diff options
Diffstat (limited to 'src/mesa/shader/slang/slang_analyse.c')
-rw-r--r-- | src/mesa/shader/slang/slang_analyse.c | 100 |
1 files changed, 100 insertions, 0 deletions
diff --git a/src/mesa/shader/slang/slang_analyse.c b/src/mesa/shader/slang/slang_analyse.c new file mode 100644 index 0000000000..fe48a670ee --- /dev/null +++ b/src/mesa/shader/slang/slang_analyse.c @@ -0,0 +1,100 @@ +/* + * 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; +} + |