-/*\r
- * Mesa 3-D graphics library\r
- * Version: 6.5\r
- *\r
- * Copyright (C) 2005-2006 Brian Paul All Rights Reserved.\r
- *\r
- * Permission is hereby granted, free of charge, to any person obtaining a\r
- * copy of this software and associated documentation files (the "Software"),\r
- * to deal in the Software without restriction, including without limitation\r
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,\r
- * and/or sell copies of the Software, and to permit persons to whom the\r
- * Software is furnished to do so, subject to the following conditions:\r
- *\r
- * The above copyright notice and this permission notice shall be included\r
- * in all copies or substantial portions of the Software.\r
- *\r
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS\r
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\r
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\r
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN\r
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN\r
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\r
- */\r
-\r
-/**\r
- * \file shaderobjects_3dlabs.c\r
- * shader objects definitions for 3dlabs compiler\r
- * \author Michal Krol\r
- */\r
-\r
-/* Set this to 1 when we are ready to use 3dlabs' front-end */\r
-#define USE_3DLABS_FRONTEND 0\r
-\r
-#include "imports.h"\r
-#include "hash.h"\r
-#include "macros.h"\r
-#include "shaderobjects.h"\r
-#include "shaderobjects_3dlabs.h"\r
-\r
-#if USE_3DLABS_FRONTEND\r
-#include "slang_mesa.h"\r
-#include "Public/ShaderLang.h"\r
-#else\r
-#include "slang_link.h"\r
-#endif\r
-\r
-struct gl2_unknown_obj\r
-{\r
- GLuint reference_count;\r
- void (* _destructor) (struct gl2_unknown_intf **);\r
-};\r
-\r
-struct gl2_unknown_impl\r
-{\r
- struct gl2_unknown_intf *_vftbl;\r
- struct gl2_unknown_obj _obj;\r
-};\r
-\r
-static void\r
-_unknown_destructor (struct gl2_unknown_intf **intf)\r
-{\r
-}\r
-\r
-static void\r
-_unknown_AddRef (struct gl2_unknown_intf **intf)\r
-{\r
- struct gl2_unknown_impl *impl = (struct gl2_unknown_impl *) intf;\r
-\r
- impl->_obj.reference_count++;\r
-}\r
-\r
-static void\r
-_unknown_Release (struct gl2_unknown_intf **intf)\r
-{\r
- struct gl2_unknown_impl *impl = (struct gl2_unknown_impl *) intf;\r
-\r
- impl->_obj.reference_count--;\r
- if (impl->_obj.reference_count == 0)\r
- {\r
- impl->_obj._destructor (intf);\r
- _mesa_free ((void *) intf);\r
- }\r
-}\r
-\r
-static struct gl2_unknown_intf **\r
-_unknown_QueryInterface (struct gl2_unknown_intf **intf, enum gl2_uiid uiid)\r
-{\r
- if (uiid == UIID_UNKNOWN)\r
- {\r
- (**intf).AddRef (intf);\r
- return intf;\r
- }\r
- return NULL;\r
-}\r
-\r
-static struct gl2_unknown_intf _unknown_vftbl = {\r
- _unknown_AddRef,\r
- _unknown_Release,\r
- _unknown_QueryInterface\r
-};\r
-\r
-static void\r
-_unknown_constructor (struct gl2_unknown_impl *impl)\r
-{\r
- impl->_vftbl = &_unknown_vftbl;\r
- impl->_obj.reference_count = 1;\r
- impl->_obj._destructor = _unknown_destructor;\r
-}\r
-\r
-struct gl2_unkinner_obj\r
-{\r
- struct gl2_unknown_intf **unkouter;\r
-};\r
-\r
-struct gl2_unkinner_impl\r
-{\r
- struct gl2_unknown_intf *_vftbl;\r
- struct gl2_unkinner_obj _obj;\r
-};\r
-\r
-static void\r
-_unkinner_destructor (struct gl2_unknown_intf **intf)\r
-{\r
-}\r
-\r
-static void\r
-_unkinner_AddRef (struct gl2_unknown_intf **intf)\r
-{\r
- struct gl2_unkinner_impl *impl = (struct gl2_unkinner_impl *) intf;\r
-\r
- (**impl->_obj.unkouter).AddRef (impl->_obj.unkouter);\r
-}\r
-\r
-static void\r
-_unkinner_Release (struct gl2_unknown_intf **intf)\r
-{\r
- struct gl2_unkinner_impl *impl = (struct gl2_unkinner_impl *) intf;\r
-\r
- (**impl->_obj.unkouter).Release (impl->_obj.unkouter);\r
-}\r
-\r
-static struct gl2_unknown_intf **\r
-_unkinner_QueryInterface (struct gl2_unknown_intf **intf, enum gl2_uiid uiid)\r
-{\r
- struct gl2_unkinner_impl *impl = (struct gl2_unkinner_impl *) intf;\r
-\r
- return (**impl->_obj.unkouter).QueryInterface (impl->_obj.unkouter, uiid);\r
-}\r
-\r
-static struct gl2_unknown_intf _unkinner_vftbl = {\r
- _unkinner_AddRef,\r
- _unkinner_Release,\r
- _unkinner_QueryInterface\r
-};\r
-\r
-static void\r
-_unkinner_constructor (struct gl2_unkinner_impl *impl, struct gl2_unknown_intf **outer)\r
-{\r
- impl->_vftbl = &_unkinner_vftbl;\r
- impl->_obj.unkouter = outer;\r
-}\r
-\r
-struct gl2_generic_obj\r
-{\r
- struct gl2_unknown_obj _unknown;\r
- GLhandleARB name;\r
- GLboolean delete_status;\r
- GLcharARB *info_log;\r
-};\r
-\r
-struct gl2_generic_impl\r
-{\r
- struct gl2_generic_intf *_vftbl;\r
- struct gl2_generic_obj _obj;\r
-};\r
-\r
-static void\r
-_generic_destructor (struct gl2_unknown_intf **intf)\r
-{\r
- GET_CURRENT_CONTEXT(ctx);\r
- struct gl2_generic_impl *impl = (struct gl2_generic_impl *) intf;\r
-\r
- _mesa_free ((void *) impl->_obj.info_log);\r
-\r
- _glthread_LOCK_MUTEX (ctx->Shared->Mutex);\r
- _mesa_HashRemove (ctx->Shared->GL2Objects, impl->_obj.name);\r
- _glthread_UNLOCK_MUTEX (ctx->Shared->Mutex);\r
-\r
- _unknown_destructor (intf);\r
-}\r
-\r
-static struct gl2_unknown_intf **\r
-_generic_QueryInterface (struct gl2_unknown_intf **intf, enum gl2_uiid uiid)\r
-{\r
- if (uiid == UIID_GENERIC)\r
- {\r
- (**intf).AddRef (intf);\r
- return intf;\r
- }\r
- return _unknown_QueryInterface (intf, uiid);\r
-}\r
-\r
-static void\r
-_generic_Delete (struct gl2_generic_intf **intf)\r
-{\r
- struct gl2_generic_impl *impl = (struct gl2_generic_impl *) intf;\r
-\r
- if (impl->_obj.delete_status == GL_FALSE)\r
- {\r
- impl->_obj.delete_status = GL_TRUE;\r
- (**intf)._unknown.Release ((struct gl2_unknown_intf **) intf);\r
- }\r
-}\r
-\r
-static GLhandleARB\r
-_generic_GetName (struct gl2_generic_intf **intf)\r
-{\r
- struct gl2_generic_impl *impl = (struct gl2_generic_impl *) intf;\r
-\r
- return impl->_obj.name;\r
-}\r
-\r
-static GLboolean\r
-_generic_GetDeleteStatus (struct gl2_generic_intf **intf)\r
-{\r
- struct gl2_generic_impl *impl = (struct gl2_generic_impl *) intf;\r
-\r
- return impl->_obj.delete_status;\r
-}\r
-\r
-static const GLcharARB *\r
-_generic_GetInfoLog (struct gl2_generic_intf **intf)\r
-{\r
- struct gl2_generic_impl *impl = (struct gl2_generic_impl *) intf;\r
-\r
- return impl->_obj.info_log;\r
-}\r
-\r
-static struct gl2_generic_intf _generic_vftbl = {\r
- {\r
- _unknown_AddRef,\r
- _unknown_Release,\r
- _generic_QueryInterface\r
- },\r
- _generic_Delete,\r
- NULL, /* abstract GetType */\r
- _generic_GetName,\r
- _generic_GetDeleteStatus,\r
- _generic_GetInfoLog\r
-};\r
-\r
-static void\r
-_generic_constructor (struct gl2_generic_impl *impl)\r
-{\r
- GET_CURRENT_CONTEXT(ctx);\r
-\r
- _unknown_constructor ((struct gl2_unknown_impl *) impl);\r
- impl->_vftbl = &_generic_vftbl;\r
- impl->_obj._unknown._destructor = _generic_destructor;\r
- impl->_obj.delete_status = GL_FALSE;\r
- impl->_obj.info_log = NULL;\r
-\r
- _glthread_LOCK_MUTEX (ctx->Shared->Mutex);\r
- impl->_obj.name = _mesa_HashFindFreeKeyBlock (ctx->Shared->GL2Objects, 1);\r
- _mesa_HashInsert (ctx->Shared->GL2Objects, impl->_obj.name, (void *) impl);\r
- _glthread_UNLOCK_MUTEX (ctx->Shared->Mutex);\r
-}\r
-\r
-struct gl2_container_obj\r
-{\r
- struct gl2_generic_obj _generic;\r
- struct gl2_generic_intf ***attached;\r
- GLuint attached_count;\r
-};\r
-\r
-struct gl2_container_impl\r
-{\r
- struct gl2_container_intf *_vftbl;\r
- struct gl2_container_obj _obj;\r
-};\r
-\r
-static void\r
-_container_destructor (struct gl2_unknown_intf **intf)\r
-{\r
- struct gl2_container_impl *impl = (struct gl2_container_impl *) intf;\r
- GLuint i;\r
-\r
- for (i = 0; i < impl->_obj.attached_count; i++)\r
- {\r
- struct gl2_generic_intf **x = impl->_obj.attached[i];\r
- (**x)._unknown.Release ((struct gl2_unknown_intf **) x);\r
- }\r
-\r
- _generic_destructor (intf);\r
-}\r
-\r
-static struct gl2_unknown_intf **\r
-_container_QueryInterface (struct gl2_unknown_intf **intf, enum gl2_uiid uiid)\r
-{\r
- if (uiid == UIID_CONTAINER)\r
- {\r
- (**intf).AddRef (intf);\r
- return intf;\r
- }\r
- return _generic_QueryInterface (intf, uiid);\r
-}\r
-\r
-static GLboolean\r
-_container_Attach (struct gl2_container_intf **intf, struct gl2_generic_intf **att)\r
-{\r
- GET_CURRENT_CONTEXT(ctx);\r
- struct gl2_container_impl *impl = (struct gl2_container_impl *) intf;\r
- GLuint i;\r
-\r
- for (i = 0; i < impl->_obj.attached_count; i++)\r
- if (impl->_obj.attached[i] == att)\r
- {\r
- _mesa_error (ctx, GL_INVALID_OPERATION, "_container_Attach");\r
- return GL_FALSE;\r
- }\r
-\r
- impl->_obj.attached = (struct gl2_generic_intf ***) _mesa_realloc (impl->_obj.attached,\r
- impl->_obj.attached_count * sizeof (*impl->_obj.attached), (impl->_obj.attached_count + 1) *\r
- sizeof (*impl->_obj.attached));\r
- if (impl->_obj.attached == NULL)\r
- return GL_FALSE;\r
-\r
- impl->_obj.attached[impl->_obj.attached_count] = att;\r
- impl->_obj.attached_count++;\r
- (**att)._unknown.AddRef ((struct gl2_unknown_intf **) att);\r
- return GL_TRUE;\r
-}\r
-\r
-static GLboolean\r
-_container_Detach (struct gl2_container_intf **intf, struct gl2_generic_intf **att)\r
-{\r
- GET_CURRENT_CONTEXT(ctx);\r
- struct gl2_container_impl *impl = (struct gl2_container_impl *) intf;\r
- GLuint i, j;\r
-\r
- for (i = 0; i < impl->_obj.attached_count; i++)\r
- if (impl->_obj.attached[i] == att)\r
- {\r
- for (j = i; j < impl->_obj.attached_count - 1; j++)\r
- impl->_obj.attached[j] = impl->_obj.attached[j + 1];\r
- impl->_obj.attached = (struct gl2_generic_intf ***) _mesa_realloc (impl->_obj.attached,\r
- impl->_obj.attached_count * sizeof (*impl->_obj.attached),\r
- (impl->_obj.attached_count - 1) * sizeof (*impl->_obj.attached));\r
- impl->_obj.attached_count--;\r
- (**att)._unknown.Release ((struct gl2_unknown_intf **) att);\r
- return GL_TRUE;\r
- }\r
-\r
- _mesa_error (ctx, GL_INVALID_OPERATION, "_container_Detach");\r
- return GL_FALSE;\r
-}\r
-\r
-static GLsizei\r
-_container_GetAttachedCount (struct gl2_container_intf **intf)\r
-{\r
- struct gl2_container_impl *impl = (struct gl2_container_impl *) intf;\r
-\r
- return impl->_obj.attached_count;\r
-}\r
-\r
-static struct gl2_generic_intf **\r
-_container_GetAttached (struct gl2_container_intf **intf, GLuint index)\r
-{\r
- struct gl2_container_impl *impl = (struct gl2_container_impl *) intf;\r
-\r
- (**impl->_obj.attached[index])._unknown.AddRef (\r
- (struct gl2_unknown_intf **)impl->_obj.attached[index]);\r
- return impl->_obj.attached[index];\r
-}\r
-\r
-static struct gl2_container_intf _container_vftbl = {\r
- {\r
- {\r
- _unknown_AddRef,\r
- _unknown_Release,\r
- _container_QueryInterface\r
- },\r
- _generic_Delete,\r
- NULL, /* abstract GetType */\r
- _generic_GetName,\r
- _generic_GetDeleteStatus,\r
- _generic_GetInfoLog\r
- },\r
- _container_Attach,\r
- _container_Detach,\r
- _container_GetAttachedCount,\r
- _container_GetAttached\r
-};\r
-\r
-static void\r
-_container_constructor (struct gl2_container_impl *impl)\r
-{\r
- _generic_constructor ((struct gl2_generic_impl *) impl);\r
- impl->_vftbl = &_container_vftbl;\r
- impl->_obj._generic._unknown._destructor = _container_destructor;\r
- impl->_obj.attached = NULL;\r
- impl->_obj.attached_count = 0;\r
-}\r
-\r
-struct gl2_3dlabs_shhandle_obj\r
-{\r
- struct gl2_unkinner_obj _unknown;\r
-#if USE_3DLABS_FRONTEND\r
- ShHandle handle;\r
-#endif\r
-};\r
-\r
-struct gl2_3dlabs_shhandle_impl\r
-{\r
- struct gl2_3dlabs_shhandle_intf *_vftbl;\r
- struct gl2_3dlabs_shhandle_obj _obj;\r
-};\r
-\r
-static void\r
-_3dlabs_shhandle_destructor (struct gl2_unknown_intf **intf)\r
-{\r
-#if USE_3DLABS_FRONTEND\r
- struct gl2_3dlabs_shhandle_impl *impl = (struct gl2_3dlabs_shhandle_impl *) intf;\r
- ShDestruct (impl->_obj.handle);\r
-#endif\r
- _unkinner_destructor (intf);\r
-}\r
-\r
-static GLvoid *\r
-_3dlabs_shhandle_GetShHandle (struct gl2_3dlabs_shhandle_intf **intf)\r
-{\r
-#if USE_3DLABS_FRONTEND\r
- struct gl2_3dlabs_shhandle_impl *impl = (struct gl2_3dlabs_shhandle_impl *) intf;\r
- return impl->_obj.handle;\r
-#else\r
- return NULL;\r
-#endif\r
-}\r
-\r
-static struct gl2_3dlabs_shhandle_intf _3dlabs_shhandle_vftbl = {\r
- {\r
- _unkinner_AddRef,\r
- _unkinner_Release,\r
- _unkinner_QueryInterface\r
- },\r
- _3dlabs_shhandle_GetShHandle\r
-};\r
-\r
-static void\r
-_3dlabs_shhandle_constructor (struct gl2_3dlabs_shhandle_impl *impl, struct gl2_unknown_intf **outer)\r
-{\r
- _unkinner_constructor ((struct gl2_unkinner_impl *) impl, outer);\r
- impl->_vftbl = &_3dlabs_shhandle_vftbl;\r
-#if USE_3DLABS_FRONTEND\r
- impl->_obj.handle = NULL;\r
-#endif\r
-}\r
-\r
-struct gl2_shader_obj\r
-{\r
- struct gl2_generic_obj _generic;\r
- struct gl2_3dlabs_shhandle_impl _3dlabs_shhandle;\r
- GLboolean compile_status;\r
- GLcharARB *source;\r
- GLint *offsets;\r
- GLsizei offset_count;\r
- slang_translation_unit unit;\r
-};\r
-\r
-struct gl2_shader_impl\r
-{\r
- struct gl2_shader_intf *_vftbl;\r
- struct gl2_shader_obj _obj;\r
-};\r
-\r
-static void\r
-_shader_destructor (struct gl2_unknown_intf **intf)\r
-{\r
- struct gl2_shader_impl *impl = (struct gl2_shader_impl *) intf;\r
-\r
- _mesa_free ((void *) impl->_obj.source);\r
- _mesa_free ((void *) impl->_obj.offsets);\r
- _3dlabs_shhandle_destructor ((struct gl2_unknown_intf **) &impl->_obj._3dlabs_shhandle._vftbl);\r
- _generic_destructor (intf);\r
-}\r
-\r
-static struct gl2_unknown_intf **\r
-_shader_QueryInterface (struct gl2_unknown_intf **intf, enum gl2_uiid uiid)\r
-{\r
-#if USE_3DLABS_FRONTEND\r
- struct gl2_shader_impl *impl = (struct gl2_shader_impl *) intf;\r
-#endif\r
-\r
- if (uiid == UIID_SHADER)\r
- {\r
- (**intf).AddRef (intf);\r
- return intf;\r
- }\r
-#if USE_3DLABS_FRONTEND\r
- if (uiid == UIID_3DLABS_SHHANDLE)\r
- {\r
- (**intf).AddRef (intf);\r
- return (struct gl2_unknown_intf **) &impl->_obj._3dlabs_shhandle._vftbl;\r
- }\r
-#endif\r
- return _generic_QueryInterface (intf, uiid);\r
-}\r
-\r
-static GLenum\r
-_shader_GetType (struct gl2_generic_intf **intf)\r
-{\r
- return GL_SHADER_OBJECT_ARB;\r
-}\r
-\r
-static GLboolean\r
-_shader_GetCompileStatus (struct gl2_shader_intf **intf)\r
-{\r
- struct gl2_shader_impl *impl = (struct gl2_shader_impl *) intf;\r
-\r
- return impl->_obj.compile_status;\r
-}\r
-\r
-static GLvoid\r
-_shader_SetSource (struct gl2_shader_intf **intf, GLcharARB *src, GLint *off, GLsizei cnt)\r
-{\r
- struct gl2_shader_impl *impl = (struct gl2_shader_impl *) intf;\r
-\r
- _mesa_free ((void *) impl->_obj.source);\r
- impl->_obj.source = src;\r
- _mesa_free ((void *) impl->_obj.offsets);\r
