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-rwxr-xr-xsrc/mesa/shader/shaderobjects_3dlabs.c409
1 files changed, 227 insertions, 182 deletions
diff --git a/src/mesa/shader/shaderobjects_3dlabs.c b/src/mesa/shader/shaderobjects_3dlabs.c
index 0cfe275633..6faed114aa 100755
--- a/src/mesa/shader/shaderobjects_3dlabs.c
+++ b/src/mesa/shader/shaderobjects_3dlabs.c
@@ -31,19 +31,14 @@
/* Set this to 1 when we are ready to use 3dlabs' front-end */
#define USE_3DLABS_FRONTEND 0
-#include "glheader.h"
-#include "shaderobjects.h"
-#include "shaderobjects_3dlabs.h"
-#include "context.h"
-#include "macros.h"
+#include "imports.h"
#include "hash.h"
+#include "shaderobjects.h"
#if USE_3DLABS_FRONTEND
#include "slang_mesa.h"
#include "Public/ShaderLang.h"
#else
-#include "slang_utility.h"
-#include "slang_compile.h"
#include "slang_link.h"
#endif
@@ -840,6 +835,164 @@ _program_Validate (struct gl2_program_intf **intf)
/* TODO validate */
}
+static GLvoid
+write_common_fixed (slang_program *pro, GLuint index, const GLvoid *src, GLuint off, GLuint size)
+{
+ GLuint i;
+
+ for (i = 0; i < SLANG_UNIFORM_BINDING_MAX; i++)
+ {
+ GLuint addr;
+
+ addr = pro->common_fixed_entries[i][index];
+ if (addr != ~0)
+ {
+ GLubyte *dst;
+
+ dst = (GLubyte *) pro->machines[i]->mem + addr + off * size;
+ _mesa_memcpy (dst, src, size);
+ }
+ }
+}
+
+static GLvoid
+write_common_fixed_mat4 (slang_program *pro, GLmatrix *matrix, GLuint off, GLuint i, GLuint ii,
+ GLuint it, GLuint iit)
+{
+ GLfloat mat[16];
+
+ /* we want inverse matrix */
+ if (!matrix->inv)
+ {
+ /* allocate inverse matrix and make it dirty */
+ _math_matrix_alloc_inv (matrix);
+ _math_matrix_loadf (matrix, matrix->m);
+ }
+ _math_matrix_analyse (matrix);
+
+ write_common_fixed (pro, i, matrix->m, off, 16 * sizeof (GLfloat));
+
+ /* inverse */
+ write_common_fixed (pro, ii, matrix->inv, off, 16 * sizeof (GLfloat));
+
+ /* transpose */
+ _math_transposef (mat, matrix->m);
+ write_common_fixed (pro, it, mat, off, 16 * sizeof (GLfloat));
+
+ /* inverse transpose */
+ _math_transposef (mat, matrix->inv);
+ write_common_fixed (pro, iit, mat, off, 16 * 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 *p;
+
+ /* MODELVIEW matrix */
+ write_common_fixed_mat4 (pro, ctx->ModelviewMatrixStack.Top, 0,
+ SLANG_COMMON_FIXED_MODELVIEWMATRIX,
+ SLANG_COMMON_FIXED_MODELVIEWMATRIXINVERSE,
+ SLANG_COMMON_FIXED_MODELVIEWMATRIXTRANSPOSE,
+ SLANG_COMMON_FIXED_MODELVIEWMATRIXINVERSETRANSPOSE);
+
+ /* PROJECTION matrix */
+ write_common_fixed_mat4 (pro, ctx->ProjectionMatrixStack.Top, 0,
+ SLANG_COMMON_FIXED_PROJECTIONMATRIX,
+ SLANG_COMMON_FIXED_PROJECTIONMATRIXINVERSE,
+ SLANG_COMMON_FIXED_PROJECTIONMATRIXTRANSPOSE,
+ SLANG_COMMON_FIXED_PROJECTIONMATRIXINVERSETRANSPOSE);
+
+ /* MVP matrix */
+ write_common_fixed_mat4 (pro, &ctx->_ModelProjectMatrix, 0,
+ SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIX,
+ SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIXINVERSE,
+ SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIXTRANSPOSE,
+ SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIXINVERSETRANSPOSE);
+
+ /* TEXTURE matrix */
+ for (i = 0; i < 8; i++)
+ {
+ 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);
+ }
+
+ /* NORMAL matrix - upper 3x3 inverse transpose of MODELVIEW matrix */
