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Diffstat (limited to 'nx-X11/extras/Mesa/src/mesa/shader/program.c')
-rw-r--r-- | nx-X11/extras/Mesa/src/mesa/shader/program.c | 1405 |
1 files changed, 1405 insertions, 0 deletions
diff --git a/nx-X11/extras/Mesa/src/mesa/shader/program.c b/nx-X11/extras/Mesa/src/mesa/shader/program.c new file mode 100644 index 000000000..0ccc741dd --- /dev/null +++ b/nx-X11/extras/Mesa/src/mesa/shader/program.c @@ -0,0 +1,1405 @@ +/* + * Mesa 3-D graphics library + * Version: 6.2 + * + * Copyright (C) 1999-2004 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 program.c + * Vertex and fragment program support functions. + * \author Brian Paul + */ + + +#include "glheader.h" +#include "context.h" +#include "hash.h" +#include "imports.h" +#include "macros.h" +#include "mtypes.h" +#include "program.h" +#include "nvfragparse.h" +#include "nvfragprog.h" +#include "nvvertparse.h" +#include "nvvertprog.h" + + +/**********************************************************************/ +/* Utility functions */ +/**********************************************************************/ + + +/* A pointer to this dummy program is put into the hash table when + * glGenPrograms is called. + */ +struct program _mesa_DummyProgram; + + +/** + * Init context's vertex/fragment program state + */ +void +_mesa_init_program(GLcontext *ctx) +{ + GLuint i; + + ctx->Program.ErrorPos = -1; + ctx->Program.ErrorString = _mesa_strdup(""); + +#if FEATURE_NV_vertex_program || FEATURE_ARB_vertex_program + ctx->VertexProgram.Enabled = GL_FALSE; + ctx->VertexProgram.PointSizeEnabled = GL_FALSE; + ctx->VertexProgram.TwoSideEnabled = GL_FALSE; + ctx->VertexProgram.Current = (struct vertex_program *) ctx->Shared->DefaultVertexProgram; + assert(ctx->VertexProgram.Current); + ctx->VertexProgram.Current->Base.RefCount++; + for (i = 0; i < MAX_NV_VERTEX_PROGRAM_PARAMS / 4; i++) { + ctx->VertexProgram.TrackMatrix[i] = GL_NONE; + ctx->VertexProgram.TrackMatrixTransform[i] = GL_IDENTITY_NV; + } +#endif + +#if FEATURE_NV_fragment_program || FEATURE_ARB_fragment_program + ctx->FragmentProgram.Enabled = GL_FALSE; + ctx->FragmentProgram.Current = (struct fragment_program *) ctx->Shared->DefaultFragmentProgram; + assert(ctx->FragmentProgram.Current); + ctx->FragmentProgram.Current->Base.RefCount++; +#endif + +#if FEATURE_ATI_fragment_shader + ctx->ATIFragmentShader.Enabled = GL_FALSE; + ctx->ATIFragmentShader.Current = (struct ati_fragment_shader *) ctx->Shared->DefaultFragmentShader; + assert(ctx->ATIFragmentShader.Current); + ctx->ATIFragmentShader.Current->Base.RefCount++; +#endif +} + + +/** + * Free a context's vertex/fragment program state + */ +void +_mesa_free_program_data(GLcontext *ctx) +{ +#if FEATURE_NV_vertex_program + if (ctx->VertexProgram.Current) { + ctx->VertexProgram.Current->Base.RefCount--; + if (ctx->VertexProgram.Current->Base.RefCount <= 0) + ctx->Driver.DeleteProgram(ctx, &(ctx->VertexProgram.Current->Base)); + } +#endif +#if FEATURE_NV_fragment_program + if (ctx->FragmentProgram.Current) { + ctx->FragmentProgram.Current->Base.RefCount--; + if (ctx->FragmentProgram.Current->Base.RefCount <= 0) + ctx->Driver.DeleteProgram(ctx, &(ctx->FragmentProgram.Current->Base)); + } +#endif +#if FEATURE_ATI_fragment_shader + if (ctx->ATIFragmentShader.Current) { + ctx->ATIFragmentShader.Current->Base.RefCount--; + if (ctx->ATIFragmentShader.Current->Base.RefCount <= 0) + ctx->Driver.DeleteProgram(ctx, &(ctx->ATIFragmentShader.Current->Base)); + } +#endif + _mesa_free((void *) ctx->Program.ErrorString); +} + + + + +/** + * Set the vertex/fragment program error state (position and error string). + * This is generally called from within the parsers. + */ +void +_mesa_set_program_error(GLcontext *ctx, GLint pos, const char *string) +{ + ctx->Program.ErrorPos = pos; + _mesa_free((void *) ctx->Program.ErrorString); + if (!string) + string = ""; + ctx->Program.ErrorString = _mesa_strdup(string); +} + + +/** + * Find the line number and column for 'pos' within 'string'. + * Return a copy of the line which contains 'pos'. Free the line with + * _mesa_free(). + * \param string the program string + * \param pos the position within the string + * \param line returns the line number corresponding to 'pos'. + * \param col returns the column number corresponding to 'pos'. + * \return copy of the line containing 'pos'. + */ +const GLubyte * +_mesa_find_line_column(const GLubyte *string, const GLubyte *pos, + GLint *line, GLint *col) +{ + const GLubyte *lineStart = string; + const GLubyte *p = string; + GLubyte *s; + int len; + + *line = 1; + + while (p != pos) { + if (*p == (GLubyte) '\n') { + (*line)++; + lineStart = p + 1; + } + p++; + } + + *col = (pos - lineStart) + 1; + + /* return copy of this line */ + while (*p != 0 && *p != '\n') + p++; + len = p - lineStart; + s = (GLubyte *) _mesa_malloc(len + 1); + _mesa_memcpy(s, lineStart, len); + s[len] = 0; + + return s; +} + + +/** + * Initialize a new vertex/fragment program object. + */ +static struct program * +_mesa_init_program_struct( GLcontext *ctx, struct program *prog, + GLenum target, GLuint id) +{ + (void) ctx; + if (prog) { + prog->Id = id; + prog->Target = target; + prog->Resident = GL_TRUE; + prog->RefCount = 1; + } + + return prog; +} + + +/** + * Initialize a new fragment program object. + */ +struct program * +_mesa_init_fragment_program( GLcontext *ctx, struct fragment_program *prog, + GLenum target, GLuint id) +{ + if (prog) + return _mesa_init_program_struct( ctx, &prog->Base, target, id ); + else + return NULL; +} + + +/** + * Initialize a new vertex program object. + */ +struct program * +_mesa_init_vertex_program( GLcontext *ctx, struct vertex_program *prog, + GLenum target, GLuint id) +{ + if (prog) + return _mesa_init_program_struct( ctx, &prog->Base, target, id ); + else + return NULL; +} + +/** + * Initialize a new ATI fragment shader object. + */ +struct program * +_mesa_init_ati_fragment_shader( GLcontext *ctx, + struct ati_fragment_shader *prog, + GLenum target, GLuint id ) +{ + if (prog) + return _mesa_init_program_struct( ctx, &prog->Base, target, id ); + else + return NULL; +} + + + +/** + * Allocate and initialize a new fragment/vertex program object but + * don't put it into the program hash table. Called via + * ctx->Driver.NewProgram. May be overridden (ie. replaced) by a + * device driver function to implement OO deriviation with additional + * types not understood by this function. + * + * \param ctx context + * \param id program id/number + * \param target program target/type + * \return pointer to new program object + */ +struct program * +_mesa_new_program(GLcontext *ctx, GLenum target, GLuint id) +{ + switch (target) { + case GL_VERTEX_PROGRAM_ARB: /* == GL_VERTEX_PROGRAM_NV */ + return _mesa_init_vertex_program( ctx, CALLOC_STRUCT(vertex_program), + target, id ); + case GL_FRAGMENT_PROGRAM_NV: + case GL_FRAGMENT_PROGRAM_ARB: + return _mesa_init_fragment_program( ctx, CALLOC_STRUCT(fragment_program), + target, id ); + case GL_FRAGMENT_SHADER_ATI: + return _mesa_init_ati_fragment_shader( ctx, CALLOC_STRUCT(ati_fragment_shader), + target, id ); + + default: + _mesa_problem(ctx, "bad target in _mesa_new_program"); + return NULL; + } +} + + +/** + * Delete a program and remove it from the hash table, ignoring the + * reference count. + * Called via ctx->Driver.DeleteProgram. May be wrapped (OO deriviation) + * by a device driver function. + */ +void +_mesa_delete_program(GLcontext *ctx, struct program *prog) +{ + (void) ctx; + ASSERT(prog); + + if (prog->String) + _mesa_free(prog->String); + if (prog->Target == GL_VERTEX_PROGRAM_NV || + prog->Target == GL_VERTEX_STATE_PROGRAM_NV) { + struct vertex_program *vprog = (struct vertex_program *) prog; + if (vprog->Instructions) { + GLuint i; + for (i = 0; i < vprog->Base.NumInstructions; i++) { + if (vprog->Instructions[i].Data) + _mesa_free(vprog->Instructions[i].Data); + } + _mesa_free(vprog->Instructions); + } + if (vprog->Parameters) + _mesa_free_parameter_list(vprog->Parameters); + } + else if (prog->Target == GL_FRAGMENT_PROGRAM_NV || + prog->Target == GL_FRAGMENT_PROGRAM_ARB) { + struct fragment_program *fprog = (struct fragment_program *) prog; + if (fprog->Instructions) { + GLuint i; + for (i = 0; i < fprog->Base.NumInstructions; i++) { + if (fprog->Instructions[i].Data) + _mesa_free(fprog->Instructions[i].Data); + } + _mesa_free(fprog->Instructions); + } + if (fprog->Parameters) + _mesa_free_parameter_list(fprog->Parameters); + } + else if (prog->Target == GL_FRAGMENT_SHADER_ATI) { + struct ati_fragment_shader *atifs = (struct ati_fragment_shader *)prog; + if (atifs->Instructions) + _mesa_free(atifs->Instructions); + } + + _mesa_free(prog); +} + + + +/**********************************************************************/ +/* Program parameter functions */ +/**********************************************************************/ + +struct program_parameter_list * +_mesa_new_parameter_list(void) +{ + return (struct program_parameter_list *) + _mesa_calloc(sizeof(struct program_parameter_list)); +} + + +/** + * Free a parameter list and all its parameters + */ +void +_mesa_free_parameter_list(struct program_parameter_list *paramList) +{ + _mesa_free_parameters(paramList); + _mesa_free(paramList->Parameters); + if (paramList->ParameterValues) + ALIGN_FREE(paramList->ParameterValues); + _mesa_free(paramList); +} + + +/** + * Free