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authorEric Anholt <anholt@FreeBSD.org>2006-08-09 19:14:05 +0000
committerEric Anholt <anholt@FreeBSD.org>2006-08-09 19:14:05 +0000
commit9f344b3e7d6e23674dd4747faec253f103563b36 (patch)
treee5df3c1ab9a424831d4a4363567a87ff91cc0581 /src/mesa/drivers/dri/i965/brw_vs_tnl.c
parent7b52bed98729a05feab28f6d2b0677e4f84c44c3 (diff)
Add Intel i965G/Q DRI driver.
This driver comes from Tungsten Graphics, with a few further modifications by Intel.
Diffstat (limited to 'src/mesa/drivers/dri/i965/brw_vs_tnl.c')
-rw-r--r--src/mesa/drivers/dri/i965/brw_vs_tnl.c1663
1 files changed, 1663 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_vs_tnl.c b/src/mesa/drivers/dri/i965/brw_vs_tnl.c
new file mode 100644
index 0000000000..b296883d3b
--- /dev/null
+++ b/src/mesa/drivers/dri/i965/brw_vs_tnl.c
@@ -0,0 +1,1663 @@
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.3
+ *
+ * Copyright (C) 2005 Tungsten Graphics All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * TUNGSTEN GRAPHICS 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 t_vp_build.c
+ * Create a vertex program to execute the current fixed function T&L pipeline.
+ * \author Keith Whitwell
+ */
+
+
+#include "glheader.h"
+#include "macros.h"
+#include "enums.h"
+#include "brw_vs.h"
+#include "brw_state.h"
+
+#include "shader/program.h"
+#include "shader/program_instruction.h"
+#include "shader/arbprogparse.h"
+
+struct state_key {
+ unsigned light_global_enabled:1;
+ unsigned light_local_viewer:1;
+ unsigned light_twoside:1;
+ unsigned light_color_material:1;
+ unsigned light_color_material_mask:12;
+ unsigned light_material_mask:12;
+ unsigned normalize:1;
+ unsigned rescale_normals:1;
+ unsigned fog_source_is_depth:1;
+ unsigned tnl_do_vertex_fog:1;
+ unsigned separate_specular:1;
+ unsigned fog_option:2;
+ unsigned point_attenuated:1;
+ unsigned texture_enabled_global:1;
+ unsigned fragprog_inputs_read:12;
+
+ 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 texgen_enabled:4;
+ unsigned texgen_mode0:4;
+ unsigned texgen_mode1:4;
+ unsigned texgen_mode2:4;
+ unsigned texgen_mode3:4;
+ } unit[8];
+};
+
+
+
+#define FOG_NONE 0
+#define FOG_LINEAR 1
+#define FOG_EXP 2
+#define FOG_EXP2 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_NONE;
+ }
+}
+
+#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 void make_state_key( GLcontext *ctx, struct state_key *key )
+{
+ struct brw_context *brw = brw_context(ctx);
+ struct gl_fragment_program *fp = brw->fragment_program;
+ GLuint i;
+
+ /* This now relies on texenvprogram.c being active:
+ */
+ assert(fp);
+
+ memset(key, 0, sizeof(*key));
+
+ /* BRW_NEW_FRAGMENT_PROGRAM */
