Remove old slang linker code.

This commit is contained in:
Brian 2007-02-02 14:05:55 -07:00
parent 8b60787e85
commit 5072fd3a64
3 changed files with 0 additions and 1021 deletions

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@ -1,100 +0,0 @@
/*
* 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 && !slang_export_data_quant_struct (b->quant))
{
switch (slang_export_data_quant_type (b->quant))
{
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 && !slang_export_data_quant_struct (b->quant))
{
switch (slang_export_data_quant_type (b->quant))
{
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;
}

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/*
* 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

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/*
* Mesa 3-D graphics library
* Version: 6.6
*
* 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_link.c
* slang linker
* \author Michal Krol
*/
#include "imports.h"
#include "slang_link.h"
#include "slang_analyse.h"
#define TABLE_GROW(PTR,TYPE,N) \
(PTR = (TYPE *) (slang_alloc_realloc (PTR, N * sizeof (TYPE), (N + 1) * sizeof (TYPE))))
/*
* Check if a given name starts with "gl_". Globals with this prefix are
* treated differently, as they are built-in variables.
*/
static GLboolean
entry_has_gl_prefix (slang_atom name, slang_atom_pool *atoms)
{
const GLchar *str;
str = slang_atom_pool_id (atoms, name);
return str[0] == 'g' && str[1] == 'l' && str[2] == '_';
}
/*
* slang_active_variables
*/
static GLvoid
slang_active_variables_ctr (slang_active_variables *self)
{
self->table = NULL;
self->count = 0;
}
static GLvoid
slang_active_variables_dtr (slang_active_variables *self)
{
GLuint i;
for (i = 0; i < self->count; i++)
slang_alloc_free (self->table[i].name);
slang_alloc_free (self->table);
}
/*
* Active variable queried by the application cannot be a structure. Queriable globals
* (uniforms and attributes) are decomposited into "simple" variables if they are
* "complex".
*/
static GLboolean
add_simple_variable (slang_active_variables *self, slang_export_data_quant *q, const GLchar *name)
{
GLuint n;
slang_active_variable *var;
n = self->count;
if (!TABLE_GROW(self->table, slang_active_variable, n))
return GL_FALSE;
/* Initialize the new element. Increment table size only when it is fully initilized. */
var = &self->table[n];
var->quant = q;
var->name = slang_string_duplicate (name);
if (var->name == NULL)
return GL_FALSE;
self->count++;
return GL_TRUE;
}
static GLboolean
add_complex_variable (slang_active_variables *self, slang_export_data_quant *q, GLchar *name,
slang_atom_pool *atoms)
{
slang_string_concat (name, slang_atom_pool_id (atoms, q->name));
/* If array, add only first element. */
if (slang_export_data_quant_array (q))
slang_string_concat (name, "[0]");
if (slang_export_data_quant_struct (q)) {
GLuint field_pos, fields, i;
slang_string_concat (name, ".");
field_pos = slang_string_length (name);
/* Break it down into individual fields. */
fields = slang_export_data_quant_fields (q);
for (i = 0; i < fields; i++) {
if (!add_complex_variable (self, &q->structure[i], name, atoms))
return GL_FALSE;
name[field_pos] = '\0';
}
return GL_TRUE;
}
return add_simple_variable (self, q, name);
}
/*
* Search a list of global variables with a given access (either attribute or uniform)
* and add it to the list of active variables.
