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authorIan Romanick <ian.d.romanick@intel.com>2011-10-18 16:50:10 -0700
committerIan Romanick <ian.d.romanick@intel.com>2011-11-07 13:33:17 -0800
commitbe4524aeed7fb67bdc45861d299d4c5ca99c4d6c (patch)
tree93d7de9c93732f8edce530a2fcba677ea0299d49 /src/mesa/main/uniform_query.cpp
parentc42ca36d67939bb1cda8bb362ff8da7c0da24a1d (diff)
Delete code made dead by previous uniform related patches
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Tested-by: Tom Stellard <thomas.stellard@amd.com>
Diffstat (limited to 'src/mesa/main/uniform_query.cpp')
-rw-r--r--src/mesa/main/uniform_query.cpp531
1 files changed, 0 insertions, 531 deletions
diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp
index debe3ae5963..2ff820774b4 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
*/