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author | marha <marha@users.sourceforge.net> | 2011-03-12 15:21:19 +0000 |
---|---|---|
committer | marha <marha@users.sourceforge.net> | 2011-03-12 15:21:19 +0000 |
commit | e0058f158bae56c5a10cad4f9ace808a27022a9d (patch) | |
tree | 0daf3e4bafd8a1c53f8228c41ffd1637c158bb29 /mesalib/src/mesa/main/ff_fragment_shader.cpp | |
parent | b639ce1e238ac06882d504aca591ab62475459c1 (diff) | |
parent | 77ec02adbc8f9657e7749b307d3cc86ccbd163ea (diff) | |
download | vcxsrv-e0058f158bae56c5a10cad4f9ace808a27022a9d.tar.gz vcxsrv-e0058f158bae56c5a10cad4f9ace808a27022a9d.tar.bz2 vcxsrv-e0058f158bae56c5a10cad4f9ace808a27022a9d.zip |
svn merge ^/branches/released .
Diffstat (limited to 'mesalib/src/mesa/main/ff_fragment_shader.cpp')
-rw-r--r-- | mesalib/src/mesa/main/ff_fragment_shader.cpp | 1504 |
1 files changed, 1504 insertions, 0 deletions
diff --git a/mesalib/src/mesa/main/ff_fragment_shader.cpp b/mesalib/src/mesa/main/ff_fragment_shader.cpp new file mode 100644 index 000000000..ed513397a --- /dev/null +++ b/mesalib/src/mesa/main/ff_fragment_shader.cpp @@ -0,0 +1,1504 @@ +/**************************************************************************
+ *
+ * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * All Rights Reserved.
+ * Copyright 2009 VMware, Inc. All Rights Reserved.
+ * Copyright © 2010 Intel Corporation
+ *
+ * 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, sub license, 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 (including the
+ * next paragraph) 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 NON-INFRINGEMENT.
+ * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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.
+ *
+ **************************************************************************/
+
+extern "C" {
+#include "glheader.h"
+#include "imports.h"
+#include "mtypes.h"
+#include "main/uniforms.h"
+#include "main/macros.h"
+#include "program/program.h"
+#include "program/prog_parameter.h"
+#include "program/prog_cache.h"
+#include "program/prog_instruction.h"
+#include "program/prog_print.h"
+#include "program/prog_statevars.h"
+#include "program/programopt.h"
+#include "texenvprogram.h"
+}
+#include "../glsl/glsl_types.h"
+#include "../glsl/ir.h"
+#include "../glsl/glsl_symbol_table.h"
+#include "../glsl/glsl_parser_extras.h"
+#include "../glsl/ir_optimization.h"
+#include "../glsl/ir_print_visitor.h"
+#include "../program/ir_to_mesa.h"
+
+/*
+ * Note on texture units:
+ *
+ * The number of texture units supported by fixed-function fragment
+ * processing is MAX_TEXTURE_COORD_UNITS, not MAX_TEXTURE_IMAGE_UNITS.
+ * That's because there's a one-to-one correspondence between texture
+ * coordinates and samplers in fixed-function processing.
+ *
+ * Since fixed-function vertex processing is limited to MAX_TEXTURE_COORD_UNITS
+ * sets of texcoords, so is fixed-function fragment processing.
+ *
+ * We can safely use ctx->Const.MaxTextureUnits for loop bounds.
+ */
+
+
+struct texenvprog_cache_item
+{
+ GLuint hash;
+ void *key;
+ struct gl_shader_program *data;
+ struct texenvprog_cache_item *next;
+};
+
+static GLboolean
+texenv_doing_secondary_color(struct gl_context *ctx)
+{
+ if (ctx->Light.Enabled &&
+ (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR))
+ return GL_TRUE;
+
+ if (ctx->Fog.ColorSumEnabled)
+ return GL_TRUE;
+
+ return GL_FALSE;
+}
+
+struct mode_opt {
+#ifdef __GNUC__
+ __extension__ GLubyte Source:4; /**< SRC_x */
+ __extension__ GLubyte Operand:3; /**< OPR_x */
+#else
+ GLubyte Source; /**< SRC_x */
+ GLubyte Operand; /**< OPR_x */
+#endif
+};
+
+struct state_key {
+ GLuint nr_enabled_units:8;
+ GLuint enabled_units:8;
+ GLuint separate_specular:1;
+ GLuint fog_enabled:1;
+ GLuint fog_mode:2; /**< FOG_x */
+ GLuint inputs_available:12;
+ GLuint num_draw_buffers:4;
+
+ /* NOTE: This array of structs must be last! (see "keySize" below) */
+ struct {
+ GLuint enabled:1;
+ GLuint source_index:3; /**< TEXTURE_x_INDEX */
+ GLuint shadow:1;
+ GLuint ScaleShiftRGB:2;
+ GLuint ScaleShiftA:2;
+
+ GLuint NumArgsRGB:3; /**< up to MAX_COMBINER_TERMS */
+ GLuint ModeRGB:5; /**< MODE_x */
+
+ GLuint NumArgsA:3; /**< up to MAX_COMBINER_TERMS */
+ GLuint ModeA:5; /**< MODE_x */
+
+ struct mode_opt OptRGB[MAX_COMBINER_TERMS];
+ struct mode_opt OptA[MAX_COMBINER_TERMS];
+ } unit[MAX_TEXTURE_UNITS];
+};
+
+#define FOG_LINEAR 0
+#define FOG_EXP 1
+#define FOG_EXP2 2
+#define FOG_UNKNOWN 3
+
+static GLuint translate_fog_mode( GLenum mode )
+{
+ switch (mode) {
+ case GL_LINEAR: return FOG_LINEAR;
+ case GL_EXP: return FOG_EXP;
+ case GL_EXP2: return FOG_EXP2;
+ default: return FOG_UNKNOWN;
+ }
+}
+
+#define OPR_SRC_COLOR 0
+#define OPR_ONE_MINUS_SRC_COLOR 1
+#define OPR_SRC_ALPHA 2
+#define OPR_ONE_MINUS_SRC_ALPHA 3
+#define OPR_ZERO 4
+#define OPR_ONE 5
+#define OPR_UNKNOWN 7
+
+static GLuint translate_operand( GLenum operand )
+{
+ switch (operand) {
+ case GL_SRC_COLOR: return OPR_SRC_COLOR;
+ case GL_ONE_MINUS_SRC_COLOR: return OPR_ONE_MINUS_SRC_COLOR;
+ case GL_SRC_ALPHA: return OPR_SRC_ALPHA;
+ case GL_ONE_MINUS_SRC_ALPHA: return OPR_ONE_MINUS_SRC_ALPHA;
+ case GL_ZERO: return OPR_ZERO;
+ case GL_ONE: return OPR_ONE;
+ default:
+ assert(0);
+ return OPR_UNKNOWN;
+ }
+}
+
+#define SRC_TEXTURE 0
+#define SRC_TEXTURE0 1
+#define SRC_TEXTURE1 2
+#define SRC_TEXTURE2 3
+#define SRC_TEXTURE3 4
+#define SRC_TEXTURE4 5
+#define SRC_TEXTURE5 6
+#define SRC_TEXTURE6 7
+#define SRC_TEXTURE7 8
+#define SRC_CONSTANT 9
+#define SRC_PRIMARY_COLOR 10
+#define SRC_PREVIOUS 11
+#define SRC_ZERO 12
+#define SRC_UNKNOWN 15
+
+static GLuint translate_source( GLenum src )
+{
+ switch (src) {
+ case GL_TEXTURE: return SRC_TEXTURE;
+ case GL_TEXTURE0:
+ case GL_TEXTURE1:
+ case GL_TEXTURE2:
+ case GL_TEXTURE3:
+ case GL_TEXTURE4:
+ case GL_TEXTURE5:
+ case GL_TEXTURE6:
+ case GL_TEXTURE7: return SRC_TEXTURE0 + (src - GL_TEXTURE0);
+ case GL_CONSTANT: return SRC_CONSTANT;
+ case GL_PRIMARY_COLOR: return SRC_PRIMARY_COLOR;
+ case GL_PREVIOUS: return SRC_PREVIOUS;
+ case GL_ZERO:
+ return SRC_ZERO;
+ default:
+ assert(0);
+ return SRC_UNKNOWN;
+ }
+}
+
+#define MODE_REPLACE 0 /* r = a0 */
+#define MODE_MODULATE 1 /* r = a0 * a1 */
+#define MODE_ADD 2 /* r = a0 + a1 */
+#define MODE_ADD_SIGNED 3 /* r = a0 + a1 - 0.5 */
+#define MODE_INTERPOLATE 4 /* r = a0 * a2 + a1 * (1 - a2) */
+#define MODE_SUBTRACT 5 /* r = a0 - a1 */
+#define MODE_DOT3_RGB 6 /* r = a0 . a1 */
+#define MODE_DOT3_RGB_EXT 7 /* r = a0 . a1 */
+#define MODE_DOT3_RGBA 8 /* r = a0 . a1 */
+#define MODE_DOT3_RGBA_EXT 9 /* r = a0 . a1 */
+#define MODE_MODULATE_ADD_ATI 10 /* r = a0 * a2 + a1 */
+#define MODE_MODULATE_SIGNED_ADD_ATI 11 /* r = a0 * a2 + a1 - 0.5 */
+#define MODE_MODULATE_SUBTRACT_ATI 12 /* r = a0 * a2 - a1 */
+#define MODE_ADD_PRODUCTS 13 /* r = a0 * a1 + a2 * a3 */
+#define MODE_ADD_PRODUCTS_SIGNED 14 /* r = a0 * a1 + a2 * a3 - 0.5 */
+#define MODE_BUMP_ENVMAP_ATI 15 /* special */
+#define MODE_UNKNOWN 16
+
+/**
+ * Translate GL combiner state into a MODE_x value
+ */
+static GLuint translate_mode( GLenum envMode, GLenum mode )
+{
+ switch (mode) {
+ case GL_REPLACE: return MODE_REPLACE;
+ case GL_MODULATE: return MODE_MODULATE;
+ case GL_ADD:
+ if (envMode == GL_COMBINE4_NV)
+ return MODE_ADD_PRODUCTS;
+ else
+ return MODE_ADD;
+ case GL_ADD_SIGNED:
+ if (envMode == GL_COMBINE4_NV)
+ return MODE_ADD_PRODUCTS_SIGNED;
+ else
+ return MODE_ADD_SIGNED;
+ case GL_INTERPOLATE: return MODE_INTERPOLATE;
+ case GL_SUBTRACT: return MODE_SUBTRACT;
+ case GL_DOT3_RGB: return MODE_DOT3_RGB;
+ case GL_DOT3_RGB_EXT: return MODE_DOT3_RGB_EXT;
+ case GL_DOT3_RGBA: return MODE_DOT3_RGBA;
+ case GL_DOT3_RGBA_EXT: return MODE_DOT3_RGBA_EXT;
+ case GL_MODULATE_ADD_ATI: return MODE_MODULATE_ADD_ATI;
+ case GL_MODULATE_SIGNED_ADD_ATI: return MODE_MODULATE_SIGNED_ADD_ATI;
+ case GL_MODULATE_SUBTRACT_ATI: return MODE_MODULATE_SUBTRACT_ATI;
+ case GL_BUMP_ENVMAP_ATI: return MODE_BUMP_ENVMAP_ATI;
+ default:
+ assert(0);
+ return MODE_UNKNOWN;
+ }
+}
+
+
+/**
+ * Do we need to clamp the results of the given texture env/combine mode?
+ * If the inputs to the mode are in [0,1] we don't always have to clamp
+ * the results.
+ */
+static GLboolean
+need_saturate( GLuint mode )
+{
+ switch (mode) {
+ case MODE_REPLACE:
+ case MODE_MODULATE:
+ case MODE_INTERPOLATE:
+ return GL_FALSE;
+ case MODE_ADD:
+ case MODE_ADD_SIGNED:
+ case MODE_SUBTRACT:
+ case MODE_DOT3_RGB:
+ case MODE_DOT3_RGB_EXT:
+ case MODE_DOT3_RGBA:
+ case MODE_DOT3_RGBA_EXT:
+ case MODE_MODULATE_ADD_ATI:
+ case MODE_MODULATE_SIGNED_ADD_ATI:
+ case MODE_MODULATE_SUBTRACT_ATI:
+ case MODE_ADD_PRODUCTS:
+ case MODE_ADD_PRODUCTS_SIGNED:
+ case MODE_BUMP_ENVMAP_ATI:
+ return GL_TRUE;
+ default:
+ assert(0);
+ return GL_FALSE;
+ }
+}
+
+
+
+/**
+ * Translate TEXTURE_x_BIT to TEXTURE_x_INDEX.
+ */
+static GLuint translate_tex_src_bit( GLbitfield bit )
+{
+ ASSERT(bit);
+ return _mesa_ffs(bit) - 1;
+}
+
+
+#define VERT_BIT_TEX_ANY (0xff << VERT_ATTRIB_TEX0)
+#define VERT_RESULT_TEX_ANY (0xff << VERT_RESULT_TEX0)
+
+/**
+ * Identify all possible varying inputs. The fragment program will
+ * never reference non-varying inputs, but will track them via state
+ * constants instead.
+ *
+ * This function figures out all the inputs that the fragment program
+ * has access to. The bitmask is later reduced to just those which
+ * are actually referenced.
+ */
+static GLbitfield get_fp_input_mask( struct gl_context *ctx )
+{
+ /* _NEW_PROGRAM */
+ const GLboolean vertexShader =
+ (ctx->Shader.CurrentVertexProgram &&
+ ctx->Shader.CurrentVertexProgram->LinkStatus &&
+ ctx->Shader.CurrentVertexProgram->VertexProgram);
+ const GLboolean vertexProgram = ctx->VertexProgram._Enabled;
+ GLbitfield fp_inputs = 0x0;
+
+ if (ctx->VertexProgram._Overriden) {
+ /* Somebody's messing with the vertex program and we don't have
+ * a clue what's happening. Assume that it could be producing
+ * all possible outputs.
+ */
+ fp_inputs = ~0;
+ }
+ else if (ctx->RenderMode == GL_FEEDBACK) {
+ /* _NEW_RENDERMODE */
+ fp_inputs = (FRAG_BIT_COL0 | FRAG_BIT_TEX0);
+ }
+ else if (!(vertexProgram || vertexShader) ||
+ !ctx->VertexProgram._Current) {
+ /* Fixed function vertex logic */
+ /* _NEW_ARRAY */
+ GLbitfield varying_inputs = ctx->varying_vp_inputs;
+
+ /* These get generated in the setup routine regardless of the
+ * vertex program:
+ */
+ /* _NEW_POINT */
+ if (ctx->Point.PointSprite)
+ varying_inputs |= FRAG_BITS_TEX_ANY;
+
+ /* First look at what values may be computed by the generated
+ * vertex program:
+ */
+ /* _NEW_LIGHT */
+ if (ctx->Light.Enabled) {
+ fp_inputs |= FRAG_BIT_COL0;
+
+ if (texenv_doing_secondary_color(ctx))
+ fp_inputs |= FRAG_BIT_COL1;
+ }
+
+ /* _NEW_TEXTURE */
+ fp_inputs |= (ctx->Texture._TexGenEnabled |
+ ctx->Texture._TexMatEnabled) << FRAG_ATTRIB_TEX0;
+
+ /* Then look at what might be varying as a result of enabled
+ * arrays, etc:
+ */
+ if (varying_inputs & VERT_BIT_COLOR0)
+ fp_inputs |= FRAG_BIT_COL0;
+ if (varying_inputs & VERT_BIT_COLOR1)
+ fp_inputs |= FRAG_BIT_COL1;
+
+ fp_inputs |= (((varying_inputs & VERT_BIT_TEX_ANY) >> VERT_ATTRIB_TEX0)
+ << FRAG_ATTRIB_TEX0);
+
+ }
+ else {
+ /* calculate from vp->outputs */
+ struct gl_vertex_program *vprog;
+ GLbitfield64 vp_outputs;
+
+ /* Choose GLSL vertex shader over ARB vertex program. Need this
+ * since vertex shader state validation comes after fragment state
+ * validation (see additional comments in state.c).