*/
static GLboolean
gather_active_variables (slang_active_variables *self, slang_export_data_table *tbl,
slang_export_data_access access)
{
GLuint i;
for (i = 0; i < tbl->count; i++) {
if (tbl->entries[i].access == access) {
GLchar name[1024] = "";
if (!add_complex_variable (self, &tbl->entries[i].quant, name, tbl->atoms))
return GL_FALSE;
}
}
return GL_TRUE;
}
/*
* slang_attrib_overrides
*/
static GLvoid
slang_attrib_overrides_ctr (slang_attrib_overrides *self)
{
self->table = NULL;
self->count = 0;
}
static GLvoid
slang_attrib_overrides_dtr (slang_attrib_overrides *self)
{
GLuint i;
for (i = 0; i < self->count; i++)
slang_alloc_free (self->table[i].name);
slang_alloc_free (self->table);
}
static slang_attrib_override *
lookup_attrib_override (slang_attrib_overrides *self, const GLchar *name)
{
GLuint n, i;
n = self->count;
for (i = 0; i < n; i++) {
if (slang_string_compare (name, self->table[i].name) == 0)
return &self->table[i];
}
return NULL;
}
GLboolean
_slang_attrib_overrides_add (slang_attrib_overrides *self, GLuint index, const GLchar *name)
{
slang_attrib_override *ovr;
GLuint n;
/* Attribs can be overriden multiple times. Look-up the table and replace
* its index if it is found. */
ovr = lookup_attrib_override (self, name);
if (ovr != NULL) {
ovr->index = index;
return GL_TRUE;
}
n = self->count;
if (!TABLE_GROW(self->table, slang_attrib_override, n))
return GL_FALSE;
/* Initialize the new element. Increment table size only when it is fully initilized. */
ovr = &self->table[n];
ovr->index = index;
ovr->name = slang_string_duplicate (name);
if (ovr->name == NULL)
return GL_FALSE;
self->count++;
return GL_TRUE;
}
/*
* slang_uniform_bindings
*/
static GLvoid
slang_uniform_bindings_ctr (slang_uniform_bindings *self)
{
self->table = NULL;
self->count = 0;
}
static GLvoid
slang_uniform_bindings_dtr (slang_uniform_bindings *self)
{
GLuint i;
for (i = 0; i < self->count; i++)
slang_alloc_free (self->table[i].name);
slang_alloc_free (self->table);
}
static GLboolean
add_simple_uniform_binding (slang_uniform_bindings *self, slang_export_data_quant *q,
const GLchar *name, GLuint index, GLuint addr)
{
GLuint n, i;
slang_uniform_binding *bind;
/* Uniform binding table is shared between vertex and fragment shaders. If the same uniform
* is declared both in a vertex and fragment shader, only one uniform entry is maintained.
* When add a uniform binding there can be an entry already allocated for it by the other
* shader. */
n = self->count;
for (i = 0; i < n; i++) {
if (slang_string_compare (self->table[i].name, name) == 0) {
self->table[i].address[index] = addr;
return GL_TRUE;
}
}
if (!TABLE_GROW(self->table, slang_uniform_binding, n))
return GL_FALSE;
/* Initialize the new element. Increment table size only when it is fully initilized. */
bind = &self->table[n];
bind->quant = q;
bind->name = slang_string_duplicate (name);
if (bind->name == NULL)
return GL_FALSE;
for (i = 0; i < SLANG_SHADER_MAX; i++)
bind->address[i] = ~0;
bind->address[index] = addr;
self->count++;
return GL_TRUE;
}
static GLboolean
add_complex_uniform_binding (slang_uniform_bindings *self, slang_export_data_quant *q,
GLchar *name, slang_atom_pool *atoms, GLuint index, GLuint addr)
{
GLuint count, i;
slang_string_concat (name, slang_atom_pool_id (atoms, q->name));
count = slang_export_data_quant_elements (q);
/* If array, add binding for every array element. */
for (i = 0; i < count; i++) {
GLuint bracket_pos;
bracket_pos = slang_string_length (name);
if (slang_export_data_quant_array (q))
_mesa_sprintf (&name[slang_string_length (name)], "[%d]", i);
if (slang_export_data_quant_struct (q)) {
GLuint field_pos, fields, i;
slang_string_concat (name, ".");
field_pos = slang_string_length (name);
/* Break it down into individual fields. */
fields = slang_export_data_quant_fields (q);
for (i = 0; i < fields; i++) {
if (!add_complex_uniform_binding (self, &q->structure[i], name, atoms, index, addr))
return GL_FALSE;
name[field_pos] = '\0';
addr += slang_export_data_quant_size (&q->structure[i]);
}
}
else {
if (!add_simple_uniform_binding (self, q, name, index, addr))
return GL_FALSE;
addr += slang_export_data_quant_size (q);
}
name[bracket_pos] = '\0';
}
return GL_TRUE;
}
static GLboolean
gather_uniform_bindings (slang_uniform_bindings *self, slang_export_data_table *tbl, GLuint index)
{
GLuint n, i;
n = tbl->count;
for (i = 0; i < n; i++) {
if (tbl->entries[i].access == slang_exp_uniform) {
GLchar name[1024] = "";
if (!add_complex_uniform_binding (self, &tbl->entries[i].quant, name, tbl->atoms, index,
tbl->entries[i].address))
return GL_FALSE;
}
}
return GL_TRUE;
}
/*
* slang_attrib_bindings
*/
static GLvoid
slang_attrib_bindings_ctr (slang_attrib_bindings *self)
{
GLuint i;
self->binding_count = 0;
for (i = 0; i < MAX_VERTEX_ATTRIBS; i++)
self->slots[i].addr = ~0;
}
static GLvoid
slang_attrib_bindings_dtr (slang_attrib_bindings *self)
{
GLuint i;
for (i = 0; i < self->binding_count; i++)
slang_alloc_free (self->bindings[i].name);
}
/*
* NOTE: If conventional vertex attribute gl_Vertex is used, application cannot use
* vertex attrib index 0 for binding override. Currently this is not checked.
