From f94189282989c0654599731ba0a61dfd34ccd80d Mon Sep 17 00:00:00 2001 From: Brian Date: Wed, 21 Feb 2007 15:21:58 -0700 Subject: [PATCH] Reimplement the _slang_alloc_statevar() function. After several tries at making a table-based system for examining pre-defined uniforms to find statevar indexes, give up and do it the simple way (lots of strcmp() calls). Not terribly elegant, but perfectly functional. --- src/mesa/shader/slang/slang_builtin.c | 598 ++++++++++++-------------- src/mesa/shader/slang/slang_builtin.h | 11 - 2 files changed, 274 insertions(+), 335 deletions(-) diff --git a/src/mesa/shader/slang/slang_builtin.c b/src/mesa/shader/slang/slang_builtin.c index 71a102e45ce..08a4a6a7080 100644 --- a/src/mesa/shader/slang/slang_builtin.c +++ b/src/mesa/shader/slang/slang_builtin.c @@ -43,343 +43,285 @@ #include "slang_print.h" - /** - * XXX we might consider moving much of this into the prog_statevars.c file + * Lookup GL state given a variable name, 0, 1 or 2 indexes and a field. + * Allocate room for the state in the given param list and return position + * in the list. */ - - -/** - * Determine if 'name' is a state variable (pre-defined uniform). - * If so, create a new program parameter for it, and return the - * param's index. - * - * \param swizzleOut returns the swizzle needed to access 'float' values - * \return the state value's position in the parameter list, or -1 if error - */ -GLint -_slang_lookup_statevar(const char *name, GLint index, - struct gl_program_parameter_list *paramList, - GLuint *swizzleOut) -{ - struct state_info { - const char *Name; - const GLuint NumRows; /** for matrices */ - const GLuint Swizzle; - const GLint Indexes[STATE_LENGTH]; - }; - static const struct state_info state[] = { - { "gl_ModelViewMatrix", 4, SWIZZLE_NOOP, - { STATE_MODELVIEW_MATRIX, 0, 0, 0, 0, 0 } }, - { "gl_NormalMatrix", 3, SWIZZLE_NOOP, - { STATE_MODELVIEW_MATRIX, 0, 0, 0, 0, 0 } }, - { "gl_ProjectionMatrix", 4, SWIZZLE_NOOP, - { STATE_PROJECTION_MATRIX, 0, 0, 0, 0, 0 } }, - { "gl_ModelViewProjectionMatrix", 4, SWIZZLE_NOOP, - { STATE_MVP_MATRIX, 0, 0, 0, 0, 0 } }, - { "gl_TextureMatrix", 4, SWIZZLE_NOOP, - { STATE_TEXTURE_MATRIX, 0, 0, 0, 0, 0 } }, - { "gl_NormalScale", 1, SWIZZLE_NOOP, - { STATE_INTERNAL, STATE_NORMAL_SCALE, 0, 0, 0, 0} }, - - /* For aggregate/structs we need entries for both the base name - * and base.field. - */ - { "gl_DepthRange", 1, SWIZZLE_NOOP, - { STATE_DEPTH_RANGE, 0, 0, 0, 0, 0 } }, - { "gl_DepthRange.near", 1, SWIZZLE_XXXX, - { STATE_DEPTH_RANGE, 0, 0, 0, 0, 0 } }, - { "gl_DepthRange.far", 1, SWIZZLE_YYYY, - { STATE_DEPTH_RANGE, 0, 0, 0, 0, 0 } }, - { "gl_DepthRange.diff", 1, SWIZZLE_ZZZZ, - { STATE_DEPTH_RANGE, 0, 0, 0, 0, 0 } }, - - { "gl_Point", 1, SWIZZLE_NOOP, - { STATE_POINT_SIZE, 0, 0, 0, 0, 0 } }, - { "gl_Point.size", 