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authorMichal Krol <mjkrol@gmail.org>2006-03-21 10:37:40 +0000
committerMichal Krol <mjkrol@gmail.org>2006-03-21 10:37:40 +0000
commit071357096e682e9af59ad45ea5abc444ab431837 (patch)
tree99fba2183fe97981f7c309d99b206b39e43f5bec /src/mesa/shader/shaderobjects_3dlabs.c
parent519b23b21f9cd6945fd17cdb26e7a6f531cdeec0 (diff)
GLSL fixes:
- generate error on NULL pointers in glShaderSourceARB; - reinstall program object, if current, in glLinkProgramARB; - vertex and fragment shaders are optional in program object; - floor asm was wrongly computed for x86 back-end; - allow for (void) idiom in function prototypes; - all fixed-state uniforms are updated; - local variable initializers are working; - implement texture* and shadow* functions for vertex processor; - generate error if too many arguments in general constructor; - trim unused data in general constructor; - struct r-value field select was badly relocated; Changes: - add derived state gl_fog_attrib::_Scale; - add derived state gl_light::_CosCutoffNeg;
Diffstat (limited to 'src/mesa/shader/shaderobjects_3dlabs.c')
-rwxr-xr-xsrc/mesa/shader/shaderobjects_3dlabs.c193
1 files changed, 176 insertions, 17 deletions
diff --git a/src/mesa/shader/shaderobjects_3dlabs.c b/src/mesa/shader/shaderobjects_3dlabs.c
index 6d03f42648..a0645c126f 100755
--- a/src/mesa/shader/shaderobjects_3dlabs.c
+++ b/src/mesa/shader/shaderobjects_3dlabs.c
@@ -33,8 +33,8 @@
#include "imports.h"
#include "hash.h"
+#include "macros.h"
#include "shaderobjects.h"
-#include "shaderobjects_3dlabs.h"
#if USE_3DLABS_FRONTEND
#include "slang_mesa.h"
@@ -858,7 +858,7 @@ write_common_fixed (slang_program *pro, GLuint index, const GLvoid *src, GLuint
static GLvoid
write_common_fixed_mat4 (slang_program *pro, GLmatrix *matrix, GLuint off, GLuint i, GLuint ii,
- GLuint it, GLuint iit)
+ GLuint it, GLuint iit)
{
GLfloat mat[16];
@@ -886,13 +886,50 @@ write_common_fixed_mat4 (slang_program *pro, GLmatrix *matrix, GLuint off, GLuin
}
static GLvoid
+write_common_fixed_material (GLcontext *ctx, slang_program *pro, GLuint i, GLuint e, GLuint a,
+ GLuint d, GLuint sp, GLuint sh)
+{
+ GLfloat v[17];
+
+ COPY_4FV(v, ctx->Light.Material.Attrib[e]);
+ COPY_4FV((v + 4), ctx->Light.Material.Attrib[a]);
+ COPY_4FV((v + 8), ctx->Light.Material.Attrib[d]);
+ COPY_4FV((v + 12), ctx->Light.Material.Attrib[sp]);
+ v[16] = ctx->Light.Material.Attrib[sh][0];
+ write_common_fixed (pro, i, v, 0, 17 * sizeof (GLfloat));
+}
+
+static GLvoid
+write_common_fixed_light_model_product (GLcontext *ctx, slang_program *pro, GLuint i, GLuint e,
+ GLuint a)
+{
+ GLfloat v[4];
+
+ SCALE_4V(v, ctx->Light.Material.Attrib[a], ctx->Light.Model.Ambient);
+ ACC_4V(v, ctx->Light.Material.Attrib[e]);
+ write_common_fixed (pro, i, v, 0, 4 * sizeof (GLfloat));
+}
+
+static GLvoid
+write_common_fixed_light_product (GLcontext *ctx, slang_program *pro, GLuint off, GLuint i, GLuint a,
+ GLuint d, GLuint s)
+{
+ GLfloat v[12];
+
+ SCALE_4V(v, ctx->Light.Light[off].Ambient, ctx->Light.Material.Attrib[a]);
+ SCALE_4V((v + 4), ctx->Light.Light[off].Diffuse, ctx->Light.Material.Attrib[d]);
+ SCALE_4V((v + 8), ctx->Light.Light[off].Specular, ctx->Light.Material.Attrib[s]);
+ write_common_fixed (pro, i, v, off, 12 * sizeof (GLfloat));
+}
+
+static GLvoid
_program_UpdateFixedUniforms (struct gl2_program_intf **intf)
{
GET_CURRENT_CONTEXT(ctx);
struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;
slang_program *pro = &impl->_obj.prog;
GLuint i;
- GLfloat v[9];
+ GLfloat v[29];
GLfloat *p;
/* MODELVIEW matrix */
@@ -916,14 +953,34 @@ _program_UpdateFixedUniforms (struct gl2_program_intf **intf)
SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIXTRANSPOSE,
SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIXINVERSETRANSPOSE);
- /* TEXTURE matrix */
- for (i = 0; i < 8; i++)
+ for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++)
{
+ /* TEXTURE matrix */
write_common_fixed_mat4 (pro, ctx->TextureMatrixStack[i].Top, i,
SLANG_COMMON_FIXED_TEXTUREMATRIX,
SLANG_COMMON_FIXED_TEXTUREMATRIXINVERSE,
SLANG_COMMON_FIXED_TEXTUREMATRIXTRANSPOSE,
SLANG_COMMON_FIXED_TEXTUREMATRIXINVERSETRANSPOSE);
+
+ /* EYE_PLANE texture-coordinate generation */
+ write_common_fixed (pro, SLANG_COMMON_FIXED_EYEPLANES, ctx->Texture.Unit[i].EyePlaneS,
+ i, 4 * sizeof (GLfloat));
+ write_common_fixed (pro, SLANG_COMMON_FIXED_EYEPLANET, ctx->Texture.Unit[i].EyePlaneT,
+ i, 4 * sizeof (GLfloat));
+ write_common_fixed (pro, SLANG_COMMON_FIXED_EYEPLANER, ctx->Texture.Unit[i].EyePlaneR,
+ i, 4 * sizeof (GLfloat));
+ write_common_fixed (pro, SLANG_COMMON_FIXED_EYEPLANEQ, ctx->Texture.Unit[i].EyePlaneQ,
+ i, 4 * sizeof (GLfloat));
+
+ /* OBJECT_PLANE texture-coordinate generation */
+ write_common_fixed (pro, SLANG_COMMON_FIXED_OBJECTPLANES, ctx->Texture.Unit[i].ObjectPlaneS,
+ i, 4 * sizeof (GLfloat));
+ write_common_fixed (pro, SLANG_COMMON_FIXED_OBJECTPLANET, ctx->Texture.Unit[i].ObjectPlaneT,
+ i, 4 * sizeof (GLfloat));
+ write_common_fixed (pro, SLANG_COMMON_FIXED_OBJECTPLANER, ctx->Texture.Unit[i].ObjectPlaneR,
+ i, 4 * sizeof (GLfloat));
+ write_common_fixed (pro, SLANG_COMMON_FIXED_OBJECTPLANEQ, ctx->Texture.Unit[i].ObjectPlaneQ,
+ i, 4 * sizeof (GLfloat));
}
/* NORMAL matrix - upper 3x3 inverse transpose of MODELVIEW matrix */
@@ -939,17 +996,100 @@ _program_UpdateFixedUniforms (struct gl2_program_intf **intf)
v[8] = p[10];
write_common_fixed (pro, SLANG_COMMON_FIXED_NORMALMATRIX, v, 0, 9 * sizeof (GLfloat));
- /* XXX: fetch uniform float gl_NormalScale */
- /* XXX: fetch uniform mat4 gl_ClipPlane */
- /* XXX: fetch uniform mat4 gl_TextureEnvColor */
- /* XXX: fetch uniform mat4 gl_EyePlaneS */
- /* XXX: fetch uniform mat4 gl_EyePlaneT */
- /* XXX: fetch uniform mat4 gl_EyePlaneR */
- /* XXX: fetch uniform mat4 gl_EyePlaneQ */
- /* XXX: fetch uniform mat4 gl_ObjectPlaneS */
- /* XXX: fetch uniform mat4 gl_ObjectPlaneT */
- /* XXX: fetch uniform mat4 gl_ObjectPlaneR */
- /* XXX: fetch uniform mat4 gl_ObjectPlaneQ */
+ /* normal scale */
+ write_common_fixed (pro, SLANG_COMMON_FIXED_NORMALSCALE, &ctx->_ModelViewInvScale, 0, sizeof (GLfloat));
+
+ /* depth range parameters */
+ v[0] = ctx->Viewport.Near;
+ v[1] = ctx->Viewport.Far;
+ v[2] = ctx->Viewport.Far - ctx->Viewport.Near;
+ write_common_fixed (pro, SLANG_COMMON_FIXED_DEPTHRANGE, v, 0, 3 * sizeof (GLfloat));
+
+ /* CLIP_PLANEi */
+ for (i = 0; i < ctx->Const.MaxClipPlanes; i++)
+ {
+ write_common_fixed (pro, SLANG_COMMON_FIXED_CLIPPLANE, ctx->Transform.EyeUserPlane[i], i,
+ 4 * sizeof (GLfloat));
+ }
+
+ /* point parameters */
+ v[0] = ctx->Point.Size;
+ v[1] = ctx->Point.MinSize;
+ v[2] = ctx->Point.MaxSize;
+ v[3] = ctx->Point.Threshold;
+ COPY_3FV((v + 4), ctx->Point.Params);
+ write_common_fixed (pro, SLANG_COMMON_FIXED_POINT, v, 0, 7 * sizeof (GLfloat));
+
+ /* material parameters */
+ write_common_fixed_material (ctx, pro, SLANG_COMMON_FIXED_FRONTMATERIAL,
+ MAT_ATTRIB_FRONT_EMISSION,
+ MAT_ATTRIB_FRONT_AMBIENT,
+ MAT_ATTRIB_FRONT_DIFFUSE,
+ MAT_ATTRIB_FRONT_SPECULAR,
+ MAT_ATTRIB_FRONT_SHININESS);
+ write_common_fixed_material (ctx, pro, SLANG_COMMON_FIXED_BACKMATERIAL,
+ MAT_ATTRIB_BACK_EMISSION,
+ MAT_ATTRIB_BACK_AMBIENT,
+ MAT_ATTRIB_BACK_DIFFUSE,
+ MAT_ATTRIB_BACK_SPECULAR,
+ MAT_ATTRIB_BACK_SHININESS);
+
+ for (i = 0; i < ctx->Const.MaxLights; i++)
+ {
+ /* light source parameters */
+ COPY_4FV(v, ctx->Light.Light[i].Ambient);
+ COPY_4FV((v + 4), ctx->Light.Light[i].Diffuse);
+ COPY_4FV((v + 8), ctx->Light.Light[i].Specular);
+ COPY_4FV((v + 12), ctx->Light.Light[i].EyePosition);
+ COPY_2FV((v + 16), ctx->Light.Light[i].EyePosition);
+ v[18] = ctx->Light.Light[i].EyePosition[2] + 1.0f;
+ NORMALIZE_3FV((v + 16));
+ v[19] = 0.0f;
+ COPY_3V((v + 20), ctx->Light.Light[i].EyeDirection);
+ v[23] = ctx->Light.Light[i].SpotExponent;
+ v[24] = ctx->Light.Light[i].SpotCutoff;
+ v[25] = ctx->Light.Light[i]._CosCutoffNeg;
+ v[26] = ctx->Light.Light[i].ConstantAttenuation;
+ v[27] = ctx->Light.Light[i].LinearAttenuation;
+ v[28] = ctx->Light.Light[i].QuadraticAttenuation;
+ write_common_fixed (pro, SLANG_COMMON_FIXED_LIGHTSOURCE, v, i, 29 * sizeof (GLfloat));
+
+ /* light product */
+ write_common_fixed_light_product (ctx, pro, i, SLANG_COMMON_FIXED_FRONTLIGHTPRODUCT,
+ MAT_ATTRIB_FRONT_AMBIENT,
+ MAT_ATTRIB_FRONT_DIFFUSE,
+ MAT_ATTRIB_FRONT_SPECULAR);
+ write_common_fixed_light_product (ctx, pro, i, SLANG_COMMON_FIXED_BACKLIGHTPRODUCT,
+ MAT_ATTRIB_BACK_AMBIENT,
+ MAT_ATTRIB_BACK_DIFFUSE,
+ MAT_ATTRIB_BACK_SPECULAR);
+ }
+
+ /* light model parameters */
+ write_common_fixed (pro, SLANG_COMMON_FIXED_LIGHTMODEL, ctx->Light.Model.Ambient, 0, 4 * sizeof (GLfloat));
+
+ /* light model product */
+ write_common_fixed_light_model_product (ctx, pro, SLANG_COMMON_FIXED_FRONTLIGHTMODELPRODUCT,
+ MAT_ATTRIB_FRONT_EMISSION,
+ MAT_ATTRIB_FRONT_AMBIENT);
+ write_common_fixed_light_model_product (ctx, pro, SLANG_COMMON_FIXED_BACKLIGHTMODELPRODUCT,
+ MAT_ATTRIB_BACK_EMISSION,
+ MAT_ATTRIB_BACK_AMBIENT);
+
+ /* TEXTURE_ENV_COLOR */
+ for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++)
+ {
+ write_common_fixed (pro, SLANG_COMMON_FIXED_TEXTUREENVCOLOR, ctx->Texture.Unit[i].EnvColor,
+ i, 4 * sizeof (GLfloat));
+ }
+
+ /* fog parameters */
+ COPY_4FV(v, ctx->Fog.Color);
+ v[4] = ctx->Fog.Density;
+ v[5] = ctx->Fog.Start;
+ v[6] = ctx->Fog.End;
+ v[7] = ctx->Fog._Scale;
+ write_common_fixed (pro, SLANG_COMMON_FIXED_FOG, v, 0, 8 * sizeof (GLfloat));
}
static GLvoid
@@ -1046,6 +1186,24 @@ _program_GetTextureImageUsage (struct gl2_program_intf **intf, GLbitfield *texim
/* TODO: make sure that for 0<=i<=MaxTextureImageUint bitcount(teximageuint[i])<=0 */
}
+static GLboolean
+_program_IsShaderPresent (struct gl2_program_intf **intf, GLenum subtype)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;
+ slang_program *pro = &impl->_obj.prog;
+
+ switch (subtype)
+ {
+ case GL_VERTEX_SHADER_ARB:
+ return pro->machines[SLANG_SHADER_VERTEX] != NULL;
+ case GL_FRAGMENT_SHADER_ARB:
+ return pro->machines[SLANG_SHADER_FRAGMENT] != NULL;
+ default:
+ return GL_FALSE;
+ }
+}
+
static struct gl2_program_intf _program_vftbl = {
{
{
@@ -1072,7 +1230,8 @@ static struct gl2_program_intf _program_vftbl = {
_program_UpdateFixedUniforms,
_program_UpdateFixedAttribute,
_program_UpdateFixedVarying,
- _program_GetTextureImageUsage
+ _program_GetTextureImageUsage,
+ _program_IsShaderPresent
};
static void