIndexes[2] == (int) VERT_ATTRIB_COLOR0) {
+ progB_inputsRead |= VARYING_BIT_COL0;
progB_colorFile = PROGRAM_STATE_VAR;
progB_colorIndex = i;
break;
/* Connect color outputs of fprogA to color inputs of fprogB, via a
* new temporary register.
*/
- if ((progA->OutputsWritten & (1 << FRAG_RESULT_COLOR)) &&
- (progB_inputsRead & FRAG_BIT_COL0)) {
+ if ((progA->OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_COLOR)) &&
+ (progB_inputsRead & VARYING_BIT_COL0)) {
GLint tempReg = _mesa_find_free_register(usedTemps, MAX_PROGRAM_TEMPS,
firstTemp);
if (tempReg < 0) {
/* compute combined program's InputsRead */
inputsB = progB_inputsRead;
- if (progA->OutputsWritten & (1 << FRAG_RESULT_COLOR)) {
- inputsB &= ~(1 << FRAG_ATTRIB_COL0);
+ if (progA->OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_COLOR)) {
+ inputsB &= ~(1 << VARYING_SLOT_COL0);
}
newProg->InputsRead = progA->InputsRead | inputsB;
newProg->OutputsWritten = progB->OutputsWritten;
const GLuint n = _mesa_num_inst_src_regs(inst->Opcode);
if (inst->DstReg.File == file) {
- used[inst->DstReg.Index] = GL_TRUE;
+ assert(inst->DstReg.Index < usedSize);
+ if(inst->DstReg.Index < usedSize)
+ used[inst->DstReg.Index] = GL_TRUE;
}
for (j = 0; j < n; j++) {
if (inst->SrcReg[j].File == file) {
- used[inst->SrcReg[j].Index] = GL_TRUE;
+ assert(inst->SrcReg[j].Index < (GLint) usedSize);
+ if (inst->SrcReg[j].Index < (GLint) usedSize)
+ used[inst->SrcReg[j].Index] = GL_TRUE;
}
}
}
}
+
+/**
+ * Check if the given register index is valid (doesn't exceed implementation-
+ * dependent limits).
+ * \return GL_TRUE if OK, GL_FALSE if bad index
+ */
+GLboolean
+_mesa_valid_register_index(const struct gl_context *ctx,
+ gl_shader_stage shaderType,
+ gl_register_file file, GLint index)
+{
+ const struct gl_program_constants *c;
+
+ assert(0 <= shaderType && shaderType < MESA_SHADER_STAGES);
+ c = &ctx->Const.Program[shaderType];
+
+ switch (file) {
+ case PROGRAM_UNDEFINED:
+ return GL_TRUE; /* XXX or maybe false? */
+
+ case PROGRAM_TEMPORARY:
+ return index >= 0 && index < (GLint) c->MaxTemps;
+
+ case PROGRAM_UNIFORM:
+ case PROGRAM_STATE_VAR:
+ /* aka constant buffer */
+ return index >= 0 && index < (GLint) c->MaxUniformComponents / 4;
+
+ case PROGRAM_CONSTANT:
+ /* constant buffer w/ possible relative negative addressing */
+ return (index > (int) c->MaxUniformComponents / -4 &&
+ index < (int) c->MaxUniformComponents / 4);
+
+ case PROGRAM_INPUT:
+ if (index < 0)
+ return GL_FALSE;
+
+ switch (shaderType) {
+ case MESA_SHADER_VERTEX:
+ return index < VERT_ATTRIB_GENERIC0 + (GLint) c->MaxAttribs;
+ case MESA_SHADER_FRAGMENT:
+ return index < VARYING_SLOT_VAR0 + (GLint) ctx->Const.MaxVarying;
+ case MESA_SHADER_GEOMETRY:
+ return index < VARYING_SLOT_VAR0 + (GLint) ctx->Const.MaxVarying;
+ default:
+ return GL_FALSE;
+ }
+
+ case PROGRAM_OUTPUT:
+ if (index < 0)
+ return GL_FALSE;
+
+ switch (shaderType) {
+ case MESA_SHADER_VERTEX:
+ return index < VARYING_SLOT_VAR0 + (GLint) ctx->Const.MaxVarying;
+ case MESA_SHADER_FRAGMENT:
+ return index < FRAG_RESULT_DATA0 + (GLint) ctx->Const.MaxDrawBuffers;
+ case MESA_SHADER_GEOMETRY:
+ return index < VARYING_SLOT_VAR0 + (GLint) ctx->Const.MaxVarying;
+ default:
+ return GL_FALSE;
+ }
+
+ case PROGRAM_ADDRESS:
+ return index >= 0 && index < (GLint) c->MaxAddressRegs;
+
+ default:
+ _mesa_problem(ctx,
+ "unexpected register file in _mesa_valid_register_index()");
+ return GL_FALSE;
+ }
+}
+
+
+
/**
* "Post-process" a GPU program. This is intended to be used for debugging.
* Example actions include no-op'ing instructions or changing instruction
* behaviour.
*/
void
-_mesa_postprocess_program(GLcontext *ctx, struct gl_program *prog)
+_mesa_postprocess_program(struct gl_context *ctx, struct gl_program *prog)
{
static const GLfloat white[4] = { 0.5, 0.5, 0.5, 0.5 };
GLuint i;
GLuint whiteSwizzle;
GLint whiteIndex = _mesa_add_unnamed_constant(prog->Parameters,
- white, 4, &whiteSwizzle);
+ (gl_constant_value *) white,
+ 4, &whiteSwizzle);
(void) whiteIndex;
}
}
+
+/* Gets the minimum number of shader invocations per fragment.
+ * This function is useful to determine if we need to do per
+ * sample shading or per fragment shading.
+ */
+GLint
+_mesa_get_min_invocations_per_fragment(struct gl_context *ctx,
+ const struct gl_fragment_program *prog,
+ bool ignore_sample_qualifier)
+{
+ /* From ARB_sample_shading specification:
+ * "Using gl_SampleID in a fragment shader causes the entire shader
+ * to be evaluated per-sample."
+ *
+ * "Using gl_SamplePosition in a fragment shader causes the entire
+ * shader to be evaluated per-sample."
+ *
+ * "If MULTISAMPLE or SAMPLE_SHADING_ARB is disabled, sample shading
+ * has no effect."
+ */
+ if (ctx->Multisample.Enabled) {
+ /* The ARB_gpu_shader5 specification says:
+ *
+ * "Use of the "sample" qualifier on a fragment shader input
+ * forces per-sample shading"
+ */
+ if (prog->IsSample && !ignore_sample_qualifier)
+ return MAX2(ctx->DrawBuffer->Visual.samples, 1);
+
+ if (prog->Base.SystemValuesRead & (SYSTEM_BIT_SAMPLE_ID |
+ SYSTEM_BIT_SAMPLE_POS))
+ return MAX2(ctx->DrawBuffer->Visual.samples, 1);
+ else if (ctx->Multisample.SampleShading)
+ return MAX2(ceil(ctx->Multisample.MinSampleShadingValue *
+ ctx->DrawBuffer->Visual.samples), 1);
+ else
+ return 1;
+ }
+ return 1;
+}