From: Ian Romanick Date: Tue, 18 Oct 2011 23:50:10 +0000 (-0700) Subject: Delete code made dead by previous uniform related patches X-Git-Tag: 062012170305~3289 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=be4524aeed7fb67bdc45861d299d4c5ca99c4d6c;p=profile%2Fivi%2Fmesa.git Delete code made dead by previous uniform related patches Signed-off-by: Ian Romanick Tested-by: Tom Stellard --- diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index ae583a3..d2f68cb 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -1021,13 +1021,6 @@ link_intrastage_shaders(void *mem_ctx, return linked; } - -struct uniform_node { - exec_node link; - struct gl_uniform *u; - unsigned slots; -}; - /** * Update the sizes of linked shader uniform arrays to the maximum * array index used. @@ -1100,151 +1093,6 @@ update_array_sizes(struct gl_shader_program *prog) } } -static void -add_uniform(void *mem_ctx, exec_list *uniforms, struct hash_table *ht, - const char *name, const glsl_type *type, GLenum shader_type, - unsigned *next_shader_pos, unsigned *total_uniforms) -{ - if (type->is_record()) { - for (unsigned int i = 0; i < type->length; i++) { - const glsl_type *field_type = type->fields.structure[i].type; - char *field_name = ralloc_asprintf(mem_ctx, "%s.%s", name, - type->fields.structure[i].name); - - add_uniform(mem_ctx, uniforms, ht, field_name, field_type, - shader_type, next_shader_pos, total_uniforms); - } - } else { - uniform_node *n = (uniform_node *) hash_table_find(ht, name); - unsigned int vec4_slots; - const glsl_type *array_elem_type = NULL; - - if (type->is_array()) { - array_elem_type = type->fields.array; - /* Array of structures. */ - if (array_elem_type->is_record()) { - for (unsigned int i = 0; i < type->length; i++) { - char *elem_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i); - add_uniform(mem_ctx, uniforms, ht, elem_name, array_elem_type, - shader_type, next_shader_pos, total_uniforms); - } - return; - } - } - - /* Fix the storage size of samplers at 1 vec4 each. Be sure to pad out - * vectors to vec4 slots. - */ - if (type->is_array()) { - if (array_elem_type->is_sampler()) - vec4_slots = type->length; - else - vec4_slots = type->length * array_elem_type->matrix_columns; - } else if (type->is_sampler()) { - vec4_slots = 1; - } else { - vec4_slots = type->matrix_columns; - } - - if (n == NULL) { - n = (uniform_node *) calloc(1, sizeof(struct uniform_node)); - n->u = (gl_uniform *) calloc(1, sizeof(struct gl_uniform)); - n->slots = vec4_slots; - - n->u->Name = strdup(name); - n->u->Type = type; - n->u->VertPos = -1; - n->u->FragPos = -1; - n->u->GeomPos = -1; - (*total_uniforms)++; - - hash_table_insert(ht, n, name); - uniforms->push_tail(& n->link); - } - - switch (shader_type) { - case GL_VERTEX_SHADER: - n->u->VertPos = *next_shader_pos; - break; - case GL_FRAGMENT_SHADER: - n->u->FragPos = *next_shader_pos; - break; - case GL_GEOMETRY_SHADER: - n->u->GeomPos = *next_shader_pos; - break; - } - - (*next_shader_pos) += vec4_slots; - } -} - -void -assign_uniform_locations(struct gl_shader_program *prog) -{ - /* */ - exec_list uniforms; - unsigned total_uniforms = 0; - hash_table *ht = hash_table_ctor(32, hash_table_string_hash, - hash_table_string_compare); - void *mem_ctx = ralloc_context(NULL); - - for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) { - if (prog->_LinkedShaders[i] == NULL) - continue; - - unsigned next_position = 0; - - foreach_list(node, prog->_LinkedShaders[i]->ir) { - ir_variable *const var = ((ir_instruction *) node)->as_variable(); - - if ((var == NULL) || (var->mode != ir_var_uniform)) - continue; - - if (strncmp(var->name, "gl_", 3) == 0) { - /* At the moment, we don't