+ */
+ if (vertexShader)
+ vprog = ctx->Shader.CurrentVertexProgram->VertexProgram;
+ else
+ vprog = ctx->VertexProgram.Current;
+
+ vp_outputs = vprog->Base.OutputsWritten;
+
+ /* These get generated in the setup routine regardless of the
+ * vertex program:
+ */
+ /* _NEW_POINT */
+ if (ctx->Point.PointSprite)
+ vp_outputs |= FRAG_BITS_TEX_ANY;
+
+ if (vp_outputs & (1 << VERT_RESULT_COL0))
+ fp_inputs |= FRAG_BIT_COL0;
+ if (vp_outputs & (1 << VERT_RESULT_COL1))
+ fp_inputs |= FRAG_BIT_COL1;
+
+ fp_inputs |= (((vp_outputs & VERT_RESULT_TEX_ANY) >> VERT_RESULT_TEX0)
+ << FRAG_ATTRIB_TEX0);
+ }
+
+ return fp_inputs;
+}
+
+
+/**
+ * Examine current texture environment state and generate a unique
+ * key to identify it.
+ */
+static GLuint make_state_key( struct gl_context *ctx, struct state_key *key )
+{
+ GLuint i, j;
+ GLbitfield inputs_referenced = FRAG_BIT_COL0;
+ const GLbitfield inputs_available = get_fp_input_mask( ctx );
+ GLuint keySize;
+
+ memset(key, 0, sizeof(*key));
+
+ /* _NEW_TEXTURE */
+ for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
+ const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
+ const struct gl_texture_object *texObj = texUnit->_Current;
+ const struct gl_tex_env_combine_state *comb = texUnit->_CurrentCombine;
+ GLenum format;
+
+ if (!texUnit->_ReallyEnabled || !texUnit->Enabled)
+ continue;
+
+ format = texObj->Image[0][texObj->BaseLevel]->_BaseFormat;
+
+ key->unit[i].enabled = 1;
+ key->enabled_units |= (1<<i);
+ key->nr_enabled_units = i + 1;
+ inputs_referenced |= FRAG_BIT_TEX(i);
+
+ key->unit[i].source_index =
+ translate_tex_src_bit(texUnit->_ReallyEnabled);
+
+ key->unit[i].shadow = ((texObj->CompareMode == GL_COMPARE_R_TO_TEXTURE) &&
+ ((format == GL_DEPTH_COMPONENT) ||
+ (format == GL_DEPTH_STENCIL_EXT)));
+
+ key->unit[i].NumArgsRGB = comb->_NumArgsRGB;
+ key->unit[i].NumArgsA = comb->_NumArgsA;
+
+ key->unit[i].ModeRGB =
+ translate_mode(texUnit->EnvMode, comb->ModeRGB);
+ key->unit[i].ModeA =
+ translate_mode(texUnit->EnvMode, comb->ModeA);
+
+ key->unit[i].ScaleShiftRGB = comb->ScaleShiftRGB;
+ key->unit[i].ScaleShiftA = comb->ScaleShiftA;
+
+ for (j = 0; j < MAX_COMBINER_TERMS; j++) {
+ key->unit[i].OptRGB[j].Operand = translate_operand(comb->OperandRGB[j]);
+ key->unit[i].OptA[j].Operand = translate_operand(comb->OperandA[j]);
+ key->unit[i].OptRGB[j].Source = translate_source(comb->SourceRGB[j]);
+ key->unit[i].OptA[j].Source = translate_source(comb->SourceA[j]);
+ }
+
+ if (key->unit[i].ModeRGB == MODE_BUMP_ENVMAP_ATI) {
+ /* requires some special translation */
+ key->unit[i].NumArgsRGB = 2;
+ key->unit[i].ScaleShiftRGB = 0;
+ key->unit[i].OptRGB[0].Operand = OPR_SRC_COLOR;
+ key->unit[i].OptRGB[0].Source = SRC_TEXTURE;
+ key->unit[i].OptRGB[1].Operand = OPR_SRC_COLOR;
+ key->unit[i].OptRGB[1].Source = texUnit->BumpTarget - GL_TEXTURE0 + SRC_TEXTURE0;
+ }
+ }
+
+ /* _NEW_LIGHT | _NEW_FOG */
+ if (texenv_doing_secondary_color(ctx)) {
+ key->separate_specular = 1;
+ inputs_referenced |= FRAG_BIT_COL1;
+ }
+
+ /* _NEW_FOG */
+ if (ctx->Fog.Enabled) {
+ key->fog_enabled = 1;
+ key->fog_mode = translate_fog_mode(ctx->Fog.Mode);
+ inputs_referenced |= FRAG_BIT_FOGC; /* maybe */
+ }
+
+ /* _NEW_BUFFERS */
+ key->num_draw_buffers = ctx->DrawBuffer->_NumColorDrawBuffers;
+
+ key->inputs_available = (inputs_available & inputs_referenced);
+
+ /* compute size of state key, ignoring unused texture units */
+ keySize = sizeof(*key) - sizeof(key->unit)
+ + key->nr_enabled_units * sizeof(key->unit[0]);
+
+ return keySize;
+}
+
+
+/** State used to build the fragment program:
+ */
+struct texenv_fragment_program {
+ struct gl_shader_program *shader_program;
+ struct gl_shader *shader;
+ struct gl_fragment_program *program;
+ exec_list *instructions;
+ exec_list *top_instructions;
+ void *mem_ctx;
+ struct state_key *state;
+
+ GLbitfield alu_temps; /**< Track texture indirections, see spec. */
+ GLbitfield temps_output; /**< Track texture indirections, see spec. */
+ GLbitfield temp_in_use; /**< Tracks temporary regs which are in use. */
+ GLboolean error;
+
+ ir_variable *src_texture[MAX_TEXTURE_COORD_UNITS];
+ /* Reg containing each texture unit's sampled texture color,
+ * else undef.
+ */
+
+ /* Texcoord override from bumpmapping. */
+ struct ir_variable *texcoord_tex[MAX_TEXTURE_COORD_UNITS];
+
+ /* Reg containing texcoord for a texture unit,
+ * needed for bump mapping, else undef.
+ */
+
+ ir_rvalue *src_previous; /**< Reg containing color from previous
+ * stage. May need to be decl'd.