* Anyways, attrib index 0 is not used when not explicitly asked.
*/
static GLuint
can_allocate_attrib_slots (slang_attrib_bindings *self, GLuint index, GLuint count)
{
GLuint i;
for (i = 0; i < count; i++) {
if (self->slots[index + i].addr != ~0)
break;
}
return i;
}
static GLuint
allocate_attrib_slots (slang_attrib_bindings *self, GLuint count)
{
GLuint i;
/* Start with attrib index 1. Index 0 will be used when explicitly
* asked by application binding. */
for (i = 1; i <= MAX_VERTEX_ATTRIBS - count; i++) {
GLuint size;
size = can_allocate_attrib_slots (self, i, count);
if (size == count)
return i;
/* Speed-up the search a bit. */
i += size;
}
return MAX_VERTEX_ATTRIBS;
}
static GLboolean
add_attrib_binding (slang_attrib_bindings *self, slang_export_data_quant *q, const GLchar *name,
GLuint addr, GLuint index_override)
{
GLuint slot_span, slot_fill, slot_index, i;
slang_attrib_binding *bind;
assert (slang_export_data_quant_simple (q));
switch (slang_export_data_quant_type (q)) {
case GL_FLOAT:
slot_span = 1;
slot_fill = 1;
break;
case GL_FLOAT_VEC2:
slot_span = 1;
slot_fill = 2;
break;
case GL_FLOAT_VEC3:
slot_span = 1;
slot_fill = 3;
break;
case GL_FLOAT_VEC4:
slot_span = 1;
slot_fill = 4;
break;
case GL_FLOAT_MAT2:
slot_span = 2;
slot_fill = 2;
break;
case GL_FLOAT_MAT3:
slot_span = 3;
slot_fill = 3;
break;
case GL_FLOAT_MAT4:
slot_span = 4;
slot_fill = 4;
break;
default:
assert (0);
}
if (index_override == MAX_VERTEX_ATTRIBS)
slot_index = allocate_attrib_slots (self, slot_span);
else if (can_allocate_attrib_slots (self, index_override, slot_span) == slot_span)
slot_index = index_override;
else
slot_index = MAX_VERTEX_ATTRIBS;
if (slot_index == MAX_VERTEX_ATTRIBS) {
/* TODO: info log: error: MAX_VERTEX_ATTRIBS exceeded */
return GL_FALSE;
}
/* Initialize the new element. Increment table size only when it is fully initilized. */
bind = &self->bindings[self->binding_count];
bind->quant = q;
bind->name = slang_string_duplicate (name);
if (bind->name == NULL)
return GL_FALSE;
bind->first_slot_index = slot_index;
self->binding_count++;
for (i = 0; i < slot_span; i++) {
slang_attrib_slot *slot;
slot = &self->slots[bind->first_slot_index + i];
slot->addr = addr + i * slot_fill * 4;
slot->fill = slot_fill;
}
return GL_TRUE;
}
static GLboolean
gather_attrib_bindings (slang_attrib_bindings *self, slang_export_data_table *tbl,
slang_attrib_overrides *ovr)
{
GLuint i;
/* First pass. Gather attribs that have overriden index slots. */
for (i = 0; i < tbl->count; i++) {
if (tbl->entries[i].access == slang_exp_attribute &&
!entry_has_gl_prefix (tbl->entries[i].quant.name, tbl->atoms)) {
slang_export_data_quant *quant;
const GLchar *id;
slang_attrib_override *ao;
quant = &tbl->entries[i].quant;
id = slang_atom_pool_id (tbl->atoms, quant->name);
ao = lookup_attrib_override (ovr, id);
if (ao != NULL) {
if (!add_attrib_binding (self, quant, id, tbl->entries[i].address, ao->index))
return GL_FALSE;
}
}
}
