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authormarha <marha@users.sourceforge.net>2011-08-05 08:17:38 +0200
committermarha <marha@users.sourceforge.net>2011-08-05 08:17:38 +0200
commit67e52c577364b17e7339b04faf17c77cd3ad9b59 (patch)
tree0bc2b0c652907d4c9e4ba2f486754a23ca91147b /mesalib/src/mesa/main/ffvertex_prog.c
parent23cc74efd16feb2676978b9919a8510ed7804ed9 (diff)
parentd105412503ea250e07d3cb008f10f60e6e48bf8a (diff)
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Merge remote-tracking branch 'origin/released'
Conflicts: mesalib/src/glsl/ast_to_hir.cpp mesalib/src/mesa/SConscript mesalib/src/mesa/main/compiler.h mesalib/src/mesa/main/enable.c mesalib/src/mesa/main/ff_fragment_shader.cpp mesalib/src/mesa/main/texcompress_rgtc_tmp.h mesalib/src/mesa/main/texobj.c mesalib/src/mesa/main/texparam.c mesalib/src/mesa/main/uniforms.c mesalib/src/mesa/program/ir_to_mesa.cpp mesalib/src/mesa/program/prog_print.c mesalib/src/mesa/program/prog_statevars.c mesalib/src/mesa/program/program.c mesalib/src/mesa/program/program_parse.y mesalib/src/mesa/program/program_parser.h mesalib/src/mesa/program/sampler.cpp mesalib/src/mesa/sources.mak mesalib/src/mesa/state_tracker/st_atom_pixeltransfer.c mesalib/src/mesa/state_tracker/st_cb_blit.c mesalib/src/mesa/state_tracker/st_cb_drawpixels.c mesalib/src/mesa/state_tracker/st_extensions.c mesalib/src/mesa/state_tracker/st_mesa_to_tgsi.c mesalib/src/mesa/state_tracker/st_program.c mesalib/src/mesa/state_tracker/st_texture.h mesalib/src/mesa/vbo/vbo_exec_array.c pixman/pixman/pixman-arm-neon-asm.S pixman/pixman/pixman-arm-neon.c
Diffstat (limited to 'mesalib/src/mesa/main/ffvertex_prog.c')
-rw-r--r--mesalib/src/mesa/main/ffvertex_prog.c3360
1 files changed, 1680 insertions, 1680 deletions
diff --git a/mesalib/src/mesa/main/ffvertex_prog.c b/mesalib/src/mesa/main/ffvertex_prog.c
index 281229e34..2d2485c9e 100644
--- a/mesalib/src/mesa/main/ffvertex_prog.c
+++ b/mesalib/src/mesa/main/ffvertex_prog.c
@@ -1,1680 +1,1680 @@
-/**************************************************************************
- *
- * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
- * 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, 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.
- *
- **************************************************************************/
-
-/**
- * \file ffvertex_prog.c
- *
- * Create a vertex program to execute the current fixed function T&L pipeline.
- * \author Keith Whitwell
- */
-
-
-#include "main/glheader.h"
-#include "main/mtypes.h"
-#include "main/macros.h"
-#include "main/mfeatures.h"
-#include "main/enums.h"
-#include "main/ffvertex_prog.h"
-#include "program/program.h"
-#include "program/prog_cache.h"
-#include "program/prog_instruction.h"
-#include "program/prog_parameter.h"
-#include "program/prog_print.h"
-#include "program/prog_statevars.h"
-
-
-/** Max of number of lights and texture coord units */
-#define NUM_UNITS MAX2(MAX_TEXTURE_COORD_UNITS, MAX_LIGHTS)
-
-struct state_key {
- unsigned light_color_material_mask:12;
- unsigned light_global_enabled:1;
- unsigned light_local_viewer:1;
- unsigned light_twoside:1;
- unsigned material_shininess_is_zero:1;
- unsigned need_eye_coords:1;
- unsigned normalize:1;
- unsigned rescale_normals:1;
-
- unsigned fog_source_is_depth:1;
- unsigned separate_specular:1;
- unsigned point_attenuated:1;
- unsigned point_array:1;
- unsigned texture_enabled_global:1;
- unsigned fragprog_inputs_read:12;
-
- unsigned varying_vp_inputs;
-
- struct {
- unsigned light_enabled:1;
- unsigned light_eyepos3_is_zero:1;
- unsigned light_spotcutoff_is_180:1;
- unsigned light_attenuated:1;
- unsigned texunit_really_enabled:1;
- unsigned texmat_enabled:1;
- unsigned coord_replace:1;
- unsigned texgen_enabled:4;
- unsigned texgen_mode0:4;
- unsigned texgen_mode1:4;
- unsigned texgen_mode2:4;
- unsigned texgen_mode3:4;
- } unit[NUM_UNITS];
-};
-
-
-#define TXG_NONE 0
-#define TXG_OBJ_LINEAR 1
-#define TXG_EYE_LINEAR 2
-#define TXG_SPHERE_MAP 3
-#define TXG_REFLECTION_MAP 4
-#define TXG_NORMAL_MAP 5
-
-static GLuint translate_texgen( GLboolean enabled, GLenum mode )
-{
- if (!enabled)
- return TXG_NONE;
-
- switch (mode) {
- case GL_OBJECT_LINEAR: return TXG_OBJ_LINEAR;
- case GL_EYE_LINEAR: return TXG_EYE_LINEAR;
- case GL_SPHERE_MAP: return TXG_SPHERE_MAP;
- case GL_REFLECTION_MAP_NV: return TXG_REFLECTION_MAP;
- case GL_NORMAL_MAP_NV: return TXG_NORMAL_MAP;
- default: return TXG_NONE;
- }
-}
-
-
-
-static GLboolean check_active_shininess( struct gl_context *ctx,
- const struct state_key *key,
- GLuint side )
-{
- GLuint bit = 1 << (MAT_ATTRIB_FRONT_SHININESS + side);
-
- if ((key->varying_vp_inputs & VERT_BIT_COLOR0) &&
- (key->light_color_material_mask & bit))
- return GL_TRUE;
-
- if (key->varying_vp_inputs & (bit << 16))
- return GL_TRUE;
-
- if (ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS + side][0] != 0.0F)
- return GL_TRUE;
-
- return GL_FALSE;
-}
-
-
-static void make_state_key( struct gl_context *ctx, struct state_key *key )
-{
- const struct gl_fragment_program *fp;
- GLuint i;
-
- memset(key, 0, sizeof(struct state_key));
- fp = ctx->FragmentProgram._Current;
-
- /* This now relies on texenvprogram.c being active:
- */
- assert(fp);
-
- key->need_eye_coords = ctx->_NeedEyeCoords;
-
- key->fragprog_inputs_read = fp->Base.InputsRead;
- key->varying_vp_inputs = ctx->varying_vp_inputs;
-
- if (ctx->RenderMode == GL_FEEDBACK) {
- /* make sure the vertprog emits color and tex0 */
- key->fragprog_inputs_read |= (FRAG_BIT_COL0 | FRAG_BIT_TEX0);
- }
-
- key->separate_specular = (ctx->Light.Model.ColorControl ==
- GL_SEPARATE_SPECULAR_COLOR);
-
- if (ctx->Light.Enabled) {
- key->light_global_enabled = 1;
-
- if (ctx->Light.Model.LocalViewer)
- key->light_local_viewer = 1;
-
- if (ctx->Light.Model.TwoSide)
- key->light_twoside = 1;
-
- if (ctx->Light.ColorMaterialEnabled) {
- key->light_color_material_mask = ctx->Light.ColorMaterialBitmask;
- }
-
- for (i = 0; i < MAX_LIGHTS; i++) {
- struct gl_light *light = &ctx->Light.Light[i];
-
- if (light->Enabled) {
- key->unit[i].light_enabled = 1;
-
- if (light->EyePosition[3] == 0.0)
- key->unit[i].light_eyepos3_is_zero = 1;
-
- if (light->SpotCutoff == 180.0)
- key->unit[i].light_spotcutoff_is_180 = 1;
-
- if (light->ConstantAttenuation != 1.0 ||
- light->LinearAttenuation != 0.0 ||
- light->QuadraticAttenuation != 0.0)
- key->unit[i].light_attenuated = 1;
- }
- }
-
- if (check_active_shininess(ctx, key, 0)) {
- key->material_shininess_is_zero = 0;
- }
- else if (key->light_twoside &&
- check_active_shininess(ctx, key, 1)) {
- key->material_shininess_is_zero = 0;
- }
- else {
- key->material_shininess_is_zero = 1;
- }
- }
-
- if (ctx->Transform.Normalize)
- key->normalize = 1;
-
- if (ctx->Transform.RescaleNormals)
- key->rescale_normals = 1;
-
- if (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT)
- key->fog_source_is_depth = 1;
-
- if (ctx->Point._Attenuated)
- key->point_attenuated = 1;
-
-#if FEATURE_point_size_array
- if (ctx->Array.ArrayObj->PointSize.Enabled)
- key->point_array = 1;
-#endif
-
- if (ctx->Texture._TexGenEnabled ||
- ctx->Texture._TexMatEnabled ||
- ctx->Texture._EnabledUnits)
- key->texture_enabled_global = 1;
-
- for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
- struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
-
- if (texUnit->_ReallyEnabled)
- key->unit[i].texunit_really_enabled = 1;
-
- if (ctx->Point.PointSprite)
- if (ctx->Point.CoordReplace[i])
- key->unit[i].coord_replace = 1;
-
- if (ctx->Texture._TexMatEnabled & ENABLE_TEXMAT(i))
- key->unit[i].texmat_enabled = 1;
-
- if (texUnit->TexGenEnabled) {
- key->unit[i].texgen_enabled = 1;
-
- key->unit[i].texgen_mode0 =
- translate_texgen( texUnit->TexGenEnabled & (1<<0),
- texUnit->GenS.Mode );
- key->unit[i].texgen_mode1 =
- translate_texgen( texUnit->TexGenEnabled & (1<<1),
- texUnit->GenT.Mode );
- key->unit[i].texgen_mode2 =
- translate_texgen( texUnit->TexGenEnabled & (1<<2),
- texUnit->GenR.Mode );
- key->unit[i].texgen_mode3 =
- translate_texgen( texUnit->TexGenEnabled & (1<<3),
- texUnit->GenQ.Mode );
- }
- }
-}
-
-
-
-/* Very useful debugging tool - produces annotated listing of
- * generated program with line/function references for each
- * instruction back into this file:
- */
-#define DISASSEM 0
-
-
-/* Use uregs to represent registers internally, translate to Mesa's
- * expected formats on emit.
- *
- * NOTE: These are passed by value extensively in this file rather
- * than as usual by pointer reference. If this disturbs you, try
- * remembering they are just 32bits in size.
- *
- * GCC is smart enough to deal with these dword-sized structures in
- * much the same way as if I had defined them as dwords and was using
- * macros to access and set the fields. This is much nicer and easier
- * to evolve.
- */
-struct ureg {
- GLuint file:4;
- GLint idx:9; /* relative addressing may be negative */
- /* sizeof(idx) should == sizeof(prog_src_reg::Index) */
- GLuint negate:1;
- GLuint swz:12;
- GLuint pad:6;
-};
-
-
-struct tnl_program {
- const struct state_key *state;
- struct gl_vertex_program *program;
- GLint max_inst; /** number of instructions allocated for program */
- GLboolean mvp_with_dp4;
-
- GLuint temp_in_use;
- GLuint temp_reserved;
-
- struct ureg eye_position;
- struct ureg eye_position_z;
- struct ureg eye_position_normalized;
- struct ureg transformed_normal;
- struct ureg identity;
-
- GLuint materials;
- GLuint color_materials;
-};
-
-
-static const struct ureg undef = {
- PROGRAM_UNDEFINED,
- 0,
- 0,
- 0,
- 0
-};
-
-/* Local shorthand:
- */
-#define X SWIZZLE_X
-#define Y SWIZZLE_Y
-#define Z SWIZZLE_Z
-#define W SWIZZLE_W
-
-
-/* Construct a ureg:
- */
-static struct ureg make_ureg(GLuint file, GLint idx)
-{
- struct ureg reg;
- reg.file = file;
- reg.idx = idx;
- reg.negate = 0;
- reg.swz = SWIZZLE_NOOP;
- reg.pad = 0;
- return reg;
-}
-
-
-
-static struct ureg negate( struct ureg reg )
-{
- reg.negate ^= 1;
- return reg;
-}
-
-
-static struct ureg swizzle( struct ureg reg, int x, int y, int z, int w )
-{
- reg.swz = MAKE_SWIZZLE4(GET_SWZ(reg.swz, x),
- GET_SWZ(reg.swz, y),
- GET_SWZ(reg.swz, z),
- GET_SWZ(reg.swz, w));
- return reg;
-}
-
-
-static struct ureg swizzle1( struct ureg reg, int x )
-{
- return swizzle(reg, x, x, x, x);
-}
-
-
-static struct ureg get_temp( struct tnl_program *p )
-{
- int bit = _mesa_ffs( ~p->temp_in_use );
- if (!bit) {
- _mesa_problem(NULL, "%s: out of temporaries\n", __FILE__);
- exit(1);
- }
-
- if ((GLuint) bit > p->program->Base.NumTemporaries)
- p->program->Base.NumTemporaries = bit;
-
- p->temp_in_use |= 1<<(bit-1);
- return make_ureg(PROGRAM_TEMPORARY, bit-1);
-}
-
-
-static struct ureg reserve_temp( struct tnl_program *p )
-{
- struct ureg temp = get_temp( p );
- p->temp_reserved |= 1<<temp.idx;
- return temp;
-}
-
-
-static void release_temp( struct tnl_program *p, struct ureg reg )
-{
- if (reg.file == PROGRAM_TEMPORARY) {
- p->temp_in_use &= ~(1<<reg.idx);
- p->temp_in_use |= p->temp_reserved; /* can't release reserved temps */
- }
-}
-
-static void release_temps( struct tnl_program *p )
-{
- p->temp_in_use = p->temp_reserved;
-}
-
-
-static struct ureg register_param5(struct tnl_program *p,
- GLint s0,
- GLint s1,
- GLint s2,
- GLint s3,
- GLint s4)
-{
- gl_state_index tokens[STATE_LENGTH];
- GLint idx;
- tokens[0] = s0;
- tokens[1] = s1;
- tokens[2] = s2;
- tokens[3] = s3;
- tokens[4] = s4;
- idx = _mesa_add_state_reference( p->program->Base.Parameters, tokens );
- return make_ureg(PROGRAM_STATE_VAR, idx);
-}
-
-
-#define register_param1(p,s0) register_param5(p,s0,0,0,0,0)
-#define register_param2(p,s0,s1) register_param5(p,s0,s1,0,0,0)
-#define register_param3(p,s0,s1,s2) register_param5(p,s0,s1,s2,0,0)
-#define register_param4(p,s0,s1,s2,s3) register_param5(p,s0,s1,s2,s3,0)
-
-
-
-/**
- * \param input one of VERT_ATTRIB_x tokens.