+ */
+
+ GLuint last_tex_stage; /**< Number of last enabled texture unit */
+};
+
+static ir_rvalue *
+get_source(struct texenv_fragment_program *p,
+ GLuint src, GLuint unit)
+{
+ ir_variable *var;
+ ir_dereference *deref;
+
+ switch (src) {
+ case SRC_TEXTURE:
+ return new(p->mem_ctx) ir_dereference_variable(p->src_texture[unit]);
+
+ case SRC_TEXTURE0:
+ case SRC_TEXTURE1:
+ case SRC_TEXTURE2:
+ case SRC_TEXTURE3:
+ case SRC_TEXTURE4:
+ case SRC_TEXTURE5:
+ case SRC_TEXTURE6:
+ case SRC_TEXTURE7:
+ return new(p->mem_ctx)
+ ir_dereference_variable(p->src_texture[src - SRC_TEXTURE0]);
+
+ case SRC_CONSTANT:
+ var = p->shader->symbols->get_variable("gl_TextureEnvColor");
+ assert(var);
+ deref = new(p->mem_ctx) ir_dereference_variable(var);
+ var->max_array_access = MAX2(var->max_array_access, unit);
+ return new(p->mem_ctx) ir_dereference_array(deref,
+ new(p->mem_ctx) ir_constant(unit));
+
+ case SRC_PRIMARY_COLOR:
+ var = p->shader->symbols->get_variable("gl_Color");
+ assert(var);
+ return new(p->mem_ctx) ir_dereference_variable(var);
+
+ case SRC_ZERO:
+ return new(p->mem_ctx) ir_constant(0.0f);
+
+ case SRC_PREVIOUS:
+ if (!p->src_previous) {
+ var = p->shader->symbols->get_variable("gl_Color");
+ assert(var);
+ return new(p->mem_ctx) ir_dereference_variable(var);
+ } else {
+ return p->src_previous->clone(p->mem_ctx, NULL);
+ }
+
+ default:
+ assert(0);
+ return NULL;
+ }
+}
+
+static ir_rvalue *
+emit_combine_source(struct texenv_fragment_program *p,
+ GLuint unit,
+ GLuint source,
+ GLuint operand)
+{
+ ir_rvalue *src;
+
+ src = get_source(p, source, unit);
+
+ switch (operand) {
+ case OPR_ONE_MINUS_SRC_COLOR:
+ return new(p->mem_ctx) ir_expression(ir_binop_sub,
+ new(p->mem_ctx) ir_constant(1.0f),
+ src);
+
+ case OPR_SRC_ALPHA:
+ return new(p->mem_ctx) ir_swizzle(src, 3, 3, 3, 3, 1);
+
+ case OPR_ONE_MINUS_SRC_ALPHA:
+ return new(p->mem_ctx) ir_expression(ir_binop_sub,
+ new(p->mem_ctx) ir_constant(1.0f),
+ new(p->mem_ctx) ir_swizzle(src,
+ 3, 3,
+ 3, 3, 1));
+ case OPR_ZERO:
+ return new(p->mem_ctx) ir_constant(0.0f);
+ case OPR_ONE:
+ return new(p->mem_ctx) ir_constant(1.0f);
+ case OPR_SRC_COLOR:
+ return src;
+ default:
+ assert(0);
+ return src;
+ }
+}
+
+/**
+ * Check if the RGB and Alpha sources and operands match for the given
+ * texture unit's combinder state. When the RGB and A sources and
+ * operands match, we can emit fewer instructions.
+ */
+static GLboolean args_match( const struct state_key *key, GLuint unit )
+{
+ GLuint i, numArgs = key->unit[unit].NumArgsRGB;
+
+ for (i = 0; i < numArgs; i++) {
+ if (key->unit[unit].OptA[i].Source != key->unit[unit].OptRGB[i].Source)
+ return GL_FALSE;
+
+ switch (key->unit[unit].OptA[i].Operand) {
+ case OPR_SRC_ALPHA:
+ switch (key->unit[unit].OptRGB[i].Operand) {
+ case OPR_SRC_COLOR:
+ case OPR_SRC_ALPHA:
+ break;
+ default:
+ return GL_FALSE;
+ }
+ break;
+ case OPR_ONE_MINUS_SRC_ALPHA:
+ switch (key->unit[unit].OptRGB[i].Operand) {
+ case OPR_ONE_MINUS_SRC_COLOR:
+ case OPR_ONE_MINUS_SRC_ALPHA:
+ break;
+ default:
+ return GL_FALSE;
+ }
+ break;
+ default:
+ return GL_FALSE; /* impossible */
+ }
+ }
+
+ return GL_TRUE;
+}
+
+static ir_rvalue *
+smear(struct texenv_fragment_program *p, ir_rvalue *val)
+{
+ if (!val->type->is_scalar())
+ return val;
+
+ return new(p->mem_ctx) ir_swizzle(val, 0, 0, 0, 0, 4);
+}
+
+static ir_rvalue *
+emit_combine(struct texenv_fragment_program *p,
+ GLuint unit,
+ GLuint nr,
+ GLuint mode,
+ const struct mode_opt *opt)
+{
+ ir_rvalue *src[MAX_COMBINER_TERMS];
+ ir_rvalue *tmp0, *tmp1;
+ GLuint i;
+
+ assert(nr <= MAX_COMBINER_TERMS);
+
+ for (i = 0; i < nr; i++)
+ src[i] = emit_combine_source( p, unit, opt[i].Source, opt[i].Operand );
+
+ switch (mode) {
+ case MODE_REPLACE:
+ return src[0];
+
+ case MODE_MODULATE:
+ return new(p->mem_ctx) ir_expression(ir_binop_mul, src[0], src[1]);
+
+ case MODE_ADD:
+ return new(p->mem_ctx) ir_expression(ir_binop_add, src[0], src[1]);
+
+ case MODE_ADD_SIGNED:
+ tmp0 = new(p->mem_ctx) ir_expression(ir_binop_add, src[0], src[1]);
+ return new(p->mem_ctx) ir_expression(ir_binop_add, tmp0,
+ new(p->mem_ctx) ir_constant(-0.5f));
+
+ case MODE_INTERPOLATE:
+ /* Arg0 * (Arg2) + Arg1 * (1-Arg2) */
+ tmp0 = new(p->mem_ctx) ir_expression(ir_binop_mul, src[0], src[2]);
+
+ tmp1 = new(p->mem_ctx) ir_expression(ir_binop_sub,
+ new(p->mem_ctx) ir_constant(1.0f),
+ src[2]->clone(p->mem_ctx, NULL));
+ tmp1 = new(p->mem_ctx) ir_expression(ir_binop_mul, src[1], tmp1);
+
+ return new(p->mem_ctx) ir_expression(ir_binop_add, tmp0, tmp1);
+
+ case MODE_SUBTRACT:
+ return new(p->mem_ctx) ir_expression(ir_binop_sub, src[0], src[1]);
+
+ case MODE_DOT3_RGBA:
+ case MODE_DOT3_RGBA_EXT:
+ case MODE_DOT3_RGB_EXT:
+ case MODE_DOT3_RGB: {
+ tmp0 = new(p->mem_ctx) ir_expression(ir_binop_mul, src[0],
+ new(p->mem_ctx) ir_constant(2.0f));
+ tmp0 = new(p->mem_ctx) ir_expression(ir_binop_add, tmp0,
+ new(p->mem_ctx) ir_constant(-1.0f));
+ tmp0 = new(p->mem_ctx) ir_swizzle(smear(p, tmp0), 0, 1, 2, 3, 3);
+
+ tmp1 = new(p->mem_ctx) ir_expression(ir_binop_mul, src[1],
+ new(p->mem_ctx) ir_constant(2.0f));
+ tmp1 = new(p->mem_ctx) ir_expression(ir_binop_add, tmp1,
+ new(p->mem_ctx) ir_constant(-1.0f));
+ tmp1 = new(p->mem_ctx) ir_swizzle(smear(p, tmp1), 0, 1, 2, 3, 3);
+
+ return new(p->mem_ctx) ir_expression(ir_binop_dot, tmp0, tmp1);
+ }
+ case MODE_MODULATE_ADD_ATI:
+ tmp0 = new(p->mem_ctx) ir_expression(ir_binop_mul, src[0], src[2]);
+ return new(p->mem_ctx) ir_expression(ir_binop_add, tmp0, src[1]);
+
+ case MODE_MODULATE_SIGNED_ADD_ATI:
+ tmp0 = new(p->mem_ctx) ir_expression(ir_binop_mul, src[0], src[2]);
+ tmp0 = new(p->mem_ctx) ir_expression(ir_binop_add, tmp0, src[1]);
+ return new(p->mem_ctx) ir_expression(ir_binop_add, tmp0,
+ new(p->mem_ctx) ir_constant(-0.5f));
+
+ case MODE_MODULATE_SUBTRACT_ATI:
+ tmp0 = new(p->mem_ctx) ir_expression(ir_binop_mul, src[0], src[2]);
+ return new(p->mem_ctx) ir_expression(ir_binop_sub, tmp0, src[1]);
+
+ case MODE_ADD_PRODUCTS:
+ tmp0 = new(p->mem_ctx) ir_expression(ir_binop_mul, src[0], src[1]);
+ tmp1 = new(p->mem_ctx) ir_expression(ir_binop_mul, src[2], src[3]);
+ return new(p->mem_ctx) ir_expression(ir_binop_add, tmp0, tmp1);
+
+ case MODE_ADD_PRODUCTS_SIGNED:
+ tmp0 = new(p->mem_ctx) ir_expression(ir_binop_mul, src[0], src[1]);
+ tmp1 = new(p->mem_ctx) ir_expression(ir_binop_mul, src[2], src[3]);
+ tmp0 = new(p->mem_ctx) ir_expression(ir_binop_add, tmp0, tmp1);
+ return new(p->mem_ctx) ir_expression(ir_binop_add, tmp0,
+ new(p->mem_ctx) ir_constant(-0.5f));
+
+ case MODE_BUMP_ENVMAP_ATI:
+ /* special - not handled here */
+ assert(0);
+ return src[0];
+ default:
+ assert(0);
+ return src[0];
+ }
+}
+
+static ir_rvalue *
+saturate(struct texenv_fragment_program *p, ir_rvalue *val)
+{
+ val = new(p->mem_ctx) ir_expression(ir_binop_min, val,
+ new(p->mem_ctx) ir_constant(1.0f));
+ return new(p->mem_ctx) ir_expression(ir_binop_max, val,
+ new(p->mem_ctx) ir_constant(0.0f));
+}
+
+/**
+ * Generate instructions for one texture unit's env/combiner mode.