+ p = ctx->ModelviewMatrixStack.Top->inv;
+ v[0] = p[0];
+ v[1] = p[4];
+ v[2] = p[8];
+ v[3] = p[1];
+ v[4] = p[5];
+ v[5] = p[9];
+ v[6] = p[2];
+ v[7] = p[6];
+ 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 */
+}
+
+static GLvoid
+_program_UpdateFixedAttribute (struct gl2_program_intf **intf, GLuint index, GLvoid *data,
+ GLuint offset, GLuint size, GLboolean write)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;
+ slang_program *pro = &impl->_obj.prog;
+ GLuint addr;
+
+ addr = pro->vertex_fixed_entries[index];
+ if (addr != ~0)
+ {
+ GLubyte *mem;
+
+ mem = (GLubyte *) pro->machines[SLANG_UNIFORM_BINDING_VERTEX]->mem + addr + offset * size;
+ if (write)
+ _mesa_memcpy (mem, data, size);
+ else
+ _mesa_memcpy (data, mem, size);
+ }
+}
+
+static GLvoid
+_program_UpdateFixedVarying (struct gl2_program_intf **intf, GLuint index, GLvoid *data,
+ GLuint offset, GLuint size, GLboolean write)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;
+ slang_program *pro = &impl->_obj.prog;
+ GLuint addr;
+
+ addr = pro->fragment_fixed_entries[index];
+ if (addr != ~0)
+ {
+ GLubyte *mem;
+
+ mem = (GLubyte *) pro->machines[SLANG_UNIFORM_BINDING_FRAGMENT]->mem + addr + offset * size;
+ if (write)
+ _mesa_memcpy (mem, data, size);
+ else
+ _mesa_memcpy (data, mem, size);
+ }
+}
+
static struct gl2_program_intf _program_vftbl = {
{
{
@@ -862,7 +1015,10 @@ static struct gl2_program_intf _program_vftbl = {
_program_GetLinkStatus,
_program_GetValidateStatus,
_program_Link,
- _program_Validate
+ _program_Validate,
+ _program_UpdateFixedUniforms,
+ _program_UpdateFixedAttribute,
+ _program_UpdateFixedVarying
};
static void
@@ -1076,195 +1232,37 @@ _mesa_3dlabs_create_program_object (void)
#include "slang_assemble.h"
#include "slang_execute.h"
-static GLubyte *get_address_of (struct gl2_vertex_shader_intf **vs, const char *name)
-{
- struct gl2_vertex_shader_impl *impl;
- slang_translation_unit *unit;
- slang_atom atom;
- slang_variable *var;
-
- impl = (struct gl2_vertex_shader_impl *) vs;
- unit = &impl->_obj._shader.unit;
- atom = slang_atom_pool_atom (unit->atom_pool, name);
- var = _slang_locate_variable (&unit->globals, atom, 1);
- if (var == NULL || var->address == ~0)
- return NULL;
- return (GLubyte *) unit->machine->mem + var->address;
-}
-
-static GLubyte *get_address_of_f (struct gl2_fragment_shader_intf **fs, const char *name)
+int _slang_fetch_discard (struct gl2_program_intf **pro, GLboolean *val)
{
- struct gl2_fragment_shader_impl *impl;
- slang_translation_unit *unit;
- slang_atom atom;
- slang_variable *var;
-
- impl = (struct gl2_fragment_shader_impl *) fs;
- unit = &impl->_obj._shader.unit;
- atom = slang_atom_pool_atom (unit->atom_pool, name);
- var = _slang_locate_variable (&unit->globals, atom, 1);
- if (var == NULL || var->address == ~0)
- return NULL;
- return (GLubyte *) unit->machine->mem + var->address;
-}
-
-static int fetch_mem (struct gl2_vertex_shader_intf **vs, const char *name, GLvoid *val,
- GLuint size, GLuint index, int write)
-{
- GLubyte *data;
-
- data = get_address_of (vs, name);
- if (data == NULL)
- return 0;
- if (write)
- _mesa_memcpy (data + index * size, val, size);
- else
- _mesa_memcpy (val, data + index * size, size);
- return 1;
-}
-
