GLbitfield InputsRead; /**< Bitmask of which input regs are read */
GLbitfield OutputsWritten; /**< Bitmask of which output regs are written to */
+ GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
+ GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
GLbitfield TexturesUsed[MAX_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
+
/** Named parameters, constants, etc. from program text */
struct gl_program_parameter_list *Parameters;
/** Numbered local parameters */
#ifndef PROG_EXECUTE_H
#define PROG_EXECUTE_H
+#include "main/config.h"
+
typedef void (*FetchTexelLodFunc)(GLcontext *ctx, const GLfloat texcoord[4],
GLfloat lambda, GLuint unit, GLfloat color[4]);
GLuint unit, GLfloat color[4]);
-/** The larger of VERT_RESULT_MAX, FRAG_RESULT_MAX */
-#define MAX_PROGRAM_OUTPUTS VERT_RESULT_MAX
-
-
/**
* Virtual machine state used during execution of vertex/fragment programs.
*/
* Linking varying vars involves rearranging varying vars so that the
* vertex program's output varyings matches the order of the fragment
* program's input varyings.
+ * We'll then rewrite instructions to replace PROGRAM_VARYING with either
+ * PROGRAM_INPUT or PROGRAM_OUTPUT depending on whether it's a vertex or
+ * fragment shader.
+ * This is also where we set program Input/OutputFlags to indicate
+ * which inputs are centroid-sampled, invariant, etc.
*/
static GLboolean
link_varying_vars(struct gl_shader_program *shProg, struct gl_program *prog)
{
GLuint *map, i, firstVarying, newFile;
+ GLbitfield *inOutFlags;
map = (GLuint *) malloc(prog->Varying->NumParameters * sizeof(GLuint));
if (!map)
return GL_FALSE;
+ /* Varying variables are treated like other vertex program outputs
+ * (and like other fragment program inputs). The position of the
+ * first varying differs for vertex/fragment programs...
+ * Also, replace File=PROGRAM_VARYING with File=PROGRAM_INPUT/OUTPUT.
+ */
+ if (prog->Target == GL_VERTEX_PROGRAM_ARB) {
+ firstVarying = VERT_RESULT_VAR0;
+ newFile = PROGRAM_OUTPUT;
+ inOutFlags = prog->OutputFlags;
+ }
+ else {
+ assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
+ firstVarying = FRAG_ATTRIB_VAR0;
+ newFile = PROGRAM_INPUT;
+ inOutFlags = prog->InputFlags;
+ }
+
for (i = 0; i < prog->Varying->NumParameters; i++) {
/* see if this varying is in the linked varying list */
const struct gl_program_parameter *var = prog->Varying->Parameters + i;
var->Flags);
}
- /* map varying[i] to varying[j].
+ /* Map varying[i] to varying[j].
+ * Plus, set prog->Input/OutputFlags[] as described above.
* Note: the loop here takes care of arrays or large (sz>4) vars.
*/
{
GLint sz = var->Size;
while (sz > 0) {
+ inOutFlags[firstVarying + j] = var->Flags;
/*printf("Link varying from %d to %d\n", i, j);*/
map[i++] = j++;
sz -= 4;
}
- /* Varying variables are treated like other vertex program outputs
- * (and like other fragment program inputs). The position of the
- * first varying differs for vertex/fragment programs...
- * Also, replace File=PROGRAM_VARYING with File=PROGRAM_INPUT/OUTPUT.
- */
- if (prog->Target == GL_VERTEX_PROGRAM_ARB) {
- firstVarying = VERT_RESULT_VAR0;
- newFile = PROGRAM_OUTPUT;
- }
- else {
- assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
- firstVarying = FRAG_ATTRIB_VAR0;
- newFile = PROGRAM_INPUT;
- }
-
/* OK, now scan the program/shader instructions looking for varying vars,
* replacing the old index with the new index.
*/