- impl->_obj.offsets = off;\r
- impl->_obj.offset_count = cnt;\r
-}\r
-\r
-static const GLcharARB *\r
-_shader_GetSource (struct gl2_shader_intf **intf)\r
-{\r
- struct gl2_shader_impl *impl = (struct gl2_shader_impl *) intf;\r
-\r
- return impl->_obj.source;\r
-}\r
-\r
-static GLvoid\r
-_shader_Compile (struct gl2_shader_intf **intf)\r
-{\r
- struct gl2_shader_impl *impl = (struct gl2_shader_impl *) intf;\r
-#if USE_3DLABS_FRONTEND\r
- char **strings;\r
- TBuiltInResource res;\r
-#else\r
- slang_unit_type type;\r
- slang_info_log info_log;\r
-#endif\r
-\r
- impl->_obj.compile_status = GL_FALSE;\r
- _mesa_free ((void *) impl->_obj._generic.info_log);\r
- impl->_obj._generic.info_log = NULL;\r
-\r
-#if USE_3DLABS_FRONTEND\r
- /* 3dlabs compiler expects us to feed it with null-terminated string array,\r
- we've got only one big string with offsets, so we must split it; but when\r
- there's only one string to deal with, we pass its address directly */\r
-\r
- if (impl->_obj.offset_count <= 1)\r
- strings = &impl->_obj.source;\r
- else\r
- {\r
- GLsizei i, offset = 0;\r
-\r
- strings = (char **) _mesa_malloc (impl->_obj.offset_count * sizeof (char *));\r
- if (strings == NULL)\r
- return;\r
-\r
- for (i = 0; i < impl->_obj.offset_count; i++)\r
- {\r
- GLsizei size = impl->_obj.offsets[i] - offset;\r
-\r
- strings[i] = (char *) _mesa_malloc ((size + 1) * sizeof (char));\r
- if (strings[i] == NULL)\r
- {\r
- GLsizei j;\r
-\r
- for (j = 0; j < i; j++)\r
- _mesa_free (strings[j]);\r
- _mesa_free (strings);\r
- return;\r
- }\r
-\r
- _mesa_memcpy (strings[i], impl->_obj.source + offset, size * sizeof (char));\r
- strings[i][size] = '\0';\r
- offset = impl->_obj.offsets[i];\r
- }\r
- }\r
-\r
- /* TODO set these fields to some REAL numbers */\r
- res.maxLights = 8;\r
- res.maxClipPlanes = 6;\r
- res.maxTextureUnits = 2;\r
- res.maxTextureCoords = 2;\r
- res.maxVertexAttribs = 8;\r
- res.maxVertexUniformComponents = 64;\r
- res.maxVaryingFloats = 8;\r
- res.maxVertexTextureImageUnits = 2;\r
- res.maxCombinedTextureImageUnits = 2;\r
- res.maxTextureImageUnits = 2;\r
- res.maxFragmentUniformComponents = 64;\r
- res.maxDrawBuffers = 1;\r
-\r
- if (ShCompile (impl->_obj._3dlabs_shhandle._obj.handle, strings, impl->_obj.offset_count,\r
- EShOptFull, &res, 0))\r
- impl->_obj.compile_status = GL_TRUE;\r
- if (impl->_obj.offset_count > 1)\r
- {\r
- GLsizei i;\r
-\r
- for (i = 0; i < impl->_obj.offset_count; i++)\r
- _mesa_free (strings[i]);\r
- _mesa_free (strings);\r
- }\r
-\r
- impl->_obj._generic.info_log = _mesa_strdup (ShGetInfoLog (\r
- impl->_obj._3dlabs_shhandle._obj.handle));\r
-#else\r
- if (impl->_vftbl->GetSubType (intf) == GL_FRAGMENT_SHADER)\r
- type = slang_unit_fragment_shader;\r
- else\r
- type = slang_unit_vertex_shader;\r
- slang_info_log_construct (&info_log);\r
- if (_slang_compile (impl->_obj.source, &impl->_obj.unit, type, &info_log))\r
- {\r
- impl->_obj.compile_status = GL_TRUE;\r
- }\r
- if (info_log.text != NULL)\r
- impl->_obj._generic.info_log = _mesa_strdup (info_log.text);\r
- else\r
- impl->_obj._generic.info_log = _mesa_strdup ("");\r
- slang_info_log_destruct (&info_log);\r
-#endif\r
-}\r
-\r
-static struct gl2_shader_intf _shader_vftbl = {\r
- {\r
- {\r
- _unknown_AddRef,\r
- _unknown_Release,\r
- _shader_QueryInterface\r
- },\r
- _generic_Delete,\r
- _shader_GetType,\r
- _generic_GetName,\r
- _generic_GetDeleteStatus,\r
- _generic_GetInfoLog\r
- },\r
- NULL, /* abstract GetSubType */\r
- _shader_GetCompileStatus,\r
- _shader_SetSource,\r
- _shader_GetSource,\r
- _shader_Compile\r
-};\r
-\r
-static void\r
-_shader_constructor (struct gl2_shader_impl *impl)\r
-{\r
- _generic_constructor ((struct gl2_generic_impl *) impl);\r
- _3dlabs_shhandle_constructor (&impl->_obj._3dlabs_shhandle, (struct gl2_unknown_intf **)\r
- &impl->_vftbl);\r
- impl->_vftbl = &_shader_vftbl;\r
- impl->_obj._generic._unknown._destructor = _shader_destructor;\r
- impl->_obj.compile_status = GL_FALSE;\r
- impl->_obj.source = NULL;\r
- impl->_obj.offsets = NULL;\r
- impl->_obj.offset_count = 0;\r
-}\r
-\r
-struct gl2_program_obj\r
-{\r
- struct gl2_container_obj _container;\r
- GLboolean link_status;\r
- GLboolean validate_status;\r
-#if USE_3DLABS_FRONTEND\r
- ShHandle linker;\r
- ShHandle uniforms;\r
-#endif\r
- slang_program prog;\r
-};\r
-\r
-struct gl2_program_impl\r
-{\r
- struct gl2_program_intf *_vftbl;\r
- struct gl2_program_obj _obj;\r
-};\r
-\r
-static void\r
-_program_destructor (struct gl2_unknown_intf **intf)\r
-{\r
- struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;\r
-#if USE_3DLABS_FRONTEND\r
- ShDestruct (impl->_obj.linker);\r
- ShDestruct (impl->_obj.uniforms);\r
-#endif\r
- _container_destructor (intf);\r
- slang_program_dtr (&impl->_obj.prog);\r
-}\r
-\r
-static struct gl2_unknown_intf **\r
-_program_QueryInterface (struct gl2_unknown_intf **intf, enum gl2_uiid uiid)\r
-{\r
- if (uiid == UIID_PROGRAM)\r
- {\r
- (**intf).AddRef (intf);\r
- return intf;\r
- }\r
- return _container_QueryInterface (intf, uiid);\r
-}\r
-\r
-static GLenum\r
-_program_GetType (struct gl2_generic_intf **intf)\r
-{\r
- return GL_PROGRAM_OBJECT_ARB;\r
-}\r
-\r
-static GLboolean\r
-_program_Attach (struct gl2_container_intf **intf, struct gl2_generic_intf **att)\r
-{\r
- GET_CURRENT_CONTEXT(ctx);\r
- struct gl2_unknown_intf **sha;\r
-\r
- sha = (**att)._unknown.QueryInterface ((struct gl2_unknown_intf **) att, UIID_SHADER);\r
- if (sha == NULL)\r
- {\r
- _mesa_error (ctx, GL_INVALID_OPERATION, "_program_Attach");\r
- return GL_FALSE;\r
- }\r
-\r
- (**sha).Release (sha);\r
- return _container_Attach (intf, att);\r
-}\r
-\r
-static GLboolean\r
-_program_GetLinkStatus (struct gl2_program_intf **intf)\r
-{\r
- struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;\r
-\r
- return impl->_obj.link_status;\r
-}\r
-\r
-static GLboolean\r
-_program_GetValidateStatus (struct gl2_program_intf **intf)\r
-{\r
- struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;\r
-\r
- return impl->_obj.validate_status;\r
-}\r
-\r
-static GLvoid\r
-_program_Link (struct gl2_program_intf **intf)\r
-{\r
- struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;\r
-#if USE_3DLABS_FRONTEND\r
- ShHandle *handles;\r
-#endif\r
- GLuint i, count;\r
- slang_translation_unit *units[2];\r
-\r
- impl->_obj.link_status = GL_FALSE;\r
- _mesa_free ((void *) impl->_obj._container._generic.info_log);\r
- impl->_obj._container._generic.info_log = NULL;\r
- slang_program_dtr (&impl->_obj.prog);\r
- slang_program_ctr (&impl->_obj.prog);\r
-\r
-#if USE_3DLABS_FRONTEND\r
- handles = (ShHandle *) _mesa_malloc (impl->_obj._container.attached_count * sizeof (ShHandle));\r
- if (handles == NULL)\r
- return;\r
-\r
- for (i = 0; i < impl->_obj._container.attached_count; i++)\r
- {\r
- struct gl2_generic_intf **gen = impl->_obj._container.attached[i];\r
- struct gl2_3dlabs_shhandle_intf **sh;\r
-\r
- sh = (struct gl2_3dlabs_shhandle_intf **) (**gen)._unknown.QueryInterface (\r
- (struct gl2_unknown_intf **) gen, UIID_3DLABS_SHHANDLE);\r
- if (sh != NULL)\r
- {\r
- handles[i] = (**sh).GetShHandle (sh);\r
- (**sh)._unknown.Release ((struct gl2_unknown_intf **) sh);\r
- }\r
- else\r
- {\r
- _mesa_free (handles);\r
- return;\r
- }\r
- }\r
-\r
- if (ShLink (impl->_obj.linker, handles, impl->_obj._container.attached_count,\r
- impl->_obj.uniforms, NULL, NULL))\r
- impl->_obj.link_status = GL_TRUE;\r
-\r
- impl->_obj._container._generic.info_log = _mesa_strdup (ShGetInfoLog (impl->_obj.linker));\r
-#else\r
- count = impl->_obj._container.attached_count;\r
- if (count == 0 || count > 2)\r
- return;\r
- for (i = 0; i < count; i++)\r
- {\r
- struct gl2_generic_intf **obj;\r
- struct gl2_unknown_intf **unk;\r
- struct gl2_shader_impl *sha;\r
-\r
- obj = impl->_obj._container.attached[i];\r
- unk = (**obj)._unknown.QueryInterface ((struct gl2_unknown_intf **) obj, UIID_SHADER);\r
- (**obj)._unknown.Release ((struct gl2_unknown_intf **) obj);\r
- if (unk == NULL)\r
- return;\r
- sha = (struct gl2_shader_impl *) unk;\r
- units[i] = &sha->_obj.unit;\r
- (**unk).Release (unk);\r
- }\r
-\r
- impl->_obj.link_status = _slang_link (&impl->_obj.prog, units, count);\r
- if (impl->_obj.link_status)\r
- impl->_obj._container._generic.info_log = _mesa_strdup ("Link OK.\n");\r
- else\r
- impl->_obj._container._generic.info_log = _mesa_strdup ("Link failed.\n");\r
-#endif\r
-}\r
-\r
-static GLvoid\r
-_program_Validate (struct gl2_program_intf **intf)\r
-{\r
- struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;\r
-\r
- impl->_obj.validate_status = GL_FALSE;\r
- _mesa_free ((void *) impl->_obj._container._generic.info_log);\r
- impl->_obj._container._generic.info_log = NULL;\r
-\r
- /* TODO validate */\r
-}\r
-\r
-static GLvoid\r
-write_common_fixed (slang_program *pro, GLuint index, const GLvoid *src, GLuint off, GLuint size)\r
-{\r
- GLuint i;\r
-\r
- for (i = 0; i < SLANG_SHADER_MAX; i++)\r
- {\r
- GLuint addr;\r
-\r
- addr = pro->common_fixed_entries[i][index];\r
- if (addr != ~0)\r
- {\r
- GLubyte *dst;\r
-\r
- dst = (GLubyte *) pro->machines[i]->mem + addr + off * size;\r
- _mesa_memcpy (dst, src, size);\r
- }\r
- }\r
-}\r
-\r
-static GLvoid\r
-write_common_fixed_mat4 (slang_program *pro, GLmatrix *matrix, GLuint off, GLuint i, GLuint ii,\r
- GLuint it, GLuint iit)\r
-{\r
- GLfloat mat[16];\r
-\r
- /* we want inverse matrix */\r
- if (!matrix->inv)\r
- {\r
- /* allocate inverse matrix and make it dirty */\r
- _math_matrix_alloc_inv (matrix);\r
- _math_matrix_loadf (matrix, matrix->m);\r
- }\r
- _math_matrix_analyse (matrix);\r
-\r
- write_common_fixed (pro, i, matrix->m, off, 16 * sizeof (GLfloat));\r
-\r
- /* inverse */\r
- write_common_fixed (pro, ii, matrix->inv, off, 16 * sizeof (GLfloat));\r
-\r
- /* transpose */\r
- _math_transposef (mat, matrix->m);\r
- write_common_fixed (pro, it, mat, off, 16 * sizeof (GLfloat));\r
-\r
- /* inverse transpose */\r
- _math_transposef (mat, matrix->inv);\r
- write_common_fixed (pro, iit, mat, off, 16 * sizeof (GLfloat));\r
-}\r
-\r
-static GLvoid\r
-write_common_fixed_material (GLcontext *ctx, slang_program *pro, GLuint i, GLuint e, GLuint a,\r
- GLuint d, GLuint sp, GLuint sh)\r
-{\r
- GLfloat v[17];\r
-\r
- COPY_4FV(v, ctx->Light.Material.Attrib[e]);\r
- COPY_4FV((v + 4), ctx->Light.Material.Attrib[a]);\r
- COPY_4FV((v + 8), ctx->Light.Material.Attrib[d]);\r
- COPY_4FV((v + 12), ctx->Light.Material.Attrib[sp]);\r
- v[16] = ctx->Light.Material.Attrib[sh][0];\r
- write_common_fixed (pro, i, v, 0, 17 * sizeof (GLfloat));\r
-}\r
-\r
-static GLvoid\r
-write_common_fixed_light_model_product (GLcontext *ctx, slang_program *pro, GLuint i, GLuint e,\r
- GLuint a)\r
-{\r
- GLfloat v[4];\r
-\r
- SCALE_4V(v, ctx->Light.Material.Attrib[a], ctx->Light.Model.Ambient);\r
- ACC_4V(v, ctx->Light.Material.Attrib[e]);\r
- write_common_fixed (pro, i, v, 0, 4 * sizeof (GLfloat));\r
-}\r
-\r
-static GLvoid\r
-write_common_fixed_light_product (GLcontext *ctx, slang_program *pro, GLuint off, GLuint i, GLuint a,\r
- GLuint d, GLuint s)\r
-{\r
- GLfloat v[12];\r
-\r
- SCALE_4V(v, ctx->Light.Light[off].Ambient, ctx->Light.Material.Attrib[a]);\r
- SCALE_4V((v + 4), ctx->Light.Light[off].Diffuse, ctx->Light.Material.Attrib[d]);\r
- SCALE_4V((v + 8), ctx->Light.Light[off].Specular, ctx->Light.Material.Attrib[s]);\r
- write_common_fixed (pro, i, v, off, 12 * sizeof (GLfloat));\r
-}\r
-\r
-static GLvoid\r
-_program_UpdateFixedUniforms (struct gl2_program_intf **intf)\r
-{\r
- GET_CURRENT_CONTEXT(ctx);\r
- struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;\r
- slang_program *pro = &impl->_obj.prog;\r
- GLuint i;\r
- GLfloat v[29];\r
- GLfloat *p;\r
-\r
- /* MODELVIEW matrix */\r
- write_common_fixed_mat4 (pro, ctx->ModelviewMatrixStack.Top, 0,\r
- SLANG_COMMON_FIXED_MODELVIEWMATRIX,\r
- SLANG_COMMON_FIXED_MODELVIEWMATRIXINVERSE,\r
- SLANG_COMMON_FIXED_MODELVIEWMATRIXTRANSPOSE,\r
- SLANG_COMMON_FIXED_MODELVIEWMATRIXINVERSETRANSPOSE);\r
-\r
- /* PROJECTION matrix */\r
- write_common_fixed_mat4 (pro, ctx->ProjectionMatrixStack.Top, 0,\r
- SLANG_COMMON_FIXED_PROJECTIONMATRIX,\r
- SLANG_COMMON_FIXED_PROJECTIONMATRIXINVERSE,\r
- SLANG_COMMON_FIXED_PROJECTIONMATRIXTRANSPOSE,\r
- SLANG_COMMON_FIXED_PROJECTIONMATRIXINVERSETRANSPOSE);\r
-\r
- /* MVP matrix */\r
- write_common_fixed_mat4 (pro, &ctx->_ModelProjectMatrix, 0,\r
- SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIX,\r
- SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIXINVERSE,\r
- SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIXTRANSPOSE,\r
- SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIXINVERSETRANSPOSE);\r
-\r
- for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++)\r
- {\r
- /* TEXTURE matrix */\r
- write_common_fixed_mat4 (pro, ctx->TextureMatrixStack[i].Top, i,\r
- SLANG_COMMON_FIXED_TEXTUREMATRIX,\r
- SLANG_COMMON_FIXED_TEXTUREMATRIXINVERSE,\r
- SLANG_COMMON_FIXED_TEXTUREMATRIXTRANSPOSE,\r
- SLANG_COMMON_FIXED_TEXTUREMATRIXINVERSETRANSPOSE);\r
-\r
- /* EYE_PLANE texture-coordinate generation */\r
- write_common_fixed (pro, SLANG_COMMON_FIXED_EYEPLANES, ctx->Texture.Unit[i].EyePlaneS,\r
- i, 4 * sizeof (GLfloat));\r
- write_common_fixed (pro, SLANG_COMMON_FIXED_EYEPLANET, ctx->Texture.Unit[i].EyePlaneT,\r
- i, 4 * sizeof (GLfloat));\r
- write_common_fixed (pro, SLANG_COMMON_FIXED_EYEPLANER, ctx->Texture.Unit[i].EyePlaneR,\r
- i, 4 * sizeof (GLfloat));\r
- write_common_fixed (pro, SLANG_COMMON_FIXED_EYEPLANEQ, ctx->Texture.Unit[i].EyePlaneQ,\r
- i, 4 * sizeof (GLfloat));\r
-\r
- /* OBJECT_PLANE texture-coordinate generation */\r
- write_common_fixed (pro, SLANG_COMMON_FIXED_OBJECTPLANES, ctx->Texture.Unit[i].ObjectPlaneS,\r
- i, 4 * sizeof (GLfloat));\r
- write_common_fixed (pro, SLANG_COMMON_FIXED_OBJECTPLANET, ctx->Texture.Unit[i].ObjectPlaneT,\r
- i, 4 * sizeof (GLfloat));\r
- write_common_fixed (pro, SLANG_COMMON_FIXED_OBJECTPLANER, ctx->Texture.Unit[i].ObjectPlaneR,\r
- i, 4 * sizeof (GLfloat));\r
- write_common_fixed (pro, SLANG_COMMON_FIXED_OBJECTPLANEQ, ctx->Texture.Unit[i].ObjectPlaneQ,\r
- i, 4 * sizeof (GLfloat));\r
- }\r
-\r
- /* NORMAL matrix - upper 3x3 inverse transpose of MODELVIEW matrix */\r
- p = ctx->ModelviewMatrixStack.Top->inv;\r
- v[0] = p[0];\r
- v[1] = p[4];\r
- v[2] = p[8];\r
- v[3] = p[1];\r
- v[4] = p[5];\r
- v[5] = p[9];\r
- v[6] = p[2];\r
- v[7] = p[6];\r
- v[8] = p[10];\r
- write_common_fixed (pro, SLANG_COMMON_FIXED_NORMALMATRIX, v, 0, 9 * sizeof (GLfloat));\r
