mirror of
https://gitlab.freedesktop.org/mesa/mesa.git
synced 2026-05-03 03:28:09 +02:00
Move some code around, add some comments.
This commit is contained in:
parent
d3fe7398e3
commit
483ca39bca
1 changed files with 256 additions and 242 deletions
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@ -258,7 +258,7 @@ _slang_sizeof_type_specifier(const slang_type_specifier *spec)
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* 4. other?
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*/
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static void
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slang_resolve_storage(slang_gen_context *gc, slang_ir_node *n,
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slang_allocate_storage(slang_gen_context *gc, slang_ir_node *n,
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struct gl_program *prog)
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{
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assert(gc);
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@ -337,6 +337,259 @@ slang_resolve_storage(slang_gen_context *gc, slang_ir_node *n,
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}
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/**
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* Return the TEXTURE_*_INDEX value that corresponds to a sampler type,
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* or -1 if the type is not a sampler.
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*/
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static GLint
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sampler_to_texture_index(const slang_type_specifier_type type)
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{
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switch (type) {
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case slang_spec_sampler1D:
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return TEXTURE_1D_INDEX;
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case slang_spec_sampler2D:
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return TEXTURE_2D_INDEX;
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case slang_spec_sampler3D:
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return TEXTURE_3D_INDEX;
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case slang_spec_samplerCube:
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return TEXTURE_CUBE_INDEX;
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case slang_spec_sampler1DShadow:
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return TEXTURE_1D_INDEX; /* XXX fix */
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case slang_spec_sampler2DShadow:
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return TEXTURE_2D_INDEX; /* XXX fix */
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default:
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return -1;
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}
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}
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/**
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* Return the VERT_ATTRIB_* or FRAG_ATTRIB_* value that corresponds to
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* a vertex or fragment program input variable. Return -1 if the input
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* name is invalid.
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* XXX return size too
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*/
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static GLint
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_slang_input_index(const char *name, GLenum target)
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{
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struct input_info {
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const char *Name;
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GLuint Attrib;
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};
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static const struct input_info vertInputs[] = {
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{ "gl_Vertex", VERT_ATTRIB_POS },
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{ "gl_Normal", VERT_ATTRIB_NORMAL },
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{ "gl_Color", VERT_ATTRIB_COLOR0 },
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{ "gl_SecondaryColor", VERT_ATTRIB_COLOR1 },
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{ "gl_FogCoord", VERT_ATTRIB_FOG },
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{ "gl_MultiTexCoord0", VERT_ATTRIB_TEX0 },
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{ "gl_MultiTexCoord1", VERT_ATTRIB_TEX1 },
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{ "gl_MultiTexCoord2", VERT_ATTRIB_TEX2 },
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{ "gl_MultiTexCoord3", VERT_ATTRIB_TEX3 },
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{ "gl_MultiTexCoord4", VERT_ATTRIB_TEX4 },
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{ "gl_MultiTexCoord5", VERT_ATTRIB_TEX5 },
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{ "gl_MultiTexCoord6", VERT_ATTRIB_TEX6 },
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{ "gl_MultiTexCoord7", VERT_ATTRIB_TEX7 },
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{ NULL, 0 }
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};
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static const struct input_info fragInputs[] = {
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{ "gl_FragCoord", FRAG_ATTRIB_WPOS },
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{ "gl_Color", FRAG_ATTRIB_COL0 },
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{ "gl_SecondaryColor", FRAG_ATTRIB_COL1 },
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{ "gl_FogFragCoord", FRAG_ATTRIB_FOGC },
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{ "gl_TexCoord", FRAG_ATTRIB_TEX0 },
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{ NULL, 0 }
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};
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GLuint i;
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const struct input_info *inputs
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= (target == GL_VERTEX_PROGRAM_ARB) ? vertInputs : fragInputs;
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for (i = 0; inputs[i].Name; i++) {
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if (strcmp(inputs[i].Name, name) == 0) {
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/* found */
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return inputs[i].Attrib;
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}
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}
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return -1;
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}
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/**
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* Return the VERT_RESULT_* or FRAG_RESULT_* value that corresponds to
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* a vertex or fragment program output variable. Return -1 for an invalid
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* output name.