- */
-static struct ureg register_input( struct tnl_program *p, GLuint input )
-{
- assert(input < 32);
-
- if (p->state->varying_vp_inputs & (1<<input)) {
- p->program->Base.InputsRead |= (1<<input);
- return make_ureg(PROGRAM_INPUT, input);
- }
- else {
- return register_param3( p, STATE_INTERNAL, STATE_CURRENT_ATTRIB, input );
- }
-}
-
-
-/**
- * \param input one of VERT_RESULT_x tokens.
- */
-static struct ureg register_output( struct tnl_program *p, GLuint output )
-{
- p->program->Base.OutputsWritten |= BITFIELD64_BIT(output);
- return make_ureg(PROGRAM_OUTPUT, output);
-}
-
-
-static struct ureg register_const4f( struct tnl_program *p,
- GLfloat s0,
- GLfloat s1,
- GLfloat s2,
- GLfloat s3)
-{
- GLfloat values[4];
- GLint idx;
- GLuint swizzle;
- values[0] = s0;
- values[1] = s1;
- values[2] = s2;
- values[3] = s3;
- idx = _mesa_add_unnamed_constant( p->program->Base.Parameters, values, 4,
- &swizzle );
- ASSERT(swizzle == SWIZZLE_NOOP);
- return make_ureg(PROGRAM_CONSTANT, idx);
-}
-
-#define register_const1f(p, s0) register_const4f(p, s0, 0, 0, 1)
-#define register_scalar_const(p, s0) register_const4f(p, s0, s0, s0, s0)
-#define register_const2f(p, s0, s1) register_const4f(p, s0, s1, 0, 1)
-#define register_const3f(p, s0, s1, s2) register_const4f(p, s0, s1, s2, 1)
-
-static GLboolean is_undef( struct ureg reg )
-{
- return reg.file == PROGRAM_UNDEFINED;
-}
-
-
-static struct ureg get_identity_param( struct tnl_program *p )
-{
- if (is_undef(p->identity))
- p->identity = register_const4f(p, 0,0,0,1);
-
- return p->identity;
-}
-
-static void register_matrix_param5( struct tnl_program *p,
- GLint s0, /* modelview, projection, etc */
- GLint s1, /* texture matrix number */
- GLint s2, /* first row */
- GLint s3, /* last row */
- GLint s4, /* inverse, transpose, etc */
- struct ureg *matrix )
-{
- GLint i;
-
- /* This is a bit sad as the support is there to pull the whole
- * matrix out in one go:
- */
- for (i = 0; i <= s3 - s2; i++)
- matrix[i] = register_param5( p, s0, s1, i, i, s4 );
-}
-
-
-static void emit_arg( struct prog_src_register *src,
- struct ureg reg )
-{
- src->File = reg.file;
- src->Index = reg.idx;
- src->Swizzle = reg.swz;
- src->Negate = reg.negate ? NEGATE_XYZW : NEGATE_NONE;
- src->Abs = 0;
- src->RelAddr = 0;
- /* Check that bitfield sizes aren't exceeded */
- ASSERT(src->Index == reg.idx);
-}
-
-
-static void emit_dst( struct prog_dst_register *dst,
- struct ureg reg, GLuint mask )
-{
- dst->File = reg.file;
- dst->Index = reg.idx;
- /* allow zero as a shorthand for xyzw */
- dst->WriteMask = mask ? mask : WRITEMASK_XYZW;
- dst->CondMask = COND_TR; /* always pass cond test */
- dst->CondSwizzle = SWIZZLE_NOOP;
- dst->CondSrc = 0;
- /* Check that bitfield sizes aren't exceeded */
- ASSERT(dst->Index == reg.idx);
-}
-
-
-static void debug_insn( struct prog_instruction *inst, const char *fn,
- GLuint line )
-{
- if (DISASSEM) {
- static const char *last_fn;
-
- if (fn != last_fn) {
- last_fn = fn;
- printf("%s:\n", fn);
- }
-
- printf("%d:\t", line);
- _mesa_print_instruction(inst);
- }
-}
-
-
-static void emit_op3fn(struct tnl_program *p,
- enum prog_opcode op,
- struct ureg dest,
- GLuint mask,
- struct ureg src0,
- struct ureg src1,
- struct ureg src2,
- const char *fn,
- GLuint line)
-{
- GLuint nr;
- struct prog_instruction *inst;
-
- assert((GLint) p->program->Base.NumInstructions <= p->max_inst);
-
- if (p->program->Base.NumInstructions == p->max_inst) {
- /* need to extend the program's instruction array */
- struct prog_instruction *newInst;
-
- /* double the size */
- p->max_inst *= 2;
-
- newInst = _mesa_alloc_instructions(p->max_inst);
- if (!newInst) {
- _mesa_error(NULL, GL_OUT_OF_MEMORY, "vertex program build");
- return;
- }
-
- _mesa_copy_instructions(newInst,
- p->program->Base.Instructions,
- p->program->Base.NumInstructions);
-
- _mesa_free_instructions(p->program->Base.Instructions,
- p->program->Base.NumInstructions);
-
- p->program->Base.Instructions = newInst;
- }
-
- nr = p->program->Base.NumInstructions++;
-
- inst = &p->program->Base.Instructions[nr];
- inst->Opcode = (enum prog_opcode) op;
- inst->Data = 0;
-
- emit_arg( &inst->SrcReg[0], src0 );
- emit_arg( &inst->SrcReg[1], src1 );
- emit_arg( &inst->SrcReg[2], src2 );
-
- emit_dst( &inst->DstReg, dest, mask );
-
- debug_insn(inst, fn, line);
-}
-
-
-#define emit_op3(p, op, dst, mask, src0, src1, src2) \
- emit_op3fn(p, op, dst, mask, src0, src1, src2, __FUNCTION__, __LINE__)
-
-#define emit_op2(p, op, dst, mask, src0, src1) \
- emit_op3fn(p, op, dst, mask, src0, src1, undef, __FUNCTION__, __LINE__)
-
-#define emit_op1(p, op, dst, mask, src0) \
- emit_op3fn(p, op, dst, mask, src0, undef, undef, __FUNCTION__, __LINE__)
-
-
-static struct ureg make_temp( struct tnl_program *p, struct ureg reg )
-{
- if (reg.file == PROGRAM_TEMPORARY &&
- !(p->temp_reserved & (1<<reg.idx)))
- return reg;
- else {
- struct ureg temp = get_temp(p);
- emit_op1(p, OPCODE_MOV, temp, 0, reg);
- return temp;
- }
-}
-
-
-/* Currently no tracking performed of input/output/register size or
- * active elements. Could be used to reduce these operations, as
- * could the matrix type.
- */
-static void emit_matrix_transform_vec4( struct tnl_program *p,
- struct ureg dest,
- const struct ureg *mat,
- struct ureg src)
-{
- emit_op2(p, OPCODE_DP4, dest, WRITEMASK_X, src, mat[0]);
- emit_op2(p, OPCODE_DP4, dest, WRITEMASK_Y, src, mat[1]);
- emit_op2(p, OPCODE_DP4, dest, WRITEMASK_Z, src, mat[2]);
- emit_op2(p, OPCODE_DP4, dest, WRITEMASK_W, src, mat[3]);
-}
-
-
-/* This version is much easier to implement if writemasks are not
- * supported natively on the target or (like SSE), the target doesn't
- * have a clean/obvious dotproduct implementation.
- */
-static void emit_transpose_matrix_transform_vec4( struct tnl_program *p,
- struct ureg dest,
- const struct ureg *mat,
- struct ureg src)
-{
- struct ureg tmp;
-
- if (dest.file != PROGRAM_TEMPORARY)
- tmp = get_temp(p);
- else
- tmp = dest;
-
- emit_op2(p, OPCODE_MUL, tmp, 0, swizzle1(src,X), mat[0]);
- emit_op3(p, OPCODE_MAD, tmp, 0, swizzle1(src,Y), mat[1], tmp);
- emit_op3(p, OPCODE_MAD, tmp, 0, swizzle1(src,Z), mat[2], tmp);
- emit_op3(p, OPCODE_MAD, dest, 0, swizzle1(src,W), mat[3], tmp);
-
- if (dest.file != PROGRAM_TEMPORARY)
- release_temp(p, tmp);
-}
-
-
-static void emit_matrix_transform_vec3( struct tnl_program *p,
- struct ureg dest,
- const struct ureg *mat,
- struct ureg src)
-{
- emit_op2(p, OPCODE_DP3, dest, WRITEMASK_X, src, mat[0]);
- emit_op2(p, OPCODE_DP3, dest, WRITEMASK_Y, src, mat[1]);
- emit_op2(p, OPCODE_DP3, dest, WRITEMASK_Z, src, mat[2]);
-}
-
-
-static void emit_normalize_vec3( struct tnl_program *p,
- struct ureg dest,
- struct ureg src )
-{
-#if 0
- /* XXX use this when drivers are ready for NRM3 */
- emit_op1(p, OPCODE_NRM3, dest, WRITEMASK_XYZ, src);
-#else
- struct ureg tmp = get_temp(p);
- emit_op2(p, OPCODE_DP3, tmp, WRITEMASK_X, src, src);
- emit_op1(p, OPCODE_RSQ, tmp, WRITEMASK_X, tmp);
- emit_op2(p, OPCODE_MUL, dest, 0, src, swizzle1(tmp, X));
- release_temp(p, tmp);
-#endif
-}
-
-
-static void emit_passthrough( struct tnl_program *p,
- GLuint input,
- GLuint output )
-{
- struct ureg out = register_output(p, output);
- emit_op1(p, OPCODE_MOV, out, 0, register_input(p, input));
-}
-
-
-static struct ureg get_eye_position( struct tnl_program *p )
-{
- if (is_undef(p->eye_position)) {
- struct ureg pos = register_input( p, VERT_ATTRIB_POS );
- struct ureg modelview[4];
-
- p->eye_position = reserve_temp(p);
-
- if (p->mvp_with_dp4) {
- register_matrix_param5( p, STATE_MODELVIEW_MATRIX, 0, 0, 3,
- 0, modelview );
-
- emit_matrix_transform_vec4(p, p->eye_position, modelview, pos);
- }
- else {
- register_matrix_param5( p, STATE_MODELVIEW_MATRIX, 0, 0, 3,
- STATE_MATRIX_TRANSPOSE, modelview );
-
- emit_transpose_matrix_transform_vec4(p, p->eye_position, modelview, pos);
- }
- }
-
- return p->eye_position;
-}
-
-
-static struct ureg get_eye_position_z( struct tnl_program *p )
-{
- if (!is_undef(p->eye_position))
- return swizzle1(p->eye_position, Z);
-
- if (is_undef(p->eye_position_z)) {
- struct ureg pos = register_input( p, VERT_ATTRIB_POS );
- struct ureg modelview[4];
-
- p->eye_position_z = reserve_temp(p);
-
- register_matrix_param5( p, STATE_MODELVIEW_MATRIX, 0, 0, 3,
- 0, modelview );
-
- emit_op2(p, OPCODE_DP4, p->eye_position_z, 0, pos, modelview[2]);
- }
-
- return p->eye_position_z;
-}
-
-
-static struct ureg get_eye_position_normalized( struct tnl_program *p )
-{
- if (is_undef(p->eye_position_normalized)) {
- struct ureg eye = get_eye_position(p);
- p->eye_position_normalized = reserve_temp(p);
- emit_normalize_vec3(p, p->eye_position_normalized, eye);
- }
-
- return p->eye_position_normalized;
-}
-
-
-static struct ureg get_transformed_normal( struct tnl_program *p )
-{
- if (is_undef(p->transformed_normal) &&
- !p->state->need_eye_coords &&
- !p->state->normalize &&
- !(p->state->need_eye_coords == p->state->rescale_normals))
- {
- p->transformed_normal = register_input(p, VERT_ATTRIB_NORMAL );
- }
- else if (is_undef(p->transformed_normal))
- {
- struct ureg normal = register_input(p, VERT_ATTRIB_NORMAL );
- struct ureg mvinv[3];
- struct ureg transformed_normal = reserve_temp(p);
-
- if (p->state->need_eye_coords) {
- register_matrix_param5( p, STATE_MODELVIEW_MATRIX, 0, 0, 2,
- STATE_MATRIX_INVTRANS, mvinv );
-
- /* Transform to eye space:
- */
- emit_matrix_transform_vec3( p, transformed_normal, mvinv, normal );
- normal = transformed_normal;
- }
-
- /* Normalize/Rescale:
- */
- if (p->state->normalize) {
- emit_normalize_vec3( p, transformed_normal, normal );
- normal = transformed_normal;
- }
- else if (p->state->need_eye_coords == p->state->rescale_normals) {
- /* This is already adjusted for eye/non-eye rendering:
- */
- struct ureg rescale = register_param2(p, STATE_INTERNAL,
- STATE_NORMAL_SCALE);
-
- emit_op2( p, OPCODE_MUL, transformed_normal, 0, normal, rescale );
- normal = transformed_normal;
- }
-
- assert(normal.file == PROGRAM_TEMPORARY);
- p->transformed_normal = normal;
- }
-
- return p->transformed_normal;
-}
-
-
-static void build_hpos( struct tnl_program *p )
-{
- struct ureg pos = register_input( p, VERT_ATTRIB_POS );
- struct ureg hpos = register_output( p, VERT_RESULT_HPOS );
- struct ureg mvp[4];
-
- if (p->mvp_with_dp4) {
- register_matrix_param5( p, STATE_MVP_MATRIX, 0, 0, 3,
- 0, mvp );
- emit_matrix_transform_vec4( p, hpos, mvp, pos );
- }
- else {
- register_matrix_param5( p, STATE_MVP_MATRIX, 0, 0, 3,
- STATE_MATRIX_TRANSPOSE, mvp );
- emit_transpose_matrix_transform_vec4( p, hpos, mvp, pos );
- }
-}
-
-
-static GLuint material_attrib( GLuint side, GLuint property )
-{
- return (property - STATE_AMBIENT) * 2 + side;
-}
-
-
-/**
- * Get a bitmask of which material values vary on a per-vertex basis.
- */
-static void set_material_flags( struct tnl_program *p )
-{
- p->color_materials = 0;
- p->materials = 0;
-
- if (p->state->varying_vp_inputs & VERT_BIT_COLOR0) {
- p->materials =
- p->color_materials = p->state->light_color_material_mask;
- }
-
- p->materials |= (p->state->varying_vp_inputs >> 16);
-}
-
-
-static struct ureg get_material( struct tnl_program *p, GLuint side,
- GLuint property )
-{
- GLuint attrib = material_attrib(side, property);
-
- if (p->color_materials & (1<<attrib))
- return register_input(p, VERT_ATTRIB_COLOR0);
- else if (p->materials & (1<<attrib)) {
- /* Put material values in the GENERIC slots -- they are not used
- * for anything in fixed function mode.
