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authorBrian Paul <brianp@vmware.com>2008-12-30 17:11:32 -0700
committerBrian Paul <brianp@vmware.com>2008-12-30 17:11:32 -0700
commitc6537ac8b8130cf2271c8d1e51137a575073c762 (patch)
treed51e85841d71823d778a61ade9890af7bf4f24c2 /src/mesa/shader/slang/library/slang_common_builtin.gc
parentca0540e25c86b8095511868b0cbe96d7e85f7437 (diff)
mesa: allow variable indexing into the predefined uniform variable arrays
This allows code such as "vec4 a = gl_LightSource[i].ambient;" to work. When a built-in uniform array is indexed with a variable index we need to "unroll" the whole array into the parameter list (aka constant buffer) because we don't know which elements may be accessed at compile-time. In the case of the gl_LightSource array of size [8], we emit 64 state references into the parameter array (8 elements times 8 vec4s per gl_LightSourceParameters struct). Previously, we only allowed constant-indexed references to uniform arrays (such as gl_LightSource[2].position) which resulted in a single state reference being added to the parameter array, not 64. We still optimize this case. Users should be aware that using "gl_LightSource[i].ambient" in their shaders is a bit expensive since state validation will involve updating all 64 light source entries in the parameter list.
Diffstat (limited to 'src/mesa/shader/slang/library/slang_common_builtin.gc')
-rw-r--r--src/mesa/shader/slang/library/slang_common_builtin.gc12
1 files changed, 9 insertions, 3 deletions
diff --git a/src/mesa/shader/slang/library/slang_common_builtin.gc b/src/mesa/shader/slang/library/slang_common_builtin.gc
index a051c53eea..3e03b101b8 100644
--- a/src/mesa/shader/slang/library/slang_common_builtin.gc
+++ b/src/mesa/shader/slang/library/slang_common_builtin.gc
@@ -1,8 +1,9 @@
/*
* Mesa 3-D graphics library
- * Version: 6.5
+ * Version: 7.3
*
* Copyright (C) 2006 Brian Paul All Rights Reserved.
+ * Copyright (C) 2008 VMware, Inc. 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"),
@@ -98,6 +99,9 @@ struct gl_MaterialParameters {
uniform gl_MaterialParameters gl_FrontMaterial;
uniform gl_MaterialParameters gl_BackMaterial;
+/* NOTE: the order of these fields is significant!
+ * See the definition of the lighting state vars such as STATE_SPOT_DIRECTION.
+ */
struct gl_LightSourceParameters {
vec4 ambient;
vec4 diffuse;
@@ -105,12 +109,14 @@ struct gl_LightSourceParameters {
vec4 position;
vec4 halfVector;
vec3 spotDirection;
- float spotExponent;
- float spotCutoff;
float spotCosCutoff;
+
float constantAttenuation;
float linearAttenuation;
float quadraticAttenuation;
+ float spotExponent;
+
+ float spotCutoff;
};
uniform gl_LightSourceParameters gl_LightSource[gl_MaxLights];