+ key->fragprog_inputs_read = fp->Base.InputsRead;
+
+ /* _NEW_LIGHT */
+ key->separate_specular = (brw->attribs.Light->Model.ColorControl ==
+ GL_SEPARATE_SPECULAR_COLOR);
+
+ /* _NEW_LIGHT */
+ if (brw->attribs.Light->Enabled) {
+ key->light_global_enabled = 1;
+
+ if (brw->attribs.Light->Model.LocalViewer)
+ key->light_local_viewer = 1;
+
+ if (brw->attribs.Light->Model.TwoSide)
+ key->light_twoside = 1;
+
+ if (brw->attribs.Light->ColorMaterialEnabled) {
+ key->light_color_material = 1;
+ key->light_color_material_mask = brw->attribs.Light->ColorMaterialBitmask;
+ }
+
+ /* BRW_NEW_INPUT_VARYING */
+ for (i = BRW_ATTRIB_MAT_FRONT_AMBIENT ; i < BRW_ATTRIB_INDEX ; i++)
+ if (brw->vb.info.varying[0] & (1<<i))
+ key->light_material_mask |= 1<<(i-BRW_ATTRIB_MAT_FRONT_AMBIENT);
+
+ for (i = 0; i < MAX_LIGHTS; i++) {
+ struct gl_light *light = &brw->attribs.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;
+ }
+ }
+ }
+
+ /* _NEW_TRANSFORM */
+ if (brw->attribs.Transform->Normalize)
+ key->normalize = 1;
+
+ if (brw->attribs.Transform->RescaleNormals)
+ key->rescale_normals = 1;
+
+ /* BRW_NEW_FRAGMENT_PROGRAM */
+ key->fog_option = translate_fog_mode(fp->FogOption);
+ if (key->fog_option)
+ key->fragprog_inputs_read |= FRAG_BIT_FOGC;
+
+ /* _NEW_FOG */
+ if (brw->attribs.Fog->FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT)
+ key->fog_source_is_depth = 1;
+
+ /* _NEW_HINT, ??? */
+ if (1)
+ key->tnl_do_vertex_fog = 1;
+
+ /* _NEW_POINT */
+ if (brw->attribs.Point->_Attenuated)
+ key->point_attenuated = 1;
+
+ /* _NEW_TEXTURE */
+ if (brw->attribs.Texture->_TexGenEnabled ||
+ brw->attribs.Texture->_TexMatEnabled ||
+ brw->attribs.Texture->_EnabledUnits)
+ key->texture_enabled_global = 1;
+
+ for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
+ struct gl_texture_unit *texUnit = &brw->attribs.Texture->Unit[i];
+
+ if (texUnit->_ReallyEnabled)
+ key->unit[i].texunit_really_enabled = 1;
+
+ if (brw->attribs.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->GenModeS );
+ key->unit[i].texgen_mode1 =
+ translate_texgen( texUnit->TexGenEnabled & (1<<1),
+ texUnit->GenModeT );
+ key->unit[i].texgen_mode2 =
+ translate_texgen( texUnit->TexGenEnabled & (1<<2),
+ texUnit->GenModeR );
+ key->unit[i].texgen_mode3 =
+ translate_texgen( texUnit->TexGenEnabled & (1<<3),
+ texUnit->GenModeQ );
+ }
+ }
+}
+
+
+
+/* Very useful debugging tool - produces annotated listing of
+ * generated program with line/function references for each
+ * instruction back into this file:
+ */
+#define DISASSEM 0
+
+/* Should be tunable by the driver - do we want to do matrix
+ * multiplications with DP4's or with MUL/MAD's? SSE works better
+ * with the latter, drivers may differ.