-static int fetch_mem_f (struct gl2_fragment_shader_intf **fs, const char *name, GLvoid *val,
- GLuint size, GLuint index, int write)
-{
- GLubyte *data;
+ struct gl2_program_impl *impl;
- data = get_address_of_f (fs, name);
- if (data == NULL)
- return 0;
- if (write)
- _mesa_memcpy (data + index * size, val, size);
- else
- _mesa_memcpy (val, data + index * size, size);
+ impl = (struct gl2_program_impl *) pro;
+ *val = impl->_obj.prog.machines[SLANG_UNIFORM_BINDING_FRAGMENT]->kill ? GL_TRUE : GL_FALSE;
return 1;
}
-int _slang_fetch_float (struct gl2_vertex_shader_intf **vs, const char *name, GLfloat *val, int write)
-{
- return fetch_mem (vs, name, val, 4, 0, write);
-}
-
-int _slang_fetch_vec3 (struct gl2_vertex_shader_intf **vs, const char *name, GLfloat *val, int write)
+static GLvoid exec_shader (struct gl2_program_intf **pro, GLuint i)
{
- return fetch_mem (vs, name, val, 12, 0, write);
-}
+ struct gl2_program_impl *impl;
+ slang_program *p;
-int _slang_fetch_vec4 (struct gl2_vertex_shader_intf **vs, const char *name, GLfloat *val,
- GLuint index, int write)
-{
- return fetch_mem (vs, name, val, 16, index, write);
-}
+ impl = (struct gl2_program_impl *) pro;
+ p = &impl->_obj.prog;
-int _slang_fetch_vec4_f (struct gl2_fragment_shader_intf **fs, const char *name, GLfloat *val,
- GLuint index, int write)
-{
- return fetch_mem_f (fs, name, val, 16, index, write);
-}
+ slang_machine_init (p->machines[i]);
+ p->machines[i]->ip = p->code[i];
-int _slang_fetch_mat3 (struct gl2_vertex_shader_intf **vs, const char *name, GLfloat *val,
- GLuint index, int write)
-{
- return fetch_mem (vs, name, val, 36, index, write);
+ _slang_execute2 (p->assemblies[i], p->machines[i]);
}
-int _slang_fetch_mat4 (struct gl2_vertex_shader_intf **vs, const char *name, GLfloat *val,
- GLuint index, int write)
+GLvoid _slang_exec_fragment_shader (struct gl2_program_intf **pro)
{
- return fetch_mem (vs, name, val, 64, index, write);
+ exec_shader (pro, SLANG_UNIFORM_BINDING_FRAGMENT);
}
-int _slang_fetch_discard (struct gl2_fragment_shader_intf **fs, GLboolean *val)
+GLvoid _slang_exec_vertex_shader (struct gl2_program_intf **pro)
{
- struct gl2_fragment_shader_impl *impl;
- slang_translation_unit *unit;
-
- impl = (struct gl2_fragment_shader_impl *) fs;
- unit = &impl->_obj._shader.unit;
- *val = unit->machine->kill ? GL_TRUE : GL_FALSE;
- return 1;
-}
-
-void _slang_exec_vertex_shader (struct gl2_vertex_shader_intf **vs)
-{
- struct gl2_vertex_shader_impl *impl;
- slang_translation_unit *unit;
- slang_atom atom;
- unsigned int i;
-
- impl = (struct gl2_vertex_shader_impl *) vs;
- unit = &impl->_obj._shader.unit;
- atom = slang_atom_pool_atom (unit->atom_pool, "main");
- for (i = 0; i < unit->functions.num_functions; i++)
- if (atom == unit->functions.functions[i].header.a_name)
- break;
- if (i < unit->functions.num_functions)
- {
- slang_function *f;
- slang_assembly_file_restore_point point;
- slang_assemble_ctx A;
-
- f = &unit->functions.functions[i];
- slang_assembly_file_restore_point_save (unit->assembly, &point);
-
- slang_machine_init (unit->machine);
- unit->machine->ip = unit->assembly->count;
-
- A.file = unit->assembly;
- A.mach = unit->machine;
- A.atoms = unit->atom_pool;
- A.space.funcs = &unit->functions;
- A.space.structs = &unit->structs;
- A.space.vars = &unit->globals;