+ */
+static ir_rvalue *
+emit_texenv(struct texenv_fragment_program *p, GLuint unit)
+{
+ const struct state_key *key = p->state;
+ GLboolean rgb_saturate, alpha_saturate;
+ GLuint rgb_shift, alpha_shift;
+
+ if (!key->unit[unit].enabled) {
+ return get_source(p, SRC_PREVIOUS, 0);
+ }
+ if (key->unit[unit].ModeRGB == MODE_BUMP_ENVMAP_ATI) {
+ /* this isn't really a env stage delivering a color and handled elsewhere */
+ return get_source(p, SRC_PREVIOUS, 0);
+ }
+
+ switch (key->unit[unit].ModeRGB) {
+ case MODE_DOT3_RGB_EXT:
+ alpha_shift = key->unit[unit].ScaleShiftA;
+ rgb_shift = 0;
+ break;
+ case MODE_DOT3_RGBA_EXT:
+ alpha_shift = 0;
+ rgb_shift = 0;
+ break;
+ default:
+ rgb_shift = key->unit[unit].ScaleShiftRGB;
+ alpha_shift = key->unit[unit].ScaleShiftA;
+ break;
+ }
+
+ /* If we'll do rgb/alpha shifting don't saturate in emit_combine().
+ * We don't want to clamp twice.
+ */
+ if (rgb_shift)
+ rgb_saturate = GL_FALSE; /* saturate after rgb shift */
+ else if (need_saturate(key->unit[unit].ModeRGB))
+ rgb_saturate = GL_TRUE;
+ else
+ rgb_saturate = GL_FALSE;
+
+ if (alpha_shift)
+ alpha_saturate = GL_FALSE; /* saturate after alpha shift */
+ else if (need_saturate(key->unit[unit].ModeA))
+ alpha_saturate = GL_TRUE;
+ else
+ alpha_saturate = GL_FALSE;
+
+ ir_variable *temp_var = new(p->mem_ctx) ir_variable(glsl_type::vec4_type,
+ "texenv_combine",
+ ir_var_temporary);
+ p->instructions->push_tail(temp_var);
+
+ ir_dereference *deref;
+ ir_assignment *assign;
+ ir_rvalue *val;
+
+ /* Emit the RGB and A combine ops
+ */
+ if (key->unit[unit].ModeRGB == key->unit[unit].ModeA &&
+ args_match(key, unit)) {
+ val = emit_combine(p, unit,
+ key->unit[unit].NumArgsRGB,
+ key->unit[unit].ModeRGB,
+ key->unit[unit].OptRGB);
+ val = smear(p, val);
+ if (rgb_saturate)
+ val = saturate(p, val);
+
+ deref = new(p->mem_ctx) ir_dereference_variable(temp_var);
+ assign = new(p->mem_ctx) ir_assignment(deref, val, NULL);
+ p->instructions->push_tail(assign);
+ }
+ else if (key->unit[unit].ModeRGB == MODE_DOT3_RGBA_EXT ||
+ key->unit[unit].ModeRGB == MODE_DOT3_RGBA) {
+ ir_rvalue *val = emit_combine(p, unit,
+ key->unit[unit].NumArgsRGB,
+ key->unit[unit].ModeRGB,
+ key->unit[unit].OptRGB);
+ val = smear(p, val);
+ if (rgb_saturate)
+ val = saturate(p, val);
+ deref = new(p->mem_ctx) ir_dereference_variable(temp_var);
+ assign = new(p->mem_ctx) ir_assignment(deref, val, NULL);
+ p->instructions->push_tail(assign);
+ }
+ else {
+ /* Need to do something to stop from re-emitting identical
+ * argument calculations here:
+ */
+ val = emit_combine(p, unit,
+ key->unit[unit].NumArgsRGB,
+ key->unit[unit].ModeRGB,
+ key->unit[unit].OptRGB);
+ val = smear(p, val);
+ val = new(p->mem_ctx) ir_swizzle(val, 0, 1, 2, 3, 3);
+ if (rgb_saturate)
+ val = saturate(p, val);
+ deref = new(p->mem_ctx) ir_dereference_variable(temp_var);
+ assign = new(p->mem_ctx) ir_assignment(deref, val, NULL, WRITEMASK_XYZ);
+ p->instructions->push_tail(assign);
+
+ val = emit_combine(p, unit,
+ key->unit[unit].NumArgsA,
+ key->unit[unit].ModeA,
+ key->unit[unit].OptA);
+ val = smear(p, val);
+ val = new(p->mem_ctx) ir_swizzle(val, 3, 3, 3, 3, 1);
+ if (alpha_saturate)
+ val = saturate(p, val);
+ deref = new(p->mem_ctx) ir_dereference_variable(temp_var);
+ assign = new(p->mem_ctx) ir_assignment(deref, val, NULL, WRITEMASK_W);
+ p->instructions->push_tail(assign);
+ }
+
+ deref = new(p->mem_ctx) ir_dereference_variable(temp_var);
+
+ /* Deal with the final shift:
+ */
+ if (alpha_shift || rgb_shift) {
+ ir_constant *shift;
+
+ if (rgb_shift == alpha_shift) {
+ shift = new(p->mem_ctx) ir_constant((float)(1 << rgb_shift));
+ }
+ else {
+ float const_data[4] = {
+ 1 << rgb_shift,
+ 1 << rgb_shift,
+ 1 << rgb_shift,
+ 1 << alpha_shift
+ };
+ shift = new(p->mem_ctx) ir_constant(glsl_type::vec4_type,
+ (ir_constant_data *)const_data);
+ }
+
+ return saturate(p, new(p->mem_ctx) ir_expression(ir_binop_mul,
+ deref, shift));
+ }
+ else
+ return deref;
+}
+
+
+/**
+ * Generate instruction for getting a texture source term.
