GLcontext *ctx;
struct gl_program *prog;
+ struct gl_shader_program *shader_program;
int next_temp;
GLboolean try_emit_mad(ir_expression *ir,
int mul_operand);
- struct hash_table *sampler_map;
-
- void set_sampler_location(ir_variable *sampler, int location);
- int get_sampler_location(ir_variable *sampler);
+ int get_sampler_uniform_value(ir_dereference *deref);
void *mem_ctx;
};
ir_to_mesa_undef);
}
-void
-ir_to_mesa_visitor::set_sampler_location(ir_variable *sampler, int location)
-{
- if (this->sampler_map == NULL) {
- this->sampler_map = hash_table_ctor(0, hash_table_pointer_hash,
- hash_table_pointer_compare);
- }
-
- hash_table_insert(this->sampler_map, (void *)(uintptr_t)location, sampler);
-}
-
-int
-ir_to_mesa_visitor::get_sampler_location(ir_variable *sampler)
-{
- void *result = hash_table_find(this->sampler_map, sampler);
-
- return (int)(uintptr_t)result;
-}
-
inline ir_to_mesa_dst_reg
ir_to_mesa_dst_reg_from_src(ir_to_mesa_src_reg reg)
{
if (entry)
break;
- if (ir->var->type->base_type == GLSL_TYPE_SAMPLER ||
- (ir->var->type->base_type == GLSL_TYPE_ARRAY &&
- ir->var->type->fields.array->base_type == GLSL_TYPE_SAMPLER)) {
- int array_length;
-
- if (ir->var->type->base_type == GLSL_TYPE_ARRAY)
- array_length = ir->var->type->length;
- else
- array_length = 1;
- int sampler = _mesa_add_sampler(this->prog->Parameters,
- ir->var->name,
- ir->var->type->gl_type,
- array_length);
- set_sampler_location(ir->var, sampler);
-
- entry = new(mem_ctx) variable_storage(ir->var, PROGRAM_SAMPLER,
- sampler);
- this->variables.push_tail(entry);
- break;
- }
-
entry = new(mem_ctx) variable_storage(ir->var, PROGRAM_UNIFORM,
ir->var->location);
this->variables.push_tail(entry);
this->result = entry->return_reg;
}
+class get_sampler_name : public ir_hierarchical_visitor
+{
+public:
+ get_sampler_name(ir_to_mesa_visitor *mesa, ir_dereference *last)
+ {
+ this->mem_ctx = mesa->mem_ctx;
+ this->mesa = mesa;
+ this->name = NULL;
+ this->offset = 0;
+ this->last = last;
+ }
+
+ virtual ir_visitor_status visit(ir_dereference_variable *ir)
+ {
+ this->name = ir->var->name;
+ return visit_continue;
+ }
+
+ virtual ir_visitor_status visit_leave(ir_dereference_record *ir)
+ {
+ this->name = talloc_asprintf(mem_ctx, "%s.%s", name, ir->field);
+ return visit_continue;
+ }
+
+ virtual ir_visitor_status visit_leave(ir_dereference_array *ir)
+ {
+ ir_constant *index = ir->array_index->as_constant();
+ int i;
+
+ if (index) {
+ i = index->value.i[0];
+ } else {
+ /* GLSL 1.10 and 1.20 allowed variable sampler array indices,
+ * while GLSL 1.30 requires that the array indices be
+ * constant integer expressions. We don't expect any driver
+ * to actually work with a really variable array index, so
+ * all that would work would be an unrolled loop counter that ends
+ * up being constant above.
+ */
+ mesa->shader_program->InfoLog =
+ talloc_asprintf_append(mesa->shader_program->InfoLog,
+ "warning: Variable sampler array index "
+ "unsupported.\nThis feature of the language "
+ "was removed in GLSL 1.20 and is unlikely "
+ "to be supported for 1.10 in Mesa.\n");
+ i = 0;
+ }
+ if (ir != last) {
+ this->name = talloc_asprintf(mem_ctx, "%s[%d]", name, i);
+ } else {
+ offset = i;
+ }
+ return visit_continue;
+ }
+
+ ir_to_mesa_visitor *mesa;
+ const char *name;
+ void *mem_ctx;
+ int offset;
+ ir_dereference *last;
+};
+
+int
+ir_to_mesa_visitor::get_sampler_uniform_value(ir_dereference *sampler)
+{
+ get_sampler_name getname(this, sampler);
+
+ sampler->accept(&getname);
+
+ GLint index = _mesa_lookup_parameter_index(prog->Parameters, -1,
+ getname.name);
+
+ if (index < 0) {
+ this->shader_program->InfoLog =
+ talloc_asprintf_append(this->shader_program->InfoLog,
+ "failed to find sampler named %s.\n",
+ getname.name);
+ this->shader_program->LinkStatus = GL_FALSE;
+ return 0;
+ }
+
+ index += getname.offset;
+
+ return this->prog->Parameters->ParameterValues[index][0];
+}
void
ir_to_mesa_visitor::visit(ir_texture *ir)
if (ir->shadow_comparitor)
inst->tex_shadow = GL_TRUE;
- ir_variable *sampler = ir->sampler->variable_referenced();
+ inst->sampler = get_sampler_uniform_value(ir->sampler);
- /* generate the mapping, remove when we generate storage at
- * declaration time
- */
- ir->sampler->accept(this);
-
- inst->sampler = get_sampler_location(sampler);
-
- ir_dereference_array *sampler_array = ir->sampler->as_dereference_array();
- if (sampler_array) {
- ir_constant *array_index =
- sampler_array->array_index->constant_expression_value();
-
- /* GLSL 1.10 and 1.20 allowed variable sampler array indices,
- * while GLSL 1.30 requires that the array indices be constant
- * integer expressions. We don't expect any driver to actually
- * work with a really variable array index, and in 1.20 all that
- * would work would be an unrolled loop counter, so assert that
- * we ended up with a constant at least..
