From 8af48fc4d62798dbcc00bcfbbd8bc8f3b47982c7 Mon Sep 17 00:00:00 2001 From: Michal Krol Date: Tue, 14 Mar 2006 11:23:16 +0000 Subject: [PATCH] More GLSL code: - add texture sampling support; - fix assembly codegen bugs; --- src/mesa/main/texstate.c | 107 +++++----- src/mesa/shader/shaderobjects.c | 99 ++++++---- src/mesa/shader/shaderobjects.h | 5 +- src/mesa/shader/shaderobjects_3dlabs.c | 186 ++++++++++++++++-- .../slang/library/slang_common_builtin.gc | 66 ++++--- .../slang/library/slang_common_builtin_gc.h | 121 ++++++------ .../slang/library/slang_fragment_builtin.gc | 63 ++++-- .../slang/library/slang_fragment_builtin_gc.h | 121 ++++++------ .../shader/slang/library/slang_shader.syn | 18 +- .../shader/slang/library/slang_shader_syn.h | 8 +- src/mesa/shader/slang/slang_analyse.c | 100 ++++++++++ src/mesa/shader/slang/slang_analyse.h | 50 +++++ src/mesa/shader/slang/slang_assemble.c | 69 +++++-- src/mesa/shader/slang/slang_assemble.h | 5 + src/mesa/shader/slang/slang_execute.c | 80 +++++--- src/mesa/shader/slang/slang_execute_x86.c | 72 ++++--- .../shader/slang/slang_library_texsample.c | 142 +++++++++++++ .../shader/slang/slang_library_texsample.h | 44 +++++ src/mesa/shader/slang/slang_link.c | 50 +++-- src/mesa/shader/slang/slang_link.h | 32 ++- windows/VC6/mesa/mesa/mesa.dsp | 29 +++ 21 files changed, 1093 insertions(+), 374 deletions(-) create mode 100644 src/mesa/shader/slang/slang_analyse.c create mode 100644 src/mesa/shader/slang/slang_analyse.h create mode 100644 src/mesa/shader/slang/slang_library_texsample.c create mode 100644 src/mesa/shader/slang/slang_library_texsample.h diff --git a/src/mesa/main/texstate.c b/src/mesa/main/texstate.c index 428d0a0d01a..a8cb8a7bcfa 100644 --- a/src/mesa/main/texstate.c +++ b/src/mesa/main/texstate.c @@ -39,7 +39,8 @@ #include "texstate.h" #include "texenvprogram.h" #include "mtypes.h" -#include "math/m_xform.h" +#include "math/m_xform.h" +#include "shaderobjects.h" @@ -2765,7 +2766,22 @@ update_texture_matrices( GLcontext *ctx ) } } } - + + +static void +texture_override( struct gl_texture_object *texObj, GLuint textureBit, GLcontext *ctx, + GLbitfield enableBits, struct gl_texture_unit *texUnit ) +{ + if (!texUnit->_ReallyEnabled && (enableBits & textureBit)) { + if (!texObj->Complete) { + _mesa_test_texobj_completeness(ctx, texObj); + } + if (texObj->Complete) { + texUnit->_ReallyEnabled = textureBit; + texUnit->_Current = texObj; + } + } +} /** * \note This routine refers to derived texture matrix values to @@ -2778,7 +2794,9 @@ update_texture_matrices( GLcontext *ctx ) static void update_texture_state( GLcontext *ctx ) { - GLuint unit; + GLuint unit; + struct gl2_program_intf **prog = ctx->ShaderObjects.CurrentProgram; + GLbitfield progteximageusage[MAX_TEXTURE_IMAGE_UNITS]; ctx->NewState |= _NEW_TEXTURE; /* TODO: only set this if there are * actual changes. @@ -2787,7 +2805,16 @@ update_texture_state( GLcontext *ctx ) ctx->Texture._EnabledUnits = 0; ctx->Texture._GenFlags = 0; ctx->Texture._TexMatEnabled = 0; - ctx->Texture._TexGenEnabled = 0; + ctx->Texture._TexGenEnabled = 0; + + /* + * Grab texture image usage state from shader program. It must be grabbed every time + * uniform sampler changes, so maybe there is a better place to perform these rather + * expensive computations. + */ + if (prog != NULL) { + (**prog).GetTextureImageUsage (prog, progteximageusage); + } /* Update texture unit state. * XXX this loop should probably be broken into separate loops for @@ -2801,8 +2828,11 @@ update_texture_state( GLcontext *ctx ) texUnit->_ReallyEnabled = 0; texUnit->_GenFlags = 0; - /* Get the bitmask of texture enables */ - if (ctx->FragmentProgram._Enabled) { + /* Get the bitmask of texture enables */ + if (prog != NULL) { + enableBits = progteximageusage[unit]; + } + else if (ctx->FragmentProgram._Enabled) { enableBits = ctx->FragmentProgram.Current->TexturesUsed[unit]; } else { @@ -2814,61 +2844,12 @@ update_texture_state( GLcontext *ctx ) /* Look for the highest-priority texture target that's enabled and * complete. That's the one we'll use for texturing. If we're using * a fragment program we're guaranteed that bitcount(enabledBits) <= 1. - */ - if (enableBits & TEXTURE_CUBE_BIT) { - struct gl_texture_object *texObj = texUnit->CurrentCubeMap; - if (!texObj->Complete) { - _mesa_test_texobj_completeness(ctx, texObj); - } - if (texObj->Complete) { - texUnit->_ReallyEnabled = TEXTURE_CUBE_BIT; - texUnit->_Current = texObj; - } - } - - if (!texUnit->_ReallyEnabled && (enableBits & TEXTURE_3D_BIT)) { - struct gl_texture_object *texObj = texUnit->Current3D; - if (!texObj->Complete) { - _mesa_test_texobj_completeness(ctx, texObj); - } - if (texObj->Complete) { - texUnit->_ReallyEnabled = TEXTURE_3D_BIT; - texUnit->_Current = texObj; - } - } - - if (!texUnit->_ReallyEnabled && (enableBits & TEXTURE_RECT_BIT)) { - struct gl_texture_object *texObj = texUnit->CurrentRect; - if (!texObj->Complete) { - _mesa_test_texobj_completeness(ctx, texObj); - } - if (texObj->Complete) { - texUnit->_ReallyEnabled = TEXTURE_RECT_BIT; - texUnit->_Current = texObj; - } - } - - if (!texUnit->_ReallyEnabled && (enableBits & TEXTURE_2D_BIT)) { - struct gl_texture_object *texObj = texUnit->Current2D; - if (!texObj->Complete) { - _mesa_test_texobj_completeness(ctx, texObj); - } - if (texObj->Complete) { - texUnit->_ReallyEnabled = TEXTURE_2D_BIT; - texUnit->_Current = texObj; - } - } - - if (!texUnit->_ReallyEnabled && (enableBits & TEXTURE_1D_BIT)) { - struct gl_texture_object *texObj = texUnit->Current1D; - if (!texObj->Complete) { - _mesa_test_texobj_completeness(ctx, texObj); - } - if (texObj->Complete) { - texUnit->_ReallyEnabled = TEXTURE_1D_BIT; - texUnit->_Current = texObj; - } - } + */ + texture_override(texUnit->CurrentCubeMap, TEXTURE_CUBE_BIT, ctx, enableBits, texUnit); + texture_override(texUnit->Current3D, TEXTURE_3D_BIT, ctx, enableBits, texUnit); + texture_override(texUnit->CurrentRect, TEXTURE_RECT_BIT, ctx, enableBits, texUnit); + texture_override(texUnit->Current2D, TEXTURE_2D_BIT, ctx, enableBits, texUnit); + texture_override(texUnit->Current1D, TEXTURE_1D_BIT, ctx, enableBits, texUnit); if (!texUnit->_ReallyEnabled) { continue; @@ -2967,8 +2948,8 @@ update_texture_state( GLcontext *ctx ) /* Fragment programs may need texture coordinates but not the * corresponding texture images. */ - if (ctx->ShaderObjects.CurrentProgram != NULL) { - ctx->Texture._EnabledCoordUnits |= (1 << 8) - 1; + if (prog != NULL) { + ctx->Texture._EnabledCoordUnits |= (1 << ctx->Const.MaxTextureCoordUnits) - 1; } else if (ctx->FragmentProgram._Enabled) { ctx->Texture._EnabledCoordUnits |= diff --git a/src/mesa/shader/shaderobjects.c b/src/mesa/shader/shaderobjects.c index 4c4fdcfe550..ad55b7448c5 100644 --- a/src/mesa/shader/shaderobjects.c +++ b/src/mesa/shader/shaderobjects.c @@ -343,34 +343,13 @@ _mesa_ValidateProgramARB (GLhandleARB programObj) } } -/* -Errors TODO - - The error INVALID_OPERATION is generated by the Uniform*ARB if the - number of values loaded results in exceeding the declared extent of a - uniform. - - The error INVALID_OPERATION is generated by the Uniform*ARB commands if - the size does not match the size of the uniform declared in the shader. - - The error INVALID_OPERATION is generated by the Uniform*ARB commands if - the type does not match the type of the uniform declared in the shader, - if the uniform is not of type Boolean. - - The error INVALID_OPERATION is generated by the Uniform*ARB commands if - does not exist for the program object currently in use. - - The error INVALID_OPERATION is generated if a uniform command other than - Uniform1i{v}ARB is used to load a sampler value. - - -*/ - GLvoid GLAPIENTRY _mesa_Uniform1fARB (GLint location, GLfloat v0) { GET_CURRENT_CONTEXT(ctx); - GET_CURRENT_LINKED_PROGRAM(pro, "glUniform1fARB"); + GET_CURRENT_LINKED_PROGRAM(pro, "glUniform1fARB"); + + FLUSH_VERTICES(ctx, _NEW_PROGRAM); if (pro != NULL) { @@ -383,7 +362,9 @@ GLvoid GLAPIENTRY _mesa_Uniform2fARB (GLint location, GLfloat v0, GLfloat v1) { GET_CURRENT_CONTEXT(ctx); - GET_CURRENT_LINKED_PROGRAM(pro, "glUniform2fARB"); + GET_CURRENT_LINKED_PROGRAM(pro, "glUniform2fARB"); + + FLUSH_VERTICES(ctx, _NEW_PROGRAM); if (pro != NULL) { @@ -398,7 +379,9 @@ GLvoid GLAPIENTRY _mesa_Uniform3fARB (GLint location, GLfloat v0, GLfloat v1, GLfloat v2) { GET_CURRENT_CONTEXT(ctx); - GET_CURRENT_LINKED_PROGRAM(pro, "glUniform3fARB"); + GET_CURRENT_LINKED_PROGRAM(pro, "glUniform3fARB"); + + FLUSH_VERTICES(ctx, _NEW_PROGRAM); if (pro != NULL) { @@ -413,7 +396,9 @@ GLvoid GLAPIENTRY _mesa_Uniform4fARB (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) { GET_CURRENT_CONTEXT(ctx); - GET_CURRENT_LINKED_PROGRAM(pro, "glUniform4fARB"); + GET_CURRENT_LINKED_PROGRAM(pro, "glUniform4fARB"); + + FLUSH_VERTICES(ctx, _NEW_PROGRAM); if (pro != NULL) { @@ -428,7 +413,9 @@ GLvoid GLAPIENTRY _mesa_Uniform1iARB (GLint location, GLint v0) { GET_CURRENT_CONTEXT(ctx); - GET_CURRENT_LINKED_PROGRAM(pro, "glUniform1iARB"); + GET_CURRENT_LINKED_PROGRAM(pro, "glUniform1iARB"); + + FLUSH_VERTICES(ctx, _NEW_PROGRAM); if (pro != NULL) { @@ -441,7 +428,9 @@ GLvoid GLAPIENTRY _mesa_Uniform2iARB (GLint location, GLint v0, GLint v1) { GET_CURRENT_CONTEXT(ctx); - GET_CURRENT_LINKED_PROGRAM(pro, "glUniform2iARB"); + GET_CURRENT_LINKED_PROGRAM(pro, "glUniform2iARB"); + + FLUSH_VERTICES(ctx, _NEW_PROGRAM); if (pro != NULL) { @@ -456,7 +445,9 @@ GLvoid GLAPIENTRY _mesa_Uniform3iARB (GLint location, GLint v0, GLint v1, GLint v2) { GET_CURRENT_CONTEXT(ctx); - GET_CURRENT_LINKED_PROGRAM(pro, "glUniform3iARB"); + GET_CURRENT_LINKED_PROGRAM(pro, "glUniform3iARB"); + + FLUSH_VERTICES(ctx, _NEW_PROGRAM); if (pro != NULL) { @@ -471,7 +462,9 @@ GLvoid GLAPIENTRY _mesa_Uniform4iARB (GLint location, GLint v0, GLint v1, GLint v2, GLint v3) { GET_CURRENT_CONTEXT(ctx); - GET_CURRENT_LINKED_PROGRAM(pro, "glUniform4iARB"); + GET_CURRENT_LINKED_PROGRAM(pro, "glUniform4iARB"); + + FLUSH_VERTICES(ctx, _NEW_PROGRAM); if (pro != NULL) { @@ -486,7 +479,9 @@ GLvoid GLAPIENTRY _mesa_Uniform1fvARB (GLint location, GLsizei count, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); - GET_CURRENT_LINKED_PROGRAM(pro, "glUniform1fvARB"); + GET_CURRENT_LINKED_PROGRAM(pro, "glUniform1fvARB"); + + FLUSH_VERTICES(ctx, _NEW_PROGRAM); if (pro != NULL) { @@ -499,7 +494,9 @@ GLvoid GLAPIENTRY _mesa_Uniform2fvARB (GLint location, GLsizei count, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); - GET_CURRENT_LINKED_PROGRAM(pro, "glUniform2fvARB"); + GET_CURRENT_LINKED_PROGRAM(pro, "glUniform2fvARB"); + + FLUSH_VERTICES(ctx, _NEW_PROGRAM); if (pro != NULL) { @@ -512,7 +509,9 @@ GLvoid GLAPIENTRY _mesa_Uniform3fvARB (GLint location, GLsizei count, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); - GET_CURRENT_LINKED_PROGRAM(pro, "glUniform3fvARB"); + GET_CURRENT_LINKED_PROGRAM(pro, "glUniform3fvARB"); + + FLUSH_VERTICES(ctx, _NEW_PROGRAM); if (pro != NULL) { @@ -525,7 +524,9 @@ GLvoid GLAPIENTRY _mesa_Uniform4fvARB (GLint location, GLsizei count, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); - GET_CURRENT_LINKED_PROGRAM(pro, "glUniform4fvARB"); + GET_CURRENT_LINKED_PROGRAM(pro, "glUniform4fvARB"); + + FLUSH_VERTICES(ctx, _NEW_PROGRAM); if (pro != NULL) { @@ -538,7 +539,9 @@ GLvoid GLAPIENTRY _mesa_Uniform1ivARB (GLint location, GLsizei count, const GLint *value) { GET_CURRENT_CONTEXT(ctx); - GET_CURRENT_LINKED_PROGRAM(pro, "glUniform1ivARB"); + GET_CURRENT_LINKED_PROGRAM(pro, "glUniform1ivARB"); + + FLUSH_VERTICES(ctx, _NEW_PROGRAM); if (pro != NULL) { @@ -551,7 +554,9 @@ GLvoid GLAPIENTRY _mesa_Uniform2ivARB (GLint location, GLsizei count, const GLint *value) { GET_CURRENT_CONTEXT(ctx); - GET_CURRENT_LINKED_PROGRAM(pro, "glUniform2ivARB"); + GET_CURRENT_LINKED_PROGRAM(pro, "glUniform2ivARB"); + + FLUSH_VERTICES(ctx, _NEW_PROGRAM); if (pro != NULL) { @@ -564,7 +569,9 @@ GLvoid GLAPIENTRY _mesa_Uniform3ivARB (GLint location, GLsizei count, const GLint *value) { GET_CURRENT_CONTEXT(ctx); - GET_CURRENT_LINKED_PROGRAM(pro, "glUniform3ivARB"); + GET_CURRENT_LINKED_PROGRAM(pro, "glUniform3ivARB"); + + FLUSH_VERTICES(ctx, _NEW_PROGRAM); if (pro != NULL) { @@ -577,7 +584,9 @@ GLvoid GLAPIENTRY _mesa_Uniform4ivARB (GLint location, GLsizei count, const GLint *value) { GET_CURRENT_CONTEXT(ctx); - GET_CURRENT_LINKED_PROGRAM(pro, "glUniform4ivARB"); + GET_CURRENT_LINKED_PROGRAM(pro, "glUniform4ivARB"); + + FLUSH_VERTICES(ctx, _NEW_PROGRAM); if (pro != NULL) { @@ -590,7 +599,9 @@ GLvoid GLAPIENTRY _mesa_UniformMatrix2fvARB (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); - GET_CURRENT_LINKED_PROGRAM(pro, "glUniformMatrix2fvARB"); + GET_CURRENT_LINKED_PROGRAM(pro, "glUniformMatrix2fvARB"); + + FLUSH_VERTICES(ctx, _NEW_PROGRAM); if (pro != NULL) { @@ -628,7 +639,9 @@ GLvoid GLAPIENTRY _mesa_UniformMatrix3fvARB (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); - GET_CURRENT_LINKED_PROGRAM(pro, "glUniformMatrix3fvARB"); + GET_CURRENT_LINKED_PROGRAM(pro, "glUniformMatrix3fvARB"); + + FLUSH_VERTICES(ctx, _NEW_PROGRAM); if (pro != NULL) { @@ -671,7 +684,9 @@ GLvoid GLAPIENTRY _mesa_UniformMatrix4fvARB (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); - GET_CURRENT_LINKED_PROGRAM(pro, "glUniformMatrix4fvARB"); + GET_CURRENT_LINKED_PROGRAM(pro, "glUniformMatrix4fvARB"); + + FLUSH_VERTICES(ctx, _NEW_PROGRAM); if (pro != NULL) { diff --git a/src/mesa/shader/shaderobjects.h b/src/mesa/shader/shaderobjects.h index 5a4667d090a..830adddec94 100644 --- a/src/mesa/shader/shaderobjects.h +++ b/src/mesa/shader/shaderobjects.h @@ -88,9 +88,10 @@ struct gl2_program_intf GLvoid (* Validate) (struct gl2_program_intf **); GLvoid (* UpdateFixedUniforms) (struct gl2_program_intf **); GLvoid (* UpdateFixedAttribute) (struct gl2_program_intf **, GLuint, GLvoid *, GLuint, GLuint, - GLboolean); + GLboolean); GLvoid (* UpdateFixedVarying) (struct gl2_program_intf **, GLuint, GLvoid *, GLuint, GLuint, - GLboolean); + GLboolean); + GLvoid (* GetTextureImageUsage) (struct gl2_program_intf **, GLbitfield *); }; struct gl2_fragment_shader_intf diff --git a/src/mesa/shader/shaderobjects_3dlabs.c b/src/mesa/shader/shaderobjects_3dlabs.c index 96f382437d5..6d03f426487 100755 --- a/src/mesa/shader/shaderobjects_3dlabs.c +++ b/src/mesa/shader/shaderobjects_3dlabs.c @@ -841,7 +841,7 @@ write_common_fixed (slang_program *pro, GLuint index, const GLvoid *src, GLuint { GLuint i; - for (i = 0; i < SLANG_UNIFORM_BINDING_MAX; i++) + for (i = 0; i < SLANG_SHADER_MAX; i++) { GLuint addr; @@ -965,7 +965,7 @@ _program_UpdateFixedAttribute (struct gl2_program_intf **intf, GLuint