all the parameters in the given list, but don't free the + * paramList structure itself. + */ +void +_mesa_free_parameters(struct program_parameter_list *paramList) +{ + GLuint i; + for (i = 0; i < paramList->NumParameters; i++) { + if (paramList->Parameters[i].Name) + _mesa_free((void *) paramList->Parameters[i].Name); + } + paramList->NumParameters = 0; +} + + +/** + * Helper function used by the functions below. + */ +static GLint +add_parameter(struct program_parameter_list *paramList, + const char *name, const GLfloat values[4], + enum parameter_type type) +{ + const GLuint n = paramList->NumParameters; + + if (n == paramList->Size) { + GLfloat (*tmp)[4]; + + paramList->Size *= 2; + if (!paramList->Size) + paramList->Size = 8; + + paramList->Parameters = (struct program_parameter *) + _mesa_realloc(paramList->Parameters, + n * sizeof(struct program_parameter), + paramList->Size * sizeof(struct program_parameter)); + + tmp = paramList->ParameterValues; + paramList->ParameterValues = ALIGN_MALLOC(paramList->Size * 4 * sizeof(GLfloat), 16); + if (tmp) { + _mesa_memcpy(paramList->ParameterValues, tmp, + n * 4 * sizeof(GLfloat)); + ALIGN_FREE(tmp); + } + } + + if (!paramList->Parameters || + !paramList->ParameterValues) { + /* out of memory */ + paramList->NumParameters = 0; + paramList->Size = 0; + return -1; + } + else { + paramList->NumParameters = n + 1; + + _mesa_memset(¶mList->Parameters[n], 0, + sizeof(struct program_parameter)); + + paramList->Parameters[n].Name = name ? _mesa_strdup(name) : NULL; + paramList->Parameters[n].Type = type; + if (values) + COPY_4V(paramList->ParameterValues[n], values); + return (GLint) n; + } +} + + +/** + * Add a new named program parameter (Ex: NV_fragment_program DEFINE statement) + * \return index of the new entry in the parameter list + */ +GLint +_mesa_add_named_parameter(struct program_parameter_list *paramList, + const char *name, const GLfloat values[4]) +{ + return add_parameter(paramList, name, values, NAMED_PARAMETER); +} + + +/** + * Add a new unnamed constant to the parameter list. + * \param paramList - the parameter list + * \param values - four float values + * \return index of the new parameter. + */ +GLint +_mesa_add_named_constant(struct program_parameter_list *paramList, + const char *name, const GLfloat values[4]) +{ + return add_parameter(paramList, name, values, CONSTANT); +} + + +/** + * Add a new unnamed constant to the parameter list. + * \param paramList - the parameter list + * \param values - four float values + * \return index of the new parameter. + */ +GLint +_mesa_add_unnamed_constant(struct program_parameter_list *paramList, + const GLfloat values[4]) +{ + return add_parameter(paramList, NULL, values, CONSTANT); +} + + +/** + * Add a new state reference to the parameter list. + * \param paramList - the parameter list + * \param state - an array of 6 state tokens + * + * \return index of the new parameter. + */ +GLint +_mesa_add_state_reference(struct program_parameter_list *paramList, + GLint *stateTokens) +{ + /* XXX Should we parse <stateString> here and produce the parameter's + * list of STATE_* tokens here, or in the parser? + */ + GLint a, idx; + + idx = add_parameter(paramList, NULL, NULL, STATE); + + for (a=0; a<6; a++) + paramList->Parameters[idx].StateIndexes[a] = (enum state_index) stateTokens[a]; + + return idx; +} + + +/** + * Lookup a parameter value by name in the given parameter list. + * \return pointer to the float[4] values. + */ +GLfloat * +_mesa_lookup_parameter_value(struct program_parameter_list *paramList, + GLsizei nameLen, const char *name) +{ + GLuint i; + + if (!paramList) + return NULL; + + if (nameLen == -1) { + /* name is null-terminated */ + for (i = 0; i < paramList->NumParameters; i++) { + if (paramList->Parameters[i].Name && + _mesa_strcmp(paramList->Parameters[i].Name, name) == 0) + return paramList->ParameterValues[i]; + } + } + else { + /* name is not null-terminated, use nameLen */ + for (i = 0; i < paramList->NumParameters; i++) { + if (paramList->Parameters[i].Name && + _mesa_strncmp(paramList->Parameters[i].Name, name, nameLen) == 0 + && _mesa_strlen(paramList->Parameters[i].Name) == (size_t)nameLen) + return paramList->ParameterValues[i]; + } + } + return NULL; +} + + +/** + * Lookup a parameter index by name in the given parameter list. + * \return index of parameter in the list. + */ +GLint +_mesa_lookup_parameter_index(struct program_parameter_list *paramList, + GLsizei nameLen, const char *name) +{ + GLint i; + + if (!paramList) + return -1; + + if (nameLen == -1) { + /* name is null-terminated */ + for (i = 0; i < (GLint) paramList->NumParameters; i++) { + if (paramList->Parameters[i].Name && + _mesa_strcmp(paramList->Parameters[i].Name, name) == 0) + return i; + } + } + else { + /* name is not null-terminated, use nameLen */ + for (i = 0; i < (GLint) paramList->NumParameters; i++) { + if (paramList->Parameters[i].Name && + _mesa_strncmp(paramList->Parameters[i].Name, name, nameLen) == 0 + && _mesa_strlen(paramList->Parameters[i].Name) == (size_t)nameLen) + return i; + } + } + return -1; +} + + +/** + * Use the list of tokens in the state[] array to find global GL state + * and return it in <value>. Usually, four values are returned in <value> + * but matrix queries may return as many as 16 values. + * This function is used for ARB vertex/fragment programs. + * The program parser will produce the state[] values. + */ +static void +_mesa_fetch_state(GLcontext *ctx, const enum state_index state[], + GLfloat *value) +{ + switch (state[0]) { + case STATE_MATERIAL: + { + /* state[1] is either 0=front or 1=back side */ + const GLuint face = (GLuint) state[1]; + /* state[2] is the material attribute */ + switch (state[2]) { + case STATE_AMBIENT: + if (face == 0) + COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT]); + else + COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_AMBIENT]); + return; + case STATE_DIFFUSE: + if (face == 0) + COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE]); + else + COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE]); + return; + case STATE_SPECULAR: + if (face == 0) + COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR]); + else + COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_SPECULAR]); + return; + case STATE_EMISSION: + if (face == 0) + COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION]); + else + COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_EMISSION]); + return; + case STATE_SHININESS: + if (face == 0) + value[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0]; + else + value[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_SHININESS][0]; + value[1] = 0.0F; + value[2] = 0.0F; + value[3] = 1.0F; + return; + default: + _mesa_problem(ctx, "Invalid material state in fetch_state"); + return; + } + } + case STATE_LIGHT: + { + /* state[1] is the light number */ + const GLuint ln = (GLuint) state[1]; + /* state[2] is the light attribute */ + switch (state[2]) { + case STATE_AMBIENT: + COPY_4V(value, ctx->Light.Light[ln].Ambient); + return; + case STATE_DIFFUSE: + COPY_4V(value, ctx->Light.Light[ln].Diffuse); + return; + case STATE_SPECULAR: + COPY_4V(value, ctx->Light.Light[ln].Specular); + return; + case STATE_POSITION: + COPY_4V(value, ctx->Light.Light[ln].EyePosition); + return; + case STATE_ATTENUATION: + value[0] = ctx->Light.Light[ln].ConstantAttenuation; + value[1] = ctx->Light.Light[ln].LinearAttenuation; + value[2] = ctx->Light.Light[ln].QuadraticAttenuation; + value[3] = ctx->Light.Light[ln].SpotExponent; + return; + case STATE_SPOT_DIRECTION: + COPY_3V(value, ctx->Light.Light[ln].EyeDirection); + value[3] = ctx->Light.Light[ln]._CosCutoff; + return; + case STATE_HALF: + { + GLfloat eye_z[] = {0, 0, 1}; + + /* Compute infinite half angle vector: + * half-vector = light_position + (0, 0, 1) + * and then normalize. w = 0 + * + * light.EyePosition.w should be 0 for infinite lights. + */ + ADD_3V(value, eye_z, ctx->Light.Light[ln].EyePosition); + NORMALIZE_3FV(value); + value[3] = 0; + } + return; + case STATE_POSITION_NORMALIZED: + COPY_4V(value, ctx->Light.Light[ln].EyePosition); + NORMALIZE_3FV( value ); + return; + default: + _mesa_problem(ctx, "Invalid light state in fetch_state"); + return; + } + } + case STATE_LIGHTMODEL_AMBIENT: + COPY_4V(value, ctx->Light.Model.Ambient); + return; + case STATE_LIGHTMODEL_SCENECOLOR: + if (state[1] == 0) { + /* front */ + GLint i; + for (i = 0; i < 3; i++) { + value[i] = ctx->Light.Model.Ambient[i] + * ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT][i] + + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION][i]; + } + value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]; + } + else { + /* back */ + GLint i; + for (i = 0; i < 3; i++) { + value[i] = ctx->Light.Model.Ambient[i] + * ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_AMBIENT][i] + + ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_EMISSION][i]; + } + value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]; + } + return; + case STATE_LIGHTPROD: + { + const GLuint ln = (GLuint) state[1]; + const GLuint face = (GLuint) state[2]; + GLint i; + ASSERT(face == 0 || face == 1); + switch (state[3]) { + case STATE_AMBIENT: + for (i = 0; i < 3; i++) { + value[i] = ctx->Light.Light[ln].Ambient[i] * + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][i]; + } + /* [3] = material