allocate uniform locations for - * builtin uniforms. It's permitted by spec, and we'll - * likely switch to doing that at some point, but not yet. - */ - continue; - } - - var->location = next_position; - add_uniform(mem_ctx, &uniforms, ht, var->name, var->type, - prog->_LinkedShaders[i]->Type, - &next_position, &total_uniforms); - } - } - - ralloc_free(mem_ctx); - - gl_uniform_list *ul = (gl_uniform_list *) - calloc(1, sizeof(gl_uniform_list)); - - ul->Size = total_uniforms; - ul->NumUniforms = total_uniforms; - ul->Uniforms = (gl_uniform *) calloc(total_uniforms, sizeof(gl_uniform)); - - unsigned idx = 0; - uniform_node *next; - for (uniform_node *node = (uniform_node *) uniforms.head - ; node->link.next != NULL - ; node = next) { - next = (uniform_node *) node->link.next; - - node->link.remove(); - memcpy(&ul->Uniforms[idx], node->u, sizeof(gl_uniform)); - idx++; - - free(node->u); - free(node); - } - - hash_table_dtor(ht); - - prog->Uniforms = ul; -} - - /** * Find a contiguous set of available bits in a bitmask. * diff --git a/src/mesa/main/core.h b/src/mesa/main/core.h index 542d95b..212f085 100644 --- a/src/mesa/main/core.h +++ b/src/mesa/main/core.h @@ -54,7 +54,6 @@ extern "C" { /* for GLSL */ #include "program/prog_parameter.h" -#include "program/prog_uniform.h" #ifdef __cplusplus } diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h index 013524a..5f2456c 100644 --- a/src/mesa/main/mtypes.h +++ b/src/mesa/main/mtypes.h @@ -2230,7 +2230,6 @@ struct gl_shader_program /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */ gl_texture_index SamplerTargets[MAX_SAMPLERS]; - struct gl_uniform_list *Uniforms; struct gl_program_parameter_list *Varying; GLboolean LinkStatus; /**< GL_LINK_STATUS */ GLboolean Validated; diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c index 3f38218..1dc2ddd 100644 --- a/src/mesa/main/shaderapi.c +++ b/src/mesa/main/shaderapi.c @@ -47,7 +47,6 @@ #include "main/shaderobj.h" #include "program/program.h" #include "program/prog_parameter.h" -#include "program/prog_uniform.h" #include "ralloc.h" #include #include "../glsl/glsl_parser_extras.h" diff --git a/src/mesa/main/shaderobj.c b/src/mesa/main/shaderobj.c index c0abc97..9abf606 100644 --- a/src/mesa/main/shaderobj.c +++ b/src/mesa/main/shaderobj.c @@ -37,7 +37,6 @@ #include "main/shaderobj.h" #include "program/program.h" #include "program/prog_parameter.h" -#include "program/prog_uniform.h" #include "program/hash_table.h" #include "ralloc.h" diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp index debe3ae..2ff8207 100644 --- a/src/mesa/main/uniform_query.cpp +++ b/src/mesa/main/uniform_query.cpp @@ -72,267 +72,6 @@ _mesa_GetActiveUniformARB(GLhandleARB program, GLuint index, } } -static GLenum -base_uniform_type(GLenum type) -{ - switch (type) { - case GL_BOOL: - case GL_BOOL_VEC2: - case GL_BOOL_VEC3: - case GL_BOOL_VEC4: - return GL_BOOL; - case GL_FLOAT: - case GL_FLOAT_VEC2: - case GL_FLOAT_VEC3: - case GL_FLOAT_VEC4: - case GL_FLOAT_MAT2: - case GL_FLOAT_MAT2x3: - case GL_FLOAT_MAT2x4: - case GL_FLOAT_MAT3x2: - case GL_FLOAT_MAT3: - case GL_FLOAT_MAT3x4: - case GL_FLOAT_MAT4x2: - case GL_FLOAT_MAT4x3: - case GL_FLOAT_MAT4: - return GL_FLOAT; - case GL_UNSIGNED_INT: - case GL_UNSIGNED_INT_VEC2: - case GL_UNSIGNED_INT_VEC3: - case GL_UNSIGNED_INT_VEC4: - return GL_UNSIGNED_INT; - case GL_INT: - case GL_INT_VEC2: - case GL_INT_VEC3: - case GL_INT_VEC4: - return GL_INT; - default: - _mesa_problem(NULL, "Invalid type in base_uniform_type()"); - return GL_FLOAT; - } -} - -static GLboolean -is_boolean_type(GLenum type) -{ - switch (type) { - case GL_BOOL: - case GL_BOOL_VEC2: - case GL_BOOL_VEC3: - case GL_BOOL_VEC4: - return GL_TRUE; - default: - return GL_FALSE; - } -} - -static GLboolean -is_sampler_type(GLenum type) -{ - switch (type) { - case GL_SAMPLER_1D: - case GL_INT_SAMPLER_1D: - case GL_UNSIGNED_INT_SAMPLER_1D: - case GL_SAMPLER_2D: - case GL_INT_SAMPLER_2D: - case GL_UNSIGNED_INT_SAMPLER_2D: - case GL_SAMPLER_3D: - case GL_INT_SAMPLER_3D: - case GL_UNSIGNED_INT_SAMPLER_3D: - case GL_SAMPLER_CUBE: - case GL_INT_SAMPLER_CUBE: - case GL_UNSIGNED_INT_SAMPLER_CUBE: - case GL_SAMPLER_1D_SHADOW: - case GL_SAMPLER_2D_SHADOW: - case GL_SAMPLER_CUBE_SHADOW: - case GL_SAMPLER_2D_RECT_ARB: - case GL_INT_SAMPLER_2D_RECT: - case GL_UNSIGNED_INT_SAMPLER_2D_RECT: - case GL_SAMPLER_2D_RECT_SHADOW_ARB: - case GL_SAMPLER_1D_ARRAY_EXT: - case GL_INT_SAMPLER_1D_ARRAY: - case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY: - case GL_SAMPLER_2D_ARRAY_EXT: - case GL_INT_SAMPLER_2D_ARRAY: - case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: - case GL_SAMPLER_1D_ARRAY_SHADOW_EXT: - case GL_SAMPLER_2D_ARRAY_SHADOW_EXT: - case GL_SAMPLER_CUBE_MAP_ARRAY: - case GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW: - case GL_SAMPLER_BUFFER: - case GL_INT_SAMPLER_BUFFER: - case GL_UNSIGNED_INT_SAMPLER_BUFFER: - case GL_SAMPLER_2D_MULTISAMPLE: - case GL_INT_SAMPLER_2D_MULTISAMPLE: - case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE: - case GL_SAMPLER_2D_MULTISAMPLE_ARRAY: - case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: - case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: - case GL_SAMPLER_EXTERNAL_OES: - return GL_TRUE; - default: - return GL_FALSE; - } -} - -/** - * Given a uniform index, return the vertex/geometry/fragment program - * that has that parameter, plus the position of the parameter in the - * parameter/constant buffer. - * \param shProg the shader program - * \param index the uniform index in [0, NumUniforms-1] - * \param progOut returns containing program - * \param posOut returns position of the uniform in the param/const buffer - * \return GL_TRUE for success, GL_FALSE for invalid index - */ -static GLboolean -find_uniform_parameter_pos(struct gl_shader_program *shProg, GLint index, - struct gl_program **progOut, GLint *posOut) -{ - struct gl_program *prog = NULL; - GLint pos; - - if (!shProg->Uniforms || - index < 0 || - index >= (GLint) shProg->Uniforms->NumUniforms) { - return GL_FALSE; - } - - pos = shProg->Uniforms->Uniforms[index].VertPos; - if (pos >= 0) { - prog = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program; - } - else { - pos = shProg->Uniforms->Uniforms[index].FragPos; - if (pos >= 0) { - prog = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program; - } - else { - pos = shProg->Uniforms->Uniforms[index].GeomPos; - if (pos >= 0) { - prog = shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program; - } - } - } - - if (!prog || pos < 0) - return GL_FALSE; /* should really never happen */ - - *progOut = prog; - *posOut = pos; - - return GL_TRUE; -} - -/** - * Return pointer to a gl_program_parameter which corresponds to a uniform. - * \param shProg the shader program - * \param index the uniform index in [0, NumUniforms-1] - * \return gl_program_parameter point or NULL if index is invalid - */ -const struct gl_program_parameter * -get_uniform_parameter(struct gl_shader_program *shProg, GLint index) -{ - struct gl_program *prog; - GLint progPos; - - if (find_uniform_parameter_pos(shProg, index, &prog, &progPos)) - return &prog->Parameters->Parameters[progPos]; - else - return NULL; -} - -static unsigned -get_vector_elements(GLenum type) -{ - switch (type) { - case GL_FLOAT: - case GL_INT: - case GL_BOOL: - case GL_UNSIGNED_INT: - default: /* Catch all the