- */
- return register_input( p, attrib + VERT_ATTRIB_GENERIC0 );
- }
- else
- return register_param3( p, STATE_MATERIAL, side, property );
-}
-
-#define SCENE_COLOR_BITS(side) (( MAT_BIT_FRONT_EMISSION | \
- MAT_BIT_FRONT_AMBIENT | \
- MAT_BIT_FRONT_DIFFUSE) << (side))
-
-
-/**
- * Either return a precalculated constant value or emit code to
- * calculate these values dynamically in the case where material calls
- * are present between begin/end pairs.
- *
- * Probably want to shift this to the program compilation phase - if
- * we always emitted the calculation here, a smart compiler could
- * detect that it was constant (given a certain set of inputs), and
- * lift it out of the main loop. That way the programs created here
- * would be independent of the vertex_buffer details.
- */
-static struct ureg get_scenecolor( struct tnl_program *p, GLuint side )
-{
- if (p->materials & SCENE_COLOR_BITS(side)) {
- struct ureg lm_ambient = register_param1(p, STATE_LIGHTMODEL_AMBIENT);
- struct ureg material_emission = get_material(p, side, STATE_EMISSION);
- struct ureg material_ambient = get_material(p, side, STATE_AMBIENT);
- struct ureg material_diffuse = get_material(p, side, STATE_DIFFUSE);
- struct ureg tmp = make_temp(p, material_diffuse);
- emit_op3(p, OPCODE_MAD, tmp, WRITEMASK_XYZ, lm_ambient,
- material_ambient, material_emission);
- return tmp;
- }
- else
- return register_param2( p, STATE_LIGHTMODEL_SCENECOLOR, side );
-}
-
-
-static struct ureg get_lightprod( struct tnl_program *p, GLuint light,
- GLuint side, GLuint property )
-{
- GLuint attrib = material_attrib(side, property);
- if (p->materials & (1<<attrib)) {
- struct ureg light_value =
- register_param3(p, STATE_LIGHT, light, property);
- struct ureg material_value = get_material(p, side, property);
- struct ureg tmp = get_temp(p);
- emit_op2(p, OPCODE_MUL, tmp, 0, light_value, material_value);
- return tmp;
- }
- else
- return register_param4(p, STATE_LIGHTPROD, light, side, property);
-}
-
-
-static struct ureg calculate_light_attenuation( struct tnl_program *p,
- GLuint i,
- struct ureg VPpli,
- struct ureg dist )
-{
- struct ureg attenuation = register_param3(p, STATE_LIGHT, i,
- STATE_ATTENUATION);
- struct ureg att = get_temp(p);
-
- /* Calculate spot attenuation:
- */
- if (!p->state->unit[i].light_spotcutoff_is_180) {
- struct ureg spot_dir_norm = register_param3(p, STATE_INTERNAL,
- STATE_LIGHT_SPOT_DIR_NORMALIZED, i);
- struct ureg spot = get_temp(p);
- struct ureg slt = get_temp(p);
-
- emit_op2(p, OPCODE_DP3, spot, 0, negate(VPpli), spot_dir_norm);
- emit_op2(p, OPCODE_SLT, slt, 0, swizzle1(spot_dir_norm,W), spot);
- emit_op2(p, OPCODE_POW, spot, 0, spot, swizzle1(attenuation, W));
- emit_op2(p, OPCODE_MUL, att, 0, slt, spot);
-
- release_temp(p, spot);
- release_temp(p, slt);
- }
-
- /* Calculate distance attenuation:
- */
- if (p->state->unit[i].light_attenuated) {
- /* 1/d,d,d,1/d */
- emit_op1(p, OPCODE_RCP, dist, WRITEMASK_YZ, dist);
- /* 1,d,d*d,1/d */
- emit_op2(p, OPCODE_MUL, dist, WRITEMASK_XZ, dist, swizzle1(dist,Y));
- /* 1/dist-atten */
- emit_op2(p, OPCODE_DP3, dist, 0, attenuation, dist);
-
- if (!p->state->unit[i].light_spotcutoff_is_180) {
- /* dist-atten */
- emit_op1(p, OPCODE_RCP, dist, 0, dist);
- /* spot-atten * dist-atten */
- emit_op2(p, OPCODE_MUL, att, 0, dist, att);
- }
- else {
- /* dist-atten */
- emit_op1(p, OPCODE_RCP, att, 0, dist);
- }
- }
-
- return att;
-}
-
-
-/**
- * Compute:
- * lit.y = MAX(0, dots.x)
- * lit.z = SLT(0, dots.x)
- */
-static void emit_degenerate_lit( struct tnl_program *p,
- struct ureg lit,
- struct ureg dots )
-{
- struct ureg id = get_identity_param(p); /* id = {0,0,0,1} */
-
- /* Note that lit.x & lit.w will not be examined. Note also that
- * dots.xyzw == dots.xxxx.
- */
-
- /* MAX lit, id, dots;
- */
- emit_op2(p, OPCODE_MAX, lit, WRITEMASK_XYZW, id, dots);
-
- /* result[2] = (in > 0 ? 1 : 0)
- * SLT lit.z, id.z, dots; # lit.z = (0 < dots.z) ? 1 : 0
- */
- emit_op2(p, OPCODE_SLT, lit, WRITEMASK_Z, swizzle1(id,Z), dots);
-}
-
-
-/* Need to add some addtional parameters to allow lighting in object
- * space - STATE_SPOT_DIRECTION and STATE_HALF_VECTOR implicitly assume eye
- * space lighting.
- */
-static void build_lighting( struct tnl_program *p )
-{
- const GLboolean twoside = p->state->light_twoside;
- const GLboolean separate = p->state->separate_specular;
- GLuint nr_lights = 0, count = 0;
- struct ureg normal = get_transformed_normal(p);
- struct ureg lit = get_temp(p);
- struct ureg dots = get_temp(p);
- struct ureg _col0 = undef, _col1 = undef;
- struct ureg _bfc0 = undef, _bfc1 = undef;
- GLuint i;
-
- /*
- * NOTE:
- * dots.x = dot(normal, VPpli)
- * dots.y = dot(normal, halfAngle)
- * dots.z = back.shininess
- * dots.w = front.shininess
- */
-
- for (i = 0; i < MAX_LIGHTS; i++)
- if (p->state->unit[i].light_enabled)
- nr_lights++;
-
- set_material_flags(p);
-
- {
- if (!p->state->material_shininess_is_zero) {
- struct ureg shininess = get_material(p, 0, STATE_SHININESS);
- emit_op1(p, OPCODE_MOV, dots, WRITEMASK_W, swizzle1(shininess,X));
- release_temp(p, shininess);
- }
-
- _col0 = make_temp(p, get_scenecolor(p, 0));
- if (separate)
- _col1 = make_temp(p, get_identity_param(p));
- else
- _col1 = _col0;
- }
-
- if (twoside) {
- if (!p->state->material_shininess_is_zero) {
- /* Note that we negate the back-face specular exponent here.
- * The negation will be un-done later in the back-face code below.
- */
- struct ureg shininess = get_material(p, 1, STATE_SHININESS);
- emit_op1(p, OPCODE_MOV, dots, WRITEMASK_Z,
- negate(swizzle1(shininess,X)));
- release_temp(p, shininess);
- }
-
- _bfc0 = make_temp(p, get_scenecolor(p, 1));
- if (separate)
- _bfc1 = make_temp(p, get_identity_param(p));
- else
- _bfc1 = _bfc0;
- }
-
- /* If no lights, still need to emit the scenecolor.
- */
- {
- struct ureg res0 = register_output( p, VERT_RESULT_COL0 );
- emit_op1(p, OPCODE_MOV, res0, 0, _col0);
- }
-
- if (separate) {
- struct ureg res1 = register_output( p, VERT_RESULT_COL1 );
- emit_op1(p, OPCODE_MOV, res1, 0, _col1);
- }
-
- if (twoside) {
- struct ureg res0 = register_output( p, VERT_RESULT_BFC0 );
- emit_op1(p, OPCODE_MOV, res0, 0, _bfc0);
- }
-
- if (twoside && separate) {
- struct ureg res1 = register_output( p, VERT_RESULT_BFC1 );
- emit_op1(p, OPCODE_MOV, res1, 0, _bfc1);
- }
-
- if (nr_lights == 0) {
- release_temps(p);
- return;
- }
-
- for (i = 0; i < MAX_LIGHTS; i++) {
- if (p->state->unit[i].light_enabled) {
- struct ureg half = undef;
- struct ureg att = undef, VPpli = undef;
-
- count++;
-
- if (p->state->unit[i].light_eyepos3_is_zero) {
- /* Can used precomputed constants in this case.
- * Attenuation never applies to infinite lights.
- */
- VPpli = register_param3(p, STATE_INTERNAL,
- STATE_LIGHT_POSITION_NORMALIZED, i);
-
- if (!p->state->material_shininess_is_zero) {
- if (p->state->light_local_viewer) {
- struct ureg eye_hat = get_eye_position_normalized(p);
- half = get_temp(p);
- emit_op2(p, OPCODE_SUB, half, 0, VPpli, eye_hat);
- emit_normalize_vec3(p, half, half);
- }
- else {
- half = register_param3(p, STATE_INTERNAL,
- STATE_LIGHT_HALF_VECTOR, i);
- }
- }
- }
- else {
- struct ureg Ppli = register_param3(p, STATE_INTERNAL,
- STATE_LIGHT_POSITION, i);
- struct ureg V = get_eye_position(p);
- struct ureg dist = get_temp(p);
-
- VPpli = get_temp(p);
-
- /* Calculate VPpli vector
- */
- emit_op2(p, OPCODE_SUB, VPpli, 0, Ppli, V);
-
- /* Normalize VPpli. The dist value also used in
- * attenuation below.
- */
- emit_op2(p, OPCODE_DP3, dist, 0, VPpli, VPpli);
- emit_op1(p, OPCODE_RSQ, dist, 0, dist);
- emit_op2(p, OPCODE_MUL, VPpli, 0, VPpli, dist);
-
- /* Calculate attenuation:
- */
- if (!p->state->unit[i].light_spotcutoff_is_180 ||
- p->state->unit[i].light_attenuated) {
- att = calculate_light_attenuation(p, i, VPpli, dist);
- }
-
- /* Calculate viewer direction, or use infinite viewer:
- */
- if (!p->state->material_shininess_is_zero) {
- half = get_temp(p);
-
- if (p->state->light_local_viewer) {
- struct ureg eye_hat = get_eye_position_normalized(p);
- emit_op2(p, OPCODE_SUB, half, 0, VPpli, eye_hat);
- }
- else {
- struct ureg z_dir = swizzle(get_identity_param(p),X,Y,W,Z);
- emit_op2(p, OPCODE_ADD, half, 0, VPpli, z_dir);
- }
-
- emit_normalize_vec3(p, half, half);
- }
-
- release_temp(p, dist);
- }
-
- /* Calculate dot products:
- */
- if (p->state->material_shininess_is_zero) {
- emit_op2(p, OPCODE_DP3, dots, 0, normal, VPpli);
- }
- else {
- emit_op2(p, OPCODE_DP3, dots, WRITEMASK_X, normal, VPpli);
- emit_op2(p, OPCODE_DP3, dots, WRITEMASK_Y, normal, half);
- }
-
- /* Front face lighting:
- */
- {
- struct ureg ambient = get_lightprod(p, i, 0, STATE_AMBIENT);
- struct ureg diffuse = get_lightprod(p, i, 0, STATE_DIFFUSE);
- struct ureg specular = get_lightprod(p, i, 0, STATE_SPECULAR);
- struct ureg res0, res1;
- GLuint mask0, mask1;
-
- if (count == nr_lights) {
- if (separate) {
- mask0 = WRITEMASK_XYZ;
- mask1 = WRITEMASK_XYZ;
- res0 = register_output( p, VERT_RESULT_COL0 );
- res1 = register_output( p, VERT_RESULT_COL1 );
- }
- else {
- mask0 = 0;
- mask1 = WRITEMASK_XYZ;
- res0 = _col0;
- res1 = register_output( p, VERT_RESULT_COL0 );
- }
- }
- else {
- mask0 = 0;
- mask1 = 0;
- res0 = _col0;
- res1 = _col1;
- }
-
- if (!is_undef(att)) {
- /* light is attenuated by distance */
- emit_op1(p, OPCODE_LIT, lit, 0, dots);
- emit_op2(p, OPCODE_MUL, lit, 0, lit, att);
- emit_op3(p, OPCODE_MAD, _col0, 0, swizzle1(lit,X), ambient, _col0);
- }
- else if (!p->state->material_shininess_is_zero) {
- /* there's a non-zero specular term */
- emit_op1(p, OPCODE_LIT, lit, 0, dots);
- emit_op2(p, OPCODE_ADD, _col0, 0, ambient, _col0);
- }
- else {
- /* no attenutation, no specular */
- emit_degenerate_lit(p, lit, dots);
- emit_op2(p, OPCODE_ADD, _col0, 0, ambient, _col0);
- }
-
- emit_op3(p, OPCODE_MAD, res0, mask0, swizzle1(lit,Y), diffuse, _col0);
- emit_op3(p, OPCODE_MAD, res1, mask1, swizzle1(lit,Z), specular, _col1);
-
- release_temp(p, ambient);
- release_temp(p, diffuse);
- release_temp(p, specular);
- }
-
- /* Back face lighting:
- */
- if (twoside) {
- struct ureg ambient = get_lightprod(p, i, 1, STATE_AMBIENT);
- struct ureg diffuse = get_lightprod(p, i, 1, STATE_DIFFUSE);
- struct ureg specular = get_lightprod(p, i, 1, STATE_SPECULAR);
- struct ureg res0, res1;
- GLuint mask0, mask1;
-
- if (count == nr_lights) {
- if (separate) {
- mask0 = WRITEMASK_XYZ;
- mask1 = WRITEMASK_XYZ;
- res0 = register_output( p, VERT_RESULT_BFC0 );
- res1 = register_output( p, VERT_RESULT_BFC1 );
- }
- else {
- mask0 = 0;
- mask1 = WRITEMASK_XYZ;
- res0 = _bfc0;
- res1 = register_output( p, VERT_RESULT_BFC0 );
- }
- }
- else {
- res0 = _bfc0;
- res1 = _bfc1;
- mask0 = 0;
- mask1 = 0;
- }
-
- /* For the back face we need to negate the X and Y component
- * dot products. dots.Z has the negated back-face specular
- * exponent. We swizzle that into the W position. This
- * negation makes the back-face specular term positive again.
