#include "prog_instruction.h"
#include "prog_parameter.h"
#include "prog_print.h"
+#include "prog_statevars.h"
#include "shader_api.h"
#include "slang_link.h"
if (inst->Opcode == OPCODE_TEX ||
inst->Opcode == OPCODE_TXB ||
- inst->Opcode == OPCODE_TXB) {
+ inst->Opcode == OPCODE_TXP) {
+ /*
printf("====== remap sampler from %d to %d\n",
inst->Sampler, map[ inst->Sampler ]);
+ */
inst->Sampler = map[ inst->Sampler ];
}
}
/**
- * Scan program for texture instructions, lookup sampler/uniform's value
- * to determine which texture unit to use.
- * Also, update the program's TexturesUsed[] array.
+ * Resolve binding of generic vertex attributes.
+ * For example, if the vertex shader declared "attribute vec4 foobar" we'll
+ * allocate a generic vertex attribute for "foobar" and plug that value into
+ * the vertex program instructions.
*/
-void
-_slang_resolve_samplers(struct gl_shader_program *shProg,
- struct gl_program *prog)
+static GLboolean
+_slang_resolve_attributes(struct gl_shader_program *shProg,
+ struct gl_program *prog)
{
- GLuint i;
+ GLuint i, j;
+ GLbitfield usedAttributes;
+ GLint size = 4; /* XXX fix */
- for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++)
- prog->TexturesUsed[i] = 0;
+ assert(prog->Target == GL_VERTEX_PROGRAM_ARB);
+
+ /* Build a bitmask indicating which attribute indexes have been
+ * explicitly bound by the user with glBindAttributeLocation().
+ */
+ usedAttributes = 0x0;
+ for (i = 0; i < shProg->Attributes->NumParameters; i++) {
+ GLint attr = shProg->Attributes->Parameters[i].StateIndexes[0];
+ usedAttributes |= attr;
+ }
+
+ if (!shProg->Attributes)
+ shProg->Attributes = _mesa_new_parameter_list();
+ /*
+ * Scan program for generic attribute references
+ */
for (i = 0; i < prog->NumInstructions; i++) {
struct prog_instruction *inst = prog->Instructions + i;
- if (inst->Opcode == OPCODE_TEX ||
- inst->Opcode == OPCODE_TXB ||
- inst->Opcode == OPCODE_TXB) {
- GLint sampleUnit = (GLint) shProg->Uniforms->ParameterValues[inst->Sampler][0];
- assert(sampleUnit < MAX_TEXTURE_IMAGE_UNITS);
- inst->TexSrcUnit = sampleUnit;
+ for (j = 0; j < 3; j++) {
+ if (inst->SrcReg[j].File == PROGRAM_INPUT &&
+ inst->SrcReg[j].Index >= VERT_ATTRIB_GENERIC0) {
+ /* this is a generic attrib */
+ const GLint k = inst->SrcReg[j].Index - VERT_ATTRIB_GENERIC0;
+ const char *name = prog->Attributes->Parameters[k].Name;
+ /* See if this attrib name is in the program's attribute list
+ * (i.e. was bound by the user).
+ */
+ GLint index = _mesa_lookup_parameter_index(shProg->Attributes,
+ -1, name);
+ GLint attr;
+ if (index >= 0) {
+ /* found, user must have specified a binding */
+ attr = shProg->Attributes->Parameters[index].StateIndexes[0];
+ }
+ else {
+ /* Not found, choose our own attribute number.
+ * Start at 1 since generic attribute 0 always aliases
+ * glVertex/position.
+ */
+ for (attr = 1; attr < MAX_VERTEX_ATTRIBS; attr++) {
+ if (((1 << attr) & usedAttributes) == 0)
+ break;
+ }
+ if (attr == MAX_VERTEX_ATTRIBS) {
+ /* too many! XXX record error log */
+ return GL_FALSE;
+ }
+ _mesa_add_attribute(shProg->Attributes, name, size, attr);
+ }
- prog->TexturesUsed[inst->TexSrcUnit] |= (1 << inst->TexSrcTarget);
+ inst->SrcReg[j].Index = VERT_ATTRIB_GENERIC0 + attr;
+ }
}
}
+ return GL_TRUE;
}
}
+/**
+ * Scan a vertex program looking for instances of
+ * (PROGRAM_INPUT, VERT_ATTRIB_GENERIC0 + oldAttrib) and replace with
+ * (PROGRAM_INPUT, VERT_ATTRIB_GENERIC0 + newAttrib).
+ * This is used when the user calls glBindAttribLocation on an already linked
+ * shader program.
+ */
+void
+_slang_remap_attribute(struct gl_program *prog, GLuint oldAttrib, GLuint newAttrib)
+{
+ GLuint i, j;
+
+ assert(prog->Target == GL_VERTEX_PROGRAM_ARB);
+
+ for (i = 0; i < prog->NumInstructions; i++) {
+ struct prog_instruction *inst = prog->Instructions + i;
+ for (j = 0; j < 3; j++) {
+ if (inst->SrcReg[j].File == PROGRAM_INPUT) {
+ if (inst->SrcReg[j].Index == VERT_ATTRIB_GENERIC0 + oldAttrib) {
+ inst->SrcReg[j].Index = VERT_ATTRIB_GENERIC0 + newAttrib;
+ }
+ }
+ }
+ }
+
+ _slang_update_inputs_outputs(prog);
+}
+
+
+
+/**
+ * Scan program for texture instructions, lookup sampler/uniform's value
+ * to determine which texture unit to use.
+ * Also, update the program's TexturesUsed[] array.
+ */
+void
+_slang_resolve_samplers(struct gl_shader_program *shProg,
+ struct gl_program *prog)
+{
+ GLuint i;
+
+ for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++)
+ prog->TexturesUsed[i] = 0;
+
+ for (i = 0; i < prog->NumInstructions; i++) {
+ struct prog_instruction *inst = prog->Instructions + i;
+ if (inst->Opcode == OPCODE_TEX ||
+ inst->Opcode == OPCODE_TXB ||
+ inst->Opcode == OPCODE_TXP) {
+ GLint sampleUnit = (GLint) shProg->Uniforms->ParameterValues[inst->Sampler][0];
+ assert(sampleUnit < MAX_TEXTURE_IMAGE_UNITS);
+ inst->TexSrcUnit = sampleUnit;
+
+ prog->TexturesUsed[inst->TexSrcUnit] |= (1 << inst->TexSrcTarget);
+ }
+ }
+}
+
+
/** cast wrapper */
static struct gl_vertex_program *
_slang_resolve_branches(&shProg->VertexProgram->Base);
_slang_resolve_branches(&shProg->FragmentProgram->Base);
-#if 1
+
_slang_resolve_samplers(shProg, &shProg->VertexProgram->Base);
_slang_resolve_samplers(shProg, &shProg->FragmentProgram->Base);
-#endif
+
+ if (!_slang_resolve_attributes(shProg, &shProg->VertexProgram->Base)) {
+ /*goto cleanup;*/
+ }
+
_slang_update_inputs_outputs(&shProg->VertexProgram->Base);
_slang_update_inputs_outputs(&shProg->FragmentProgram->Base);