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+/*
+ * 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;
+}
+