alpha */ + value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3]; + return; + case STATE_DIFFUSE: + for (i = 0; i < 3; i++) { + value[i] = ctx->Light.Light[ln].Diffuse[i] * + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][i]; + } + /* [3] = material alpha */ + value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3]; + return; + case STATE_SPECULAR: + for (i = 0; i < 3; i++) { + value[i] = ctx->Light.Light[ln].Specular[i] * + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][i]; + } + /* [3] = material alpha */ + value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3]; + return; + default: + _mesa_problem(ctx, "Invalid lightprod state in fetch_state"); + return; + } + } + case STATE_TEXGEN: + { + /* state[1] is the texture unit */ + const GLuint unit = (GLuint) state[1]; + /* state[2] is the texgen attribute */ + switch (state[2]) { + case STATE_TEXGEN_EYE_S: + COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneS); + return; + case STATE_TEXGEN_EYE_T: + COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneT); + return; + case STATE_TEXGEN_EYE_R: + COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneR); + return; + case STATE_TEXGEN_EYE_Q: + COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneQ); + return; + case STATE_TEXGEN_OBJECT_S: + COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneS); + return; + case STATE_TEXGEN_OBJECT_T: + COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneT); + return; + case STATE_TEXGEN_OBJECT_R: + COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneR); + return; + case STATE_TEXGEN_OBJECT_Q: + COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneQ); + return; + default: + _mesa_problem(ctx, "Invalid texgen state in fetch_state"); + return; + } + } + case STATE_TEXENV_COLOR: + { + /* state[1] is the texture unit */ + const GLuint unit = (GLuint) state[1]; + COPY_4V(value, ctx->Texture.Unit[unit].EnvColor); + } + return; + case STATE_FOG_COLOR: + COPY_4V(value, ctx->Fog.Color); + return; + case STATE_FOG_PARAMS: + value[0] = ctx->Fog.Density; + value[1] = ctx->Fog.Start; + value[2] = ctx->Fog.End; + value[3] = 1.0F / (ctx->Fog.End - ctx->Fog.Start); + return; + case STATE_CLIPPLANE: + { + const GLuint plane = (GLuint) state[1]; + COPY_4V(value, ctx->Transform.EyeUserPlane[plane]); + } + return; + case STATE_POINT_SIZE: + value[0] = ctx->Point.Size; + value[1] = ctx->Point.MinSize; + value[2] = ctx->Point.MaxSize; + value[3] = ctx->Point.Threshold; + return; + case STATE_POINT_ATTENUATION: + value[0] = ctx->Point.Params[0]; + value[1] = ctx->Point.Params[1]; + value[2] = ctx->Point.Params[2]; + value[3] = 1.0F; + return; + case STATE_MATRIX: + { + /* state[1] = modelview, projection, texture, etc. */ + /* state[2] = which texture matrix or program matrix */ + /* state[3] = first column to fetch */ + /* state[4] = last column to fetch */ + /* state[5] = transpose, inverse or invtrans */ + + const GLmatrix *matrix; + const enum state_index mat = state[1]; + const GLuint index = (GLuint) state[2]; + const GLuint first = (GLuint) state[3]; + const GLuint last = (GLuint) state[4]; + const enum state_index modifier = state[5]; + const GLfloat *m; + GLuint row, i; + if (mat == STATE_MODELVIEW) { + matrix = ctx->ModelviewMatrixStack.Top; + } + else if (mat == STATE_PROJECTION) { + matrix = ctx->ProjectionMatrixStack.Top; + } + else if (mat == STATE_MVP) { + matrix = &ctx->_ModelProjectMatrix; + } + else if (mat == STATE_TEXTURE) { + matrix = ctx->TextureMatrixStack[index].Top; + } + else if (mat == STATE_PROGRAM) { + matrix = ctx->ProgramMatrixStack[index].Top; + } + else { + _mesa_problem(ctx, "Bad matrix name in _mesa_fetch_state()"); + return; + } + if (modifier == STATE_MATRIX_INVERSE || + modifier == STATE_MATRIX_INVTRANS) { + /* Be sure inverse is up to date: + */ + _math_matrix_analyse( (GLmatrix*) matrix ); + m = matrix->inv; + } + else { + m = matrix->m; + } + if (modifier == STATE_MATRIX_TRANSPOSE || + modifier == STATE_MATRIX_INVTRANS) { + for (i = 0, row = first; row <= last; row++) { + value[i++] = m[row * 4 + 0]; + value[i++] = m[row * 4 + 1]; + value[i++] = m[row * 4 + 2]; + value[i++] = m[row * 4 + 3]; + } + } + else { + for (i = 0, row = first; row <= last; row++) { + value[i++] = m[row + 0]; + value[i++] = m[row + 4]; + value[i++] = m[row + 8]; + value[i++] = m[row + 12]; + } + } + } + return; + case STATE_DEPTH_RANGE: + value[0] = ctx->Viewport.Near; /* near */ + value[1] = ctx->Viewport.Far; /* far */ + value[2] = ctx->Viewport.Far - ctx->Viewport.Near; /* far - near */ + value[3] = 0; + return; + case STATE_FRAGMENT_PROGRAM: + { + /* state[1] = {STATE_ENV, STATE_LOCAL} */ + /* state[2] = parameter index */ + const int idx = (int) state[2]; + switch (state[1]) { + case STATE_ENV: + COPY_4V(value, ctx->FragmentProgram.Parameters[idx]); + break; + case STATE_LOCAL: + COPY_4V(value, ctx->FragmentProgram.Current->Base.LocalParams[idx]); + break; + default: + _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()"); + return; + } + } + return; + + case STATE_VERTEX_PROGRAM: + { + /* state[1] = {STATE_ENV, STATE_LOCAL} */ + /* state[2] = parameter index */ + const int idx = (int) state[2]; + switch (state[1]) { + case STATE_ENV: + COPY_4V(value, ctx->VertexProgram.Parameters[idx]); + break; + case STATE_LOCAL: + COPY_4V(value, ctx->VertexProgram.Current->Base.LocalParams[idx]); + break; + default: + _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()"); + return; + } + } + return; + + case STATE_INTERNAL: + { + switch (state[1]) { + case STATE_NORMAL_SCALE: + ASSIGN_4V(value, ctx->_ModelViewInvScale, 0, 0, 1); + break; + default: + _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()"); + return; + } + } + return; + + default: + _mesa_problem(ctx, "Invalid state in _mesa_fetch_state"); + return; + } +} + + +/** + * Loop over all the parameters in a parameter list. If the parameter + * is a GL state reference, look up the current value of that state + * variable and put it into the parameter's Value[4] array. + * This would be called at glBegin time when using a fragment program. + */ +void +_mesa_load_state_parameters(GLcontext *ctx, + struct program_parameter_list *paramList) +{ + GLuint i; + + if (!paramList) + return; + + for (i = 0; i < paramList->NumParameters; i++) { + if (paramList->Parameters[i].Type == STATE) { + _mesa_fetch_state(ctx, + paramList->Parameters[i].StateIndexes, + paramList->ParameterValues[i]); + } + } +} + + + +/**********************************************************************/ +/* API functions */ +/**********************************************************************/ + + +/** + * Bind a program (make it current) + * \note Called from the GL API dispatcher by both glBindProgramNV + * and glBindProgramARB. + */ +void GLAPIENTRY +_mesa_BindProgram(GLenum target, GLuint id) +{ + struct program *prog; + GET_CURRENT_CONTEXT(ctx); + ASSERT_OUTSIDE_BEGIN_END(ctx); + + FLUSH_VERTICES(ctx, _NEW_PROGRAM); + + if ((target == GL_VERTEX_PROGRAM_NV + && ctx->Extensions.NV_vertex_program) || + (target == GL_VERTEX_PROGRAM_ARB + && ctx->Extensions.ARB_vertex_program)) { + /*** Vertex program binding ***/ + struct vertex_program *curProg = ctx->VertexProgram.Current; + if (curProg->Base.Id == id) { + /* binding same program - no change */ + return; + } + if (curProg->Base.Id != 0) { + /* decrement refcount on previously bound vertex program */ + curProg->Base.RefCount--; + /* and delete if refcount goes below one */ + if (curProg->Base.RefCount <= 0) { + /* the program ID was already removed from the hash table */ + ctx->Driver.DeleteProgram(ctx, &(curProg->Base)); + } + } + } + else if ((target == GL_FRAGMENT_PROGRAM_NV + && ctx->Extensions.NV_fragment_program) || + (target == GL_FRAGMENT_PROGRAM_ARB + && ctx->Extensions.ARB_fragment_program)) { + /*** Fragment program binding ***/ + struct fragment_program *curProg = ctx->FragmentProgram.Current; + if (curProg->Base.Id == id) { + /* binding same program - no change */ + return; + } + if (curProg->Base.Id != 0) { + /* decrement refcount on previously bound fragment program */ + curProg->Base.RefCount--; + /* and delete if refcount goes below one */ + if (curProg->Base.RefCount <= 0) { + /* the program ID was already removed from the hash table */ + ctx->Driver.DeleteProgram(ctx, &(curProg->Base)); + } + } + } + else { + _mesa_error(ctx, GL_INVALID_ENUM, "glBindProgramNV/ARB(target)"); + return; + } + + /* NOTE: binding to a non-existant program is not an error. + * That's supposed to be caught in glBegin. + */ + if (id == 0) { + /* Bind default program */ + prog = NULL; + if (target == GL_VERTEX_PROGRAM_NV || target == GL_VERTEX_PROGRAM_ARB) + prog = ctx->Shared->DefaultVertexProgram; + else + prog = ctx->Shared->DefaultFragmentProgram; + } + else { + /* Bind user program */ + prog = (struct program *) _mesa_HashLookup(ctx->Shared->Programs, id); + if (!prog || prog == &_mesa_DummyProgram) { + /* allocate a new program now */ + prog = ctx->Driver.NewProgram(ctx, target, id); + if (!prog) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindProgramNV/ARB"); + return; + } + _mesa_HashInsert(ctx->Shared->Programs, id, prog); + } + else if (prog->Target != target) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glBindProgramNV/ARB(target mismatch)"); + return; + } + } + + /* bind