1, SWIZZLE_XXXX, - { STATE_POINT_SIZE, 0, 0, 0, 0, 0 } }, - { "gl_Point.sizeMin", 1, SWIZZLE_YYYY, - { STATE_POINT_SIZE, 0, 0, 0, 0, 0 } }, - { "gl_Point.sizeMax", 1, SWIZZLE_ZZZZ, - { STATE_POINT_SIZE, 0, 0, 0, 0, 0 } }, - { "gl_Point.fadeThresholdSize", 1, SWIZZLE_WWWW, - { STATE_POINT_SIZE, 0, 0, 0, 0, 0 } }, - { "gl_Point.distanceConstantAttenuation", 1, SWIZZLE_XXXX, - { STATE_POINT_ATTENUATION, 0, 0, 0, 0, 0 } }, - { "gl_Point.distanceLinearAttenuation", 1, SWIZZLE_YYYY, - { STATE_POINT_ATTENUATION, 0, 0, 0, 0, 0 } }, - { "gl_Point.distanceQuadraticAttenuation", 1, SWIZZLE_ZZZZ, - { STATE_POINT_ATTENUATION, 0, 0, 0, 0, 0 } }, - - { "gl_FrontMaterial", 1, SWIZZLE_NOOP, - { STATE_MATERIAL, 0, STATE_EMISSION, 0, 0, 0 } }, - { "gl_FrontMaterial.emission", 1, SWIZZLE_NOOP, - { STATE_MATERIAL, 0, STATE_EMISSION, 0, 0, 0 } }, - { "gl_FrontMaterial.ambient", 1, SWIZZLE_NOOP, - { STATE_MATERIAL, 0, STATE_AMBIENT, 0, 0, 0 } }, - { "gl_FrontMaterial.diffuse", 1, SWIZZLE_NOOP, - { STATE_MATERIAL, 0, STATE_DIFFUSE, 0, 0, 0 } }, - { "gl_FrontMaterial.specular", 1, SWIZZLE_NOOP, - { STATE_MATERIAL, 0, STATE_SPECULAR, 0, 0, 0 } }, - { "gl_FrontMaterial.shininess", 1, SWIZZLE_XXXX, - { STATE_MATERIAL, 0, STATE_SHININESS, 0, 0, 0 } }, - - { "gl_BackMaterial", 1, SWIZZLE_NOOP, - { STATE_MATERIAL, 1, STATE_EMISSION, 0, 0, 0 } }, - { "gl_BackMaterial.emission", 1, SWIZZLE_NOOP, - { STATE_MATERIAL, 1, STATE_EMISSION, 0, 0, 0 } }, - { "gl_BackMaterial.ambient", 1, SWIZZLE_NOOP, - { STATE_MATERIAL, 1, STATE_AMBIENT, 0, 0, 0 } }, - { "gl_BackMaterial.diffuse", 1, SWIZZLE_NOOP, - { STATE_MATERIAL, 1, STATE_DIFFUSE, 0, 0, 0 } }, - { "gl_BackMaterial.specular", 1, SWIZZLE_NOOP, - { STATE_MATERIAL, 1, STATE_SPECULAR, 0, 0, 0 } }, - { "gl_BackMaterial.shininess", 1, SWIZZLE_XXXX, - { STATE_MATERIAL, 1, STATE_SHININESS, 0, 0, 0 } }, - - { "gl_LightModel", 1, SWIZZLE_NOOP, - { STATE_LIGHTMODEL_AMBIENT, 0, 0, 0, 0, 0 } }, - { "gl_LightModel.ambient", 1, SWIZZLE_NOOP, - { STATE_LIGHTMODEL_AMBIENT, 0, 0, 0, 0, 0 } }, - - { "gl_FrontLightModelProduct", 1, SWIZZLE_NOOP, - { STATE_LIGHTMODEL_SCENECOLOR, 0, 0, 0, 0, 0 } }, - { "gl_FrontLightModelProduct.sceneColor", 1, SWIZZLE_NOOP, - { STATE_LIGHTMODEL_SCENECOLOR, 0, 0, 0, 0, 0 } }, - - { "gl_BackLightModelProduct", 1, SWIZZLE_NOOP, - { STATE_LIGHTMODEL_SCENECOLOR, 1, 0, 0, 0, 0 } }, - { "gl_BackLightModelProduct.sceneColor", 1, SWIZZLE_NOOP, - { STATE_LIGHTMODEL_SCENECOLOR, 1, 0, 0, 0, 0 } }, - - { "gl_FrontLightProduct", 1, SWIZZLE_NOOP, - { STATE_LIGHTPROD, 0, STATE_AMBIENT, 0, 0, 0 } }, - - - { "gl_Fog", 1, SWIZZLE_NOOP, - { STATE_FOG, STATE_FOG_COLOR, 0, 0, 0, 0 } }, - { "gl_Fog.color", 1, SWIZZLE_NOOP, - { STATE_FOG, STATE_FOG_COLOR, 0, 0, 0, 0 } }, - { "gl_Fog.density", 1, SWIZZLE_XXXX, - { STATE_FOG, STATE_FOG_PARAMS, 