}
if (isMatrix) {
- /* load all four columns of matrix */
+ /* load all four rows (or columns) of matrix */
GLint pos[4];
GLuint j;
for (j = 0; j < 4; j++) {
tokens[0] = STATE_TEXGEN;
tokens[2] = STATE_TEXGEN_OBJECT_Q;
}
+ else if (strcmp(name, "gl_TextureMatrix") == 0) {
+ tokens[0] = STATE_TEXTURE_MATRIX;
+ tokens[4] = STATE_MATRIX_TRANSPOSE;
+ }
+ else if (strcmp(name, "gl_TextureMatrixInverse") == 0) {
+ tokens[0] = STATE_TEXTURE_MATRIX;
+ tokens[4] = STATE_MATRIX_INVTRANS;
+ }
+ else if (strcmp(name, "gl_TextureMatrixTranspose") == 0) {
+ tokens[0] = STATE_TEXTURE_MATRIX;
+ tokens[4] = 0;
+ }
+ else if (strcmp(name, "gl_TextureMatrixInverseTranspose") == 0) {
+ tokens[0] = STATE_TEXTURE_MATRIX;
+ tokens[4] = STATE_MATRIX_INVERSE;
+ }
else {
return -1; /* invalid array name */
}
+ /* emit state vars for each array element */
for (i = 0; i < array_len; i++) {
GLint p;
tokens[1] = i;
}
return pos;
}
+ else if (type->type == SLANG_SPEC_MAT4) {
+ /* unroll/emit 4 array rows (or columns) */
+ slang_type_specifier vec4;
+ GLint i, p, pos = -1;
+ vec4.type = SLANG_SPEC_VEC4;
+ for (i = 0; i < 4; i++) {
+ tokens[2] = tokens[3] = i; /* row[i] (or column[i]) of matrix */
+ p = emit_statevars(NULL, 0, &vec4, tokens, paramList);
+ if (pos == -1)
+ pos = p;
+ }
+ return pos;
+ }
else {
GLint pos;
assert(type->type == SLANG_SPEC_VEC4 ||
GLuint Attrib;
GLenum Type;
GLuint Swizzle;
+ GLboolean Array;
};
/** 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 }
+ { "gl_Vertex", VERT_ATTRIB_POS, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
+ { "gl_Normal", VERT_ATTRIB_NORMAL, GL_FLOAT_VEC3, SWIZZLE_NOOP, GL_FALSE },
+ { "gl_Color", VERT_ATTRIB_COLOR0, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
+ { "gl_SecondaryColor", VERT_ATTRIB_COLOR1, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
+ { "gl_FogCoord", VERT_ATTRIB_FOG, GL_FLOAT, SWIZZLE_XXXX, GL_FALSE },
+ { "gl_MultiTexCoord0", VERT_ATTRIB_TEX0, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
+ { "gl_MultiTexCoord1", VERT_ATTRIB_TEX1, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
+ { "gl_MultiTexCoord2", VERT_ATTRIB_TEX2, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
+ { "gl_MultiTexCoord3", VERT_ATTRIB_TEX3, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
+ { "gl_MultiTexCoord4", VERT_ATTRIB_TEX4, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
+ { "gl_MultiTexCoord5", VERT_ATTRIB_TEX5, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
+ { "gl_MultiTexCoord6", VERT_ATTRIB_TEX6, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
+ { "gl_MultiTexCoord7", VERT_ATTRIB_TEX7, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE }
};
static const struct input_info geomInputs[] = {
- { "gl_VerticesIn", GEOM_ATTRIB_VERTICES, GL_FLOAT, SWIZZLE_NOOP },
- { "gl_PrimitiveIDIn", GEOM_ATTRIB_PRIMITIVE_ID, GL_FLOAT, SWIZZLE_NOOP },
