From 77ec02adbc8f9657e7749b307d3cc86ccbd163ea Mon Sep 17 00:00:00 2001 From: marha Date: Sat, 12 Mar 2011 14:57:48 +0000 Subject: libX11 pixman mesa git update 12 Mar 2011 --- mesalib/src/mesa/main/ff_fragment_shader.cpp | 1504 ++++++++++++++++++++++++++ 1 file changed, 1504 insertions(+) create mode 100644 mesalib/src/mesa/main/ff_fragment_shader.cpp (limited to 'mesalib/src/mesa/main/ff_fragment_shader.cpp') 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<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; +} + +} -- cgit v1.2.3