+ */
+ static void load_texture( struct texenv_fragment_program *p, GLuint unit )
+ {
+ ir_dereference *deref;
+ ir_assignment *assign;
+
+ if (p->src_texture[unit])
+ return;
+
+ const GLuint texTarget = p->state->unit[unit].source_index;
+ ir_rvalue *texcoord;
+
+ if (p->texcoord_tex[unit]) {
+ texcoord = new(p->mem_ctx) ir_dereference_variable(p->texcoord_tex[unit]);
+ }
+ else {
+ ir_variable *tc_array = p->shader->symbols->get_variable("gl_TexCoord");
+ assert(tc_array);
+ texcoord = new(p->mem_ctx) ir_dereference_variable(tc_array);
+ ir_rvalue *index = new(p->mem_ctx) ir_constant(unit);
+ texcoord = new(p->mem_ctx) ir_dereference_array(texcoord, index);
+ tc_array->max_array_access = MAX2(tc_array->max_array_access, unit);
+ }
+
+ if (!p->state->unit[unit].enabled) {
+ p->src_texture[unit] = new(p->mem_ctx) ir_variable(glsl_type::vec4_type,
+ "dummy_tex",
+ ir_var_temporary);
+ p->instructions->push_tail(p->src_texture[unit]);
+
+ deref = new(p->mem_ctx) ir_dereference_variable(p->src_texture[unit]);
+ assign = new(p->mem_ctx) ir_assignment(deref,
+ new(p->mem_ctx) ir_constant(0.0f),
+ NULL);
+ p->instructions->push_tail(assign);
+ return ;
+ }
+
+ const glsl_type *sampler_type = NULL;
+ int coords = 0;
+
+ switch (texTarget) {
+ case TEXTURE_1D_INDEX:
+ if (p->state->unit[unit].shadow)
+ sampler_type = p->shader->symbols->get_type("sampler1DShadow");
+ else
+ sampler_type = p->shader->symbols->get_type("sampler1D");
+ coords = 1;
+ break;
+ case TEXTURE_1D_ARRAY_INDEX:
+ if (p->state->unit[unit].shadow)
+ sampler_type = p->shader->symbols->get_type("sampler1DArrayShadow");
+ else
+ sampler_type = p->shader->symbols->get_type("sampler1DArray");
+ coords = 2;
+ break;
+ case TEXTURE_2D_INDEX:
+ if (p->state->unit[unit].shadow)
+ sampler_type = p->shader->symbols->get_type("sampler2DShadow");
+ else
+ sampler_type = p->shader->symbols->get_type("sampler2D");
+ coords = 2;
+ break;
+ case TEXTURE_2D_ARRAY_INDEX:
+ if (p->state->unit[unit].shadow)
+ sampler_type = p->shader->symbols->get_type("sampler2DArrayShadow");
+ else
+ sampler_type = p->shader->symbols->get_type("sampler2DArray");
+ coords = 3;
+ break;
+ case TEXTURE_RECT_INDEX:
+ if (p->state->unit[unit].shadow)
+ sampler_type = p->shader->symbols->get_type("sampler2DRectShadow");
+ else
+ sampler_type = p->shader->symbols->get_type("sampler2DRect");
+ coords = 2;
+ break;
+ case TEXTURE_3D_INDEX:
+ assert(!p->state->unit[unit].shadow);
+ sampler_type = p->shader->symbols->get_type("sampler3D");
+ coords = 3;
+ break;
+ case TEXTURE_CUBE_INDEX:
+ if (p->state->unit[unit].shadow)
+ sampler_type = p->shader->symbols->get_type("samplerCubeShadow");
+ else
+ sampler_type = p->shader->symbols->get_type("samplerCube");
+ coords = 3;
+ break;
+ }
+
+ p->src_texture[unit] = new(p->mem_ctx) ir_variable(glsl_type::vec4_type,
+ "tex",
+ ir_var_temporary);
+ p->instructions->push_tail(p->src_texture[unit]);
+
+ ir_texture *tex = new(p->mem_ctx) ir_texture(ir_tex);
+
+
+ char *sampler_name = ralloc_asprintf(p->mem_ctx, "sampler_%d", unit);
+ ir_variable *sampler = new(p->mem_ctx) ir_variable(sampler_type,
+ sampler_name,
+ ir_var_uniform);
+ p->top_instructions->push_head(sampler);
+ deref = new(p->mem_ctx) ir_dereference_variable(sampler);
+ tex->set_sampler(deref);
+
+ tex->coordinate = new(p->mem_ctx) ir_swizzle(texcoord, 0, 1, 2, 3, coords);
+
+ if (p->state->unit[unit].shadow) {
+ texcoord = texcoord->clone(p->mem_ctx, NULL);
+ tex->shadow_comparitor = new(p->mem_ctx) ir_swizzle(texcoord,
+ coords, 0, 0, 0,
+ 1);
+ coords++;
+ }
+
+ texcoord = texcoord->clone(p->mem_ctx, NULL);
+ tex->projector = new(p->mem_ctx) ir_swizzle(texcoord, 3, 0, 0, 0, 1);
+
+ deref = new(p->mem_ctx) ir_dereference_variable(p->src_texture[unit]);
+ assign = new(p->mem_ctx) ir_assignment(deref, tex, NULL);
+ p->instructions->push_tail(assign);
+ }
+
+static void
+load_texenv_source(struct texenv_fragment_program *p,
+ GLuint src, GLuint unit)
+{
+ switch (src) {
+ case SRC_TEXTURE:
+ load_texture(p, unit);
+ break;
+
+ case SRC_TEXTURE0:
+ case SRC_TEXTURE1:
+ case SRC_TEXTURE2:
+ case SRC_TEXTURE3:
+ case SRC_TEXTURE4:
+ case SRC_TEXTURE5:
+ case SRC_TEXTURE6:
+ case SRC_TEXTURE7:
+ load_texture(p, src - SRC_TEXTURE0);
+ break;
+
+ default:
+ /* not a texture src - do nothing */
+ break;
+ }
+}
+
+
+/**
+ * Generate instructions for loading all texture source terms.
+ */
+static GLboolean
+load_texunit_sources( struct texenv_fragment_program *p, GLuint unit )
+{
+ const struct state_key *key = p->state;
+ GLuint i;
+
+ for (i = 0; i < key->unit[unit].NumArgsRGB; i++) {
+ load_texenv_source( p, key->unit[unit].OptRGB[i].Source, unit );
+ }
+
+ for (i = 0; i < key->unit[unit].NumArgsA; i++) {
+ load_texenv_source( p, key->unit[unit].OptA[i].Source, unit );
+ }
+
+ return GL_TRUE;
+}
+
+/**
+ * Generate instructions for loading bump map textures.
+ */
+static void
+load_texunit_bumpmap( struct texenv_fragment_program *p, GLuint unit )
+{
+ const struct state_key *key = p->state;
+ GLuint bumpedUnitNr = key->unit[unit].OptRGB[1].Source - SRC_TEXTURE0;
+ ir_rvalue *bump;
+ ir_rvalue *texcoord;
+ ir_variable *rot_mat_0_var, *rot_mat_1_var;
+ ir_dereference_variable *rot_mat_0, *rot_mat_1;
+
+ rot_mat_0_var = p->shader->symbols->get_variable("gl_MESABumpRotMatrix0");
+ rot_mat_1_var = p->shader->symbols->get_variable("gl_MESABumpRotMatrix1");
+ rot_mat_0 = new(p->mem_ctx) ir_dereference_variable(rot_mat_0_var);
+ rot_mat_1 = new(p->mem_ctx) ir_dereference_variable(rot_mat_1_var);
+
+ ir_variable *tc_array = p->shader->symbols->get_variable("gl_TexCoord");
+ assert(tc_array);
+ texcoord = new(p->mem_ctx) ir_dereference_variable(tc_array);
+ ir_rvalue *index = new(p->mem_ctx) ir_constant(bumpedUnitNr);
+ texcoord = new(p->mem_ctx) ir_dereference_array(texcoord, index);
+ tc_array->max_array_access = MAX2(tc_array->max_array_access, unit);
+
+ load_texenv_source( p, unit + SRC_TEXTURE0, unit );
+
+ /* Apply rot matrix and add coords to be available in next phase.