-\r
- /* normal scale */\r
- write_common_fixed (pro, SLANG_COMMON_FIXED_NORMALSCALE, &ctx->_ModelViewInvScale, 0, sizeof (GLfloat));\r
-\r
- /* depth range parameters */\r
- v[0] = ctx->Viewport.Near;\r
- v[1] = ctx->Viewport.Far;\r
- v[2] = ctx->Viewport.Far - ctx->Viewport.Near;\r
- write_common_fixed (pro, SLANG_COMMON_FIXED_DEPTHRANGE, v, 0, 3 * sizeof (GLfloat));\r
-\r
- /* CLIP_PLANEi */\r
- for (i = 0; i < ctx->Const.MaxClipPlanes; i++)\r
- {\r
- write_common_fixed (pro, SLANG_COMMON_FIXED_CLIPPLANE, ctx->Transform.EyeUserPlane[i], i,\r
- 4 * sizeof (GLfloat));\r
- }\r
-\r
- /* point parameters */\r
- v[0] = ctx->Point.Size;\r
- v[1] = ctx->Point.MinSize;\r
- v[2] = ctx->Point.MaxSize;\r
- v[3] = ctx->Point.Threshold;\r
- COPY_3FV((v + 4), ctx->Point.Params);\r
- write_common_fixed (pro, SLANG_COMMON_FIXED_POINT, v, 0, 7 * sizeof (GLfloat));\r
-\r
- /* material parameters */\r
- write_common_fixed_material (ctx, pro, SLANG_COMMON_FIXED_FRONTMATERIAL,\r
- MAT_ATTRIB_FRONT_EMISSION,\r
- MAT_ATTRIB_FRONT_AMBIENT,\r
- MAT_ATTRIB_FRONT_DIFFUSE,\r
- MAT_ATTRIB_FRONT_SPECULAR,\r
- MAT_ATTRIB_FRONT_SHININESS);\r
- write_common_fixed_material (ctx, pro, SLANG_COMMON_FIXED_BACKMATERIAL,\r
- MAT_ATTRIB_BACK_EMISSION,\r
- MAT_ATTRIB_BACK_AMBIENT,\r
- MAT_ATTRIB_BACK_DIFFUSE,\r
- MAT_ATTRIB_BACK_SPECULAR,\r
- MAT_ATTRIB_BACK_SHININESS);\r
-\r
- for (i = 0; i < ctx->Const.MaxLights; i++)\r
- {\r
- /* light source parameters */\r
- COPY_4FV(v, ctx->Light.Light[i].Ambient);\r
- COPY_4FV((v + 4), ctx->Light.Light[i].Diffuse);\r
- COPY_4FV((v + 8), ctx->Light.Light[i].Specular);\r
- COPY_4FV((v + 12), ctx->Light.Light[i].EyePosition);\r
- COPY_2FV((v + 16), ctx->Light.Light[i].EyePosition);\r
- v[18] = ctx->Light.Light[i].EyePosition[2] + 1.0f;\r
- NORMALIZE_3FV((v + 16));\r
- v[19] = 0.0f;\r
- COPY_3V((v + 20), ctx->Light.Light[i].EyeDirection);\r
- v[23] = ctx->Light.Light[i].SpotExponent;\r
- v[24] = ctx->Light.Light[i].SpotCutoff;\r
- v[25] = ctx->Light.Light[i]._CosCutoffNeg;\r
- v[26] = ctx->Light.Light[i].ConstantAttenuation;\r
- v[27] = ctx->Light.Light[i].LinearAttenuation;\r
- v[28] = ctx->Light.Light[i].QuadraticAttenuation;\r
- write_common_fixed (pro, SLANG_COMMON_FIXED_LIGHTSOURCE, v, i, 29 * sizeof (GLfloat));\r
-\r
- /* light product */\r
- write_common_fixed_light_product (ctx, pro, i, SLANG_COMMON_FIXED_FRONTLIGHTPRODUCT,\r
- MAT_ATTRIB_FRONT_AMBIENT,\r
- MAT_ATTRIB_FRONT_DIFFUSE,\r
- MAT_ATTRIB_FRONT_SPECULAR);\r
- write_common_fixed_light_product (ctx, pro, i, SLANG_COMMON_FIXED_BACKLIGHTPRODUCT,\r
- MAT_ATTRIB_BACK_AMBIENT,\r
- MAT_ATTRIB_BACK_DIFFUSE,\r
- MAT_ATTRIB_BACK_SPECULAR);\r
- }\r
-\r
- /* light model parameters */\r
- write_common_fixed (pro, SLANG_COMMON_FIXED_LIGHTMODEL, ctx->Light.Model.Ambient, 0, 4 * sizeof (GLfloat));\r
-\r
- /* light model product */\r
- write_common_fixed_light_model_product (ctx, pro, SLANG_COMMON_FIXED_FRONTLIGHTMODELPRODUCT,\r
- MAT_ATTRIB_FRONT_EMISSION,\r
- MAT_ATTRIB_FRONT_AMBIENT);\r
- write_common_fixed_light_model_product (ctx, pro, SLANG_COMMON_FIXED_BACKLIGHTMODELPRODUCT,\r
- MAT_ATTRIB_BACK_EMISSION,\r
- MAT_ATTRIB_BACK_AMBIENT);\r
-\r
- /* TEXTURE_ENV_COLOR */\r
- for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++)\r
- {\r
- write_common_fixed (pro, SLANG_COMMON_FIXED_TEXTUREENVCOLOR, ctx->Texture.Unit[i].EnvColor,\r
- i, 4 * sizeof (GLfloat));\r
- }\r
-\r
- /* fog parameters */\r
- COPY_4FV(v, ctx->Fog.Color);\r
- v[4] = ctx->Fog.Density;\r
- v[5] = ctx->Fog.Start;\r
- v[6] = ctx->Fog.End;\r
- v[7] = ctx->Fog._Scale;\r
- write_common_fixed (pro, SLANG_COMMON_FIXED_FOG, v, 0, 8 * sizeof (GLfloat));\r
-}\r
-\r
-static GLvoid\r
-_program_UpdateFixedAttribute (struct gl2_program_intf **intf, GLuint index, GLvoid *data,\r
- GLuint offset, GLuint size, GLboolean write)\r
-{\r
- struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;\r
- slang_program *pro = &impl->_obj.prog;\r
- GLuint addr;\r
-\r
- addr = pro->vertex_fixed_entries[index];\r
- if (addr != ~0)\r
- {\r
- GLubyte *mem;\r
-\r
- mem = (GLubyte *) pro->machines[SLANG_SHADER_VERTEX]->mem + addr + offset * size;\r
- if (write)\r
- _mesa_memcpy (mem, data, size);\r
- else\r
- _mesa_memcpy (data, mem, size);\r
- }\r
-}\r
-\r
-static GLvoid\r
-_program_UpdateFixedVarying (struct gl2_program_intf **intf, GLuint index, GLvoid *data,\r
- GLuint offset, GLuint size, GLboolean write)\r
-{\r
- struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;\r
- slang_program *pro = &impl->_obj.prog;\r
- GLuint addr;\r
-\r
- addr = pro->fragment_fixed_entries[index];\r
- if (addr != ~0)\r
- {\r
- GLubyte *mem;\r
-\r
- mem = (GLubyte *) pro->machines[SLANG_SHADER_FRAGMENT]->mem + addr + offset * size;\r
- if (write)\r
- _mesa_memcpy (mem, data, size);\r
- else\r
- _mesa_memcpy (data, mem, size);\r
- }\r
-}\r
-\r
-static GLvoid\r
-_program_GetTextureImageUsage (struct gl2_program_intf **intf, GLbitfield *teximageusage)\r
-{\r
- GET_CURRENT_CONTEXT(ctx);\r
- struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;\r
- slang_program *pro = &impl->_obj.prog;\r
- GLuint i;\r
-\r
- for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++)\r
- teximageusage[i] = 0;\r
-\r
- for (i = 0; i < pro->texture_usage.count; i++)\r
- {\r
- GLuint n, addr, j;\r
-\r
- n = slang_export_data_quant_elements (pro->texture_usage.table[i].quant);\r
- addr = pro->texture_usage.table[i].frag_address;\r
- for (j = 0; j < n; j++)\r
- {\r
- GLubyte *mem;\r
- GLuint image;\r
-\r
- mem = (GLubyte *) pro->machines[SLANG_SHADER_FRAGMENT]->mem + addr + j * 4;\r
- image = (GLuint) *((GLfloat *) mem);\r
- if (image >= 0 && image < ctx->Const.MaxTextureImageUnits)\r
- {\r
- switch (slang_export_data_quant_type (pro->texture_usage.table[i].quant))\r
- {\r
- case GL_SAMPLER_1D_ARB:\r
- case GL_SAMPLER_1D_SHADOW_ARB:\r
- teximageusage[image] |= TEXTURE_1D_BIT;\r
- break;\r
- case GL_SAMPLER_2D_ARB:\r
- case GL_SAMPLER_2D_SHADOW_ARB:\r
- teximageusage[image] |= TEXTURE_2D_BIT;\r
- break;\r
- case GL_SAMPLER_3D_ARB:\r
- teximageusage[image] |= TEXTURE_3D_BIT;\r
- break;\r
- case GL_SAMPLER_CUBE_ARB:\r
- teximageusage[image] |= TEXTURE_CUBE_BIT;\r
- break;\r
- }\r
- }\r
- }\r
- }\r
-\r
- /* TODO: make sure that for 0<=i<=MaxTextureImageUint bitcount(teximageuint[i])<=0 */\r
-}\r
-\r
-static GLboolean\r
-_program_IsShaderPresent (struct gl2_program_intf **intf, GLenum subtype)\r
-{\r
- struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;\r
- slang_program *pro = &impl->_obj.prog;\r
-\r
- switch (subtype)\r
- {\r
- case GL_VERTEX_SHADER_ARB:\r
- return pro->machines[SLANG_SHADER_VERTEX] != NULL;\r
- case GL_FRAGMENT_SHADER_ARB:\r
- return pro->machines[SLANG_SHADER_FRAGMENT] != NULL;\r
- default:\r
- return GL_FALSE;\r
- }\r
-}\r
-\r
-static GLvoid\r
-_program_UpdateVarying (struct gl2_program_intf **intf, GLuint index, GLfloat *value,\r
- GLboolean vert)\r
-{\r
- struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;\r
- slang_program *pro = &impl->_obj.prog;\r
- GLuint addr;\r
-\r
- if (index >= pro->varyings.total)\r
- return;\r
- if (vert)\r
- addr = pro->varyings.slots[index].vert_addr / 4;\r
- else\r
- addr = pro->varyings.slots[index].frag_addr / 4;\r
- if (addr != ~0)\r
- {\r
- if (vert)\r
- *value = pro->machines[SLANG_SHADER_VERTEX]->mem[addr]._float;\r
- else\r
- pro->machines[SLANG_SHADER_FRAGMENT]->mem[addr]._float = *value;\r
- }\r
-}\r
-\r
-static struct gl2_program_intf _program_vftbl = {\r
- {\r
- {\r
- {\r
- _unknown_AddRef,\r
- _unknown_Release,\r
- _program_QueryInterface\r
- },\r
- _generic_Delete,\r
- _program_GetType,\r
- _generic_GetName,\r
- _generic_GetDeleteStatus,\r
- _generic_GetInfoLog\r
- },\r
- _program_Attach,\r
- _container_Detach,\r
- _container_GetAttachedCount,\r
- _container_GetAttached\r
- },\r
- _program_GetLinkStatus,\r
- _program_GetValidateStatus,\r
- _program_Link,\r
- _program_Validate,\r
- _program_UpdateFixedUniforms,\r
- _program_UpdateFixedAttribute,\r
- _program_UpdateFixedVarying,\r
- _program_GetTextureImageUsage,\r
- _program_IsShaderPresent,\r
- _program_UpdateVarying\r
-};\r
-\r
-static void\r
-_program_constructor (struct gl2_program_impl *impl)\r
-{\r
- _container_constructor ((struct gl2_container_impl *) impl);\r
- impl->_vftbl = &_program_vftbl;\r
- impl->_obj._container._generic._unknown._destructor = _program_destructor;\r
- impl->_obj.link_status = GL_FALSE;\r
- impl->_obj.validate_status = GL_FALSE;\r
-#if USE_3DLABS_FRONTEND\r
- impl->_obj.linker = ShConstructLinker (EShExVertexFragment, 0);\r
- impl->_obj.uniforms = ShConstructUniformMap ();\r
-#endif\r
- slang_program_ctr (&impl->_obj.prog);\r
-}\r
-\r
-struct gl2_fragment_shader_obj\r
-{\r
- struct gl2_shader_obj _shader;\r
-};\r
-\r
-struct gl2_fragment_shader_impl\r
-{\r
- struct gl2_fragment_shader_intf *_vftbl;\r
- struct gl2_fragment_shader_obj _obj;\r
-};\r
-\r
-static void\r
-_fragment_shader_destructor (struct gl2_unknown_intf **intf)\r
-{\r
- struct gl2_fragment_shader_impl *impl = (struct gl2_fragment_shader_impl *) intf;\r
-\r
- (void) impl;\r
- /* TODO free fragment shader data */\r
-\r
- _shader_destructor (intf);\r
-}\r
-\r
-static struct gl2_unknown_intf **\r
-_fragment_shader_QueryInterface (struct gl2_unknown_intf **intf, enum gl2_uiid uiid)\r
-{\r
- if (uiid == UIID_FRAGMENT_SHADER)\r
- {\r
- (**intf).AddRef (intf);\r
- return intf;\r
- }\r
- return _shader_QueryInterface (intf, uiid);\r
-}\r
-\r
-static GLenum\r
-_fragment_shader_GetSubType (struct gl2_shader_intf **intf)\r
-{\r
- return GL_FRAGMENT_SHADER_ARB;\r
-}\r
-\r
-static struct gl2_fragment_shader_intf _fragment_shader_vftbl = {\r
- {\r
- {\r
- {\r
- _unknown_AddRef,\r
- _unknown_Release,\r
- _fragment_shader_QueryInterface\r
- },\r
- _generic_Delete,\r
- _shader_GetType,\r
- _generic_GetName,\r
- _generic_GetDeleteStatus,\r
- _generic_GetInfoLog\r
- },\r
- _fragment_shader_GetSubType,\r
- _shader_GetCompileStatus,\r
- _shader_SetSource,\r
- _shader_GetSource,\r
- _shader_Compile\r
- }\r
-};\r
-\r
-static void\r
-_fragment_shader_constructor (struct gl2_fragment_shader_impl *impl)\r
-{\r
- _shader_constructor ((struct gl2_shader_impl *) impl);\r
- impl->_vftbl = &_fragment_shader_vftbl;\r
- impl->_obj._shader._generic._unknown._destructor = _fragment_shader_destructor;\r
-#if USE_3DLABS_FRONTEND\r
- impl->_obj._shader._3dlabs_shhandle._obj.handle = ShConstructCompiler (EShLangFragment, 0);\r
-#endif\r
-}\r
-\r
-struct gl2_vertex_shader_obj\r
-{\r
- struct gl2_shader_obj _shader;\r
-};\r
-\r
-struct gl2_vertex_shader_impl\r
-{\r
- struct gl2_vertex_shader_intf *_vftbl;\r
- struct gl2_vertex_shader_obj _obj;\r
-};\r
-\r
-static void\r
-_vertex_shader_destructor (struct gl2_unknown_intf **intf)\r
-{\r
- struct gl2_vertex_shader_impl *impl = (struct gl2_vertex_shader_impl *) intf;\r
-\r
- (void) impl;\r
- /* TODO free vertex shader data */\r
-\r
- _shader_destructor (intf);\r
-}\r
-\r
-static struct gl2_unknown_intf **\r
-_vertex_shader_QueryInterface (struct gl2_unknown_intf **intf, enum gl2_uiid uiid)\r
-{\r
- if (uiid == UIID_VERTEX_SHADER)\r
- {\r
- (**intf).AddRef (intf);\r
- return intf;\r
- }\r
- return _shader_QueryInterface (intf, uiid);\r
-}\r
-\r
-static GLenum\r
-_vertex_shader_GetSubType (struct gl2_shader_intf **intf)\r
-{\r
- return GL_VERTEX_SHADER_ARB;\r
-}\r
-\r
-static struct gl2_vertex_shader_intf _vertex_shader_vftbl = {\r
- {\r
- {\r
- {\r
- _unknown_AddRef,\r
- _unknown_Release,\r
- _vertex_shader_QueryInterface\r
- },\r
- _generic_Delete,\r
- _shader_GetType,\r
- _generic_GetName,\r
- _generic_GetDeleteStatus,\r
- _generic_GetInfoLog\r
- },\r
- _vertex_shader_GetSubType,\r
- _shader_GetCompileStatus,\r
- _shader_SetSource,\r
- _shader_GetSource,\r
- _shader_Compile\r
- }\r
-};\r
-\r
-static void\r
-_vertex_shader_constructor (struct gl2_vertex_shader_impl *impl)\r
-{\r
- _shader_constructor ((struct gl2_shader_impl *) impl);\r
- impl->_vftbl = &_vertex_shader_vftbl;\r
- impl->_obj._shader._generic._unknown._destructor = _vertex_shader_destructor;\r
-#if USE_3DLABS_FRONTEND\r
- impl->_obj._shader._3dlabs_shhandle._obj.handle = ShConstructCompiler (EShLangVertex, 0);\r
-#endif\r
-}\r
-\r
-GLhandleARB\r
-_mesa_3dlabs_create_shader_object (GLenum shaderType)\r
-{\r
- switch (shaderType)\r
- {\r
- case GL_FRAGMENT_SHADER_ARB:\r
- {\r
- struct gl2_fragment_shader_impl *x = (struct gl2_fragment_shader_impl *)\r
- _mesa_malloc (sizeof (struct gl2_fragment_shader_impl));\r
-\r
- if (x != NULL)\r
- {\r
- _fragment_shader_constructor (x);\r
- return x->_obj._shader._generic.name;\r
- }\r
- }\r
- break;\r
- case GL_VERTEX_SHADER_ARB:\r
- {\r
- struct gl2_vertex_shader_impl *x = (struct gl2_vertex_shader_impl *)\r
- _mesa_malloc (sizeof (struct gl2_vertex_shader_impl));\r
-\r
- if (x != NULL)\r
- {\r
- _vertex_shader_constructor (x);\r
- return x->_obj._shader._generic.name;\r
- }\r
- }\r
- break;\r
- }\r
-\r
- return 0;\r
-}\r
-\r
-GLhandleARB\r
-_mesa_3dlabs_create_program_object (void)\r
-{\r
- struct gl2_program_impl *x = (struct gl2_program_impl *) \r
- _mesa_malloc (sizeof (struct gl2_program_impl));\r
-\r
- if (x != NULL)\r
- {\r
- _program_constructor (x);\r
- return x->_obj._container._generic.name;\r
- }\r
-\r
- return 0;\r
-}\r
-\r
-#include "slang_assemble.h"\r
-#include "slang_execute.h"\r
-\r
-int _slang_fetch_discard (struct gl2_program_intf **pro, GLboolean *val)\r
-{\r
- struct gl2_program_impl *impl;\r
-\r
- impl = (struct gl2_program_impl *) pro;\r
- *val = impl->_obj.prog.machines[SLANG_SHADER_FRAGMENT]->kill ? GL_TRUE : GL_FALSE;\r
- return 1;\r
-}\r
-\r
-static GLvoid exec_shader (struct gl2_program_intf **pro, GLuint i)\r
-{\r
- struct gl2_program_impl *impl;\r
- slang_program *p;\r
-\r
- impl = (struct gl2_program_impl *) pro;\r
- p = &impl->_obj.prog;\r
-\r
- slang_machine_init (p->machines[i]);\r
- p->machines[i]->ip = p->code[i][SLANG_COMMON_CODE_MAIN];\r
-\r
- _slang_execute2 (p->assemblies[i], p->machines[i]);\r
-}\r
-\r
-GLvoid _slang_exec_fragment_shader (struct gl2_program_intf **pro)\r
-{\r
- exec_shader (pro, SLANG_SHADER_FRAGMENT);\r
-}\r
-\r
-GLvoid _slang_exec_vertex_shader (struct gl2_program_intf **pro)\r
-{\r
- exec_shader (pro, SLANG_SHADER_VERTEX);\r
-}\r
-\r
-GLint _slang_get_uniform_location (struct gl2_program_intf **pro, const char *name)\r
-{\r
- struct gl2_program_impl *impl;\r
- slang_uniform_bindings *bind;\r
- GLuint i;\r
-\r
- impl = (struct gl2_program_impl *) pro;\r
- bind = &impl->_obj.prog.uniforms;\r
