*direct = GL_FALSE;
return alloc_state_var_array(n->Var, paramList);
}
- { "gl_FrontFacing", FRAG_ATTRIB_FOGC, GL_BOOL, SWIZZLE_YYYY }, /*XXX*/
- { "gl_PointCoord", FRAG_ATTRIB_FOGC, GL_FLOAT_VEC2, SWIZZLE_ZWWW },
+
+
+
+
+#define SWIZZLE_ZWWW MAKE_SWIZZLE4(SWIZZLE_Z, SWIZZLE_W, SWIZZLE_W, SWIZZLE_W)
+
+
+/** Predefined shader inputs */
+struct input_info
+{
+ const char *Name;
+ GLuint Attrib;
+ GLenum Type;
+ GLuint Swizzle;
+};
+
+/** Predefined vertex shader inputs/attributes */
+static const struct input_info vertInputs[] = {
+ { "gl_Vertex", VERT_ATTRIB_POS, GL_FLOAT_VEC4, SWIZZLE_NOOP },
+ { "gl_Normal", VERT_ATTRIB_NORMAL, GL_FLOAT_VEC3, SWIZZLE_NOOP },
+ { "gl_Color", VERT_ATTRIB_COLOR0, GL_FLOAT_VEC4, SWIZZLE_NOOP },
+ { "gl_SecondaryColor", VERT_ATTRIB_COLOR1, GL_FLOAT_VEC4, SWIZZLE_NOOP },
+ { "gl_FogCoord", VERT_ATTRIB_FOG, GL_FLOAT, SWIZZLE_XXXX },
+ { "gl_MultiTexCoord0", VERT_ATTRIB_TEX0, GL_FLOAT_VEC4, SWIZZLE_NOOP },
+ { "gl_MultiTexCoord1", VERT_ATTRIB_TEX1, GL_FLOAT_VEC4, SWIZZLE_NOOP },
+ { "gl_MultiTexCoord2", VERT_ATTRIB_TEX2, GL_FLOAT_VEC4, SWIZZLE_NOOP },
+ { "gl_MultiTexCoord3", VERT_ATTRIB_TEX3, GL_FLOAT_VEC4, SWIZZLE_NOOP },
+ { "gl_MultiTexCoord4", VERT_ATTRIB_TEX4, GL_FLOAT_VEC4, SWIZZLE_NOOP },
+ { "gl_MultiTexCoord5", VERT_ATTRIB_TEX5, GL_FLOAT_VEC4, SWIZZLE_NOOP },
+ { "gl_MultiTexCoord6", VERT_ATTRIB_TEX6, GL_FLOAT_VEC4, SWIZZLE_NOOP },
+ { "gl_MultiTexCoord7", VERT_ATTRIB_TEX7, GL_FLOAT_VEC4, SWIZZLE_NOOP },
+ { NULL, 0, SWIZZLE_NOOP }
+};
+
+/** Predefined fragment shader inputs */
+static const struct input_info fragInputs[] = {
+ { "gl_FragCoord", FRAG_ATTRIB_WPOS, GL_FLOAT_VEC4, SWIZZLE_NOOP },
+ { "gl_Color", FRAG_ATTRIB_COL0, GL_FLOAT_VEC4, SWIZZLE_NOOP },
+ { "gl_SecondaryColor", FRAG_ATTRIB_COL1, GL_FLOAT_VEC4, SWIZZLE_NOOP },
+ { "gl_TexCoord", FRAG_ATTRIB_TEX0, GL_FLOAT_VEC4, SWIZZLE_NOOP },
+ /* note: we're packing several quantities into the fogcoord vector */
+ { "gl_FogFragCoord", FRAG_ATTRIB_FOGC, GL_FLOAT, SWIZZLE_XXXX },
++ { "gl_FogFragCoord", FRAG_ATTRIB_FOGC, GL_FLOAT, SWIZZLE_XXXX },
++ { "gl_FrontFacing", FRAG_ATTRIB_FACE, GL_FLOAT, SWIZZLE_XXXX },
++ { "gl_PointCoord", FRAG_ATTRIB_PNTC, GL_FLOAT_VEC2, SWIZZLE_XYZW },
+ { NULL, 0, SWIZZLE_NOOP }
+};
+
+
+/**
+ * Return the VERT_ATTRIB_* or FRAG_ATTRIB_* value that corresponds to
+ * a vertex or fragment program input variable. Return -1 if the input
+ * name is invalid.
