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diff --git a/src/mesa/shader/program.c b/src/mesa/shader/program.c
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+/*
+ * Mesa 3-D graphics library
+ * Version: 6.5.2
+ *
+ * Copyright (C) 1999-2006 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 program.c
+ * Vertex and fragment program support functions.
+ * \author Brian Paul
+ */
+
+
+#include "glheader.h"
+#include "context.h"
+#include "hash.h"
+#include "imports.h"
+#include "macros.h"
+#include "mtypes.h"
+#include "program.h"
+#include "nvfragparse.h"
+#include "program_instruction.h"
+#include "nvvertparse.h"
+#include "atifragshader.h"
+
+
+static const char *
+make_state_string(const GLint stateTokens[6]);
+
+static GLbitfield
+make_state_flags(const GLint state[]);
+
+
+/**********************************************************************/
+/* Utility functions */
+/**********************************************************************/
+
+
+/* A pointer to this dummy program is put into the hash table when
+ * glGenPrograms is called.
+ */
+struct gl_program _mesa_DummyProgram;
+
+
+/**
+ * Init context's vertex/fragment program state
+ */
+void
+_mesa_init_program(GLcontext *ctx)
+{
+ GLuint i;
+
+ ctx->Program.ErrorPos = -1;
+ ctx->Program.ErrorString = _mesa_strdup("");
+
+#if FEATURE_NV_vertex_program || FEATURE_ARB_vertex_program
+ ctx->VertexProgram.Enabled = GL_FALSE;
+ ctx->VertexProgram.PointSizeEnabled = GL_FALSE;
+ ctx->VertexProgram.TwoSideEnabled = GL_FALSE;
+ ctx->VertexProgram.Current = (struct gl_vertex_program *) ctx->Shared->DefaultVertexProgram;
+ assert(ctx->VertexProgram.Current);
+ ctx->VertexProgram.Current->Base.RefCount++;
+ for (i = 0; i < MAX_NV_VERTEX_PROGRAM_PARAMS / 4; i++) {
+ ctx->VertexProgram.TrackMatrix[i] = GL_NONE;
+ ctx->VertexProgram.TrackMatrixTransform[i] = GL_IDENTITY_NV;
+ }
+#endif
+
+#if FEATURE_NV_fragment_program || FEATURE_ARB_fragment_program
+ ctx->FragmentProgram.Enabled = GL_FALSE;
+ ctx->FragmentProgram.Current = (struct gl_fragment_program *) ctx->Shared->DefaultFragmentProgram;
+ assert(ctx->FragmentProgram.Current);
+ ctx->FragmentProgram.Current->Base.RefCount++;
+#endif
+
+ /* XXX probably move this stuff */
+#if FEATURE_ATI_fragment_shader
+ ctx->ATIFragmentShader.Enabled = GL_FALSE;
+ ctx->ATIFragmentShader.Current = (struct ati_fragment_shader *) ctx->Shared->DefaultFragmentShader;
+ assert(ctx->ATIFragmentShader.Current);
+ ctx->ATIFragmentShader.Current->RefCount++;
+#endif
+}
+
+
+/**
+ * Free a context's vertex/fragment program state
+ */
+void
+_mesa_free_program_data(GLcontext *ctx)
+{
+#if FEATURE_NV_vertex_program || FEATURE_ARB_vertex_program
+ if (ctx->VertexProgram.Current) {
+ ctx->VertexProgram.Current->Base.RefCount--;
+ if (ctx->VertexProgram.Current->Base.RefCount <= 0)
+ ctx->Driver.DeleteProgram(ctx, &(ctx->VertexProgram.Current->Base));
+ }
+#endif
+#if FEATURE_NV_fragment_program || FEATURE_ARB_fragment_program
+ if (ctx->FragmentProgram.Current) {
+ ctx->FragmentProgram.Current->Base.RefCount--;
+ if (ctx->FragmentProgram.Current->Base.RefCount <= 0)
+ ctx->Driver.DeleteProgram(ctx, &(ctx->FragmentProgram.Current->Base));
+ }
+#endif
+ /* XXX probably move this stuff */
+#if FEATURE_ATI_fragment_shader
+ if (ctx->ATIFragmentShader.Current) {
+ ctx->ATIFragmentShader.Current->RefCount--;
+ if (ctx->ATIFragmentShader.Current->RefCount <= 0) {
+ _mesa_free(ctx->ATIFragmentShader.Current);
+ }
+ }
+#endif
+ _mesa_free((void *) ctx->Program.ErrorString);
+}
+
+
+
+
+/**
+ * Set the vertex/fragment program error state (position and error string).
+ * This is generally called from within the parsers.
+ */
+void
+_mesa_set_program_error(GLcontext *ctx, GLint pos, const char *string)
+{
+ ctx->Program.ErrorPos = pos;
+ _mesa_free((void *) ctx->Program.ErrorString);
+ if (!string)
+ string = "";
+ ctx->Program.ErrorString = _mesa_strdup(string);
+}
+
+
+/**
+ * Find the line number and column for 'pos' within 'string'.
+ * Return a copy of the line which contains 'pos'. Free the line with
+ * _mesa_free().
+ * \param string the program string
+ * \param pos the position within the string
+ * \param line returns the line number corresponding to 'pos'.
+ * \param col returns the column number corresponding to 'pos'.
+ * \return copy of the line containing 'pos'.
+ */
+const GLubyte *
+_mesa_find_line_column(const GLubyte *string, const GLubyte *pos,
+ GLint *line, GLint *col)
+{
+ const GLubyte *lineStart = string;
+ const GLubyte *p = string;
+ GLubyte *s;
+ int len;
+
+ *line = 1;
+
+ while (p != pos) {
+ if (*p == (GLubyte) '\n') {
+ (*line)++;
+ lineStart = p + 1;
+ }
+ p++;
+ }
+
+ *col = (pos - lineStart) + 1;
+
+ /* return copy of this line */
+ while (*p != 0 && *p != '\n')
+ p++;
+ len = p - lineStart;
+ s = (GLubyte *) _mesa_malloc(len + 1);
+ _mesa_memcpy(s, lineStart, len);
+ s[len] = 0;
+
+ return s;
+}
+
+
+/**
+ * Initialize a new vertex/fragment program object.
+ */
+static struct gl_program *
+_mesa_init_program_struct( GLcontext *ctx, struct gl_program *prog,
+ GLenum target, GLuint id)
+{
+ (void) ctx;
+ if (prog) {
+ prog->Id = id;
+ prog->Target = target;
+ prog->Resident = GL_TRUE;
+ prog->RefCount = 1;
+ prog->Format = GL_PROGRAM_FORMAT_ASCII_ARB;
+ }
+
+ return prog;
+}
+
+
+/**
+ * Initialize a new fragment program object.
+ */
+struct gl_program *
+_mesa_init_fragment_program( GLcontext *ctx, struct gl_fragment_program *prog,
+ GLenum target, GLuint id)
+{
+ if (prog)
+ return _mesa_init_program_struct( ctx, &prog->Base, target, id );
+ else
+ return NULL;
+}
+
+
+/**
+ * Initialize a new vertex program object.
+ */
+struct gl_program *
+_mesa_init_vertex_program( GLcontext *ctx, struct gl_vertex_program *prog,
+ GLenum target, GLuint id)
+{
+ if (prog)
+ return _mesa_init_program_struct( ctx, &prog->Base, target, id );
+ else
+ return NULL;
+}
+
+
+/**
+ * Allocate and initialize a new fragment/vertex program object but
+ * don't put it into the program hash table. Called via
+ * ctx->Driver.NewProgram. May be overridden (ie. replaced) by a
+ * device driver function to implement OO deriviation with additional
+ * types not understood by this function.
+ *
+ * \param ctx context
+ * \param id program id/number
+ * \param target program target/type
+ * \return pointer to new program object
+ */
+struct gl_program *
+_mesa_new_program(GLcontext *ctx, GLenum target, GLuint id)
+{
+ switch (target) {
+ case GL_VERTEX_PROGRAM_ARB: /* == GL_VERTEX_PROGRAM_NV */
+ return _mesa_init_vertex_program(ctx, CALLOC_STRUCT(gl_vertex_program),
+ target, id );
+ case GL_FRAGMENT_PROGRAM_NV:
+ case GL_FRAGMENT_PROGRAM_ARB:
+ return _mesa_init_fragment_program(ctx,
+ CALLOC_STRUCT(gl_fragment_program),
+ target, id );
+ default:
+ _mesa_problem(ctx, "bad target in _mesa_new_program");
+ return NULL;
+ }
+}
+
+
+/**
+ * Delete a program and remove it from the hash table, ignoring the
+ * reference count.
+ * Called via ctx->Driver.DeleteProgram. May be wrapped (OO deriviation)
+ * by a device driver function.
+ */
+void
+_mesa_delete_program(GLcontext *ctx, struct gl_program *prog)
+{
+ (void) ctx;
+ ASSERT(prog);
+
+ if (prog == &_mesa_DummyProgram)
+ return;
+
+ if (prog->String)
+ _mesa_free(prog->String);
+
+ if (prog->Instructions) {
+ GLuint i;
+ for (i = 0; i < prog->NumInstructions; i++) {
+ if (prog->Instructions[i].Data)
+ _mesa_free(prog->Instructions[i].Data);
+ }
+ _mesa_free(prog->Instructions);
+ }
+
+ if (prog->Parameters) {
+ _mesa_free_parameter_list(prog->Parameters);
+ }
+
+ /* XXX this is a little ugly */
+ if (prog->Target == GL_VERTEX_PROGRAM_ARB) {
+ struct gl_vertex_program *vprog = (struct gl_vertex_program *) prog;
+ if (vprog->TnlData)
+ _mesa_free(vprog->TnlData);
+ }
+
+ _mesa_free(prog);
+}
+
+
+/**
+ * Return the gl_program object for a given ID.