various sampler types. */ - return 1; - - case GL_FLOAT_VEC2: - case GL_INT_VEC2: - case GL_BOOL_VEC2: - case GL_UNSIGNED_INT_VEC2: - return 2; - - case GL_FLOAT_VEC3: - case GL_INT_VEC3: - case GL_BOOL_VEC3: - case GL_UNSIGNED_INT_VEC3: - return 3; - - case GL_FLOAT_VEC4: - case GL_INT_VEC4: - case GL_BOOL_VEC4: - case GL_UNSIGNED_INT_VEC4: - return 4; - } -} - -static void -get_matrix_dims(GLenum type, GLint *rows, GLint *cols) -{ - switch (type) { - case GL_FLOAT_MAT2: - *rows = *cols = 2; - break; - case GL_FLOAT_MAT2x3: - *rows = 3; - *cols = 2; - break; - case GL_FLOAT_MAT2x4: - *rows = 4; - *cols = 2; - break; - case GL_FLOAT_MAT3: - *rows = 3; - *cols = 3; - break; - case GL_FLOAT_MAT3x2: - *rows = 2; - *cols = 3; - break; - case GL_FLOAT_MAT3x4: - *rows = 4; - *cols = 3; - break; - case GL_FLOAT_MAT4: - *rows = 4; - *cols = 4; - break; - case GL_FLOAT_MAT4x2: - *rows = 2; - *cols = 4; - break; - case GL_FLOAT_MAT4x3: - *rows = 3; - *cols = 4; - break; - default: - *rows = *cols = 0; - } -} - -/** - * Determine the number of rows and columns occupied by a uniform - * according to its datatype. For non-matrix types (such as GL_FLOAT_VEC4), - * the number of rows = 1 and cols = number of elements in the vector. - */ -static void -get_uniform_rows_cols(const struct gl_program_parameter *p, - GLint *rows, GLint *cols) -{ - get_matrix_dims(p->DataType, rows, cols); - if (*rows == 0 && *cols == 0) { - /* not a matrix type, probably a float or vector */ - *rows = 1; - *cols = get_vector_elements(p->DataType); - } -} - static bool validate_uniform_parameters(struct gl_context *ctx, struct gl_shader_program *shProg, @@ -625,207 +364,6 @@ log_program_parameters(const struct gl_shader_program *shProg) #endif /** - * Check if the type given by userType is allowed to set a uniform of the - * target type. Generally, equivalence is required, but setting Boolean - * uniforms can be done with glUniformiv or glUniformfv. - */ -static GLboolean -compatible_types(GLenum userType, GLenum targetType) -{ - if (userType == targetType) - return GL_TRUE; - - if (targetType == GL_BOOL && (userType == GL_FLOAT || - userType == GL_UNSIGNED_INT || - userType == GL_INT)) - return GL_TRUE; - - if (targetType == GL_BOOL_VEC2 && (userType == GL_FLOAT_VEC2 || - userType == GL_UNSIGNED_INT_VEC2 || - userType == GL_INT_VEC2)) - return GL_TRUE; - - if (targetType == GL_BOOL_VEC3 && (userType == GL_FLOAT_VEC3 || - userType == GL_UNSIGNED_INT_VEC3 || - userType == GL_INT_VEC3)) - return GL_TRUE; - - if (targetType == GL_BOOL_VEC4 && (userType == GL_FLOAT_VEC4 || - userType == GL_UNSIGNED_INT_VEC4 || - userType == GL_INT_VEC4)) - return GL_TRUE; - - if (is_sampler_type(targetType) && userType == GL_INT) - return GL_TRUE; - - return GL_FALSE; -} - -/** - * Set the value of a program's uniform variable. - * \param program the program whose uniform to update - * \param index the index of the program parameter for the uniform - * \param offset additional parameter slot offset (for arrays) - * \param type the incoming datatype of 'values' - * \param count the number of uniforms to set - * \param elems number of elements per uniform (1, 2, 3 or 4) - * \param values the new values, of datatype 'type' - */ -static void -set_program_uniform(struct gl_context *ctx, struct gl_program *program, - GLint index, GLint offset, - GLenum type, GLsizei count, GLint elems, - const void *values) -{ - const struct gl_program_parameter *param = - &program->Parameters->Parameters[index]; - - assert(offset >= 0); - assert(elems >= 1); - assert(elems <= 4); - - if (!compatible_types(type, param->DataType)) { - _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)"); - return; - } - - if (index + offset > (GLint) program->Parameters->Size) { - /* out of bounds! */ - return; - } - - if (param->Type == PROGRAM_SAMPLER) { - /* This controls which texture unit which is used by a sampler */ - GLboolean changed = GL_FALSE; - GLint i; - - /* this should have been caught by the compatible_types() check */ - ASSERT(type == GL_INT); - - /* loop over number of samplers to change */ - for (i = 0; i < count; i++) { - GLuint sampler = (GLuint) - program->Parameters->ParameterValues[index+offset + i][0].f; - GLuint texUnit = ((GLuint *) values)[i]; - - /* check that the sampler (tex unit index) is legal */ - if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) { - _mesa_error(ctx, GL_INVALID_VALUE, - "glUniform1(invalid sampler/tex unit index for '%s')", - param->Name); - return; - } - - /* This maps a sampler to a texture unit: */ - if (sampler < MAX_SAMPLERS) { -#if 0 - printf("Set program %p sampler %d '%s' to unit %u\n", - program, sampler, param->Name, texUnit); -#endif - if (program->SamplerUnits[sampler] != texUnit) { - program->SamplerUnits[sampler] = texUnit; - changed = GL_TRUE; - } - } - } - - if (changed) { - /* When a sampler's value changes it usually requires rewriting - * a GPU program's TEX instructions since there may not be a - * sampler->texture lookup table. We signal this with the - * ProgramStringNotify() callback. - */ - FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM); - _mesa_update_shader_textures_used(program); - /* Do we need to care about the return value here? - * This should not be the first time the driver was notified of - * this program. - */ - (void) ctx->Driver.ProgramStringNotify(ctx, program->Target, program); - } - } - else { - /* ordinary uniform variable */ - const GLboolean isUniformBool = is_boolean_type(param->DataType); - const GLenum basicType = base_uniform_type(type); - const GLint slots = (param->Size + 3) / 4; - const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType); - GLsizei k, i; - - if ((GLint) param->Size > typeSize) { - /* an array */ - /* we'll ignore extra data below */ - } - else { - /* non-array: count must be at most one; count == 0 is handled - * by the loop below - */ - if (count > 1) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "glUniform(uniform '%s' is not an array)", - param->Name); - return; - } - } - - /* loop over number of array elements */ - for (k = 0; k < count; k++) { - gl_constant_value *uniformVal; - - if (offset + k >= slots) { - /* Extra array data is ignored */ - break; - } - - /* uniformVal (the destination) is always gl_constant_value[4] */ - uniformVal = program->Parameters->ParameterValues[index + offset + k]; - - if (basicType == GL_INT) { - const GLint *iValues = ((const GLint *) values) + k * elems; - for (i = 0; i < elems; i++) { - if (!ctx->Const.NativeIntegers) - uniformVal[i].f = (GLfloat) iValues[i]; - else - uniformVal[i].i = iValues[i]; - } - } - else if (basicType == GL_UNSIGNED_INT) { - const GLuint *iValues = ((const GLuint *) values) + k * elems; - for (i = 0; i < elems; i++) { - if (!ctx->Const.NativeIntegers) - uniformVal[i].f = (GLfloat)(GLuint) iValues[i]; - else - uniformVal[i].u = iValues[i]; - } - } - else { - const GLfloat *fValues = ((const GLfloat *) values) + k * elems; - assert(basicType == GL_FLOAT); - for (i = 0; i < elems; i++) { - uniformVal[i].f = fValues[i]; - } - } - - /* if the uniform is bool-valued, convert to 1 or 0 */ - if (isUniformBool) { - for (i = 0; i < elems; i++) { - if (basicType == GL_FLOAT) - uniformVal[i].b = uniformVal[i].f != 0.0f ? 1 : 0; - else - uniformVal[i].b = uniformVal[i].u ? 