/* * 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; }