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authorBrian <brian@yutani.localnet.net>2007-03-08 09:38:35 -0700
committerBrian <brian@yutani.localnet.net>2007-03-08 09:38:35 -0700
commitde8172673e23bad1186553b91a7c22e65d93692a (patch)
tree98d34048bba510acc26f3e420e1bf52942cdde03 /src/mesa/shader/slang/slang_compile_operation.c
parent6ff0a04f7ccc6a7049bccedb3dc52382e854848b (diff)
Rework matrix-related code.
GLSL matrices are stored in column-major order while GL_ARB_vertex/fragment_program use row-major. So, need to use STATE_MATRIX_TRANSPOSE for built-in matrices. Unfortunately, this means that the expression M * V isn't very efficient since we need to extract the rows out of M. And that's the typical expression for vertex transformation: gl_ModelViewProjectionMatrix * gl_Position. Solve this inefficiency by looking for M*V expressions and replacing them with V*Transpose(M). Also, add support for GLSL 1.20's MatrixTranspose, Inverse and InverseTranspose matrices.
Diffstat (limited to 'src/mesa/shader/slang/slang_compile_operation.c')
-rw-r--r--src/mesa/shader/slang/slang_compile_operation.c10
1 files changed, 10 insertions, 0 deletions
diff --git a/src/mesa/shader/slang/slang_compile_operation.c b/src/mesa/shader/slang/slang_compile_operation.c
index cf82080066..410d215a8d 100644
--- a/src/mesa/shader/slang/slang_compile_operation.c
+++ b/src/mesa/shader/slang/slang_compile_operation.c
@@ -212,3 +212,13 @@ slang_operation_insert(GLuint *numChildren, slang_operation **children,
return NULL;
}
+
+void
+_slang_operation_swap(slang_operation *oper0, slang_operation *oper1)
+{
+ slang_operation tmp = *oper0;
+ *oper0 = *oper1;
+ *oper1 = tmp;
+}
+
+