/* Second pass. Gather attribs that have not overriden index slots. */
for (i = 0; i < tbl->count; i++) {
if (tbl->entries[i].access == slang_exp_attribute &&
!entry_has_gl_prefix (tbl->entries[i].quant.name, tbl->atoms)) {
slang_export_data_quant *quant;
const GLchar *id;
slang_attrib_override *ao;
quant = &tbl->entries[i].quant;
id = slang_atom_pool_id (tbl->atoms, quant->name);
ao = lookup_attrib_override (ovr, id);
if (ao == NULL) {
if (!add_attrib_binding (self, quant, id, tbl->entries[i].address, ao->index))
return GL_FALSE;
}
}
}
return GL_TRUE;
}
/*
* slang_varying_bindings
*/
static GLvoid
slang_varying_bindings_ctr (slang_varying_bindings *self)
{
self->binding_count = 0;
self->slot_count = 0;
}
static GLvoid
slang_varying_bindings_dtr (slang_varying_bindings *self)
{
GLuint i;
for (i = 0; i < self->binding_count; i++)
slang_alloc_free (self->bindings[i].name);
}
static GLvoid
update_varying_slots (slang_varying_slot *slots, GLuint count, GLboolean is_vert, GLuint addr,
GLuint do_offset)
{
GLuint i;
for (i = 0; i < count; i++) {
if (is_vert)
slots[i].vert_addr = addr + i * 4 * do_offset;
else
slots[i].frag_addr = addr + i * 4 * do_offset;
}
}
static GLboolean
add_varying_binding (slang_varying_bindings *self, slang_export_data_quant *q, const GLchar *name,
GLboolean is_vert, GLuint addr)
{
GLuint n, slot_span, i;
slang_varying_binding *bind;
n = self->binding_count;
slot_span = slang_export_data_quant_components (q) * slang_export_data_quant_elements (q);
for (i = 0; i < n; i++) {
if (slang_string_compare (self->bindings[i].name, name) == 0) {
/* TODO: data quantities must match, or else link fails */
update_varying_slots (&self->slots[self->bindings[i].first_slot_index], slot_span,
is_vert, addr, 1);
return GL_TRUE;
}
}
if (self->slot_count + slot_span > MAX_VARYING * 4) {
/* TODO: info log: error: MAX_VARYING_FLOATS exceeded */
return GL_FALSE;
}
/* Initialize the new element. Increment table size only when it is fully initilized. */
bind = &self->bindings[n];
bind->quant = q;
bind->name = slang_string_duplicate (name);
if (bind->name == NULL)
return GL_FALSE;
bind->first_slot_index = self->slot_count;
self->binding_count++;
update_varying_slots (&self->slots[bind->first_slot_index], slot_span, is_vert, addr, 1);
update_varying_slots (&self->slots[bind->first_slot_index], slot_span, !is_vert, ~0, 0);
self->slot_count += slot_span;
return GL_TRUE;
}
static GLboolean
gather_varying_bindings (slang_varying_bindings *self, slang_export_data_table *tbl,
GLboolean is_vert)
{
GLuint i;
for (i = 0; i < tbl->count; i++) {
if (tbl->entries[i].access == slang_exp_varying &&
!entry_has_gl_prefix (tbl->entries[i].quant.name, tbl->atoms)) {
if (!add_varying_binding (self, &tbl->entries[i].quant,
slang_atom_pool_id (tbl->atoms, tbl->entries[i].quant.name),
is_vert, tbl->entries[i].address))
return GL_FALSE;
}
}
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
*/
GLvoid
_slang_program_ctr (slang_program *self)
