📄 prog_parameter.c
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/* * Mesa 3-D graphics library * Version: 6.5.3 * * Copyright (C) 1999-2007 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 prog_parameter.c * Program parameter lists and functions. * \author Brian Paul */#include "main/glheader.h"#include "main/imports.h"#include "main/macros.h"#include "prog_instruction.h"#include "prog_parameter.h"#include "prog_statevars.h"struct gl_program_parameter_list *_mesa_new_parameter_list(void){ return CALLOC_STRUCT(gl_program_parameter_list);}/** * Free a parameter list and all its parameters */void_mesa_free_parameter_list(struct gl_program_parameter_list *paramList){ GLuint i; for (i = 0; i < paramList->NumParameters; i++) { if (paramList->Parameters[i].Name) _mesa_free((void *) paramList->Parameters[i].Name); } _mesa_free(paramList->Parameters); if (paramList->ParameterValues) _mesa_align_free(paramList->ParameterValues); _mesa_free(paramList);}/** * Add a new parameter to a parameter list. * Note that parameter values are usually 4-element GLfloat vectors. * When size > 4 we'll allocate a sequential block of parameters to * store all the values (in blocks of 4). * * \param paramList the list to add the parameter to * \param type type of parameter, such as * \param name the parameter name, will be duplicated/copied! * \param size number of elements in 'values' vector (1..4, or more) * \param values initial parameter value, up to 4 GLfloats, or NULL * \param state state indexes, or NULL * \return index of new parameter in the list, or -1 if error (out of mem) */GLint_mesa_add_parameter(struct gl_program_parameter_list *paramList, enum register_file type, const char *name, GLuint size, GLenum datatype, const GLfloat *values, const gl_state_index state[STATE_LENGTH]){ const GLuint oldNum = paramList->NumParameters; const GLuint sz4 = (size + 3) / 4; /* no. of new param slots needed */ assert(size > 0); if (oldNum + sz4 > paramList->Size) { /* Need to grow the parameter list array (alloc some extra) */ paramList->Size = paramList->Size + 4 * sz4; /* realloc arrays */ paramList->Parameters = (struct gl_program_parameter *) _mesa_realloc(paramList->Parameters, oldNum * sizeof(struct gl_program_parameter), paramList->Size * sizeof(struct gl_program_parameter)); paramList->ParameterValues = (GLfloat (*)[4]) _mesa_align_realloc(paramList->ParameterValues, /* old buf */ oldNum * 4 * sizeof(GLfloat), /* old size */ paramList->Size * 4 *sizeof(GLfloat), /* new sz */ 16); } if (!paramList->Parameters || !paramList->ParameterValues) { /* out of memory */ paramList->NumParameters = 0; paramList->Size = 0; return -1; } else { GLuint i; paramList->NumParameters = oldNum + sz4; _mesa_memset(¶mList->Parameters[oldNum], 0, sz4 * sizeof(struct gl_program_parameter)); for (i = 0; i < sz4; i++) { struct gl_program_parameter *p = paramList->Parameters + oldNum + i; p->Name = name ? _mesa_strdup(name) : NULL; p->Type = type; p->Size = size; p->DataType = datatype; if (values) { COPY_4V(paramList->ParameterValues[oldNum + i], values); values += 4; } else { /* silence valgrind */ ASSIGN_4V(paramList->ParameterValues[oldNum + i], 0, 0, 0, 0); } size -= 4; } if (state) { for (i = 0; i < STATE_LENGTH; i++) paramList->Parameters[oldNum].StateIndexes[i] = state[i]; } return (GLint) oldNum; }}/** * Add a new named program parameter (Ex: NV_fragment_program DEFINE statement) * \return index of the new entry in the parameter list */GLint_mesa_add_named_parameter(struct gl_program_parameter_list *paramList, const char *name, const GLfloat values[4]){ return _mesa_add_parameter(paramList, PROGRAM_NAMED_PARAM, name, 4, GL_NONE, values, NULL); }/** * Add a new named constant to the parameter list. * This will be used when the program contains something like this: * PARAM myVals = { 0, 1, 2, 3 }; * * \param paramList the parameter list * \param name the name for the constant * \param values four float values * \return index/position of the new parameter in the parameter list */GLint_mesa_add_named_constant(struct gl_program_parameter_list *paramList, const char *name, const GLfloat values[4], GLuint size){#if 0 /* disable this for now -- we need to save the name! */ GLint pos; GLuint swizzle; ASSERT(size == 4); /* XXX future feature */ /* check if we already have this constant */ if (_mesa_lookup_parameter_constant(paramList, values, 4, &pos, &swizzle)) { return pos; }#endif size = 4; /** XXX fix */ return _mesa_add_parameter(paramList, PROGRAM_CONSTANT, name, size, GL_NONE, values, NULL);}/** * Add a new unnamed constant to the parameter list. This will be used * when a fragment/vertex program contains something like this: * MOV r, { 0, 1, 2, 3 }; * We'll search the parameter list for an existing instance of the * constant. If swizzleOut is non-null, we'll try swizzling when * looking for a match. * * \param paramList the parameter list * \param values four float values * \param swizzleOut returns swizzle mask for accessing the constant * \return index/position of the new parameter in the parameter list. */GLint_mesa_add_unnamed_constant(struct gl_program_parameter_list *paramList, const GLfloat values[4], GLuint size, GLuint *swizzleOut){ GLint pos; ASSERT(size >= 1); ASSERT(size <= 4); if (_mesa_lookup_parameter_constant(paramList, values, size, &pos, swizzleOut)) { return pos; } /* Look for empty space in an already unnamed constant parameter * to add this constant. This will only work for single-element * constants because we rely on smearing (i.e. .yyyy or .zzzz). */ if (size == 1 && swizzleOut) { for (pos = 0; pos < (GLint) paramList->NumParameters; pos++) { struct gl_program_parameter *p = paramList->Parameters + pos; if (p->Type == PROGRAM_CONSTANT && p->Size + size <= 4) { /* ok, found room */ GLfloat *pVal = paramList->ParameterValues[pos]; GLuint swz = p->Size; /* 1, 2 or 3 for Y, Z, W */ pVal[p->Size] = values[0]; p->Size++; *swizzleOut = MAKE_SWIZZLE4(swz, swz, swz, swz); return pos; } } } /* add a new parameter to store this constant */ pos = _mesa_add_parameter(paramList, PROGRAM_CONSTANT, NULL, size, GL_NONE, values, NULL); if (pos >= 0 && swizzleOut) { if (size == 1) *swizzleOut = SWIZZLE_XXXX; else *swizzleOut = SWIZZLE_NOOP; } return pos;}/** * Add a uniform to the parameter list. * Note that if the uniform is an array, size may be greater than * what's implied by the datatype. * \param name uniform's name * \param size number of floats to allocate * \param datatype GL_FLOAT_VEC3, GL_FLOAT_MAT4, etc. */GLint_mesa_add_uniform(struct gl_program_parameter_list *paramList, const char *name, GLuint size, GLenum datatype){ GLint i = _mesa_lookup_parameter_index(paramList, -1, name); ASSERT(datatype != GL_NONE); if (i >= 0 && paramList->Parameters[i].Type == PROGRAM_UNIFORM) { ASSERT(paramList->Parameters[i].Size == size); ASSERT(paramList->Parameters[i].DataType == datatype); /* already in list */ return i; } else { i = _mesa_add_parameter(paramList, PROGRAM_UNIFORM, name, size, datatype, NULL, NULL); return i; }}/** * Mark the named uniform as 'used'. */void_mesa_use_uniform(struct gl_program_parameter_list *paramList, const char *name){ GLuint i; for (i = 0; i < paramList->NumParameters; i++) { struct gl_program_parameter *p = paramList->Parameters + i; if (p->Type == PROGRAM_UNIFORM && _mesa_strcmp(p->Name, name) == 0) { p->Used = GL_TRUE; /* Note that large uniforms may occupy several slots so we're * not done searching yet. */ } }}/** * Add a sampler to the parameter list. * \param name uniform's name * \param datatype GL_SAMPLER_2D, GL_SAMPLER_2D_RECT_ARB, etc. * \param index the sampler number (as seen in TEX instructions) * \return sampler index (starting at zero) or -1 if error */GLint_mesa_add_sampler(struct gl_program_parameter_list *paramList, const char *name, GLenum datatype){ GLint i = _mesa_lookup_parameter_index(paramList, -1, name); if (i >= 0 && paramList->Parameters[i].Type == PROGRAM_SAMPLER) { ASSERT(paramList->Parameters[i].Size == 1); ASSERT(paramList->Parameters[i].DataType == datatype); /* already in list */ return (GLint) paramList->ParameterValues[i][0]; } else { GLuint i; const GLint size = 1; /* a sampler is basically a texture unit number */ GLfloat value; GLint numSamplers = 0; for (i = 0; i < paramList->NumParameters; i++) { if (paramList->Parameters[i].Type == PROGRAM_SAMPLER) numSamplers++; } value = (GLfloat) numSamplers; (void) _mesa_add_parameter(paramList, PROGRAM_SAMPLER, name, size, datatype, &value, NULL); return numSamplers; }}/** * Add parameter representing a varying variable. */GLint_mesa_add_varying(struct gl_program_parameter_list *paramList, const char *name, GLuint size){ GLint i = _mesa_lookup_parameter_index(paramList, -1, name); if (i >= 0 && paramList->Parameters[i].Type == PROGRAM_VARYING) { /* already in list */ return i; } else { /*assert(size == 4);*/ i = _mesa_add_parameter(paramList, PROGRAM_VARYING, name, size, GL_NONE, NULL, NULL); return i; }}
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