- for (i = 0; i < bind->count; i++)\r
- if (_mesa_strcmp (bind->table[i].name, name) == 0)\r
- return i;\r
- return -1;\r
-}\r
-\r
-GLboolean _slang_write_uniform (struct gl2_program_intf **pro, GLint loc, GLsizei count,\r
- const GLvoid *data, GLenum type)\r
-{\r
- struct gl2_program_impl *impl;\r
- slang_uniform_bindings *bind;\r
- slang_uniform_binding *b;\r
- GLuint i;\r
- GLboolean convert_float_to_bool = GL_FALSE;\r
- GLboolean convert_int_to_bool = GL_FALSE;\r
- GLboolean convert_int_to_float = GL_FALSE;\r
- GLboolean types_match = GL_FALSE;\r
-\r
- if (loc == -1)\r
- return GL_TRUE;\r
-\r
- impl = (struct gl2_program_impl *) pro;\r
- bind = &impl->_obj.prog.uniforms;\r
- if (loc >= bind->count)\r
- return GL_FALSE;\r
-\r
- b = &bind->table[loc];\r
- /* TODO: check sizes */\r
- if (slang_export_data_quant_struct (b->quant))\r
- return GL_FALSE;\r
-\r
- switch (slang_export_data_quant_type (b->quant))\r
- {\r
- case GL_BOOL_ARB:\r
- types_match = (type == GL_FLOAT) || (type == GL_INT);\r
- if (type == GL_FLOAT)\r
- convert_float_to_bool = GL_TRUE;\r
- else\r
- convert_int_to_bool = GL_TRUE;\r
- break;\r
- case GL_BOOL_VEC2_ARB:\r
- types_match = (type == GL_FLOAT_VEC2_ARB) || (type == GL_INT_VEC2_ARB);\r
- if (type == GL_FLOAT_VEC2_ARB)\r
- convert_float_to_bool = GL_TRUE;\r
- else\r
- convert_int_to_bool = GL_TRUE;\r
- break;\r
- case GL_BOOL_VEC3_ARB:\r
- types_match = (type == GL_FLOAT_VEC3_ARB) || (type == GL_INT_VEC3_ARB);\r
- if (type == GL_FLOAT_VEC3_ARB)\r
- convert_float_to_bool = GL_TRUE;\r
- else\r
- convert_int_to_bool = GL_TRUE;\r
- break;\r
- case GL_BOOL_VEC4_ARB:\r
- types_match = (type == GL_FLOAT_VEC4_ARB) || (type == GL_INT_VEC4_ARB);\r
- if (type == GL_FLOAT_VEC4_ARB)\r
- convert_float_to_bool = GL_TRUE;\r
- else\r
- convert_int_to_bool = GL_TRUE;\r
- break;\r
- case GL_SAMPLER_1D_ARB:\r
- case GL_SAMPLER_2D_ARB:\r
- case GL_SAMPLER_3D_ARB:\r
- case GL_SAMPLER_CUBE_ARB:\r
- case GL_SAMPLER_1D_SHADOW_ARB:\r
- case GL_SAMPLER_2D_SHADOW_ARB:\r
- types_match = (type == GL_INT);\r
- break;\r
- default:\r
- types_match = (type == slang_export_data_quant_type (b->quant));\r
- break;\r
- }\r
-\r
- if (!types_match)\r
- return GL_FALSE;\r
-\r
- switch (type)\r
- {\r
- case GL_INT:\r
- case GL_INT_VEC2_ARB:\r
- case GL_INT_VEC3_ARB:\r
- case GL_INT_VEC4_ARB:\r
- convert_int_to_float = GL_TRUE;\r
- break;\r
- }\r
-\r
- if (convert_float_to_bool)\r
- {\r
- for (i = 0; i < SLANG_SHADER_MAX; i++)\r
- if (b->address[i] != ~0)\r
- {\r
- const GLfloat *src = (GLfloat *) (data);\r
- GLfloat *dst = (GLfloat *) (&impl->_obj.prog.machines[i]->mem[b->address[i] / 4]);\r
- GLuint j;\r
- GLuint total = count * slang_export_data_quant_components (b->quant);\r
-\r
- for (j = 0; j < total; j++)\r
- dst[j] = src[j] != 0.0f ? 1.0f : 0.0f;\r
- }\r
- }\r
- else if (convert_int_to_bool)\r
- {\r
- for (i = 0; i < SLANG_SHADER_MAX; i++)\r
- if (b->address[i] != ~0)\r
- {\r
- const GLuint *src = (GLuint *) (data);\r
- GLfloat *dst = (GLfloat *) (&impl->_obj.prog.machines[i]->mem[b->address[i] / 4]);\r
- GLuint j;\r
- GLuint total = count * slang_export_data_quant_components (b->quant);\r
-\r
- for (j = 0; j < total; j++)\r
- dst[j] = src[j] ? 1.0f : 0.0f;\r
- }\r
- }\r
- else if (convert_int_to_float)\r
- {\r
- for (i = 0; i < SLANG_SHADER_MAX; i++)\r
- if (b->address[i] != ~0)\r
- {\r
- const GLuint *src = (GLuint *) (data);\r
- GLfloat *dst = (GLfloat *) (&impl->_obj.prog.machines[i]->mem[b->address[i] / 4]);\r
- GLuint j;\r
- GLuint total = count * slang_export_data_quant_components (b->quant);\r
-\r
- for (j = 0; j < total; j++)\r
- dst[j] = (GLfloat) src[j];\r
- }\r
- }\r
- else\r
- {\r
- for (i = 0; i < SLANG_SHADER_MAX; i++)\r
- if (b->address[i] != ~0)\r
- {\r
- _mesa_memcpy (&impl->_obj.prog.machines[i]->mem[b->address[i] / 4], data,\r
- count * slang_export_data_quant_size (b->quant));\r
- }\r
- }\r
- return GL_TRUE;\r
-}\r
-\r
-GLuint _slang_get_active_uniform_count (struct gl2_program_intf **pro)\r
-{\r
- struct gl2_program_impl *impl;\r
-\r
- impl = (struct gl2_program_impl *) pro;\r
- return impl->_obj.prog.active_uniforms.count;\r
-}\r
-\r
-GLuint _slang_get_active_uniform_max_length (struct gl2_program_intf **pro)\r
-{\r
- struct gl2_program_impl *impl;\r
- GLuint i, len = 0;\r
-\r
- impl = (struct gl2_program_impl *) pro;\r
- for (i = 0; i < impl->_obj.prog.active_uniforms.count; i++)\r
- {\r
- GLuint n = _mesa_strlen (impl->_obj.prog.active_uniforms.table[i].name);\r
- if (n > len)\r
- len = n;\r
- }\r
- return len;\r
-}\r
-\r
-GLvoid _slang_get_active_uniform (struct gl2_program_intf **pro, GLuint index, GLsizei maxLength,\r
- GLsizei *length, GLint *size, GLenum *type, char *name)\r
-{\r
- struct gl2_program_impl *impl;\r
- slang_active_uniform *u;\r
- GLsizei len;\r
-\r
- impl = (struct gl2_program_impl *) pro;\r
- u = &impl->_obj.prog.active_uniforms.table[index];\r
-\r
- len = _mesa_strlen (u->name);\r
- if (len >= maxLength)\r
- len = maxLength - 1;\r
- _mesa_memcpy (name, u->name, len);\r
- name[len] = '\0';\r
- if (length != NULL)\r
- *length = len;\r
- *type = slang_export_data_quant_type (u->quant);\r
- *size = slang_export_data_quant_elements (u->quant);\r
-}\r
-\r
-void\r
-_mesa_init_shaderobjects_3dlabs (GLcontext *ctx)\r
-{\r
-#if USE_3DLABS_FRONTEND\r
- _glslang_3dlabs_InitProcess ();\r
- _glslang_3dlabs_ShInitialize ();\r
-#endif\r
-}\r
-\r
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.5
+ *
+ * Copyright (C) 2005-2006 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * 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.
+ */
+
+/**
+ * \file shaderobjects_3dlabs.c
+ * shader objects definitions for 3dlabs compiler
+ * \author Michal Krol
+ */
+
+/* Set this to 1 when we are ready to use 3dlabs' front-end */
+#define USE_3DLABS_FRONTEND 0
+
+#include "imports.h"
+#include "hash.h"
+#include "macros.h"
+#include "shaderobjects.h"
+#include "shaderobjects_3dlabs.h"
+
+#if USE_3DLABS_FRONTEND
+#include "slang_mesa.h"
+#include "Public/ShaderLang.h"
+#else
+#include "slang_link.h"
+#endif
+
+struct gl2_unknown_obj
+{
+ GLuint reference_count;
+ void (* _destructor) (struct gl2_unknown_intf **);
+};
+
+struct gl2_unknown_impl
+{
+ struct gl2_unknown_intf *_vftbl;
+ struct gl2_unknown_obj _obj;
+};
+
+static void
+_unknown_destructor (struct gl2_unknown_intf **intf)
+{
+}
+
+static void
+_unknown_AddRef (struct gl2_unknown_intf **intf)
+{
+ struct gl2_unknown_impl *impl = (struct gl2_unknown_impl *) intf;
+
+ impl->_obj.reference_count++;
+}
+
+static void
+_unknown_Release (struct gl2_unknown_intf **intf)
+{
+ struct gl2_unknown_impl *impl = (struct gl2_unknown_impl *) intf;
+
+ impl->_obj.reference_count--;
+ if (impl->_obj.reference_count == 0)
+ {
+ impl->_obj._destructor (intf);
+ _mesa_free ((void *) intf);
+ }
+}
+
+static struct gl2_unknown_intf **
+_unknown_QueryInterface (struct gl2_unknown_intf **intf, enum gl2_uiid uiid)
+{
+ if (uiid == UIID_UNKNOWN)
+ {
+ (**intf).AddRef (intf);
+ return intf;
+ }
+ return NULL;
+}
+
+static struct gl2_unknown_intf _unknown_vftbl = {
+ _unknown_AddRef,
+ _unknown_Release,
+ _unknown_QueryInterface
+};
+
+static void
+_unknown_constructor (struct gl2_unknown_impl *impl)
+{
+ impl->_vftbl = &_unknown_vftbl;
+ impl->_obj.reference_count = 1;
+ impl->_obj._destructor = _unknown_destructor;
+}
+
+struct gl2_unkinner_obj
+{
+ struct gl2_unknown_intf **unkouter;
+};
+
+struct gl2_unkinner_impl
+{
+ struct gl2_unknown_intf *_vftbl;
+ struct gl2_unkinner_obj _obj;
+};
+
+static void
+_unkinner_destructor (struct gl2_unknown_intf **intf)
+{
+}
+
+static void
+_unkinner_AddRef (struct gl2_unknown_intf **intf)
+{
+ struct gl2_unkinner_impl *impl = (struct gl2_unkinner_impl *) intf;
+
+ (**impl->_obj.unkouter).AddRef (impl->_obj.unkouter);
+}
+
+static void
+_unkinner_Release (struct gl2_unknown_intf **intf)
+{
+ struct gl2_unkinner_impl *impl = (struct gl2_unkinner_impl *) intf;
+
+ (**impl->_obj.unkouter).Release (impl->_obj.unkouter);
+}
+
+static struct gl2_unknown_intf **
+_unkinner_QueryInterface (struct gl2_unknown_intf **intf, enum gl2_uiid uiid)
+{
+ struct gl2_unkinner_impl *impl = (struct gl2_unkinner_impl *) intf;
+
+ return (**impl->_obj.unkouter).QueryInterface (impl->_obj.unkouter, uiid);
+}
+
+static struct gl2_unknown_intf _unkinner_vftbl = {
+ _unkinner_AddRef,
+ _unkinner_Release,
+ _unkinner_QueryInterface
+};
+
+static void
+_unkinner_constructor (struct gl2_unkinner_impl *impl, struct gl2_unknown_intf **outer)
+{
+ impl->_vftbl = &_unkinner_vftbl;
+ impl->_obj.unkouter = outer;
+}
+
+struct gl2_generic_obj
+{
+ struct gl2_unknown_obj _unknown;
+ GLhandleARB name;
+ GLboolean delete_status;
+ GLcharARB *info_log;
+};
+
+struct gl2_generic_impl
+{
+ struct gl2_generic_intf *_vftbl;
+ struct gl2_generic_obj _obj;
+};
+
+static void
+_generic_destructor (struct gl2_unknown_intf **intf)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl2_generic_impl *impl = (struct gl2_generic_impl *) intf;
+
+ _mesa_free ((void *) impl->_obj.info_log);
+
+ _glthread_LOCK_MUTEX (ctx->Shared->Mutex);
+ _mesa_HashRemove (ctx->Shared->GL2Objects, impl->_obj.name);
+ _glthread_UNLOCK_MUTEX (ctx->Shared->Mutex);
+
+ _unknown_destructor (intf);
+}
+
+static struct gl2_unknown_intf **
+_generic_QueryInterface (struct gl2_unknown_intf **intf, enum gl2_uiid uiid)
+{
+ if (uiid == UIID_GENERIC)
+ {
+ (**intf).AddRef (intf);
+ return intf;
+ }
+ return _unknown_QueryInterface (intf, uiid);
+}
+
+static void
+_generic_Delete (struct gl2_generic_intf **intf)
+{
+ struct gl2_generic_impl *impl = (struct gl2_generic_impl *) intf;
+
+ if (impl->_obj.delete_status == GL_FALSE)
+ {
+ impl->_obj.delete_status = GL_TRUE;
+ (**intf)._unknown.Release ((struct gl2_unknown_intf **) intf);
+ }
+}
+
+static GLhandleARB
+_generic_GetName (struct gl2_generic_intf **intf)
+{
+ struct gl2_generic_impl *impl = (struct gl2_generic_impl *) intf;
+
+ return impl->_obj.name;
+}
+
+static GLboolean
+_generic_GetDeleteStatus (struct gl2_generic_intf **intf)
+{
+ struct gl2_generic_impl *impl = (struct gl2_generic_impl *) intf;
+
+ return impl->_obj.delete_status;
+}
+
+static const GLcharARB *
+_generic_GetInfoLog (struct gl2_generic_intf **intf)
+{
+ struct gl2_generic_impl *impl = (struct gl2_generic_impl *) intf;
+
+ return impl->_obj.info_log;
+}
+
+static struct gl2_generic_intf _generic_vftbl = {
+ {
+ _unknown_AddRef,
+ _unknown_Release,
+ _generic_QueryInterface
+ },
+ _generic_Delete,
+ NULL, /* abstract GetType */
+ _generic_GetName,
+ _generic_GetDeleteStatus,
+ _generic_GetInfoLog
+};
+
+static void
+_generic_constructor (struct gl2_generic_impl *impl)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ _unknown_constructor ((struct gl2_unknown_impl *) impl);
+ impl->_vftbl = &_generic_vftbl;
+ impl->_obj._unknown._destructor = _generic_destructor;
+ impl->_obj.delete_status = GL_FALSE;
+ impl->_obj.info_log = NULL;
+
+ _glthread_LOCK_MUTEX (ctx->Shared->Mutex);
+ impl->_obj.name = _mesa_HashFindFreeKeyBlock (ctx->Shared->GL2Objects, 1);
+ _mesa_HashInsert (ctx->Shared->GL2Objects, impl->_obj.name, (void *) impl);
+ _glthread_UNLOCK_MUTEX (ctx->Shared->Mutex);
+}
+
+struct gl2_container_obj
+{
+ struct gl2_generic_obj _generic;
+ struct gl2_generic_intf ***attached;
+ GLuint attached_count;
+};
+
+struct gl2_container_impl
+{
+ struct gl2_container_intf *_vftbl;
+ struct gl2_container_obj _obj;
+};
+
+static void
+_container_destructor (struct gl2_unknown_intf **intf)
+{
+ struct gl2_container_impl *impl = (struct gl2_container_impl *) intf;
+ GLuint i;
+
+ for (i = 0; i < impl->_obj.attached_count; i++)
+ {
+ struct gl2_generic_intf **x = impl->_obj.attached[i];
+ (**x)._unknown.Release ((struct gl2_unknown_intf **) x);
+ }
+
+ _generic_destructor (intf);
+}
+
+static struct gl2_unknown_intf **
+_container_QueryInterface (struct gl2_unknown_intf **intf, enum gl2_uiid uiid)
+{
+ if (uiid == UIID_CONTAINER)
+ {
+ (**intf).AddRef (intf);
+ return intf;
+ }
+ return _generic_QueryInterface (intf, uiid);
+}
+
+static GLboolean
+_container_Attach (struct gl2_container_intf **intf, struct gl2_generic_intf **att)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl2_container_impl *impl = (struct gl2_container_impl *) intf;
+ GLuint i;
+
+ for (i = 0; i < impl->_obj.attached_count; i++)
+ if (impl->_obj.attached[i] == att)
+ {
+ _mesa_error (ctx, GL_INVALID_OPERATION, "_container_Attach");
+ return GL_FALSE;
+ }
+
+ impl->_obj.attached = (struct gl2_generic_intf ***) _mesa_realloc (impl->_obj.attached,
+ impl->_obj.attached_count * sizeof (*impl->_obj.attached), (impl->_obj.attached_count + 1) *
+ sizeof (*impl->_obj.attached));
+ if (impl->_obj.attached == NULL)
+ return GL_FALSE;
+
+ impl->_obj.attached[impl->_obj.attached_count] = att;
+ impl->_obj.attached_count++;
+ (**att)._unknown.AddRef ((struct gl2_unknown_intf **) att);
+ return GL_TRUE;
+}
+
+static GLboolean
+_container_Detach (struct gl2_container_intf **intf, struct gl2_generic_intf **att)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl2_container_impl *impl = (struct gl2_container_impl *) intf;
+ GLuint i, j;
+
+ for (i = 0; i < impl->_obj.attached_count; i++)
+ if (impl->_obj.attached[i] == att)
+ {
+ for (j = i; j < impl->_obj.attached_count - 1; j++)
+ impl->_obj.attached[j] = impl->_obj.attached[j + 1];
+ impl->_obj.attached = (struct gl2_generic_intf ***) _mesa_realloc (impl->_obj.attached,
+ impl->_obj.attached_count * sizeof (*impl->_obj.attached),
+ (impl->_obj.attached_count - 1) * sizeof (*impl->_obj.attached));
+ impl->_obj.attached_count--;
+ (**att)._unknown.Release ((struct gl2_unknown_intf **) att);
+ return GL_TRUE;
+ }
+
+ _mesa_error (ctx, GL_INVALID_OPERATION, "_container_Detach");
+ return GL_FALSE;
+}
+
+static GLsizei
+_container_GetAttachedCount (struct gl2_container_intf **intf)
+{
+ struct gl2_container_impl *impl = (struct gl2_container_impl *) intf;
+
+ return impl->_obj.attached_count;
+}
+
+static struct gl2_generic_intf **
+_container_GetAttached (struct gl2_container_intf **intf, GLuint index)
+{
+ struct gl2_container_impl *impl = (struct gl2_container_impl *) intf;
+
+ (**impl->_obj.attached[index])._unknown.AddRef (
+ (struct gl2_unknown_intf **)impl->_obj.attached[index]);
+ return impl->_obj.attached[index];
+}
+
+static struct gl2_container_intf _container_vftbl = {
+ {
+ {
+ _unknown_AddRef,
+ _unknown_Release,
+ _container_QueryInterface
+ },
+ _generic_Delete,
+ NULL, /* abstract GetType */