{
GLuint i;
slang_active_variables_ctr (&self->active_uniforms);
slang_active_variables_ctr (&self->active_attribs);
slang_attrib_overrides_ctr (&self->attrib_overrides);
slang_uniform_bindings_ctr (&self->uniforms);
slang_attrib_bindings_ctr (&self->attribs);
slang_varying_bindings_ctr (&self->varyings);
_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;
for (j = 0; j < SLANG_COMMON_CODE_MAX; j++)
self->code[i][j] = ~0;
self->assemblies[i] = NULL;
}
for (i = 0; i < SLANG_VERTEX_FIXED_MAX; i++)
self->vertex_fixed_entries[i] = ~0;
for (i = 0; i < SLANG_FRAGMENT_FIXED_MAX; i++)
self->fragment_fixed_entries[i] = ~0;
}
GLvoid
_slang_program_dtr (slang_program *self)
{
slang_active_variables_dtr (&self->active_uniforms);
slang_active_variables_dtr (&self->active_attribs);
slang_attrib_overrides_dtr (&self->attrib_overrides);
slang_uniform_bindings_dtr (&self->uniforms);
slang_attrib_bindings_dtr (&self->attribs);
slang_varying_bindings_dtr (&self->varyings);
_slang_texture_usages_dtr (&self->texture_usage);
}
GLvoid
_slang_program_rst (slang_program *self)
{
GLuint i;
slang_active_variables_dtr (&self->active_uniforms);
slang_active_variables_dtr (&self->active_attribs);
slang_uniform_bindings_dtr (&self->uniforms);
slang_attrib_bindings_dtr (&self->attribs);
slang_varying_bindings_dtr (&self->varyings);
_slang_texture_usages_dtr (&self->texture_usage);
slang_active_variables_ctr (&self->active_uniforms);
slang_active_variables_ctr (&self->active_attribs);
slang_uniform_bindings_ctr (&self->uniforms);
slang_attrib_bindings_ctr (&self->attribs);
slang_varying_bindings_ctr (&self->varyings);
_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;
for (j = 0; j < SLANG_COMMON_CODE_MAX; j++)
self->code[i][j] = ~0;
}
for (i = 0; i < SLANG_VERTEX_FIXED_MAX; i++)
self->vertex_fixed_entries[i] = ~0;
for (i = 0; i < SLANG_FRAGMENT_FIXED_MAX; i++)
self->fragment_fixed_entries[i] = ~0;
}
/*
* _slang_link()
*/
static GLuint
gd (slang_export_data_table *tbl, const GLchar *name)
{
slang_atom atom;
GLuint i;
atom = slang_atom_pool_atom (tbl->atoms, name);
if (atom == SLANG_ATOM_NULL)
return ~0;
for (i = 0; i < tbl->count; i++) {
if (atom == tbl->entries[i].quant.name)
return tbl->entries[i].address;
}
return ~0;
}
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");
e[SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIX] = gd (tbl, "gl_ModelViewProjectionMatrix");
e[SLANG_COMMON_FIXED_TEXTUREMATRIX] = gd (tbl, "gl_TextureMatrix");
e[SLANG_COMMON_FIXED_NORMALMATRIX] = gd (tbl, "gl_NormalMatrix");
e[SLANG_COMMON_FIXED_MODELVIEWMATRIXINVERSE] = gd (tbl, "gl_ModelViewMatrixInverse");
e[SLANG_COMMON_FIXED_PROJECTIONMATRIXINVERSE] = gd (tbl, "gl_ProjectionMatrixInverse");
e[SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIXINVERSE] = gd (tbl, "gl_ModelViewProjectionMatrixInverse");
e[SLANG_COMMON_FIXED_TEXTUREMATRIXINVERSE] = gd (tbl, "gl_TextureMatrixInverse");
