glsl: move predefined shader input/output info/code to slang_builtin.c
This is a more logical place for this code. Also add some functions for querying vertex shader input names, types, etc.
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2708ddfb06
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fd5eda1423
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@ -710,3 +710,186 @@ _slang_alloc_statevar(slang_ir_node *n,
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*direct = GL_FALSE;
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return alloc_state_var_array(n->Var, paramList);
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}
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#define SWIZZLE_ZWWW MAKE_SWIZZLE4(SWIZZLE_Z, SWIZZLE_W, SWIZZLE_W, SWIZZLE_W)
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/** Predefined shader inputs */
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struct input_info
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{
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const char *Name;
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GLuint Attrib;
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GLenum Type;
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GLuint Swizzle;
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};
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/** Predefined vertex shader inputs/attributes */
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static const struct input_info vertInputs[] = {
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{ "gl_Vertex", VERT_ATTRIB_POS, GL_FLOAT_VEC4, SWIZZLE_NOOP },
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{ "gl_Normal", VERT_ATTRIB_NORMAL, GL_FLOAT_VEC3, SWIZZLE_NOOP },
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{ "gl_Color", VERT_ATTRIB_COLOR0, GL_FLOAT_VEC4, SWIZZLE_NOOP },
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{ "gl_SecondaryColor", VERT_ATTRIB_COLOR1, GL_FLOAT_VEC4, SWIZZLE_NOOP },
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{ "gl_FogCoord", VERT_ATTRIB_FOG, GL_FLOAT, SWIZZLE_XXXX },
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{ "gl_MultiTexCoord0", VERT_ATTRIB_TEX0, GL_FLOAT_VEC4, SWIZZLE_NOOP },
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{ "gl_MultiTexCoord1", VERT_ATTRIB_TEX1, GL_FLOAT_VEC4, SWIZZLE_NOOP },
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{ "gl_MultiTexCoord2", VERT_ATTRIB_TEX2, GL_FLOAT_VEC4, SWIZZLE_NOOP },
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{ "gl_MultiTexCoord3", VERT_ATTRIB_TEX3, GL_FLOAT_VEC4, SWIZZLE_NOOP },
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{ "gl_MultiTexCoord4", VERT_ATTRIB_TEX4, GL_FLOAT_VEC4, SWIZZLE_NOOP },
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{ "gl_MultiTexCoord5", VERT_ATTRIB_TEX5, GL_FLOAT_VEC4, SWIZZLE_NOOP },
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{ "gl_MultiTexCoord6", VERT_ATTRIB_TEX6, GL_FLOAT_VEC4, SWIZZLE_NOOP },
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{ "gl_MultiTexCoord7", VERT_ATTRIB_TEX7, GL_FLOAT_VEC4, SWIZZLE_NOOP },
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{ NULL, 0, SWIZZLE_NOOP }
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};
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/** Predefined fragment shader inputs */
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static const struct input_info fragInputs[] = {
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{ "gl_FragCoord", FRAG_ATTRIB_WPOS, GL_FLOAT_VEC4, SWIZZLE_NOOP },
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{ "gl_Color", FRAG_ATTRIB_COL0, GL_FLOAT_VEC4, SWIZZLE_NOOP },
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{ "gl_SecondaryColor", FRAG_ATTRIB_COL1, GL_FLOAT_VEC4, SWIZZLE_NOOP },
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{ "gl_TexCoord", FRAG_ATTRIB_TEX0, GL_FLOAT_VEC4, SWIZZLE_NOOP },
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/* note: we're packing several quantities into the fogcoord vector */
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{ "gl_FogFragCoord", FRAG_ATTRIB_FOGC, GL_FLOAT, SWIZZLE_XXXX },
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{ "gl_FrontFacing", FRAG_ATTRIB_FOGC, GL_BOOL, SWIZZLE_YYYY }, /*XXX*/
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{ "gl_PointCoord", FRAG_ATTRIB_FOGC, GL_FLOAT_VEC2, SWIZZLE_ZWWW },
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{ NULL, 0, SWIZZLE_NOOP }
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};
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/**
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* Return the VERT_ATTRIB_* or FRAG_ATTRIB_* value that corresponds to
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* a vertex or fragment program input variable. Return -1 if the input
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* name is invalid.
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* XXX return size too
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*/
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GLint
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_slang_input_index(const char *name, GLenum target, GLuint *swizzleOut)
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{
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const struct input_info *inputs;
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GLuint i;
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switch (target) {
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case GL_VERTEX_PROGRAM_ARB:
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inputs = vertInputs;
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break;
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case GL_FRAGMENT_PROGRAM_ARB:
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inputs = fragInputs;
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break;
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/* XXX geom program */
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default:
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_mesa_problem(NULL, "bad target in _slang_input_index");
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return -1;
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}
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ASSERT(MAX_TEXTURE_COORD_UNITS == 8); /* if this fails, fix vertInputs above */
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for (i = 0; inputs[i].Name; i++) {
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if (strcmp(inputs[i].Name, name) == 0) {
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/* found */
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*swizzleOut = inputs[i].Swizzle;
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return inputs[i].Attrib;
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}
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}
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return -1;
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}
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/**
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* Return name of the given vertex attribute (VERT_ATTRIB_x).