now */ + if (target == GL_VERTEX_PROGRAM_NV || target == GL_VERTEX_PROGRAM_ARB) { + ctx->VertexProgram.Current = (struct vertex_program *) prog; + } + else if (target == GL_FRAGMENT_PROGRAM_NV || target == GL_FRAGMENT_PROGRAM_ARB) { + ctx->FragmentProgram.Current = (struct fragment_program *) prog; + } + + /* Never null pointers */ + ASSERT(ctx->VertexProgram.Current); + ASSERT(ctx->FragmentProgram.Current); + + if (prog) + prog->RefCount++; + + if (ctx->Driver.BindProgram) + ctx->Driver.BindProgram(ctx, target, prog); +} + + +/** + * Delete a list of programs. + * \note Not compiled into display lists. + * \note Called by both glDeleteProgramsNV and glDeleteProgramsARB. + */ +void GLAPIENTRY +_mesa_DeletePrograms(GLsizei n, const GLuint *ids) +{ + GLint i; + GET_CURRENT_CONTEXT(ctx); + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); + + if (n < 0) { + _mesa_error( ctx, GL_INVALID_VALUE, "glDeleteProgramsNV" ); + return; + } + + for (i = 0; i < n; i++) { + if (ids[i] != 0) { + struct program *prog = (struct program *) + _mesa_HashLookup(ctx->Shared->Programs, ids[i]); + if (prog == &_mesa_DummyProgram) { + _mesa_HashRemove(ctx->Shared->Programs, ids[i]); + } + else if (prog) { + /* Unbind program if necessary */ + if (prog->Target == GL_VERTEX_PROGRAM_NV || + prog->Target == GL_VERTEX_STATE_PROGRAM_NV) { + if (ctx->VertexProgram.Current && + ctx->VertexProgram.Current->Base.Id == ids[i]) { + /* unbind this currently bound program */ + _mesa_BindProgram(prog->Target, 0); + } + } + else if (prog->Target == GL_FRAGMENT_PROGRAM_NV || + prog->Target == GL_FRAGMENT_PROGRAM_ARB) { + if (ctx->FragmentProgram.Current && + ctx->FragmentProgram.Current->Base.Id == ids[i]) { + /* unbind this currently bound program */ + _mesa_BindProgram(prog->Target, 0); + } + } + else { + _mesa_problem(ctx, "bad target in glDeleteProgramsNV"); + return; + } + /* The ID is immediately available for re-use now */ + _mesa_HashRemove(ctx->Shared->Programs, ids[i]); + prog->RefCount--; + if (prog->RefCount <= 0) { + ctx->Driver.DeleteProgram(ctx, prog); + } + } + } + } +} + + +/** + * Generate a list of new program identifiers. + * \note Not compiled into display lists. + * \note Called by both glGenProgramsNV and glGenProgramsARB. + */ +void GLAPIENTRY +_mesa_GenPrograms(GLsizei n, GLuint *ids) +{ + GLuint first; + GLuint i; + GET_CURRENT_CONTEXT(ctx); + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (n < 0) { + _mesa_error(ctx, GL_INVALID_VALUE, "glGenPrograms"); + return; + } + + if (!ids) + return; + + first = _mesa_HashFindFreeKeyBlock(ctx->Shared->Programs, n); + + /* Insert pointer to dummy program as placeholder */ + for (i = 0; i < (GLuint) n; i++) { + _mesa_HashInsert(ctx->Shared->Programs, first + i, &_mesa_DummyProgram); + } + + /* Return the program names */ + for (i = 0; i < (GLuint) n; i++) { + ids[i] = first + i; + } +} + + +/** + * Determine if id names a vertex or fragment program. + * \note Not compiled into display lists. + * \note Called from both glIsProgramNV and glIsProgramARB. + * \param id is the program identifier + * \return GL_TRUE if id is a program, else GL_FALSE. + */ +GLboolean GLAPIENTRY +_mesa_IsProgram(GLuint id) +{ + GET_CURRENT_CONTEXT(ctx); + ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE); + + if (id == 0) + return GL_FALSE; + + if (_mesa_HashLookup(ctx->Shared->Programs, id)) + return GL_TRUE; + else + return GL_FALSE; +} + + + +/**********************************************************************/ +/* GL_MESA_program_debug extension */ +/**********************************************************************/ + + +/* XXX temporary */ +GLAPI void GLAPIENTRY +glProgramCallbackMESA(GLenum target, GLprogramcallbackMESA callback, + GLvoid *data) +{ + _mesa_ProgramCallbackMESA(target, callback, data); +} + + +void +_mesa_ProgramCallbackMESA(GLenum target, GLprogramcallbackMESA callback, + GLvoid *data) +{ + GET_CURRENT_CONTEXT(ctx); + + switch (target) { + case GL_FRAGMENT_PROGRAM_ARB: + if (!ctx->Extensions.ARB_fragment_program) { + _mesa_error(ctx, GL_INVALID_ENUM, "glProgramCallbackMESA(target)"); + return; + } + ctx->FragmentProgram.Callback = callback; + ctx->FragmentProgram.CallbackData = data; + break; + case GL_FRAGMENT_PROGRAM_NV: + if (!ctx->Extensions.NV_fragment_program) { + _mesa_error(ctx, GL_INVALID_ENUM, "glProgramCallbackMESA(target)"); + return; + } + ctx->FragmentProgram.Callback = callback; + ctx->FragmentProgram.CallbackData = data; + break; + case GL_VERTEX_PROGRAM_ARB: /* == GL_VERTEX_PROGRAM_NV */ + if (!ctx->Extensions.ARB_vertex_program && + !ctx->Extensions.NV_vertex_program) { + _mesa_error(ctx, GL_INVALID_ENUM, "glProgramCallbackMESA(target)"); + return; + } + ctx->VertexProgram.Callback = callback; + ctx->VertexProgram.CallbackData = data; + break; + default: + _mesa_error(ctx, GL_INVALID_ENUM, "glProgramCallbackMESA(target)"); + return; + } +} + + +/* XXX temporary */ +GLAPI void GLAPIENTRY +glGetProgramRegisterfvMESA(GLenum target, + GLsizei len, const GLubyte *registerName, + GLfloat *v) +{ + _mesa_GetProgramRegisterfvMESA(target, len, registerName, v); +} + + +void +_mesa_GetProgramRegisterfvMESA(GLenum target, + GLsizei len, const GLubyte *registerName, + GLfloat *v) +{ + char reg[1000]; + GET_CURRENT_CONTEXT(ctx); + + /* We _should_ be inside glBegin/glEnd */ +#if 0 + if (ctx->Driver.CurrentExecPrimitive == PRIM_OUTSIDE_BEGIN_END) { + _mesa_error(ctx, GL_INVALID_OPERATION, "glGetProgramRegisterfvMESA"); + return; + } +#endif + + /* make null-terminated copy of registerName */ + len = MIN2((unsigned int) len, sizeof(reg) - 1); + _mesa_memcpy(reg, registerName, len); + reg[len] = 0; + + switch (target) { + case GL_VERTEX_PROGRAM_NV: + if (!ctx->Extensions.ARB_vertex_program && + !ctx->Extensions.NV_vertex_program) { + _mesa_error(ctx, GL_INVALID_ENUM, + "glGetProgramRegisterfvMESA(target)"); + return; + } + if (!ctx->VertexProgram._Enabled) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glGetProgramRegisterfvMESA"); + return; + } + /* GL_NV_vertex_program */ + if (reg[0] == 'R') { + /* Temp register */ + GLint i = _mesa_atoi(reg + 1); + if (i >= (GLint)ctx->Const.MaxVertexProgramTemps) { + _mesa_error(ctx, GL_INVALID_VALUE, + "glGetProgramRegisterfvMESA(registerName)"); + return; + } + COPY_4V(v, ctx->VertexProgram.Temporaries[i]); + } + else if (reg[0] == 'v' && reg[1] == '[') { + /* Vertex Input attribute */ + GLuint i; + for (i = 0; i < ctx->Const.MaxVertexProgramAttribs; i++) { + const char *name = _mesa_nv_vertex_input_register_name(i); + char number[10]; + sprintf(number, "%d", i); + if (_mesa_strncmp(reg + 2, name, 4) == 0 || + _mesa_strncmp(reg + 2, number, _mesa_strlen(number)) == 0) { + COPY_4V(v, ctx->VertexProgram.Inputs[i]); + return; + } + } + _mesa_error(ctx, GL_INVALID_VALUE, + "glGetProgramRegisterfvMESA(registerName)"); + return; + } + else if (reg[0] == 'o' && reg[1] == '[') { + /* Vertex output attribute */ + } + /* GL_ARB_vertex_program */ + else if (_mesa_strncmp(reg, "vertex.", 7) == 0) { + + } + else { + _mesa_error(ctx, GL_INVALID_VALUE, + "glGetProgramRegisterfvMESA(registerName)"); + return; + } + break; + case GL_FRAGMENT_PROGRAM_ARB: + if (!ctx->Extensions.ARB_fragment_program) { + _mesa_error(ctx, GL_INVALID_ENUM, + "glGetProgramRegisterfvMESA(target)"); + return; + } + if (!ctx->FragmentProgram._Enabled) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glGetProgramRegisterfvMESA"); + return; + } + /* XXX to do */ + break; + case GL_FRAGMENT_PROGRAM_NV: + if (!ctx->Extensions.NV_fragment_program) { + _mesa_error(ctx, GL_INVALID_ENUM, + "glGetProgramRegisterfvMESA(target)"); + return; + } + if (!ctx->FragmentProgram._Enabled) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glGetProgramRegisterfvMESA"); + return; + } + if (reg[0] == 'R') { + /* Temp register */ + GLint i = _mesa_atoi(reg + 1); + if (i >= (GLint)ctx->Const.MaxFragmentProgramTemps) { + _mesa_error(ctx, GL_INVALID_VALUE, + "glGetProgramRegisterfvMESA(registerName)"); + return; + } + COPY_4V(v, ctx->FragmentProgram.Machine.Temporaries[i]); + } + else if (reg[0] == 'f' && reg[1] == '[') { + /* Fragment input attribute */ + GLuint i; + for (i = 0; i < ctx->Const.MaxFragmentProgramAttribs; i++) { + const char *name = _mesa_nv_fragment_input_register_name(i); + if (_mesa_strncmp(reg + 2, name, 4) == 0) { + COPY_4V(v, ctx->FragmentProgram.Machine.Inputs[i]); + return; + } + } + _mesa_error(ctx, GL_INVALID_VALUE, + "glGetProgramRegisterfvMESA(registerName)"); + return; + } + else if (_mesa_strcmp(reg, "o[COLR]") == 0) { + /* Fragment output color */ + COPY_4V(v, ctx->FragmentProgram.Machine.Outputs[FRAG_OUTPUT_COLR]); + } + else if (_mesa_strcmp(reg, "o[COLH]") == 0) { + /* Fragment output color */ + COPY_4V(v, ctx->FragmentProgram.Machine.Outputs[FRAG_OUTPUT_COLH]); + } + else if (_mesa_strcmp(reg, "o[DEPR]") == 0) { + /* Fragment output depth */ + COPY_4V(v, ctx->FragmentProgram.Machine.Outputs[FRAG_OUTPUT_DEPR]); + } + else { + /* try user-defined identifiers */ + const GLfloat *value = _mesa_lookup_parameter_value( + ctx->FragmentProgram.Current->Parameters, -1, reg); + if (value) { + COPY_4V(v, value); + } + else { + _mesa_error(ctx, GL_INVALID_VALUE, + "glGetProgramRegisterfvMESA(registerName)"); + return; + } + } + break; + default: + _mesa_error(ctx, GL_INVALID_ENUM, + "glGetProgramRegisterfvMESA(target)"); + return; + } + +} |