1 : 0; - - if (ctx->Const.NativeIntegers) - uniformVal[i].u = - uniformVal[i].b ? ctx->Const.UniformBooleanTrue : 0; - else - uniformVal[i].f = uniformVal[i].b ? 1.0f : 0.0f; - } - } - } - } -} - -/** * Propagate some values from uniform backing storage to driver storage * * Values propagated from uniform backing storage to driver storage @@ -1178,75 +716,6 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg, } /** - * Set a matrix-valued program parameter. - */ -static void -set_program_uniform_matrix(struct gl_context *ctx, struct gl_program *program, - GLuint index, GLuint offset, - GLuint count, GLuint rows, GLuint cols, - GLboolean transpose, const GLfloat *values) -{ - GLuint mat, row, col; - GLuint src = 0; - const struct gl_program_parameter *param = - &program->Parameters->Parameters[index]; - const GLuint slots = (param->Size + 3) / 4; - const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType); - GLint nr, nc; - - /* check that the number of rows, columns is correct */ - get_matrix_dims(param->DataType, &nr, &nc); - if (rows != nr || cols != nc) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "glUniformMatrix(matrix size mismatch)"); - return; - } - - if ((GLint) param->Size <= typeSize) { - /* non-array: count must be at most one; count == 0 is handled - * by the loop below - */ - if (count > 1) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "glUniformMatrix(uniform is not an array)"); - return; - } - } - - /* - * Note: the _columns_ of a matrix are stored in program registers, not - * the rows. So, the loops below look a little funny. - * XXX could optimize this a bit... - */ - - /* loop over matrices */ - for (mat = 0; mat < count; mat++) { - - /* each matrix: */ - for (col = 0; col < cols; col++) { - GLfloat *v; - if (offset >= slots) { - /* Ignore writes beyond the end of (the used part of) an array */ - return; - } - v = (GLfloat *) program->Parameters->ParameterValues[index + offset]; - for (row = 0; row < rows; row++) { - if (transpose) { - v[row] = values[src + row * cols + col]; - } - else { - v[row] = values[src + col * rows + row]; - } - } - - offset++; - } - - src += rows * cols; /* next matrix */ - } -} - -/** * Called by glUniformMatrix*() functions. * Note: cols=2, rows=4 ==> array[2] of vec4 */ diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp index cf86890..1b8b48e 100644 --- a/src/mesa/program/ir_to_mesa.cpp +++ b/src/mesa/program/ir_to_mesa.cpp @@ -54,7 +54,6 @@ extern "C" { #include "program/prog_optimize.h" #include "program/prog_print.h" #include "program/program.h" -#include "program/prog_uniform.h" #include "program/prog_parameter.h" #include "program/sampler.h" } diff --git a/src/mesa/program/prog_uniform.c b/src/mesa/program/prog_uniform.c deleted file mode 100644 index d0b25e5..0000000 --- a/src/mesa/program/prog_uniform.c +++ /dev/null @@ -1,103 +0,0 @@ -/* - * Mesa 3-D graphics library - * Version: 7.1 - * - * Copyright (C) 1999-2008 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_uniform.c - * Shader uniform functions. - * \author Brian Paul - */ - -#include "main/imports.h" -#include "main/mtypes.h" -#include "prog_uniform.h" - - -struct gl_uniform_list * -_mesa_new_uniform_list(void) -{ - return CALLOC_STRUCT(gl_uniform_list); -} - - -void -_mesa_free_uniform_list(struct gl_uniform_list *list) -{ - GLuint i; - - if (!list) - return; - - for (i = 0; i < list->NumUniforms; i++) { - free((void *) list->Uniforms[i].Name); - } - free(list->Uniforms); - free(list); -} - - -/** - * Return the location/index of the named uniform in the uniform list, - * or -1 if not found. - */ -GLint -_mesa_lookup_uniform(const struct gl_uniform_list *list, const char *name) -{ - GLuint i; - for (i = 0; list && i < list->NumUniforms; i++) { - if (!strcmp(list->Uniforms[i].Name, name)) { - return i; - } - } - return -1; -} - - -GLint -_mesa_longest_uniform_name(const struct gl_uniform_list *list) -{ - GLint max = 0; - GLuint i; - for (i = 0; list && i < list->NumUniforms; i++) { - GLint len = (GLint) strlen(list->Uniforms[i].Name); - if (len > max) - max = len; - } - return max; -} - - -void -_mesa_print_uniforms(const struct gl_uniform_list *list) -{ - GLuint i; - printf("Uniform list %p:\n", (void *) list); - for (i = 0; i < list->NumUniforms; i++) { - printf("%d: %s %d %d %d\n", - i, - list->Uniforms[i].Name, - list->Uniforms[i].VertPos, - list->Uniforms[i].FragPos, - list->Uniforms[i].GeomPos); - } -} diff --git a/src/mesa/program/prog_uniform.h b/src/mesa/program/prog_uniform.h deleted file mode 100644 index 83cd307..0000000 --- a/src/mesa/program/prog_uniform.h +++ /dev/null @@ -1,85 +0,0 @@ -/* - * Mesa 3-D graphics library - * Version: 7.1 - * - * Copyright (C) 1999-2008 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_uniform.c - * Shader uniform functions. - * \author Brian Paul - */ - -#ifndef PROG_UNIFORM_H -#define PROG_UNIFORM_H - -#include "main/glheader.h" - - -/** - * Shader program uniform variable. - * The glGetUniformLocation() and glUniform() commands will use this - * information. - * Note that a uniform such as "binormal" might be used in both the - * vertex shader and the fragment shader. When glUniform() is called to - * set the uniform's value, it must be updated in both the vertex and - * fragment shaders. The uniform may be in different locations in the - * two shaders so we keep track of that here. - */ -struct gl_uniform -{ - const char *Name; /**< Null-terminated string */ - GLint VertPos; - GLint FragPos; - GLint GeomPos; - GLboolean Initialized; /**< For debug. Has this uniform been set? */ - const struct glsl_type *Type; -}; - - -/** - * List of gl_uniforms - */ -struct gl_uniform_list -{ - GLuint Size; /**< allocated size of Uniforms array */ - GLuint NumUniforms; /**< number of uniforms in the array */ - struct gl_uniform *Uniforms; /**< Array [Size] */ -}; - - -extern struct gl_uniform_list * -_mesa_new_uniform_list(void); - -extern void -_mesa_free_uniform_list(struct gl_uniform_list *list); - -extern GLint -_mesa_lookup_uniform(const struct gl_uniform_list *list, const char *name); - -extern GLint -_mesa_longest_uniform_name(const struct gl_uniform_list *list); - -extern void -_mesa_print_uniforms(const struct gl_uniform_list *list); - - -#endif /* PROG_UNIFORM_H */ diff --git a/src/mesa/sources.mak b/src/mesa/sources.mak index 6e327a4..b804a95 100644 --- a/src/mesa/sources.mak +++ b/src/mesa/sources.mak @@ -261,7 +261,6 @@ PROGRAM_SOURCES = \ program/prog_parameter_layout.c \ program/prog_print.c \ program/prog_statevars.c \ - program/prog_uniform.c \ program/programopt.c \ program/register_allocate.c \ program/symbol_table.c diff --git a/src/mesa/state_tracker/st_draw.c b/src/mesa/state_tracker/st_draw.c index 1d497e2..f2fbf48 100644 --- a/src/mesa/state_tracker/st_draw.c +++ b/src/mesa/state_tracker/st_draw.c @@ -45,7 +45,6 @@ #include "main/bufferobj.h" #include "main/macros.h" #include "main/mfeatures.h" -#include "program/prog_uniform.h" #include "vbo/vbo.h" diff --git a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp index 531f739..b133164 100644 --- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp +++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp @@ -53,7 +53,6 @@ extern "C" { #include "program/prog_optimize.h" #include "program/prog_print.h" #include "program/program.h" -#include "program/prog_uniform.h" #include "program/prog_parameter.h" #include "program/sampler.h"