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*/
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static GLint
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_slang_output_index(const char *name, GLenum target)
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{
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struct output_info {
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const char *Name;
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GLuint Attrib;
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};
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static const struct output_info vertOutputs[] = {
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{ "gl_Position", VERT_RESULT_HPOS },
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{ "gl_FrontColor", VERT_RESULT_COL0 },
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{ "gl_BackColor", VERT_RESULT_BFC0 },
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{ "gl_FrontSecondaryColor", VERT_RESULT_COL1 },
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{ "gl_BackSecondaryColor", VERT_RESULT_BFC1 },
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{ "gl_TexCoord", VERT_RESULT_TEX0 }, /* XXX indexed */
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{ "gl_FogFragCoord", VERT_RESULT_FOGC },
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{ "gl_PointSize", VERT_RESULT_PSIZ },
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{ NULL, 0 }
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};
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static const struct output_info fragOutputs[] = {
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{ "gl_FragColor", FRAG_RESULT_COLR },
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{ "gl_FragDepth", FRAG_RESULT_DEPR },
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{ NULL, 0 }
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};
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GLuint i;
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const struct output_info *outputs
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= (target == GL_VERTEX_PROGRAM_ARB) ? vertOutputs : fragOutputs;
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for (i = 0; outputs[i].Name; i++) {
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if (strcmp(outputs[i].Name, name) == 0) {
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/* found */
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return outputs[i].Attrib;
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}
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}
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return -1;
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}
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/**
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* Called by compiler when a global variable has been parsed/compiled.
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* Here we examine the variable's type to determine what kind of register
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* storage will be used.
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*
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* A uniform such as "gl_Position" will become the register specification
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* (PROGRAM_OUTPUT, VERT_RESULT_HPOS). Or, uniform "gl_FogFragCoord"
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* will be (PROGRAM_INPUT, FRAG_ATTRIB_FOGC).
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*
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* Samplers are interesting. For "uniform sampler2D tex;" we'll specify
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* (PROGRAM_SAMPLER, index) where index is resolved at link-time to an
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* actual texture unit (as specified by the user calling glUniform1i()).
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*/
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void
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_slang_codegen_global_variable(slang_variable *var, struct gl_program *prog,
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slang_unit_type type)
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{
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const char *varName = (char *) var->a_name;
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GLint texIndex;
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slang_ir_storage *store = NULL;
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texIndex = sampler_to_texture_index(var->type.specifier.type);
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if (texIndex != -1) {
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/* Texture sampler:
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* store->File = PROGRAM_SAMPLER
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* store->Index = sampler uniform location
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* store->Size = texture type index (1D, 2D, 3D, cube, etc)
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*/
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GLint samplerUniform = _mesa_add_sampler(prog->Parameters, varName);
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store = _slang_new_ir_storage(PROGRAM_SAMPLER, samplerUniform, texIndex);
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printf("SAMPLER ");
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}
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else if (var->type.qualifier == slang_qual_uniform) {
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/* Uniform variable */
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const GLint size = _slang_sizeof_type_specifier(&var->type.specifier);
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if (prog) {
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/* user-defined uniform */
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GLint uniformLoc = _mesa_add_uniform(prog->Parameters, varName, size);
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store = _slang_new_ir_storage(PROGRAM_UNIFORM, uniformLoc, size);
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}
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else {
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/* pre-defined uniform, like gl_ModelviewMatrix */
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/* We know it's a uniform, but don't allocate storage unless
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* it's really used.
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*/
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store = _slang_new_ir_storage(PROGRAM_STATE_VAR, -1, size);
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}
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printf("UNIFORM ");
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}
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else if (var->type.qualifier == slang_qual_varying) {
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const GLint size = 4; /* XXX fix */
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if (prog) {
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/* user-defined varying */
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GLint varyingLoc = _mesa_add_varying(prog->Varying, varName, size);
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store = _slang_new_ir_storage(PROGRAM_VARYING, varyingLoc, size);
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}
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else {
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/* pre-defined varying, like gl_Color or gl_TexCoord */
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if (type == slang_unit_fragment_builtin) {
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GLint index = _slang_input_index(varName, GL_FRAGMENT_PROGRAM_ARB);
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assert(index >= 0);
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store = _slang_new_ir_storage(PROGRAM_INPUT, index, size);
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assert(index < FRAG_ATTRIB_MAX);
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}
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else {
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GLint index = _slang_output_index(varName, GL_VERTEX_PROGRAM_ARB);
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assert(index >= 0);
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assert(type == slang_unit_vertex_builtin);
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store = _slang_new_ir_storage(PROGRAM_OUTPUT, index, size);
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assert(index < VERT_RESULT_MAX);