+ * Basically just a wrapper for _mesa_HashLookup() to avoid a lot of
+ * casts elsewhere.
+ */
+struct gl_program *
+_mesa_lookup_program(GLcontext *ctx, GLuint id)
+{
+ if (id)
+ return (struct gl_program *) _mesa_HashLookup(ctx->Shared->Programs, id);
+ else
+ return NULL;
+}
+
+
+/**********************************************************************/
+/* Program parameter functions */
+/**********************************************************************/
+
+struct gl_program_parameter_list *
+_mesa_new_parameter_list(void)
+{
+ return (struct gl_program_parameter_list *)
+ _mesa_calloc(sizeof(struct gl_program_parameter_list));
+}
+
+
+/**
+ * Free a parameter list and all its parameters
+ */
+void
+_mesa_free_parameter_list(struct gl_program_parameter_list *paramList)
+{
+ GLuint i;
+ for (i = 0; i < paramList->NumParameters; i++) {
+ if (paramList->Parameters[i].Name)
+ _mesa_free((void *) paramList->Parameters[i].Name);
+ }
+ _mesa_free(paramList->Parameters);
+ if (paramList->ParameterValues)
+ _mesa_align_free(paramList->ParameterValues);
+ _mesa_free(paramList);
+}
+
+
+/**
+ * Add a new parameter to a parameter list.
+ * \param paramList the list to add the parameter to
+ * \param name the parameter name, will be duplicated/copied!
+ * \param values initial parameter value, 4 GLfloats
+ * \param type type of parameter, such as
+ * \return index of new parameter in the list, or -1 if error (out of mem)
+ */
+static GLint
+add_parameter(struct gl_program_parameter_list *paramList,
+ const char *name, const GLfloat values[4],
+ enum register_file type)
+{
+ const GLuint n = paramList->NumParameters;
+
+ if (n == paramList->Size) {
+ /* Need to grow the parameter list array */
+ if (paramList->Size == 0)
+ paramList->Size = 8;
+ else
+ paramList->Size *= 2;
+
+ /* realloc arrays */
+ paramList->Parameters = (struct gl_program_parameter *)
+ _mesa_realloc(paramList->Parameters,
+ n * sizeof(struct gl_program_parameter),
+ paramList->Size * sizeof(struct gl_program_parameter));
+
+ paramList->ParameterValues = (GLfloat (*)[4])
+ _mesa_align_realloc(paramList->ParameterValues, /* old buf */
+ n * 4 * sizeof(GLfloat), /* old size */
+ paramList->Size * 4 *sizeof(GLfloat), /* new sz */
+ 16);
+ }
+
+ if (!paramList->Parameters ||
+ !paramList->ParameterValues) {
+ /* out of memory */
+ paramList->NumParameters = 0;
+ paramList->Size = 0;
+ return -1;
+ }
+ else {
+ paramList->NumParameters = n + 1;
+
+ _mesa_memset(&paramList->Parameters[n], 0,
+ sizeof(struct gl_program_parameter));
+
+ paramList->Parameters[n].Name = name ? _mesa_strdup(name) : NULL;
+ paramList->Parameters[n].Type = type;
+ if (values)
+ COPY_4V(paramList->ParameterValues[n], values);
+ return (GLint) n;
+ }
+}
+
+
+/**
+ * Add a new named program parameter (Ex: NV_fragment_program DEFINE statement)
+ * \return index of the new entry in the parameter list
+ */
+GLint
+_mesa_add_named_parameter(struct gl_program_parameter_list *paramList,
+ const char *name, const GLfloat values[4])
+{
+ return add_parameter(paramList, name, values, PROGRAM_NAMED_PARAM);
+}
+
+
+/**
+ * Add a new named constant to the parameter list.
+ * This will be used when the program contains something like this:
+ * PARAM myVals = { 0, 1, 2, 3 };
+ *
+ * \param paramList the parameter list
+ * \param name the name for the constant
+ * \param values four float values
+ * \return index/position of the new parameter in the parameter list
+ */
+GLint
+_mesa_add_named_constant(struct gl_program_parameter_list *paramList,
+ const char *name, const GLfloat values[4],
+ GLuint size)
+{
+#if 0 /* disable this for now -- we need to save the name! */
+ GLuint pos, swizzle;
+ ASSERT(size == 4); /* XXX future feature */
+ /* check if we already have this constant */
+ if (_mesa_lookup_parameter_constant(paramList, values, 4, &pos, &swizzle)) {
+ return pos;
+ }
+#endif
+ return add_parameter(paramList, name, values, PROGRAM_CONSTANT);
+}
+
+
+/**
+ * Add a new unnamed constant to the parameter list.
+ * This will be used when the program contains something like this:
+ * MOV r, { 0, 1, 2, 3 };
+ *
+ * \param paramList the parameter list
+ * \param values four float values
+ * \return index/position of the new parameter in the parameter list.
+ */
+GLint
+_mesa_add_unnamed_constant(struct gl_program_parameter_list *paramList,
+ const GLfloat values[4], GLuint size)
+{
+ GLuint pos, swizzle;
+ ASSERT(size == 4); /* XXX future feature */
+ /* check if we already have this constant */
+ if (_mesa_lookup_parameter_constant(paramList, values, 4, &pos, &swizzle)) {
+ return pos;
+ }
+ return add_parameter(paramList, NULL, values, PROGRAM_CONSTANT);
+}
+
+
+/**
+ * Add a new state reference to the parameter list.
+ * This will be used when the program contains something like this:
+ * PARAM ambient = state.material.front.ambient;
+ *
+ * \param paramList the parameter list
+ * \param state an array of 6 state tokens
+ * \return index of the new parameter.
+ */
+GLint
+_mesa_add_state_reference(struct gl_program_parameter_list *paramList,
+ const GLint *stateTokens)
+{
+ /* XXX we should probably search the current parameter list to see if
+ * the new state reference is already present.
+ */
+ GLint index;
+ const char *name = make_state_string(stateTokens);
+
+ index = add_parameter(paramList, name, NULL, PROGRAM_STATE_VAR);
+ if (index >= 0) {
+ GLuint i;
+ for (i = 0; i < 6; i++) {
+ paramList->Parameters[index].StateIndexes[i]
+ = (enum state_index) stateTokens[i];
+ }
+ paramList->StateFlags |= make_state_flags(stateTokens);
+ }
+
+ /* free name string here since we duplicated it in add_parameter() */
+ _mesa_free((void *) name);
+
+ return index;
+}
+
+
+/**
+ * Lookup a parameter value by name in the given parameter list.
+ * \return pointer to the float[4] values.
+ */
+GLfloat *
+_mesa_lookup_parameter_value(const struct gl_program_parameter_list *paramList,
+ GLsizei nameLen, const char *name)
+{
+ GLuint i;
+
+ if (!paramList)
+ return NULL;
+
+ if (nameLen == -1) {
+ /* name is null-terminated */
+ for (i = 0; i < paramList->NumParameters; i++) {
+ if (paramList->Parameters[i].Name &&
+ _mesa_strcmp(paramList->Parameters[i].Name, name) == 0)
+ return paramList->ParameterValues[i];
+ }
+ }
+ else {
+ /* name is not null-terminated, use nameLen */
+ for (i = 0; i < paramList->NumParameters; i++) {
+ if (paramList->Parameters[i].Name &&
+ _mesa_strncmp(paramList->Parameters[i].Name, name, nameLen) == 0
+ && _mesa_strlen(paramList->Parameters[i].Name) == (size_t)nameLen)
+ return paramList->ParameterValues[i];
+ }
+ }
+ return NULL;
+}
+
+
+/**
+ * Given a program parameter name, find its position in the list of parameters.
+ * \param paramList the parameter list to search
+ * \param nameLen length of name (in chars).
+ * If length is negative, assume that name is null-terminated.
+ * \param name the name to search for
+ * \return index of parameter in the list.
+ */
+GLint
+_mesa_lookup_parameter_index(const struct gl_program_parameter_list *paramList,
+ GLsizei nameLen, const char *name)
+{
+ GLint i;
+
+ if (!paramList)
+ return -1;
+
+ if (nameLen == -1) {
+ /* name is null-terminated */
+ for (i = 0; i < (GLint) paramList->NumParameters; i++) {
+ if (paramList->Parameters[i].Name &&
+ _mesa_strcmp(paramList->Parameters[i].Name, name) == 0)
+ return i;
+ }
+ }
+ else {
+ /* name is not null-terminated, use nameLen */
+ for (i = 0; i < (GLint) paramList->NumParameters; i++) {
+ if (paramList->Parameters[i].Name &&
+ _mesa_strncmp(paramList->Parameters[i].Name, name, nameLen) == 0
+ && _mesa_strlen(paramList->Parameters[i].Name) == (size_t)nameLen)
+ return i;
+ }
+ }
+ return -1;
+}
+
+
+/**
+ * Look for a float vector in the given parameter list. The float vector
+ * may be of length 1, 2, 3 or 4.
