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/*
* 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;
}
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