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}
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printf("V/F ");
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}
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printf("VARYING ");
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}
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else if (var->type.qualifier == slang_qual_const) {
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if (prog) {
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abort();
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}
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else {
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/* pre-defined global constant, like gl_MaxLights */
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GLint size = -1;
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store = _slang_new_ir_storage(PROGRAM_CONSTANT, -1, size);
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}
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printf("CONST ");
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}
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else if (var->type.qualifier == slang_qual_attribute) {
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/* Vertex attribute */
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GLint index = _slang_input_index(varName, GL_VERTEX_PROGRAM_ARB);
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GLint size = 4; /* XXX? */
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assert(index >= 0);
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store = _slang_new_ir_storage(PROGRAM_INPUT, index, size);
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printf("ATTRIB ");
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}
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else if (var->type.qualifier == slang_qual_fixedinput) {
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GLint index = _slang_input_index(varName, GL_FRAGMENT_PROGRAM_ARB);
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GLint size = 4; /* XXX? */
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store = _slang_new_ir_storage(PROGRAM_INPUT, index, size);
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printf("INPUT ");
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}
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else if (var->type.qualifier == slang_qual_fixedoutput) {
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if (type == slang_unit_vertex_builtin) {
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GLint index = _slang_output_index(varName, GL_VERTEX_PROGRAM_ARB);
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GLint size = 4; /* XXX? */
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store = _slang_new_ir_storage(PROGRAM_OUTPUT, index, size);
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}
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else {
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assert(type == slang_unit_fragment_builtin);
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GLint index = _slang_output_index(varName, GL_FRAGMENT_PROGRAM_ARB);
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GLint size = 4; /* XXX? */
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store = _slang_new_ir_storage(PROGRAM_OUTPUT, index, size);
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}
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printf("OUTPUT ");
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}
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else {
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printf("other ");
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}
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printf("GLOBAL VAR %s idx %d\n", (char*) var->a_name, store?store->Index:-2);
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assert(!var->aux);
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#if 1
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var->aux = store;
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#endif
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/**
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XXX allocate variable storage (aux), at least the register file.
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*/
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}
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/**********************************************************************/
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/**
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* Map "_asm foo" to IR_FOO, etc.
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@ -479,7 +732,7 @@ new_var(slang_assemble_ctx *A, slang_operation *oper,
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oper->var = v;
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n->Swizzle = swizzle;
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n->Var = v;
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slang_resolve_storage(A->codegen, n, A->program);
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slang_allocate_storage(A->codegen, n, A->program);
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return n;
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}
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@ -1408,7 +1661,7 @@ _slang_gen_declaration(slang_assemble_ctx *A, slang_operation *oper)
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varDecl->Var = v;
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v->declared = GL_TRUE;
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slang_resolve_storage(A->codegen, varDecl, A->program);
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slang_allocate_storage(A->codegen, varDecl, A->program);
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if (oper->num_children > 0) {
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/* child is initializer */
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@ -1888,242 +2141,3 @@ _slang_codegen_function(slang_assemble_ctx * A, slang_function * fun)
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return n;
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}
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static GLint
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sampler_to_texture_index(const slang_type_specifier_type type)
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{
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switch (type) {
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case slang_spec_sampler1D:
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return TEXTURE_1D_INDEX;
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case slang_spec_sampler2D:
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return TEXTURE_2D_INDEX;
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case slang_spec_sampler3D:
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return TEXTURE_3D_INDEX;
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case slang_spec_samplerCube:
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return TEXTURE_CUBE_INDEX;
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case slang_spec_sampler1DShadow:
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return TEXTURE_1D_INDEX; /* XXX fix */
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case slang_spec_sampler2DShadow:
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return TEXTURE_2D_INDEX; /* XXX fix */
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default:
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return -1;
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}
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}
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/**
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* XXX return size too
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*/
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static GLint
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_slang_input_index(const char *name, GLenum target)
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{
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struct input_info {
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const char *Name;
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GLuint Attrib;
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};
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static const struct input_info vertInputs[] = {
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{ "gl_Vertex", VERT_ATTRIB_POS },
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{ "gl_Normal", VERT_ATTRIB_NORMAL },
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{ "gl_Color", VERT_ATTRIB_COLOR0 },