- */
- dots = negate(swizzle(dots,X,Y,W,Z));
-
- if (!is_undef(att)) {
- emit_op1(p, OPCODE_LIT, lit, 0, dots);
- emit_op2(p, OPCODE_MUL, lit, 0, lit, att);
- emit_op3(p, OPCODE_MAD, _bfc0, 0, swizzle1(lit,X), ambient, _bfc0);
- }
- else if (!p->state->material_shininess_is_zero) {
- emit_op1(p, OPCODE_LIT, lit, 0, dots);
- emit_op2(p, OPCODE_ADD, _bfc0, 0, ambient, _bfc0); /**/
- }
- else {
- emit_degenerate_lit(p, lit, dots);
- emit_op2(p, OPCODE_ADD, _bfc0, 0, ambient, _bfc0);
- }
-
- emit_op3(p, OPCODE_MAD, res0, mask0, swizzle1(lit,Y), diffuse, _bfc0);
- emit_op3(p, OPCODE_MAD, res1, mask1, swizzle1(lit,Z), specular, _bfc1);
- /* restore dots to its original state for subsequent lights
- * by negating and swizzling again.
- */
- dots = negate(swizzle(dots,X,Y,W,Z));
-
- release_temp(p, ambient);
- release_temp(p, diffuse);
- release_temp(p, specular);
- }
-
- release_temp(p, half);
- release_temp(p, VPpli);
- release_temp(p, att);
- }
- }
-
- release_temps( p );
-}
-
-
-static void build_fog( struct tnl_program *p )
-{
- struct ureg fog = register_output(p, VERT_RESULT_FOGC);
- struct ureg input;
-
- if (p->state->fog_source_is_depth) {
- input = get_eye_position_z(p);
- }
- else {
- input = swizzle1(register_input(p, VERT_ATTRIB_FOG), X);
- }
-
- /* result.fog = {abs(f),0,0,1}; */
- emit_op1(p, OPCODE_ABS, fog, WRITEMASK_X, input);
- emit_op1(p, OPCODE_MOV, fog, WRITEMASK_YZW, get_identity_param(p));
-}
-
-
-static void build_reflect_texgen( struct tnl_program *p,
- struct ureg dest,
- GLuint writemask )
-{
- struct ureg normal = get_transformed_normal(p);
- struct ureg eye_hat = get_eye_position_normalized(p);
- struct ureg tmp = get_temp(p);
-
- /* n.u */
- emit_op2(p, OPCODE_DP3, tmp, 0, normal, eye_hat);
- /* 2n.u */
- emit_op2(p, OPCODE_ADD, tmp, 0, tmp, tmp);
- /* (-2n.u)n + u */
- emit_op3(p, OPCODE_MAD, dest, writemask, negate(tmp), normal, eye_hat);
-
- release_temp(p, tmp);
-}
-
-
-static void build_sphere_texgen( struct tnl_program *p,
- struct ureg dest,
- GLuint writemask )
-{
- struct ureg normal = get_transformed_normal(p);
- struct ureg eye_hat = get_eye_position_normalized(p);
- struct ureg tmp = get_temp(p);
- struct ureg half = register_scalar_const(p, .5);
- struct ureg r = get_temp(p);
- struct ureg inv_m = get_temp(p);
- struct ureg id = get_identity_param(p);
-
- /* Could share the above calculations, but it would be
- * a fairly odd state for someone to set (both sphere and
- * reflection active for different texture coordinate
- * components. Of course - if two texture units enable
- * reflect and/or sphere, things start to tilt in favour
- * of seperating this out:
- */
-
- /* n.u */
- emit_op2(p, OPCODE_DP3, tmp, 0, normal, eye_hat);
- /* 2n.u */
- emit_op2(p, OPCODE_ADD, tmp, 0, tmp, tmp);
- /* (-2n.u)n + u */
- emit_op3(p, OPCODE_MAD, r, 0, negate(tmp), normal, eye_hat);
- /* r + 0,0,1 */
- emit_op2(p, OPCODE_ADD, tmp, 0, r, swizzle(id,X,Y,W,Z));
- /* rx^2 + ry^2 + (rz+1)^2 */
- emit_op2(p, OPCODE_DP3, tmp, 0, tmp, tmp);
- /* 2/m */
- emit_op1(p, OPCODE_RSQ, tmp, 0, tmp);
- /* 1/m */
- emit_op2(p, OPCODE_MUL, inv_m, 0, tmp, half);
- /* r/m + 1/2 */
- emit_op3(p, OPCODE_MAD, dest, writemask, r, inv_m, half);
-
- release_temp(p, tmp);
- release_temp(p, r);
- release_temp(p, inv_m);
-}
-
-
-static void build_texture_transform( struct tnl_program *p )
-{
- GLuint i, j;
-
- for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
-
- if (!(p->state->fragprog_inputs_read & FRAG_BIT_TEX(i)))
- continue;
-
- if (p->state->unit[i].coord_replace)
- continue;
-
- if (p->state->unit[i].texgen_enabled ||
- p->state->unit[i].texmat_enabled) {
-
- GLuint texmat_enabled = p->state->unit[i].texmat_enabled;
- struct ureg out = register_output(p, VERT_RESULT_TEX0 + i);
- struct ureg out_texgen = undef;
-
- if (p->state->unit[i].texgen_enabled) {
- GLuint copy_mask = 0;
- GLuint sphere_mask = 0;
- GLuint reflect_mask = 0;
- GLuint normal_mask = 0;
- GLuint modes[4];
-
- if (texmat_enabled)
- out_texgen = get_temp(p);
- else
- out_texgen = out;
-
- modes[0] = p->state->unit[i].texgen_mode0;
- modes[1] = p->state->unit[i].texgen_mode1;
- modes[2] = p->state->unit[i].texgen_mode2;
- modes[3] = p->state->unit[i].texgen_mode3;
-
- for (j = 0; j < 4; j++) {
- switch (modes[j]) {
- case TXG_OBJ_LINEAR: {
- struct ureg obj = register_input(p, VERT_ATTRIB_POS);
- struct ureg plane =
- register_param3(p, STATE_TEXGEN, i,
- STATE_TEXGEN_OBJECT_S + j);
-
- emit_op2(p, OPCODE_DP4, out_texgen, WRITEMASK_X << j,
- obj, plane );
- break;
- }
- case TXG_EYE_LINEAR: {
- struct ureg eye = get_eye_position(p);
- struct ureg plane =
- register_param3(p, STATE_TEXGEN, i,
- STATE_TEXGEN_EYE_S + j);
-
- emit_op2(p, OPCODE_DP4, out_texgen, WRITEMASK_X << j,
- eye, plane );
- break;
- }
- case TXG_SPHERE_MAP:
- sphere_mask |= WRITEMASK_X << j;
- break;
- case TXG_REFLECTION_MAP:
- reflect_mask |= WRITEMASK_X << j;
- break;
- case TXG_NORMAL_MAP:
- normal_mask |= WRITEMASK_X << j;
- break;
- case TXG_NONE:
- copy_mask |= WRITEMASK_X << j;
- }
- }
-
- if (sphere_mask) {
- build_sphere_texgen(p, out_texgen, sphere_mask);
- }
-
- if (reflect_mask) {
- build_reflect_texgen(p, out_texgen, reflect_mask);
- }
-
- if (normal_mask) {
- struct ureg normal = get_transformed_normal(p);
- emit_op1(p, OPCODE_MOV, out_texgen, normal_mask, normal );
- }
-
- if (copy_mask) {
- struct ureg in = register_input(p, VERT_ATTRIB_TEX0+i);
- emit_op1(p, OPCODE_MOV, out_texgen, copy_mask, in );
- }
- }
-
- if (texmat_enabled) {
- struct ureg texmat[4];
- struct ureg in = (!is_undef(out_texgen) ?
- out_texgen :
- register_input(p, VERT_ATTRIB_TEX0+i));
- if (p->mvp_with_dp4) {
- register_matrix_param5( p, STATE_TEXTURE_MATRIX, i, 0, 3,
- 0, texmat );
- emit_matrix_transform_vec4( p, out, texmat, in );
- }
- else {
- register_matrix_param5( p, STATE_TEXTURE_MATRIX, i, 0, 3,
- STATE_MATRIX_TRANSPOSE, texmat );
- emit_transpose_matrix_transform_vec4( p, out, texmat, in );
- }
- }
-
- release_temps(p);
- }
- else {
- emit_passthrough(p, VERT_ATTRIB_TEX0+i, VERT_RESULT_TEX0+i);
- }
- }
-}
-
-
-/**
- * Point size attenuation computation.
- */
-static void build_atten_pointsize( struct tnl_program *p )
-{
- struct ureg eye = get_eye_position_z(p);
- struct ureg state_size = register_param2(p, STATE_INTERNAL, STATE_POINT_SIZE_CLAMPED);
- struct ureg state_attenuation = register_param1(p, STATE_POINT_ATTENUATION);
- struct ureg out = register_output(p, VERT_RESULT_PSIZ);
- struct ureg ut = get_temp(p);
-
- /* dist = |eyez| */
- emit_op1(p, OPCODE_ABS, ut, WRITEMASK_Y, swizzle1(eye, Z));
- /* p1 + dist * (p2 + dist * p3); */
- emit_op3(p, OPCODE_MAD, ut, WRITEMASK_X, swizzle1(ut, Y),
- swizzle1(state_attenuation, Z), swizzle1(state_attenuation, Y));
- emit_op3(p, OPCODE_MAD, ut, WRITEMASK_X, swizzle1(ut, Y),
- ut, swizzle1(state_attenuation, X));
-
- /* 1 / sqrt(factor) */
- emit_op1(p, OPCODE_RSQ, ut, WRITEMASK_X, ut );
-
-#if 0
- /* out = pointSize / sqrt(factor) */
- emit_op2(p, OPCODE_MUL, out, WRITEMASK_X, ut, state_size);
-#else
- /* this is a good place to clamp the point size since there's likely
- * no hardware registers to clamp point size at rasterization time.
- */
- emit_op2(p, OPCODE_MUL, ut, WRITEMASK_X, ut, state_size);
- emit_op2(p, OPCODE_MAX, ut, WRITEMASK_X, ut, swizzle1(state_size, Y));
- emit_op2(p, OPCODE_MIN, out, WRITEMASK_X, ut, swizzle1(state_size, Z));
-#endif
-
- release_temp(p, ut);
-}
-
-
-/**
- * Pass-though per-vertex point size, from user's point size array.
- */
-static void build_array_pointsize( struct tnl_program *p )
-{
- struct ureg in = register_input(p, VERT_ATTRIB_POINT_SIZE);
- struct ureg out = register_output(p, VERT_RESULT_PSIZ);
- emit_op1(p, OPCODE_MOV, out, WRITEMASK_X, in);
-}
-
-
-static void build_tnl_program( struct tnl_program *p )
-{
- /* Emit the program, starting with modelviewproject:
- */
- build_hpos(p);
-
- /* Lighting calculations:
- */
- if (p->state->fragprog_inputs_read & (FRAG_BIT_COL0|FRAG_BIT_COL1)) {
- if (p->state->light_global_enabled)
- build_lighting(p);
- else {
- if (p->state->fragprog_inputs_read & FRAG_BIT_COL0)
- emit_passthrough(p, VERT_ATTRIB_COLOR0, VERT_RESULT_COL0);
-
- if (p->state->fragprog_inputs_read & FRAG_BIT_COL1)
- emit_passthrough(p, VERT_ATTRIB_COLOR1, VERT_RESULT_COL1);
- }
- }
-
- if (p->state->fragprog_inputs_read & FRAG_BIT_FOGC)
- build_fog(p);
-
- if (p->state->fragprog_inputs_read & FRAG_BITS_TEX_ANY)
- build_texture_transform(p);
-
- if (p->state->point_attenuated)
- build_atten_pointsize(p);
- else if (p->state->point_array)
- build_array_pointsize(p);
-
- /* Finish up:
- */
- emit_op1(p, OPCODE_END, undef, 0, undef);
-
- /* Disassemble:
- */
- if (DISASSEM) {
- printf ("\n");
- }
-}
-
-
-static void
-create_new_program( const struct state_key *key,
- struct gl_vertex_program *program,
- GLboolean mvp_with_dp4,
- GLuint max_temps)
-{
- struct tnl_program p;
-
- memset(&p, 0, sizeof(p));
- p.state = key;
- p.program = program;
- p.eye_position = undef;
- p.eye_position_z = undef;
- p.eye_position_normalized = undef;
- p.transformed_normal = undef;
- p.identity = undef;
- p.temp_in_use = 0;
- p.mvp_with_dp4 = mvp_with_dp4;
-
- if (max_temps >= sizeof(int) * 8)
- p.temp_reserved = 0;
- else
- p.temp_reserved = ~((1<<max_temps)-1);
-
- /* Start by allocating 32 instructions.
- * If we need more, we'll grow the instruction array as needed.
- */
- p.max_inst = 32;
- p.program->Base.Instructions = _mesa_alloc_instructions(p.max_inst);
- p.program->Base.String = NULL;
- p.program->Base.NumInstructions =
- p.program->Base.NumTemporaries =
- p.program->Base.NumParameters =
- p.program->Base.NumAttributes = p.program->Base.NumAddressRegs = 0;
- p.program->Base.Parameters = _mesa_new_parameter_list();
- p.program->Base.InputsRead = 0;
- p.program->Base.OutputsWritten = 0;
-
- build_tnl_program( &p );
-}
-
-
-/**
- * Return a vertex program which implements the current fixed-function
- * transform/lighting/texgen operations.
- * XXX move this into core mesa (main/)
- */
-struct gl_vertex_program *
-_mesa_get_fixed_func_vertex_program(struct gl_context *ctx)
-{
- struct gl_vertex_program *prog;
- struct state_key key;
-
- /* Grab all the relevent state and put it in a single structure:
- */
- make_state_key(ctx, &key);
-
- /* Look for an already-prepared program for this state:
- */
- prog = (struct gl_vertex_program *)
- _mesa_search_program_cache(ctx->VertexProgram.Cache, &key, sizeof(key));
-
- if (!prog) {
- /* OK, we'll have to build a new one */
- if (0)
- printf("Build new TNL program\n");
-
- prog = (struct gl_vertex_program *)
- ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
- if (!prog)
- return NULL;
-
- create_new_program( &key, prog,
- ctx->mvp_with_dp4,
- ctx->Const.VertexProgram.MaxTemps );
-
-#if 0
- if (ctx->Driver.ProgramStringNotify)
- ctx->Driver.ProgramStringNotify( ctx, GL_VERTEX_PROGRAM_ARB,
- &prog->Base );
-#endif
- _mesa_program_cache_insert(ctx, ctx->VertexProgram.Cache,
- &key, sizeof(key), &prog->Base);
- }
-
- return prog;
-}
+/**************************************************************************
+ *
+ * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * 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, 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.
