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/*
* Mesa 3-D graphics library
* Version: 6.5.2
*
* 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.
*/
#if !defined SLANG_LINK_H
#define SLANG_LINK_H
#include "slang_compile.h"
#if defined __cplusplus
extern "C" {
#endif
enum
{
SLANG_SHADER_VERTEX,
SLANG_SHADER_FRAGMENT,
SLANG_SHADER_MAX
};
/**
* Active variables.
*
* Active uniforms/attribs can be queried by the application to get a
* list of uniforms/attribs actually used by shaders (uniforms) or
* vertex shader only (attribs).
*/
/*@{*/
typedef struct
{
slang_export_data_quant *quant;
GLchar *name;
} slang_active_variable;
typedef struct
{
slang_active_variable *table;
GLuint count;
} slang_active_variables;
/*@}*/
/**
* Attrib binding override.
*
* The application can override GL attrib binding by specifying its
* preferred index assignment for a given attrib name. Those overrides
* are taken into account while linking the program.
*/
/*@{*/
typedef struct
{
GLuint index;
GLchar *name;
} slang_attrib_override;
typedef struct
{
slang_attrib_override *table;
GLuint count;
} slang_attrib_overrides;
/*@}*/
extern GLboolean
_slang_attrib_overrides_add (slang_attrib_overrides *, GLuint, const GLchar *);
/**
* Uniform bindings.
*
* Each slang_uniform_binding holds an array of addresses to actual
* memory locations in those shader types that use that
* uniform. Uniform bindings are held in an array and accessed by
* array index which is seen to the application as a uniform location.
*
* When the application writes to a particular uniform, it specifies
* its location. This location is treated as an array index to
* slang_uniform_bindings::table and tested against
* slang_uniform_bindings::count limit. The result is a pointer to
* slang_uniform_binding. The type of data being written to uniform
* is tested against slang_uniform_binding::quant. If the types are
* compatible, the array slang_uniform_binding::address is iterated
* for each shader type and if the address is valid (i.e. the uniform
* is used by this shader type), the new uniform value is written at
* that address.
*/
/*@{*/
typedef struct
{
slang_export_data_quant *quant;
GLchar *name;
GLuint address[SLANG_SHADER_MAX];
} slang_uniform_binding;
typedef struct
{
slang_uniform_binding *table;
GLuint count;
} slang_uniform_bindings;
/*@}*/
/**
* Attrib bindings.
*
* There is a fixed number of vertex attrib vectors (attrib
* slots). The slang_attrib_slot::addr maps vertex attrib index to the
* actual memory location of the attrib in vertex shader. One vertex
* attrib can span over many attrib slots (this is the case for
* matrices). The slang_attrib_binding::first_slot_index holds the
* first slot index that the attrib is bound to.
*/
/*@{*/
typedef struct
{
slang_export_data_quant *quant;
GLchar *name;
GLuint first_slot_index;
} slang_attrib_binding;
typedef struct
{
GLuint addr; /**< memory location */
GLuint fill; /**< 1..4, number of components used */
} slang_attrib_slot;
typedef struct
{
slang_attrib_binding bindings[MAX_VERTEX_ATTRIBS];
GLuint binding_count;
slang_attrib_slot slots[MAX_VERTEX_ATTRIBS];
} slang_attrib_bindings;
/*@}*/
/**
* Varying bindings.
*
* There is a fixed number of varying floats (varying slots). The
* slang_varying_slot::vert_addr maps varying float index to the
* actual memory location of the output variable in vertex shader.
* The slang_varying_slot::frag_addr maps varying float index to the
* actual memory location of the input variable in fragment shader.
*/
/*@{*/
typedef struct
{
GLuint vert_addr;
GLuint frag_addr;
} slang_varying_slot;
typedef struct
{
slang_export_data_quant *quant;
GLchar *name;
GLuint first_slot_index;
} slang_varying_binding;
typedef struct
{
slang_varying_binding bindings[MAX_VARYING * 4];
GLuint binding_count;
slang_varying_slot slots[MAX_VARYING * 4];
GLuint slot_count;
} slang_varying_bindings;
/*@}*/
/**
* Texture usage.