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{ "gl_SecondaryColor", VERT_ATTRIB_COLOR1 },
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{ "gl_FogCoord", VERT_ATTRIB_FOG },
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{ "gl_MultiTexCoord0", VERT_ATTRIB_TEX0 },
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{ "gl_MultiTexCoord1", VERT_ATTRIB_TEX1 },
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{ "gl_MultiTexCoord2", VERT_ATTRIB_TEX2 },
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{ "gl_MultiTexCoord3", VERT_ATTRIB_TEX3 },
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{ "gl_MultiTexCoord4", VERT_ATTRIB_TEX4 },
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{ "gl_MultiTexCoord5", VERT_ATTRIB_TEX5 },
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{ "gl_MultiTexCoord6", VERT_ATTRIB_TEX6 },
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{ "gl_MultiTexCoord7", VERT_ATTRIB_TEX7 },
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{ NULL, 0 }
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};
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static const struct input_info fragInputs[] = {
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{ "gl_FragCoord", FRAG_ATTRIB_WPOS },
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{ "gl_Color", FRAG_ATTRIB_COL0 },
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{ "gl_SecondaryColor", FRAG_ATTRIB_COL1 },
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{ "gl_FogFragCoord", FRAG_ATTRIB_FOGC },
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{ "gl_TexCoord", FRAG_ATTRIB_TEX0 },
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{ NULL, 0 }
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};
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GLuint i;
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const struct input_info *inputs
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= (target == GL_VERTEX_PROGRAM_ARB) ? vertInputs : fragInputs;
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for (i = 0; inputs[i].Name; i++) {
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if (strcmp(inputs[i].Name, name) == 0) {
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/* found */
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return inputs[i].Attrib;
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}
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}
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return -1;
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}
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static GLint
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_slang_output_index(const char *name, GLenum target)
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{
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struct output_info {
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const char *Name;
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GLuint Attrib;
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};
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static const struct output_info vertOutputs[] = {
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{ "gl_Position", VERT_RESULT_HPOS },
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{ "gl_FrontColor", VERT_RESULT_COL0 },
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{ "gl_BackColor", VERT_RESULT_BFC0 },
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{ "gl_FrontSecondaryColor", VERT_RESULT_COL1 },
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{ "gl_BackSecondaryColor", VERT_RESULT_BFC1 },
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{ "gl_TexCoord", VERT_RESULT_TEX0 }, /* XXX indexed */
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{ "gl_FogFragCoord", VERT_RESULT_FOGC },
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{ "gl_PointSize", VERT_RESULT_PSIZ },
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{ NULL, 0 }
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};
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static const struct output_info fragOutputs[] = {
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{ "gl_FragColor", FRAG_RESULT_COLR },
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{ "gl_FragDepth", FRAG_RESULT_DEPR },
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{ NULL, 0 }
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};
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GLuint i;
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const struct output_info *outputs
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= (target == GL_VERTEX_PROGRAM_ARB) ? vertOutputs : fragOutputs;
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for (i = 0; outputs[i].Name; i++) {
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if (strcmp(outputs[i].Name, name) == 0) {
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/* found */
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return outputs[i].Attrib;
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}
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}
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return -1;
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}
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/**
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* Called by compiler when a global variable has been parsed/compiled.
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* Here we examine the variable's type to determine what kind of register
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* storage will be used.
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*
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* A uniform such as "gl_Position" will become the register specification
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* (PROGRAM_OUTPUT, VERT_RESULT_HPOS). Or, uniform "gl_FogFragCoord"
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* will be (PROGRAM_INPUT, FRAG_ATTRIB_FOGC).
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*
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* Samplers are interesting. For "uniform sampler2D tex;" we'll specify
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* (PROGRAM_SAMPLER, index) where index is resolved at link-time to an
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* actual texture unit (as specified by the user calling glUniform1i()).
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*/
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void
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_slang_codegen_global_variable(slang_variable *var, struct gl_program *prog,
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slang_unit_type type)
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{
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const char *varName = (char *) var->a_name;
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GLint texIndex;
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slang_ir_storage *store = NULL;
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texIndex = sampler_to_texture_index(var->type.specifier.type);
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if (texIndex != -1) {
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/* Texture sampler:
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* store->File = PROGRAM_SAMPLER
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* store->Index = sampler uniform location
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* store->Size = texture type index (1D, 2D, 3D, cube, etc)
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*/
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GLint samplerUniform = _mesa_add_sampler(prog->Parameters, varName);
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store = _slang_new_ir_storage(PROGRAM_SAMPLER, samplerUniform, texIndex);
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printf("SAMPLER ");
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}
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else if (var->type.qualifier == slang_qual_uniform) {
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/* Uniform variable */
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const GLint size = _slang_sizeof_type_specifier(&var->type.specifier);
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if (prog) {
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/* user-defined uniform */
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GLint uniformLoc = _mesa_add_uniform(prog->Parameters, varName, size);
|
||||
store = _slang_new_ir_storage(PROGRAM_UNIFORM, uniformLoc, size);
|
||||
}
|
||||
else {
|
||||
/* pre-defined uniform, like gl_ModelviewMatrix */
|
||||
/* We know it's a uniform, but don't allocate storage unless
|
||||
* it's really used.
