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-rw-r--r--src/mesa/shader/slang/slang_analyse.c100
1 files changed, 0 insertions, 100 deletions
diff --git a/src/mesa/shader/slang/slang_analyse.c b/src/mesa/shader/slang/slang_analyse.c
deleted file mode 100644
index fe48a670ee..0000000000
--- a/src/mesa/shader/slang/slang_analyse.c
+++ /dev/null
@@ -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;
-}
-