*
* A slang_texture_usage struct holds indirect information about
* texture image unit usage. The slang_texture_usages::table is
* derived from active uniform table by extracting only uniforms that
* are samplers.
*
* To collect current texture usage one must iterate the
* slang_texture_usages::table and read uniform at address
* slang_texture_usage::frag_address to get texture unit index. This
* index, coupled with texture access type (target) taken from
* slang_texture_usage::quant forms texture usage for that texture
* unit.
*/
/*@{*/
typedef struct
{
slang_export_data_quant *quant;
GLuint frag_address;
} slang_texture_usage;
typedef struct
{
slang_texture_usage *table;
GLuint count;
} slang_texture_usages;
/*@}*/
extern GLvoid
_slang_texture_usages_ctr (slang_texture_usages *);
extern GLvoid
_slang_texture_usages_dtr (slang_texture_usages *);
enum
{
SLANG_COMMON_FIXED_MODELVIEWMATRIX,
SLANG_COMMON_FIXED_PROJECTIONMATRIX,
SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIX,
SLANG_COMMON_FIXED_TEXTUREMATRIX,
SLANG_COMMON_FIXED_NORMALMATRIX,
SLANG_COMMON_FIXED_MODELVIEWMATRIXINVERSE,
SLANG_COMMON_FIXED_PROJECTIONMATRIXINVERSE,
SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIXINVERSE,
SLANG_COMMON_FIXED_TEXTUREMATRIXINVERSE,
SLANG_COMMON_FIXED_MODELVIEWMATRIXTRANSPOSE,
SLANG_COMMON_FIXED_PROJECTIONMATRIXTRANSPOSE,
SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIXTRANSPOSE,
SLANG_COMMON_FIXED_TEXTUREMATRIXTRANSPOSE,
SLANG_COMMON_FIXED_MODELVIEWMATRIXINVERSETRANSPOSE,
SLANG_COMMON_FIXED_PROJECTIONMATRIXINVERSETRANSPOSE,
SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIXINVERSETRANSPOSE,
SLANG_COMMON_FIXED_TEXTUREMATRIXINVERSETRANSPOSE,
SLANG_COMMON_FIXED_NORMALSCALE,
SLANG_COMMON_FIXED_DEPTHRANGE,
SLANG_COMMON_FIXED_CLIPPLANE,
SLANG_COMMON_FIXED_POINT,
SLANG_COMMON_FIXED_FRONTMATERIAL,
SLANG_COMMON_FIXED_BACKMATERIAL,
SLANG_COMMON_FIXED_LIGHTSOURCE,
SLANG_COMMON_FIXED_LIGHTMODEL,
SLANG_COMMON_FIXED_FRONTLIGHTMODELPRODUCT,
SLANG_COMMON_FIXED_BACKLIGHTMODELPRODUCT,
SLANG_COMMON_FIXED_FRONTLIGHTPRODUCT,
SLANG_COMMON_FIXED_BACKLIGHTPRODUCT,
SLANG_COMMON_FIXED_TEXTUREENVCOLOR,
SLANG_COMMON_FIXED_EYEPLANES,
SLANG_COMMON_FIXED_EYEPLANET,
SLANG_COMMON_FIXED_EYEPLANER,
SLANG_COMMON_FIXED_EYEPLANEQ,
SLANG_COMMON_FIXED_OBJECTPLANES,
SLANG_COMMON_FIXED_OBJECTPLANET,
SLANG_COMMON_FIXED_OBJECTPLANER,