+ *
+ **************************************************************************/
+
+/**
+ * \file ffvertex_prog.c
+ *
+ * Create a vertex program to execute the current fixed function T&L pipeline.
+ * \author Keith Whitwell
+ */
+
+
+#include "main/glheader.h"
+#include "main/mtypes.h"
+#include "main/macros.h"
+#include "main/mfeatures.h"
+#include "main/enums.h"
+#include "main/ffvertex_prog.h"
+#include "program/program.h"
+#include "program/prog_cache.h"
+#include "program/prog_instruction.h"
+#include "program/prog_parameter.h"
+#include "program/prog_print.h"
+#include "program/prog_statevars.h"
+
+
+/** Max of number of lights and texture coord units */
+#define NUM_UNITS MAX2(MAX_TEXTURE_COORD_UNITS, MAX_LIGHTS)
+
+struct state_key {
+ unsigned light_color_material_mask:12;
+ unsigned light_global_enabled:1;
+ unsigned light_local_viewer:1;
+ unsigned light_twoside:1;
+ unsigned material_shininess_is_zero:1;
+ unsigned need_eye_coords:1;
+ unsigned normalize:1;
+ unsigned rescale_normals:1;
+
+ unsigned fog_source_is_depth:1;
+ unsigned separate_specular:1;
+ unsigned point_attenuated:1;
+ unsigned point_array:1;
+ unsigned texture_enabled_global:1;
+ unsigned fragprog_inputs_read:12;
+
+ unsigned varying_vp_inputs;
+
+ struct {
+ unsigned light_enabled:1;
+ unsigned light_eyepos3_is_zero:1;
+ unsigned light_spotcutoff_is_180:1;
+ unsigned light_attenuated:1;
+ unsigned texunit_really_enabled:1;
+ unsigned texmat_enabled:1;
+ unsigned coord_replace:1;
+ unsigned texgen_enabled:4;
+ unsigned texgen_mode0:4;
+ unsigned texgen_mode1:4;
+ unsigned texgen_mode2:4;
+ unsigned texgen_mode3:4;
+ } unit[NUM_UNITS];
+};
+
+
+#define TXG_NONE 0
+#define TXG_OBJ_LINEAR 1
+#define TXG_EYE_LINEAR 2
+#define TXG_SPHERE_MAP 3
+#define TXG_REFLECTION_MAP 4
+#define TXG_NORMAL_MAP 5
+
+static GLuint translate_texgen( GLboolean enabled, GLenum mode )
+{
+ if (!enabled)
+ return TXG_NONE;
+
+ switch (mode) {
+ case GL_OBJECT_LINEAR: return TXG_OBJ_LINEAR;
+ case GL_EYE_LINEAR: return TXG_EYE_LINEAR;
+ case GL_SPHERE_MAP: return TXG_SPHERE_MAP;
+ case GL_REFLECTION_MAP_NV: return TXG_REFLECTION_MAP;
+ case GL_NORMAL_MAP_NV: return TXG_NORMAL_MAP;
+ default: return TXG_NONE;
+ }
+}
+
+
+
+static GLboolean check_active_shininess( struct gl_context *ctx,
+ const struct state_key *key,
+ GLuint side )
+{
+ GLuint bit = 1 << (MAT_ATTRIB_FRONT_SHININESS + side);
+
+ if ((key->varying_vp_inputs & VERT_BIT_COLOR0) &&
+ (key->light_color_material_mask & bit))
+ return GL_TRUE;
+
+ if (key->varying_vp_inputs & (bit << 16))
+ return GL_TRUE;
+
+ if (ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS + side][0] != 0.0F)
+ return GL_TRUE;
+
+ return GL_FALSE;
+}
+
+
+static void make_state_key( struct gl_context *ctx, struct state_key *key )
+{
+ const struct gl_fragment_program *fp;
+ GLuint i;
+
+ memset(key, 0, sizeof(struct state_key));
+ fp = ctx->FragmentProgram._Current;
+
+ /* This now relies on texenvprogram.c being active:
+ */
+ assert(fp);
+
+ key->need_eye_coords = ctx->_NeedEyeCoords;
+
+ key->fragprog_inputs_read = fp->Base.InputsRead;
+ key->varying_vp_inputs = ctx->varying_vp_inputs;
+
+ if (ctx->RenderMode == GL_FEEDBACK) {
+ /* make sure the vertprog emits color and tex0 */
+ key->fragprog_inputs_read |= (FRAG_BIT_COL0 | FRAG_BIT_TEX0);
+ }
+
+ key->separate_specular = (ctx->Light.Model.ColorControl ==
+ GL_SEPARATE_SPECULAR_COLOR);
+
+ if (ctx->Light.Enabled) {
+ key->light_global_enabled = 1;
+
+ if (ctx->Light.Model.LocalViewer)
+ key->light_local_viewer = 1;
+
+ if (ctx->Light.Model.TwoSide)
+ key->light_twoside = 1;
+
+ if (ctx->Light.ColorMaterialEnabled) {
+ key->light_color_material_mask = ctx->Light.ColorMaterialBitmask;
+ }
+
+ for (i = 0; i < MAX_LIGHTS; i++) {
+ struct gl_light *light = &ctx->Light.Light[i];
+
+ if (light->Enabled) {
+ key->unit[i].light_enabled = 1;
+
+ if (light->EyePosition[3] == 0.0)
+ key->unit[i].light_eyepos3_is_zero = 1;
+
+ if (light->SpotCutoff == 180.0)
+ key->unit[i].light_spotcutoff_is_180 = 1;
+
+ if (light->ConstantAttenuation != 1.0 ||
+ light->LinearAttenuation != 0.0 ||
+ light->QuadraticAttenuation != 0.0)
+ key->unit[i].light_attenuated = 1;
+ }
+ }
+
+ if (check_active_shininess(ctx, key, 0)) {
+ key->material_shininess_is_zero = 0;
+ }
+ else if (key->light_twoside &&
+ check_active_shininess(ctx, key, 1)) {
+ key->material_shininess_is_zero = 0;
+ }
+ else {
+ key->material_shininess_is_zero = 1;
+ }
+ }
+
+ if (ctx->Transform.Normalize)
+ key->normalize = 1;
+
+ if (ctx->Transform.RescaleNormals)
+ key->rescale_normals = 1;
+
+ if (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT)
+ key->fog_source_is_depth = 1;
+
+ if (ctx->Point._Attenuated)
+ key->point_attenuated = 1;
+
+#if FEATURE_point_size_array
+ if (ctx->Array.ArrayObj->PointSize.Enabled)
+ key->point_array = 1;
+#endif
+
+ if (ctx->Texture._TexGenEnabled ||
+ ctx->Texture._TexMatEnabled ||
+ ctx->Texture._EnabledUnits)
+ key->texture_enabled_global = 1;
+
+ for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
+
+ if (texUnit->_ReallyEnabled)
+ key->unit[i].texunit_really_enabled = 1;
+
+ if (ctx->Point.PointSprite)
+ if (ctx->Point.CoordReplace[i])
+ key->unit[i].coord_replace = 1;
+
+ if (ctx->Texture._TexMatEnabled & ENABLE_TEXMAT(i))
+ key->unit[i].texmat_enabled = 1;
+
+ if (texUnit->TexGenEnabled) {
+ key->unit[i].texgen_enabled = 1;
+
+ key->unit[i].texgen_mode0 =
+ translate_texgen( texUnit->TexGenEnabled & (1<<0),
+ texUnit->GenS.Mode );
+ key->unit[i].texgen_mode1 =
+ translate_texgen( texUnit->TexGenEnabled & (1<<1),
+ texUnit->GenT.Mode );
+ key->unit[i].texgen_mode2 =
+ translate_texgen( texUnit->TexGenEnabled & (1<<2),
+ texUnit->GenR.Mode );
+ key->unit[i].texgen_mode3 =
+ translate_texgen( texUnit->TexGenEnabled & (1<<3),
+ texUnit->GenQ.Mode );
+ }
+ }
+}
+
+
+
+/* Very useful debugging tool - produces annotated listing of
+ * generated program with line/function references for each
+ * instruction back into this file:
+ */
+#define DISASSEM 0
+
+
+/* Use uregs to represent registers internally, translate to Mesa's
+ * expected formats on emit.
+ *
+ * NOTE: These are passed by value extensively in this file rather
+ * than as usual by pointer reference. If this disturbs you, try
+ * remembering they are just 32bits in size.
+ *
+ * GCC is smart enough to deal with these dword-sized structures in
+ * much the same way as if I had defined them as dwords and was using
+ * macros to access and set the fields. This is much nicer and easier
+ * to evolve.
+ */
+struct ureg {
+ GLuint file:4;
+ GLint idx:9; /* relative addressing may be negative */
+ /* sizeof(idx) should == sizeof(prog_src_reg::Index) */
+ GLuint negate:1;
+ GLuint swz:12;
+ GLuint pad:6;
+};
+
+
+struct tnl_program {
+ const struct state_key *state;
+ struct gl_vertex_program *program;
+ GLint max_inst; /** number of instructions allocated for program */
+ GLboolean mvp_with_dp4;
+
+ GLuint temp_in_use;
+ GLuint temp_reserved;
+
+ struct ureg eye_position;
+ struct ureg eye_position_z;
+ struct ureg eye_position_normalized;
+ struct ureg transformed_normal;
+ struct ureg identity;
+
+ GLuint materials;
+ GLuint color_materials;
+};
+
+
+static const struct ureg undef = {
+ PROGRAM_UNDEFINED,
+ 0,
+ 0,
+ 0,
+ 0
+};
+
+/* Local shorthand:
+ */
+#define X SWIZZLE_X
+#define Y SWIZZLE_Y
+#define Z SWIZZLE_Z
+#define W SWIZZLE_W
+
+
+/* Construct a ureg:
+ */
+static struct ureg make_ureg(GLuint file, GLint idx)
+{
+ struct ureg reg;
+ reg.file = file;
+ reg.idx = idx;
+ reg.negate = 0;
+ reg.swz = SWIZZLE_NOOP;
+ reg.pad = 0;
+ return reg;
+}
+
+
+
+static struct ureg negate( struct ureg reg )
+{
+ reg.negate ^= 1;
+ return reg;
+}
+
+
+static struct ureg swizzle( struct ureg reg, int x, int y, int z, int w )
+{
+ reg.swz = MAKE_SWIZZLE4(GET_SWZ(reg.swz, x),
+ GET_SWZ(reg.swz, y),
+ GET_SWZ(reg.swz, z),
+ GET_SWZ(reg.swz, w));
+ return reg;
+}
+
+
+static struct ureg swizzle1( struct ureg reg, int x )
+{
+ return swizzle(reg, x, x, x, x);
+}
+
+
+static struct ureg get_temp( struct tnl_program *p )
+{
+ int bit = _mesa_ffs( ~p->temp_in_use );
+ if (!bit) {
+ _mesa_problem(NULL, "%s: out of temporaries\n", __FILE__);
+ exit(1);
+ }
+
+ if ((GLuint) bit > p->program->Base.NumTemporaries)
+ p->program->Base.NumTemporaries = bit;
+
+ p->temp_in_use |= 1<<(bit-1);
+ return make_ureg(PROGRAM_TEMPORARY, bit-1);
+}
+
+
+static struct ureg reserve_temp( struct tnl_program *p )
+{
+ struct ureg temp = get_temp( p );
+ p->temp_reserved |= 1<<temp.idx;
+ return temp;
+}
+
+
+static void release_temp( struct tnl_program *p, struct ureg reg )
+{
+ if (reg.file == PROGRAM_TEMPORARY) {
+ p->temp_in_use &= ~(1<<reg.idx);
+ p->temp_in_use |= p->temp_reserved; /* can't release reserved temps */
+ }
+}
+
+static void release_temps( struct tnl_program *p )
+{
+ p->temp_in_use = p->temp_reserved;
+}
+
+
+static struct ureg register_param5(struct tnl_program *p,
+ GLint s0,
+ GLint s1,
+ GLint s2,
+ GLint s3,
+ GLint s4)
+{
+ gl_state_index tokens[STATE_LENGTH];
+ GLint idx;
+ tokens[0] = s0;
+ tokens[1] = s1;
+ tokens[2] = s2;
+ tokens[3] = s3;
+ tokens[4] = s4;
+ idx = _mesa_add_state_reference( p->program->Base.Parameters, tokens );
+ return make_ureg(PROGRAM_STATE_VAR, idx);
+}
+
+
+#define register_param1(p,s0) register_param5(p,s0,0,0,0,0)
+#define register_param2(p,s0,s1) register_param5(p,s0,s1,0,0,0)
+#define register_param3(p,s0,s1,s2) register_param5(p,s0,s1,s2,0,0)
+#define register_param4(p,s0,s1,s2,s3) register_param5(p,s0,s1,s2,s3,0)
+
+
+
+/**
+ * \param input one of VERT_ATTRIB_x tokens.
+ */
+static struct ureg register_input( struct tnl_program *p, GLuint input )
+{
+ assert(input < 32);
+
+ if (p->state->varying_vp_inputs & (1<<input)) {
+ p->program->Base.InputsRead |= (1<<input);
+ return make_ureg(PROGRAM_INPUT, input);
+ }
+ else {
+ return register_param3( p, STATE_INTERNAL, STATE_CURRENT_ATTRIB, input );
+ }
+}
+
+
+/**
+ * \param input one of VERT_RESULT_x tokens.