+ * \param paramList the parameter list to search
+ * \param v the float vector to search for
+ * \param size number of element in v
+ * \param posOut returns the position of the constant, if found
+ * \param swizzleOut returns a swizzle mask describing location of the
+ * vector elements if found
+ * \return GL_TRUE if found, GL_FALSE if not found
+ */
+GLboolean
+_mesa_lookup_parameter_constant(const struct gl_program_parameter_list *paramList,
+ const GLfloat v[], GLsizei vSize,
+ GLuint *posOut, GLuint *swizzleOut)
+{
+ GLuint i;
+
+ assert(vSize >= 1);
+ assert(vSize <= 4);
+
+ if (!paramList)
+ return -1;
+
+ for (i = 0; i < paramList->NumParameters; i++) {
+ if (paramList->Parameters[i].Type == PROGRAM_CONSTANT) {
+ const GLint maxShift = 4 - vSize;
+ GLint shift, j;
+ for (shift = 0; shift <= maxShift; shift++) {
+ GLint matched = 0;
+ GLuint swizzle[4];
+ swizzle[0] = swizzle[1] = swizzle[2] = swizzle[3] = 0;
+ /* XXX we could do out-of-order swizzle matches too, someday */
+ for (j = 0; j < vSize; j++) {
+ assert(shift + j < 4);
+ if (paramList->ParameterValues[i][shift + j] == v[j]) {
+ matched++;
+ swizzle[j] = shift + j;
+ }
+ }
+ if (matched == vSize) {
+ /* found! */
+ *posOut = i;
+ *swizzleOut = MAKE_SWIZZLE4(swizzle[0], swizzle[1],
+ swizzle[2], swizzle[3]);
+ return GL_TRUE;
+ }
+ }
+ }
+ }
+
+ return GL_FALSE;
+}
+
+
+/**
+ * Use the list of tokens in the state[] array to find global GL state
+ * and return it in <value>. Usually, four values are returned in <value>
+ * but matrix queries may return as many as 16 values.
+ * This function is used for ARB vertex/fragment programs.
+ * The program parser will produce the state[] values.
+ */
+static void
+_mesa_fetch_state(GLcontext *ctx, const enum state_index state[],
+ GLfloat *value)
+{
+ switch (state[0]) {
+ case STATE_MATERIAL:
+ {
+ /* state[1] is either 0=front or 1=back side */
+ const GLuint face = (GLuint) state[1];
+ const struct gl_material *mat = &ctx->Light.Material;
+ ASSERT(face == 0 || face == 1);
+ /* we rely on tokens numbered so that _BACK_ == _FRONT_+ 1 */
+ ASSERT(MAT_ATTRIB_FRONT_AMBIENT + 1 == MAT_ATTRIB_BACK_AMBIENT);
+ /* XXX we could get rid of this switch entirely with a little
+ * work in arbprogparse.c's parse_state_single_item().
+ */
+ /* state[2] is the material attribute */
+ switch (state[2]) {
+ case STATE_AMBIENT:
+ COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_AMBIENT + face]);
+ return;
+ case STATE_DIFFUSE:
+ COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_DIFFUSE + face]);
+ return;
+ case STATE_SPECULAR:
+ COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_SPECULAR + face]);
+ return;
+ case STATE_EMISSION:
+ COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_EMISSION + face]);
+ return;
+ case STATE_SHININESS:
+ value[0] = mat->Attrib[MAT_ATTRIB_FRONT_SHININESS + face][0];
+ value[1] = 0.0F;
+ value[2] = 0.0F;
+ value[3] = 1.0F;
+ return;
+ default:
+ _mesa_problem(ctx, "Invalid material state in fetch_state");
+ return;
+ }
+ }
+ case STATE_LIGHT:
+ {
+ /* state[1] is the light number */
+ const GLuint ln = (GLuint) state[1];
+ /* state[2] is the light attribute */
+ switch (state[2]) {
+ case STATE_AMBIENT:
+ COPY_4V(value, ctx->Light.Light[ln].Ambient);
+ return;
+ case STATE_DIFFUSE:
+ COPY_4V(value, ctx->Light.Light[ln].Diffuse);
+ return;
+ case STATE_SPECULAR:
+ COPY_4V(value, ctx->Light.Light[ln].Specular);
+ return;
+ case STATE_POSITION:
+ COPY_4V(value, ctx->Light.Light[ln].EyePosition);
+ return;
+ case STATE_ATTENUATION:
+ value[0] = ctx->Light.Light[ln].ConstantAttenuation;
+ value[1] = ctx->Light.Light[ln].LinearAttenuation;
+ value[2] = ctx->Light.Light[ln].QuadraticAttenuation;
+ value[3] = ctx->Light.Light[ln].SpotExponent;
+ return;
+ case STATE_SPOT_DIRECTION:
+ COPY_3V(value, ctx->Light.Light[ln].EyeDirection);
+ value[3] = ctx->Light.Light[ln]._CosCutoff;
+ return;
+ case STATE_HALF:
+ {
+ GLfloat eye_z[] = {0, 0, 1};
+
+ /* Compute infinite half angle vector:
+ * half-vector = light_position + (0, 0, 1)
+ * and then normalize. w = 0
+ *
+ * light.EyePosition.w should be 0 for infinite lights.
+ */
+ ADD_3V(value, eye_z, ctx->Light.Light[ln].EyePosition);
+ NORMALIZE_3FV(value);
+ value[3] = 0;
+ }
+ return;
+ case STATE_POSITION_NORMALIZED:
+ COPY_4V(value, ctx->Light.Light[ln].EyePosition);
+ NORMALIZE_3FV( value );
+ return;
+ default:
+ _mesa_problem(ctx, "Invalid light state in fetch_state");
+ return;
+ }
+ }
+ case STATE_LIGHTMODEL_AMBIENT:
+ COPY_4V(value, ctx->Light.Model.Ambient);
+ return;
+ case STATE_LIGHTMODEL_SCENECOLOR:
+ if (state[1] == 0) {
+ /* front */
+ GLint i;
+ for (i = 0; i < 3; i++) {
+ value[i] = ctx->Light.Model.Ambient[i]
+ * ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT][i]
+ + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION][i];
+ }
+ value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
+ }
+ else {
+ /* back */
+ GLint i;
+ for (i = 0; i < 3; i++) {
+ value[i] = ctx->Light.Model.Ambient[i]
+ * ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_AMBIENT][i]
+ + ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_EMISSION][i];
+ }
+ value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
+ }
+ return;
+ case STATE_LIGHTPROD:
+ {
+ const GLuint ln = (GLuint) state[1];
+ const GLuint face = (GLuint) state[2];
+ GLint i;
+ ASSERT(face == 0 || face == 1);
+ switch (state[3]) {
+ case STATE_AMBIENT:
+ for (i = 0; i < 3; i++) {
+ value[i] = ctx->Light.Light[ln].Ambient[i] *
+ ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][i];
+ }
+ /* [3] = material alpha */
+ value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
+ return;
+ case STATE_DIFFUSE:
+ for (i = 0; i < 3; i++) {
+ value[i] = ctx->Light.Light[ln].Diffuse[i] *
+ ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][i];
+ }
+ /* [3] = material alpha */
+ value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
+ return;
+ case STATE_SPECULAR:
+ for (i = 0; i < 3; i++) {
+ value[i] = ctx->Light.Light[ln].Specular[i] *
+ ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][i];
+ }
+ /* [3] = material alpha */
+ value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
+ return;
+ default:
+ _mesa_problem(ctx, "Invalid lightprod state in fetch_state");
+ return;
+ }
+ }
+ case STATE_TEXGEN:
+ {
+ /* state[1] is the texture unit */
+ const GLuint unit = (GLuint) state[1];
+ /* state[2] is the texgen attribute */
+ switch (state[2]) {
+ case STATE_TEXGEN_EYE_S:
+ COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneS);
+ return;
+ case STATE_TEXGEN_EYE_T:
+ COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneT);
+ return;
+ case STATE_TEXGEN_EYE_R:
+ COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneR);
+ return;
+ case STATE_TEXGEN_EYE_Q:
+ COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneQ);
+ return;
+ case STATE_TEXGEN_OBJECT_S:
+ COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneS);
+ return;
+ case STATE_TEXGEN_OBJECT_T:
+ COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneT);
+ return;
+ case STATE_TEXGEN_OBJECT_R:
+ COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneR);
+ return;
+ case STATE_TEXGEN_OBJECT_Q:
+ COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneQ);
+ return;
+ default:
+ _mesa_problem(ctx, "Invalid texgen state in fetch_state");
+ return;
+ }
+ }
+ case STATE_TEXENV_COLOR:
+ {
+ /* state[1] is the texture unit */
+ const GLuint unit = (GLuint) state[1];
+ COPY_4V(value, ctx->Texture.Unit[unit].EnvColor);
+ }
+ return;
+ case STATE_FOG_COLOR:
+ COPY_4V(value, ctx->Fog.Color);
+ return;
+ case STATE_FOG_PARAMS:
+ value[0] = ctx->Fog.Density;
+ value[1] = ctx->Fog.Start;
+ value[2] = ctx->Fog.End;
+ value[3] = 1.0F / (ctx->Fog.End - ctx->Fog.Start);
+ return;
+ case STATE_CLIPPLANE:
+ {
+ const GLuint plane = (GLuint) state[1];
+ COPY_4V(value, ctx->Transform.EyeUserPlane[plane]);
+ }
+ return;
+ case STATE_POINT_SIZE:
+ value[0] = ctx->Point.Size;
+ value[1] = ctx->Point.MinSize;
+ value[2] = ctx->Point.MaxSize;
+ value[3] = ctx->Point.Threshold;
+ return;
+ case STATE_POINT_ATTENUATION:
+ value[0] = ctx->Point.Params[0];
+ value[1] = ctx->Point.Params[1];
+ value[2] = ctx->Point.Params[2];
+ value[3] = 1.0F;
+ return;
+ case STATE_MATRIX:
+ {
+ /* state[1] = modelview, projection, texture, etc. */
+ /* state[2] = which texture matrix or program matrix */