index, GLv { GLubyte *mem; - mem = (GLubyte *) pro->machines[SLANG_UNIFORM_BINDING_VERTEX]->mem + addr + offset * size; + mem = (GLubyte *) pro->machines[SLANG_SHADER_VERTEX]->mem + addr + offset * size; if (write) _mesa_memcpy (mem, data, size); else @@ -986,7 +986,7 @@ _program_UpdateFixedVarying (struct gl2_program_intf **intf, GLuint index, GLvoi { GLubyte *mem; - mem = (GLubyte *) pro->machines[SLANG_UNIFORM_BINDING_FRAGMENT]->mem + addr + offset * size; + mem = (GLubyte *) pro->machines[SLANG_SHADER_FRAGMENT]->mem + addr + offset * size; if (write) _mesa_memcpy (mem, data, size); else @@ -994,6 +994,58 @@ _program_UpdateFixedVarying (struct gl2_program_intf **intf, GLuint index, GLvoi } } +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 = pro->texture_usage.table[i].quant->array_len; + if (n == 0) + n = 1; + 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 (pro->texture_usage.table[i].quant->u.basic_type) + { + 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 struct gl2_program_intf _program_vftbl = { { { @@ -1019,7 +1071,8 @@ static struct gl2_program_intf _program_vftbl = { _program_Validate, _program_UpdateFixedUniforms, _program_UpdateFixedAttribute, - _program_UpdateFixedVarying + _program_UpdateFixedVarying, + _program_GetTextureImageUsage }; static void @@ -1238,7 +1291,7 @@ 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_UNIFORM_BINDING_FRAGMENT]->kill ? GL_TRUE : GL_FALSE; + *val = impl->_obj.prog.machines[SLANG_SHADER_FRAGMENT]->kill ? GL_TRUE : GL_FALSE; return 1; } @@ -1251,19 +1304,19 @@ static GLvoid exec_shader (struct gl2_program_intf **pro, GLuint i) p = &impl->_obj.prog; slang_machine_init (p->machines[i]); - p->machines[i]->ip = p->code[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_UNIFORM_BINDING_FRAGMENT); + exec_shader (pro, SLANG_SHADER_FRAGMENT); } GLvoid _slang_exec_vertex_shader (struct gl2_program_intf **pro) { - exec_shader (pro, SLANG_UNIFORM_BINDING_VERTEX); + exec_shader (pro, SLANG_SHADER_VERTEX); } GLint _slang_get_uniform_location (struct gl2_program_intf **pro, const char *name) @@ -1287,6 +1340,10 @@ GLboolean _slang_write_uniform (struct gl2_program_intf **pro, GLint loc, GLsize slang_uniform_bindings *bind; slang_uniform_binding *b; 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; @@ -1298,16 +1355,113 @@ GLboolean _slang_write_uniform (struct gl2_program_intf **pro, GLint loc, GLsize b = &bind->table[loc]; /* TODO: check sizes */ - /* TODO: check if not structure */ - if (b->quant->u.basic_type != type) + if (b->quant->structure != NULL) return GL_FALSE; - for (i = 0; i < SLANG_UNIFORM_BINDING_MAX; i++) - if (b->address[i] != ~0) - { - _mesa_memcpy (&impl->_obj.prog.machines[i]->mem[b->address[i] / 4], data, - count * b->quant->size); - } + switch (b->quant->u.basic_type) + { + 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 == b->quant->u.basic_type); + 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 (b->address[i] != ~0) + { + const GLfloat *src = (GLfloat *) (data); + GLfloat *dst = (GLfloat *) (&impl->_obj.prog.machines[i]->mem[b->address[i] / 4]); + GLuint j; + + for (j = 0; j < count * b->quant->size / 4; 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 (b->address[i] != ~0) + { + const GLuint *src = (GLuint *) (data); + GLfloat *dst = (GLfloat *) (&impl->_obj.prog.machines[i]->mem[b->address[i] / 4]); + GLuint j; + + for (j = 0; j < count * b->quant->size / 4; j++) + dst[j] = src[j] ? 1.0f : 0.0f; + } + } + else if (convert_int_to_float) + { + for (i = 0; i < SLANG_SHADER_MAX; i++) + if (b->address[i] != ~0) + { + const GLuint *src = (GLuint *) (data); + GLfloat *dst = (GLfloat *) (&impl->_obj.prog.machines[i]->mem[b->address[i] / 4]); + GLuint j; + + for (j = 0; j < count * b->quant->size / 4; j++) + dst[j] = (GLfloat) src[j]; + } + } + else + { + for (i = 0; i < SLANG_SHADER_MAX; i++) + if (b->address[i] != ~0) + { + _mesa_memcpy (&impl->_obj.prog.machines[i]->mem[b->address[i] / 4], data, + count * b->quant->size); + } + } return GL_TRUE; } diff --git a/src/mesa/shader/slang/library/slang_common_builtin.gc b/src/mesa/shader/slang/library/slang_common_builtin.gc index 4d82d54c14d..9486f4c8304 100755 --- a/src/mesa/shader/slang/library/slang_common_builtin.gc +++ b/src/mesa/shader/slang/library/slang_common_builtin.gc @@ -1,10 +1,27 @@ - -// -// TODO: -// - implement texture1D, texture3D, textureCube, -// - implement shadow1D, shadow2D, -// - +/* + * Mesa 3-D graphics library + * Version: 6.5 + * + * Copyright (C) 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. + */ + // // From Shader Spec, ver. 1.10, rev. 59 // @@ -1267,8 +1284,9 @@ bvec4 not (bvec4 v) { // vec4 texture1D (sampler1D sampler, float coord) { - // XXX: - return vec4 (0.0); + vec4 texel; + __asm vec4_tex1d texel, sampler, coord, 0.0; + return texel; } vec4 texture1DProj (sampler1D sampler, vec2 coord) { @@ -1281,7 +1299,7 @@ vec4 texture1DProj (sampler1D sampler, vec4 coord) { vec4 texture2D (sampler2D sampler, vec2 coord) { vec4 texel; - __asm vec4_tex2d texel, sampler, coord; + __asm vec4_tex2d texel, sampler, coord, 0.0; return texel; } @@ -1294,8 +1312,9 @@ vec4 texture2DProj (sampler2D sampler, vec4 coord) { } vec4 texture3D (sampler3D sampler, vec3 coord) { - // XXX: - return vec4 (0.0); + vec4 texel; + __asm vec4_tex3d texel, sampler, coord, 0.0; + return texel; } vec4 texture3DProj (sampler3D sampler, vec4 coord) { @@ -1303,22 +1322,25 @@ vec4 texture3DProj (sampler3D sampler, vec4 coord) { } vec4 textureCube (samplerCube sampler, vec3 coord) { - // XXX: - return vec4 (0.0); + vec4 texel; + __asm vec4_texcube texel, sampler, coord, 0.0; + return texel; } vec4 shadow1D (sampler1DShadow sampler, vec3 coord) { - // XXX: - return vec4 (0.0); + vec4 texel; + __asm vec4_shad1d texel, sampler, coord, 0.0; + return texel; } -vec4 shadow2D (sampler2DShadow sampler, vec3 coord) { - // XXX: - return vec4 (0.0); -} - vec4 shadow1DProj (sampler1DShadow sampler, vec4 coord) { - return shadow1D (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q)); + return shadow1D (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q)); +} + +vec4 shadow2D (sampler2DShadow sampler, vec3 coord) { + vec4 texel; + __asm vec4_shad2d texel, sampler, coord, 0.0; + return texel; } vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord) { diff --git a/src/mesa/shader/slang/library/slang_common_builtin_gc.h b/src/mesa/shader/slang/library/slang_common_builtin_gc.h index 7198e5f9478..ad4f78eebf4 100644 --- a/src/mesa/shader/slang/library/slang_common_builtin_gc.h +++ b/src/mesa/shader/slang/library/slang_common_builtin_gc.h @@ -548,62 +548,71 @@ 0,56,0,18,118,0,59,121,0,56,0,18,118,0,59,122,0,56,0,0,0,0,1,0,4,0,110,111,116,0,1,0,0,4,118,0,0,0, 1,8,58,98,118,101,99,52,0,18,118,0,59,120,0,56,0,18,118,0,59,121,0,56,0,18,118,0,59,122,0,56,0,18, 118,0,59,119,0,56,0,0,0,0,1,0,12,0,116,101,120,116,117,114,101,49,68,0,1,0,0,16,115,97,109,112,108, -101,114,0,0,1,0,0,9,99,111,111,114,100,0,0,0,1,8,58,118,101,99,52,0,17,48,0,48,0,0,0,0,0,0,1,0,12, -0,116,101,120,116,117,114,101,49,68,80,114,111,106,0,1,0,0,16,115,97,109,112,108,101,114,0,0,1,0,0, -10,99,111,111,114,100,0,0,0,1,8,58,116,101,120,116,117,114,101,49,68,0,18,115,97,109,112,108,101, 