+ * dest = Arg1 + (Arg0.xx * rotMat0) + (Arg0.yy * rotMat1)
+ * note only 2 coords are affected the rest are left unchanged (mul by 0)
+ */
+ ir_dereference *deref;
+ ir_assignment *assign;
+ ir_rvalue *bump_x, *bump_y;
+
+ texcoord = smear(p, texcoord);
+
+ /* bump_texcoord = texcoord */
+ ir_variable *bumped = new(p->mem_ctx) ir_variable(texcoord->type,
+ "bump_texcoord",
+ ir_var_temporary);
+ p->instructions->push_tail(bumped);
+
+ deref = new(p->mem_ctx) ir_dereference_variable(bumped);
+ assign = new(p->mem_ctx) ir_assignment(deref, texcoord, NULL);
+ p->instructions->push_tail(assign);
+
+ /* bump_texcoord.xy += arg0.x * rotmat0 + arg0.y * rotmat1 */
+ bump = get_source(p, key->unit[unit].OptRGB[0].Source, unit);
+ bump_x = new(p->mem_ctx) ir_swizzle(bump, 0, 0, 0, 0, 1);
+ bump = bump->clone(p->mem_ctx, NULL);
+ bump_y = new(p->mem_ctx) ir_swizzle(bump, 1, 0, 0, 0, 1);
+
+ bump_x = new(p->mem_ctx) ir_expression(ir_binop_mul, bump_x, rot_mat_0);
+ bump_y = new(p->mem_ctx) ir_expression(ir_binop_mul, bump_y, rot_mat_1);
+
+ ir_expression *expr;
+ expr = new(p->mem_ctx) ir_expression(ir_binop_add, bump_x, bump_y);
+
+ deref = new(p->mem_ctx) ir_dereference_variable(bumped);
+ expr = new(p->mem_ctx) ir_expression(ir_binop_add,
+ new(p->mem_ctx) ir_swizzle(deref,
+ 0, 1, 1, 1,
+ 2),
+ expr);
+
+ deref = new(p->mem_ctx) ir_dereference_variable(bumped);
+ assign = new(p->mem_ctx) ir_assignment(deref, expr, NULL, WRITEMASK_XY);
+ p->instructions->push_tail(assign);
+
+ p->texcoord_tex[bumpedUnitNr] = bumped;
+}
+
+/**
+ * Applies the fog calculations.
+ *
+ * This is basically like the ARB_fragment_prorgam fog options. Note
+ * that ffvertex_prog.c produces fogcoord for us when
+ * GL_FOG_COORDINATE_EXT is set to GL_FRAGMENT_DEPTH_EXT.
+ */
+static ir_rvalue *
+emit_fog_instructions(struct texenv_fragment_program *p,
+ ir_rvalue *fragcolor)
+{
+ struct state_key *key = p->state;
+ ir_rvalue *f, *temp;
+ ir_variable *params, *oparams;
+ ir_variable *fogcoord;
+ ir_assignment *assign;
+
+ /* Temporary storage for the whole fog result. Fog calculations
+ * only affect rgb so we're hanging on to the .a value of fragcolor
+ * this way.
+ */
+ ir_variable *fog_result = new(p->mem_ctx) ir_variable(glsl_type::vec4_type,
+ "fog_result",
+ ir_var_auto);
+ p->instructions->push_tail(fog_result);
+ temp = new(p->mem_ctx) ir_dereference_variable(fog_result);
+ assign = new(p->mem_ctx) ir_assignment(temp, fragcolor, NULL);
+ p->instructions->push_tail(assign);
+
+ temp = new(p->mem_ctx) ir_dereference_variable(fog_result);
+ fragcolor = new(p->mem_ctx) ir_swizzle(temp, 0, 1, 2, 3, 3);
+
+ oparams = p->shader->symbols->get_variable("gl_MESAFogParamsOptimized");
+ fogcoord = p->shader->symbols->get_variable("gl_FogFragCoord");
+ params = p->shader->symbols->get_variable("gl_Fog");
+ f = new(p->mem_ctx) ir_dereference_variable(fogcoord);
+
+ ir_variable *f_var = new(p->mem_ctx) ir_variable(glsl_type::float_type,
+ "fog_factor", ir_var_auto);
+ p->instructions->push_tail(f_var);
+
+ switch (key->fog_mode) {
+ case FOG_LINEAR:
+ /* f = (end - z) / (end - start)
+ *
+ * gl_MesaFogParamsOptimized gives us (-1 / (end - start)) and
+ * (end / (end - start)) so we can generate a single MAD.
+ */
+ temp = new(p->mem_ctx) ir_dereference_variable(oparams);
+ temp = new(p->mem_ctx) ir_swizzle(temp, 0, 0, 0, 0, 1);
+ f = new(p->mem_ctx) ir_expression(ir_binop_mul, f, temp);
+
+ temp = new(p->mem_ctx) ir_dereference_variable(oparams);
+ temp = new(p->mem_ctx) ir_swizzle(temp, 1, 0, 0, 0, 1);
+ f = new(p->mem_ctx) ir_expression(ir_binop_add, f, temp);
+ break;
+ case FOG_EXP:
+ /* f = e^(-(density * fogcoord))
+ *
+ * gl_MesaFogParamsOptimized gives us density/ln(2) so we can
+ * use EXP2 which is generally the native instruction without
+ * having to do any further math on the fog density uniform.
+ */
+ temp = new(p->mem_ctx) ir_dereference_variable(oparams);
+ temp = new(p->mem_ctx) ir_swizzle(temp, 2, 0, 0, 0, 1);
+ f = new(p->mem_ctx) ir_expression(ir_binop_mul, f, temp);
+ f = new(p->mem_ctx) ir_expression(ir_unop_neg, f);
+ f = new(p->mem_ctx) ir_expression(ir_unop_exp2, f);
+ break;
+ case FOG_EXP2:
+ /* f = e^(-(density * fogcoord)^2)
+ *
+ * gl_MesaFogParamsOptimized gives us density/sqrt(ln(2)) so we
+ * can do this like FOG_EXP but with a squaring after the
+ * multiply by density.
+ */
+ ir_variable *temp_var = new(p->mem_ctx) ir_variable(glsl_type::float_type,
+ "fog_temp",
+ ir_var_auto);
+ p->instructions->push_tail(temp_var);
+
+ temp = new(p->mem_ctx) ir_dereference_variable(oparams);
+ temp = new(p->mem_ctx) ir_swizzle(temp, 3, 0, 0, 0, 1);
+ f = new(p->mem_ctx) ir_expression(ir_binop_mul,
+ f, temp);
+
+ temp = new(p->mem_ctx) ir_dereference_variable(temp_var);
+ ir_assignment *assign = new(p->mem_ctx) ir_assignment(temp, f, NULL);
+ p->instructions->push_tail(assign);
+
+ f = new(p->mem_ctx) ir_dereference_variable(temp_var);
+ temp = new(p->mem_ctx) ir_dereference_variable(temp_var);
+ f = new(p->mem_ctx) ir_expression(ir_binop_mul, f, temp);
+ f = new(p->mem_ctx) ir_expression(ir_unop_neg, f);
+ f = new(p->mem_ctx) ir_expression(ir_unop_exp2, f);
+ break;
+ }
+
+ f = saturate(p, f);
+
+ temp = new(p->mem_ctx) ir_dereference_variable(f_var);
+ assign = new(p->mem_ctx) ir_assignment(temp, f, NULL);
+ p->instructions->push_tail(assign);
+
+ f = new(p->mem_ctx) ir_dereference_variable(f_var);
+ f = new(p->mem_ctx) ir_expression(ir_binop_sub,
+ new(p->mem_ctx) ir_constant(1.0f),
+ f);
+ temp = new(p->mem_ctx) ir_dereference_variable(params);
+ temp = new(p->mem_ctx) ir_dereference_record(temp, "color");
+ temp = new(p->mem_ctx) ir_swizzle(temp, 0, 1, 2, 3, 3);
+ temp = new(p->mem_ctx) ir_expression(ir_binop_mul, temp, f);
+
+ f = new(p->mem_ctx) ir_dereference_variable(f_var);
+ f = new(p->mem_ctx) ir_expression(ir_binop_mul, fragcolor, f);
+ f = new(p->mem_ctx) ir_expression(ir_binop_add, temp, f);
+
+ ir_dereference *deref = new(p->mem_ctx) ir_dereference_variable(fog_result);
+ assign = new(p->mem_ctx) ir_assignment(deref, f, NULL, WRITEMASK_XYZ);
+ p->instructions->push_tail(assign);
+
+ return new(p->mem_ctx) ir_dereference_variable(fog_result);
+}
+
+static void