+ _generic_GetName,
+ _generic_GetDeleteStatus,
+ _generic_GetInfoLog
+ },
+ _container_Attach,
+ _container_Detach,
+ _container_GetAttachedCount,
+ _container_GetAttached
+};
+
+static void
+_container_constructor (struct gl2_container_impl *impl)
+{
+ _generic_constructor ((struct gl2_generic_impl *) impl);
+ impl->_vftbl = &_container_vftbl;
+ impl->_obj._generic._unknown._destructor = _container_destructor;
+ impl->_obj.attached = NULL;
+ impl->_obj.attached_count = 0;
+}
+
+struct gl2_3dlabs_shhandle_obj
+{
+ struct gl2_unkinner_obj _unknown;
+#if USE_3DLABS_FRONTEND
+ ShHandle handle;
+#endif
+};
+
+struct gl2_3dlabs_shhandle_impl
+{
+ struct gl2_3dlabs_shhandle_intf *_vftbl;
+ struct gl2_3dlabs_shhandle_obj _obj;
+};
+
+static void
+_3dlabs_shhandle_destructor (struct gl2_unknown_intf **intf)
+{
+#if USE_3DLABS_FRONTEND
+ struct gl2_3dlabs_shhandle_impl *impl = (struct gl2_3dlabs_shhandle_impl *) intf;
+ ShDestruct (impl->_obj.handle);
+#endif
+ _unkinner_destructor (intf);
+}
+
+static GLvoid *
+_3dlabs_shhandle_GetShHandle (struct gl2_3dlabs_shhandle_intf **intf)
+{
+#if USE_3DLABS_FRONTEND
+ struct gl2_3dlabs_shhandle_impl *impl = (struct gl2_3dlabs_shhandle_impl *) intf;
+ return impl->_obj.handle;
+#else
+ return NULL;
+#endif
+}
+
+static struct gl2_3dlabs_shhandle_intf _3dlabs_shhandle_vftbl = {
+ {
+ _unkinner_AddRef,
+ _unkinner_Release,
+ _unkinner_QueryInterface
+ },
+ _3dlabs_shhandle_GetShHandle
+};
+
+static void
+_3dlabs_shhandle_constructor (struct gl2_3dlabs_shhandle_impl *impl, struct gl2_unknown_intf **outer)
+{
+ _unkinner_constructor ((struct gl2_unkinner_impl *) impl, outer);
+ impl->_vftbl = &_3dlabs_shhandle_vftbl;
+#if USE_3DLABS_FRONTEND
+ impl->_obj.handle = NULL;
+#endif
+}
+
+struct gl2_shader_obj
+{
+ struct gl2_generic_obj _generic;
+ struct gl2_3dlabs_shhandle_impl _3dlabs_shhandle;
+ GLboolean compile_status;
+ GLcharARB *source;
+ GLint *offsets;
+ GLsizei offset_count;
+ slang_translation_unit unit;
+};
+
+struct gl2_shader_impl
+{
+ struct gl2_shader_intf *_vftbl;
+ struct gl2_shader_obj _obj;
+};
+
+static void
+_shader_destructor (struct gl2_unknown_intf **intf)
+{
+ struct gl2_shader_impl *impl = (struct gl2_shader_impl *) intf;
+
+ _mesa_free ((void *) impl->_obj.source);
+ _mesa_free ((void *) impl->_obj.offsets);
+ _3dlabs_shhandle_destructor ((struct gl2_unknown_intf **) &impl->_obj._3dlabs_shhandle._vftbl);
+ _generic_destructor (intf);
+}
+
+static struct gl2_unknown_intf **
+_shader_QueryInterface (struct gl2_unknown_intf **intf, enum gl2_uiid uiid)
+{
+#if USE_3DLABS_FRONTEND
+ struct gl2_shader_impl *impl = (struct gl2_shader_impl *) intf;
+#endif
+
+ if (uiid == UIID_SHADER)
+ {
+ (**intf).AddRef (intf);
+ return intf;
+ }
+#if USE_3DLABS_FRONTEND
+ if (uiid == UIID_3DLABS_SHHANDLE)
+ {
+ (**intf).AddRef (intf);
+ return (struct gl2_unknown_intf **) &impl->_obj._3dlabs_shhandle._vftbl;
+ }
+#endif
+ return _generic_QueryInterface (intf, uiid);
+}
+
+static GLenum
+_shader_GetType (struct gl2_generic_intf **intf)
+{
+ return GL_SHADER_OBJECT_ARB;
+}
+
+static GLboolean
+_shader_GetCompileStatus (struct gl2_shader_intf **intf)
+{
+ struct gl2_shader_impl *impl = (struct gl2_shader_impl *) intf;
+
+ return impl->_obj.compile_status;
+}
+
+static GLvoid
+_shader_SetSource (struct gl2_shader_intf **intf, GLcharARB *src, GLint *off, GLsizei cnt)
+{
+ struct gl2_shader_impl *impl = (struct gl2_shader_impl *) intf;
+
+ _mesa_free ((void *) impl->_obj.source);
+ impl->_obj.source = src;
+ _mesa_free ((void *) impl->_obj.offsets);
+ impl->_obj.offsets = off;
+ impl->_obj.offset_count = cnt;
+}
+
+static const GLcharARB *
+_shader_GetSource (struct gl2_shader_intf **intf)
+{
+ struct gl2_shader_impl *impl = (struct gl2_shader_impl *) intf;
+
+ return impl->_obj.source;
+}
+
+static GLvoid
+_shader_Compile (struct gl2_shader_intf **intf)
+{
+ struct gl2_shader_impl *impl = (struct gl2_shader_impl *) intf;
+#if USE_3DLABS_FRONTEND
+ char **strings;
+ TBuiltInResource res;
+#else
+ slang_unit_type type;
+ slang_info_log info_log;
+#endif
+
+ impl->_obj.compile_status = GL_FALSE;
+ _mesa_free ((void *) impl->_obj._generic.info_log);
+ impl->_obj._generic.info_log = NULL;
+
+#if USE_3DLABS_FRONTEND
+ /* 3dlabs compiler expects us to feed it with null-terminated string array,
+ we've got only one big string with offsets, so we must split it; but when
+ there's only one string to deal with, we pass its address directly */
+
+ if (impl->_obj.offset_count <= 1)
+ strings = &impl->_obj.source;
+ else
+ {
+ GLsizei i, offset = 0;
+
+ strings = (char **) _mesa_malloc (impl->_obj.offset_count * sizeof (char *));
+ if (strings == NULL)
+ return;
+
+ for (i = 0; i < impl->_obj.offset_count; i++)
+ {
+ GLsizei size = impl->_obj.offsets[i] - offset;
+
+ strings[i] = (char *) _mesa_malloc ((size + 1) * sizeof (char));
+ if (strings[i] == NULL)
+ {
+ GLsizei j;
+
+ for (j = 0; j < i; j++)
+ _mesa_free (strings[j]);
+ _mesa_free (strings);
+ return;
+ }
+
+ _mesa_memcpy (strings[i], impl->_obj.source + offset, size * sizeof (char));
+ strings[i][size] = '\0';
+ offset = impl->_obj.offsets[i];
+ }
+ }
+
+ /* TODO set these fields to some REAL numbers */
+ res.maxLights = 8;
+ res.maxClipPlanes = 6;
+ res.maxTextureUnits = 2;
+ res.maxTextureCoords = 2;
+ res.maxVertexAttribs = 8;
+ res.maxVertexUniformComponents = 64;
+ res.maxVaryingFloats = 8;
+ res.maxVertexTextureImageUnits = 2;
+ res.maxCombinedTextureImageUnits = 2;
+ res.maxTextureImageUnits = 2;
+ res.maxFragmentUniformComponents = 64;
+ res.maxDrawBuffers = 1;
+
+ if (ShCompile (impl->_obj._3dlabs_shhandle._obj.handle, strings, impl->_obj.offset_count,
+ EShOptFull, &res, 0))
+ impl->_obj.compile_status = GL_TRUE;
+ if (impl->_obj.offset_count > 1)
+ {
+ GLsizei i;
+
+ for (i = 0; i < impl->_obj.offset_count; i++)
+ _mesa_free (strings[i]);
+ _mesa_free (strings);
+ }
+
+ impl->_obj._generic.info_log = _mesa_strdup (ShGetInfoLog (
+ impl->_obj._3dlabs_shhandle._obj.handle));
+#else
+ if (impl->_vftbl->GetSubType (intf) == GL_FRAGMENT_SHADER)
+ type = slang_unit_fragment_shader;
+ else
+ type = slang_unit_vertex_shader;
+ slang_info_log_construct (&info_log);
+ if (_slang_compile (impl->_obj.source, &impl->_obj.unit, type, &info_log))
+ {
+ impl->_obj.compile_status = GL_TRUE;
+ }
+ if (info_log.text != NULL)
+ impl->_obj._generic.info_log = _mesa_strdup (info_log.text);
+ else
+ impl->_obj._generic.info_log = _mesa_strdup ("");
+ slang_info_log_destruct (&info_log);
+#endif
+}
+
+static struct gl2_shader_intf _shader_vftbl = {
+ {
+ {
+ _unknown_AddRef,
+ _unknown_Release,
+ _shader_QueryInterface
+ },
+ _generic_Delete,
+ _shader_GetType,
+ _generic_GetName,
+ _generic_GetDeleteStatus,
+ _generic_GetInfoLog
+ },
+ NULL, /* abstract GetSubType */
+ _shader_GetCompileStatus,
+ _shader_SetSource,
+ _shader_GetSource,
+ _shader_Compile
+};
+
+static void
+_shader_constructor (struct gl2_shader_impl *impl)
+{
+ _generic_constructor ((struct gl2_generic_impl *) impl);
+ _3dlabs_shhandle_constructor (&impl->_obj._3dlabs_shhandle, (struct gl2_unknown_intf **)
+ &impl->_vftbl);
+ impl->_vftbl = &_shader_vftbl;
+ impl->_obj._generic._unknown._destructor = _shader_destructor;
+ impl->_obj.compile_status = GL_FALSE;
+ impl->_obj.source = NULL;
+ impl->_obj.offsets = NULL;
+ impl->_obj.offset_count = 0;
+}
+
+struct gl2_program_obj
+{
+ struct gl2_container_obj _container;
+ GLboolean link_status;
+ GLboolean validate_status;
+#if USE_3DLABS_FRONTEND
+ ShHandle linker;
+ ShHandle uniforms;
+#endif
+ slang_program prog;
+};
+
+struct gl2_program_impl
+{
+ struct gl2_program_intf *_vftbl;
+ struct gl2_program_obj _obj;
+};
+
+static void
+_program_destructor (struct gl2_unknown_intf **intf)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;
+#if USE_3DLABS_FRONTEND
+ ShDestruct (impl->_obj.linker);
+ ShDestruct (impl->_obj.uniforms);
+#endif
+ _container_destructor (intf);
+ slang_program_dtr (&impl->_obj.prog);
+}
+
+static struct gl2_unknown_intf **
+_program_QueryInterface (struct gl2_unknown_intf **intf, enum gl2_uiid uiid)
+{
+ if (uiid == UIID_PROGRAM)
+ {
+ (**intf).AddRef (intf);
+ return intf;
+ }
+ return _container_QueryInterface (intf, uiid);
+}
+
+static GLenum
+_program_GetType (struct gl2_generic_intf **intf)
+{
+ return GL_PROGRAM_OBJECT_ARB;
+}
+
+static GLboolean
+_program_Attach (struct gl2_container_intf **intf, struct gl2_generic_intf **att)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl2_unknown_intf **sha;
+
+ sha = (**att)._unknown.QueryInterface ((struct gl2_unknown_intf **) att, UIID_SHADER);
+ if (sha == NULL)
+ {
+ _mesa_error (ctx, GL_INVALID_OPERATION, "_program_Attach");
+ return GL_FALSE;
+ }
+
+ (**sha).Release (sha);
+ return _container_Attach (intf, att);
+}
+
+static GLboolean
+_program_GetLinkStatus (struct gl2_program_intf **intf)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;
+
+ return impl->_obj.link_status;
+}
+
+static GLboolean
+_program_GetValidateStatus (struct gl2_program_intf **intf)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;
+
+ return impl->_obj.validate_status;
+}
+
+static GLvoid
+_program_Link (struct gl2_program_intf **intf)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;
+#if USE_3DLABS_FRONTEND
+ ShHandle *handles;
+#endif
+ GLuint i, count;
+ slang_translation_unit *units[2];
+
+ impl->_obj.link_status = GL_FALSE;
+ _mesa_free ((void *) impl->_obj._container._generic.info_log);
+ impl->_obj._container._generic.info_log = NULL;
+ slang_program_dtr (&impl->_obj.prog);
+ slang_program_ctr (&impl->_obj.prog);
+
+#if USE_3DLABS_FRONTEND
+ handles = (ShHandle *) _mesa_malloc (impl->_obj._container.attached_count * sizeof (ShHandle));
+ if (handles == NULL)
+ return;
+
+ for (i = 0; i < impl->_obj._container.attached_count; i++)
+ {
+ struct gl2_generic_intf **gen = impl->_obj._container.attached[i];
+ struct gl2_3dlabs_shhandle_intf **sh;
+
+ sh = (struct gl2_3dlabs_shhandle_intf **) (**gen)._unknown.QueryInterface (
+ (struct gl2_unknown_intf **) gen, UIID_3DLABS_SHHANDLE);
+ if (sh != NULL)
+ {
+ handles[i] = (**sh).GetShHandle (sh);
+ (**sh)._unknown.Release ((struct gl2_unknown_intf **) sh);
+ }
+ else
+ {
+ _mesa_free (handles);
+ return;
+ }
+ }
+
+ if (ShLink (impl->_obj.linker, handles, impl->_obj._container.attached_count,
+ impl->_obj.uniforms, NULL, NULL))
+ impl->_obj.link_status = GL_TRUE;
+
+ impl->_obj._container._generic.info_log = _mesa_strdup (ShGetInfoLog (impl->_obj.linker));
+#else
+ count = impl->_obj._container.attached_count;
+ if (count == 0 || count > 2)
+ return;
+ for (i = 0; i < count; i++)
+ {
+ struct gl2_generic_intf **obj;
+ struct gl2_unknown_intf **unk;
+ struct gl2_shader_impl *sha;
+
+ obj = impl->_obj._container.attached[i];
+ unk = (**obj)._unknown.QueryInterface ((struct gl2_unknown_intf **) obj, UIID_SHADER);
+ (**obj)._unknown.Release ((struct gl2_unknown_intf **) obj);
+ if (unk == NULL)
+ return;
+ sha = (struct gl2_shader_impl *) unk;
+ units[i] = &sha->_obj.unit;
+ (**unk).Release (unk);
+ }
+
+ impl->_obj.link_status = _slang_link (&impl->_obj.prog, units, count);
+ if (impl->_obj.link_status)
+ impl->_obj._container._generic.info_log = _mesa_strdup ("Link OK.\n");
+ else
+ impl->_obj._container._generic.info_log = _mesa_strdup ("Link failed.\n");
+#endif
+}
+
+static GLvoid
+_program_Validate (struct gl2_program_intf **intf)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;
+
+ impl->_obj.validate_status = GL_FALSE;
+ _mesa_free ((void *) impl->_obj._container._generic.info_log);
+ impl->_obj._container._generic.info_log = NULL;
+
+ /* TODO validate */
+}
+
+static GLvoid
+write_common_fixed (slang_program *pro, GLuint index, const GLvoid *src, GLuint off, GLuint size)
+{
+ GLuint i;
+
+ for (i = 0; i < SLANG_SHADER_MAX; i++)
+ {
+ GLuint addr;
+
+ addr = pro->common_fixed_entries[i][index];
+ if (addr != ~0)
+ {
+ GLubyte *dst;
+
+ dst = (GLubyte *) pro->machines[i]->mem + addr + off * size;
+ _mesa_memcpy (dst, src, size);
+ }
+ }
+}
+
+static GLvoid
+write_common_fixed_mat4 (slang_program *pro, GLmatrix *matrix, GLuint off, GLuint i, GLuint ii,
+ GLuint it, GLuint iit)
+{
+ GLfloat mat[16];
+
+ /* we want inverse matrix */
+ if (!matrix->inv)
+ {
+ /* allocate inverse matrix and make it dirty */
+ _math_matrix_alloc_inv (matrix);
+ _math_matrix_loadf (matrix, matrix->m);
+ }
+ _math_matrix_analyse (matrix);
+
+ write_common_fixed (pro, i, matrix->m, off, 16 * sizeof (GLfloat));
+
+ /* inverse */
+ write_common_fixed (pro, ii, matrix->inv, off, 16 * sizeof (GLfloat));
+
+ /* transpose */
+ _math_transposef (mat, matrix->m);
+ write_common_fixed (pro, it, mat, off, 16 * sizeof (GLfloat));
+
+ /* inverse transpose */
+ _math_transposef (mat, matrix->inv);
+ write_common_fixed (pro, iit, mat, off, 16 * sizeof (GLfloat));
+}
+
+static GLvoid
+write_common_fixed_material (GLcontext *ctx, slang_program *pro, GLuint i, GLuint e, GLuint a,
+ GLuint d, GLuint sp, GLuint sh)
+{
+ GLfloat v[17];
+
+ COPY_4FV(v, ctx->Light.Material.Attrib[e]);
+ COPY_4FV((v + 4), ctx->Light.Material.Attrib[a]);
+ COPY_4FV((v + 8), ctx->Light.Material.Attrib[d]);
+ COPY_4FV((v + 12), ctx->Light.Material.Attrib[sp]);
+ v[16] = ctx->Light.Material.Attrib[sh][0];
+ write_common_fixed (pro, i, v, 0, 17 * sizeof (GLfloat));
+}
+
+static GLvoid
+write_common_fixed_light_model_product (GLcontext *ctx, slang_program *pro, GLuint i, GLuint e,
+ GLuint a)
+{
+ GLfloat v[4];
+
+ SCALE_4V(v, ctx->Light.Material.Attrib[a], ctx->Light.Model.Ambient);
+ ACC_4V(v, ctx->Light.Material.Attrib[e]);
+ write_common_fixed (pro, i, v, 0, 4 * sizeof (GLfloat));
+}
+
+static GLvoid
+write_common_fixed_light_product (GLcontext *ctx, slang_program *pro, GLuint off, GLuint i, GLuint a,
+ GLuint d, GLuint s)
+{
+ GLfloat v[12];
+
+ SCALE_4V(v, ctx->Light.Light[off].Ambient, ctx->Light.Material.Attrib[a]);
+ SCALE_4V((v + 4), ctx->Light.Light[off].Diffuse, ctx->Light.Material.Attrib[d]);
+ SCALE_4V((v + 8), ctx->Light.Light[off].Specular, ctx->Light.Material.Attrib[s]);
+ write_common_fixed (pro, i, v, off, 12 * sizeof (GLfloat));
+}
+
+static GLvoid
+_program_UpdateFixedUniforms (struct gl2_program_intf **intf)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;
+ slang_program *pro = &impl->_obj.prog;
+ GLuint i;
+ GLfloat v[29];
+ GLfloat *p;
+
+ /* MODELVIEW matrix */
+ write_common_fixed_mat4 (pro, ctx->ModelviewMatrixStack.Top, 0,
+ SLANG_COMMON_FIXED_MODELVIEWMATRIX,