+ */
+static struct ureg register_output( struct tnl_program *p, GLuint output )
+{
+ p->program->Base.OutputsWritten |= BITFIELD64_BIT(output);
+ return make_ureg(PROGRAM_OUTPUT, output);
+}
+
+
+static struct ureg register_const4f( struct tnl_program *p,
+ GLfloat s0,
+ GLfloat s1,
+ GLfloat s2,
+ GLfloat s3)
+{
+ gl_constant_value values[4];
+ GLint idx;
+ GLuint swizzle;
+ values[0].f = s0;
+ values[1].f = s1;
+ values[2].f = s2;
+ values[3].f = s3;
+ idx = _mesa_add_unnamed_constant( p->program->Base.Parameters, values, 4,
+ &swizzle );
+ ASSERT(swizzle == SWIZZLE_NOOP);
+ return make_ureg(PROGRAM_CONSTANT, idx);
+}
+
+#define register_const1f(p, s0) register_const4f(p, s0, 0, 0, 1)
+#define register_scalar_const(p, s0) register_const4f(p, s0, s0, s0, s0)
+#define register_const2f(p, s0, s1) register_const4f(p, s0, s1, 0, 1)
+#define register_const3f(p, s0, s1, s2) register_const4f(p, s0, s1, s2, 1)
+
+static GLboolean is_undef( struct ureg reg )
+{
+ return reg.file == PROGRAM_UNDEFINED;
+}
+
+
+static struct ureg get_identity_param( struct tnl_program *p )
+{
+ if (is_undef(p->identity))
+ p->identity = register_const4f(p, 0,0,0,1);
+
+ return p->identity;
+}
+
+static void register_matrix_param5( struct tnl_program *p,
+ GLint s0, /* modelview, projection, etc */
+ GLint s1, /* texture matrix number */
+ GLint s2, /* first row */
+ GLint s3, /* last row */
+ GLint s4, /* inverse, transpose, etc */
+ struct ureg *matrix )
+{
+ GLint i;
+
+ /* This is a bit sad as the support is there to pull the whole
+ * matrix out in one go:
+ */
+ for (i = 0; i <= s3 - s2; i++)
+ matrix[i] = register_param5( p, s0, s1, i, i, s4 );
+}
+
+
+static void emit_arg( struct prog_src_register *src,
+ struct ureg reg )
+{
+ src->File = reg.file;
+ src->Index = reg.idx;
+ src->Swizzle = reg.swz;
+ src->Negate = reg.negate ? NEGATE_XYZW : NEGATE_NONE;
+ src->Abs = 0;
+ src->RelAddr = 0;
+ /* Check that bitfield sizes aren't exceeded */
+ ASSERT(src->Index == reg.idx);
+}
+
+
+static void emit_dst( struct prog_dst_register *dst,
+ struct ureg reg, GLuint mask )
+{
+ dst->File = reg.file;
+ dst->Index = reg.idx;
+ /* allow zero as a shorthand for xyzw */
+ dst->WriteMask = mask ? mask : WRITEMASK_XYZW;
+ dst->CondMask = COND_TR; /* always pass cond test */
+ dst->CondSwizzle = SWIZZLE_NOOP;
+ dst->CondSrc = 0;
+ /* Check that bitfield sizes aren't exceeded */
+ ASSERT(dst->Index == reg.idx);
+}
+
+
+static void debug_insn( struct prog_instruction *inst, const char *fn,
+ GLuint line )
+{
+ if (DISASSEM) {
+ static const char *last_fn;
+
+ if (fn != last_fn) {
+ last_fn = fn;
+ printf("%s:\n", fn);
+ }
+
+ printf("%d:\t", line);
+ _mesa_print_instruction(inst);
+ }
+}
+
+
+static void emit_op3fn(struct tnl_program *p,
+ enum prog_opcode op,
+ struct ureg dest,
+ GLuint mask,
+ struct ureg src0,
+ struct ureg src1,
+ struct ureg src2,
+ const char *fn,
+ GLuint line)
+{
+ GLuint nr;
+ struct prog_instruction *inst;
+
+ assert((GLint) p->program->Base.NumInstructions <= p->max_inst);
+
+ if (p->program->Base.NumInstructions == p->max_inst) {
+ /* need to extend the program's instruction array */
+ struct prog_instruction *newInst;
+
+ /* double the size */
+ p->max_inst *= 2;
+
+ newInst = _mesa_alloc_instructions(p->max_inst);
+ if (!newInst) {
+ _mesa_error(NULL, GL_OUT_OF_MEMORY, "vertex program build");
+ return;
+ }
+
+ _mesa_copy_instructions(newInst,
+ p->program->Base.Instructions,
+ p->program->Base.NumInstructions);
+
+ _mesa_free_instructions(p->program->Base.Instructions,
+ p->program->Base.NumInstructions);
+
+ p->program->Base.Instructions = newInst;
+ }
+
+ nr = p->program->Base.NumInstructions++;
+
+ inst = &p->program->Base.Instructions[nr];
+ inst->Opcode = (enum prog_opcode) op;
+ inst->Data = 0;
+
+ emit_arg( &inst->SrcReg[0], src0 );
+ emit_arg( &inst->SrcReg[1], src1 );
+ emit_arg( &inst->SrcReg[2], src2 );
+
+ emit_dst( &inst->DstReg, dest, mask );
+
+ debug_insn(inst, fn, line);
+}
+
+
+#define emit_op3(p, op, dst, mask, src0, src1, src2) \
+ emit_op3fn(p, op, dst, mask, src0, src1, src2, __FUNCTION__, __LINE__)
+
+#define emit_op2(p, op, dst, mask, src0, src1) \
+ emit_op3fn(p, op, dst, mask, src0, src1, undef, __FUNCTION__, __LINE__)
+
+#define emit_op1(p, op, dst, mask, src0) \
+ emit_op3fn(p, op, dst, mask, src0, undef, undef, __FUNCTION__, __LINE__)
+
+
+static struct ureg make_temp( struct tnl_program *p, struct ureg reg )
+{
+ if (reg.file == PROGRAM_TEMPORARY &&
+ !(p->temp_reserved & (1<<reg.idx)))
+ return reg;
+ else {
+ struct ureg temp = get_temp(p);
+ emit_op1(p, OPCODE_MOV, temp, 0, reg);
+ return temp;
+ }
+}
+
+
+/* Currently no tracking performed of input/output/register size or
+ * active elements. Could be used to reduce these operations, as
+ * could the matrix type.
+ */
+static void emit_matrix_transform_vec4( struct tnl_program *p,
+ struct ureg dest,
+ const struct ureg *mat,
+ struct ureg src)
+{
+ emit_op2(p, OPCODE_DP4, dest, WRITEMASK_X, src, mat[0]);
+ emit_op2(p, OPCODE_DP4, dest, WRITEMASK_Y, src, mat[1]);
+ emit_op2(p, OPCODE_DP4, dest, WRITEMASK_Z, src, mat[2]);
+ emit_op2(p, OPCODE_DP4, dest, WRITEMASK_W, src, mat[3]);
+}
+
+
+/* This version is much easier to implement if writemasks are not
+ * supported natively on the target or (like SSE), the target doesn't
+ * have a clean/obvious dotproduct implementation.
+ */
+static void emit_transpose_matrix_transform_vec4( struct tnl_program *p,
+ struct ureg dest,
+ const struct ureg *mat,
+ struct ureg src)
+{
+ struct ureg tmp;
+
+ if (dest.file != PROGRAM_TEMPORARY)
+ tmp = get_temp(p);
+ else
+ tmp = dest;
+
+ emit_op2(p, OPCODE_MUL, tmp, 0, swizzle1(src,X), mat[0]);
+ emit_op3(p, OPCODE_MAD, tmp, 0, swizzle1(src,Y), mat[1], tmp);
+ emit_op3(p, OPCODE_MAD, tmp, 0, swizzle1(src,Z), mat[2], tmp);
+ emit_op3(p, OPCODE_MAD, dest, 0, swizzle1(src,W), mat[3], tmp);
+
+ if (dest.file != PROGRAM_TEMPORARY)
+ release_temp(p, tmp);
+}
+
+
+static void emit_matrix_transform_vec3( struct tnl_program *p,
+ struct ureg dest,
+ const struct ureg *mat,
+ struct ureg src)
+{
+ emit_op2(p, OPCODE_DP3, dest, WRITEMASK_X, src, mat[0]);
+ emit_op2(p, OPCODE_DP3, dest, WRITEMASK_Y, src, mat[1]);
+ emit_op2(p, OPCODE_DP3, dest, WRITEMASK_Z, src, mat[2]);
+}
+
+
+static void emit_normalize_vec3( struct tnl_program *p,
+ struct ureg dest,
+ struct ureg src )
+{
+#if 0
+ /* XXX use this when drivers are ready for NRM3 */
+ emit_op1(p, OPCODE_NRM3, dest, WRITEMASK_XYZ, src);
+#else
+ struct ureg tmp = get_temp(p);
+ emit_op2(p, OPCODE_DP3, tmp, WRITEMASK_X, src, src);
+ emit_op1(p, OPCODE_RSQ, tmp, WRITEMASK_X, tmp);
+ emit_op2(p, OPCODE_MUL, dest, 0, src, swizzle1(tmp, X));
+ release_temp(p, tmp);
+#endif
+}
+
+
+static void emit_passthrough( struct tnl_program *p,
+ GLuint input,
+ GLuint output )
+{
+ struct ureg out = register_output(p, output);
+ emit_op1(p, OPCODE_MOV, out, 0, register_input(p, input));
+}
+
+
+static struct ureg get_eye_position( struct tnl_program *p )
+{
+ if (is_undef(p->eye_position)) {
+ struct ureg pos = register_input( p, VERT_ATTRIB_POS );
+ struct ureg modelview[4];
+
+ p->eye_position = reserve_temp(p);
+
+ if (p->mvp_with_dp4) {
+ register_matrix_param5( p, STATE_MODELVIEW_MATRIX, 0, 0, 3,
+ 0, modelview );
+
+ emit_matrix_transform_vec4(p, p->eye_position, modelview, pos);
+ }
+ else {
+ register_matrix_param5( p, STATE_MODELVIEW_MATRIX, 0, 0, 3,
+ STATE_MATRIX_TRANSPOSE, modelview );
+
+ emit_transpose_matrix_transform_vec4(p, p->eye_position, modelview, pos);
+ }
+ }
+
+ return p->eye_position;
+}
+
+
+static struct ureg get_eye_position_z( struct tnl_program *p )
+{
+ if (!is_undef(p->eye_position))
+ return swizzle1(p->eye_position, Z);
+
+ if (is_undef(p->eye_position_z)) {
+ struct ureg pos = register_input( p, VERT_ATTRIB_POS );
+ struct ureg modelview[4];
+
+ p->eye_position_z = reserve_temp(p);
+
+ register_matrix_param5( p, STATE_MODELVIEW_MATRIX, 0, 0, 3,
+ 0, modelview );
+
+ emit_op2(p, OPCODE_DP4, p->eye_position_z, 0, pos, modelview[2]);
+ }
+
+ return p->eye_position_z;
+}
+
+
+static struct ureg get_eye_position_normalized( struct tnl_program *p )
+{
+ if (is_undef(p->eye_position_normalized)) {
+ struct ureg eye = get_eye_position(p);
+ p->eye_position_normalized = reserve_temp(p);
+ emit_normalize_vec3(p, p->eye_position_normalized, eye);
+ }
+
+ return p->eye_position_normalized;
+}
+
+
+static struct ureg get_transformed_normal( struct tnl_program *p )
+{
+ if (is_undef(p->transformed_normal) &&
+ !p->state->need_eye_coords &&
+ !p->state->normalize &&
+ !(p->state->need_eye_coords == p->state->rescale_normals))
+ {
+ p->transformed_normal = register_input(p, VERT_ATTRIB_NORMAL );
+ }
+ else if (is_undef(p->transformed_normal))
+ {
+ struct ureg normal = register_input(p, VERT_ATTRIB_NORMAL );
+ struct ureg mvinv[3];
+ struct ureg transformed_normal = reserve_temp(p);
+
+ if (p->state->need_eye_coords) {
+ register_matrix_param5( p, STATE_MODELVIEW_MATRIX, 0, 0, 2,
+ STATE_MATRIX_INVTRANS, mvinv );
+
+ /* Transform to eye space:
+ */
+ emit_matrix_transform_vec3( p, transformed_normal, mvinv, normal );
+ normal = transformed_normal;
+ }
+
+ /* Normalize/Rescale:
+ */
+ if (p->state->normalize) {
+ emit_normalize_vec3( p, transformed_normal, normal );
+ normal = transformed_normal;
+ }
+ else if (p->state->need_eye_coords == p->state->rescale_normals) {
+ /* This is already adjusted for eye/non-eye rendering:
+ */
+ struct ureg rescale = register_param2(p, STATE_INTERNAL,
+ STATE_NORMAL_SCALE);
+
+ emit_op2( p, OPCODE_MUL, transformed_normal, 0, normal, rescale );
+ normal = transformed_normal;
+ }
+
+ assert(normal.file == PROGRAM_TEMPORARY);
+ p->transformed_normal = normal;
+ }
+
+ return p->transformed_normal;
+}
+
+
+static void build_hpos( struct tnl_program *p )
+{
+ struct ureg pos = register_input( p, VERT_ATTRIB_POS );
+ struct ureg hpos = register_output( p, VERT_RESULT_HPOS );
+ struct ureg mvp[4];
+
+ if (p->mvp_with_dp4) {
+ register_matrix_param5( p, STATE_MVP_MATRIX, 0, 0, 3,
+ 0, mvp );
+ emit_matrix_transform_vec4( p, hpos, mvp, pos );
+ }
+ else {
+ register_matrix_param5( p, STATE_MVP_MATRIX, 0, 0, 3,
+ STATE_MATRIX_TRANSPOSE, mvp );
+ emit_transpose_matrix_transform_vec4( p, hpos, mvp, pos );
+ }
+}
+
+
+static GLuint material_attrib( GLuint side, GLuint property )
+{
+ return (property - STATE_AMBIENT) * 2 + side;
+}
+
+
+/**
+ * Get a bitmask of which material values vary on a per-vertex basis.
+ */
+static void set_material_flags( struct tnl_program *p )
+{
+ p->color_materials = 0;
+ p->materials = 0;
+
+ if (p->state->varying_vp_inputs & VERT_BIT_COLOR0) {
+ p->materials =
+ p->color_materials = p->state->light_color_material_mask;
+ }
+
+ p->materials |= (p->state->varying_vp_inputs >> 16);
+}
+
+
+static struct ureg get_material( struct tnl_program *p, GLuint side,
+ GLuint property )
+{
+ GLuint attrib = material_attrib(side, property);
+
+ if (p->color_materials & (1<<attrib))
+ return register_input(p, VERT_ATTRIB_COLOR0);
+ else if (p->materials & (1<<attrib)) {
+ /* Put material values in the GENERIC slots -- they are not used
+ * for anything in fixed function mode.
+ */
+ return register_input( p, attrib + VERT_ATTRIB_GENERIC0 );
+ }
+ else
+ return register_param3( p, STATE_MATERIAL, side, property );
+}
+
+#define SCENE_COLOR_BITS(side) (( MAT_BIT_FRONT_EMISSION | \
+ MAT_BIT_FRONT_AMBIENT | \
+ MAT_BIT_FRONT_DIFFUSE) << (side))
+
+
+/**
+ * Either return a precalculated constant value or emit code to
+ * calculate these values dynamically in the case where material calls
+ * are present between begin/end pairs.
+ *
+ * Probably want to shift this to the program compilation phase - if
+ * we always emitted the calculation here, a smart compiler could
+ * detect that it was constant (given a certain set of inputs), and
+ * lift it out of the main loop. That way the programs created here
+ * would be independent of the vertex_buffer details.