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*/
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const char *
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_slang_vert_attrib_name(GLuint attrib)
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{
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GLuint i;
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assert(attrib < VERT_ATTRIB_GENERIC0);
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for (i = 0; vertInputs[i].Name; i++) {
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if (vertInputs[i].Attrib == attrib)
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return vertInputs[i].Name;
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}
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return NULL;
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}
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/**
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* Return type (GL_FLOAT, GL_FLOAT_VEC2, etc) of the given vertex
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* attribute (VERT_ATTRIB_x).
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*/
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GLenum
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_slang_vert_attrib_type(GLuint attrib)
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{
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GLuint i;
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assert(attrib < VERT_ATTRIB_GENERIC0);
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for (i = 0; vertInputs[i].Name; i++) {
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if (vertInputs[i].Attrib == attrib)
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return vertInputs[i].Type;
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}
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return GL_NONE;
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}
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/** Predefined shader output info */
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struct output_info
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{
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const char *Name;
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GLuint Attrib;
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};
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/** Predefined vertex shader outputs */
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static const struct output_info vertOutputs[] = {
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{ "gl_Position", VERT_RESULT_HPOS },
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{ "gl_FrontColor", VERT_RESULT_COL0 },
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{ "gl_BackColor", VERT_RESULT_BFC0 },
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{ "gl_FrontSecondaryColor", VERT_RESULT_COL1 },
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{ "gl_BackSecondaryColor", VERT_RESULT_BFC1 },
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{ "gl_TexCoord", VERT_RESULT_TEX0 },
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{ "gl_FogFragCoord", VERT_RESULT_FOGC },
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{ "gl_PointSize", VERT_RESULT_PSIZ },
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{ NULL, 0 }
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};
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/** Predefined fragment shader outputs */
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static const struct output_info fragOutputs[] = {
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{ "gl_FragColor", FRAG_RESULT_COLOR },
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{ "gl_FragDepth", FRAG_RESULT_DEPTH },
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{ "gl_FragData", FRAG_RESULT_DATA0 },
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{ NULL, 0 }
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};
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/**
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* Return the VERT_RESULT_* or FRAG_RESULT_* value that corresponds to
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* a vertex or fragment program output variable. Return -1 for an invalid
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* output name.
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*/
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GLint
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_slang_output_index(const char *name, GLenum target)
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{
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const struct output_info *outputs;
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GLuint i;
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switch (target) {
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case GL_VERTEX_PROGRAM_ARB:
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outputs = vertOutputs;
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break;
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case GL_FRAGMENT_PROGRAM_ARB:
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outputs = fragOutputs;
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break;
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/* XXX geom program */
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default:
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_mesa_problem(NULL, "bad target in _slang_output_index");
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return -1;
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}
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for (i = 0; outputs[i].Name; i++) {
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if (strcmp(outputs[i].Name, name) == 0) {
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/* found */
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return outputs[i].Attrib;
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}
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}
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return -1;
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}
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@ -37,4 +37,18 @@ _slang_alloc_statevar(slang_ir_node *n,
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GLboolean *direct);
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extern GLint
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_slang_input_index(const char *name, GLenum target, GLuint *swizzleOut);
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extern GLint
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_slang_output_index(const char *name, GLenum target);
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extern const char *
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_slang_vert_attrib_name(GLuint attrib);
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extern GLenum
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_slang_vert_attrib_type(GLuint attrib);
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#endif /* SLANG_BUILTIN_H */
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@ -46,6 +46,7 @@
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#include "shader/prog_print.h"
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#include "shader/prog_statevars.h"
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#include "slang_typeinfo.h"
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#include "slang_builtin.h"
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#include "slang_codegen.h"
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#include "slang_compile.h"
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#include "slang_label.h"
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@ -342,109 +343,6 @@ slang_operation_identifier(slang_operation *oper,
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}
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#define SWIZZLE_ZWWW MAKE_SWIZZLE4(SWIZZLE_Z, SWIZZLE_W, SWIZZLE_W, SWIZZLE_W)
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/**
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* Return the VERT_ATTRIB_* or FRAG_ATTRIB_* value that corresponds to
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* a vertex or fragment program input variable. Return -1 if the input
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* name is invalid.