+ SLANG_COMMON_FIXED_MODELVIEWMATRIXINVERSE,
+ SLANG_COMMON_FIXED_MODELVIEWMATRIXTRANSPOSE,
+ SLANG_COMMON_FIXED_MODELVIEWMATRIXINVERSETRANSPOSE);
+
+ /* PROJECTION matrix */
+ write_common_fixed_mat4 (pro, ctx->ProjectionMatrixStack.Top, 0,
+ SLANG_COMMON_FIXED_PROJECTIONMATRIX,
+ SLANG_COMMON_FIXED_PROJECTIONMATRIXINVERSE,
+ SLANG_COMMON_FIXED_PROJECTIONMATRIXTRANSPOSE,
+ SLANG_COMMON_FIXED_PROJECTIONMATRIXINVERSETRANSPOSE);
+
+ /* MVP matrix */
+ write_common_fixed_mat4 (pro, &ctx->_ModelProjectMatrix, 0,
+ SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIX,
+ SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIXINVERSE,
+ SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIXTRANSPOSE,
+ SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIXINVERSETRANSPOSE);
+
+ for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++)
+ {
+ /* TEXTURE matrix */
+ write_common_fixed_mat4 (pro, ctx->TextureMatrixStack[i].Top, i,
+ SLANG_COMMON_FIXED_TEXTUREMATRIX,
+ SLANG_COMMON_FIXED_TEXTUREMATRIXINVERSE,
+ SLANG_COMMON_FIXED_TEXTUREMATRIXTRANSPOSE,
+ SLANG_COMMON_FIXED_TEXTUREMATRIXINVERSETRANSPOSE);
+
+ /* EYE_PLANE texture-coordinate generation */
+ write_common_fixed (pro, SLANG_COMMON_FIXED_EYEPLANES, ctx->Texture.Unit[i].EyePlaneS,
+ i, 4 * sizeof (GLfloat));
+ write_common_fixed (pro, SLANG_COMMON_FIXED_EYEPLANET, ctx->Texture.Unit[i].EyePlaneT,
+ i, 4 * sizeof (GLfloat));
+ write_common_fixed (pro, SLANG_COMMON_FIXED_EYEPLANER, ctx->Texture.Unit[i].EyePlaneR,
+ i, 4 * sizeof (GLfloat));
+ write_common_fixed (pro, SLANG_COMMON_FIXED_EYEPLANEQ, ctx->Texture.Unit[i].EyePlaneQ,
+ i, 4 * sizeof (GLfloat));
+
+ /* OBJECT_PLANE texture-coordinate generation */
+ write_common_fixed (pro, SLANG_COMMON_FIXED_OBJECTPLANES, ctx->Texture.Unit[i].ObjectPlaneS,
+ i, 4 * sizeof (GLfloat));
+ write_common_fixed (pro, SLANG_COMMON_FIXED_OBJECTPLANET, ctx->Texture.Unit[i].ObjectPlaneT,
+ i, 4 * sizeof (GLfloat));
+ write_common_fixed (pro, SLANG_COMMON_FIXED_OBJECTPLANER, ctx->Texture.Unit[i].ObjectPlaneR,
+ i, 4 * sizeof (GLfloat));
+ write_common_fixed (pro, SLANG_COMMON_FIXED_OBJECTPLANEQ, ctx->Texture.Unit[i].ObjectPlaneQ,
+ i, 4 * sizeof (GLfloat));
+ }
+
+ /* NORMAL matrix - upper 3x3 inverse transpose of MODELVIEW matrix */
+ p = ctx->ModelviewMatrixStack.Top->inv;
+ v[0] = p[0];
+ v[1] = p[4];
+ v[2] = p[8];
+ v[3] = p[1];
+ v[4] = p[5];
+ v[5] = p[9];
+ v[6] = p[2];
+ v[7] = p[6];
+ v[8] = p[10];
+ write_common_fixed (pro, SLANG_COMMON_FIXED_NORMALMATRIX, v, 0, 9 * sizeof (GLfloat));
+
+ /* normal scale */
+ write_common_fixed (pro, SLANG_COMMON_FIXED_NORMALSCALE, &ctx->_ModelViewInvScale, 0, sizeof (GLfloat));
+
+ /* depth range parameters */
+ v[0] = ctx->Viewport.Near;
+ v[1] = ctx->Viewport.Far;
+ v[2] = ctx->Viewport.Far - ctx->Viewport.Near;
+ write_common_fixed (pro, SLANG_COMMON_FIXED_DEPTHRANGE, v, 0, 3 * sizeof (GLfloat));
+
+ /* CLIP_PLANEi */
+ for (i = 0; i < ctx->Const.MaxClipPlanes; i++)
+ {
+ write_common_fixed (pro, SLANG_COMMON_FIXED_CLIPPLANE, ctx->Transform.EyeUserPlane[i], i,
+ 4 * sizeof (GLfloat));
+ }
+
+ /* point parameters */
+ v[0] = ctx->Point.Size;
+ v[1] = ctx->Point.MinSize;
+ v[2] = ctx->Point.MaxSize;
+ v[3] = ctx->Point.Threshold;
+ COPY_3FV((v + 4), ctx->Point.Params);
+ write_common_fixed (pro, SLANG_COMMON_FIXED_POINT, v, 0, 7 * sizeof (GLfloat));
+
+ /* material parameters */
+ write_common_fixed_material (ctx, pro, SLANG_COMMON_FIXED_FRONTMATERIAL,
+ MAT_ATTRIB_FRONT_EMISSION,
+ MAT_ATTRIB_FRONT_AMBIENT,
+ MAT_ATTRIB_FRONT_DIFFUSE,
+ MAT_ATTRIB_FRONT_SPECULAR,
+ MAT_ATTRIB_FRONT_SHININESS);
+ write_common_fixed_material (ctx, pro, SLANG_COMMON_FIXED_BACKMATERIAL,
+ MAT_ATTRIB_BACK_EMISSION,
+ MAT_ATTRIB_BACK_AMBIENT,
+ MAT_ATTRIB_BACK_DIFFUSE,
+ MAT_ATTRIB_BACK_SPECULAR,
+ MAT_ATTRIB_BACK_SHININESS);
+
+ for (i = 0; i < ctx->Const.MaxLights; i++)
+ {
+ /* light source parameters */
+ COPY_4FV(v, ctx->Light.Light[i].Ambient);
+ COPY_4FV((v + 4), ctx->Light.Light[i].Diffuse);
+ COPY_4FV((v + 8), ctx->Light.Light[i].Specular);
+ COPY_4FV((v + 12), ctx->Light.Light[i].EyePosition);
+ COPY_2FV((v + 16), ctx->Light.Light[i].EyePosition);
+ v[18] = ctx->Light.Light[i].EyePosition[2] + 1.0f;
+ NORMALIZE_3FV((v + 16));
+ v[19] = 0.0f;
+ COPY_3V((v + 20), ctx->Light.Light[i].EyeDirection);
+ v[23] = ctx->Light.Light[i].SpotExponent;
+ v[24] = ctx->Light.Light[i].SpotCutoff;
+ v[25] = ctx->Light.Light[i]._CosCutoffNeg;
+ v[26] = ctx->Light.Light[i].ConstantAttenuation;
+ v[27] = ctx->Light.Light[i].LinearAttenuation;
+ v[28] = ctx->Light.Light[i].QuadraticAttenuation;
+ write_common_fixed (pro, SLANG_COMMON_FIXED_LIGHTSOURCE, v, i, 29 * sizeof (GLfloat));
+
+ /* light product */
+ write_common_fixed_light_product (ctx, pro, i, SLANG_COMMON_FIXED_FRONTLIGHTPRODUCT,
+ MAT_ATTRIB_FRONT_AMBIENT,
+ MAT_ATTRIB_FRONT_DIFFUSE,
+ MAT_ATTRIB_FRONT_SPECULAR);
+ write_common_fixed_light_product (ctx, pro, i, SLANG_COMMON_FIXED_BACKLIGHTPRODUCT,
+ MAT_ATTRIB_BACK_AMBIENT,
+ MAT_ATTRIB_BACK_DIFFUSE,
+ MAT_ATTRIB_BACK_SPECULAR);
+ }
+
+ /* light model parameters */
+ write_common_fixed (pro, SLANG_COMMON_FIXED_LIGHTMODEL, ctx->Light.Model.Ambient, 0, 4 * sizeof (GLfloat));
+
+ /* light model product */
+ write_common_fixed_light_model_product (ctx, pro, SLANG_COMMON_FIXED_FRONTLIGHTMODELPRODUCT,
+ MAT_ATTRIB_FRONT_EMISSION,
+ MAT_ATTRIB_FRONT_AMBIENT);
+ write_common_fixed_light_model_product (ctx, pro, SLANG_COMMON_FIXED_BACKLIGHTMODELPRODUCT,
+ MAT_ATTRIB_BACK_EMISSION,
+ MAT_ATTRIB_BACK_AMBIENT);
+
+ /* TEXTURE_ENV_COLOR */
+ for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++)
+ {
+ write_common_fixed (pro, SLANG_COMMON_FIXED_TEXTUREENVCOLOR, ctx->Texture.Unit[i].EnvColor,
+ i, 4 * sizeof (GLfloat));
+ }
+
+ /* fog parameters */
+ COPY_4FV(v, ctx->Fog.Color);
+ v[4] = ctx->Fog.Density;
+ v[5] = ctx->Fog.Start;
+ v[6] = ctx->Fog.End;
+ v[7] = ctx->Fog._Scale;
+ write_common_fixed (pro, SLANG_COMMON_FIXED_FOG, v, 0, 8 * sizeof (GLfloat));
+}
+
+static GLvoid
+_program_UpdateFixedAttribute (struct gl2_program_intf **intf, GLuint index, GLvoid *data,
+ GLuint offset, GLuint size, GLboolean write)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;
+ slang_program *pro = &impl->_obj.prog;
+ GLuint addr;
+
+ addr = pro->vertex_fixed_entries[index];
+ if (addr != ~0)
+ {
+ GLubyte *mem;
+
+ mem = (GLubyte *) pro->machines[SLANG_SHADER_VERTEX]->mem + addr + offset * size;
+ if (write)
+ _mesa_memcpy (mem, data, size);
+ else
+ _mesa_memcpy (data, mem, size);
+ }
+}
+
+static GLvoid
+_program_UpdateFixedVarying (struct gl2_program_intf **intf, GLuint index, GLvoid *data,
+ GLuint offset, GLuint size, GLboolean write)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;
+ slang_program *pro = &impl->_obj.prog;
+ GLuint addr;
+
+ addr = pro->fragment_fixed_entries[index];
+ if (addr != ~0)
+ {
+ GLubyte *mem;
+
+ mem = (GLubyte *) pro->machines[SLANG_SHADER_FRAGMENT]->mem + addr + offset * size;
+ if (write)
+ _mesa_memcpy (mem, data, size);
+ else
+ _mesa_memcpy (data, mem, size);
+ }
+}
+
+static GLvoid
+_program_GetTextureImageUsage (struct gl2_program_intf **intf, GLbitfield *teximageusage)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;
+ slang_program *pro = &impl->_obj.prog;
+ GLuint i;
+
+ for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++)
+ teximageusage[i] = 0;
+
+ for (i = 0; i < pro->texture_usage.count; i++)
+ {
+ GLuint n, addr, j;
+
+ n = slang_export_data_quant_elements (pro->texture_usage.table[i].quant);
+ addr = pro->texture_usage.table[i].frag_address;
+ for (j = 0; j < n; j++)
+ {
+ GLubyte *mem;
+ GLuint image;
+
+ mem = (GLubyte *) pro->machines[SLANG_SHADER_FRAGMENT]->mem + addr + j * 4;
+ image = (GLuint) *((GLfloat *) mem);
+ if (image >= 0 && image < ctx->Const.MaxTextureImageUnits)
+ {
+ switch (slang_export_data_quant_type (pro->texture_usage.table[i].quant))
+ {
+ case GL_SAMPLER_1D_ARB:
+ case GL_SAMPLER_1D_SHADOW_ARB:
+ teximageusage[image] |= TEXTURE_1D_BIT;
+ break;
+ case GL_SAMPLER_2D_ARB:
+ case GL_SAMPLER_2D_SHADOW_ARB:
+ teximageusage[image] |= TEXTURE_2D_BIT;
+ break;
+ case GL_SAMPLER_3D_ARB:
+ teximageusage[image] |= TEXTURE_3D_BIT;
+ break;
+ case GL_SAMPLER_CUBE_ARB:
+ teximageusage[image] |= TEXTURE_CUBE_BIT;
+ break;
+ }
+ }
+ }
+ }
+
+ /* TODO: make sure that for 0<=i<=MaxTextureImageUint bitcount(teximageuint[i])<=0 */
+}
+
+static GLboolean
+_program_IsShaderPresent (struct gl2_program_intf **intf, GLenum subtype)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;
+ slang_program *pro = &impl->_obj.prog;
+
+ switch (subtype)
+ {
+ case GL_VERTEX_SHADER_ARB:
+ return pro->machines[SLANG_SHADER_VERTEX] != NULL;
+ case GL_FRAGMENT_SHADER_ARB:
+ return pro->machines[SLANG_SHADER_FRAGMENT] != NULL;
+ default:
+ return GL_FALSE;
+ }
+}
+
+static GLvoid
+get_active_variable (slang_active_variable *var, GLsizei maxLength, GLsizei *length, GLint *size,
+ GLenum *type, GLchar *name)
+{
+ GLsizei len;
+
+ len = _mesa_strlen (var->name);
+ if (len >= maxLength)
+ len = maxLength - 1;
+ if (length != NULL)
+ *length = len;
+ *size = slang_export_data_quant_elements (var->quant);
+ *type = slang_export_data_quant_type (var->quant);
+ _mesa_memcpy (name, var->name, len);
+ name[len] = '\0';
+}
+
+static GLuint
+get_active_variable_max_length (slang_active_variables *vars)
+{
+ GLuint i, len = 0;
+
+ for (i = 0; i < vars->count; i++)
+ {
+ GLuint n = _mesa_strlen (vars->table[i].name);
+ if (n > len)
+ len = n;
+ }
+ return len;
+}
+
+static GLvoid
+_program_GetActiveUniform (struct gl2_program_intf **intf, GLuint index, GLsizei maxLength,
+ GLsizei *length, GLint *size, GLenum *type, GLchar *name)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) (intf);
+ slang_active_variable *u = &impl->_obj.prog.active_uniforms.table[index];
+
+ get_active_variable (u, maxLength, length, size, type, name);
+}
+
+static GLuint
+_program_GetActiveUniformMaxLength (struct gl2_program_intf **intf)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) (intf);
+
+ return get_active_variable_max_length (&impl->_obj.prog.active_uniforms);
+}
+
+static GLuint
+_program_GetActiveUniformCount (struct gl2_program_intf **intf)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) (intf);
+
+ return impl->_obj.prog.active_uniforms.count;
+}
+
+static GLint
+_program_GetUniformLocation (struct gl2_program_intf **intf, const GLchar *name)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) (intf);
+ slang_uniform_bindings *bind = &impl->_obj.prog.uniforms;
+ GLuint i;
+
+ for (i = 0; i < bind->count; i++)
+ if (_mesa_strcmp (bind->table[i].name, name) == 0)
+ return i;
+ return -1;
+}
+
+static GLboolean
+_program_WriteUniform (struct gl2_program_intf **intf, GLint loc, GLsizei count, const GLvoid *data,
+ GLenum type)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) (intf);
+ slang_uniform_bindings *uniforms = &impl->_obj.prog.uniforms;
+ slang_uniform_binding *uniform;
+ GLuint i;
+ GLboolean convert_float_to_bool = GL_FALSE;
+ GLboolean convert_int_to_bool = GL_FALSE;
+ GLboolean convert_int_to_float = GL_FALSE;
+ GLboolean types_match = GL_FALSE;
+
+ if (loc == -1)
+ return GL_TRUE;
+ if (loc >= uniforms->count)
+ return GL_FALSE;
+
+ uniform = &uniforms->table[loc];
+ /* TODO: check sizes */
+ if (slang_export_data_quant_struct (uniform->quant))
+ return GL_FALSE;
+
+ switch (slang_export_data_quant_type (uniform->quant))
+ {
+ case GL_BOOL_ARB:
+ types_match = (type == GL_FLOAT) || (type == GL_INT);
+ if (type == GL_FLOAT)
+ convert_float_to_bool = GL_TRUE;
+ else
+ convert_int_to_bool = GL_TRUE;
+ break;
+ case GL_BOOL_VEC2_ARB:
+ types_match = (type == GL_FLOAT_VEC2_ARB) || (type == GL_INT_VEC2_ARB);
+ if (type == GL_FLOAT_VEC2_ARB)
+ convert_float_to_bool = GL_TRUE;
+ else
+ convert_int_to_bool = GL_TRUE;
+ break;
+ case GL_BOOL_VEC3_ARB:
+ types_match = (type == GL_FLOAT_VEC3_ARB) || (type == GL_INT_VEC3_ARB);
+ if (type == GL_FLOAT_VEC3_ARB)
+ convert_float_to_bool = GL_TRUE;
+ else
+ convert_int_to_bool = GL_TRUE;
+ break;
+ case GL_BOOL_VEC4_ARB:
+ types_match = (type == GL_FLOAT_VEC4_ARB) || (type == GL_INT_VEC4_ARB);
+ if (type == GL_FLOAT_VEC4_ARB)
+ convert_float_to_bool = GL_TRUE;
+ else
+ convert_int_to_bool = GL_TRUE;
+ break;
+ case GL_SAMPLER_1D_ARB:
+ case GL_SAMPLER_2D_ARB:
+ case GL_SAMPLER_3D_ARB:
+ case GL_SAMPLER_CUBE_ARB:
+ case GL_SAMPLER_1D_SHADOW_ARB:
+ case GL_SAMPLER_2D_SHADOW_ARB:
+ types_match = (type == GL_INT);
+ break;
+ default:
+ types_match = (type == slang_export_data_quant_type (uniform->quant));
+ break;
+ }
+
+ if (!types_match)
+ return GL_FALSE;
+
+ switch (type)
+ {
+ case GL_INT:
+ case GL_INT_VEC2_ARB:
+ case GL_INT_VEC3_ARB:
+ case GL_INT_VEC4_ARB:
+ convert_int_to_float = GL_TRUE;
+ break;
+ }
+
+ if (convert_float_to_bool)
+ {
+ for (i = 0; i < SLANG_SHADER_MAX; i++)
+ if (uniform->address[i] != ~0)
+ {
+ const GLfloat *src = (GLfloat *) (data);
+ GLfloat *dst = (GLfloat *)
+ (&impl->_obj.prog.machines[i]->mem[uniform->address[i] / 4]);
+ GLuint j;
+ GLuint total = count * slang_export_data_quant_components (uniform->quant);
+
+ for (j = 0; j < total; j++)
+ dst[j] = src[j] != 0.0f ? 1.0f : 0.0f;
+ }
+ }
+ else if (convert_int_to_bool)
+ {
+ for (i = 0; i < SLANG_SHADER_MAX; i++)
+ if (uniform->address[i] != ~0)
+ {
+ const GLuint *src = (GLuint *) (data);
+ GLfloat *dst = (GLfloat *)
+ (&impl->_obj.prog.machines[i]->mem[uniform->address[i] / 4]);
+ GLuint j;
+ GLuint total = count * slang_export_data_quant_components (uniform->quant);
+
+ for (j = 0; j < total; j++)
+ dst[j] = src[j] ? 1.0f : 0.0f;
+ }
+ }
+ else if (convert_int_to_float)
+ {
+ for (i = 0; i < SLANG_SHADER_MAX; i++)
+ if (uniform->address[i] != ~0)
+ {
+ const GLuint *src = (GLuint *) (data);
+ GLfloat *dst = (GLfloat *)
+ (&impl->_obj.prog.machines[i]->mem[uniform->address[i] / 4]);
+ GLuint j;
+ GLuint total = count * slang_export_data_quant_components (uniform->quant);
+
+ for (j = 0; j < total; j++)
+ dst[j] = (GLfloat) src[j];
+ }
+ }
+ else
+ {
+ for (i = 0; i < SLANG_SHADER_MAX; i++)
+ if (uniform->address[i] != ~0)
+ {
+ _mesa_memcpy (&impl->_obj.prog.machines[i]->mem[uniform->address[i] / 4], data,
+ count * slang_export_data_quant_size (uniform->quant));
+ }
+ }
+ return GL_TRUE;
+}
+
+static GLvoid
+_program_GetActiveAttrib (struct gl2_program_intf **intf, GLuint index, GLsizei maxLength,
+ GLsizei *length, GLint *size, GLenum *type, GLchar *name)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) (intf);
