コード例 #1
0
ファイル: sampler.cpp プロジェクト: DirectFB/mesa
extern "C" int
_mesa_get_sampler_uniform_value(class ir_dereference *sampler,
				struct gl_shader_program *shader_program,
				const struct gl_program *prog)
{
   get_sampler_name getname(sampler, shader_program);

   GLuint shader = _mesa_program_enum_to_shader_stage(prog->Target);

   sampler->accept(&getname);

   unsigned location;
   if (!shader_program->UniformHash->get(location, getname.name)) {
      linker_error(shader_program,
		   "failed to find sampler named %s.\n", getname.name);
      return 0;
   }

   if (!shader_program->UniformStorage[location].sampler[shader].active) {
      assert(0 && "cannot return a sampler");
      linker_error(shader_program,
		   "cannot return a sampler named %s, because it is not "
                   "used in this shader stage. This is a driver bug.\n",
                   getname.name);
      return 0;
   }

   return shader_program->UniformStorage[location].sampler[shader].index +
          getname.offset;
}
コード例 #2
0
ファイル: uniforms.c プロジェクト: austriancoder/mesa-1
/**
 * Update the vertex/fragment program's TexturesUsed array.
 *
 * This needs to be called after glUniform(set sampler var) is called.
 * A call to glUniform(samplerVar, value) causes a sampler to point to a
 * particular texture unit.  We know the sampler's texture target
 * (1D/2D/3D/etc) from compile time but the sampler's texture unit is
 * set by glUniform() calls.
 *
 * So, scan the program->SamplerUnits[] and program->SamplerTargets[]
 * information to update the prog->TexturesUsed[] values.
 * Each value of TexturesUsed[unit] is one of zero, TEXTURE_1D_INDEX,
 * TEXTURE_2D_INDEX, TEXTURE_3D_INDEX, etc.
 * We'll use that info for state validation before rendering.
 */
void
_mesa_update_shader_textures_used(struct gl_shader_program *shProg,
				  struct gl_program *prog)
{
   GLuint s;
   struct gl_shader *shader =
      shProg->_LinkedShaders[_mesa_program_enum_to_shader_stage(prog->Target)];

   assert(shader);

   memcpy(prog->SamplerUnits, shader->SamplerUnits, sizeof(prog->SamplerUnits));
   memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed));

   for (s = 0; s < MAX_SAMPLERS; s++) {
      if (prog->SamplersUsed & (1 << s)) {
         GLuint unit = shader->SamplerUnits[s];
         GLuint tgt = shader->SamplerTargets[s];
         assert(unit < Elements(prog->TexturesUsed));
         assert(tgt < NUM_TEXTURE_TARGETS);
         prog->TexturesUsed[unit] |= (1 << tgt);
      }
   }
}
コード例 #3
0
ファイル: nir_lower_samplers.cpp プロジェクト: tizbac/Mesa-3D
static unsigned
get_sampler_index(struct gl_shader_program *shader_program, const char *name,
                  const struct gl_program *prog)
{
   GLuint shader = _mesa_program_enum_to_shader_stage(prog->Target);

   unsigned location;
   if (!shader_program->UniformHash->get(location, name)) {
      linker_error(shader_program,
                   "failed to find sampler named %s.\n", name);
      return 0;
   }

   if (!shader_program->UniformStorage[location].sampler[shader].active) {
      assert(0 && "cannot return a sampler");
      linker_error(shader_program,
                   "cannot return a sampler named %s, because it is not "
                   "used in this shader stage. This is a driver bug.\n",
                   name);
      return 0;
   }

   return shader_program->UniformStorage[location].sampler[shader].index;
}
コード例 #4
0
ファイル: st_cb_program.c プロジェクト: BNieuwenhuizen/mesa
/**
 * Called via ctx->Driver.ProgramStringNotify()
 * Called when the program's text/code is changed.  We have to free
 * all shader variants and corresponding gallium shaders when this happens.
 */
static GLboolean
st_program_string_notify( struct gl_context *ctx,
                                           GLenum target,
                                           struct gl_program *prog )
{
   struct st_context *st = st_context(ctx);
   gl_shader_stage stage = _mesa_program_enum_to_shader_stage(target);

   if (target == GL_FRAGMENT_PROGRAM_ARB) {
      struct st_fragment_program *stfp = (struct st_fragment_program *) prog;

      st_release_fp_variants(st, stfp);
      if (!st_translate_fragment_program(st, stfp))
         return false;

      if (st->fp == stfp)
	 st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM;
   }
   else if (target == GL_GEOMETRY_PROGRAM_NV) {
      struct st_geometry_program *stgp = (struct st_geometry_program *) prog;

      st_release_basic_variants(st, stgp->Base.Base.Target,
                                &stgp->variants, &stgp->tgsi);
      if (!st_translate_geometry_program(st, stgp))
         return false;

      if (st->gp == stgp)
	 st->dirty.st |= ST_NEW_GEOMETRY_PROGRAM;
   }
   else if (target == GL_VERTEX_PROGRAM_ARB) {
      struct st_vertex_program *stvp = (struct st_vertex_program *) prog;

      st_release_vp_variants(st, stvp);
      if (!st_translate_vertex_program(st, stvp))
         return false;

      if (st->vp == stvp)
	 st->dirty.st |= ST_NEW_VERTEX_PROGRAM;
   }
   else if (target == GL_TESS_CONTROL_PROGRAM_NV) {
      struct st_tessctrl_program *sttcp =
         (struct st_tessctrl_program *) prog;

      st_release_basic_variants(st, sttcp->Base.Base.Target,
                                &sttcp->variants, &sttcp->tgsi);
      if (!st_translate_tessctrl_program(st, sttcp))
         return false;

      if (st->tcp == sttcp)
         st->dirty.st |= ST_NEW_TESSCTRL_PROGRAM;
   }
   else if (target == GL_TESS_EVALUATION_PROGRAM_NV) {
      struct st_tesseval_program *sttep =
         (struct st_tesseval_program *) prog;

      st_release_basic_variants(st, sttep->Base.Base.Target,
                                &sttep->variants, &sttep->tgsi);
      if (!st_translate_tesseval_program(st, sttep))
         return false;

      if (st->tep == sttep)
         st->dirty.st |= ST_NEW_TESSEVAL_PROGRAM;
   }
   else if (target == GL_COMPUTE_PROGRAM_NV) {
      struct st_compute_program *stcp =
         (struct st_compute_program *) prog;

      st_release_cp_variants(st, stcp);
      if (!st_translate_compute_program(st, stcp))
         return false;

      if (st->cp == stcp)
         st->dirty_cp.st |= ST_NEW_COMPUTE_PROGRAM;
   }
   else if (target == GL_FRAGMENT_SHADER_ATI) {
      assert(prog);

      struct st_fragment_program *stfp = (struct st_fragment_program *) prog;
      assert(stfp->ati_fs);
      assert(stfp->ati_fs->Program == prog);

      st_init_atifs_prog(ctx, prog);

      st_release_fp_variants(st, stfp);
      if (!st_translate_fragment_program(st, stfp))
         return false;

      if (st->fp == stfp)
         st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM;
   }

   if (ST_DEBUG & DEBUG_PRECOMPILE ||
       st->shader_has_one_variant[stage])
      st_precompile_shader_variant(st, prog);

   return GL_TRUE;
}