+ */
+#define PREFER_DP4 1
+
+#define BRW_TNL_MAX_INSN 256
+
+/* 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:8; /* relative addressing may be negative */
+ GLuint negate:1;
+ GLuint swz:12;
+ GLuint pad:7;
+};
+
+
+struct tnl_program {
+ const struct state_key *state;
+ struct gl_vertex_program *program;
+
+ GLuint temp_in_use;
+ GLuint temp_reserved;
+
+ struct ureg eye_position;
+ struct ureg eye_position_normalized;
+ struct ureg eye_normal;
+ struct ureg identity;
+
+ GLuint materials;
+ GLuint color_materials;
+};
+
+
+const static 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 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 = ffs( ~p->temp_in_use );
+ if (!bit) {
+ fprintf(stderr, "%s: out of temporaries\n", __FILE__);
+ abort();
+ }
+
+ if (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_input( struct tnl_program *p, GLuint input )
+{
+ p->program->Base.InputsRead |= (1<<input);
+ return make_ureg(PROGRAM_INPUT, input);
+}
+
+static struct ureg register_output( struct tnl_program *p, GLuint output )
+{
+ p->program->Base.OutputsWritten |= (1<<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;
+ values[0] = s0;
+ values[1] = s1;
+ values[2] = s2;
+ values[3] = s3;
+ idx = _mesa_add_unnamed_constant( p->program->Base.Parameters, values );
+ return make_ureg(PROGRAM_STATE_VAR, 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 struct ureg register_param6( struct tnl_program *p,
+ GLint s0,
+ GLint s1,
+ GLint s2,
+ GLint s3,
+ GLint s4,
+ GLint s5)
+{
+ GLint tokens[6];
+ GLint idx;
+ tokens[0] = s0;
+ tokens[1] = s1;
+ tokens[2] = s2;
+ tokens[3] = s3;
+ tokens[4] = s4;
+ tokens[5] = s5;
+ idx = _mesa_add_state_reference( p->program->Base.Parameters, tokens );
+ return make_ureg(PROGRAM_STATE_VAR, idx);
+}
+
+
+#define register_param1(p,s0) register_param6(p,s0,0,0,0,0,0)
+#define register_param2(p,s0,s1) register_param6(p,s0,s1,0,0,0,0)
+#define register_param3(p,s0,s1,s2) register_param6(p,s0,s1,s2,0,0,0)
+#define register_param4(p,s0,s1,s2,s3) register_param6(p,s0,s1,s2,s3,0,0)
+
+
+static void register_matrix_param6( struct tnl_program *p,
+ GLint s0,
+ GLint s1,
+ GLint s2,
+ GLint s3,
+ GLint s4,
+ GLint s5,
+ 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 <= s4 - s3; i++)
+ matrix[i] = register_param6( p, s0, s1, s2, i, i, s5 );
+}
+
+
+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->RelAddr = 0;
+ src->NegateBase = reg.negate;
+ src->Abs = 0;
+ src->NegateAbs = 0;
+}
+
+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 = 0;
+ dst->CondSwizzle = 0;
+ dst->CondSrc = 0;
+ dst->pad = 0;
+}
+
+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;
+ _mesa_printf("%s:\n", fn);
+ }
+
+ _mesa_printf("%d:\t", line);
+ _mesa_print_instruction(inst);
+ }
+}
+
+
+static void emit_op3fn(struct tnl_program *p,
+ GLuint op,
+ struct ureg dest,
+ GLuint mask,
+ struct ureg src0,
+ struct ureg src1,
+ struct ureg src2,
+ const char *fn,
+ GLuint line)
+{
+ GLuint nr = p->program->Base.NumInstructions++;
+ struct prog_instruction *inst = &p->program->Base.Instructions[nr];
+
+ if (p->program->Base.NumInstructions > BRW_TNL_MAX_INSN) {
+ _mesa_problem(0, "Out of instructions in emit_op3fn\n");
+ return;
+ }
+
+ inst->Opcode = op;
+ inst->StringPos = 0;
+ 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 )
+{
+ emit_op2(p, OPCODE_DP3, dest, WRITEMASK_W, src, src);
+ emit_op1(p, OPCODE_RSQ, dest, WRITEMASK_W, swizzle1(dest,W));
+ emit_op2(p, OPCODE_MUL, dest, WRITEMASK_XYZ, src, swizzle1(dest,W));
+}