0, 0, 0, 0 } }, - { "gl_Fog.start", 1, SWIZZLE_YYYY, - { STATE_FOG, STATE_FOG_PARAMS, 0, 0, 0, 0 } }, - { "gl_Fog.end", 1, SWIZZLE_ZZZZ, - { STATE_FOG, STATE_FOG_PARAMS, 0, 0, 0, 0 } }, - { "gl_Fog.scale", 1, SWIZZLE_WWWW, - { STATE_FOG, STATE_FOG_PARAMS, 0, 0, 0, 0 } }, - - { "gl_ClipPlane", 1, SWIZZLE_NOOP, - { STATE_CLIPPLANE, 0, 0, 0, 0, 0 } }, - - { NULL, 0, 0, {0, 0, 0, 0, 0, 0} } - }; - GLuint i; - - for (i = 0; state[i].Name; i++) { - if (strcmp(state[i].Name, name) == 0) { - /* found */ - *swizzleOut = state[i].Swizzle; - if (paramList) { - if (state[i].NumRows > 1) { - /* a matrix */ - GLuint j; - GLint pos[4], indexesCopy[STATE_LENGTH]; - /* make copy of state tokens */ - for (j = 0; j < STATE_LENGTH; j++) - indexesCopy[j] = state[i].Indexes[j]; - /* load rows */ - for (j = 0; j < state[i].NumRows; j++) { - indexesCopy[2] = indexesCopy[3] = j; /* jth row of matrix */ - pos[j] = _mesa_add_state_reference(paramList, indexesCopy); - assert(pos[j] >= 0); - } - return pos[0]; - } - else { - /* non-matrix state */ - GLint pos - = _mesa_add_state_reference(paramList, state[i].Indexes); - assert(pos >= 0); - return pos; - } - } - } - } - return -1; -} - - -GLint -_slang_lookup_statevar_field(const char *base, const char *field, - struct gl_program_parameter_list *paramList, - GLuint *swizzleOut) -{ - GLint pos = -1; - const GLint len = _mesa_strlen(base) - + _mesa_strlen(field) + 2; - char *name = (char *) _mesa_malloc(len); - - if (!name) - return -1; - - _mesa_strcpy(name, base); - /*_mesa_*/strcat(name, "."); - /*_mesa_*/strcat(name, field); - printf("FULL NAME: %s\n", name); - - pos = _slang_lookup_statevar(name, 0, paramList, swizzleOut); - - _mesa_free(name); - - return pos; -} - - -struct field_info { - const char *Name; - gl_state_index Token; - GLint TokenPos; - GLuint Swizzle; -}; - -#define MT_FIELD { NULL, 0, -1, 0 } -#define MAX_FIELDS 5 -#define INDEX_POS 1000 - -struct state_uniform_info { - const char *Name; - gl_state_index StateTokens[2]; - struct field_info Fields[MAX_FIELDS]; -}; - - - -static const struct state_uniform_info Uniforms[] = { - { "gl_ModelViewMatrix", { STATE_MODELVIEW_MATRIX, INDEX_POS }, - { MT_FIELD, MT_FIELD, MT_FIELD, MT_FIELD, MT_FIELD} - }, - { "gl_ProjectionMatrix", { STATE_PROJECTION_MATRIX, INDEX_POS }, - { MT_FIELD, MT_FIELD, MT_FIELD, MT_FIELD, MT_FIELD} - }, - { "gl_ModelViewProjectionMatrix", { STATE_MVP_MATRIX, INDEX_POS }, - { MT_FIELD, MT_FIELD, MT_FIELD, MT_FIELD, MT_FIELD} - }, - { "gl_NormalMatrix", { STATE_MODELVIEW_MATRIX, INDEX_POS }, - { MT_FIELD, MT_FIELD, MT_FIELD, MT_FIELD, MT_FIELD} - }, - { "gl_TextureMatrix", { STATE_TEXTURE_MATRIX, INDEX_POS }, - { MT_FIELD, MT_FIELD, MT_FIELD, MT_FIELD, MT_FIELD} - }, - - { "gl_ClipPlane", { STATE_CLIPPLANE, INDEX_POS }, - { MT_FIELD, MT_FIELD, MT_FIELD, MT_FIELD, MT_FIELD} - }, - - { "gl_DepthRange", { STATE_DEPTH_RANGE, 0 }, - { - { "near", 0, -1, SWIZZLE_XXXX }, - { "far", 0, -1, SWIZZLE_YYYY }, - { "diff", 0, -1, SWIZZLE_ZZZZ }, - MT_FIELD, - MT_FIELD - } - }, - - { "gl_Fog", { STATE_FOG, 0 }, - { - { "color", STATE_FOG_COLOR, 1, SWIZZLE_NOOP }, - { "density", STATE_FOG_PARAMS, 1, SWIZZLE_XXXX }, - { "start", STATE_FOG_PARAMS, 1, SWIZZLE_YYYY }, - { "end", STATE_FOG_PARAMS, 1, SWIZZLE_ZZZZ }, - { "scale", STATE_FOG_PARAMS, 1, SWIZZLE_WWWW } - } - }, - - { NULL, { 0, 0 }, - { MT_FIELD, MT_FIELD, MT_FIELD, MT_FIELD, MT_FIELD } - } -}; - - static GLint -lookup_statevar(const char *var, GLint index, const char *field, +lookup_statevar(const char *var, GLint index1, GLint index2, const char *field, GLuint *swizzleOut, struct gl_program_parameter_list *paramList) { gl_state_index tokens[STATE_LENGTH]; - GLuint i, j; - GLint pos; + GLuint i; + GLboolean isMatrix = GL_FALSE; for (i = 0; i < STATE_LENGTH; i++) { tokens[i] = 0; } + *swizzleOut = SWIZZLE_NOOP; - for (i = 0; Uniforms[i].Name; i++) { - if (strcmp(var, Uniforms[i].Name) == 0) { - /* found the uniform */ - - for (j = 0; j < 2; j++) { - tokens[j] = Uniforms[i].StateTokens[j]; - if (tokens[j] == INDEX_POS) { - /* replace INDEX_POS with actual array index */ - assert(index >= 0); - tokens[j] = index; - } - } - - if (field) { - /* extra work for var.field */ - for (j = 0; j < MAX_FIELDS; j++) { - if (!Uniforms[i].Fields[j].Name) { - /* field not found! */ - _mesa_problem(NULL, "field not found"); - return -1; - } - else if (strcmp(field, Uniforms[i].Fields[j].Name) == 0) { - /* found the field */ - GLint tokenPos = Uniforms[i].Fields[j].TokenPos; - if (tokenPos>= 0) { - tokens[tokenPos] = Uniforms[i].Fields[j].Token; - } - *swizzleOut = Uniforms[i].Fields[j].Swizzle; - break; - } - - } - } - - if (tokens[0] == STATE_MODELVIEW_MATRIX || - tokens[0] == STATE_PROJECTION_MATRIX || - tokens[0] == STATE_MVP_MATRIX || - tokens[0] == STATE_TEXTURE_MATRIX || - tokens[0] == STATE_PROGRAM_MATRIX) { - /* a matrix */ - GLuint j; - GLint pos[4]; - gl_state_index indexesCopy[STATE_LENGTH]; - /* make copy of state tokens */ - for (j = 0; j < STATE_LENGTH; j++) - indexesCopy[j] = tokens[j]; - /* load rows */ - for (j = 0; j < 4/*state[i].NumRows*/; j++) { - indexesCopy[2] = indexesCopy[3] = j; /* jth row of matrix */ - pos[j] = _mesa_add_state_reference(paramList, (GLint*) indexesCopy); - assert(pos[j] >= 0); - } - return pos[0] + index; - } + if (strcmp(var, "gl_ModelViewMatrix") == 0) { + tokens[0] = STATE_MODELVIEW_MATRIX; + isMatrix = GL_TRUE; + } + else if (strcmp(var, "gl_ModelProjectionMatrix") == 0) { + tokens[0] = STATE_PROJECTION_MATRIX; + isMatrix = GL_TRUE; + } + else if (strcmp(var, "gl_ModelViewProjectionMatrix") == 0) { + tokens[0] = STATE_MVP_MATRIX; + isMatrix = GL_TRUE; + } + else if (strcmp(var, "gl_NormalMatrix") == 0) { + tokens[0] = STATE_MODELVIEW_MATRIX; + isMatrix = GL_TRUE; + } + else if (strcmp(var, "gl_TextureMatrix") == 0) { + tokens[0] = STATE_TEXTURE_MATRIX; + if (index2 >= 0) + tokens[1] = index2; + isMatrix = GL_TRUE; + } + else if (strcmp(var, "gl_DepthRange") == 0) { + tokens[0] = STATE_DEPTH_RANGE; + if (strcmp(field, "near") == 0) { + *swizzleOut = SWIZZLE_XXXX; + } + else if (strcmp(field, "far") == 0) { + *swizzleOut = SWIZZLE_YYYY; + } + else if (strcmp(field, "diff") == 0) { + *swizzleOut = SWIZZLE_ZZZZ; + } + else { + return -1; + } + } + else if (strcmp(var, "gl_ClipPlane") == 0) { + tokens[0] = STATE_CLIPPLANE; + tokens[1] = index1; + } + else if (strcmp(var, "gl_FrontMaterial") == 0 || + strcmp(var, "gl_BackMaterial") == 0) { + tokens[0] = STATE_MATERIAL; + if (strcmp(var, "gl_FrontMaterial") == 0) + tokens[1] = 0; + else + tokens[1] = 1; + if (strcmp(field, "emission") == 0) { + tokens[2] = STATE_EMISSION; + } + else if (strcmp(field, "ambient") == 0) { + tokens[2] = STATE_AMBIENT; + } + else if (strcmp(field, "diffuse") == 0) { + tokens[2] = STATE_DIFFUSE; + } + else if (strcmp(field, "specular") == 0) { + tokens[2] = STATE_SPECULAR; + } + else if (strcmp(field, "shininess") == 0) { + tokens[2] = STATE_SHININESS; + *swizzleOut = SWIZZLE_XXXX; + } + else { + return -1; + } + } + else if (strcmp(var, "gl_LightSource") == 0) { + tokens[0] = STATE_LIGHT; + tokens[1] = index1; + if (strcmp(field, "ambient") == 0) { + tokens[2] = STATE_AMBIENT; + } + else if (strcmp(field, "diffuse") == 0) { + tokens[2] = STATE_DIFFUSE; + } + else if (strcmp(field, "specular") == 0) { + tokens[2] = STATE_SPECULAR; + } + else if (strcmp(field, "position") == 0) { + tokens[2] = STATE_POSITION; + } + else if (strcmp(field, "halfVector") == 0) { + tokens[2] = STATE_HALF_VECTOR; + } + else if (strcmp(field, "spotDirection") == 0) { + tokens[2] = STATE_SPOT_DIRECTION; + } + else if (strcmp(field, "spotCosCutoff") == 0) { + tokens[2] = STATE_SPOT_DIRECTION; + *swizzleOut = SWIZZLE_WWWW; + } + else if (strcmp(field, "spotCutoff") == 0) { + tokens[2] = STATE_SPOT_CUTOFF; + *swizzleOut = SWIZZLE_XXXX; + } + else if (strcmp(field, "spotExponent") == 0) { + tokens[2] = STATE_ATTENUATION; + *swizzleOut = SWIZZLE_WWWW; + } + else if (strcmp(field, "constantAttenuation") == 0) { + tokens[2] = STATE_ATTENUATION; + *swizzleOut = SWIZZLE_XXXX; + } + else if (strcmp(field, "linearAttenuation") == 0) { + tokens[2] = STATE_ATTENUATION; + *swizzleOut = SWIZZLE_YYYY; + } + else if (strcmp(field, "quadraticAttenuation") == 0) { + tokens[2] = STATE_ATTENUATION; + *swizzleOut = SWIZZLE_ZZZZ; + } + else { + return -1; + } + } + else if (strcmp(var, "gl_LightModel") == 0) { + if (strcmp(field, "ambient") == 