- { "gl_FrontColorIn", GEOM_ATTRIB_COLOR0, GL_FLOAT_VEC4, SWIZZLE_NOOP },
- { "gl_BackColorIn", GEOM_ATTRIB_COLOR1, GL_FLOAT_VEC4, SWIZZLE_NOOP },
- { "gl_FrontSecondaryColorIn", GEOM_ATTRIB_SECONDARY_COLOR0, GL_FLOAT_VEC4, SWIZZLE_NOOP },
- { "gl_BackSecondaryColorIn", GEOM_ATTRIB_SECONDARY_COLOR1, GL_FLOAT_VEC4, SWIZZLE_NOOP },
- { "gl_TexCoordIn", GEOM_ATTRIB_TEX_COORD, GL_FLOAT_VEC4, SWIZZLE_NOOP },
- { "gl_FogFragCoordIn", GEOM_ATTRIB_FOG_FRAG_COORD, GL_FLOAT, SWIZZLE_NOOP },
- { "gl_PositionIn", GEOM_ATTRIB_POSITION, GL_FLOAT_VEC4, SWIZZLE_NOOP },
- { "gl_ClipVertexIn", GEOM_ATTRIB_CLIP_VERTEX, GL_FLOAT_VEC4, SWIZZLE_NOOP },
- { "gl_PointSizeIn", GEOM_ATTRIB_POINT_SIZE, GL_FLOAT, SWIZZLE_NOOP }
+ { "gl_PrimitiveIDIn", GEOM_ATTRIB_PRIMITIVE_ID, GL_FLOAT, SWIZZLE_NOOP, GL_FALSE },
+ { "gl_FrontColorIn", GEOM_ATTRIB_COLOR0, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_TRUE },
+ { "gl_BackColorIn", GEOM_ATTRIB_COLOR1, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_TRUE },
+ { "gl_FrontSecondaryColorIn", GEOM_ATTRIB_SECONDARY_COLOR0, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_TRUE },
+ { "gl_BackSecondaryColorIn", GEOM_ATTRIB_SECONDARY_COLOR1, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_TRUE },
+ { "gl_TexCoordIn", GEOM_ATTRIB_TEX_COORD, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_TRUE },
+ { "gl_FogFragCoordIn", GEOM_ATTRIB_FOG_FRAG_COORD, GL_FLOAT, SWIZZLE_NOOP, GL_TRUE },
+ { "gl_PositionIn", GEOM_ATTRIB_POSITION, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_TRUE },
+ { "gl_ClipVertexIn", GEOM_ATTRIB_CLIP_VERTEX, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_TRUE },
+ { "gl_PointSizeIn", GEOM_ATTRIB_POINT_SIZE, GL_FLOAT, SWIZZLE_NOOP, GL_TRUE }
};
/** 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 },
- { "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 }
+ { "gl_FragCoord", FRAG_ATTRIB_WPOS, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
+ { "gl_Color", FRAG_ATTRIB_COL0, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
+ { "gl_SecondaryColor", FRAG_ATTRIB_COL1, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
+ { "gl_TexCoord", FRAG_ATTRIB_TEX0, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
+ { "gl_FogFragCoord", FRAG_ATTRIB_FOGC, GL_FLOAT, SWIZZLE_XXXX, GL_FALSE },
+ { "gl_FrontFacing", FRAG_ATTRIB_FACE, GL_FLOAT, SWIZZLE_XXXX, GL_FALSE },
+ { "gl_PointCoord", FRAG_ATTRIB_PNTC, GL_FLOAT_VEC2, SWIZZLE_XYZW, GL_FALSE }
};
* XXX return size too
*/
GLint
-_slang_input_index(const char *name, GLenum target, GLuint *swizzleOut)
+_slang_input_index(const char *name, GLenum target, GLuint *swizzleOut,
+ GLboolean *is_array)
{
const struct input_info *inputs;
GLuint i, n;
if (strcmp(inputs[i].Name, name) == 0) {
/* found */
*swizzleOut = inputs[i].Swizzle;
+ if (is_array)
+ *is_array = inputs[i].Array;
return inputs[i].Attrib;
}
}