e[SLANG_COMMON_FIXED_MODELVIEWMATRIXTRANSPOSE] = gd (tbl, "gl_ModelViewMatrixTranspose");
e[SLANG_COMMON_FIXED_PROJECTIONMATRIXTRANSPOSE] = gd (tbl, "gl_ProjectionMatrixTranspose");
e[SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIXTRANSPOSE] = gd (tbl, "gl_ModelViewProjectionMatrixTranspose");
e[SLANG_COMMON_FIXED_TEXTUREMATRIXTRANSPOSE] = gd (tbl, "gl_TextureMatrixTranspose");
e[SLANG_COMMON_FIXED_MODELVIEWMATRIXINVERSETRANSPOSE] = gd (tbl, "gl_ModelViewMatrixInverseTranspose");
e[SLANG_COMMON_FIXED_PROJECTIONMATRIXINVERSETRANSPOSE] = gd (tbl, "gl_ProjectionMatrixInverseTranspose");
e[SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIXINVERSETRANSPOSE] = gd (tbl, "gl_ModelViewProjectionMatrixInverseTranspose");
e[SLANG_COMMON_FIXED_TEXTUREMATRIXINVERSETRANSPOSE] = gd (tbl, "gl_TextureMatrixInverseTranspose");
e[SLANG_COMMON_FIXED_NORMALSCALE] = gd (tbl, "gl_NormalScale");
e[SLANG_COMMON_FIXED_DEPTHRANGE] = gd (tbl, "gl_DepthRange");
e[SLANG_COMMON_FIXED_CLIPPLANE] = gd (tbl, "gl_ClipPlane");
e[SLANG_COMMON_FIXED_POINT] = gd (tbl, "gl_Point");
e[SLANG_COMMON_FIXED_FRONTMATERIAL] = gd (tbl, "gl_FrontMaterial");
e[SLANG_COMMON_FIXED_BACKMATERIAL] = gd (tbl, "gl_BackMaterial");
e[SLANG_COMMON_FIXED_LIGHTSOURCE] = gd (tbl, "gl_LightSource");
e[SLANG_COMMON_FIXED_LIGHTMODEL] = gd (tbl, "gl_LightModel");
e[SLANG_COMMON_FIXED_FRONTLIGHTMODELPRODUCT] = gd (tbl, "gl_FrontLightModelProduct");
e[SLANG_COMMON_FIXED_BACKLIGHTMODELPRODUCT] = gd (tbl, "gl_BackLightModelProduct");
e[SLANG_COMMON_FIXED_FRONTLIGHTPRODUCT] = gd (tbl, "gl_FrontLightProduct");
e[SLANG_COMMON_FIXED_BACKLIGHTPRODUCT] = gd (tbl, "gl_BackLightProduct");
e[SLANG_COMMON_FIXED_TEXTUREENVCOLOR] = gd (tbl, "gl_TextureEnvColor");
e[SLANG_COMMON_FIXED_EYEPLANES] = gd (tbl, "gl_EyePlaneS");
e[SLANG_COMMON_FIXED_EYEPLANET] = gd (tbl, "gl_EyePlaneT");
e[SLANG_COMMON_FIXED_EYEPLANER] = gd (tbl, "gl_EyePlaneR");
e[SLANG_COMMON_FIXED_EYEPLANEQ] = gd (tbl, "gl_EyePlaneQ");
e[SLANG_COMMON_FIXED_OBJECTPLANES] = gd (tbl, "gl_ObjectPlaneS");
e[SLANG_COMMON_FIXED_OBJECTPLANET] = gd (tbl, "gl_ObjectPlaneT");
e[SLANG_COMMON_FIXED_OBJECTPLANER] = gd (tbl, "gl_ObjectPlaneR");
e[SLANG_COMMON_FIXED_OBJECTPLANEQ] = gd (tbl, "gl_ObjectPlaneQ");
e[SLANG_COMMON_FIXED_FOG] = gd (tbl, "gl_Fog");
}
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");
e[SLANG_VERTEX_FIXED_CLIPVERTEX] = gd (tbl, "gl_ClipVertex");
e[SLANG_VERTEX_FIXED_COLOR] = gd (tbl, "gl_Color");
e[SLANG_VERTEX_FIXED_SECONDARYCOLOR] = gd (tbl, "gl_SecondaryColor");
e[SLANG_VERTEX_FIXED_NORMAL] = gd (tbl, "gl_Normal");
e[SLANG_VERTEX_FIXED_VERTEX] = gd (tbl, "gl_Vertex");
e[SLANG_VERTEX_FIXED_MULTITEXCOORD0] = gd (tbl, "gl_MultiTexCoord0");
e[SLANG_VERTEX_FIXED_MULTITEXCOORD1] = gd (tbl, "gl_MultiTexCoord1");
e[SLANG_VERTEX_FIXED_MULTITEXCOORD2] = gd (tbl, "gl_MultiTexCoord2");
e[SLANG_VERTEX_FIXED_MULTITEXCOORD3] = gd (tbl, "gl_MultiTexCoord3");
e[SLANG_VERTEX_FIXED_MULTITEXCOORD4] = gd (tbl, "gl_MultiTexCoord4");