0) { + tokens[0] = STATE_LIGHTMODEL_AMBIENT; + } + else { + return -1; + } + } + else if (strcmp(var, "gl_FrontLightModelProduct") == 0) { + if (strcmp(field, "ambient") == 0) { + tokens[0] = STATE_LIGHTMODEL_SCENECOLOR; + tokens[1] = 0; + } + else { + return -1; + } + } + else if (strcmp(var, "gl_BackLightModelProduct") == 0) { + if (strcmp(field, "ambient") == 0) { + tokens[0] = STATE_LIGHTMODEL_SCENECOLOR; + tokens[1] = 1; + } + else { + return -1; + } + } + else if (strcmp(var, "gl_FrontLightProduct") == 0 || + strcmp(var, "gl_BackLightProduct") == 0) { + tokens[0] = STATE_LIGHTPROD; + tokens[1] = index1; /* light number */ + if (strcmp(var, "gl_FrontLightProduct") == 0) { + tokens[2] = 0; /* front */ + } + else { + tokens[2] = 1; /* back */ + } + if (strcmp(field, "ambient") == 0) { + tokens[3] = STATE_AMBIENT; + } + else if (strcmp(field, "diffuset") == 0) { + tokens[3] = STATE_DIFFUSE; + } + else if (strcmp(field, "specular") == 0) { + tokens[3] = STATE_SPECULAR; + } + else { + return -1; + } + } + else if (strcmp(var, "gl_TextureEnvColor") == 0) { + tokens[0] = STATE_TEXENV_COLOR; + tokens[1] = index1; + } + else if (strcmp(var, "gl_EyePlaneS") == 0) { + tokens[0] = STATE_TEXGEN; + tokens[1] = index1; /* tex unit */ + tokens[2] = STATE_TEXGEN_EYE_S; + } + else if (strcmp(var, "gl_EyePlaneT") == 0) { + tokens[0] = STATE_TEXGEN; + tokens[1] = index1; /* tex unit */ + tokens[2] = STATE_TEXGEN_EYE_T; + } + else if (strcmp(var, "gl_EyePlaneR") == 0) { + tokens[0] = STATE_TEXGEN; + tokens[1] = index1; /* tex unit */ + tokens[2] = STATE_TEXGEN_EYE_R; + } + else if (strcmp(var, "gl_EyePlaneQ") == 0) { + tokens[0] = STATE_TEXGEN; + tokens[1] = index1; /* tex unit */ + tokens[2] = STATE_TEXGEN_EYE_Q; + } + else if (strcmp(var, "gl_ObjectPlaneS") == 0) { + tokens[0] = STATE_TEXGEN; + tokens[1] = index1; /* tex unit */ + tokens[2] = STATE_TEXGEN_OBJECT_S; + } + else if (strcmp(var, "gl_ObjectPlaneT") == 0) { + tokens[0] = STATE_TEXGEN; + tokens[1] = index1; /* tex unit */ + tokens[2] = STATE_TEXGEN_OBJECT_T; + } + else if (strcmp(var, "gl_ObjectPlaneT") == 0) { + tokens[0] = STATE_TEXGEN; + tokens[1] = index1; /* tex unit */ + tokens[2] = STATE_TEXGEN_OBJECT_T; + } + else if (strcmp(var, "gl_ObjectPlaneT") == 0) { + tokens[0] = STATE_TEXGEN; + tokens[1] = index1; /* tex unit */ + tokens[2] = STATE_TEXGEN_OBJECT_T; + } + else if (strcmp(var, "gl_Fog") == 0) { + tokens[0] = STATE_FOG; + if (strcmp(field, "color") == 0) { + tokens[1] = STATE_FOG_COLOR; + } + else if (strcmp(field, "density") == 0) { + tokens[1] = STATE_FOG_PARAMS; + *swizzleOut = SWIZZLE_XXXX; + } + else if (strcmp(field, "start") == 0) { + tokens[1] = STATE_FOG_PARAMS; + *swizzleOut = SWIZZLE_YYYY; + } + else if (strcmp(field, "end") == 0) { + tokens[1] = STATE_FOG_PARAMS; + *swizzleOut = SWIZZLE_ZZZZ; + } + else if (strcmp(field, "scale") == 0) { + tokens[1] = STATE_FOG_PARAMS; + *swizzleOut = SWIZZLE_WWWW; + } + else { + return -1; + } + } + else { + return -1; + } - pos = _mesa_add_state_reference(paramList, (GLint *) tokens); - assert(pos >= 0); - return pos; + if (isMatrix) { + /* load all four columns of matrix */ + GLint pos[4]; + GLuint j; + for (j = 0; j < 4; j++) { + tokens[2] = tokens[3] = j; /* jth row of matrix */ + pos[j] = _mesa_add_state_reference(paramList, (GLint *) tokens); + assert(pos[j] >= 0); + ASSERT(pos[j] >= 0); } + return pos[0] + index1; + } + else { + /* allocate a single register */ + GLint pos = _mesa_add_state_reference(paramList, (GLint *) tokens); + ASSERT(pos >= 0); + return pos; } - return -1; } - /** * Allocate storage for a pre-defined uniform (a GL state variable). * As a memory-saving optimization, we try to only allocate storage for @@ -390,16 +332,17 @@ lookup_statevar(const char *var, GLint index, const char *field, * * Currently, all pre-defined uniforms are in one of these forms: * var - * var[index] + * var[i] * var.field - * var[index].field + * var[i].field + * var[i][j] */ GLint _slang_alloc_statevar(slang_ir_node *n, struct gl_program_parameter_list *paramList) { const char *field = NULL, *var; - GLint index = -1, pos; + GLint index1 = -1, index2 = -1, pos; GLuint swizzle; if (n->Opcode == IR_FIELD) { @@ -410,14 +353,21 @@ _slang_alloc_statevar(slang_ir_node *n, if (n->Opcode == IR_ELEMENT) { /* XXX can only handle constant indexes for now */ assert(n->Children[1]->Opcode == IR_FLOAT); - index = (GLint) n->Children[1]->Value[0]; + index1 = (GLint) n->Children[1]->Value[0]; + n = n->Children[0]; + } + + if (n->Opcode == IR_ELEMENT) { + /* XXX can only handle constant indexes for now */ + assert(n->Children[1]->Opcode == IR_FLOAT); + index2 = (GLint) n->Children[1]->Value[0]; n = n->Children[0]; } assert(n->Opcode == IR_VAR); var = (char *) n->Var->a_name; - pos = lookup_statevar(var, index, field, &swizzle, paramList); + pos = lookup_statevar(var, index1, index2, field, &swizzle, paramList); assert(pos >= 0); if (pos >= 0) { n->Store->Index = pos; diff --git a/src/mesa/shader/slang/slang_builtin.h b/src/mesa/shader/slang/slang_builtin.h index 368a16b234e..ae20c844d58 100644 --- a/src/mesa/shader/slang/slang_builtin.h +++ b/src/mesa/shader/slang/slang_builtin.h @@ -31,17 +31,6 @@ #include "slang_ir.h" -extern GLint -_slang_lookup_statevar(const char *name, GLint index, - struct gl_program_parameter_list *paramList, - GLuint *swizzleOut); - - -extern GLint -_slang_lookup_statevar_field(const char *base, const char *field, - struct gl_program_parameter_list *paramList, - GLuint *swizzleOut); - extern GLint _slang_alloc_statevar(slang_ir_node *n, struct gl_program_parameter_list *paramList); -- 2.30.2