+emit_instructions(struct texenv_fragment_program *p)
+{
+ struct state_key *key = p->state;
+ GLuint unit;
+
+ if (key->enabled_units) {
+ /* Zeroth pass - bump map textures first */
+ for (unit = 0; unit < key->nr_enabled_units; unit++) {
+ if (key->unit[unit].enabled &&
+ key->unit[unit].ModeRGB == MODE_BUMP_ENVMAP_ATI) {
+ load_texunit_bumpmap(p, unit);
+ }
+ }
+
+ /* First pass - to support texture_env_crossbar, first identify
+ * all referenced texture sources and emit texld instructions
+ * for each:
+ */
+ for (unit = 0; unit < key->nr_enabled_units; unit++)
+ if (key->unit[unit].enabled) {
+ load_texunit_sources(p, unit);
+ p->last_tex_stage = unit;
+ }
+
+ /* Second pass - emit combine instructions to build final color:
+ */
+ for (unit = 0; unit < key->nr_enabled_units; unit++) {
+ if (key->unit[unit].enabled) {
+ p->src_previous = emit_texenv(p, unit);
+ }
+ }
+ }
+
+ ir_rvalue *cf = get_source(p, SRC_PREVIOUS, 0);
+ ir_dereference_variable *deref;
+ ir_assignment *assign;
+
+ if (key->separate_specular) {
+ ir_rvalue *tmp0, *tmp1;
+ ir_variable *spec_result = new(p->mem_ctx) ir_variable(glsl_type::vec4_type,
+ "specular_add",
+ ir_var_temporary);
+
+ p->instructions->push_tail(spec_result);
+
+ deref = new(p->mem_ctx) ir_dereference_variable(spec_result);
+ assign = new(p->mem_ctx) ir_assignment(deref, cf, NULL);
+ p->instructions->push_tail(assign);
+
+ deref = new(p->mem_ctx) ir_dereference_variable(spec_result);
+ tmp0 = new(p->mem_ctx) ir_swizzle(deref, 0, 1, 2, 3, 3);
+
+ ir_variable *secondary =
+ p->shader->symbols->get_variable("gl_SecondaryColor");
+ assert(secondary);
+ deref = new(p->mem_ctx) ir_dereference_variable(secondary);
+ tmp1 = new(p->mem_ctx) ir_swizzle(deref, 0, 1, 2, 3, 3);
+
+ tmp0 = new(p->mem_ctx) ir_expression(ir_binop_add,
+ tmp0, tmp1);
+
+ deref = new(p->mem_ctx) ir_dereference_variable(spec_result);
+ assign = new(p->mem_ctx) ir_assignment(deref, tmp0, NULL, WRITEMASK_XYZ);
+ p->instructions->push_tail(assign);
+
+ cf = new(p->mem_ctx) ir_dereference_variable(spec_result);
+ }
+
+ if (key->fog_enabled) {
+ cf = emit_fog_instructions(p, cf);
+ }
+
+ ir_variable *frag_color = p->shader->symbols->get_variable("gl_FragColor");
+ assert(frag_color);
+ deref = new(p->mem_ctx) ir_dereference_variable(frag_color);
+ assign = new(p->mem_ctx) ir_assignment(deref, cf, NULL);
+ p->instructions->push_tail(assign);
+}
+
+/**
+ * Generate a new fragment program which implements the context's
+ * current texture env/combine mode.
+ */
+static struct gl_shader_program *
+create_new_program(struct gl_context *ctx, struct state_key *key)
+{
+ struct texenv_fragment_program p;
+ unsigned int unit;
+ _mesa_glsl_parse_state *state;
+
+ memset(&p, 0, sizeof(p));
+ p.mem_ctx = ralloc_context(NULL);
+ p.shader = ctx->Driver.NewShader(ctx, 0, GL_FRAGMENT_SHADER);
+ p.shader->ir = new(p.shader) exec_list;
+ state = new(p.shader) _mesa_glsl_parse_state(ctx, GL_FRAGMENT_SHADER,
+ p.shader);
+ p.shader->symbols = state->symbols;
+ p.top_instructions = p.shader->ir;
+ p.instructions = p.shader->ir;
+ p.state = key;
+ p.shader_program = ctx->Driver.NewShaderProgram(ctx, 0);
+
+ state->language_version = 120;
+ _mesa_glsl_initialize_types(state);
+ _mesa_glsl_initialize_variables(p.instructions, state);
+
+ for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
+ p.src_texture[unit] = NULL;
+ p.texcoord_tex[unit] = NULL;
+ }
+
+ p.src_previous = NULL;
+
+ p.last_tex_stage = 0;
+
+ ir_function *main_f = new(p.mem_ctx) ir_function("main");
+ p.instructions->push_tail(main_f);
+ state->symbols->add_function(main_f);
+
+ ir_function_signature *main_sig =
+ new(p.mem_ctx) ir_function_signature(p.shader->symbols->get_type("void"));
+ main_sig->is_defined = true;
+ main_f->add_signature(main_sig);
+
+ p.instructions = &main_sig->body;
+ if (key->num_draw_buffers)
+ emit_instructions(&p);
+
+ validate_ir_tree(p.shader->ir);
+
+ while (do_common_optimization(p.shader->ir, false, 32))
+ ;
+ reparent_ir(p.shader->ir, p.shader->ir);
+
+ p.shader->CompileStatus = true;
+ p.shader->Version = state->language_version;
+ p.shader->num_builtins_to_link = state->num_builtins_to_link;
+ p.shader_program->Shaders =
+ (gl_shader **)malloc(sizeof(*p.shader_program->Shaders));
+ p.shader_program->Shaders[0] = p.shader;
+ p.shader_program->NumShaders = 1;
+
+ _mesa_glsl_link_shader(ctx, p.shader_program);
+
+ /* Set the sampler uniforms, and relink to get them into the linked
+ * program.
+ */
+ struct gl_fragment_program *fp = p.shader_program->FragmentProgram;
+ for (unsigned int i = 0; i < MAX_TEXTURE_UNITS; i++) {
+ char *name = ralloc_asprintf(p.mem_ctx, "sampler_%d", i);
+ int loc = _mesa_get_uniform_location(ctx, p.shader_program, name);
+ if (loc != -1) {
+ /* Avoid using _mesa_uniform() because it flags state
+ * updates, so if we're generating this shader_program in a
+ * state update, we end up recursing. Instead, just set the
+ * value, which is picked up at re-link.
+ */
+ loc = (loc & 0xffff) + (loc >> 16);
+ int sampler = fp->Base.Parameters->ParameterValues[loc][0];
+ fp->Base.SamplerUnits[sampler] = i;
+ }
+ }
+ _mesa_update_shader_textures_used(&fp->Base);
+ (void) ctx->Driver.ProgramStringNotify(ctx, fp->Base.Target, &fp->Base);
+
+ if (!p.shader_program->LinkStatus)
+ _mesa_problem(ctx, "Failed to link fixed function fragment shader: %s\n",
+ p.shader_program->InfoLog);
+
+ ralloc_free(p.mem_ctx);
+ return p.shader_program;
+}
+
+extern "C" {
+
+/**
+ * Return a fragment program which implements the current
+ * fixed-function texture, fog and color-sum operations.
+ */
+struct gl_shader_program *
+_mesa_get_fixed_func_fragment_program(struct gl_context *ctx)
+{
+ struct gl_shader_program *shader_program;
+ struct state_key key;
+ GLuint keySize;
+
+ keySize = make_state_key(ctx, &key);
+
+ shader_program = (struct gl_shader_program *)
+ _mesa_search_program_cache(ctx->FragmentProgram.Cache,
+ &key, keySize);
+
+ if (!shader_program) {
+ shader_program = create_new_program(ctx, &key);
+
+ _mesa_shader_cache_insert(ctx, ctx->FragmentProgram.Cache,
+ &key, keySize, shader_program);
+ }
+
+ return shader_program;
+}
+
+}
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