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* XXX return size too
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*/
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static GLint
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_slang_input_index(const char *name, GLenum target, GLuint *swizzleOut)
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{
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struct input_info {
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const char *Name;
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GLuint Attrib;
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GLuint Swizzle;
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};
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static const struct input_info vertInputs[] = {
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{ "gl_Vertex", VERT_ATTRIB_POS, SWIZZLE_NOOP },
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{ "gl_Normal", VERT_ATTRIB_NORMAL, SWIZZLE_NOOP },
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{ "gl_Color", VERT_ATTRIB_COLOR0, SWIZZLE_NOOP },
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{ "gl_SecondaryColor", VERT_ATTRIB_COLOR1, SWIZZLE_NOOP },
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{ "gl_FogCoord", VERT_ATTRIB_FOG, SWIZZLE_XXXX },
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{ "gl_MultiTexCoord0", VERT_ATTRIB_TEX0, SWIZZLE_NOOP },
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{ "gl_MultiTexCoord1", VERT_ATTRIB_TEX1, SWIZZLE_NOOP },
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{ "gl_MultiTexCoord2", VERT_ATTRIB_TEX2, SWIZZLE_NOOP },
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{ "gl_MultiTexCoord3", VERT_ATTRIB_TEX3, SWIZZLE_NOOP },
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{ "gl_MultiTexCoord4", VERT_ATTRIB_TEX4, SWIZZLE_NOOP },
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{ "gl_MultiTexCoord5", VERT_ATTRIB_TEX5, SWIZZLE_NOOP },
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{ "gl_MultiTexCoord6", VERT_ATTRIB_TEX6, SWIZZLE_NOOP },
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{ "gl_MultiTexCoord7", VERT_ATTRIB_TEX7, SWIZZLE_NOOP },
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{ NULL, 0, SWIZZLE_NOOP }
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};
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static const struct input_info fragInputs[] = {
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{ "gl_FragCoord", FRAG_ATTRIB_WPOS, SWIZZLE_NOOP },
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{ "gl_Color", FRAG_ATTRIB_COL0, SWIZZLE_NOOP },
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{ "gl_SecondaryColor", FRAG_ATTRIB_COL1, SWIZZLE_NOOP },
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{ "gl_TexCoord", FRAG_ATTRIB_TEX0, SWIZZLE_NOOP },
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/* note: we're packing several quantities into the fogcoord vector */
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{ "gl_FogFragCoord", FRAG_ATTRIB_FOGC, SWIZZLE_XXXX },
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{ "gl_FrontFacing", FRAG_ATTRIB_FOGC, SWIZZLE_YYYY }, /*XXX*/
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{ "gl_PointCoord", FRAG_ATTRIB_FOGC, SWIZZLE_ZWWW },
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{ NULL, 0, SWIZZLE_NOOP }
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};
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GLuint i;
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const struct input_info *inputs
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= (target == GL_VERTEX_PROGRAM_ARB) ? vertInputs : fragInputs;
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ASSERT(MAX_TEXTURE_COORD_UNITS == 8); /* if this fails, fix vertInputs above */
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for (i = 0; inputs[i].Name; i++) {
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if (strcmp(inputs[i].Name, name) == 0) {
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/* found */
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*swizzleOut = inputs[i].Swizzle;
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return inputs[i].Attrib;
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}
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}
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return -1;
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}
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/**
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* Return the VERT_RESULT_* or FRAG_RESULT_* value that corresponds to
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* a vertex or fragment program output variable. Return -1 for an invalid
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* output name.
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*/
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static GLint
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_slang_output_index(const char *name, GLenum target)
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{
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struct output_info {
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const char *Name;
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GLuint Attrib;
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};
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static const struct output_info vertOutputs[] = {
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{ "gl_Position", VERT_RESULT_HPOS },
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{ "gl_FrontColor", VERT_RESULT_COL0 },
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{ "gl_BackColor", VERT_RESULT_BFC0 },
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{ "gl_FrontSecondaryColor", VERT_RESULT_COL1 },
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{ "gl_BackSecondaryColor", VERT_RESULT_BFC1 },
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{ "gl_TexCoord", VERT_RESULT_TEX0 },
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{ "gl_FogFragCoord", VERT_RESULT_FOGC },
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{ "gl_PointSize", VERT_RESULT_PSIZ },
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{ NULL, 0 }
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};
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static const struct output_info fragOutputs[] = {
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{ "gl_FragColor", FRAG_RESULT_COLOR },
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{ "gl_FragDepth", FRAG_RESULT_DEPTH },
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{ "gl_FragData", FRAG_RESULT_DATA0 },
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{ NULL, 0 }
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};
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GLuint i;
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const struct output_info *outputs
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= (target == GL_VERTEX_PROGRAM_ARB) ? vertOutputs : fragOutputs;
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for (i = 0; outputs[i].Name; i++) {
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if (strcmp(outputs[i].Name, name) == 0) {
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/* found */
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return outputs[i].Attrib;
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}
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}
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return -1;
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}
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/**
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* Called when we begin code/IR generation for a new while/do/for loop.
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*/
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@ -40,6 +40,7 @@
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#include "shader/prog_statevars.h"
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#include "shader/prog_uniform.h"
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#include "shader/shader_api.h"
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#include "slang_builtin.h"
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#include "slang_link.h"
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