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+0,18,120,0,0,0,0,58,110,111,105,115,101,49,0,18,120,0,17,49,57,0,51,52,0,0,46,0,0,0,58,110,111,105, 115,101,49,0,18,120,0,17,53,0,52,55,0,0,46,0,0,0,0,0,0,1,0,11,0,110,111,105,115,101,51,0,1,0,0,10, 120,0,0,0,1,8,58,118,101,99,51,0,58,110,111,105,115,101,49,0,18,120,0,0,0,0,58,110,111,105,115,101, 49,0,18,120,0,58,118,101,99,50,0,17,49,57,0,51,52,0,0,0,17,55,0,54,54,0,0,0,0,46,0,0,0,58,110,111, diff --git a/src/mesa/shader/slang/library/slang_fragment_builtin.gc b/src/mesa/shader/slang/library/slang_fragment_builtin.gc index 776c96db9b0..8b619cd8373 100755 --- a/src/mesa/shader/slang/library/slang_fragment_builtin.gc +++ b/src/mesa/shader/slang/library/slang_fragment_builtin.gc @@ -1,8 +1,29 @@ +/* + * Mesa 3-D graphics library + * Version: 6.5 + * + * Copyright (C) 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. + */ // // TODO: -// - implement texture1D, texture2D, texture3D, textureCube, -// - implement shadow1D, shadow2D, // - implement dFdx, dFdy, // @@ -26,8 +47,9 @@ varying float gl_FogFragCoord; // vec4 texture1D (sampler1D sampler, float coord, float bias) { - // XXX: - return vec4 (0.0); + vec4 texel; + __asm vec4_tex1d texel, sampler, coord, bias; + return texel; } vec4 texture1DProj (sampler1D sampler, vec2 coord, float bias) { @@ -39,8 +61,9 @@ vec4 texture1DProj (sampler1D sampler, vec4 coord, float bias) { } vec4 texture2D (sampler2D sampler, vec2 coord, float bias) { - // XXX: - return vec4 (0.0); + vec4 texel; + __asm vec4_tex2d texel, sampler, coord, bias; + return texel; } vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias) { @@ -52,8 +75,9 @@ vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias) { } vec4 texture3D (sampler3D sampler, vec3 coord, float bias) { - // XXX: - return vec4 (0.0); + vec4 texel; + __asm vec4_tex3d texel, sampler, coord, bias; + return texel; } vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias) { @@ -61,22 +85,25 @@ vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias) { } vec4 textureCube (samplerCube sampler, vec3 coord, float bias) { - // XXX: - return vec4 (0.0); + vec4 texel; + __asm vec4_texcube texel, sampler, coord, bias; + return texel; } vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias) { - // XXX: - return vec4 (0.0); -} - -vec4 shadow2D (sampler2DShadow sampler, vec3 coord, float bias) { - // XXX: - return vec4 (0.0); + vec4 texel; + __asm vec4_shad1d texel, sampler, coord, bias; + return texel; } vec4 shadow1DProj (sampler1DShadow sampler, vec4 coord, float bias) { - return shadow1D (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q), bias); + return shadow1D (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q), bias); +} + +vec4 shadow2D (sampler2DShadow sampler, vec3 coord, float bias) { + vec4 texel; + __asm vec4_shad2d texel, sampler, coord, bias; + return texel; } vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord, float bias) { diff --git a/src/mesa/shader/slang/library/slang_fragment_builtin_gc.h b/src/mesa/shader/slang/library/slang_fragment_builtin_gc.h index d8202a83ca2..89d4736f3eb 100644 --- a/src/mesa/shader/slang/library/slang_fragment_builtin_gc.h +++ b/src/mesa/shader/slang/library/slang_fragment_builtin_gc.h @@ -10,58 +10,69 @@ 111,114,0,0,0,2,2,3,12,1,103,108,95,84,101,120,67,111,111,114,100,0,3,18,103,108,95,77,97,120,84, 101,120,116,117,114,101,67,111,111,114,100,115,0,0,0,2,2,3,9,1,103,108,95,70,111,103,70,114,97,103, 67,111,111,114,100,0,0,0,1,0,12,0,116,101,120,116,117,114,101,49,68,0,1,0,0,16,115,97,109,112,108, 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+10,112,0,0,0,1,8,58,97,98,115,0,58,100,70,100,120,0,18,112,0,0,0,0,0,58,97,98,115,0,58,100,70,100, +121,0,18,112,0,0,0,0,0,46,0,0,1,0,11,0,102,119,105,100,116,104,0,1,0,0,11,112,0,0,0,1,8,58,97,98, +115,0,58,100,70,100,120,0,18,112,0,0,0,0,0,58,97,98,115,0,58,100,70,100,121,0,18,112,0,0,0,0,0,46, +0,0,1,0,12,0,102,119,105,100,116,104,0,1,0,0,12,112,0,0,0,1,8,58,97,98,115,0,58,100,70,100,120,0, +18,112,0,0,0,0,0,58,97,98,115,0,58,100,70,100,121,0,18,112,0,0,0,0,0,46,0,0,0 diff --git a/src/mesa/shader/slang/library/slang_shader.syn b/src/mesa/shader/slang/library/slang_shader.syn index aeb3c6112c2..36d073e88a8 100644 --- a/src/mesa/shader/slang/library/slang_shader.syn +++ b/src/mesa/shader/slang/library/slang_shader.syn @@ -1168,16 +1168,26 @@ __asm_statement "__asm" .and space .and identifier .and space .and asm_arguments .and semicolon .emit OP_END; /* - ::= - | "," + ::= + | "," note: this is an extension to the standard language specification - normally slang disallows __asm statements */ asm_arguments - variable_identifier .and .true .emit OP_END .and .loop asm_arguments_1; + asm_argument .and .true .emit OP_END .and .loop asm_arguments_1; asm_arguments_1 - comma .and variable_identifier .and .true .emit OP_END; + comma .and asm_argument .and .true .emit OP_END; + +/* + ::= + | + +note: this is an extension to the standard language specification - normally slang disallows + __asm statements +*/ +asm_argument + variable_identifier .or floatconstant; /* ::= diff --git a/src/mesa/shader/slang/library/slang_shader_syn.h b/src/mesa/shader/slang/library/slang_shader_syn.h index 3f13b2583a3..5a94d99d439 100644 --- a/src/mesa/shader/slang/library/slang_shader_syn.h +++ b/src/mesa/shader/slang/library/slang_shader_syn.h @@ -560,9 +560,11 @@ "__asm_statement\n" " \"__asm\" .and space .and identifier .and space .and asm_arguments .and semicolon .emit OP_END;\n" "asm_arguments\n" -" variable_identifier .and .true .emit OP_END .and .loop asm_arguments_1;\n" +" asm_argument .and .true .emit OP_END .and .loop asm_arguments_1;\n" "asm_arguments_1\n" -" comma .and variable_identifier .and .true .emit OP_END;\n" +" comma .and asm_argument .and .true .emit OP_END;\n" +"asm_argument\n" +" variable_identifier .or floatconstant;\n" "translation_unit\n" " optional_space .emit REVISION .and external_declaration .error INVALID_EXTERNAL_DECLARATION .and\n" " .loop external_declaration .and optional_space .and\n" @@ -749,4 +751,4 @@ " '\\'' .or '<' .or ',' .or '>' .or '.' .or '/' .or '?' .or err_identifier;\n" "err_identifier\n" " id_character_first .and .loop id_character_next;\n" -"" +"" \ No newline at end of file diff --git a/src/mesa/shader/slang/slang_analyse.c b/src/mesa/shader/slang/slang_analyse.c new file mode 100644 index 00000000000..164dbec3503 --- /dev/null +++ b/src/mesa/shader/slang/slang_analyse.c @@ -0,0 +1,100 @@ +/* + * Mesa 3-D graphics library + * Version: 6.5 + * + * Copyright (C) 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 slang_analyse.c + * slang assembly code analysis + * \author Michal Krol + */ + +#include "imports.h" +#include "slang_analyse.h" +#include "slang_utility.h" + +GLboolean _slang_analyse_texture_usage (slang_program *prog) +{ + GLuint i, count = 0; + + slang_texture_usages_dtr (&prog->texture_usage); + slang_texture_usages_ctr (&prog->texture_usage); + + /* + * We could do a full code analysis to find out which uniforms are actually used. + * For now, we are very conservative and extract them from uniform binding table, which + * in turn also do not come from code analysis. + */ + + for (i = 0; i < prog->uniforms.count; i++) + { + slang_uniform_binding *b = &prog->uniforms.table[i]; + + if (b->address[SLANG_SHADER_FRAGMENT] != ~0 && b->quant->structure == NULL) + { + switch (b->quant->u.basic_type) + { + 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: + count++; + break; + } + } + } + + if (count == 0) + return GL_TRUE; + prog->texture_usage.table = (slang_texture_usage *) slang_alloc_malloc ( + count * sizeof (slang_texture_usage)); + if (prog->texture_usage.table == NULL) + return GL_FALSE; + prog->texture_usage.count = count; + + for (count = i = 0; i < prog->uniforms.count; i++) + { + slang_uniform_binding *b = &prog->uniforms.table[i]; + + if (b->address[SLANG_SHADER_FRAGMENT] != ~0 && b->quant->structure == NULL) + { + switch (b->quant->u.basic_type) + { + 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: + prog->texture_usage.table[count].quant = b->quant; + prog->texture_usage.table[count].frag_address = b->address[SLANG_SHADER_FRAGMENT]; + count++; + break; + } + } + } + + return GL_TRUE; +} + diff --git a/src/mesa/shader/slang/slang_analyse.h b/src/mesa/shader/slang/slang_analyse.h new file mode 100644 index 00000000000..89814b3cc3f --- /dev/null +++ b/src/mesa/shader/slang/slang_analyse.h @@ -0,0 +1,50 @@ +/* + * Mesa 3-D graphics library + * Version: 6.5 + * + * Copyright (C) 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. + */ + +#if !defined SLANG_ANALYSE_H +#define SLANG_ANALYSE_H + +#include "slang_link.h" + +#if defined __cplusplus +extern "C" { +#endif + +/* + * Texture usage analysis is a bit more difficult than for fragment programs. While fragment + * programs statically link to texture targets and texture units, shaders statically link + * only to texture targets. The texture unit linkage is determined just before the execution + * of a given primitive by reading active uniform samplers. + * + * This procedure retrieves a list of uniforms that reach texture sample instructions. + */ + +GLboolean _slang_analyse_texture_usage (slang_program *); + +#ifdef __cplusplus +} +#endif + +#endif + diff --git a/src/mesa/shader/slang/slang_assemble.c b/src/mesa/shader/slang/slang_assemble.c index b24d3183841..faa13b33e69 100644 --- a/src/mesa/shader/slang/slang_assemble.c +++ b/src/mesa/shader/slang/slang_assemble.c @@ -644,7 +644,12 @@ static const struct { "float_noise3", slang_asm_float_noise3, slang_asm_float_copy }, { "float_noise4", slang_asm_float_noise4, slang_asm_float_copy }, { "int_to_float", slang_asm_int_to_float, slang_asm_float_copy }, + { "vec4_tex1d", slang_asm_vec4_tex1d, slang_asm_none }, { "vec4_tex2d", slang_asm_vec4_tex2d, slang_asm_none }, + { "vec4_tex3d", slang_asm_vec4_tex3d, slang_asm_none }, + { "vec4_texcube", slang_asm_vec4_texcube, slang_asm_none }, + { "vec4_shad1d", slang_asm_vec4_shad1d, slang_asm_none }, + { "vec4_shad2d", slang_asm_vec4_shad2d, slang_asm_none }, /* mesa-specific extensions */ { "float_print", slang_asm_float_deref, slang_asm_float_print }, { "int_print", slang_asm_int_deref, slang_asm_int_print }, @@ -930,7 +935,9 @@ static GLboolean handle_field (slang_assemble_ctx *A, slang_assembly_typeinfo *t else { GLuint i, struct_size = 0, field_offset = 0, field_size = 0; + GLboolean relocate, shrink; + /* calculate struct size, field offset and field size */ for (i = 0; i < tib->spec._struct->fields->num_variables; i++) { slang_variable *field; @@ -960,28 +967,56 @@ static GLboolean handle_field (slang_assemble_ctx *A, slang_assembly_typeinfo *t field_offset += size; } - if (!PLAB (A->file, slang_asm_addr_push, field_offset)) - return GL_FALSE; + /* + * OPTIMIZATION: If selecting the last field, no relocation is needed. + */ + relocate = field_offset != struct_size - field_size; - if (ref == slang_ref_force) + /* + * OPTIMIZATION: If field and struct sizes are equal, no partial free is needed. + */ + shrink = field_size != struct_size; + + if (relocate) { - if (!PUSH (A->file, slang_asm_addr_add)) + if (!PLAB (A->file, slang_asm_addr_push, field_offset)) return GL_FALSE; } + + if (ref == slang_ref_force) + { + if (relocate) + { + if (!PUSH (A->file, slang_asm_addr_add)) + return GL_FALSE; + } + } else { - GLuint i; + GLuint free_b = 0; - /* move the selected element to the beginning of the master expression */ - for (i = 0; i < field_size; i += 4) - if (!PLAB2 (A->file, slang_asm_float_move, struct_size - field_size + i + 4, i + 4)) - return GL_FALSE; - if (!PLAB (A->file, slang_asm_local_free, 4)) - return GL_FALSE; + if (relocate) + { + GLuint i; - /* free the rest of the master expression */ - if (!PLAB (A->file, slang_asm_local_free, struct_size - field_size)) - return GL_FALSE; + /* move the selected element to the beginning of the master expression */ + for (i = 0; i < field_size; i += 4) + if (!PLAB2 (A->file, slang_asm_float_move, struct_size - field_size + i + 4, i + 4)) + return GL_FALSE; + free_b += 4; + } + + if (shrink) + { + /* free the rest of the master expression */ + free_b += struct_size - field_size; + } + + if (free_b) + { + if (!PLAB (A->file, slang_asm_local_free, free_b)) + return GL_FALSE; + } } } @@ -1173,14 +1208,17 @@ GLboolean _slang_assemble_operation (slang_assemble_ctx *A, slang_operation *op, case slang_oper_addassign: if (!_slang_assemble_assign (A, op, "+=", ref)) return GL_FALSE; + A->ref = ref; break; case slang_oper_subassign: if (!_slang_assemble_assign (A, op, "-=", ref)) return GL_FALSE; + A->ref = ref; break; case slang_oper_mulassign: if (!_slang_assemble_assign (A, op, "*=", ref)) return GL_FALSE; + A->ref = ref; break; /*case slang_oper_modassign:*/ /*case slang_oper_lshassign:*/ @@ -1191,6 +1229,7 @@ GLboolean _slang_assemble_operation (slang_assemble_ctx *A, slang_operation *op, case slang_oper_divassign: if (!_slang_assemble_assign (A, op, "/=", ref)) return GL_FALSE; + A->ref = ref; break; case slang_oper_select: if (!_slang_assemble_select (A, op)) @@ -1279,10 +1318,12 @@ GLboolean _slang_assemble_operation (slang_assemble_ctx *A, slang_operation *op, case slang_oper_preincrement: if (!_slang_assemble_assign (A, op, "++", ref)) return GL_FALSE; + A->ref = ref; break; case slang_oper_predecrement: if (!_slang_assemble_assign (A, op, "--", ref)) return GL_FALSE; + A->ref = ref; break; case slang_oper_plus: if (!_slang_dereference (A, op)) diff --git a/src/mesa/shader/slang/slang_assemble.h b/src/mesa/shader/slang/slang_assemble.h index ed1005454f2..0cde845f854 100644 --- a/src/mesa/shader/slang/slang_assemble.h +++ b/src/mesa/shader/slang/slang_assemble.h @@ -75,7 +75,12 @@ typedef enum slang_assembly_type_ slang_asm_addr_deref, slang_asm_addr_add, slang_asm_addr_multiply, + slang_asm_vec4_tex1d, slang_asm_vec4_tex2d, + slang_asm_vec4_tex3d, + slang_asm_vec4_texcube, + slang_asm_vec4_shad1d, + slang_asm_vec4_shad2d, slang_asm_jump, slang_asm_jump_if_zero, slang_asm_enter, diff --git a/src/mesa/shader/slang/slang_execute.c b/src/mesa/shader/slang/slang_execute.c index 0714ddff0d9..bed63d1e5b0 100644 --- a/src/mesa/shader/slang/slang_execute.c +++ b/src/mesa/shader/slang/slang_execute.c @@ -29,11 +29,9 @@ */ #include "imports.h" -#include "context.h" -#include "swrast/s_context.h" -#include "colormac.h" #include "slang_execute.h" #include "slang_library_noise.h" +#include "slang_library_texsample.h" #define DEBUG_SLANG 0 @@ -48,7 +46,8 @@ GLvoid slang_machine_ctr (slang_machine *self) GLvoid slang_machine_dtr (slang_machine *self) { #if defined(USE_X86_ASM) || defined(SLANG_X86) - /* TODO: free