+
+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 (PREFER_DP4) {
+ register_matrix_param6( p, STATE_MATRIX, STATE_MODELVIEW, 0, 0, 3,
+ STATE_MATRIX, modelview );
+
+ emit_matrix_transform_vec4(p, p->eye_position, modelview, pos);
+ }
+ else {
+ register_matrix_param6( p, STATE_MATRIX, STATE_MODELVIEW, 0, 0, 3,
+ STATE_MATRIX_TRANSPOSE, modelview );
+
+ emit_transpose_matrix_transform_vec4(p, p->eye_position, modelview, pos);
+ }
+ }
+
+ return p->eye_position;
+}
+
+
+#if 0
+static struct ureg get_eye_z( struct tnl_program *p )
+{
+ if (!is_undef(p->eye_position)) {
+ return swizzle1(p->eye_position, Z);
+ }
+ else if (!is_undef(p->eye_z)) {
+ struct ureg pos = register_input( p, VERT_ATTRIB_POS );
+ struct ureg modelview2;
+
+ p->eye_z = reserve_temp(p);
+
+ register_matrix_param6( p, STATE_MATRIX, STATE_MODELVIEW, 0, 2, 1,
+ STATE_MATRIX, &modelview2 );
+
+ emit_matrix_transform_vec4(p, p->eye_position, modelview, pos);
+ emit_op2(p, OPCODE_DP4, p->eye_z, WRITEMASK_Z, pos, modelview2);
+ }
+
+ return swizzle1(p->eye_z, Z)
+}
+#endif
+
+
+
+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_eye_normal( struct tnl_program *p )
+{
+ if (is_undef(p->eye_normal)) {
+ struct ureg normal = register_input(p, VERT_ATTRIB_NORMAL );
+ struct ureg mvinv[3];
+
+ register_matrix_param6( p, STATE_MATRIX, STATE_MODELVIEW, 0, 0, 2,
+ STATE_MATRIX_INVTRANS, mvinv );
+
+ p->eye_normal = reserve_temp(p);
+
+ /* Transform to eye space:
+ */
+ emit_matrix_transform_vec3( p, p->eye_normal, mvinv, normal );
+
+ /* Normalize/Rescale:
+ */
+ if (p->state->normalize) {
+ emit_normalize_vec3( p, p->eye_normal, p->eye_normal );
+ }
+ else if (p->state->rescale_normals) {
+ struct ureg rescale = register_param2(p, STATE_INTERNAL,
+ STATE_NORMAL_SCALE);
+
+ emit_op2( p, OPCODE_MUL, p->eye_normal, 0, p->eye_normal,
+ swizzle1(rescale, X));
+ }
+ }
+
+ return p->eye_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 (PREFER_DP4) {
+ register_matrix_param6( p, STATE_MATRIX, STATE_MVP, 0, 0, 3,
+ STATE_MATRIX, mvp );
+ emit_matrix_transform_vec4( p, hpos, mvp, pos );
+ }
+ else {
+ register_matrix_param6( p, STATE_MATRIX, STATE_MVP, 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->light_color_material) {
+ p->materials =
+ p->color_materials = p->state->light_color_material_mask;
+ }
+
+ p->materials |= p->state->light_material_mask;
+}
+
+
+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))
+ return register_input( p, attrib + BRW_ATTRIB_MAT_FRONT_AMBIENT );
+ 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 = register_param3(p, STATE_LIGHT, i,
+ STATE_SPOT_DIRECTION);
+ struct ureg spot = get_temp(p);
+ struct ureg slt = get_temp(p);
+
+ emit_normalize_vec3( p, spot, spot_dir ); /* XXX: precompute! */
+ emit_op2(p, OPCODE_DP3, spot, 0, ureg_negate(VPpli), spot);
+ emit_op2(p, OPCODE_SLT, slt, 0, swizzle1(spot_dir,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;
+}
+
+
+
+
+
+/* Need to add some addtional parameters to allow lighting in object
+ * space - STATE_SPOT_DIRECTION and STATE_HALF 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_eye_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;
+
+ for (i = 0; i < MAX_LIGHTS; i++)
+ if (p->state->unit[i].light_enabled)
+ nr_lights++;
+
+ set_material_flags(p);
+
+ {
+ 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) {
+ struct ureg shininess = get_material(p, 1, STATE_SHININESS);
+ emit_op1(p, OPCODE_MOV, dots, WRITEMASK_Z,
+ ureg_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.
+ */
+ /* KW: changed to do this always - v1.17 "Fix lighting alpha result"?
+ */
+ if (p->state->fragprog_inputs_read & FRAG_BIT_COL0)
+ {
+ struct ureg res0 = register_output( p, VERT_RESULT_COL0 );
+ emit_op1(p, OPCODE_MOV, res0, 0, _col0);
+
+ if (twoside) {
+ struct ureg res0 = register_output( p, VERT_RESULT_BFC0 );
+ emit_op1(p, OPCODE_MOV, res0, 0, _bfc0);
+ }
+ }
+
+ if (separate && (p->state->fragprog_inputs_read & FRAG_BIT_COL1)) {
+
+ struct ureg res1 = register_output( p, VERT_RESULT_COL1 );
+ emit_op1(p, OPCODE_MOV, res1, 0, _col1);
+
+ if (twoside) {
+ 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_LIGHT, i,
+ STATE_POSITION_NORMALIZED);
+ half = register_param3(p, STATE_LIGHT, i, STATE_HALF);
+ }
+ else {
+ struct ureg Ppli = register_param3(p, STATE_LIGHT, i,
+ STATE_POSITION);
+ struct ureg V = get_eye_position(p);
+ struct ureg dist = get_temp(p);
+
+ VPpli = get_temp(p);
+ half = get_temp(p);
+
+ /* Calulate 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->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:
+ */
+ 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;
+
+ emit_op1(p, OPCODE_LIT, lit, 0, dots);
+
+ if (!is_undef(att))
+ emit_op2(p, OPCODE_MUL, lit, 0, lit, att);
+
+
+ mask0 = 0;
+ mask1 = 0;
+ res0 = _col0;
+ res1 = _col1;
+
+ if (count == nr_lights) {
+ if (separate) {
+ mask0 = WRITEMASK_XYZ;
+ mask1 = WRITEMASK_XYZ;
+
+ if (p->state->fragprog_inputs_read & FRAG_BIT_COL0)
+ res0 = register_output( p, VERT_RESULT_COL0 );
+
+ if (p->state->fragprog_inputs_read & FRAG_BIT_COL1)
+ res1 = register_output( p, VERT_RESULT_COL1 );
+ }
+ else {
+ mask1 = WRITEMASK_XYZ;
+
+ if (p->state->fragprog_inputs_read & FRAG_BIT_COL0)
+ res1 = register_output( p, VERT_RESULT_COL0 );
+ }
+ }
+
+ emit_op3(p, OPCODE_MAD, _col0, 0, swizzle1(lit,X), 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;
+
+ emit_op1(p, OPCODE_LIT, lit, 0, ureg_negate(swizzle(dots,X,Y,W,Z)));
+
+ if (!is_undef(att))
+ emit_op2(p, OPCODE_MUL, lit, 0, lit, att);
+
+ mask0 = 0;
+ mask1 = 0;
+ res0 = _bfc0;
+ res1 = _bfc1;
+
+ if (count == nr_lights) {
+ if (separate) {
+ mask0 = WRITEMASK_XYZ;
+ mask1 = WRITEMASK_XYZ;
+ if (p->state->fragprog_inputs_read & FRAG_BIT_COL0)
+ res0 = register_output( p, VERT_RESULT_BFC0 );
+
+ if (p->state->fragprog_inputs_read & FRAG_BIT_COL1)
+ res1 = register_output( p, VERT_RESULT_BFC1 );
+ }
+ else {
+ mask1 = WRITEMASK_XYZ;
+
+ if (p->state->fragprog_inputs_read & FRAG_BIT_COL0)
+ res1 = register_output( p, VERT_RESULT_BFC0 );
+ }
+ }
+
+ emit_op3(p, OPCODE_MAD, _bfc0, 0, swizzle1(lit,X), 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);
+
+ 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 = swizzle1(get_eye_position(p), Z);
+ }
+ else {
+ input = swizzle1(register_input(p, VERT_ATTRIB_FOG), X);
+ }
+
+ if (p->state->fog_option &&
+ p->state->tnl_do_vertex_fog) {
+ struct ureg params = register_param1(p, STATE_FOG_PARAMS);
+ struct ureg tmp = get_temp(p);
+ struct ureg id = get_identity_param(p);
+
+ emit_op1(p, OPCODE_MOV, fog, 0, id);
+
+ switch (p->state->fog_option) {
+ case FOG_LINEAR: {
+ emit_op1(p, OPCODE_ABS, tmp, 0, input);
+ emit_op2(p, OPCODE_SUB, tmp, 0, swizzle1(params,Z), tmp);
+ emit_op2(p, OPCODE_MUL, tmp, 0, tmp, swizzle1(params,W));
+ emit_op2(p, OPCODE_MAX, tmp, 0, tmp, swizzle1(id,X)); /* saturate */
+ emit_op2(p, OPCODE_MIN, fog, WRITEMASK_X, tmp, swizzle1(id,W));
+ break;
+ }
+ case FOG_EXP:
+ emit_op1(p, OPCODE_ABS, tmp, 0, input);
+ emit_op2(p, OPCODE_MUL, tmp, 0, tmp, swizzle1(params,X));
+ emit_op2(p, OPCODE_POW, fog, WRITEMASK_X,
+ register_const1f(p, M_E), ureg_negate(tmp));
+ break;
+ case FOG_EXP2:
+ emit_op2(p, OPCODE_MUL, tmp, 0, input, swizzle1(params,X));
+ emit_op2(p, OPCODE_MUL, tmp, 0, tmp, tmp);
+ emit_op2(p, OPCODE_POW, fog, WRITEMASK_X,
+ register_const1f(p, M_E), ureg_negate(tmp));
+ break;
+ }
+
+ release_temp(p, tmp);
+ }
+ else {
+ /* results = incoming fog coords (compute fog per-fragment later)
+ *
+ * KW: Is it really necessary to do anything in this case?
+ */
+ emit_op1(p, OPCODE_MOV, fog, 0, input);
+ }
+}
+
+static void build_reflect_texgen( struct tnl_program *p,
+ struct ureg dest,
+ GLuint writemask )
+{
+ struct ureg normal = get_eye_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, ureg_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_eye_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, ureg_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_UNITS; i++) {
+
+ if (!(p->state->fragprog_inputs_read & (FRAG_BIT_TEX0<<i)))
+ 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_eye_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 (PREFER_DP4) {
+ register_matrix_param6( p, STATE_MATRIX, STATE_TEXTURE, i,
+ 0, 3, STATE_MATRIX, texmat );
+ emit_matrix_transform_vec4( p, out, texmat, in );
+ }
+ else {
+ register_matrix_param6( p, STATE_MATRIX, STATE_TEXTURE, 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);
+ }
+ }
+}
+
+
+/* Seems like it could be tighter:
+ */
+static void build_pointsize( struct tnl_program *p )
+{
+ struct ureg eye = get_eye_position(p);
+ struct ureg state_size = register_param1(p, STATE_POINT_SIZE);
+ 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);
+
+ /* 1, -Z, Z * Z, 1 */
+ emit_op1(p, OPCODE_MOV, ut, 0, swizzle1(get_identity_param(p), W));
+ emit_op2(p, OPCODE_MUL, ut, WRITEMASK_YZ, ut, ureg_negate(swizzle1(eye, Z)));
+ emit_op2(p, OPCODE_MUL, ut, WRITEMASK_Z, ut, ureg_negate(swizzle1(eye, Z)));
+
+
+ /* p1 + p2 * dist + p3 * dist * dist, 0 */
+ emit_op2(p, OPCODE_DP3, ut, 0, ut, state_attenuation);
+
+ /* 1 / factor */
+ emit_op1(p, OPCODE_RCP, ut, 0, ut );
+
+ /* out = pointSize / factor */
+ emit_op2(p, OPCODE_MUL, out, WRITEMASK_X, ut, state_size);
+
+ release_temp(p, ut);
+}
+
+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) ||
+ p->state->fog_option != FOG_NONE)
+ build_fog(p);
+
+ if (p->state->fragprog_inputs_read & FRAG_BITS_TEX_ANY)
+ build_texture_transform(p);
+
+ if (p->state->point_attenuated)
+ build_pointsize(p);
+
+ /* Finish up:
+ */
+ emit_op1(p, OPCODE_END, undef, 0, undef);
+
+ /* Disassemble:
+ */
+ if (DISASSEM) {
+ _mesa_printf ("\n");
+ }
+}
+
+
+static void build_new_tnl_program( const struct state_key *key,
+ struct gl_vertex_program *program,
+ GLuint max_temps)
+{
+ struct tnl_program p;
+
+ _mesa_memset(&p, 0, sizeof(p));
+ p.state = key;
+ p.program = program;
+ p.eye_position = undef;
+ p.eye_position_normalized = undef;
+ p.eye_normal = undef;
+ p.identity = undef;
+ p.temp_in_use = 0;
+
+ if (max_temps >= sizeof(int) * 8)
+ p.temp_reserved = 0;
+ else
+ p.temp_reserved = ~((1<<max_temps)-1);
+
+ p.program->Base.Instructions = MALLOC(sizeof(struct prog_instruction) * BRW_TNL_MAX_INSN);
+ p.program->Base.String = 0;
+ 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 );
+}
+
+static void *search_cache( struct brw_tnl_cache *cache,
+ GLuint hash,
+ const void *key,
+ GLuint keysize)
+{
+ struct brw_tnl_cache_item *c;
+
+ for (c = cache->items[hash % cache->size]; c; c = c->next) {
+ if (c->hash == hash && memcmp(c->key, key, keysize) == 0)
+ return c->data;
+ }
+
+ return NULL;
+}
+
+static void rehash( struct brw_tnl_cache *cache )
+{
+ struct brw_tnl_cache_item **items;
+ struct brw_tnl_cache_item *c, *next;
+ GLuint size, i;
+
+ size = cache->size * 3;
+ items = (struct brw_tnl_cache_item**) _mesa_malloc(size * sizeof(*items));
+ _mesa_memset(items, 0, size * sizeof(*items));
+
+ for (i = 0; i < cache->size; i++)
+ for (c = cache->items[i]; c; c = next) {
+ next = c->next;
+ c->next = items[c->hash % size];
+ items[c->hash % size] = c;
+ }
+
+ FREE(cache->items);
+ cache->items = items;
+ cache->size = size;
+}
+
+static void cache_item( struct brw_tnl_cache *cache,
+ GLuint hash,
+ const struct state_key *key,
+ void *data )
+{
+ struct brw_tnl_cache_item *c = MALLOC(sizeof(*c));
+ c->hash = hash;
+
+ c->key = malloc(sizeof(*key));
+ memcpy(c->key, key, sizeof(*key));
+
+ c->data = data;
+
+ if (++cache->n_items > cache->size * 1.5)
+ rehash(cache);
+
+ c->next = cache->items[hash % cache->size];
+ cache->items[hash % cache->size] = c;
+}
+
+
+static GLuint hash_key( struct state_key *key )
+{
+ GLuint *ikey = (GLuint *)key;
+ GLuint hash = 0, i;
+
+ /* I'm sure this can be improved on, but speed is important:
+ */
+ for (i = 0; i < sizeof(*key)/sizeof(GLuint); i++)
+ hash += ikey[i];
+
+ return hash;
+}
+
+static void update_tnl_program( struct brw_context *brw )
+{
+ GLcontext *ctx = &brw->intel.ctx;
+ struct state_key key;
+ GLuint hash;
+ struct gl_vertex_program *old = brw->tnl_program;
+
+ /* _NEW_PROGRAM */
+ if (brw->attribs.VertexProgram->_Enabled)
+ return;
+
+ /* Grab all the relevent state and put it in a single structure:
+ */
+ make_state_key(ctx, &key);
+ hash = hash_key(&key);
+
+ /* Look for an already-prepared program for this state:
+ */
+ brw->tnl_program = (struct gl_vertex_program *)
+ search_cache( &brw->tnl_program_cache, hash, &key, sizeof(key) );
+
+ /* OK, we'll have to build a new one:
+ */
+ if (!brw->tnl_program) {
+ brw->tnl_program = (struct gl_vertex_program *)
+ ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
+
+ build_new_tnl_program( &key, brw->tnl_program,
+/* ctx->Const.MaxVertexProgramTemps */
+ 32
+ );
+
+ if (ctx->Driver.ProgramStringNotify)
+ ctx->Driver.ProgramStringNotify( ctx, GL_VERTEX_PROGRAM_ARB,
+ &brw->tnl_program->Base );
+
+ cache_item( &brw->tnl_program_cache,
+ hash, &key, brw->tnl_program );
+ }
+
+ if (old != brw->tnl_program)
+ brw->state.dirty.brw |= BRW_NEW_TNL_PROGRAM;
+}
+
+/* Note: See brw_draw.c - the vertex program must not rely on
+ * brw->primitive or brw->reduced_prim.
+ */
+const struct brw_tracked_state brw_tnl_vertprog = {
+ .dirty = {
+ .mesa = (_NEW_PROGRAM |
+ _NEW_LIGHT |
+ _NEW_TRANSFORM |
+ _NEW_FOG |
+ _NEW_HINT |
+ _NEW_POINT |
+ _NEW_TEXTURE),
+ .brw = (BRW_NEW_FRAGMENT_PROGRAM |
+ BRW_NEW_INPUT_VARYING),
+ .cache = 0
+ },
+ .update = update_tnl_program
+};
+
+
+
+
+static void update_active_vertprog( struct brw_context *brw )
+{
+ struct gl_vertex_program *prev = brw->vertex_program;
+
+ /* NEW_PROGRAM */
+ if (brw->attribs.VertexProgram->_Enabled) {
+ brw->vertex_program = brw->attribs.VertexProgram->Current;
+ }
+ else {
+ /* BRW_NEW_TNL_PROGRAM */
+ brw->vertex_program = brw->tnl_program;
+ }
+
+ if (brw->vertex_program != prev)
+ brw->state.dirty.brw |= BRW_NEW_VERTEX_PROGRAM;
+}
+
+
+
+const struct brw_tracked_state brw_active_vertprog = {
+ .dirty = {
+ .mesa = _NEW_PROGRAM,
+ .brw = BRW_NEW_TNL_PROGRAM,
+ .cache = 0
+ },
+ .update = update_active_vertprog
+};
+
+
+void brw_ProgramCacheInit( GLcontext *ctx )
+{
+ struct brw_context *brw = brw_context(ctx);
+
+ brw->tnl_program_cache.size = 17;
+ brw->tnl_program_cache.n_items = 0;
+ brw->tnl_program_cache.items = (struct brw_tnl_cache_item **)
+ _mesa_calloc(brw->tnl_program_cache.size *
+ sizeof(struct brw_tnl_cache_item));
+}
+
+void brw_ProgramCacheDestroy( GLcontext *ctx )
+{
+ struct brw_context *brw = brw_context(ctx);
+ struct brw_tnl_cache_item *c, *next;
+ GLuint i;
+
+ for (i = 0; i < brw->tnl_program_cache.size; i++)
+ for (c = brw->tnl_program_cache.items[i]; c; c = next) {
+ next = c->next;
+ FREE(c->key);
+ FREE(c->data);
+ FREE(c);
+ }
+
+ FREE(brw->tnl_program_cache.items);
+}