+ */
+static struct ureg get_scenecolor( struct tnl_program *p, GLuint side )
+{
+ if (p->materials & SCENE_COLOR_BITS(side)) {
+ struct ureg lm_ambient = register_param1(p, STATE_LIGHTMODEL_AMBIENT);
+ struct ureg material_emission = get_material(p, side, STATE_EMISSION);
+ struct ureg material_ambient = get_material(p, side, STATE_AMBIENT);
+ struct ureg material_diffuse = get_material(p, side, STATE_DIFFUSE);
+ struct ureg tmp = make_temp(p, material_diffuse);
+ emit_op3(p, OPCODE_MAD, tmp, WRITEMASK_XYZ, lm_ambient,
+ material_ambient, material_emission);
+ return tmp;
+ }
+ else
+ return register_param2( p, STATE_LIGHTMODEL_SCENECOLOR, side );
+}
+
+
+static struct ureg get_lightprod( struct tnl_program *p, GLuint light,
+ GLuint side, GLuint property )
+{
+ GLuint attrib = material_attrib(side, property);
+ if (p->materials & (1<<attrib)) {
+ struct ureg light_value =
+ register_param3(p, STATE_LIGHT, light, property);
+ struct ureg material_value = get_material(p, side, property);
+ struct ureg tmp = get_temp(p);
+ emit_op2(p, OPCODE_MUL, tmp, 0, light_value, material_value);
+ return tmp;
+ }
+ else
+ return register_param4(p, STATE_LIGHTPROD, light, side, property);
+}
+
+
+static struct ureg calculate_light_attenuation( struct tnl_program *p,
+ GLuint i,
+ struct ureg VPpli,
+ struct ureg dist )
+{
+ struct ureg attenuation = register_param3(p, STATE_LIGHT, i,
+ STATE_ATTENUATION);
+ struct ureg att = get_temp(p);
+
+ /* Calculate spot attenuation:
+ */
+ if (!p->state->unit[i].light_spotcutoff_is_180) {
+ struct ureg spot_dir_norm = register_param3(p, STATE_INTERNAL,
+ STATE_LIGHT_SPOT_DIR_NORMALIZED, i);
+ struct ureg spot = get_temp(p);
+ struct ureg slt = get_temp(p);
+
+ emit_op2(p, OPCODE_DP3, spot, 0, negate(VPpli), spot_dir_norm);
+ emit_op2(p, OPCODE_SLT, slt, 0, swizzle1(spot_dir_norm,W), spot);
+ emit_op2(p, OPCODE_POW, spot, 0, spot, swizzle1(attenuation, W));
+ emit_op2(p, OPCODE_MUL, att, 0, slt, spot);
+
+ release_temp(p, spot);
+ release_temp(p, slt);
+ }
+
+ /* Calculate distance attenuation:
+ */
+ if (p->state->unit[i].light_attenuated) {
+ /* 1/d,d,d,1/d */
+ emit_op1(p, OPCODE_RCP, dist, WRITEMASK_YZ, dist);
+ /* 1,d,d*d,1/d */
+ emit_op2(p, OPCODE_MUL, dist, WRITEMASK_XZ, dist, swizzle1(dist,Y));
+ /* 1/dist-atten */
+ emit_op2(p, OPCODE_DP3, dist, 0, attenuation, dist);
+
+ if (!p->state->unit[i].light_spotcutoff_is_180) {
+ /* dist-atten */
+ emit_op1(p, OPCODE_RCP, dist, 0, dist);
+ /* spot-atten * dist-atten */
+ emit_op2(p, OPCODE_MUL, att, 0, dist, att);
+ }
+ else {
+ /* dist-atten */
+ emit_op1(p, OPCODE_RCP, att, 0, dist);
+ }
+ }
+
+ return att;
+}
+
+
+/**
+ * Compute:
+ * lit.y = MAX(0, dots.x)
+ * lit.z = SLT(0, dots.x)
+ */
+static void emit_degenerate_lit( struct tnl_program *p,
+ struct ureg lit,
+ struct ureg dots )
+{
+ struct ureg id = get_identity_param(p); /* id = {0,0,0,1} */
+
+ /* Note that lit.x & lit.w will not be examined. Note also that
+ * dots.xyzw == dots.xxxx.
+ */
+
+ /* MAX lit, id, dots;
+ */
+ emit_op2(p, OPCODE_MAX, lit, WRITEMASK_XYZW, id, dots);
+
+ /* result[2] = (in > 0 ? 1 : 0)
+ * SLT lit.z, id.z, dots; # lit.z = (0 < dots.z) ? 1 : 0
+ */
+ emit_op2(p, OPCODE_SLT, lit, WRITEMASK_Z, swizzle1(id,Z), dots);
+}
+
+
+/* Need to add some addtional parameters to allow lighting in object
+ * space - STATE_SPOT_DIRECTION and STATE_HALF_VECTOR implicitly assume eye
+ * space lighting.
+ */
+static void build_lighting( struct tnl_program *p )
+{
+ const GLboolean twoside = p->state->light_twoside;
+ const GLboolean separate = p->state->separate_specular;
+ GLuint nr_lights = 0, count = 0;
+ struct ureg normal = get_transformed_normal(p);
+ struct ureg lit = get_temp(p);
+ struct ureg dots = get_temp(p);
+ struct ureg _col0 = undef, _col1 = undef;
+ struct ureg _bfc0 = undef, _bfc1 = undef;
+ GLuint i;
+
+ /*
+ * NOTE:
+ * dots.x = dot(normal, VPpli)
+ * dots.y = dot(normal, halfAngle)
+ * dots.z = back.shininess
+ * dots.w = front.shininess
+ */
+
+ for (i = 0; i < MAX_LIGHTS; i++)
+ if (p->state->unit[i].light_enabled)
+ nr_lights++;
+
+ set_material_flags(p);
+
+ {
+ if (!p->state->material_shininess_is_zero) {
+ struct ureg shininess = get_material(p, 0, STATE_SHININESS);
+ emit_op1(p, OPCODE_MOV, dots, WRITEMASK_W, swizzle1(shininess,X));
+ release_temp(p, shininess);
+ }
+
+ _col0 = make_temp(p, get_scenecolor(p, 0));
+ if (separate)
+ _col1 = make_temp(p, get_identity_param(p));
+ else
+ _col1 = _col0;
+ }
+
+ if (twoside) {
+ if (!p->state->material_shininess_is_zero) {
+ /* Note that we negate the back-face specular exponent here.
+ * The negation will be un-done later in the back-face code below.
+ */
+ struct ureg shininess = get_material(p, 1, STATE_SHININESS);
+ emit_op1(p, OPCODE_MOV, dots, WRITEMASK_Z,
+ negate(swizzle1(shininess,X)));
+ release_temp(p, shininess);
+ }
+
+ _bfc0 = make_temp(p, get_scenecolor(p, 1));
+ if (separate)
+ _bfc1 = make_temp(p, get_identity_param(p));
+ else
+ _bfc1 = _bfc0;
+ }
+
+ /* If no lights, still need to emit the scenecolor.
+ */
+ {
+ struct ureg res0 = register_output( p, VERT_RESULT_COL0 );
+ emit_op1(p, OPCODE_MOV, res0, 0, _col0);
+ }
+
+ if (separate) {
+ struct ureg res1 = register_output( p, VERT_RESULT_COL1 );
+ emit_op1(p, OPCODE_MOV, res1, 0, _col1);
+ }
+
+ if (twoside) {
+ struct ureg res0 = register_output( p, VERT_RESULT_BFC0 );
+ emit_op1(p, OPCODE_MOV, res0, 0, _bfc0);
+ }
+
+ if (twoside && separate) {
+ struct ureg res1 = register_output( p, VERT_RESULT_BFC1 );
+ emit_op1(p, OPCODE_MOV, res1, 0, _bfc1);
+ }
+
+ if (nr_lights == 0) {
+ release_temps(p);
+ return;
+ }
+
+ for (i = 0; i < MAX_LIGHTS; i++) {
+ if (p->state->unit[i].light_enabled) {
+ struct ureg half = undef;
+ struct ureg att = undef, VPpli = undef;
+
+ count++;
+
+ if (p->state->unit[i].light_eyepos3_is_zero) {
+ /* Can used precomputed constants in this case.
+ * Attenuation never applies to infinite lights.
+ */
+ VPpli = register_param3(p, STATE_INTERNAL,
+ STATE_LIGHT_POSITION_NORMALIZED, i);
+
+ if (!p->state->material_shininess_is_zero) {
+ if (p->state->light_local_viewer) {
+ struct ureg eye_hat = get_eye_position_normalized(p);
+ half = get_temp(p);
+ emit_op2(p, OPCODE_SUB, half, 0, VPpli, eye_hat);
+ emit_normalize_vec3(p, half, half);
+ }
+ else {
+ half = register_param3(p, STATE_INTERNAL,
+ STATE_LIGHT_HALF_VECTOR, i);
+ }
+ }
+ }
+ else {
+ struct ureg Ppli = register_param3(p, STATE_INTERNAL,
+ STATE_LIGHT_POSITION, i);
+ struct ureg V = get_eye_position(p);
+ struct ureg dist = get_temp(p);
+
+ VPpli = get_temp(p);
+
+ /* Calculate VPpli vector
+ */
+ emit_op2(p, OPCODE_SUB, VPpli, 0, Ppli, V);
+
+ /* Normalize VPpli. The dist value also used in
+ * attenuation below.
+ */
+ emit_op2(p, OPCODE_DP3, dist, 0, VPpli, VPpli);
+ emit_op1(p, OPCODE_RSQ, dist, 0, dist);
+ emit_op2(p, OPCODE_MUL, VPpli, 0, VPpli, dist);
+
+ /* Calculate attenuation:
+ */
+ if (!p->state->unit[i].light_spotcutoff_is_180 ||
+ p->state->unit[i].light_attenuated) {
+ att = calculate_light_attenuation(p, i, VPpli, dist);
+ }
+
+ /* Calculate viewer direction, or use infinite viewer:
+ */
+ if (!p->state->material_shininess_is_zero) {
+ half = get_temp(p);
+
+ if (p->state->light_local_viewer) {
+ struct ureg eye_hat = get_eye_position_normalized(p);
+ emit_op2(p, OPCODE_SUB, half, 0, VPpli, eye_hat);
+ }
+ else {
+ struct ureg z_dir = swizzle(get_identity_param(p),X,Y,W,Z);
+ emit_op2(p, OPCODE_ADD, half, 0, VPpli, z_dir);
+ }
+
+ emit_normalize_vec3(p, half, half);
+ }
+
+ release_temp(p, dist);
+ }
+
+ /* Calculate dot products:
+ */
+ if (p->state->material_shininess_is_zero) {
+ emit_op2(p, OPCODE_DP3, dots, 0, normal, VPpli);
+ }
+ else {
+ emit_op2(p, OPCODE_DP3, dots, WRITEMASK_X, normal, VPpli);
+ emit_op2(p, OPCODE_DP3, dots, WRITEMASK_Y, normal, half);
+ }
+
+ /* Front face lighting:
+ */
+ {
+ struct ureg ambient = get_lightprod(p, i, 0, STATE_AMBIENT);
+ struct ureg diffuse = get_lightprod(p, i, 0, STATE_DIFFUSE);
+ struct ureg specular = get_lightprod(p, i, 0, STATE_SPECULAR);
+ struct ureg res0, res1;
+ GLuint mask0, mask1;
+
+ if (count == nr_lights) {
+ if (separate) {
+ mask0 = WRITEMASK_XYZ;
+ mask1 = WRITEMASK_XYZ;
+ res0 = register_output( p, VERT_RESULT_COL0 );
+ res1 = register_output( p, VERT_RESULT_COL1 );
+ }
+ else {
+ mask0 = 0;
+ mask1 = WRITEMASK_XYZ;
+ res0 = _col0;
+ res1 = register_output( p, VERT_RESULT_COL0 );
+ }
+ }
+ else {
+ mask0 = 0;
+ mask1 = 0;
+ res0 = _col0;
+ res1 = _col1;
+ }
+
+ if (!is_undef(att)) {
+ /* light is attenuated by distance */
+ emit_op1(p, OPCODE_LIT, lit, 0, dots);
+ emit_op2(p, OPCODE_MUL, lit, 0, lit, att);
+ emit_op3(p, OPCODE_MAD, _col0, 0, swizzle1(lit,X), ambient, _col0);
+ }
+ else if (!p->state->material_shininess_is_zero) {
+ /* there's a non-zero specular term */
+ emit_op1(p, OPCODE_LIT, lit, 0, dots);
+ emit_op2(p, OPCODE_ADD, _col0, 0, ambient, _col0);
+ }
+ else {
+ /* no attenutation, no specular */
+ emit_degenerate_lit(p, lit, dots);
+ emit_op2(p, OPCODE_ADD, _col0, 0, ambient, _col0);
+ }
+
+ emit_op3(p, OPCODE_MAD, res0, mask0, swizzle1(lit,Y), diffuse, _col0);
+ emit_op3(p, OPCODE_MAD, res1, mask1, swizzle1(lit,Z), specular, _col1);
+
+ release_temp(p, ambient);
+ release_temp(p, diffuse);
+ release_temp(p, specular);
+ }
+
+ /* Back face lighting:
+ */
+ if (twoside) {
+ struct ureg ambient = get_lightprod(p, i, 1, STATE_AMBIENT);
+ struct ureg diffuse = get_lightprod(p, i, 1, STATE_DIFFUSE);
+ struct ureg specular = get_lightprod(p, i, 1, STATE_SPECULAR);
+ struct ureg res0, res1;
+ GLuint mask0, mask1;
+
+ if (count == nr_lights) {
+ if (separate) {
+ mask0 = WRITEMASK_XYZ;
+ mask1 = WRITEMASK_XYZ;
+ res0 = register_output( p, VERT_RESULT_BFC0 );
+ res1 = register_output( p, VERT_RESULT_BFC1 );
+ }
+ else {
+ mask0 = 0;
+ mask1 = WRITEMASK_XYZ;
+ res0 = _bfc0;
+ res1 = register_output( p, VERT_RESULT_BFC0 );
+ }
+ }
+ else {
+ res0 = _bfc0;
+ res1 = _bfc1;
+ mask0 = 0;
+ mask1 = 0;
+ }
+
+ /* For the back face we need to negate the X and Y component
+ * dot products. dots.Z has the negated back-face specular
+ * exponent. We swizzle that into the W position. This
+ * negation makes the back-face specular term positive again.
+ */
+ dots = negate(swizzle(dots,X,Y,W,Z));
+
+ if (!is_undef(att)) {
+ emit_op1(p, OPCODE_LIT, lit, 0, dots);
+ emit_op2(p, OPCODE_MUL, lit, 0, lit, att);
+ emit_op3(p, OPCODE_MAD, _bfc0, 0, swizzle1(lit,X), ambient, _bfc0);
+ }
+ else if (!p->state->material_shininess_is_zero) {
+ emit_op1(p, OPCODE_LIT, lit, 0, dots);
+ emit_op2(p, OPCODE_ADD, _bfc0, 0, ambient, _bfc0); /**/
+ }
+ else {
+ emit_degenerate_lit(p, lit, dots);
+ emit_op2(p, OPCODE_ADD, _bfc0, 0, ambient, _bfc0);
+ }
+
+ emit_op3(p, OPCODE_MAD, res0, mask0, swizzle1(lit,Y), diffuse, _bfc0);
+ emit_op3(p, OPCODE_MAD, res1, mask1, swizzle1(lit,Z), specular, _bfc1);
+ /* restore dots to its original state for subsequent lights
+ * by negating and swizzling again.