+ /* state[3] = first column to fetch */
+ /* state[4] = last column to fetch */
+ /* state[5] = transpose, inverse or invtrans */
+
+ const GLmatrix *matrix;
+ const enum state_index mat = state[1];
+ const GLuint index = (GLuint) state[2];
+ const GLuint first = (GLuint) state[3];
+ const GLuint last = (GLuint) state[4];
+ const enum state_index modifier = state[5];
+ const GLfloat *m;
+ GLuint row, i;
+ if (mat == STATE_MODELVIEW) {
+ matrix = ctx->ModelviewMatrixStack.Top;
+ }
+ else if (mat == STATE_PROJECTION) {
+ matrix = ctx->ProjectionMatrixStack.Top;
+ }
+ else if (mat == STATE_MVP) {
+ matrix = &ctx->_ModelProjectMatrix;
+ }
+ else if (mat == STATE_TEXTURE) {
+ matrix = ctx->TextureMatrixStack[index].Top;
+ }
+ else if (mat == STATE_PROGRAM) {
+ matrix = ctx->ProgramMatrixStack[index].Top;
+ }
+ else {
+ _mesa_problem(ctx, "Bad matrix name in _mesa_fetch_state()");
+ return;
+ }
+ if (modifier == STATE_MATRIX_INVERSE ||
+ modifier == STATE_MATRIX_INVTRANS) {
+ /* Be sure inverse is up to date:
+ */
+ _math_matrix_alloc_inv( (GLmatrix *) matrix );
+ _math_matrix_analyse( (GLmatrix*) matrix );
+ m = matrix->inv;
+ }
+ else {
+ m = matrix->m;
+ }
+ if (modifier == STATE_MATRIX_TRANSPOSE ||
+ modifier == STATE_MATRIX_INVTRANS) {
+ for (i = 0, row = first; row <= last; row++) {
+ value[i++] = m[row * 4 + 0];
+ value[i++] = m[row * 4 + 1];
+ value[i++] = m[row * 4 + 2];
+ value[i++] = m[row * 4 + 3];
+ }
+ }
+ else {
+ for (i = 0, row = first; row <= last; row++) {
+ value[i++] = m[row + 0];
+ value[i++] = m[row + 4];
+ value[i++] = m[row + 8];
+ value[i++] = m[row + 12];
+ }
+ }
+ }
+ return;
+ case STATE_DEPTH_RANGE:
+ value[0] = ctx->Viewport.Near; /* near */
+ value[1] = ctx->Viewport.Far; /* far */
+ value[2] = ctx->Viewport.Far - ctx->Viewport.Near; /* far - near */
+ value[3] = 0;
+ return;
+ case STATE_FRAGMENT_PROGRAM:
+ {
+ /* state[1] = {STATE_ENV, STATE_LOCAL} */
+ /* state[2] = parameter index */
+ const int idx = (int) state[2];
+ switch (state[1]) {
+ case STATE_ENV:
+ COPY_4V(value, ctx->FragmentProgram.Parameters[idx]);
+ break;
+ case STATE_LOCAL:
+ COPY_4V(value, ctx->FragmentProgram.Current->Base.LocalParams[idx]);
+ break;
+ default:
+ _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
+ return;
+ }
+ }
+ return;
+
+ case STATE_VERTEX_PROGRAM:
+ {
+ /* state[1] = {STATE_ENV, STATE_LOCAL} */
+ /* state[2] = parameter index */
+ const int idx = (int) state[2];
+ switch (state[1]) {
+ case STATE_ENV:
+ COPY_4V(value, ctx->VertexProgram.Parameters[idx]);
+ break;
+ case STATE_LOCAL:
+ COPY_4V(value, ctx->VertexProgram.Current->Base.LocalParams[idx]);
+ break;
+ default:
+ _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
+ return;
+ }
+ }
+ return;
+
+ case STATE_INTERNAL:
+ {
+ switch (state[1]) {
+ case STATE_NORMAL_SCALE:
+ ASSIGN_4V(value, ctx->_ModelViewInvScale, 0, 0, 1);
+ break;
+ case STATE_TEXRECT_SCALE: {
+ const int unit = (int) state[2];
+ const struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current;
+ if (texObj) {
+ struct gl_texture_image *texImage = texObj->Image[0][0];
+ ASSIGN_4V(value, 1.0 / texImage->Width, 1.0 / texImage->Height, 0, 1);
+ }
+ break;
+ }
+ default:
+ /* unknown state indexes are silently ignored
+ * should be handled by the driver.
+ */
+ return;
+ }
+ }
+ return;
+
+ default:
+ _mesa_problem(ctx, "Invalid state in _mesa_fetch_state");
+ return;
+ }
+}
+
+
+/**
+ * Return a bitmask of the Mesa state flags (_NEW_* values) which would
+ * indicate that the given context state may have changed.
+ * The bitmask is used during validation to determine if we need to update
+ * vertex/fragment program parameters (like "state.material.color") when
+ * some GL state has changed.
+ */
+static GLbitfield
+make_state_flags(const GLint state[])
+{
+ switch (state[0]) {
+ case STATE_MATERIAL:
+ case STATE_LIGHT:
+ case STATE_LIGHTMODEL_AMBIENT:
+ case STATE_LIGHTMODEL_SCENECOLOR:
+ case STATE_LIGHTPROD:
+ return _NEW_LIGHT;
+
+ case STATE_TEXGEN:
+ case STATE_TEXENV_COLOR:
+ return _NEW_TEXTURE;
+
+ case STATE_FOG_COLOR:
+ case STATE_FOG_PARAMS:
+ return _NEW_FOG;
+
+ case STATE_CLIPPLANE:
+ return _NEW_TRANSFORM;
+
+ case STATE_POINT_SIZE:
+ case STATE_POINT_ATTENUATION:
+ return _NEW_POINT;
+
+ case STATE_MATRIX:
+ switch (state[1]) {
+ case STATE_MODELVIEW:
+ return _NEW_MODELVIEW;
+ case STATE_PROJECTION:
+ return _NEW_PROJECTION;
+ case STATE_MVP:
+ return _NEW_MODELVIEW | _NEW_PROJECTION;
+ case STATE_TEXTURE:
+ return _NEW_TEXTURE_MATRIX;
+ case STATE_PROGRAM:
+ return _NEW_TRACK_MATRIX;
+ default:
+ _mesa_problem(NULL, "unexpected matrix in make_state_flags()");
+ return 0;
+ }
+
+ case STATE_DEPTH_RANGE:
+ return _NEW_VIEWPORT;
+
+ case STATE_FRAGMENT_PROGRAM:
+ case STATE_VERTEX_PROGRAM:
+ return _NEW_PROGRAM;
+
+ case STATE_INTERNAL:
+ switch (state[1]) {
+ case STATE_NORMAL_SCALE:
+ return _NEW_MODELVIEW;
+ case STATE_TEXRECT_SCALE:
+ return _NEW_TEXTURE;
+ default:
+ /* unknown state indexes are silently ignored and
+ * no flag set, since it is handled by the driver.
+ */
+ return 0;
+ }
+
+ default:
+ _mesa_problem(NULL, "unexpected state[0] in make_state_flags()");
+ return 0;
+ }
+}
+
+
+static void
+append(char *dst, const char *src)
+{
+ while (*dst)
+ dst++;
+ while (*src)
+ *dst++ = *src++;
+ *dst = 0;
+}
+
+
+static void
+append_token(char *dst, enum state_index k)
+{
+ switch (k) {
+ case STATE_MATERIAL:
+ append(dst, "material.");
+ break;
+ case STATE_LIGHT:
+ append(dst, "light");
+ break;
+ case STATE_LIGHTMODEL_AMBIENT:
+ append(dst, "lightmodel.ambient");
+ break;
+ case STATE_LIGHTMODEL_SCENECOLOR:
+ break;
+ case STATE_LIGHTPROD:
+ append(dst, "lightprod");
+ break;
+ case STATE_TEXGEN:
+ append(dst, "texgen");
+ break;
+ case STATE_FOG_COLOR:
+ append(dst, "fog.color");
+ break;
+ case STATE_FOG_PARAMS:
+ append(dst, "fog.params");
+ break;
+ case STATE_CLIPPLANE:
+ append(dst, "clip");
+ break;
+ case STATE_POINT_SIZE:
+ append(dst, "point.size");
+ break;
+ case STATE_POINT_ATTENUATION:
+ append(dst, "point.attenuation");
+ break;
+ case STATE_MATRIX:
+ append(dst, "matrix.");
+ break;
+ case STATE_MODELVIEW:
+ append(dst, "modelview");
+ break;
+ case STATE_PROJECTION:
+ append(dst, "projection");
+ break;
+ case STATE_MVP:
+ append(dst, "mvp");
+ break;
+ case STATE_TEXTURE:
+ append(dst, "texture");
+ break;
+ case STATE_PROGRAM:
+ append(dst, "program");
+ break;
+ case STATE_MATRIX_INVERSE:
+ append(dst, ".inverse");
+ break;
+ case STATE_MATRIX_TRANSPOSE:
+ append(dst, ".transpose");
+ break;
+ case STATE_MATRIX_INVTRANS:
+ append(dst, ".invtrans");
+ break;
+ case STATE_AMBIENT:
+ append(dst, "ambient");
+ break;
+ case STATE_DIFFUSE:
+ append(dst, "diffuse");
+ break;
+ case STATE_SPECULAR:
+ append(dst, "specular");
+ break;
+ case STATE_EMISSION:
+ append(dst, "emission");
+ break;
+ case STATE_SHININESS:
+ append(dst, "shininess");
+ break;
+ case STATE_HALF:
+ append(dst, "half");
+ break;
+ case STATE_POSITION:
+ append(dst, ".position");
+ break;
+ case STATE_ATTENUATION:
+ append(dst, ".attenuation");
+ break;
+ case STATE_SPOT_DIRECTION:
+ append(dst, ".spot.direction");
+ break;
+ case STATE_TEXGEN_EYE_S:
+ append(dst, "eye.s");
+ break;
+ case STATE_TEXGEN_EYE_T:
+ append(dst, "eye.t");
+ break;
+ case STATE_TEXGEN_EYE_R:
+ append(dst, "eye.r");
+ break;
+ case STATE_TEXGEN_EYE_Q:
+ append(dst, "eye.q");
+ break;
+ case STATE_TEXGEN_OBJECT_S:
+ append(dst, "object.s");
+ break;
+ case STATE_TEXGEN_OBJECT_T:
+ append(dst, "object.t");
+ break;
+ case STATE_TEXGEN_OBJECT_R:
+ append(dst, "object.r");
+ break;
+ case STATE_TEXGEN_OBJECT_Q:
+ append(dst, "object.q");
+ break;
+ case STATE_TEXENV_COLOR:
+ append(dst, "texenv");
+ break;
+ case STATE_DEPTH_RANGE:
+ append(dst, "depth.range");
+ break;
+ case STATE_VERTEX_PROGRAM:
+ case STATE_FRAGMENT_PROGRAM:
+ break;
+ case STATE_ENV:
+ append(dst, "env");
+ break;
+ case STATE_LOCAL:
+ append(dst, "local");
+ break;
+ case STATE_INTERNAL:
+ case STATE_NORMAL_SCALE:
+ case STATE_POSITION_NORMALIZED:
+ append(dst, "(internal)");
+ break;
+ default:
+ ;
+ }
+}
+
+static void
+append_face(char *dst, GLint face)
+{
+ if (face == 0)
+ append(dst, "front.");
+ else
+ append(dst, "back.");
+}
+
+static void
+append_index(char *dst, GLint index)
+{
+ char s[20];
+ _mesa_sprintf(s, "[%d].", index);
+ append(dst, s);
+}
+
+/**
+ * Make a string from the given state vector.
+ * For example, return "state.matrix.texture[2].inverse".
+ * Use _mesa_free() to deallocate the string.
+ */
+static const char *
+make_state_string(const GLint state[6])
+{
+ char str[1000] = "";
+ char tmp[30];
+
+ append(str, "state.");
+ append_token(str, (enum state_index) state[0]);
+
+ switch (state[0]) {
+ case STATE_MATERIAL:
+ append_face(str, state[1]);
+ append_token(str, (enum state_index) state[2]);
+ break;
+ case STATE_LIGHT:
+ append(str, "light");
+ append_index(str, state[1]); /* light number [i]. */
+ append_token(str, (enum state_index) state[2]); /* coefficients */
+ break;
+ case STATE_LIGHTMODEL_AMBIENT:
+ append(str, "lightmodel.ambient");
+ break;
+ case STATE_LIGHTMODEL_SCENECOLOR:
+ if (state[1] == 0) {
+ append(str, "lightmodel.front.scenecolor");
+ }
+ else {
+ append(str, "lightmodel.back.scenecolor");
+ }
+ break;
+ case STATE_LIGHTPROD:
+ append_index(str, state[1]); /* light number [i]. */
+ append_face(str, state[2]);
+ append_token(str, (enum state_index) state[3]);
+ break;
+ case STATE_TEXGEN:
+ append_index(str, state[1]); /* tex unit [i] */
+ append_token(str, (enum state_index) state[2]); /* plane coef */
+ break;
+ case STATE_TEXENV_COLOR:
+ append_index(str, state[1]); /* tex unit [i] */
+ append(str, "color");
+ break;
+ case STATE_FOG_COLOR:
+ case STATE_FOG_PARAMS:
+ break;
+ case STATE_CLIPPLANE:
+ append_index(str, state[1]); /* plane [i] */
+ append(str, "plane");
+ break;
+ case STATE_POINT_SIZE:
+ case STATE_POINT_ATTENUATION:
+ break;
+ case STATE_MATRIX:
+ {
+ /* state[1] = modelview, projection, texture, etc. */
+ /* state[2] = which texture matrix or program matrix */
+ /* state[3] = first column to fetch */
+ /* state[4] = last column to fetch */
+ /* state[5] = transpose, inverse or invtrans */
+ const enum state_index mat = (enum state_index) state[1];
+ const GLuint index = (GLuint) state[2];
+ const GLuint first = (GLuint) state[3];
+ const GLuint last = (GLuint) state[4];
+ const enum state_index modifier = (enum state_index) state[5];
+ append_token(str, mat);
+ if (index)
+ append_index(str, index);
+ if (modifier)
+ append_token(str, modifier);
+ if (first == last)
+ _mesa_sprintf(tmp, ".row[%d]", first);
+ else
+ _mesa_sprintf(tmp, ".row[%d..%d]", first, last);
+ append(str, tmp);
+ }
+ break;
+ case STATE_DEPTH_RANGE:
+ break;
+ case STATE_FRAGMENT_PROGRAM:
+ case STATE_VERTEX_PROGRAM:
+ /* state[1] = {STATE_ENV, STATE_LOCAL} */
+ /* state[2] = parameter index */
+ append_token(str, (enum state_index) state[1]);
+ append_index(str, state[2]);
+ break;
+ case STATE_INTERNAL:
+ break;
+ default:
+ _mesa_problem(NULL, "Invalid state in make_state_string");
+ break;
+ }
+
+ return _mesa_strdup(str);
+}
+
+
+/**
+ * Loop over all the parameters in a parameter list. If the parameter
+ * is a GL state reference, look up the current value of that state
+ * variable and put it into the parameter's Value[4] array.
+ * This would be called at glBegin time when using a fragment program.
+ */
+void
+_mesa_load_state_parameters(GLcontext *ctx,
+ struct gl_program_parameter_list *paramList)
+{
+ GLuint i;
+
+ if (!paramList)
+ return;
+
+ for (i = 0; i < paramList->NumParameters; i++) {
+ if (paramList->Parameters[i].Type == PROGRAM_STATE_VAR) {
+ _mesa_fetch_state(ctx,
+ paramList->Parameters[i].StateIndexes,
+ paramList->ParameterValues[i]);
+ }
+ }
+}
+
+
+/**
+ * Initialize program instruction fields to defaults.
+ * \param inst first instruction to initialize
+ * \param count number of instructions to initialize
+ */
+void
+_mesa_init_instructions(struct prog_instruction *inst, GLuint count)
+{
+ GLuint i;
+
+ _mesa_bzero(inst, count * sizeof(struct prog_instruction));
+
+ for (i = 0; i < count; i++) {
+ inst[i].SrcReg[0].File = PROGRAM_UNDEFINED;
+ inst[i].SrcReg[0].Swizzle = SWIZZLE_NOOP;
+ inst[i].SrcReg[1].File = PROGRAM_UNDEFINED;
+ inst[i].SrcReg[1].Swizzle = SWIZZLE_NOOP;
+ inst[i].SrcReg[2].File = PROGRAM_UNDEFINED;
+ inst[i].SrcReg[2].Swizzle = SWIZZLE_NOOP;
+
+ inst[i].DstReg.File = PROGRAM_UNDEFINED;
+ inst[i].DstReg.WriteMask = WRITEMASK_XYZW;
+ inst[i].DstReg.CondMask = COND_TR;
+ inst[i].DstReg.CondSwizzle = SWIZZLE_NOOP;
+
+ inst[i].SaturateMode = SATURATE_OFF;
+ inst[i].Precision = FLOAT32;
+ }
+}
+
+
+/**
+ * Allocate an array of program instructions.
+ * \param numInst number of instructions
+ * \return pointer to instruction memory
+ */
+struct prog_instruction *
+_mesa_alloc_instructions(GLuint numInst)
+{
+ return (struct prog_instruction *)
+ _mesa_calloc(numInst * sizeof(struct prog_instruction));
+}
+
+
+/**
+ * Reallocate memory storing an array of program instructions.
+ * This is used when we need to append additional instructions onto an
+ * program.
+ * \param oldInst pointer to first of old/src instructions
+ * \param numOldInst number of instructions at <oldInst>
+ * \param numNewInst desired size of new instruction array.
+ * \return pointer to start of new instruction array.
+ */
+struct prog_instruction *
+_mesa_realloc_instructions(struct prog_instruction *oldInst,
+ GLuint numOldInst, GLuint numNewInst)
+{
+ struct prog_instruction *newInst;
+
+ newInst = (struct prog_instruction *)
+ _mesa_realloc(oldInst,
+ numOldInst * sizeof(struct prog_instruction),
+ numNewInst * sizeof(struct prog_instruction));
+
+ return newInst;
+}
+
+
+/**
+ * Basic info about each instruction
+ */
+struct instruction_info
+{
+ enum prog_opcode Opcode;
+ const char *Name;
+ GLuint NumSrcRegs;
+};
+
+/**
+ * Instruction info
+ * \note Opcode should equal array index!
+ */
+static const struct instruction_info InstInfo[MAX_OPCODE] = {
+ { OPCODE_ABS, "ABS", 1 },
+ { OPCODE_ADD, "ADD", 2 },
+ { OPCODE_ARA, "ARA", 1 },
+ { OPCODE_ARL, "ARL", 1 },
+ { OPCODE_ARL_NV, "ARL", 1 },
+ { OPCODE_ARR, "ARL", 1 },
+ { OPCODE_BRA, "BRA", 1 },
+ { OPCODE_CAL, "CAL", 1 },
+ { OPCODE_CMP, "CMP", 3 },
+ { OPCODE_COS, "COS", 1 },
+ { OPCODE_DDX, "DDX", 1 },
+ { OPCODE_DDY, "DDY", 1 },
+ { OPCODE_DP3, "DP3", 2 },
+ { OPCODE_DP4, "DP4", 2 },
+ { OPCODE_DPH, "DPH", 2 },
+ { OPCODE_DST, "DST", 2 },
+ { OPCODE_END, "END", 0 },
+ { OPCODE_EX2, "EX2", 1 },
+ { OPCODE_EXP, "EXP", 1 },
+ { OPCODE_FLR, "FLR", 1 },
+ { OPCODE_FRC, "FRC", 1 },
+ { OPCODE_KIL, "KIL", 1 },
+ { OPCODE_KIL_NV, "KIL", 0 },
+ { OPCODE_LG2, "LG2", 1 },
+ { OPCODE_LIT, "LIT", 1 },
+ { OPCODE_LOG, "LOG", 1 },
+ { OPCODE_LRP, "LRP", 3 },
+ { OPCODE_MAD, "MAD", 3 },
+ { OPCODE_MAX, "MAX", 2 },
+ { OPCODE_MIN, "MIN", 2 },
+ { OPCODE_MOV, "MOV", 1 },
+ { OPCODE_MUL, "MUL", 2 },
+ { OPCODE_PK2H, "PK2H", 1 },
+ { OPCODE_PK2US, "PK2US", 1 },
+ { OPCODE_PK4B, "PK4B", 1 },
+ { OPCODE_PK4UB, "PK4UB", 1 },
+ { OPCODE_POW, "POW", 2 },
+ { OPCODE_POPA, "POPA", 0 },
+ { OPCODE_PRINT, "PRINT", 1 },
+ { OPCODE_PUSHA, "PUSHA", 0 },
+ { OPCODE_RCC, "RCC", 1 },
+ { OPCODE_RCP, "RCP", 1 },
+ { OPCODE_RET, "RET", 1 },
+ { OPCODE_RFL, "RFL", 1 },
+ { OPCODE_RSQ, "RSQ", 1 },
+ { OPCODE_SCS, "SCS", 1 },
+ { OPCODE_SEQ, "SEQ", 2 },
+ { OPCODE_SFL, "SFL", 0 },
+ { OPCODE_SGE, "SGE", 2 },
+ { OPCODE_SGT, "SGT", 2 },
+ { OPCODE_SIN, "SIN", 1 },
+ { OPCODE_SLE, "SLE", 2 },
+ { OPCODE_SLT, "SLT", 2 },
+ { OPCODE_SNE, "SNE", 2 },
+ { OPCODE_SSG, "SSG", 1 },
+ { OPCODE_STR, "STR", 0 },
+ { OPCODE_SUB, "SUB", 2 },
+ { OPCODE_SWZ, "SWZ", 1 },
+ { OPCODE_TEX, "TEX", 1 },
+ { OPCODE_TXB, "TXB", 1 },
+ { OPCODE_TXD, "TXD", 3 },
+ { OPCODE_TXL, "TXL", 1 },
+ { OPCODE_TXP, "TXP", 1 },
+ { OPCODE_TXP_NV, "TXP", 1 },
+ { OPCODE_UP2H, "UP2H", 1 },
+ { OPCODE_UP2US, "UP2US", 1 },
+ { OPCODE_UP4B, "UP4B", 1 },
+ { OPCODE_UP4UB, "UP4UB", 1 },
+ { OPCODE_X2D, "X2D", 3 },
+ { OPCODE_XPD, "XPD", 2 }
+};
+
+
+/**
+ * Return the number of src registers for the given instruction/opcode.
+ */
+GLuint
+_mesa_num_inst_src_regs(enum prog_opcode opcode)
+{
+ ASSERT(opcode == InstInfo[opcode].Opcode);
+ return InstInfo[opcode].NumSrcRegs;
+}
+
+
+/**
+ * Return string name for given program opcode.
+ */
+const char *
+_mesa_opcode_string(enum prog_opcode opcode)
+{
+ ASSERT(opcode < MAX_OPCODE);
+ return InstInfo[opcode].Name;
+}
+
+/**
+ * Return string name for given program/register file.
+ */
+static const char *
+program_file_string(enum register_file f)
+{
+ switch (f) {
+ case PROGRAM_TEMPORARY:
+ return "TEMP";
+ case PROGRAM_LOCAL_PARAM:
+ return "LOCAL";
+ case PROGRAM_ENV_PARAM:
+ return "ENV";
+ case PROGRAM_STATE_VAR:
+ return "STATE";
+ case PROGRAM_INPUT:
+ return "INPUT";
+ case PROGRAM_OUTPUT:
+ return "OUTPUT";
+ case PROGRAM_NAMED_PARAM:
+ return "NAMED";
+ case PROGRAM_CONSTANT:
+ return "CONST";
+ case PROGRAM_WRITE_ONLY:
+ return "WRITE_ONLY";
+ case PROGRAM_ADDRESS:
+ return "ADDR";
+ default:
+ return "!unkown!";
+ }
+}
+
+
+/**
+ * Return a string representation of the given swizzle word.
+ * If extended is true, use extended (comma-separated) format.
+ */
+static const char *
+swizzle_string(GLuint swizzle, GLuint negateBase, GLboolean extended)
+{
+ static const char swz[] = "xyzw01";
+ static char s[20];
+ GLuint i = 0;
+
+ if (!extended && swizzle == SWIZZLE_NOOP && negateBase == 0)
+ return ""; /* no swizzle/negation */
+
+ if (!extended)
+ s[i++] = '.';
+
+ if (negateBase & 0x1)
+ s[i++] = '-';
+ s[i++] = swz[GET_SWZ(swizzle, 0)];
+
+ if (extended) {
+ s[i++] = ',';
+ }
+
+ if (negateBase & 0x2)
+ s[i++] = '-';
+ s[i++] = swz[GET_SWZ(swizzle, 1)];
+
+ if (extended) {
+ s[i++] = ',';
+ }
+
+ if (negateBase & 0x4)
+ s[i++] = '-';
+ s[i++] = swz[GET_SWZ(swizzle, 2)];
+
+ if (extended) {
+ s[i++] = ',';
+ }
+
+ if (negateBase & 0x8)
+ s[i++] = '-';
+ s[i++] = swz[GET_SWZ(swizzle, 3)];
+
+ s[i] = 0;
+ return s;
+}
+
+
+static const char *
+writemask_string(GLuint writeMask)
+{
+ static char s[10];
+ GLuint i = 0;
+
+ if (writeMask == WRITEMASK_XYZW)
+ return "";
+
+ s[i++] = '.';
+ if (writeMask & WRITEMASK_X)
+ s[i++] = 'x';
+ if (writeMask & WRITEMASK_Y)
+ s[i++] = 'y';
+ if (writeMask & WRITEMASK_Z)
+ s[i++] = 'z';
+ if (writeMask & WRITEMASK_W)
+ s[i++] = 'w';
+
+ s[i] = 0;
+ return s;
+}
+
+static void
+print_dst_reg(const struct prog_dst_register *dstReg)
+{
+ _mesa_printf(" %s[%d]%s",
+ program_file_string((enum register_file) dstReg->File),
+ dstReg->Index,
+ writemask_string(dstReg->WriteMask));
+}
+
+static void
+print_src_reg(const struct prog_src_register *srcReg)
+{
+ _mesa_printf("%s[%d]%s",
+ program_file_string((enum register_file) srcReg->File),
+ srcReg->Index,
+ swizzle_string(srcReg->Swizzle,
+ srcReg->NegateBase, GL_FALSE));
+}
+
+void
+_mesa_print_alu_instruction(const struct prog_instruction *inst,
+ const char *opcode_string,
+ GLuint numRegs)
+{
+ GLuint j;
+
+ _mesa_printf("%s", opcode_string);
+
+ /* frag prog only */
+ if (inst->SaturateMode == SATURATE_ZERO_ONE)
+ _mesa_printf("_SAT");
+
+ if (inst->DstReg.File != PROGRAM_UNDEFINED) {
+ _mesa_printf(" %s[%d]%s",
+ program_file_string((enum register_file) inst->DstReg.File),
+ inst->DstReg.Index,
+ writemask_string(inst->DstReg.WriteMask));
+ }
+
+ if (numRegs > 0)
+ _mesa_printf(", ");
+
+ for (j = 0; j < numRegs; j++) {
+ print_src_reg(inst->SrcReg + j);
+ if (j + 1 < numRegs)
+ _mesa_printf(", ");
+ }
+
+ _mesa_printf(";\n");
+}
+
+
+/**
+ * Print a single vertex/fragment program instruction.
+ */
+void
+_mesa_print_instruction(const struct prog_instruction *inst)
+{
+ switch (inst->Opcode) {
+ case OPCODE_PRINT:
+ _mesa_printf("PRINT '%s'", inst->Data);
+ if (inst->SrcReg[0].File != PROGRAM_UNDEFINED) {
+ _mesa_printf(", ");
+ _mesa_printf("%s[%d]%s",
+ program_file_string((enum register_file) inst->SrcReg[0].File),
+ inst->SrcReg[0].Index,
+ swizzle_string(inst->SrcReg[0].Swizzle,
+ inst->SrcReg[0].NegateBase, GL_FALSE));
+ }
+ _mesa_printf(";\n");
+ break;
+ case OPCODE_SWZ:
+ _mesa_printf("SWZ");
+ if (inst->SaturateMode == SATURATE_ZERO_ONE)
+ _mesa_printf("_SAT");
+ print_dst_reg(&inst->DstReg);
+ _mesa_printf("%s[%d], %s;\n",
+ program_file_string((enum register_file) inst->SrcReg[0].File),
+ inst->SrcReg[0].Index,
+ swizzle_string(inst->SrcReg[0].Swizzle,
+ inst->SrcReg[0].NegateBase, GL_TRUE));
+ break;
+ case OPCODE_TEX:
+ case OPCODE_TXP:
+ case OPCODE_TXB:
+ _mesa_printf("%s", _mesa_opcode_string(inst->Opcode));
+ if (inst->SaturateMode == SATURATE_ZERO_ONE)
+ _mesa_printf("_SAT");
+ _mesa_printf(" ");
+ print_dst_reg(&inst->DstReg);
+ _mesa_printf(", ");
+ print_src_reg(&inst->SrcReg[0]);
+ _mesa_printf(", texture[%d], ", inst->TexSrcUnit);
+ switch (inst->TexSrcTarget) {
+ case TEXTURE_1D_INDEX: _mesa_printf("1D"); break;
+ case TEXTURE_2D_INDEX: _mesa_printf("2D"); break;
+ case TEXTURE_3D_INDEX: _mesa_printf("3D"); break;
+ case TEXTURE_CUBE_INDEX: _mesa_printf("CUBE"); break;
+ case TEXTURE_RECT_INDEX: _mesa_printf("RECT"); break;
+ default:
+ ;
+ }
+ _mesa_printf("\n");
+ break;
+ case OPCODE_ARL:
+ _mesa_printf("ARL addr.x, ");
+ print_src_reg(&inst->SrcReg[0]);
+ _mesa_printf(";\n");
+ break;
+ case OPCODE_END:
+ _mesa_printf("END;\n");
+ break;
+ /* XXX may need for other special-case instructions */
+ default:
+ /* typical alu instruction */
+ _mesa_print_alu_instruction(inst,
+ _mesa_opcode_string(inst->Opcode),
+ _mesa_num_inst_src_regs(inst->Opcode));
+ break;
+ }
+}
+
+
+/**
+ * Print a vertx/fragment program to stdout.
+ * XXX this function could be greatly improved.
+ */
+void
+_mesa_print_program(const struct gl_program *prog)
+{
+ GLuint i;
+ for (i = 0; i < prog->NumInstructions; i++) {
+ _mesa_printf("%3d: ", i);
+ _mesa_print_instruction(prog->Instructions + i);
+ }
+}
+
+
+/**
+ * Print all of a program's parameters.
+ */
+void
+_mesa_print_program_parameters(GLcontext *ctx, const struct gl_program *prog)
+{
+ GLint i;
+
+ _mesa_printf("NumInstructions=%d\n", prog->NumInstructions);
+ _mesa_printf("NumTemporaries=%d\n", prog->NumTemporaries);
+ _mesa_printf("NumParameters=%d\n", prog->NumParameters);
+ _mesa_printf("NumAttributes=%d\n", prog->NumAttributes);
+ _mesa_printf("NumAddressRegs=%d\n", prog->NumAddressRegs);
+
+ _mesa_load_state_parameters(ctx, prog->Parameters);
+
+#if 0
+ _mesa_printf("Local Params:\n");
+ for (i = 0; i < MAX_PROGRAM_LOCAL_PARAMS; i++){
+ const GLfloat *p = prog->LocalParams[i];
+ _mesa_printf("%2d: %f, %f, %f, %f\n", i, p[0], p[1], p[2], p[3]);
+ }
+#endif
+
+ for (i = 0; i < prog->Parameters->NumParameters; i++){
+ struct gl_program_parameter *param = prog->Parameters->Parameters + i;
+ const GLfloat *v = prog->Parameters->ParameterValues[i];
+ _mesa_printf("param[%d] %s = {%.3f, %.3f, %.3f, %.3f};\n",
+ i, param->Name, v[0], v[1], v[2], v[3]);
+ }
+}
+
+
+/**
+ * Mixing ARB and NV vertex/fragment programs can be tricky.
+ * Note: GL_VERTEX_PROGRAM_ARB == GL_VERTEX_PROGRAM_NV
+ * but, GL_FRAGMENT_PROGRAM_ARB != GL_FRAGMENT_PROGRAM_NV
+ * The two different fragment program targets are supposed to be compatible
+ * to some extent (see GL_ARB_fragment_program spec).
+ * This function does the compatibility check.
+ */
+static GLboolean
+compatible_program_targets(GLenum t1, GLenum t2)
+{
+ if (t1 == t2)
+ return GL_TRUE;
+ if (t1 == GL_FRAGMENT_PROGRAM_ARB && t2 == GL_FRAGMENT_PROGRAM_NV)
+ return GL_TRUE;
+ if (t1 == GL_FRAGMENT_PROGRAM_NV && t2 == GL_FRAGMENT_PROGRAM_ARB)
+ return GL_TRUE;
+ return GL_FALSE;
+}
+
+
+
+/**********************************************************************/
+/* API functions */
+/**********************************************************************/
+
+
+/**
+ * Bind a program (make it current)
+ * \note Called from the GL API dispatcher by both glBindProgramNV
+ * and glBindProgramARB.
+ */
+void GLAPIENTRY
+_mesa_BindProgram(GLenum target, GLuint id)
+{
+ struct gl_program *curProg, *newProg;
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+
+ /* Error-check target and get curProg */
+ if ((target == GL_VERTEX_PROGRAM_ARB) && /* == GL_VERTEX_PROGRAM_NV */
+ (ctx->Extensions.NV_vertex_program ||
+ ctx->Extensions.ARB_vertex_program)) {
+ curProg = &ctx->VertexProgram.Current->Base;
+ }
+ else if ((target == GL_FRAGMENT_PROGRAM_NV
+ && ctx->Extensions.NV_fragment_program) ||
+ (target == GL_FRAGMENT_PROGRAM_ARB
+ && ctx->Extensions.ARB_fragment_program)) {
+ curProg = &ctx->FragmentProgram.Current->Base;
+ }
+ else {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glBindProgramNV/ARB(target)");
+ return;
+ }
+
+ /*
+ * Get pointer to new program to bind.
+ * NOTE: binding to a non-existant program is not an error.
+ * That's supposed to be caught in glBegin.
+ */
+ if (id == 0) {
+ /* Bind a default program */
+ newProg = NULL;
+ if (target == GL_VERTEX_PROGRAM_ARB) /* == GL_VERTEX_PROGRAM_NV */
+ newProg = ctx->Shared->DefaultVertexProgram;
+ else
+ newProg = ctx->Shared->DefaultFragmentProgram;
+ }
+ else {
+ /* Bind a user program */
+ newProg = _mesa_lookup_program(ctx, id);
+ if (!newProg || newProg == &_mesa_DummyProgram) {
+ /* allocate a new program now */
+ newProg = ctx->Driver.NewProgram(ctx, target, id);
+ if (!newProg) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindProgramNV/ARB");
+ return;
+ }
+ _mesa_HashInsert(ctx->Shared->Programs, id, newProg);
+ }
+ else if (!compatible_program_targets(newProg->Target, target)) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glBindProgramNV/ARB(target mismatch)");
+ return;
+ }
+ }
+
+ /** All error checking is complete now **/
+
+ if (curProg->Id == id) {
+ /* binding same program - no change */
+ return;
+ }
+
+ /* unbind/delete oldProg */
+ if (curProg->Id != 0) {
+ /* decrement refcount on previously bound fragment program */
+ curProg->RefCount--;
+ /* and delete if refcount goes below one */
+ if (curProg->RefCount <= 0) {
+ /* the program ID was already removed from the hash table */
+ ctx->Driver.DeleteProgram(ctx, curProg);
+ }
+ }
+
+ /* bind newProg */
+ if (target == GL_VERTEX_PROGRAM_ARB) { /* == GL_VERTEX_PROGRAM_NV */
+ ctx->VertexProgram.Current = (struct gl_vertex_program *) newProg;
+ }
+ else if (target == GL_FRAGMENT_PROGRAM_NV ||
+ target == GL_FRAGMENT_PROGRAM_ARB) {
+ ctx->FragmentProgram.Current = (struct gl_fragment_program *) newProg;
+ }
+ newProg->RefCount++;
+
+ /* Never null pointers */
+ ASSERT(ctx->VertexProgram.Current);
+ ASSERT(ctx->FragmentProgram.Current);
+
+ if (ctx->Driver.BindProgram)
+ ctx->Driver.BindProgram(ctx, target, newProg);
+}
+
+
+/**
+ * Delete a list of programs.
+ * \note Not compiled into display lists.
+ * \note Called by both glDeleteProgramsNV and glDeleteProgramsARB.
+ */
+void GLAPIENTRY
+_mesa_DeletePrograms(GLsizei n, const GLuint *ids)
+{
+ GLint i;
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+
+ if (n < 0) {
+ _mesa_error( ctx, GL_INVALID_VALUE, "glDeleteProgramsNV" );
+ return;
+ }
+
+ for (i = 0; i < n; i++) {
+ if (ids[i] != 0) {
+ struct gl_program *prog = _mesa_lookup_program(ctx, ids[i]);
+ if (prog == &_mesa_DummyProgram) {
+ _mesa_HashRemove(ctx->Shared->Programs, ids[i]);
+ }
+ else if (prog) {
+ /* Unbind program if necessary */
+ if (prog->Target == GL_VERTEX_PROGRAM_ARB || /* == GL_VERTEX_PROGRAM_NV */
+ prog->Target == GL_VERTEX_STATE_PROGRAM_NV) {
+ if (ctx->VertexProgram.Current &&
+ ctx->VertexProgram.Current->Base.Id == ids[i]) {
+ /* unbind this currently bound program */
+ _mesa_BindProgram(prog->Target, 0);
+ }
+ }
+ else if (prog->Target == GL_FRAGMENT_PROGRAM_NV ||
+ prog->Target == GL_FRAGMENT_PROGRAM_ARB) {
+ if (ctx->FragmentProgram.Current &&
+ ctx->FragmentProgram.Current->Base.Id == ids[i]) {
+ /* unbind this currently bound program */
+ _mesa_BindProgram(prog->Target, 0);
+ }
+ }
+ else {
+ _mesa_problem(ctx, "bad target in glDeleteProgramsNV");
+ return;
+ }
+ /* The ID is immediately available for re-use now */
+ _mesa_HashRemove(ctx->Shared->Programs, ids[i]);
+ prog->RefCount--;
+ if (prog->RefCount <= 0) {
+ ctx->Driver.DeleteProgram(ctx, prog);
+ }
+ }
+ }
+ }
+}
+
+
+/**
+ * Generate a list of new program identifiers.
+ * \note Not compiled into display lists.
+ * \note Called by both glGenProgramsNV and glGenProgramsARB.
+ */
+void GLAPIENTRY
+_mesa_GenPrograms(GLsizei n, GLuint *ids)
+{
+ GLuint first;
+ GLuint i;
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ if (n < 0) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGenPrograms");
+ return;
+ }
+
+ if (!ids)
+ return;
+
+ first = _mesa_HashFindFreeKeyBlock(ctx->Shared->Programs, n);
+
+ /* Insert pointer to dummy program as placeholder */
+ for (i = 0; i < (GLuint) n; i++) {
+ _mesa_HashInsert(ctx->Shared->Programs, first + i, &_mesa_DummyProgram);
+ }
+
+ /* Return the program names */
+ for (i = 0; i < (GLuint) n; i++) {
+ ids[i] = first + i;
+ }
+}
+
+
+/**********************************************************************/
+/* GL_MESA_program_debug extension */
+/**********************************************************************/
+
+
+/* XXX temporary */
+GLAPI void GLAPIENTRY
+glProgramCallbackMESA(GLenum target, GLprogramcallbackMESA callback,
+ GLvoid *data)
+{
+ _mesa_ProgramCallbackMESA(target, callback, data);
+}
+
+
+void
+_mesa_ProgramCallbackMESA(GLenum target, GLprogramcallbackMESA callback,
+ GLvoid *data)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ switch (target) {
+ case GL_FRAGMENT_PROGRAM_ARB:
+ if (!ctx->Extensions.ARB_fragment_program) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glProgramCallbackMESA(target)");
+ return;
+ }
+ ctx->FragmentProgram.Callback = callback;
+ ctx->FragmentProgram.CallbackData = data;
+ break;
+ case GL_FRAGMENT_PROGRAM_NV:
+ if (!ctx->Extensions.NV_fragment_program) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glProgramCallbackMESA(target)");
+ return;
+ }
+ ctx->FragmentProgram.Callback = callback;
+ ctx->FragmentProgram.CallbackData = data;
+ break;
+ case GL_VERTEX_PROGRAM_ARB: /* == GL_VERTEX_PROGRAM_NV */
+ if (!ctx->Extensions.ARB_vertex_program &&
+ !ctx->Extensions.NV_vertex_program) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glProgramCallbackMESA(target)");
+ return;
+ }
+ ctx->VertexProgram.Callback = callback;
+ ctx->VertexProgram.CallbackData = data;
+ break;
+ default:
+ _mesa_error(ctx, GL_INVALID_ENUM, "glProgramCallbackMESA(target)");
+ return;
+ }
+}
+
+
+/* XXX temporary */
+GLAPI void GLAPIENTRY
+glGetProgramRegisterfvMESA(GLenum target,
+ GLsizei len, const GLubyte *registerName,
+ GLfloat *v)
+{
+ _mesa_GetProgramRegisterfvMESA(target, len, registerName, v);
+}
+
+
+void
+_mesa_GetProgramRegisterfvMESA(GLenum target,
+ GLsizei len, const GLubyte *registerName,
+ GLfloat *v)
+{
+ char reg[1000];
+ GET_CURRENT_CONTEXT(ctx);
+
+ /* We _should_ be inside glBegin/glEnd */
+#if 0
+ if (ctx->Driver.CurrentExecPrimitive == PRIM_OUTSIDE_BEGIN_END) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glGetProgramRegisterfvMESA");
+ return;
+ }
+#endif
+
+ /* make null-terminated copy of registerName */
+ len = MIN2((unsigned int) len, sizeof(reg) - 1);
+ _mesa_memcpy(reg, registerName, len);
+ reg[len] = 0;
+
+ switch (target) {
+ case GL_VERTEX_PROGRAM_ARB: /* == GL_VERTEX_PROGRAM_NV */
+ if (!ctx->Extensions.ARB_vertex_program &&
+ !ctx->Extensions.NV_vertex_program) {
+ _mesa_error(ctx, GL_INVALID_ENUM,
+ "glGetProgramRegisterfvMESA(target)");
+ return;
+ }
+ if (!ctx->VertexProgram._Enabled) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glGetProgramRegisterfvMESA");
+ return;
+ }
+ /* GL_NV_vertex_program */
+ if (reg[0] == 'R') {
+ /* Temp register */
+ GLint i = _mesa_atoi(reg + 1);
+ if (i >= (GLint)ctx->Const.VertexProgram.MaxTemps) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glGetProgramRegisterfvMESA(registerName)");
+ return;
+ }
+#if 0 /* FIX ME */
+ ctx->Driver.GetVertexProgramRegister(ctx, PROGRAM_TEMPORARY, i, v);
+#endif
+ }
+ else if (reg[0] == 'v' && reg[1] == '[') {
+ /* Vertex Input attribute */
+ GLuint i;
+ for (i = 0; i < ctx->Const.VertexProgram.MaxAttribs; i++) {
+ const char *name = _mesa_nv_vertex_input_register_name(i);
+ char number[10];
+ _mesa_sprintf(number, "%d", i);
+ if (_mesa_strncmp(reg + 2, name, 4) == 0 ||
+ _mesa_strncmp(reg + 2, number, _mesa_strlen(number)) == 0) {
+#if 0 /* FIX ME */
+ ctx->Driver.GetVertexProgramRegister(ctx, PROGRAM_INPUT,
+ i, v);
+#endif
+ return;
+ }
+ }
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glGetProgramRegisterfvMESA(registerName)");
+ return;
+ }
+ else if (reg[0] == 'o' && reg[1] == '[') {
+ /* Vertex output attribute */
+ }
+ /* GL_ARB_vertex_program */
+ else if (_mesa_strncmp(reg, "vertex.", 7) == 0) {
+
+ }
+ else {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glGetProgramRegisterfvMESA(registerName)");
+ return;
+ }
+ break;
+ case GL_FRAGMENT_PROGRAM_ARB:
+ if (!ctx->Extensions.ARB_fragment_program) {
+ _mesa_error(ctx, GL_INVALID_ENUM,
+ "glGetProgramRegisterfvMESA(target)");
+ return;
+ }
+ if (!ctx->FragmentProgram._Enabled) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glGetProgramRegisterfvMESA");
+ return;
+ }
+ /* XXX to do */
+ break;
+ case GL_FRAGMENT_PROGRAM_NV:
+ if (!ctx->Extensions.NV_fragment_program) {
+ _mesa_error(ctx, GL_INVALID_ENUM,
+ "glGetProgramRegisterfvMESA(target)");
+ return;
+ }
+ if (!ctx->FragmentProgram._Enabled) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glGetProgramRegisterfvMESA");
+ return;
+ }
+ if (reg[0] == 'R') {
+ /* Temp register */
+ GLint i = _mesa_atoi(reg + 1);
+ if (i >= (GLint)ctx->Const.FragmentProgram.MaxTemps) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glGetProgramRegisterfvMESA(registerName)");
+ return;
+ }
+ ctx->Driver.GetFragmentProgramRegister(ctx, PROGRAM_TEMPORARY,
+ i, v);
+ }
+ else if (reg[0] == 'f' && reg[1] == '[') {
+ /* Fragment input attribute */
+ GLuint i;
+ for (i = 0; i < ctx->Const.FragmentProgram.MaxAttribs; i++) {
+ const char *name = _mesa_nv_fragment_input_register_name(i);
+ if (_mesa_strncmp(reg + 2, name, 4) == 0) {
+ ctx->Driver.GetFragmentProgramRegister(ctx,
+ PROGRAM_INPUT, i, v);
+ return;
+ }
+ }
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glGetProgramRegisterfvMESA(registerName)");
+ return;
+ }
+ else if (_mesa_strcmp(reg, "o[COLR]") == 0) {
+ /* Fragment output color */
+ ctx->Driver.GetFragmentProgramRegister(ctx, PROGRAM_OUTPUT,
+ FRAG_RESULT_COLR, v);
+ }
+ else if (_mesa_strcmp(reg, "o[COLH]") == 0) {
+ /* Fragment output color */
+ ctx->Driver.GetFragmentProgramRegister(ctx, PROGRAM_OUTPUT,
+ FRAG_RESULT_COLH, v);
+ }
+ else if (_mesa_strcmp(reg, "o[DEPR]") == 0) {
+ /* Fragment output depth */
+ ctx->Driver.GetFragmentProgramRegister(ctx, PROGRAM_OUTPUT,
+ FRAG_RESULT_DEPR, v);
+ }
+ else {
+ /* try user-defined identifiers */
+ const GLfloat *value = _mesa_lookup_parameter_value(
+ ctx->FragmentProgram.Current->Base.Parameters, -1, reg);
+ if (value) {
+ COPY_4V(v, value);
+ }
+ else {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glGetProgramRegisterfvMESA(registerName)");
+ return;
+ }
+ }
+ break;
+ default:
+ _mesa_error(ctx, GL_INVALID_ENUM,
+ "glGetProgramRegisterfvMESA(target)");
+ return;
+ }
+}