- slang_assembly_file_push_label (unit->assembly, slang_asm_local_alloc, 20);
- slang_assembly_file_push_label (unit->assembly, slang_asm_enter, 20);
- _slang_assemble_function_call (&A, f, NULL, 0, GL_FALSE);
- slang_assembly_file_push (unit->assembly, slang_asm_exit);
-
- _slang_execute2 (unit->assembly, unit->machine);
-
- slang_assembly_file_restore_point_load (unit->assembly, &point);
- }
-}
-
-void _slang_exec_fragment_shader (struct gl2_fragment_shader_intf **fs)
-{
- struct gl2_fragment_shader_impl *impl;
- slang_translation_unit *unit;
- slang_atom atom;
- unsigned int i;
-
- impl = (struct gl2_fragment_shader_impl *) fs;
- unit = &impl->_obj._shader.unit;
- atom = slang_atom_pool_atom (unit->atom_pool, "main");
- for (i = 0; i < unit->functions.num_functions; i++)
- if (atom == unit->functions.functions[i].header.a_name)
- break;
- if (i < unit->functions.num_functions)
- {
- slang_function *f;
- slang_assembly_file_restore_point point;
- slang_assemble_ctx A;
-
- f = &unit->functions.functions[i];
- slang_assembly_file_restore_point_save (unit->assembly, &point);
-
- slang_machine_init (unit->machine);
- unit->machine->ip = unit->assembly->count;
-
- A.file = unit->assembly;
- A.mach = unit->machine;
- A.atoms = unit->atom_pool;
- A.space.funcs = &unit->functions;
- A.space.structs = &unit->structs;
- A.space.vars = &unit->globals;
- slang_assembly_file_push_label (unit->assembly, slang_asm_local_alloc, 20);
- slang_assembly_file_push_label (unit->assembly, slang_asm_enter, 20);
- _slang_assemble_function_call (&A, f, NULL, 0, GL_FALSE);
- slang_assembly_file_push (unit->assembly, slang_asm_exit);
-
- _slang_execute2 (unit->assembly, unit->machine);
-
- slang_assembly_file_restore_point_load (unit->assembly, &point);
- }
+ exec_shader (pro, SLANG_UNIFORM_BINDING_VERTEX);
}
GLint _slang_get_uniform_location (struct gl2_program_intf **pro, const char *name)
@@ -1312,6 +1310,53 @@ GLboolean _slang_write_uniform (struct gl2_program_intf **pro, GLint loc, GLsize
return GL_TRUE;
}
+GLuint _slang_get_active_uniform_count (struct gl2_program_intf **pro)
+{
+ struct gl2_program_impl *impl;
+
+ impl = (struct gl2_program_impl *) pro;
+ return impl->_obj.prog.active_uniforms.count;
+}
+
+GLuint _slang_get_active_uniform_max_length (struct gl2_program_intf **pro)
+{
+ struct gl2_program_impl *impl;
+ GLuint i, len = 0;
+
+ impl = (struct gl2_program_impl *) pro;
+ for (i = 0; i < impl->_obj.prog.active_uniforms.count; i++)
+ {
+ GLuint n = _mesa_strlen (impl->_obj.prog.active_uniforms.table[i].name);
+ if (n > len)
+ len = n;
+ }
+ return len;
+}
+
+GLvoid _slang_get_active_uniform (struct gl2_program_intf **pro, GLuint index, GLsizei maxLength,
+ GLsizei *length, GLint *size, GLenum *type, char *name)
+{
+ struct gl2_program_impl *impl;
+ slang_active_uniform *u;
+ GLsizei len;
+
+ impl = (struct gl2_program_impl *) pro;
+ u = &impl->_obj.prog.active_uniforms.table[index];
+
+ len = _mesa_strlen (u->name);
+ if (len >= maxLength)
+ len = maxLength - 1;
+ _mesa_memcpy (name, u->name, len);
+ name[len] = '\0';
+ if (length != NULL)
+ *length = len;
+ *type = u->quant->u.basic_type;
+ if (u->quant->array_len == 0)
+ *size = 1;
+ else
+ *size = u->quant->array_len;
+}
+
void
_mesa_init_shaderobjects_3dlabs (GLcontext *ctx)
{