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Fix attrib handling.

tags/mesa-6_5-20060712
Michal Krol 19 vuotta sitten
vanhempi
commit
563f8ad50a
2 muutettua tiedostoa jossa 53 lisäystä ja 31 poistoa
  1. 48
    29
      src/mesa/shader/slang/slang_link.c
  2. 5
    2
      src/mesa/shader/slang/slang_link.h

+ 48
- 29
src/mesa/shader/slang/slang_link.c Näytä tiedosto

@@ -171,7 +171,7 @@ static GLuint lookup_attrib_override (slang_attrib_overrides *self, const GLchar
{
GLuint i;

for (i = 0; self->count; i++)
for (i = 0; i < self->count; i++)
if (slang_string_compare (name, self->table[i].name) == 0)
return self->table[i].index;
return MAX_VERTEX_ATTRIBS;
@@ -311,6 +311,12 @@ static GLvoid slang_attrib_bindings_dtr (slang_attrib_bindings *self)
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.
* Although 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;
@@ -325,7 +331,7 @@ static GLuint allocate_attrib_slots (slang_attrib_bindings *self, GLuint count)
{
GLuint i;

for (i = 0; i <= MAX_VERTEX_ATTRIBS - count; i++)
for (i = 1; i <= MAX_VERTEX_ATTRIBS - count; i++)
{
GLuint size;
@@ -334,16 +340,17 @@ static GLuint allocate_attrib_slots (slang_attrib_bindings *self, GLuint count)
return i;

/* speed-up the search a bit */
i += count;
i += size;
}
return MAX_VERTEX_ATTRIBS;
}

static GLboolean add_attrib_binding (slang_attrib_bindings *self, slang_export_data_quant *q,
const char *name, GLuint addr, GLuint index_override)
static GLboolean
add_attrib_binding (slang_attrib_bindings *self, slang_export_data_quant *q, const char *name,
GLuint addr, GLuint index_override)
{
const GLuint n = self->binding_count;
GLuint slot_span, slot_index;
GLuint slot_span, slot_fill, slot_index;
GLuint i;

assert (slang_export_data_quant_simple (q));
@@ -351,19 +358,32 @@ static GLboolean add_attrib_binding (slang_attrib_bindings *self, slang_export_d
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);
@@ -389,8 +409,11 @@ static GLboolean add_attrib_binding (slang_attrib_bindings *self, slang_export_d
self->bindings[n].first_slot_index = slot_index;
self->binding_count++;

for (i = 0; i < slot_span; i++)
self->slots[self->bindings[n].first_slot_index + i].addr = addr + i * 4;
for (i = 0; i < slot_span; i++) {
slang_attrib_slot *slot = &self->slots[self->bindings[n].first_slot_index + i];
slot->addr = addr + i * slot_fill * 4;
slot->fill = slot_fill;
}

return GL_TRUE;
}
@@ -576,7 +599,7 @@ GLvoid slang_program_dtr (slang_program *self)
slang_texture_usages_dtr (&self->texture_usage);
}

static GLvoid slang_program_rst (slang_program *self)
GLvoid slang_program_rst (slang_program *self)
{
GLuint i;

@@ -735,45 +758,41 @@ 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_translation_unit **units, GLuint count)
GLboolean
_slang_link (slang_program *prog, slang_code_object **objects, GLuint count)
{
GLuint i;

slang_program_rst (prog);

for (i = 0; i < count; i++)
{
GLuint index;

if (units[i]->type == slang_unit_fragment_shader)
{
if (objects[i]->unit.type == slang_unit_fragment_shader) {
index = SLANG_SHADER_FRAGMENT;
resolve_fragment_fixed (prog->fragment_fixed_entries, &units[i]->exp_data);
resolve_fragment_fixed (prog->fragment_fixed_entries, &objects[i]->expdata);
}
else
{
index = SLANG_SHADER_VERTEX;
resolve_vertex_fixed (prog->vertex_fixed_entries, &units[i]->exp_data);
if (!gather_attrib_bindings (&prog->attribs, &units[i]->exp_data,
&prog->attrib_overrides))
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, &units[i]->exp_data,
slang_exp_uniform))
if (!gather_active_variables (&prog->active_uniforms, &objects[i]->expdata, slang_exp_uniform))
return GL_FALSE;
if (!gather_active_variables (&prog->active_attribs, &units[i]->exp_data,
slang_exp_attribute))
if (!gather_active_variables (&prog->active_attribs, &objects[i]->expdata, slang_exp_attribute))
return GL_FALSE;
if (!gather_uniform_bindings (&prog->uniforms, &units[i]->exp_data, index))
if (!gather_uniform_bindings (&prog->uniforms, &objects[i]->expdata, index))
return GL_FALSE;
if (!gather_varying_bindings (&prog->varyings, &units[i]->exp_data,
index == SLANG_SHADER_VERTEX))
if (!gather_varying_bindings (&prog->varyings, &objects[i]->expdata,
index == SLANG_SHADER_VERTEX))
return GL_FALSE;
resolve_common_fixed (prog->common_fixed_entries[index], &units[i]->exp_data);
resolve_common_code (prog->code[index], &units[i]->exp_code);
prog->machines[index] = units[i]->machine;
prog->assemblies[index] = units[i]->assembly;
resolve_common_fixed (prog->common_fixed_entries[index], &objects[i]->expdata);
resolve_common_code (prog->code[index], &objects[i]->expcode);
prog->machines[index] = &objects[i]->machine;
prog->assemblies[index] = &objects[i]->assembly;
}

/* TODO: all varyings read by fragment shader must be written by vertex shader */

+ 5
- 2
src/mesa/shader/slang/slang_link.h Näytä tiedosto

@@ -124,7 +124,8 @@ typedef struct

typedef struct
{
GLuint addr;
GLuint addr; /* memory location */
GLuint fill; /* 1..4, number of components used */
} slang_attrib_slot;

typedef struct
@@ -302,8 +303,10 @@ typedef struct

GLvoid slang_program_ctr (slang_program *);
GLvoid slang_program_dtr (slang_program *);
GLvoid slang_program_rst (slang_program *);

GLboolean _slang_link (slang_program *, slang_translation_unit **, GLuint);
extern GLboolean
_slang_link (slang_program *, slang_code_object **, GLuint);

#ifdef __cplusplus
}

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