+ slang_active_variable *a = &impl->_obj.prog.active_attribs.table[index];
+
+ get_active_variable (a, maxLength, length, size, type, name);
+}
+
+static GLuint
+_program_GetActiveAttribMaxLength (struct gl2_program_intf **intf)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) (intf);
+
+ return get_active_variable_max_length (&impl->_obj.prog.active_attribs);
+}
+
+static GLuint
+_program_GetActiveAttribCount (struct gl2_program_intf **intf)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) (intf);
+
+ return impl->_obj.prog.active_attribs.count;
+}
+
+static GLint
+_program_GetAttribLocation (struct gl2_program_intf **intf, const GLchar *name)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) (intf);
+ slang_attrib_bindings *attribs = &impl->_obj.prog.attribs;
+ GLuint i;
+
+ for (i = 0; i < attribs->binding_count; i++)
+ if (_mesa_strcmp (attribs->bindings[i].name, name) == 0)
+ return attribs->bindings[i].first_slot_index;
+ return -1;
+}
+
+static GLvoid
+_program_OverrideAttribBinding (struct gl2_program_intf **intf, GLuint index, const GLchar *name)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) (intf);
+ slang_program *pro = &impl->_obj.prog;
+
+ if (!slang_attrib_overrides_add (&pro->attrib_overrides, index, name))
+ _mesa_error (ctx, GL_OUT_OF_MEMORY, "_program_OverrideAttribBinding");
+}
+
+static GLvoid
+_program_UpdateVarying (struct gl2_program_intf **intf, GLuint index, GLfloat *value,
+ GLboolean vert)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;
+ slang_program *pro = &impl->_obj.prog;
+ GLuint addr;
+
+ if (index >= pro->varyings.slot_count)
+ return;
+ if (vert)
+ addr = pro->varyings.slots[index].vert_addr / 4;
+ else
+ addr = pro->varyings.slots[index].frag_addr / 4;
+ if (addr != ~0)
+ {
+ if (vert)
+ *value = pro->machines[SLANG_SHADER_VERTEX]->mem[addr]._float;
+ else
+ pro->machines[SLANG_SHADER_FRAGMENT]->mem[addr]._float = *value;
+ }
+}
+
+static struct gl2_program_intf _program_vftbl = {
+ {
+ {
+ {
+ _unknown_AddRef,
+ _unknown_Release,
+ _program_QueryInterface
+ },
+ _generic_Delete,
+ _program_GetType,
+ _generic_GetName,
+ _generic_GetDeleteStatus,
+ _generic_GetInfoLog
+ },
+ _program_Attach,
+ _container_Detach,
+ _container_GetAttachedCount,
+ _container_GetAttached
+ },
+ _program_GetLinkStatus,
+ _program_GetValidateStatus,
+ _program_Link,
+ _program_Validate,
+ _program_UpdateFixedUniforms,
+ _program_UpdateFixedAttribute,
+ _program_UpdateFixedVarying,
+ _program_GetTextureImageUsage,
+ _program_IsShaderPresent,
+ _program_GetActiveUniform,
+ _program_GetActiveUniformMaxLength,
+ _program_GetActiveUniformCount,
+ _program_GetUniformLocation,
+ _program_WriteUniform,
+ _program_GetActiveAttrib,
+ _program_GetActiveAttribMaxLength,
+ _program_GetActiveAttribCount,
+ _program_GetAttribLocation,
+ _program_OverrideAttribBinding,
+ _program_UpdateVarying
+};
+
+static void
+_program_constructor (struct gl2_program_impl *impl)
+{
+ _container_constructor ((struct gl2_container_impl *) impl);
+ impl->_vftbl = &_program_vftbl;
+ impl->_obj._container._generic._unknown._destructor = _program_destructor;
+ impl->_obj.link_status = GL_FALSE;
+ impl->_obj.validate_status = GL_FALSE;
+#if USE_3DLABS_FRONTEND
+ impl->_obj.linker = ShConstructLinker (EShExVertexFragment, 0);
+ impl->_obj.uniforms = ShConstructUniformMap ();
+#endif
+ slang_program_ctr (&impl->_obj.prog);
+}
+
+struct gl2_fragment_shader_obj
+{
+ struct gl2_shader_obj _shader;
+};
+
+struct gl2_fragment_shader_impl
+{
+ struct gl2_fragment_shader_intf *_vftbl;
+ struct gl2_fragment_shader_obj _obj;
+};
+
+static void
+_fragment_shader_destructor (struct gl2_unknown_intf **intf)
+{
+ struct gl2_fragment_shader_impl *impl = (struct gl2_fragment_shader_impl *) intf;
+
+ (void) impl;
+ /* TODO free fragment shader data */
+
+ _shader_destructor (intf);
+}
+
+static struct gl2_unknown_intf **
+_fragment_shader_QueryInterface (struct gl2_unknown_intf **intf, enum gl2_uiid uiid)
+{
+ if (uiid == UIID_FRAGMENT_SHADER)
+ {
+ (**intf).AddRef (intf);
+ return intf;
+ }
+ return _shader_QueryInterface (intf, uiid);
+}
+
+static GLenum
+_fragment_shader_GetSubType (struct gl2_shader_intf **intf)
+{
+ return GL_FRAGMENT_SHADER_ARB;
+}
+
+static struct gl2_fragment_shader_intf _fragment_shader_vftbl = {
+ {
+ {
+ {
+ _unknown_AddRef,
+ _unknown_Release,
+ _fragment_shader_QueryInterface
+ },
+ _generic_Delete,
+ _shader_GetType,
+ _generic_GetName,
+ _generic_GetDeleteStatus,
+ _generic_GetInfoLog
+ },
+ _fragment_shader_GetSubType,
+ _shader_GetCompileStatus,
+ _shader_SetSource,
+ _shader_GetSource,
+ _shader_Compile
+ }
+};
+
+static void
+_fragment_shader_constructor (struct gl2_fragment_shader_impl *impl)
+{
+ _shader_constructor ((struct gl2_shader_impl *) impl);
+ impl->_vftbl = &_fragment_shader_vftbl;
+ impl->_obj._shader._generic._unknown._destructor = _fragment_shader_destructor;
+#if USE_3DLABS_FRONTEND
+ impl->_obj._shader._3dlabs_shhandle._obj.handle = ShConstructCompiler (EShLangFragment, 0);
+#endif
+}
+
+struct gl2_vertex_shader_obj
+{
+ struct gl2_shader_obj _shader;
+};
+
+struct gl2_vertex_shader_impl
+{
+ struct gl2_vertex_shader_intf *_vftbl;
+ struct gl2_vertex_shader_obj _obj;
+};
+
+static void
+_vertex_shader_destructor (struct gl2_unknown_intf **intf)
+{
+ struct gl2_vertex_shader_impl *impl = (struct gl2_vertex_shader_impl *) intf;
+
+ (void) impl;
+ /* TODO free vertex shader data */
+
+ _shader_destructor (intf);
+}
+
+static struct gl2_unknown_intf **
+_vertex_shader_QueryInterface (struct gl2_unknown_intf **intf, enum gl2_uiid uiid)
+{
+ if (uiid == UIID_VERTEX_SHADER)
+ {
+ (**intf).AddRef (intf);
+ return intf;
+ }
+ return _shader_QueryInterface (intf, uiid);
+}
+
+static GLenum
+_vertex_shader_GetSubType (struct gl2_shader_intf **intf)
+{
+ return GL_VERTEX_SHADER_ARB;
+}
+
+static struct gl2_vertex_shader_intf _vertex_shader_vftbl = {
+ {
+ {
+ {
+ _unknown_AddRef,
+ _unknown_Release,
+ _vertex_shader_QueryInterface
+ },
+ _generic_Delete,
+ _shader_GetType,
+ _generic_GetName,
+ _generic_GetDeleteStatus,
+ _generic_GetInfoLog
+ },
+ _vertex_shader_GetSubType,
+ _shader_GetCompileStatus,
+ _shader_SetSource,
+ _shader_GetSource,
+ _shader_Compile
+ }
+};
+
+static void
+_vertex_shader_constructor (struct gl2_vertex_shader_impl *impl)
+{
+ _shader_constructor ((struct gl2_shader_impl *) impl);
+ impl->_vftbl = &_vertex_shader_vftbl;
+ impl->_obj._shader._generic._unknown._destructor = _vertex_shader_destructor;
+#if USE_3DLABS_FRONTEND
+ impl->_obj._shader._3dlabs_shhandle._obj.handle = ShConstructCompiler (EShLangVertex, 0);
+#endif
+}
+
+GLhandleARB
+_mesa_3dlabs_create_shader_object (GLenum shaderType)
+{
+ switch (shaderType)
+ {
+ case GL_FRAGMENT_SHADER_ARB:
+ {
+ struct gl2_fragment_shader_impl *x = (struct gl2_fragment_shader_impl *)
+ _mesa_malloc (sizeof (struct gl2_fragment_shader_impl));
+
+ if (x != NULL)
+ {
+ _fragment_shader_constructor (x);
+ return x->_obj._shader._generic.name;
+ }
+ }
+ break;
+ case GL_VERTEX_SHADER_ARB:
+ {
+ struct gl2_vertex_shader_impl *x = (struct gl2_vertex_shader_impl *)
+ _mesa_malloc (sizeof (struct gl2_vertex_shader_impl));
+
+ if (x != NULL)
+ {
+ _vertex_shader_constructor (x);
+ return x->_obj._shader._generic.name;
+ }
+ }
+ break;
+ }
+
+ return 0;
+}
+
+GLhandleARB
+_mesa_3dlabs_create_program_object (void)
+{
+ struct gl2_program_impl *x = (struct gl2_program_impl *)
+ _mesa_malloc (sizeof (struct gl2_program_impl));
+
+ if (x != NULL)
+ {
+ _program_constructor (x);
+ return x->_obj._container._generic.name;
+ }
+
+ return 0;
+}
+
+#include "slang_assemble.h"
+#include "slang_execute.h"
+
+int _slang_fetch_discard (struct gl2_program_intf **pro, GLboolean *val)
+{
+ struct gl2_program_impl *impl;
+
+ impl = (struct gl2_program_impl *) pro;
+ *val = impl->_obj.prog.machines[SLANG_SHADER_FRAGMENT]->kill ? GL_TRUE : GL_FALSE;
+ return 1;
+}
+
+static GLvoid exec_shader (struct gl2_program_intf **pro, GLuint i)
+{
+ struct gl2_program_impl *impl;
+ slang_program *p;
+
+ impl = (struct gl2_program_impl *) pro;
+ p = &impl->_obj.prog;
+
+ slang_machine_init (p->machines[i]);
+ p->machines[i]->ip = p->code[i][SLANG_COMMON_CODE_MAIN];
+
+ _slang_execute2 (p->assemblies[i], p->machines[i]);
+}
+
+GLvoid _slang_exec_fragment_shader (struct gl2_program_intf **pro)
+{
+ exec_shader (pro, SLANG_SHADER_FRAGMENT);
+}
+
+GLvoid _slang_exec_vertex_shader (struct gl2_program_intf **pro)
+{
+ exec_shader (pro, SLANG_SHADER_VERTEX);
+}
+
+void
+_mesa_init_shaderobjects_3dlabs (GLcontext *ctx)
+{
+#if USE_3DLABS_FRONTEND
+ _glslang_3dlabs_InitProcess ();
+ _glslang_3dlabs_ShInitialize ();
+#endif
+}
+
#include "slang_link.h"\r
#include "slang_analyse.h"\r
\r
+static GLboolean entry_has_gl_prefix (slang_atom name, slang_atom_pool *atoms)\r
+{\r
+ const char *str = slang_atom_pool_id (atoms, name);\r
+ return str[0] == 'g' && str[1] == 'l' && str[2] == '_';\r
+}\r
+\r
+/*\r
+ * slang_active_variables\r
+ */\r
+\r
+static GLvoid slang_active_variables_ctr (slang_active_variables *self)\r
+{\r
+ self->table = NULL;\r
+ self->count = 0;\r
+}\r
+\r
+static GLvoid slang_active_variables_dtr (slang_active_variables *self)\r
+{\r
+ GLuint i;\r
+\r
+ for (i = 0; i < self->count; i++)\r
+ slang_alloc_free (self->table[i].name);\r
+ slang_alloc_free (self->table);\r
+}\r
+\r
+static GLboolean add_simple_variable (slang_active_variables *self, slang_export_data_quant *q,\r
+ const char *name)\r
+{\r
+ const GLuint n = self->count;\r
+\r
+ self->table = (slang_active_variable *) slang_alloc_realloc (self->table,\r
+ n * sizeof (slang_active_variable), (n + 1) * sizeof (slang_active_variable));\r
+ if (self->table == NULL)\r
+ return GL_FALSE;\r
+\r
+ self->table[n].quant = q;\r
+ self->table[n].name = slang_string_duplicate (name);\r
+ if (self->table[n].name == NULL)\r
+ return GL_FALSE;\r
+ self->count++;\r
+\r
+ return GL_TRUE;\r
+}\r
+\r
+static GLboolean add_complex_variable (slang_active_variables *self, slang_export_data_quant *q,\r
+ char *name, slang_atom_pool *atoms)\r
+{\r
+ slang_string_concat (name, slang_atom_pool_id (atoms, q->name));\r
+ if (slang_export_data_quant_array (q))\r
+ slang_string_concat (name, "[0]");\r
+\r
+ if (slang_export_data_quant_struct (q))\r
+ {\r
+ GLuint dot_pos, i;\r
+ const GLuint fields = slang_export_data_quant_fields (q);\r
+\r
+ slang_string_concat (name, ".");\r
+ dot_pos = slang_string_length (name);\r
+\r
+ for (i = 0; i < fields; i++)\r
+ {\r
+ if (!add_complex_variable (self, &q->structure[i], name, atoms))\r
+ return GL_FALSE;\r
+\r
+ name[dot_pos] = '\0';\r
+ }\r
+\r
+ return GL_TRUE;\r
+ }\r
+\r
+ return add_simple_variable (self, q, name);\r
+}\r
+\r
+static GLboolean gather_active_variables (slang_active_variables *self,\r
+ slang_export_data_table *tbl, slang_export_data_access access)\r
+{\r
+ GLuint i;\r
+\r
+ for (i = 0; i < tbl->count; i++)\r
+ if (tbl->entries[i].access == access)\r
+ {\r
+ char name[1024] = "";\r
+\r
+ if (!add_complex_variable (self, &tbl->entries[i].quant, name, tbl->atoms))\r
+ return GL_FALSE;\r
+ }\r
+\r
+ return GL_TRUE;\r
+}\r
+\r
+/*\r
+ * slang_attrib_overrides\r
+ */\r
+\r
+static GLvoid slang_attrib_overrides_ctr (slang_attrib_overrides *self)\r
+{\r
+ self->table = NULL;\r
+ self->count = 0;\r
+}\r
+\r
+static GLvoid slang_attrib_overrides_dtr (slang_attrib_overrides *self)\r
+{\r
+ GLuint i;\r
+\r
+ for (i = 0; i < self->count; i++)\r
+ slang_alloc_free (self->table[i].name);\r
+ slang_alloc_free (self->table);\r
+}\r
+\r
+GLboolean slang_attrib_overrides_add (slang_attrib_overrides *self, GLuint index, const GLchar *name)\r
+{\r
+ const GLuint n = self->count;\r
+ GLuint i;\r
+\r
+ for (i = 0; i < n; i++)\r
+ if (slang_string_compare (name, self->table[i].name) == 0)\r
+ {\r
+ self->table[i].index = index;\r
+ return GL_TRUE;\r
+ }\r
+\r
+ self->table = (slang_attrib_override *) slang_alloc_realloc (self->table,\r
+ n * sizeof (slang_attrib_override), (n + 1) * sizeof (slang_attrib_override));\r
+ if (self->table == NULL)\r
+ return GL_FALSE;\r
+\r
+ self->table[n].index = index;\r
+ self->table[n].name = slang_string_duplicate (name);\r
+ if (self->table[n].name == NULL)\r
+ return GL_FALSE;\r
+ self->count++;\r
+\r
+ return GL_TRUE;\r
+}\r
+\r
+static GLuint lookup_attrib_override (slang_attrib_overrides *self, const GLchar *name)\r
+{\r
+ GLuint i;\r
+\r
+ for (i = 0; self->count; i++)\r
+ if (slang_string_compare (name, self->table[i].name) == 0)\r
+ return self->table[i].index;\r
+ return MAX_VERTEX_ATTRIBS;\r
+}\r
+\r
/*\r
* slang_uniform_bindings\r
*/\r
slang_alloc_free (self->table);\r
}\r
\r
-static GLboolean slang_uniform_bindings_add (slang_uniform_bindings *self, slang_export_data_quant *q,\r
- const char *name, GLuint index, GLuint address)\r
+static GLboolean add_simple_uniform_binding (slang_uniform_bindings *self,\r
+ slang_export_data_quant *q, const char *name, GLuint index, GLuint addr)\r
{\r
const GLuint n = self->count;\r
GLuint i;\r
for (i = 0; i < n; i++)\r
if (slang_string_compare (self->table[i].name, name) == 0)\r
{\r
- self->table[i].address[index] = address;\r
+ self->table[i].address[index] = addr;\r
return GL_TRUE;\r
}\r
\r
n * sizeof (slang_uniform_binding), (n + 1) * sizeof (slang_uniform_binding));\r
if (self->table == NULL)\r
return GL_FALSE;\r
+\r
self->table[n].quant = q;\r
self->table[n].name = slang_string_duplicate (name);\r
- for (i = 0; i < SLANG_SHADER_MAX; i++)\r
- self->table[n].address[i] = ~0;\r
- self->table[n].address[index] = address;\r
if (self->table[n].name == NULL)\r
return GL_FALSE;\r
+ for (i = 0; i < SLANG_SHADER_MAX; i++)\r
+ self->table[n].address[i] = ~0;\r
+ self->table[n].address[index] = addr;\r
self->count++;\r
+\r
return GL_TRUE;\r
}\r
\r
-static GLboolean insert_uniform_binding (slang_uniform_bindings *bind, slang_export_data_quant *q,\r
- char *name, slang_atom_pool *atoms, GLuint index, GLuint addr)\r
+static GLboolean add_complex_uniform_binding (slang_uniform_bindings *self,\r
+ slang_export_data_quant *q, char *name, slang_atom_pool *atoms, GLuint index, GLuint addr)\r
{\r
GLuint count, i;\r
\r
count = slang_export_data_quant_elements (q);\r
for (i = 0; i < count; i++)\r
{\r
- GLuint save;\r
+ GLuint bracket_pos;\r
\r
- save = slang_string_length (name);\r
+ bracket_pos = slang_string_length (name);\r
if (slang_export_data_quant_array (q))\r
