{ OFF, "GL_ARB_depth_texture", F(ARB_depth_texture) },
{ OFF, "GL_ARB_draw_buffers", F(ARB_draw_buffers) },
{ OFF, "GL_ARB_fragment_program", F(ARB_fragment_program) },
+ { OFF, "GL_ARB_fragment_program_shadow", F(ARB_fragment_program_shadow) },
{ OFF, "GL_ARB_fragment_shader", F(ARB_fragment_shader) },
{ OFF, "GL_ARB_half_float_pixel", F(ARB_half_float_pixel) },
{ OFF, "GL_ARB_imaging", F(ARB_imaging) },
ctx->Extensions.ARB_draw_buffers = GL_TRUE;
#if FEATURE_ARB_fragment_program
ctx->Extensions.ARB_fragment_program = GL_TRUE;
+ ctx->Extensions.ARB_fragment_program_shadow = GL_TRUE;
#endif
#if FEATURE_ARB_fragment_shader
ctx->Extensions.ARB_fragment_shader = GL_TRUE;
GLbitfield InputsRead; /**< Bitmask of which input regs are read */
GLbitfield OutputsWritten; /**< Bitmask of which output regs are written to */
GLbitfield TexturesUsed[MAX_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
+ GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
/** Named parameters, constants, etc. from program text */
struct gl_program_parameter_list *Parameters;
GLboolean ARB_depth_texture;
GLboolean ARB_draw_buffers;
GLboolean ARB_fragment_program;
+ GLboolean ARB_fragment_program_shadow;
GLboolean ARB_fragment_shader;
GLboolean ARB_half_float_pixel;
GLboolean ARB_imaging;
/* ARB_fragment_program specifics */
GLbitfield TexturesUsed[MAX_TEXTURE_IMAGE_UNITS];
+ GLbitfield ShadowSamplers;
GLuint NumAluInstructions;
GLuint NumTexInstructions;
GLuint NumTexIndirections;
GLuint texcoord;
GLubyte instClass, type, code;
GLboolean rel;
+ GLuint shadow_tex = 0;
_mesa_init_instructions(fp, 1);
/* texTarget */
switch (*(*inst)++) {
+ case TEXTARGET_SHADOW1D:
+ shadow_tex = 1 << texcoord;
+ /* FALLTHROUGH */
case TEXTARGET_1D:
fp->TexSrcTarget = TEXTURE_1D_INDEX;
break;
+ case TEXTARGET_SHADOW2D:
+ shadow_tex = 1 << texcoord;
+ /* FALLTHROUGH */
case TEXTARGET_2D:
fp->TexSrcTarget = TEXTURE_2D_INDEX;
break;
case TEXTARGET_3D:
fp->TexSrcTarget = TEXTURE_3D_INDEX;
break;
+ case TEXTARGET_SHADOWRECT:
+ shadow_tex = 1 << texcoord;
+ /* FALLTHROUGH */
case TEXTARGET_RECT:
fp->TexSrcTarget = TEXTURE_RECT_INDEX;
break;
case TEXTARGET_CUBE:
fp->TexSrcTarget = TEXTURE_CUBE_INDEX;
break;
- case TEXTARGET_SHADOW1D:
- case TEXTARGET_SHADOW2D:
case TEXTARGET_SHADOW1D_ARRAY:
- case TEXTARGET_SHADOW2D_ARRAY:
- case TEXTARGET_SHADOWRECT:
- /* TODO ARB_fragment_program_shadow code */
- break;
+ shadow_tex = 1 << texcoord;
+ /* FALLTHROUGH */
case TEXTARGET_1D_ARRAY:
fp->TexSrcTarget = TEXTURE_1D_ARRAY_INDEX;
break;
+ case TEXTARGET_SHADOW2D_ARRAY:
+ shadow_tex = 1 << texcoord;
+ /* FALLTHROUGH */
case TEXTARGET_2D_ARRAY:
fp->TexSrcTarget = TEXTURE_2D_ARRAY_INDEX;
break;
}
+
+ /* Don't test the first time a particular sampler is seen. Each time
+ * after that, make sure the shadow state is the same.
+ */
+ if ((_mesa_bitcount(Program->TexturesUsed[texcoord]) > 0)
+ && ((Program->ShadowSamplers & (1 << texcoord)) != shadow_tex)) {
+ program_error(ctx, Program->Position,
+ "texture image unit used for shadow sampling and non-shadow sampling");
+ return 1;
+ }
+
Program->TexturesUsed[texcoord] |= (1 << fp->TexSrcTarget);
/* Check that both "2D" and "CUBE" (for example) aren't both used */
if (_mesa_bitcount(Program->TexturesUsed[texcoord]) > 1) {
"multiple targets used on one texture image unit");
return 1;
}
+
+
+ Program->ShadowSamplers |= shadow_tex;
break;
case OP_TEX_KIL:
if (ctx->Extensions.ARB_matrix_palette
&& !enable_ext(ctx, id, "matrix_palette"))
return GL_FALSE;
+#endif
if (ctx->Extensions.ARB_fragment_program_shadow
&& !enable_ext(ctx, id, "fragment_program_shadow"))
return GL_FALSE;
-#endif
if (ctx->Extensions.EXT_point_parameters
&& !enable_ext(ctx, id, "point_parameters"))
return GL_FALSE;
program->HintPositionInvariant = GL_FALSE;
for (a = 0; a < MAX_TEXTURE_IMAGE_UNITS; a++)
program->TexturesUsed[a] = 0x0;
+ program->ShadowSamplers = 0x0;
program->NumAluInstructions =
program->NumTexInstructions =
program->NumTexIndirections = 0;
program->Base.OutputsWritten = ap.Base.OutputsWritten;
for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++)
program->Base.TexturesUsed[i] = ap.TexturesUsed[i];
+ program->Base.ShadowSamplers = ap.ShadowSamplers;
program->FogOption = ap.FogOption;
program->UsesKill = ap.UsesKill;