|
||||
*/
|
||||
|
||||
store = _slang_new_ir_storage(PROGRAM_STATE_VAR, -1, size);
|
||||
|
||||
}
|
||||
printf("UNIFORM ");
|
||||
}
|
||||
else if (var->type.qualifier == slang_qual_varying) {
|
||||
const GLint size = 4; /* XXX fix */
|
||||
if (prog) {
|
||||
/* user-defined varying */
|
||||
GLint varyingLoc = _mesa_add_varying(prog->Varying, varName, size);
|
||||
store = _slang_new_ir_storage(PROGRAM_VARYING, varyingLoc, size);
|
||||
}
|
||||
else {
|
||||
/* pre-defined varying, like gl_Color or gl_TexCoord */
|
||||
if (type == slang_unit_fragment_builtin) {
|
||||
GLint index = _slang_input_index(varName, GL_FRAGMENT_PROGRAM_ARB);
|
||||
assert(index >= 0);
|
||||
store = _slang_new_ir_storage(PROGRAM_INPUT, index, size);
|
||||
assert(index < FRAG_ATTRIB_MAX);
|
||||
}
|
||||
else {
|
||||
GLint index = _slang_output_index(varName, GL_VERTEX_PROGRAM_ARB);
|
||||
assert(index >= 0);
|
||||
assert(type == slang_unit_vertex_builtin);
|
||||
store = _slang_new_ir_storage(PROGRAM_OUTPUT, index, size);
|
||||
assert(index < VERT_RESULT_MAX);
|
||||
}
|
||||
printf("V/F ");
|
||||
}
|
||||
printf("VARYING ");
|
||||
}
|
||||
else if (var->type.qualifier == slang_qual_const) {
|
||||
if (prog) {
|
||||
abort();
|
||||
}
|
||||
else {
|
||||
/* pre-defined global constant, like gl_MaxLights */
|
||||
GLint size = -1;
|
||||
store = _slang_new_ir_storage(PROGRAM_CONSTANT, -1, size);
|
||||
}
|
||||
printf("CONST ");
|
||||
}
|
||||
else if (var->type.qualifier == slang_qual_attribute) {
|
||||
/* Vertex attribute */
|
||||
GLint index = _slang_input_index(varName, GL_VERTEX_PROGRAM_ARB);
|
||||
GLint size = 4; /* XXX? */
|
||||
assert(index >= 0);
|
||||
store = _slang_new_ir_storage(PROGRAM_INPUT, index, size);
|
||||
printf("ATTRIB ");
|
||||
}
|
||||
else if (var->type.qualifier == slang_qual_fixedinput) {
|
||||
GLint index = _slang_input_index(varName, GL_FRAGMENT_PROGRAM_ARB);
|
||||
GLint size = 4; /* XXX? */
|
||||
store = _slang_new_ir_storage(PROGRAM_INPUT, index, size);
|
||||
printf("INPUT ");
|
||||
}
|
||||
else if (var->type.qualifier == slang_qual_fixedoutput) {
|
||||
if (type == slang_unit_vertex_builtin) {
|
||||
GLint index = _slang_output_index(varName, GL_VERTEX_PROGRAM_ARB);
|
||||
GLint size = 4; /* XXX? */
|
||||
store = _slang_new_ir_storage(PROGRAM_OUTPUT, index, size);
|
||||
}
|
||||
else {
|
||||
assert(type == slang_unit_fragment_builtin);
|
||||
GLint index = _slang_output_index(varName, GL_FRAGMENT_PROGRAM_ARB);
|
||||
GLint size = 4; /* XXX? */
|
||||
store = _slang_new_ir_storage(PROGRAM_OUTPUT, index, size);
|
||||
}
|
||||
printf("OUTPUT ");
|
||||
}
|
||||
else {
|
||||
printf("other ");
|
||||
}
|
||||
printf("GLOBAL VAR %s idx %d\n", (char*) var->a_name, store?store->Index:-2);
|
||||
|
||||
assert(!var->aux);
|
||||
#if 1
|
||||
var->aux = store;
|
||||
#endif
|
||||
/**
|
||||
XXX allocate variable storage (aux), at least the register file.
|
||||
*/
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue