diff options
author | Brian <brian@yutani.localnet.net> | 2007-03-26 10:13:02 -0600 |
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committer | Brian <brian@yutani.localnet.net> | 2007-03-26 10:13:02 -0600 |
commit | d619cceea47dc3070ebb7f7ea4f8b6b31a672d38 (patch) | |
tree | f8b8a9f3fdc3f17a43436af270b22754b1749d31 /src/mesa/shader/slang/slang_builtin.c | |
parent | 76f3b66e0489526694d6a39b4a6ac3b1c2bee100 (diff) | |
parent | e71c34aaa173ca451fa02e526ead77758f7eeb74 (diff) |
merge of glsl-compiler-1 branch
Diffstat (limited to 'src/mesa/shader/slang/slang_builtin.c')
-rw-r--r-- | src/mesa/shader/slang/slang_builtin.c | 440 |
1 files changed, 440 insertions, 0 deletions
diff --git a/src/mesa/shader/slang/slang_builtin.c b/src/mesa/shader/slang/slang_builtin.c new file mode 100644 index 0000000000..6ee0fd33b6 --- /dev/null +++ b/src/mesa/shader/slang/slang_builtin.c @@ -0,0 +1,440 @@ +/* + * Mesa 3-D graphics library + * Version: 6.5.3 + * + * Copyright (C) 2005-2007 Brian Paul 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 + * BRIAN PAUL 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 slang_builtin.c + * Resolve built-in uniform vars. + * \author Brian Paul + */ + +#include "imports.h" +#include "slang_builtin.h" +#include "slang_ir.h" +#include "mtypes.h" +#include "program.h" +#include "prog_instruction.h" +#include "prog_parameter.h" +#include "prog_statevars.h" + + +/** + * Lookup GL state given a variable name, 0, 1 or 2 indexes and a field. + * Allocate room for the state in the given param list and return position + * in the list. + * Yes, this is kind of ugly, but it works. + */ +static GLint +lookup_statevar(const char *var, GLint index1, GLint index2, const char *field, + GLuint *swizzleOut, + struct gl_program_parameter_list *paramList) +{ + /* + * NOTE: The ARB_vertex_program extension specified that matrices get + * loaded in registers in row-major order. With GLSL, we want column- + * major order. So, we need to transpose all matrices here... + */ + static const struct { + const char *name; + gl_state_index matrix; + gl_state_index modifier; + } matrices[] = { + { "gl_ModelViewMatrix", STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE }, + { "gl_ModelViewMatrixInverse", STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVTRANS }, + { "gl_ModelViewMatrixTranspose", STATE_MODELVIEW_MATRIX, 0 }, + { "gl_ModelViewMatrixInverseTranspose", STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE }, + + { "gl_ProjectionMatrix", STATE_PROJECTION_MATRIX, STATE_MATRIX_TRANSPOSE }, + { "gl_ProjectionMatrixInverse", STATE_PROJECTION_MATRIX, STATE_MATRIX_INVTRANS }, + { "gl_ProjectionMatrixTranspose", STATE_PROJECTION_MATRIX, 0 }, + { "gl_ProjectionMatrixInverseTranspose", STATE_PROJECTION_MATRIX, STATE_MATRIX_INVERSE }, + + { "gl_ModelViewProjectionMatrix", STATE_MVP_MATRIX, STATE_MATRIX_TRANSPOSE }, + { "gl_ModelViewProjectionMatrixInverse", STATE_MVP_MATRIX, STATE_MATRIX_INVTRANS }, + { "gl_ModelViewProjectionMatrixTranspose", STATE_MVP_MATRIX, 0 }, + { "gl_ModelViewProjectionMatrixInverseTranspose", STATE_MVP_MATRIX, STATE_MATRIX_INVERSE }, + + { "gl_TextureMatrix", STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE }, + { "gl_TextureMatrixInverse", STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS }, + { "gl_TextureMatrixTranspose", STATE_TEXTURE_MATRIX, 0 }, + { "gl_TextureMatrixInverseTranspose", STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE }, + + /* XXX verify these!!! */ + { "gl_NormalMatrix", STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE }, + { "__NormalMatrixTranspose", STATE_MODELVIEW_MATRIX, 0 }, + + { NULL, 0, 0 } + }; + gl_state_index tokens[STATE_LENGTH]; + GLuint i; + GLboolean isMatrix = GL_FALSE; + + for (i = 0; i < STATE_LENGTH; i++) { + tokens[i] = 0; + } + *swizzleOut = SWIZZLE_NOOP; + + /* first, look if var is a pre-defined matrix */ + for (i = 0; matrices[i].name; i++) { + if (strcmp(var, matrices[i].name) == 0) { + tokens[0] = matrices[i].matrix; + /* tokens[1], [2] and [3] filled below */ + tokens[4] = matrices[i].modifier; + isMatrix = GL_TRUE; + break; + } + } + + if (isMatrix) { + if (tokens[0] == STATE_TEXTURE_MATRIX) { + if (index1 >= 0) { + tokens[1] = index1; + index1 = 0; /* prevent extra addition at end of function */ + } + } + } + else if (strcmp(var, "gl_DepthRange") == 0) { + tokens[0] = STATE_DEPTH_RANGE; + if (strcmp(field, "near") == 0) { + *swizzleOut = SWIZZLE_XXXX; + } + else if (strcmp(field, "far") == 0) { + *swizzleOut = SWIZZLE_YYYY; + } + else if (strcmp(field, "diff") == 0) { + *swizzleOut = SWIZZLE_ZZZZ; + } + else { + return -1; + } + } + else if (strcmp(var, "gl_ClipPlane") == 0) { + tokens[0] = STATE_CLIPPLANE; + tokens[1] = index1; + } + else if (strcmp(var, "gl_Point") == 0) { + if (strcmp(field, "size") == 0) { + tokens[0] = STATE_POINT_SIZE; + *swizzleOut = SWIZZLE_XXXX; + } + else if (strcmp(field, "sizeMin") == 0) { + tokens[0] = STATE_POINT_SIZE; + *swizzleOut = SWIZZLE_YYYY; + } + else if (strcmp(field, "sizeMax") == 0) { + tokens[0] = STATE_POINT_SIZE; + *swizzleOut = SWIZZLE_ZZZZ; + } + else if (strcmp(field, "fadeThresholdSize") == 0) { + tokens[0] = STATE_POINT_SIZE; + *swizzleOut = SWIZZLE_WWWW; + } + else if (strcmp(field, "distanceConstantAttenuation") == 0) { + tokens[0] = STATE_POINT_ATTENUATION; + *swizzleOut = SWIZZLE_XXXX; + } + else if (strcmp(field, "distanceLinearAttenuation") == 0) { + tokens[0] = STATE_POINT_ATTENUATION; + *swizzleOut = SWIZZLE_YYYY; + } + else if (strcmp(field, "distanceQuadraticAttenuation") == 0) { + tokens[0] = STATE_POINT_ATTENUATION; + *swizzleOut = SWIZZLE_ZZZZ; + } + else { + return -1; + } + } + else if (strcmp(var, "gl_FrontMaterial") == 0 || + strcmp(var, "gl_BackMaterial") == 0) { + tokens[0] = STATE_MATERIAL; + if (strcmp(var, "gl_FrontMaterial") == 0) + tokens[1] = 0; + else + tokens[1] = 1; + if (strcmp(field, "emission") == 0) { + tokens[2] = STATE_EMISSION; + } + else if (strcmp(field, "ambient") == 0) { + tokens[2] = STATE_AMBIENT; + } + else if (strcmp(field, "diffuse") == 0) { + tokens[2] = STATE_DIFFUSE; + } + else if (strcmp(field, "specular") == 0) { + tokens[2] = STATE_SPECULAR; + } + else if (strcmp(field, "shininess") == 0) { + tokens[2] = STATE_SHININESS; + *swizzleOut = SWIZZLE_XXXX; + } + else { + return -1; + } + } + else if (strcmp(var, "gl_LightSource") == 0) { + tokens[0] = STATE_LIGHT; + tokens[1] = index1; + if (strcmp(field, "ambient") == 0) { + tokens[2] = STATE_AMBIENT; + } + else if (strcmp(field, "diffuse") == 0) { + tokens[2] = STATE_DIFFUSE; + } + else if (strcmp(field, "specular") == 0) { + tokens[2] = STATE_SPECULAR; + } + else if (strcmp(field, "position") == 0) { + tokens[2] = STATE_POSITION; + } + else if (strcmp(field, "halfVector") == 0) { + tokens[2] = STATE_HALF_VECTOR; + } + else if (strcmp(field, "spotDirection") == 0) { + tokens[2] = STATE_SPOT_DIRECTION; + } + else if (strcmp(field, "spotCosCutoff") == 0) { + tokens[2] = STATE_SPOT_DIRECTION; + *swizzleOut = SWIZZLE_WWWW; + } + else if (strcmp(field, "spotCutoff") == 0) { + tokens[2] = STATE_SPOT_CUTOFF; + *swizzleOut = SWIZZLE_XXXX; + } + else if (strcmp(field, "spotExponent") == 0) { + tokens[2] = STATE_ATTENUATION; + *swizzleOut = SWIZZLE_WWWW; + } + else if (strcmp(field, "constantAttenuation") == 0) { + tokens[2] = STATE_ATTENUATION; + *swizzleOut = SWIZZLE_XXXX; + } + else if (strcmp(field, "linearAttenuation") == 0) { + tokens[2] = STATE_ATTENUATION; + *swizzleOut = SWIZZLE_YYYY; + } + else if (strcmp(field, "quadraticAttenuation") == 0) { + tokens[2] = STATE_ATTENUATION; + *swizzleOut = SWIZZLE_ZZZZ; + } + else { + return -1; + } + } + else if (strcmp(var, "gl_LightModel") == 0) { + if (strcmp(field, "ambient") == 0) { + tokens[0] = STATE_LIGHTMODEL_AMBIENT; + } + else { + return -1; + } + } + else if (strcmp(var, "gl_FrontLightModelProduct") == 0) { + if (strcmp(field, "ambient") == 0) { + tokens[0] = STATE_LIGHTMODEL_SCENECOLOR; + tokens[1] = 0; + } + else { + return -1; + } + } + else if (strcmp(var, "gl_BackLightModelProduct") == 0) { + if (strcmp(field, "ambient") == 0) { + tokens[0] = STATE_LIGHTMODEL_SCENECOLOR; + tokens[1] = 1; + } + else { + return -1; + } + } + else if (strcmp(var, "gl_FrontLightProduct") == 0 || + strcmp(var, "gl_BackLightProduct") == 0) { + tokens[0] = STATE_LIGHTPROD; + tokens[1] = index1; /* light number */ + if (strcmp(var, "gl_FrontLightProduct") == 0) { + tokens[2] = 0; /* front */ + } + else { + tokens[2] = 1; /* back */ + } + if (strcmp(field, "ambient") == 0) { + tokens[3] = STATE_AMBIENT; + } + else if (strcmp(field, "diffuse") == 0) { + tokens[3] = STATE_DIFFUSE; + } + else if (strcmp(field, "specular") == 0) { + tokens[3] = STATE_SPECULAR; + } + else { + return -1; + } + } + else if (strcmp(var, "gl_TextureEnvColor") == 0) { + tokens[0] = STATE_TEXENV_COLOR; + tokens[1] = index1; + } + else if (strcmp(var, "gl_EyePlaneS") == 0) { + tokens[0] = STATE_TEXGEN; + tokens[1] = index1; /* tex unit */ + tokens[2] = STATE_TEXGEN_EYE_S; + } + else if (strcmp(var, "gl_EyePlaneT") == 0) { + tokens[0] = STATE_TEXGEN; + tokens[1] = index1; /* tex unit */ + tokens[2] = STATE_TEXGEN_EYE_T; + } + else if (strcmp(var, "gl_EyePlaneR") == 0) { + tokens[0] = STATE_TEXGEN; + tokens[1] = index1; /* tex unit */ + tokens[2] = STATE_TEXGEN_EYE_R; + } + else if (strcmp(var, "gl_EyePlaneQ") == 0) { + tokens[0] = STATE_TEXGEN; + tokens[1] = index1; /* tex unit */ + tokens[2] = STATE_TEXGEN_EYE_Q; + } + else if (strcmp(var, "gl_ObjectPlaneS") == 0) { + tokens[0] = STATE_TEXGEN; + tokens[1] = index1; /* tex unit */ + tokens[2] = STATE_TEXGEN_OBJECT_S; + } + else if (strcmp(var, "gl_ObjectPlaneT") == 0) { + tokens[0] = STATE_TEXGEN; + tokens[1] = index1; /* tex unit */ + tokens[2] = STATE_TEXGEN_OBJECT_T; + } + else if (strcmp(var, "gl_ObjectPlaneR") == 0) { + tokens[0] = STATE_TEXGEN; + tokens[1] = index1; /* tex unit */ + tokens[2] = STATE_TEXGEN_OBJECT_R; + } + else if (strcmp(var, "gl_ObjectPlaneQ") == 0) { + tokens[0] = STATE_TEXGEN; + tokens[1] = index1; /* tex unit */ + tokens[2] = STATE_TEXGEN_OBJECT_Q; + } + else if (strcmp(var, "gl_Fog") == 0) { + if (strcmp(field, "color") == 0) { + tokens[0] = STATE_FOG_COLOR; + } + else if (strcmp(field, "density") == 0) { + tokens[0] = STATE_FOG_PARAMS; + *swizzleOut = SWIZZLE_XXXX; + } + else if (strcmp(field, "start") == 0) { + tokens[0] = STATE_FOG_PARAMS; + *swizzleOut = SWIZZLE_YYYY; + } + else if (strcmp(field, "end") == 0) { + tokens[0] = STATE_FOG_PARAMS; + *swizzleOut = SWIZZLE_ZZZZ; + } + else if (strcmp(field, "scale") == 0) { + tokens[0] = STATE_FOG_PARAMS; + *swizzleOut = SWIZZLE_WWWW; + } + else { + return -1; + } + } + else { + return -1; + } + + if (isMatrix) { + /* load all four columns of matrix */ + GLint pos[4]; + GLuint j; + for (j = 0; j < 4; j++) { + tokens[2] = tokens[3] = j; /* jth row of matrix */ + pos[j] = _mesa_add_state_reference(paramList, tokens); + assert(pos[j] >= 0); + ASSERT(pos[j] >= 0); + } + return pos[0] + index1; + } + else { + /* allocate a single register */ + GLint pos = _mesa_add_state_reference(paramList, tokens); + ASSERT(pos >= 0); + return pos; + } +} + + +/** + * Allocate storage for a pre-defined uniform (a GL state variable). + * As a memory-saving optimization, we try to only allocate storage for + * state vars that are actually used. + * For example, the "gl_LightSource" uniform is huge. If we only use + * a handful of gl_LightSource fields, we don't want to allocate storage + * for all of gl_LightSource. + * + * Currently, all pre-defined uniforms are in one of these forms: + * var + * var[i] + * var.field + * var[i].field + * var[i][j] + */ +GLint +_slang_alloc_statevar(slang_ir_node *n, + struct gl_program_parameter_list *paramList) +{ + slang_ir_node *n0 = n; + const char *field = NULL, *var; + GLint index1 = -1, index2 = -1, pos; + GLuint swizzle; + + if (n->Opcode == IR_FIELD) { + field = n->Field; + n = n->Children[0]; + } + + if (n->Opcode == IR_ELEMENT) { + /* XXX can only handle constant indexes for now */ + assert(n->Children[1]->Opcode == IR_FLOAT); + index1 = (GLint) n->Children[1]->Value[0]; + n = n->Children[0]; + } + + if (n->Opcode == IR_ELEMENT) { + /* XXX can only handle constant indexes for now */ + assert(n->Children[1]->Opcode == IR_FLOAT); + index2 = (GLint) n->Children[1]->Value[0]; + n = n->Children[0]; + } + + assert(n->Opcode == IR_VAR); + var = (char *) n->Var->a_name; + + pos = lookup_statevar(var, index1, index2, field, &swizzle, paramList); + assert(pos >= 0); + if (pos >= 0) { + n0->Store->Index = pos; + n0->Store->Swizzle = swizzle; + } + return pos; +} + |