SLANG_COMMON_FIXED_OBJECTPLANEQ,
SLANG_COMMON_FIXED_FOG,
SLANG_COMMON_FIXED_MAX
};
enum
{
SLANG_VERTEX_FIXED_POSITION,
SLANG_VERTEX_FIXED_POINTSIZE,
SLANG_VERTEX_FIXED_CLIPVERTEX,
SLANG_VERTEX_FIXED_COLOR,
SLANG_VERTEX_FIXED_SECONDARYCOLOR,
SLANG_VERTEX_FIXED_NORMAL,
SLANG_VERTEX_FIXED_VERTEX,
SLANG_VERTEX_FIXED_MULTITEXCOORD0,
SLANG_VERTEX_FIXED_MULTITEXCOORD1,
SLANG_VERTEX_FIXED_MULTITEXCOORD2,
SLANG_VERTEX_FIXED_MULTITEXCOORD3,
SLANG_VERTEX_FIXED_MULTITEXCOORD4,
SLANG_VERTEX_FIXED_MULTITEXCOORD5,
SLANG_VERTEX_FIXED_MULTITEXCOORD6,
SLANG_VERTEX_FIXED_MULTITEXCOORD7,
SLANG_VERTEX_FIXED_FOGCOORD,
SLANG_VERTEX_FIXED_FRONTCOLOR,
SLANG_VERTEX_FIXED_BACKCOLOR,
SLANG_VERTEX_FIXED_FRONTSECONDARYCOLOR,
SLANG_VERTEX_FIXED_BACKSECONDARYCOLOR,
SLANG_VERTEX_FIXED_TEXCOORD,
SLANG_VERTEX_FIXED_FOGFRAGCOORD,
SLANG_VERTEX_FIXED_MAX
};
enum
{
SLANG_FRAGMENT_FIXED_FRAGCOORD,
SLANG_FRAGMENT_FIXED_FRONTFACING,
SLANG_FRAGMENT_FIXED_FRAGCOLOR,
SLANG_FRAGMENT_FIXED_FRAGDATA,
SLANG_FRAGMENT_FIXED_FRAGDEPTH,
SLANG_FRAGMENT_FIXED_COLOR,
SLANG_FRAGMENT_FIXED_SECONDARYCOLOR,
SLANG_FRAGMENT_FIXED_TEXCOORD,
SLANG_FRAGMENT_FIXED_FOGFRAGCOORD,
SLANG_FRAGMENT_FIXED_MAX
};
enum
{
SLANG_COMMON_CODE_MAIN,
SLANG_COMMON_CODE_MAX
};
/**
* XXX promote this to mtypes.h?
*/
typedef struct
{
slang_active_variables active_uniforms;
slang_active_variables active_attribs;
slang_attrib_overrides attrib_overrides;
slang_uniform_bindings uniforms;
slang_attrib_bindings attribs;
slang_varying_bindings varyings;
slang_texture_usages texture_usage;
GLuint common_fixed_entries[SLANG_SHADER_MAX][SLANG_COMMON_FIXED_MAX];
GLuint vertex_fixed_entries[SLANG_VERTEX_FIXED_MAX];
GLuint fragment_fixed_entries[SLANG_FRAGMENT_FIXED_MAX];
GLuint code[SLANG_SHADER_MAX][SLANG_COMMON_CODE_MAX];
slang_assembly_file *assemblies[SLANG_SHADER_MAX];
} slang_program;
extern GLvoid
_slang_program_ctr (slang_program *);
extern GLvoid
_slang_program_dtr (slang_program *);
extern GLvoid
_slang_program_rst (slang_program *);
extern GLboolean
_slang_link (slang_program *, slang_code_object **, GLuint);
extern void
_slang_link2(GLcontext *ctx, GLhandleARB h,
struct gl_shader_program *shProg);
extern void
_slang_resolve_samplers(struct gl_shader_program *shProg,
struct gl_program *prog);
extern void
_slang_remap_attribute(struct gl_program *prog, GLuint oldAttrib, GLuint newAttrib);
#ifdef __cplusplus
}
#endif
#endif
|