self->x86.compiled_func */ + if (self->x86.compiled_func != NULL) + _mesa_exec_free (self->x86.compiled_func); #endif } @@ -195,9 +194,24 @@ static void dump_instruction (FILE *f, slang_assembly *a, unsigned int i) case slang_asm_addr_multiply: fprintf (f, "addr_multiply"); break; - case slang_vec4_tex2d: + case slang_asm_vec4_tex1d: + fprintf (f, "vec4_tex1d"); + break; + case slang_asm_vec4_tex2d: fprintf (f, "vec4_tex2d"); break; + case slang_asm_vec4_tex3d: + fprintf (f, "vec4_tex3d"); + break; + case slang_asm_vec4_texcube: + fprintf (f, "vec4_texcube"); + break; + case slang_asm_vec4_shad1d: + fprintf (f, "vec4_shad1d"); + break; + case slang_asm_vec4_shad2d: + fprintf (f, "vec4_shad2d"); + break; case slang_asm_jump: fprintf (f, "jump\t%u", a->param[0]); break; @@ -272,21 +286,6 @@ static void dump (const slang_assembly_file *file) #endif -static void fetch_texel (GLuint sampler, const GLfloat texcoord[4], GLfloat lambda, GLfloat color[4]) -{ - GET_CURRENT_CONTEXT(ctx); - SWcontext *swrast = SWRAST_CONTEXT(ctx); - GLchan rgba[4]; - - /* XXX: the function pointer is NULL! */ - swrast->TextureSample[sampler] (ctx, ctx->Texture.Unit[sampler]._Current, 1, - (const GLfloat (*)[4]) texcoord, &lambda, &rgba); - color[0] = CHAN_TO_FLOAT(rgba[0]); - color[1] = CHAN_TO_FLOAT(rgba[1]); - color[2] = CHAN_TO_FLOAT(rgba[2]); - color[3] = CHAN_TO_FLOAT(rgba[3]); -} - int _slang_execute2 (const slang_assembly_file *file, slang_machine *mach) { slang_machine_slot *stack; @@ -465,16 +464,41 @@ int _slang_execute2 (const slang_assembly_file *file, slang_machine *mach) stack[mach->sp + 1]._addr *= stack[mach->sp]._addr; mach->sp++; break; - case slang_asm_vec4_tex2d: - { - GLfloat st[4] = { stack[mach->sp]._float, stack[mach->sp + 1]._float, 0.0f, 1.0f }; - GLuint sampler = (GLuint) stack[mach->sp + 2]._float; - GLfloat *rgba = &mach->mem[stack[mach->sp + 3]._addr / 4]._float; - - fetch_texel (sampler, st, 0.0f, rgba); - } + case slang_asm_vec4_tex1d: + _slang_library_tex1d (stack[mach->sp]._float, stack[mach->sp + 1]._float, + stack[mach->sp + 2]._float, &mach->mem[stack[mach->sp + 3]._addr / 4]._float); mach->sp += 3; break; + case slang_asm_vec4_tex2d: + _slang_library_tex2d (stack[mach->sp]._float, stack[mach->sp + 1]._float, + stack[mach->sp + 2]._float, stack[mach->sp + 3]._float, + &mach->mem[stack[mach->sp + 4]._addr / 4]._float); + mach->sp += 4; + break; + case slang_asm_vec4_tex3d: + _slang_library_tex3d (stack[mach->sp]._float, stack[mach->sp + 1]._float, + stack[mach->sp + 2]._float, stack[mach->sp + 3]._float, stack[mach->sp + 4]._float, + &mach->mem[stack[mach->sp + 5]._addr / 4]._float); + mach->sp += 5; + break; + case slang_asm_vec4_texcube: + _slang_library_texcube (stack[mach->sp]._float, stack[mach->sp + 1]._float, + stack[mach->sp + 2]._float, stack[mach->sp + 3]._float, stack[mach->sp + 4]._float, + &mach->mem[stack[mach->sp + 5]._addr / 4]._float); + mach->sp += 5; + break; + case slang_asm_vec4_shad1d: + _slang_library_shad1d (stack[mach->sp]._float, stack[mach->sp + 1]._float, + stack[mach->sp + 2]._float, stack[mach->sp + 3]._float, stack[mach->sp + 4]._float, + &mach->mem[stack[mach->sp + 5]._addr / 4]._float); + mach->sp += 5; + break; + case slang_asm_vec4_shad2d: + _slang_library_shad2d (stack[mach->sp]._float, stack[mach->sp + 1]._float, + stack[mach->sp + 2]._float, stack[mach->sp + 3]._float, stack[mach->sp + 4]._float, + &mach->mem[stack[mach->sp + 5]._addr / 4]._float); + mach->sp += 5; + break; case slang_asm_jump: mach->ip = a->param[0]; break; diff --git a/src/mesa/shader/slang/slang_execute_x86.c b/src/mesa/shader/slang/slang_execute_x86.c index d6395632390..781aeb97db3 100644 --- a/src/mesa/shader/slang/slang_execute_x86.c +++ b/src/mesa/shader/slang/slang_execute_x86.c @@ -2,7 +2,7 @@ * Mesa 3-D graphics library * Version: 6.5 * - * Copyright (C) 2005-2006 Brian Paul All Rights Reserved. + * Copyright (C) 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"), @@ -29,11 +29,9 @@ */ #include "imports.h" -#include "context.h" -#include "colormac.h" -#include "swrast/s_context.h" #include "slang_execute.h" #include "slang_library_noise.h" +#include "slang_library_texsample.h" #if defined(USE_X86_ASM) || defined(SLANG_X86) @@ -114,28 +112,6 @@ static GLfloat do_ceilf (GLfloat x) return CEILF (x); } -static void fetch_texel (GLuint sampler, const GLfloat texcoord[4], GLfloat lambda, GLfloat color[4]) -{ - GET_CURRENT_CONTEXT(ctx); - SWcontext *swrast = SWRAST_CONTEXT(ctx); - GLchan rgba[4]; - - /* XXX: the function pointer is NULL! */ - swrast->TextureSample[sampler] (ctx, ctx->Texture.Unit[sampler]._Current, 1, - (const GLfloat (*)[4]) texcoord, &lambda, &rgba); - color[0] = CHAN_TO_FLOAT(rgba[0]); - color[1] = CHAN_TO_FLOAT(rgba[1]); - color[2] = CHAN_TO_FLOAT(rgba[2]); - color[3] = CHAN_TO_FLOAT(rgba[3]); -} - -static GLvoid do_vec4_tex2d (GLfloat s, GLfloat t, GLuint sampler, GLfloat *rgba) -{ - GLfloat st[4] = { s, t, 0.0f, 1.0f }; - - fetch_texel (sampler, st, 0.0f, rgba); -} - static GLvoid do_print_float (GLfloat x) { _mesa_printf ("slang print: %f\n", x); @@ -373,9 +349,29 @@ static GLvoid codegen_assem (codegen_ctx *G, slang_assembly *a) x86_mul (&G->f, G->r_ecx); x86_mov (&G->f, x86_deref (G->r_esp), G->r_eax); break; + case slang_asm_vec4_tex1d: + x86_call (&G->f, (GLubyte *) _slang_library_tex1d); + x86_lea (&G->f, G->r_esp, x86_make_disp (G->r_esp, 12)); + break; case slang_asm_vec4_tex2d: - x86_call (&G->f, (GLubyte *) do_vec4_tex2d); - x86_lea (&G->f, G->r_ebp, x86_make_disp (G->r_esp, 12)); + x86_call (&G->f, (GLubyte *) _slang_library_tex2d); + x86_lea (&G->f, G->r_esp, x86_make_disp (G->r_esp, 16)); + break; + case slang_asm_vec4_tex3d: + x86_call (&G->f, (GLubyte *) _slang_library_tex3d); + x86_lea (&G->f, G->r_esp, x86_make_disp (G->r_esp, 20)); + break; + case slang_asm_vec4_texcube: + x86_call (&G->f, (GLubyte *) _slang_library_texcube); + x86_lea (&G->f, G->r_esp, x86_make_disp (G->r_esp, 20)); + break; + case slang_asm_vec4_shad1d: + x86_call (&G->f, (GLubyte *) _slang_library_shad1d); + x86_lea (&G->f, G->r_esp, x86_make_disp (G->r_esp, 20)); + break; + case slang_asm_vec4_shad2d: + x86_call (&G->f, (GLubyte *) _slang_library_shad2d); + x86_lea (&G->f, G->r_esp, x86_make_disp (G->r_esp, 20)); break; case slang_asm_jump: add_fixup (G, a->param[0], x86_jmp_forward (&G->f)); @@ -460,7 +456,13 @@ GLboolean _slang_x86_codegen (slang_machine *mach, slang_assembly_file *file, GL GLubyte *j_body, *j_exit; GLuint i; - x86_init_func_size (&G.f, 4*1048576); + /* + * We need as much as 1M because *all* assembly, including built-in library, is + * being translated to x86. + * The built-in library occupies 450K, so we can be safe for now. + * It is going to change in the future, when we get assembly analysis running. + */ + x86_init_func_size (&G.f, 1048576); G.r_eax = x86_make_reg (file_REG32, reg_AX); G.r_ecx = x86_make_reg (file_REG32, reg_CX); G.r_edx = x86_make_reg (file_REG32, reg_DX); @@ -487,7 +489,7 @@ GLboolean _slang_x86_codegen (slang_machine *mach, slang_assembly_file *file, GL x86_mov (&G.f, x86_deref (G.r_eax), G.r_ecx); j_body = x86_jmp_forward (&G.f); - /* discard keywords go here */ + /* "discard" instructions jump to this label */ G.l_discard = x86_get_label (&G.f); x86_mov_reg_imm (&G.f, G.r_eax, (GLint) &G.mach->kill); x86_mov_reg_imm (&G.f, G.r_ecx, 1); @@ -503,7 +505,11 @@ GLboolean _slang_x86_codegen (slang_machine *mach, slang_assembly_file *file, GL codegen_assem (&G, &file->code[i]); } - /* restore stack and return */ + /* + * Restore stack and return. + * This must be handled this way, because "discard" can be invoked from any + * place in the code. + */ x86_fixup_fwd_jump (&G.f, j_exit); x86_mov_reg_imm (&G.f, G.r_eax, (GLint) &mach->x86.esp_restore); x86_mov (&G.f, G.r_esp, x86_deref (G.r_eax)); @@ -526,7 +532,9 @@ GLboolean _slang_x86_codegen (slang_machine *mach, slang_assembly_file *file, GL slang_alloc_free (G.fixups); slang_alloc_free (G.labels); - /* TODO: free previous instance, if not NULL */ + /* install new code */ + if (mach->x86.compiled_func != NULL) + _mesa_exec_free (mach->x86.compiled_func); mach->x86.compiled_func = (GLvoid (*) (slang_machine *)) x86_get_func (&G.f); return GL_TRUE; diff --git a/src/mesa/shader/slang/slang_library_texsample.c b/src/mesa/shader/slang/slang_library_texsample.c new file mode 100644 index 00000000000..d26b767f88a --- /dev/null +++ b/src/mesa/shader/slang/slang_library_texsample.c @@ -0,0 +1,142 @@ +/* + * Mesa 3-D graphics library + * Version: 6.5 + * + * Copyright (C) 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 slang_library_texsample.c + * built-in library functions for texture and shadow sampling + * \author Michal Krol + */ + +#include "imports.h" +#include "context.h" +#include "colormac.h" +#include "swrast/s_context.h" +#include "slang_library_texsample.h" + +GLvoid _slang_library_tex1d (GLfloat bias, GLfloat s, GLfloat sampler, GLfloat *color) +{ + GET_CURRENT_CONTEXT(ctx); + SWcontext *swrast = SWRAST_CONTEXT(ctx); + GLuint unit = (GLuint) sampler; + GLfloat texcoord[4] = { s, 0.0f, 0.0f, 1.0f }; + GLfloat lambda = bias; + GLchan rgba[4]; + + swrast->TextureSample[unit] (ctx, ctx->Texture.Unit[unit]._Current, 1, + (const GLfloat (*)[4]) texcoord, &lambda, &rgba); + color[0] = CHAN_TO_FLOAT(rgba[0]); + color[1] = CHAN_TO_FLOAT(rgba[1]); + color[2] = CHAN_TO_FLOAT(rgba[2]); + color[3] = CHAN_TO_FLOAT(rgba[3]); +} + +GLvoid _slang_library_tex2d (GLfloat bias, GLfloat s, GLfloat t, GLfloat sampler, GLfloat *color) +{ + GET_CURRENT_CONTEXT(ctx); + SWcontext *swrast = SWRAST_CONTEXT(ctx); + GLuint unit = (GLuint) sampler; + GLfloat texcoord[4] = { s, t, 0.0f, 1.0f }; + GLfloat lambda = bias; + GLchan rgba[4]; + + swrast->TextureSample[unit] (ctx, ctx->Texture.Unit[unit]._Current, 1, + (const GLfloat (*)[4]) texcoord, &lambda, &rgba); + color[0] = CHAN_TO_FLOAT(rgba[0]); + color[1] = CHAN_TO_FLOAT(rgba[1]); + color[2] = CHAN_TO_FLOAT(rgba[2]); + color[3] = CHAN_TO_FLOAT(rgba[3]); +} + +GLvoid _slang_library_tex3d (GLfloat bias, GLfloat s, GLfloat t, GLfloat r, GLfloat sampler, + GLfloat *color) +{ + GET_CURRENT_CONTEXT(ctx); + SWcontext *swrast = SWRAST_CONTEXT(ctx); + GLuint unit = (GLuint) sampler; + GLfloat texcoord[4] = { s, t, r, 1.0f }; + GLfloat lambda = bias; + GLchan rgba[4]; + + swrast->TextureSample[unit] (ctx, ctx->Texture.Unit[unit]._Current, 1, + (const GLfloat (*)[4]) texcoord, &lambda, &rgba); + color[0] = CHAN_TO_FLOAT(rgba[0]); + color[1] = CHAN_TO_FLOAT(rgba[1]); + color[2] = CHAN_TO_FLOAT(rgba[2]); + color[3] = CHAN_TO_FLOAT(rgba[3]); +} + +GLvoid _slang_library_texcube (GLfloat bias, GLfloat s, GLfloat t, GLfloat r, GLfloat sampler, + GLfloat *color) +{ + GET_CURRENT_CONTEXT(ctx); + SWcontext *swrast = SWRAST_CONTEXT(ctx); + GLuint unit = (GLuint) sampler; + GLfloat texcoord[4] = { s, t, r, 1.0f }; + GLfloat lambda = bias; + GLchan rgba[4]; + + swrast->TextureSample[unit] (ctx, ctx->Texture.Unit[unit]._Current, 1, + (const GLfloat (*)[4]) texcoord, &lambda, &rgba); + color[0] = CHAN_TO_FLOAT(rgba[0]); + color[1] = CHAN_TO_FLOAT(rgba[1]); + color[2] = CHAN_TO_FLOAT(rgba[2]); + color[3] = CHAN_TO_FLOAT(rgba[3]); +} + +GLvoid _slang_library_shad1d (GLfloat bias, GLfloat s, GLfloat t, GLfloat r, GLfloat sampler, + GLfloat *color) +{ + GET_CURRENT_CONTEXT(ctx); + SWcontext *swrast = SWRAST_CONTEXT(ctx); + GLuint unit = (GLuint) sampler; + GLfloat texcoord[4] = { s, t, r, 1.0f }; + GLfloat lambda = bias; + GLchan rgba[4]; + + swrast->TextureSample[unit] (ctx, ctx->Texture.Unit[unit]._Current, 1, + (const GLfloat (*)[4]) texcoord, &lambda, &rgba); + color[0] = CHAN_TO_FLOAT(rgba[0]); + color[1] = CHAN_TO_FLOAT(rgba[1]); + color[2] = CHAN_TO_FLOAT(rgba[2]); + color[3] = CHAN_TO_FLOAT(rgba[3]); +} + +GLvoid _slang_library_shad2d (GLfloat bias, GLfloat s, GLfloat t, GLfloat r, GLfloat sampler, + GLfloat *color) +{ + GET_CURRENT_CONTEXT(ctx); + SWcontext *swrast = SWRAST_CONTEXT(ctx); + GLuint unit = (GLuint) sampler; + GLfloat texcoord[4] = { s, t, r, 1.0f }; + GLfloat lambda = bias; + GLchan rgba[4]; + + swrast->TextureSample[unit] (ctx, ctx->Texture.Unit[unit]._Current, 1, + (const GLfloat (*)[4]) texcoord, &lambda, &rgba); + color[0] = CHAN_TO_FLOAT(rgba[0]); + color[1] = CHAN_TO_FLOAT(rgba[1]); + color[2] = CHAN_TO_FLOAT(rgba[2]); + color[3] = CHAN_TO_FLOAT(rgba[3]); +} + diff --git a/src/mesa/shader/slang/slang_library_texsample.h b/src/mesa/shader/slang/slang_library_texsample.h new file mode 100644 index 00000000000..3aea76fd8db --- /dev/null +++ b/src/mesa/shader/slang/slang_library_texsample.h @@ -0,0 +1,44 @@ +/* + * Mesa 3-D graphics library + * Version: 6.5 + * + * Copyright (C) 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. + */ + +#if !defined SLANG_LIBRARY_TEXSAMPLE_H +#define SLANG_LIBRARY_TEXSAMPLE_H + +#if defined __cplusplus +extern "C" { +#endif + +GLvoid _slang_library_tex1d (GLfloat, GLfloat, GLfloat, GLfloat *); +GLvoid _slang_library_tex2d (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat *); +GLvoid _slang_library_tex3d (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat *); +GLvoid _slang_library_texcube (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat *); +GLvoid _slang_library_shad1d (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat *); +GLvoid _slang_library_shad2d (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat *); + +#ifdef __cplusplus +} +#endif + +#endif + diff --git a/src/mesa/shader/slang/slang_link.c b/src/mesa/shader/slang/slang_link.c index 7216663e3f1..58d17c15580 100644 --- a/src/mesa/shader/slang/slang_link.c +++ b/src/mesa/shader/slang/slang_link.c @@ -30,6 +30,7 @@ #include "imports.h" #include "slang_link.h" +#include "slang_analyse.h" /* * slang_uniform_bindings @@ -69,7 +70,7 @@ static GLboolean slang_uniform_bindings_add (slang_uniform_bindings *self, slang return GL_FALSE; self->table[n].quant = q; self->table[n].name = slang_string_duplicate (name); - for (i = 0; i < SLANG_UNIFORM_BINDING_MAX; i++) + for (i = 0; i < SLANG_SHADER_MAX; i++) self->table[n].address[i] = ~0; self->table[n].address[index] = address; if (self->table[n].name == NULL) @@ -222,6 +223,21 @@ static GLboolean gather_active_uniforms (slang_active_uniforms *u, slang_export_ return GL_TRUE; } +/* + * slang_texture_bindings + */ + +GLvoid slang_texture_usages_ctr (slang_texture_usages *self) +{ + self->table = NULL; + self->count = 0; +} + +GLvoid slang_texture_usages_dtr (slang_texture_usages *self) +{ + slang_alloc_free (self->table); +} + /* * slang_program */ @@ -232,13 +248,15 @@ GLvoid slang_program_ctr (slang_program *self) slang_uniform_bindings_ctr (&self->uniforms); slang_active_uniforms_ctr (&self->active_uniforms); - for (i = 0; i < SLANG_UNIFORM_BINDING_MAX; i++) + slang_texture_usages_ctr (&self->texture_usage); + for (i = 0; i < SLANG_SHADER_MAX; i++) { GLuint j; for (j = 0; j < SLANG_COMMON_FIXED_MAX; j++) self->common_fixed_entries[i][j] = ~0; - self->code[i] = ~0; + for (j = 0; j < SLANG_COMMON_CODE_MAX; j++) + self->code[i][j] = ~0; self->machines[i] = NULL; self->assemblies[i] = NULL; } @@ -252,6 +270,7 @@ GLvoid slang_program_dtr (slang_program *self) { slang_uniform_bindings_dtr (&self->uniforms); slang_active_uniforms_dtr (&self->active_uniforms); + slang_texture_usages_dtr (&self->texture_usage); } /* @@ -273,7 +292,7 @@ static GLuint gd (slang_export_data_table *tbl, const char *name) return ~0; } -static GLvoid fill_common_fixed_entries (GLuint e[], slang_export_data_table *tbl) +static GLvoid resolve_common_fixed (GLuint e[], slang_export_data_table *tbl) { e[SLANG_COMMON_FIXED_MODELVIEWMATRIX] = gd (tbl, "gl_ModelViewMatrix"); e[SLANG_COMMON_FIXED_PROJECTIONMATRIX] = gd (tbl, "gl_ProjectionMatrix"); @@ -322,7 +341,7 @@ static GLvoid fill_common_fixed_entries (GLuint e[], slang_export_data_table *tb e[SLANG_COMMON_FIXED_FOG] = gd (tbl, "gl_Fog"); } -static GLvoid fill_vertex_fixed_entries (GLuint e[], slang_export_data_table *tbl) +static GLvoid resolve_vertex_fixed (GLuint e[], slang_export_data_table *tbl) { e[SLANG_VERTEX_FIXED_POSITION] = gd (tbl, "gl_Position"); e[SLANG_VERTEX_FIXED_POINTSIZE] = gd (tbl, "gl_PointSize"); @@ -348,7 +367,7 @@ static GLvoid fill_vertex_fixed_entries (GLuint e[], slang_export_data_table *tb e[SLANG_VERTEX_FIXED_FOGFRAGCOORD] = gd (tbl, "gl_FogFragCoord"); } -static GLvoid fill_fragment_fixed_entries (GLuint e[], slang_export_data_table *tbl) +static GLvoid resolve_fragment_fixed (GLuint e[], slang_export_data_table *tbl) { e[SLANG_FRAGMENT_FIXED_FRAGCOORD] = gd (tbl, "gl_FragCoord"); e[SLANG_FRAGMENT_FIXED_FRONTFACING] = gd (tbl, "gl_FrontFacing"); @@ -376,9 +395,9 @@ static GLuint gc (slang_export_code_table *tbl, const char *name) return ~0; } -static GLvoid resolve_code (GLuint code[], slang_export_code_table *tbl) +static GLvoid resolve_common_code (GLuint code[], slang_export_code_table *tbl) { - code[0] = gc (tbl, "@main"); + code[SLANG_COMMON_CODE_MAIN] = gc (tbl, "@main"); } GLboolean _slang_link (slang_program *prog, slang_translation_unit **units, GLuint count) @@ -391,25 +410,28 @@ GLboolean _slang_link (slang_program *prog, slang_translation_unit **units, GLui if (units[i]->type == slang_unit_fragment_shader) { - index = SLANG_UNIFORM_BINDING_FRAGMENT; - fill_fragment_fixed_entries (prog->fragment_fixed_entries, &units[i]->exp_data); + index = SLANG_SHADER_FRAGMENT; + resolve_fragment_fixed (prog->fragment_fixed_entries, &units[i]->exp_data); } else { - index = SLANG_UNIFORM_BINDING_VERTEX; - fill_vertex_fixed_entries (prog->vertex_fixed_entries, &units[i]->exp_data); + index = SLANG_SHADER_VERTEX; + resolve_vertex_fixed (prog->vertex_fixed_entries, &units[i]->exp_data); } if (!gather_uniform_bindings (&prog->uniforms, &units[i]->exp_data, index)) return GL_FALSE; if (!gather_active_uniforms (&prog->active_uniforms, &units[i]->exp_data)) return GL_FALSE; - fill_common_fixed_entries (prog->common_fixed_entries[index], &units[i]->exp_data); - resolve_code (&prog->code[index], &units[i]->exp_code); + resolve_common_fixed (prog->common_fixed_entries[index], &units[i]->exp_data); + resolve_common_code (prog->code[index], &units[i]->exp_code); prog->machines[index] = units[i]->machine; prog->assemblies[index] = units[i]->assembly; } + if (!_slang_analyse_texture_usage (prog)) + return GL_FALSE; + return GL_TRUE; } diff --git a/src/mesa/shader/slang/slang_link.h b/src/mesa/shader/slang/slang_link.h index 5f8c4e73351..faebae625ea 100644 --- a/src/mesa/shader/slang/slang_link.h +++ b/src/mesa/shader/slang/slang_link.h @@ -42,7 +42,7 @@ typedef struct { slang_export_data_quant *quant; char *name; - GLuint address[SLANG_UNIFORM_BINDING_MAX]; + GLuint address[SLANG_SHADER_MAX]; } slang_uniform_binding; typedef struct @@ -63,6 +63,21 @@ typedef struct GLuint count; } slang_active_uniforms; +typedef struct +{ + slang_export_data_quant *quant; + GLuint frag_address; +} slang_texture_usage; + +typedef struct +{ + slang_texture_usage *table; + GLuint count; +} slang_texture_usages; + +GLvoid slang_texture_usages_ctr (slang_texture_usages *); +GLvoid slang_texture_usages_dtr (slang_texture_usages *); + enum { SLANG_COMMON_FIXED_MODELVIEWMATRIX, @@ -148,16 +163,23 @@ enum SLANG_FRAGMENT_FIXED_MAX }; +enum +{ + SLANG_COMMON_CODE_MAIN, + SLANG_COMMON_CODE_MAX +}; + typedef struct { slang_uniform_bindings uniforms; slang_active_uniforms active_uniforms; - GLuint common_fixed_entries[SLANG_UNIFORM_BINDING_MAX][SLANG_COMMON_FIXED_MAX]; + slang_texture_usages texture_usage; + GLuint common_fixed_entries[SLANG_SHADER_MAX][SLANG_COMMON_FIXED_MAX]; GLuint vertex_fixed_entries[SLANG_VERTEX_FIXED_MAX]; GLuint fragment_fixed_entries[SLANG_FRAGMENT_FIXED_MAX]; - GLuint code[SLANG_UNIFORM_BINDING_MAX]; - slang_machine *machines[SLANG_UNIFORM_BINDING_MAX]; - slang_assembly_file *assemblies[SLANG_UNIFORM_BINDING_MAX]; + GLuint code[SLANG_SHADER_MAX][SLANG_COMMON_CODE_MAX]; + slang_machine *machines[SLANG_SHADER_MAX]; + slang_assembly_file *assemblies[SLANG_SHADER_MAX]; } slang_program; GLvoid slang_program_ctr (slang_program *); diff --git a/windows/VC6/mesa/mesa/mesa.dsp b/windows/VC6/mesa/mesa/mesa.dsp index 4eec5c0c5a6..8d5034076f8 100644 --- a/windows/VC6/mesa/mesa/mesa.dsp +++ b/windows/VC6/mesa/mesa/mesa.dsp @@ -329,6 +329,19 @@ SOURCE=..\..\..\..\src\mesa\main\image.c # Begin Source File SOURCE=..\..\..\..\src\mesa\main\imports.c + +!IF "$(CFG)" == "mesa - Win32 Release" + +!ELSEIF "$(CFG)" == "mesa - Win32 Debug" + +!ELSEIF "$(CFG)" == "mesa - Win32 Release x86" + +# ADD CPP /YX + +!ELSEIF "$(CFG)" == "mesa - Win32 Debug x86" + +!ENDIF + # End Source File # Begin Source File @@ -552,6 +565,10 @@ SOURCE=..\..\..\..\src\mesa\shader\shaderobjects_3dlabs.c # End Source File # Begin Source File +SOURCE=..\..\..\..\src\mesa\shader\slang\slang_analyse.c +# End Source File +# Begin Source File + SOURCE=..\..\..\..\src\mesa\shader\slang\slang_assemble.c # End Source File # Begin Source File @@ -608,6 +625,10 @@ SOURCE=..\..\..\..\src\mesa\shader\slang\slang_library_noise.c # End Source File # Begin Source File +SOURCE=..\..\..\..\src\mesa\shader\slang\slang_library_texsample.c +# End Source File +# Begin Source File + SOURCE=..\..\..\..\src\mesa\shader\slang\slang_link.c # End Source File # Begin Source File @@ -1314,6 +1335,10 @@ SOURCE=..\..\..\..\src\mesa\main\simple_list.h # End Source File # Begin Source File +SOURCE=..\..\..\..\src\mesa\shader\slang\slang_analyse.h +# End Source File +# Begin Source File + SOURCE=..\..\..\..\src\mesa\shader\slang\slang_assemble.h # End Source File # Begin Source File @@ -1366,6 +1391,10 @@ SOURCE=..\..\..\..\src\mesa\shader\slang\slang_library_noise.h # End Source File # Begin Source File +SOURCE=..\..\..\..\src\mesa\shader\slang\slang_library_texsample.h +# End Source File +# Begin Source File + SOURCE=..\..\..\..\src\mesa\shader\slang\slang_link.h # End Source File # Begin Source File -- 2.30.2