_mesa_sprintf (name + slang_string_length (name), "[%d]", i);\r
\r
if (slang_export_data_quant_struct (q))\r
{\r
- GLuint save, i;\r
+ GLuint dot_pos, i;\r
const GLuint fields = slang_export_data_quant_fields (q);\r
\r
slang_string_concat (name, ".");\r
- save = slang_string_length (name);\r
+ dot_pos = slang_string_length (name);\r
\r
for (i = 0; i < fields; i++)\r
{\r
- if (!insert_uniform_binding (bind, &q->structure[i], name, atoms, index, addr))\r
+ if (!add_complex_uniform_binding (self, &q->structure[i], name, atoms, index, addr))\r
return GL_FALSE;\r
- name[save] = '\0';\r
+\r
+ name[dot_pos] = '\0';\r
addr += slang_export_data_quant_size (&q->structure[i]);\r
}\r
}\r
else\r
{\r
- if (!slang_uniform_bindings_add (bind, q, name, index, addr))\r
+ if (!add_simple_uniform_binding (self, q, name, index, addr))\r
return GL_FALSE;\r
+\r
addr += slang_export_data_quant_size (q);\r
}\r
- name[save] = '\0';\r
+\r
+ name[bracket_pos] = '\0';\r
}\r
\r
return GL_TRUE;\r
}\r
\r
-static GLboolean gather_uniform_bindings (slang_uniform_bindings *bind,\r
+static GLboolean gather_uniform_bindings (slang_uniform_bindings *self,\r
slang_export_data_table *tbl, GLuint index)\r
{\r
GLuint i;\r
{\r
char name[1024] = "";\r
\r
- if (!insert_uniform_binding (bind, &tbl->entries[i].quant, name, tbl->atoms, index,\r
- tbl->entries[i].address))\r
+ if (!add_complex_uniform_binding (self, &tbl->entries[i].quant, name, tbl->atoms, index,\r
+ tbl->entries[i].address))\r
return GL_FALSE;\r
}\r
\r
}\r
\r
/*\r
- * slang_active_uniforms\r
+ * slang_attrib_bindings\r
*/\r
\r
-static GLvoid slang_active_uniforms_ctr (slang_active_uniforms *self)\r
+static GLvoid slang_attrib_bindings_ctr (slang_attrib_bindings *self)\r
{\r
- self->table = NULL;\r
- self->count = 0;\r
+ GLuint i;\r
+\r
+ self->binding_count = 0;\r
+ for (i = 0; i < MAX_VERTEX_ATTRIBS; i++)\r
+ self->slots[i].addr = ~0;\r
}\r
\r
-static GLvoid slang_active_uniforms_dtr (slang_active_uniforms *self)\r
+static GLvoid slang_attrib_bindings_dtr (slang_attrib_bindings *self)\r
{\r
GLuint i;\r
\r
- for (i = 0; i < self->count; i++)\r
- slang_alloc_free (self->table[i].name);\r
- slang_alloc_free (self->table);\r
+ for (i = 0; i < self->binding_count; i++)\r
+ slang_alloc_free (self->bindings[i].name);\r
}\r
\r
-static GLboolean slang_active_uniforms_add (slang_active_uniforms *self, slang_export_data_quant *q,\r
- const char *name)\r
+static GLuint can_allocate_attrib_slots (slang_attrib_bindings *self, GLuint index, GLuint count)\r
{\r
- const GLuint n = self->count;\r
+ GLuint i;\r
\r
- self->table = (slang_active_uniform *) slang_alloc_realloc (self->table,\r
- n * sizeof (slang_active_uniform), (n + 1) * sizeof (slang_active_uniform));\r
- if (self->table == NULL)\r
- return GL_FALSE;\r
- self->table[n].quant = q;\r
- self->table[n].name = slang_string_duplicate (name);\r
- if (self->table[n].name == NULL)\r
- return GL_FALSE;\r
- self->count++;\r
- return GL_TRUE;\r
+ for (i = 0; i < count; i++)\r
+ if (self->slots[index + i].addr != ~0)\r
+ break;\r
+ return i;\r
}\r
\r
-static GLboolean insert_uniform (slang_active_uniforms *u, slang_export_data_quant *q, char *name,\r
- slang_atom_pool *atoms)\r
+static GLuint allocate_attrib_slots (slang_attrib_bindings *self, GLuint count)\r
{\r
- slang_string_concat (name, slang_atom_pool_id (atoms, q->name));\r
- if (slang_export_data_quant_array (q))\r
- slang_string_concat (name, "[0]");\r
+ GLuint i;\r
\r
- if (slang_export_data_quant_struct (q))\r
+ for (i = 0; i <= MAX_VERTEX_ATTRIBS - count; i++)\r
{\r
- GLuint save, i;\r
- const GLuint fields = slang_export_data_quant_fields (q);\r
+ GLuint size;\r
+ \r
+ size = can_allocate_attrib_slots (self, i, count);\r
+ if (size == count)\r
+ return i;\r
+\r
+ /* speed-up the search a bit */\r
+ i += count;\r
+ }\r
+ return MAX_VERTEX_ATTRIBS;\r
+}\r
\r
- slang_string_concat (name, ".");\r
- save = slang_string_length (name);\r
+static GLboolean add_attrib_binding (slang_attrib_bindings *self, slang_export_data_quant *q,\r
+ const char *name, GLuint addr, GLuint index_override)\r
+{\r
+ const GLuint n = self->binding_count;\r
+ GLuint slot_span, slot_index;\r
+ GLuint i;\r
\r
- for (i = 0; i < fields; i++)\r
- {\r
- if (!insert_uniform (u, &q->structure[i], name, atoms))\r
- return GL_FALSE;\r
- name[save] = '\0';\r
- }\r
+ assert (slang_export_data_quant_simple (q));\r
\r
- return GL_TRUE;\r
+ switch (slang_export_data_quant_type (q))\r
+ {\r
+ case GL_FLOAT:\r
+ case GL_FLOAT_VEC2:\r
+ case GL_FLOAT_VEC3:\r
+ case GL_FLOAT_VEC4:\r
+ slot_span = 1;\r
+ break;\r
+ case GL_FLOAT_MAT2:\r
+ slot_span = 2;\r
+ break;\r
+ case GL_FLOAT_MAT3:\r
+ slot_span = 3;\r
+ break;\r
+ case GL_FLOAT_MAT4:\r
+ slot_span = 4;\r
+ break;\r
+ default:\r
+ assert (0);\r
}\r
\r
- return slang_active_uniforms_add (u, q, name);\r
+ if (index_override == MAX_VERTEX_ATTRIBS)\r
+ slot_index = allocate_attrib_slots (self, slot_span);\r
+ else if (can_allocate_attrib_slots (self, index_override, slot_span) == slot_span)\r
+ slot_index = index_override;\r
+ else\r
+ slot_index = MAX_VERTEX_ATTRIBS;\r
+ \r
+ if (slot_index == MAX_VERTEX_ATTRIBS)\r
+ {\r
+ /* TODO: info log: error: MAX_VERTEX_ATTRIBS exceeded */\r
+ return GL_FALSE;\r
+ }\r
+\r
+ self->bindings[n].quant = q;\r
+ self->bindings[n].name = slang_string_duplicate (name);\r
+ if (self->bindings[n].name == NULL)\r
+ return GL_FALSE;\r
+ self->bindings[n].first_slot_index = slot_index;\r
+ self->binding_count++;\r
+\r
+ for (i = 0; i < slot_span; i++)\r
+ self->slots[self->bindings[n].first_slot_index + i].addr = addr + i * 4;\r
+\r
+ return GL_TRUE;\r
}\r
\r
-static GLboolean gather_active_uniforms (slang_active_uniforms *u, slang_export_data_table *tbl)\r
+static GLboolean gather_attrib_bindings (slang_attrib_bindings *self, slang_export_data_table *tbl,\r
+ slang_attrib_overrides *ovr)\r
{\r
GLuint i;\r
\r
+ /* First pass. Gather attribs that have overriden index slots. */\r
for (i = 0; i < tbl->count; i++)\r
- if (tbl->entries[i].access == slang_exp_uniform)\r
+ if (tbl->entries[i].access == slang_exp_attribute &&\r
+ !entry_has_gl_prefix (tbl->entries[i].quant.name, tbl->atoms))\r
{\r
- char name[1024] = "";\r
+ slang_export_data_quant *quant = &tbl->entries[i].quant;\r
+ const GLchar *id = slang_atom_pool_id (tbl->atoms, quant->name);\r
+ GLuint index = lookup_attrib_override (ovr, id);\r
\r
- if (!insert_uniform (u, &tbl->entries[i].quant, name, tbl->atoms))\r
- return GL_FALSE;\r
+ if (index != MAX_VERTEX_ATTRIBS)\r
+ {\r
+ if (!add_attrib_binding (self, quant, id, tbl->entries[i].address, index))\r
+ return GL_FALSE;\r
+ }\r
+ }\r
+\r
+ /* Second pass. Gather attribs that have *NOT* overriden index slots. */\r
+ for (i = 0; i < tbl->count; i++)\r
+ if (tbl->entries[i].access == slang_exp_attribute &&\r
+ !entry_has_gl_prefix (tbl->entries[i].quant.name, tbl->atoms))\r
+ {\r
+ slang_export_data_quant *quant = &tbl->entries[i].quant;\r
+ const GLchar *id = slang_atom_pool_id (tbl->atoms, quant->name);\r
+ GLuint index = lookup_attrib_override (ovr, id);\r
+\r
+ if (index == MAX_VERTEX_ATTRIBS)\r
+ {\r
+ if (!add_attrib_binding (self, quant, id, tbl->entries[i].address, index))\r
+ return GL_FALSE;\r
+ }\r
}\r
\r
return GL_TRUE;\r
\r
static GLvoid slang_varying_bindings_ctr (slang_varying_bindings *self)\r
{\r
- self->count = 0;\r
- self->total = 0;\r
+ self->binding_count = 0;\r
+ self->slot_count = 0;\r
}\r
\r
static GLvoid slang_varying_bindings_dtr (slang_varying_bindings *self)\r
{\r
GLuint i;\r
\r
- for (i = 0; i < self->count; i++)\r
- slang_alloc_free (self->table[i].name);\r
+ for (i = 0; i < self->binding_count; i++)\r
+ slang_alloc_free (self->bindings[i].name);\r
}\r
\r
-static GLvoid update_varying_slots (slang_varying_slot *slots, GLuint count, GLboolean vert,\r
- GLuint address, GLuint do_offset)\r
+static GLvoid update_varying_slots (slang_varying_slot *slots, GLuint count, GLboolean is_vert,\r
+ GLuint addr, GLuint do_offset)\r
{\r
GLuint i;\r
\r
for (i = 0; i < count; i++)\r
- if (vert)\r
- slots[i].vert_addr = address + i * 4 * do_offset;\r
- else\r
- slots[i].frag_addr = address + i * 4 * do_offset;\r
+ *(is_vert ? &slots[i].vert_addr : &slots[i].frag_addr) = addr + i * 4 * do_offset;\r
}\r
\r
-static GLboolean slang_varying_bindings_add (slang_varying_bindings *self,\r
- slang_export_data_quant *q, const char *name, GLboolean vert, GLuint address)\r
+static GLboolean add_varying_binding (slang_varying_bindings *self,\r
+ slang_export_data_quant *q, const char *name, GLboolean is_vert, GLuint addr)\r
{\r
- const GLuint n = self->count;\r
- const GLuint total_components =\r
+ const GLuint n = self->binding_count;\r
+ const GLuint slot_span =\r
slang_export_data_quant_components (q) * slang_export_data_quant_elements (q);\r
GLuint i;\r
\r
for (i = 0; i < n; i++)\r
- if (slang_string_compare (self->table[i].name, name) == 0)\r
+ if (slang_string_compare (self->bindings[i].name, name) == 0)\r
{\r
/* TODO: data quantities must match, or else link fails */\r
- update_varying_slots (&self->slots[self->table[i].slot], total_components, vert,\r
- address, 1);\r
+ update_varying_slots (&self->slots[self->bindings[i].first_slot_index], slot_span,\r
+ is_vert, addr, 1);\r
return GL_TRUE;\r
}\r
\r
- if (self->total + total_components > MAX_VARYING_FLOATS)\r
+ if (self->slot_count + slot_span > MAX_VARYING_FLOATS)\r
{\r
/* TODO: info log: error: MAX_VARYING_FLOATS exceeded */\r
return GL_FALSE;\r
}\r
\r
- self->table[n].quant = q;\r
- self->table[n].slot = self->total;\r
- self->table[n].name = slang_string_duplicate (name);\r
- if (self->table[n].name == NULL)\r
+ self->bindings[n].quant = q;\r
+ self->bindings[n].name = slang_string_duplicate (name);\r
+ if (self->bindings[n].name == NULL)\r
return GL_FALSE;\r
- self->count++;\r
+ self->bindings[n].first_slot_index = self->slot_count;\r
+ self->binding_count++;\r
\r
- update_varying_slots (&self->slots[self->table[n].slot], total_components, vert, address, 1);\r
- update_varying_slots (&self->slots[self->table[n].slot], total_components, !vert, ~0, 0);\r
- self->total += total_components;\r
+ update_varying_slots (&self->slots[self->bindings[n].first_slot_index], slot_span, is_vert,\r
+ addr, 1);\r
+ update_varying_slots (&self->slots[self->bindings[n].first_slot_index], slot_span, !is_vert,\r
+ ~0, 0);\r
+ self->slot_count += slot_span;\r
\r
return GL_TRUE;\r
}\r
\r
-static GLboolean entry_has_gl_prefix (slang_atom name, slang_atom_pool *atoms)\r
-{\r
- const char *str = slang_atom_pool_id (atoms, name);\r
- return str[0] == 'g' && str[1] == 'l' && str[2] == '_';\r
-}\r
-\r
-static GLboolean gather_varying_bindings (slang_varying_bindings *bind,\r
- slang_export_data_table *tbl, GLboolean vert)\r
+static GLboolean gather_varying_bindings (slang_varying_bindings *self,\r
+ slang_export_data_table *tbl, GLboolean is_vert)\r
{\r
GLuint i;\r
\r
if (tbl->entries[i].access == slang_exp_varying &&\r
!entry_has_gl_prefix (tbl->entries[i].quant.name, tbl->atoms))\r
{\r
- if (!slang_varying_bindings_add (bind, &tbl->entries[i].quant,\r
- slang_atom_pool_id (tbl->atoms, tbl->entries[i].quant.name), vert,\r
- tbl->entries[i].address))\r
+ if (!add_varying_binding (self, &tbl->entries[i].quant, slang_atom_pool_id (tbl->atoms,\r
+ tbl->entries[i].quant.name), is_vert, tbl->entries[i].address))\r
return GL_FALSE;\r
}\r
\r
{\r
GLuint i;\r
\r
+ slang_active_variables_ctr (&self->active_uniforms);\r
+ slang_active_variables_ctr (&self->active_attribs);\r
+ slang_attrib_overrides_ctr (&self->attrib_overrides);\r
slang_uniform_bindings_ctr (&self->uniforms);\r
- slang_active_uniforms_ctr (&self->active_uniforms);\r
+ slang_attrib_bindings_ctr (&self->attribs);\r
slang_varying_bindings_ctr (&self->varyings);\r
slang_texture_usages_ctr (&self->texture_usage);\r
for (i = 0; i < SLANG_SHADER_MAX; i++)\r
\r
GLvoid slang_program_dtr (slang_program *self)\r
{\r
+ slang_active_variables_dtr (&self->active_uniforms);\r
+ slang_active_variables_dtr (&self->active_attribs);\r
+ slang_attrib_overrides_dtr (&self->attrib_overrides);\r
slang_uniform_bindings_dtr (&self->uniforms);\r
- slang_active_uniforms_dtr (&self->active_uniforms);\r
+ slang_attrib_bindings_dtr (&self->attribs);\r
slang_varying_bindings_dtr (&self->varyings);\r
slang_texture_usages_dtr (&self->texture_usage);\r
}\r
\r
+static GLvoid slang_program_rst (slang_program *self)\r
+{\r
+ GLuint i;\r
+\r
+ slang_active_variables_dtr (&self->active_uniforms);\r
+ slang_active_variables_dtr (&self->active_attribs);\r
+ slang_uniform_bindings_dtr (&self->uniforms);\r
+ slang_attrib_bindings_dtr (&self->attribs);\r
+ slang_varying_bindings_dtr (&self->varyings);\r
+ slang_texture_usages_dtr (&self->texture_usage);\r
+\r
+ slang_active_variables_ctr (&self->active_uniforms);\r
+ slang_active_variables_ctr (&self->active_attribs);\r
+ slang_uniform_bindings_ctr (&self->uniforms);\r
+ slang_attrib_bindings_ctr (&self->attribs);\r
+ slang_varying_bindings_ctr (&self->varyings);\r
+ slang_texture_usages_ctr (&self->texture_usage);\r
+ for (i = 0; i < SLANG_SHADER_MAX; i++)\r
+ {\r
+ GLuint j;\r
+\r
+ for (j = 0; j < SLANG_COMMON_FIXED_MAX; j++)\r
+ self->common_fixed_entries[i][j] = ~0;\r
+ for (j = 0; j < SLANG_COMMON_CODE_MAX; j++)\r
+ self->code[i][j] = ~0;\r
+ }\r
+ for (i = 0; i < SLANG_VERTEX_FIXED_MAX; i++)\r
+ self->vertex_fixed_entries[i] = ~0;\r
+ for (i = 0; i < SLANG_FRAGMENT_FIXED_MAX; i++)\r
+ self->fragment_fixed_entries[i] = ~0;\r
+}\r
+\r
/*\r
* _slang_link()\r
*/\r
{\r
GLuint i;\r
\r
+ slang_program_rst (prog);\r
+\r
for (i = 0; i < count; i++)\r
{\r
GLuint index;\r
{\r
index = SLANG_SHADER_VERTEX;\r
resolve_vertex_fixed (prog->vertex_fixed_entries, &units[i]->exp_data);\r
+ if (!gather_attrib_bindings (&prog->attribs, &units[i]->exp_data,\r
+ &prog->attrib_overrides))\r
+ return GL_FALSE;\r
}\r
\r
- if (!gather_uniform_bindings (&prog->uniforms, &units[i]->exp_data, index))\r
+ if (!gather_active_variables (&prog->active_uniforms, &units[i]->exp_data,\r
+ slang_exp_uniform))\r
+ return GL_FALSE;\r
+ if (!gather_active_variables (&prog->active_attribs, &units[i]->exp_data,\r
+ slang_exp_attribute))\r
return GL_FALSE;\r
- if (!gather_active_uniforms (&prog->active_uniforms, &units[i]->exp_data))\r
+ if (!gather_uniform_bindings (&prog->uniforms, &units[i]->exp_data, index))\r
return GL_FALSE;\r
if (!gather_varying_bindings (&prog->varyings, &units[i]->exp_data,\r
index == SLANG_SHADER_VERTEX))\r