+ * XXX return size too
+ */
+GLint
+_slang_input_index(const char *name, GLenum target, GLuint *swizzleOut)
+{
+ const struct input_info *inputs;
+ GLuint i;
+
+ switch (target) {
+ case GL_VERTEX_PROGRAM_ARB:
+ inputs = vertInputs;
+ break;
+ case GL_FRAGMENT_PROGRAM_ARB:
+ inputs = fragInputs;
+ break;
+ /* XXX geom program */
+ default:
+ _mesa_problem(NULL, "bad target in _slang_input_index");
+ return -1;
+ }
+
+ ASSERT(MAX_TEXTURE_COORD_UNITS == 8); /* if this fails, fix vertInputs above */
+
+ for (i = 0; inputs[i].Name; i++) {
+ if (strcmp(inputs[i].Name, name) == 0) {
+ /* found */
+ *swizzleOut = inputs[i].Swizzle;
+ return inputs[i].Attrib;
+ }
+ }
+ return -1;
+}
+
+
+/**
+ * Return name of the given vertex attribute (VERT_ATTRIB_x).
+ */
+const char *
+_slang_vert_attrib_name(GLuint attrib)
+{
+ GLuint i;
+ assert(attrib < VERT_ATTRIB_GENERIC0);
+ for (i = 0; vertInputs[i].Name; i++) {
+ if (vertInputs[i].Attrib == attrib)
+ return vertInputs[i].Name;
+ }
+ return NULL;
+}
+
+
+/**
+ * Return type (GL_FLOAT, GL_FLOAT_VEC2, etc) of the given vertex
+ * attribute (VERT_ATTRIB_x).
+ */
+GLenum
+_slang_vert_attrib_type(GLuint attrib)
+{
+ GLuint i;
+ assert(attrib < VERT_ATTRIB_GENERIC0);
+ for (i = 0; vertInputs[i].Name; i++) {
+ if (vertInputs[i].Attrib == attrib)
+ return vertInputs[i].Type;
+ }
+ return GL_NONE;
+}
+
+
+
+
+
+/** Predefined shader output info */
+struct output_info
+{
+ const char *Name;
+ GLuint Attrib;
+};
+
+/** Predefined vertex shader outputs */
+static const struct output_info vertOutputs[] = {
+ { "gl_Position", VERT_RESULT_HPOS },
+ { "gl_FrontColor", VERT_RESULT_COL0 },
+ { "gl_BackColor", VERT_RESULT_BFC0 },
+ { "gl_FrontSecondaryColor", VERT_RESULT_COL1 },
+ { "gl_BackSecondaryColor", VERT_RESULT_BFC1 },
+ { "gl_TexCoord", VERT_RESULT_TEX0 },
+ { "gl_FogFragCoord", VERT_RESULT_FOGC },
+ { "gl_PointSize", VERT_RESULT_PSIZ },
+ { NULL, 0 }
+};
+
+/** Predefined fragment shader outputs */
+static const struct output_info fragOutputs[] = {
+ { "gl_FragColor", FRAG_RESULT_COLOR },
+ { "gl_FragDepth", FRAG_RESULT_DEPTH },
+ { "gl_FragData", FRAG_RESULT_DATA0 },
+ { NULL, 0 }
+};
+
+
+/**
+ * Return the VERT_RESULT_* or FRAG_RESULT_* value that corresponds to
+ * a vertex or fragment program output variable. Return -1 for an invalid
+ * output name.
+ */
+GLint
+_slang_output_index(const char *name, GLenum target)
+{
+ const struct output_info *outputs;
+ GLuint i;
+
+ switch (target) {
+ case GL_VERTEX_PROGRAM_ARB:
+ outputs = vertOutputs;
+ break;
+ case GL_FRAGMENT_PROGRAM_ARB:
+ outputs = fragOutputs;
+ break;
+ /* XXX geom program */
+ default:
+ _mesa_problem(NULL, "bad target in _slang_output_index");
+ return -1;
+ }
+
+ for (i = 0; outputs[i].Name; i++) {
+ if (strcmp(outputs[i].Name, name) == 0) {
+ /* found */
+ return outputs[i].Attrib;
+ }
+ }
+ return -1;
+}