- */
- assert(array_index);
- inst->sampler += array_index->value.i[0];
- }
-
- const glsl_type *sampler_type = sampler->type;
- while (sampler_type->base_type == GLSL_TYPE_ARRAY)
- sampler_type = sampler_type->fields.array;
+ const glsl_type *sampler_type = ir->sampler->type;
switch (sampler_type->sampler_dimensionality) {
case GLSL_SAMPLER_DIM_1D:
result.file = PROGRAM_UNDEFINED;
next_temp = 1;
next_signature_id = 1;
- sampler_map = NULL;
current_function = NULL;
mem_ctx = talloc_new(NULL);
}
ir_to_mesa_visitor::~ir_to_mesa_visitor()
{
talloc_free(mem_ctx);
- if (this->sampler_map)
- hash_table_dtor(this->sampler_map);
}
static struct prog_src_register
for (i = 0; i < prog->NumInstructions; i++) {
struct prog_instruction *inst = &prog->Instructions[i];
- /* Instead of just using the uniform's value to map to a
- * sampler, Mesa first allocates a separate number for the
- * sampler (_mesa_add_sampler), then we reindex it down to a
- * small integer (sampler_map[], SamplersUsed), then that gets
- * mapped to the uniform's value, and we get an actual sampler.
- */
if (_mesa_is_tex_instruction(inst->Opcode)) {
prog->SamplerTargets[inst->TexSrcUnit] =
(gl_texture_index)inst->TexSrcTarget;
struct gl_program *prog)
{
unsigned int i;
+ unsigned int next_sampler = 0;
for (i = 0; i < shader_program->Uniforms->NumUniforms; i++) {
struct gl_uniform *uniform = shader_program->Uniforms->Uniforms + i;
size = type_size(type) * 4;
}
+ gl_register_file file;
if (type->is_sampler() ||
(type->is_array() && type->fields.array->is_sampler())) {
- int array_length;
+ file = PROGRAM_SAMPLER;
+ } else {
+ file = PROGRAM_UNIFORM;
+ }
- if (type->is_array())
- array_length = type->length;
- else
- array_length = 1;
+ GLint index = _mesa_lookup_parameter_index(prog->Parameters, -1,
+ uniform->Name);
- (void)_mesa_add_sampler(prog->Parameters,
- uniform->Name,
- type->gl_type,
- array_length);
- } else {
- GLint index = _mesa_lookup_parameter_index(prog->Parameters, -1,
- uniform->Name);
-
- if (index < 0) {
- index = _mesa_add_parameter(prog->Parameters, PROGRAM_UNIFORM,
- uniform->Name, size, type->gl_type,
- NULL, NULL, 0x0);
-
- /* The location chosen in the Parameters list here (returned
- * from _mesa_add_uniform) has to match what the linker chose.
- */
- if (index != parameter_index) {
- shader_program->InfoLog =
- talloc_asprintf_append(shader_program->InfoLog,
- "Allocation of uniform `%s' to target "
- "failed (%d vs %d)\n", uniform->Name,
- index, parameter_index);
- shader_program->LinkStatus = false;
- }
+ if (index < 0) {
+ index = _mesa_add_parameter(prog->Parameters, file,
+ uniform->Name, size, type->gl_type,
+ NULL, NULL, 0x0);
+
+ /* Sampler uniform values are stored in prog->SamplerUnits,
+ * and the entry in that array is selected by this index we
+ * store in ParameterValues[].
+ */
+ if (file == PROGRAM_SAMPLER) {
+ for (unsigned int j = 0; j < size / 4; j++)
+ prog->Parameters->ParameterValues[index + j][0] = 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) {
+ shader_program->InfoLog =
+ talloc_asprintf_append(shader_program->InfoLog,
+ "Allocation of uniform `%s' to target "
+ "failed (%d vs %d)\n", uniform->Name,
+ index, parameter_index);
+ shader_program->LinkStatus = false;
}
}
}
prog->Attributes = _mesa_new_parameter_list();
v.ctx = ctx;
v.prog = prog;
+ v.shader_program = shader_program;
add_uniforms_to_parameters_list(shader_program, shader, prog);