+ */
+ dots = negate(swizzle(dots,X,Y,W,Z));
+
+ release_temp(p, ambient);
+ release_temp(p, diffuse);
+ release_temp(p, specular);
+ }
+
+ release_temp(p, half);
+ release_temp(p, VPpli);
+ release_temp(p, att);
+ }
+ }
+
+ release_temps( p );
+}
+
+
+static void build_fog( struct tnl_program *p )
+{
+ struct ureg fog = register_output(p, VERT_RESULT_FOGC);
+ struct ureg input;
+
+ if (p->state->fog_source_is_depth) {
+ input = get_eye_position_z(p);
+ }
+ else {
+ input = swizzle1(register_input(p, VERT_ATTRIB_FOG), X);
+ }
+
+ /* result.fog = {abs(f),0,0,1}; */
+ emit_op1(p, OPCODE_ABS, fog, WRITEMASK_X, input);
+ emit_op1(p, OPCODE_MOV, fog, WRITEMASK_YZW, get_identity_param(p));
+}
+
+
+static void build_reflect_texgen( struct tnl_program *p,
+ struct ureg dest,
+ GLuint writemask )
+{
+ struct ureg normal = get_transformed_normal(p);
+ struct ureg eye_hat = get_eye_position_normalized(p);
+ struct ureg tmp = get_temp(p);
+
+ /* n.u */
+ emit_op2(p, OPCODE_DP3, tmp, 0, normal, eye_hat);
+ /* 2n.u */
+ emit_op2(p, OPCODE_ADD, tmp, 0, tmp, tmp);
+ /* (-2n.u)n + u */
+ emit_op3(p, OPCODE_MAD, dest, writemask, negate(tmp), normal, eye_hat);
+
+ release_temp(p, tmp);
+}
+
+
+static void build_sphere_texgen( struct tnl_program *p,
+ struct ureg dest,
+ GLuint writemask )
+{
+ struct ureg normal = get_transformed_normal(p);
+ struct ureg eye_hat = get_eye_position_normalized(p);
+ struct ureg tmp = get_temp(p);
+ struct ureg half = register_scalar_const(p, .5);
+ struct ureg r = get_temp(p);
+ struct ureg inv_m = get_temp(p);
+ struct ureg id = get_identity_param(p);
+
+ /* Could share the above calculations, but it would be
+ * a fairly odd state for someone to set (both sphere and
+ * reflection active for different texture coordinate
+ * components. Of course - if two texture units enable
+ * reflect and/or sphere, things start to tilt in favour
+ * of seperating this out:
+ */
+
+ /* n.u */
+ emit_op2(p, OPCODE_DP3, tmp, 0, normal, eye_hat);
+ /* 2n.u */
+ emit_op2(p, OPCODE_ADD, tmp, 0, tmp, tmp);
+ /* (-2n.u)n + u */
+ emit_op3(p, OPCODE_MAD, r, 0, negate(tmp), normal, eye_hat);
+ /* r + 0,0,1 */
+ emit_op2(p, OPCODE_ADD, tmp, 0, r, swizzle(id,X,Y,W,Z));
+ /* rx^2 + ry^2 + (rz+1)^2 */
+ emit_op2(p, OPCODE_DP3, tmp, 0, tmp, tmp);
+ /* 2/m */
+ emit_op1(p, OPCODE_RSQ, tmp, 0, tmp);
+ /* 1/m */
+ emit_op2(p, OPCODE_MUL, inv_m, 0, tmp, half);
+ /* r/m + 1/2 */
+ emit_op3(p, OPCODE_MAD, dest, writemask, r, inv_m, half);
+
+ release_temp(p, tmp);
+ release_temp(p, r);
+ release_temp(p, inv_m);
+}
+
+
+static void build_texture_transform( struct tnl_program *p )
+{
+ GLuint i, j;
+
+ for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
+
+ if (!(p->state->fragprog_inputs_read & FRAG_BIT_TEX(i)))
+ continue;
+
+ if (p->state->unit[i].coord_replace)
+ continue;
+
+ if (p->state->unit[i].texgen_enabled ||
+ p->state->unit[i].texmat_enabled) {
+
+ GLuint texmat_enabled = p->state->unit[i].texmat_enabled;
+ struct ureg out = register_output(p, VERT_RESULT_TEX0 + i);
+ struct ureg out_texgen = undef;
+
+ if (p->state->unit[i].texgen_enabled) {
+ GLuint copy_mask = 0;
+ GLuint sphere_mask = 0;
+ GLuint reflect_mask = 0;
+ GLuint normal_mask = 0;
+ GLuint modes[4];
+
+ if (texmat_enabled)
+ out_texgen = get_temp(p);
+ else
+ out_texgen = out;
+
+ modes[0] = p->state->unit[i].texgen_mode0;
+ modes[1] = p->state->unit[i].texgen_mode1;
+ modes[2] = p->state->unit[i].texgen_mode2;
+ modes[3] = p->state->unit[i].texgen_mode3;
+
+ for (j = 0; j < 4; j++) {
+ switch (modes[j]) {
+ case TXG_OBJ_LINEAR: {
+ struct ureg obj = register_input(p, VERT_ATTRIB_POS);
+ struct ureg plane =
+ register_param3(p, STATE_TEXGEN, i,
+ STATE_TEXGEN_OBJECT_S + j);
+
+ emit_op2(p, OPCODE_DP4, out_texgen, WRITEMASK_X << j,
+ obj, plane );
+ break;
+ }
+ case TXG_EYE_LINEAR: {
+ struct ureg eye = get_eye_position(p);
+ struct ureg plane =
+ register_param3(p, STATE_TEXGEN, i,
+ STATE_TEXGEN_EYE_S + j);
+
+ emit_op2(p, OPCODE_DP4, out_texgen, WRITEMASK_X << j,
+ eye, plane );
+ break;
+ }
+ case TXG_SPHERE_MAP:
+ sphere_mask |= WRITEMASK_X << j;
+ break;
+ case TXG_REFLECTION_MAP:
+ reflect_mask |= WRITEMASK_X << j;
+ break;
+ case TXG_NORMAL_MAP:
+ normal_mask |= WRITEMASK_X << j;
+ break;
+ case TXG_NONE:
+ copy_mask |= WRITEMASK_X << j;
+ }
+ }
+
+ if (sphere_mask) {
+ build_sphere_texgen(p, out_texgen, sphere_mask);
+ }
+
+ if (reflect_mask) {
+ build_reflect_texgen(p, out_texgen, reflect_mask);
+ }
+
+ if (normal_mask) {
+ struct ureg normal = get_transformed_normal(p);
+ emit_op1(p, OPCODE_MOV, out_texgen, normal_mask, normal );
+ }
+
+ if (copy_mask) {
+ struct ureg in = register_input(p, VERT_ATTRIB_TEX0+i);
+ emit_op1(p, OPCODE_MOV, out_texgen, copy_mask, in );
+ }
+ }
+
+ if (texmat_enabled) {
+ struct ureg texmat[4];
+ struct ureg in = (!is_undef(out_texgen) ?
+ out_texgen :
+ register_input(p, VERT_ATTRIB_TEX0+i));
+ if (p->mvp_with_dp4) {
+ register_matrix_param5( p, STATE_TEXTURE_MATRIX, i, 0, 3,
+ 0, texmat );
+ emit_matrix_transform_vec4( p, out, texmat, in );
+ }
+ else {
+ register_matrix_param5( p, STATE_TEXTURE_MATRIX, i, 0, 3,
+ STATE_MATRIX_TRANSPOSE, texmat );
+ emit_transpose_matrix_transform_vec4( p, out, texmat, in );
+ }
+ }
+
+ release_temps(p);
+ }
+ else {
+ emit_passthrough(p, VERT_ATTRIB_TEX0+i, VERT_RESULT_TEX0+i);
+ }
+ }
+}
+
+
+/**
+ * Point size attenuation computation.
+ */
+static void build_atten_pointsize( struct tnl_program *p )
+{
+ struct ureg eye = get_eye_position_z(p);
+ struct ureg state_size = register_param2(p, STATE_INTERNAL, STATE_POINT_SIZE_CLAMPED);
+ struct ureg state_attenuation = register_param1(p, STATE_POINT_ATTENUATION);
+ struct ureg out = register_output(p, VERT_RESULT_PSIZ);
+ struct ureg ut = get_temp(p);
+
+ /* dist = |eyez| */
+ emit_op1(p, OPCODE_ABS, ut, WRITEMASK_Y, swizzle1(eye, Z));
+ /* p1 + dist * (p2 + dist * p3); */
+ emit_op3(p, OPCODE_MAD, ut, WRITEMASK_X, swizzle1(ut, Y),
+ swizzle1(state_attenuation, Z), swizzle1(state_attenuation, Y));
+ emit_op3(p, OPCODE_MAD, ut, WRITEMASK_X, swizzle1(ut, Y),
+ ut, swizzle1(state_attenuation, X));
+
+ /* 1 / sqrt(factor) */
+ emit_op1(p, OPCODE_RSQ, ut, WRITEMASK_X, ut );
+
+#if 0
+ /* out = pointSize / sqrt(factor) */
+ emit_op2(p, OPCODE_MUL, out, WRITEMASK_X, ut, state_size);
+#else
+ /* this is a good place to clamp the point size since there's likely
+ * no hardware registers to clamp point size at rasterization time.
+ */
+ emit_op2(p, OPCODE_MUL, ut, WRITEMASK_X, ut, state_size);
+ emit_op2(p, OPCODE_MAX, ut, WRITEMASK_X, ut, swizzle1(state_size, Y));
+ emit_op2(p, OPCODE_MIN, out, WRITEMASK_X, ut, swizzle1(state_size, Z));
+#endif
+
+ release_temp(p, ut);
+}
+
+
+/**
+ * Pass-though per-vertex point size, from user's point size array.
+ */
+static void build_array_pointsize( struct tnl_program *p )
+{
+ struct ureg in = register_input(p, VERT_ATTRIB_POINT_SIZE);
+ struct ureg out = register_output(p, VERT_RESULT_PSIZ);
+ emit_op1(p, OPCODE_MOV, out, WRITEMASK_X, in);
+}
+
+
+static void build_tnl_program( struct tnl_program *p )
+{
+ /* Emit the program, starting with modelviewproject:
+ */
+ build_hpos(p);
+
+ /* Lighting calculations:
+ */
+ if (p->state->fragprog_inputs_read & (FRAG_BIT_COL0|FRAG_BIT_COL1)) {
+ if (p->state->light_global_enabled)
+ build_lighting(p);
+ else {
+ if (p->state->fragprog_inputs_read & FRAG_BIT_COL0)
+ emit_passthrough(p, VERT_ATTRIB_COLOR0, VERT_RESULT_COL0);
+
+ if (p->state->fragprog_inputs_read & FRAG_BIT_COL1)
+ emit_passthrough(p, VERT_ATTRIB_COLOR1, VERT_RESULT_COL1);
+ }
+ }
+
+ if (p->state->fragprog_inputs_read & FRAG_BIT_FOGC)
+ build_fog(p);
+
+ if (p->state->fragprog_inputs_read & FRAG_BITS_TEX_ANY)
+ build_texture_transform(p);
+
+ if (p->state->point_attenuated)
+ build_atten_pointsize(p);
+ else if (p->state->point_array)
+ build_array_pointsize(p);
+
+ /* Finish up:
+ */
+ emit_op1(p, OPCODE_END, undef, 0, undef);
+
+ /* Disassemble:
+ */
+ if (DISASSEM) {
+ printf ("\n");
+ }
+}
+
+
+static void
+create_new_program( const struct state_key *key,
+ struct gl_vertex_program *program,
+ GLboolean mvp_with_dp4,
+ GLuint max_temps)
+{
+ struct tnl_program p;
+
+ memset(&p, 0, sizeof(p));
+ p.state = key;
+ p.program = program;
+ p.eye_position = undef;
+ p.eye_position_z = undef;
+ p.eye_position_normalized = undef;
+ p.transformed_normal = undef;
+ p.identity = undef;
+ p.temp_in_use = 0;
+ p.mvp_with_dp4 = mvp_with_dp4;
+
+ if (max_temps >= sizeof(int) * 8)
+ p.temp_reserved = 0;
+ else
+ p.temp_reserved = ~((1<<max_temps)-1);
+
+ /* Start by allocating 32 instructions.
+ * If we need more, we'll grow the instruction array as needed.
+ */
+ p.max_inst = 32;
+ p.program->Base.Instructions = _mesa_alloc_instructions(p.max_inst);
+ p.program->Base.String = NULL;
+ p.program->Base.NumInstructions =
+ p.program->Base.NumTemporaries =
+ p.program->Base.NumParameters =
+ p.program->Base.NumAttributes = p.program->Base.NumAddressRegs = 0;
+ p.program->Base.Parameters = _mesa_new_parameter_list();
+ p.program->Base.InputsRead = 0;
+ p.program->Base.OutputsWritten = 0;
+
+ build_tnl_program( &p );
+}
+
+
+/**
+ * Return a vertex program which implements the current fixed-function
+ * transform/lighting/texgen operations.
+ * XXX move this into core mesa (main/)
+ */
+struct gl_vertex_program *
+_mesa_get_fixed_func_vertex_program(struct gl_context *ctx)
+{
+ struct gl_vertex_program *prog;
+ struct state_key key;
+
+ /* Grab all the relevent state and put it in a single structure:
+ */
+ make_state_key(ctx, &key);
+
+ /* Look for an already-prepared program for this state:
+ */
+ prog = (struct gl_vertex_program *)
+ _mesa_search_program_cache(ctx->VertexProgram.Cache, &key, sizeof(key));
+
+ if (!prog) {
+ /* OK, we'll have to build a new one */
+ if (0)
+ printf("Build new TNL program\n");
+
+ prog = (struct gl_vertex_program *)
+ ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
+ if (!prog)
+ return NULL;
+
+ create_new_program( &key, prog,
+ ctx->mvp_with_dp4,
+ ctx->Const.VertexProgram.MaxTemps );
+
+#if 0
+ if (ctx->Driver.ProgramStringNotify)
+ ctx->Driver.ProgramStringNotify( ctx, GL_VERTEX_PROGRAM_ARB,
+ &prog->Base );
+#endif
+ _mesa_program_cache_insert(ctx, ctx->VertexProgram.Cache,
+ &key, sizeof(key), &prog->Base);
+ }
+
+ return prog;
+}