e[SLANG_VERTEX_FIXED_MULTITEXCOORD5] = gd (tbl, "gl_MultiTexCoord5");
e[SLANG_VERTEX_FIXED_MULTITEXCOORD6] = gd (tbl, "gl_MultiTexCoord6");
e[SLANG_VERTEX_FIXED_MULTITEXCOORD7] = gd (tbl, "gl_MultiTexCoord7");
e[SLANG_VERTEX_FIXED_FOGCOORD] = gd (tbl, "gl_FogCoord");
e[SLANG_VERTEX_FIXED_FRONTCOLOR] = gd (tbl, "gl_FrontColor");
e[SLANG_VERTEX_FIXED_BACKCOLOR] = gd (tbl, "gl_BackColor");
e[SLANG_VERTEX_FIXED_FRONTSECONDARYCOLOR] = gd (tbl, "gl_FrontSecondaryColor");
e[SLANG_VERTEX_FIXED_BACKSECONDARYCOLOR] = gd (tbl, "gl_BackSecondaryColor");
e[SLANG_VERTEX_FIXED_TEXCOORD] = gd (tbl, "gl_TexCoord");
e[SLANG_VERTEX_FIXED_FOGFRAGCOORD] = gd (tbl, "gl_FogFragCoord");
}
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");
e[SLANG_FRAGMENT_FIXED_FRAGCOLOR] = gd (tbl, "gl_FragColor");
e[SLANG_FRAGMENT_FIXED_FRAGDATA] = gd (tbl, "gl_FragData");
e[SLANG_FRAGMENT_FIXED_FRAGDEPTH] = gd (tbl, "gl_FragDepth");
e[SLANG_FRAGMENT_FIXED_COLOR] = gd (tbl, "gl_Color");
e[SLANG_FRAGMENT_FIXED_SECONDARYCOLOR] = gd (tbl, "gl_SecondaryColor");
e[SLANG_FRAGMENT_FIXED_TEXCOORD] = gd (tbl, "gl_TexCoord");
e[SLANG_FRAGMENT_FIXED_FOGFRAGCOORD] = gd (tbl, "gl_FogFragCoord");
}
static GLuint
gc (slang_export_code_table *tbl, const GLchar *name)
{
slang_atom atom;
GLuint i;
atom = slang_atom_pool_atom (tbl->atoms, name);
if (atom == SLANG_ATOM_NULL)
return ~0;
for (i = 0; i < tbl->count; i++) {
if (atom == tbl->entries[i].name)
return tbl->entries[i].address;
}
return ~0;
}
static GLvoid
resolve_common_code (GLuint code[], slang_export_code_table *tbl)
{
code[SLANG_COMMON_CODE_MAIN] = gc (tbl, "@main");
}
GLboolean
_slang_link (slang_program *prog, slang_code_object **objects, GLuint count)
{
GLuint i;
for (i = 0; i < count; i++) {
GLuint index;
if (objects[i]->unit.type == slang_unit_fragment_shader) {
index = SLANG_SHADER_FRAGMENT;
resolve_fragment_fixed (prog->fragment_fixed_entries, &objects[i]->expdata);
}
else {
index = SLANG_SHADER_VERTEX;
resolve_vertex_fixed (prog->vertex_fixed_entries, &objects[i]->expdata);
if (!gather_attrib_bindings (&prog->attribs, &objects[i]->expdata,
&prog->attrib_overrides))
return GL_FALSE;
}
if (!gather_active_variables (&prog->active_uniforms, &objects[i]->expdata, slang_exp_uniform))
return GL_FALSE;
if (!gather_active_variables (&prog->active_attribs, &objects[i]->expdata, slang_exp_attribute))
return GL_FALSE;
if (!gather_uniform_bindings (&prog->uniforms, &objects[i]->expdata, index))
return GL_FALSE;
if (!gather_varying_bindings (&prog->varyings, &objects[i]->expdata,
index == SLANG_SHADER_VERTEX))
return GL_FALSE;
resolve_common_fixed (prog->common_fixed_entries[index], &objects[i]->expdata);
resolve_common_code (prog->code[index], &objects[i]->expcode);
prog->assemblies[index] = &objects[i]->assembly;
}
/* TODO: all varyings read by fragment shader must be written by vertex shader */
if (!_slang_analyse_texture_usage (prog))
return GL_FALSE;
return GL_TRUE;
}