From 5cf7326132a37f11357b5cb31bcc9238fef5b54c Mon Sep 17 00:00:00 2001 From: Brian Date: Fri, 5 Jan 2007 16:02:45 -0700 Subject: Checkpoint glsl compiler work: sampler uniforms now implemented, linked properly. --- src/mesa/shader/slang/slang_codegen.c | 92 ++++++++++++++++++++++++++++++++--- 1 file changed, 84 insertions(+), 8 deletions(-) (limited to 'src/mesa/shader/slang/slang_codegen.c') diff --git a/src/mesa/shader/slang/slang_codegen.c b/src/mesa/shader/slang/slang_codegen.c index 3b96ec0a88..90d17122b6 100644 --- a/src/mesa/shader/slang/slang_codegen.c +++ b/src/mesa/shader/slang/slang_codegen.c @@ -92,7 +92,9 @@ static slang_asm_info AsmInfo[] = { { "float_divide", IR_DIV, 1, 2 }, { "float_power", IR_POW, 1, 2 }, /* texture / sampler */ - { "vec4_tex2d", IR_TEX, 1, 1 }, + { "vec4_tex1d", IR_TEX, 1, 1 }, + { "vec4_texb1d", IR_TEXB, 1, 3 }, + { "vec4_tex2d", IR_TEX, 1, 2 }, { "vec4_texb2d", IR_TEXB, 1, 3 }, /* unary op */ { "int_to_float", IR_I_TO_F, 1, 1 }, @@ -196,7 +198,7 @@ new_var(slang_assemble_ctx *A, slang_operation *oper, oper->var = v; n->Swizzle = swizzle; n->Var = v; - slang_resolve_storage(A->codegen/**NULL**/, n, A->program); + slang_resolve_storage(A->codegen, n, A->program); return n; } @@ -801,10 +803,6 @@ _slang_gen_asm(slang_assemble_ctx *A, slang_operation *oper, free(n0); } - if (info->Opcode == IR_TEX || info->Opcode == IR_TEXB) { - n->TexTarget = TEXTURE_2D_INDEX; - } - return n; } @@ -1568,8 +1566,10 @@ _slang_codegen_function(slang_assemble_ctx * A, slang_function * fun) slang_print_function(fun, 1); #endif - A->program->Parameters = _mesa_new_parameter_list(); - A->program->Varying = _mesa_new_parameter_list(); + /* should have been allocated earlier: */ + assert(A->program->Parameters ); + assert(A->program->Varying); + A->codegen = _slang_new_codegen_context(); /*printf("** Begin Simplify\n");*/ @@ -1608,3 +1608,79 @@ _slang_codegen_function(slang_assemble_ctx * A, slang_function * fun) } +static GLint +sampler_to_texture_index(const slang_type_specifier_type type) +{ + switch (type) { + case slang_spec_sampler1D: + return TEXTURE_1D_INDEX; + case slang_spec_sampler2D: + return TEXTURE_2D_INDEX; + case slang_spec_sampler3D: + return TEXTURE_3D_INDEX; + case slang_spec_samplerCube: + return TEXTURE_CUBE_INDEX; + case slang_spec_sampler1DShadow: + return TEXTURE_1D_INDEX; /* XXX fix */ + case slang_spec_sampler2DShadow: + return TEXTURE_2D_INDEX; /* XXX fix */ + default: + return -1; + } +} + + + +static GLint +slang_alloc_sampler(struct gl_program *prog, const char *name) +{ + GLint i = _mesa_add_sampler(prog->Parameters, name); + return i; +} + + +/** + * Called by compiler when a global variable has been parsed/compiled. + * Here we examine the variable's type to determine what kind of register + * storage will be used. + * + * A uniform such as "gl_Position" will become the register specification + * (PROGRAM_OUTPUT, VERT_RESULT_HPOS). Or, uniform "gl_FogFragCoord" + * will be (PROGRAM_INPUT, FRAG_ATTRIB_FOGC). + * + * Samplers are interesting. For "uniform sampler2D tex;" we'll specify + * (PROGRAM_SAMPLER, index) where index is resolved at link-time to an + * actual texture unit (as specified by the user calling glUniform1i()). + */ +void +_slang_codegen_global_variable(slang_variable *var, struct gl_program *prog) +{ + GLint texIndex; + slang_ir_storage *store = NULL; + + texIndex = sampler_to_texture_index(var->type.specifier.type); + + if (texIndex != -1) { + /* Texture sampler: + * store->File = PROGRAM_SAMPLER + * store->Index = sampler uniform location + * store->Size = texture type index (1D, 2D, 3D, cube, etc) + */ + GLint samplerUniform = slang_alloc_sampler(prog, (char *) var->a_name); + store = _slang_new_ir_storage(PROGRAM_SAMPLER, samplerUniform, texIndex); + printf("SAMPLER "); + } + else if (var->type.qualifier == slang_qual_uniform) { + printf("UNIFORM "); + } + + printf("CODEGEN VAR %s\n", (char*) var->a_name); + + assert(!var->aux); +#if 1 + var->aux = store; +#endif + /** + XXX allocate variable storage (aux), at least the register file. + */ +} -- cgit v1.2.3