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-rw-r--r--src/mesa/shader/arbprogparse.c23
-rw-r--r--src/mesa/shader/arbprogram.c4
-rw-r--r--src/mesa/shader/descrip.mms95
-rw-r--r--src/mesa/shader/grammar/grammar_crt.c10
-rw-r--r--src/mesa/shader/grammar/sources8
-rw-r--r--src/mesa/shader/nvfragparse.c2
-rw-r--r--src/mesa/shader/nvprogram.c2
-rw-r--r--src/mesa/shader/prog_execute.c313
-rw-r--r--src/mesa/shader/prog_instruction.c10
-rw-r--r--src/mesa/shader/prog_instruction.h10
-rw-r--r--src/mesa/shader/prog_noise.c638
-rw-r--r--src/mesa/shader/prog_noise.h (renamed from src/mesa/shader/slang/slang_library_noise.h)20
-rw-r--r--src/mesa/shader/prog_statevars.c165
-rw-r--r--src/mesa/shader/prog_statevars.h21
-rw-r--r--src/mesa/shader/prog_uniform.c4
-rw-r--r--src/mesa/shader/program.c122
-rw-r--r--src/mesa/shader/program.h16
-rw-r--r--src/mesa/shader/shader_api.c53
-rw-r--r--src/mesa/shader/slang/descrip.mms68
-rw-r--r--[-rwxr-xr-x]src/mesa/shader/slang/library/slang_pp_directives.syn0
-rw-r--r--[-rwxr-xr-x]src/mesa/shader/slang/library/slang_pp_expression.syn0
-rw-r--r--[-rwxr-xr-x]src/mesa/shader/slang/library/slang_version.syn0
-rw-r--r--src/mesa/shader/slang/slang_codegen.c5
-rw-r--r--src/mesa/shader/slang/slang_emit.c8
-rw-r--r--src/mesa/shader/slang/slang_ir.c10
-rw-r--r--src/mesa/shader/slang/slang_ir.h3
-rw-r--r--src/mesa/shader/slang/slang_library_noise.c501
-rw-r--r--src/mesa/shader/slang/slang_link.c1
-rw-r--r--src/mesa/shader/slang/sources44
-rw-r--r--src/mesa/shader/sources28
30 files changed, 1447 insertions, 737 deletions
diff --git a/src/mesa/shader/arbprogparse.c b/src/mesa/shader/arbprogparse.c
index 4d89d057c7..536404bf97 100644
--- a/src/mesa/shader/arbprogparse.c
+++ b/src/mesa/shader/arbprogparse.c
@@ -53,23 +53,17 @@ having three separate program parameter arrays.
#include "main/glheader.h"
#include "main/imports.h"
+#include "main/context.h"
+#include "main/macros.h"
+#include "main/mtypes.h"
#include "shader/grammar/grammar_mesa.h"
#include "arbprogparse.h"
#include "program.h"
#include "programopt.h"
#include "prog_parameter.h"
#include "prog_statevars.h"
-#include "main/context.h"
-#include "main/macros.h"
-#include "main/mtypes.h"
#include "prog_instruction.h"
-
-/* For ARB programs, use the NV instruction limits */
-#define MAX_INSTRUCTIONS MAX2(MAX_NV_FRAGMENT_PROGRAM_INSTRUCTIONS, \
- MAX_NV_VERTEX_PROGRAM_INSTRUCTIONS)
-
-
/**
* This is basically a union of the vertex_program and fragment_program
* structs that we can use to parse the program into
@@ -3443,6 +3437,8 @@ parse_instructions(GLcontext * ctx, const GLubyte * inst,
: ctx->Const.VertexProgram.MaxInstructions;
GLint err = 0;
+ ASSERT(MAX_PROGRAM_INSTRUCTIONS >= maxInst);
+
Program->MajorVersion = (GLuint) * inst++;
Program->MinorVersion = (GLuint) * inst++;
@@ -3796,7 +3792,7 @@ _mesa_parse_arb_program(GLcontext *ctx, GLenum target,
/* Initialize the arb_program struct */
program->Base.String = strz;
- program->Base.Instructions = _mesa_alloc_instructions(MAX_INSTRUCTIONS);
+ program->Base.Instructions = _mesa_alloc_instructions(MAX_PROGRAM_INSTRUCTIONS);
program->Base.NumInstructions =
program->Base.NumTemporaries =
program->Base.NumParameters =
@@ -3841,12 +3837,12 @@ _mesa_parse_arb_program(GLcontext *ctx, GLenum target,
_mesa_free (parsed);
- /* Reallocate the instruction array from size [MAX_INSTRUCTIONS]
+ /* Reallocate the instruction array from size [MAX_PROGRAM_INSTRUCTIONS]
* to size [ap.Base.NumInstructions].
*/
program->Base.Instructions
= _mesa_realloc_instructions(program->Base.Instructions,
- MAX_INSTRUCTIONS,
+ MAX_PROGRAM_INSTRUCTIONS,
program->Base.NumInstructions);
return !err;
@@ -3899,6 +3895,9 @@ _mesa_parse_arb_fragment_program(GLcontext* ctx, GLenum target,
program->FogOption = ap.FogOption;
program->UsesKill = ap.UsesKill;
+ if (program->FogOption)
+ program->Base.InputsRead |= FRAG_BIT_FOGC;
+
if (program->Base.Instructions)
_mesa_free(program->Base.Instructions);
program->Base.Instructions = ap.Base.Instructions;
diff --git a/src/mesa/shader/arbprogram.c b/src/mesa/shader/arbprogram.c
index beb5deea50..760dac2399 100644
--- a/src/mesa/shader/arbprogram.c
+++ b/src/mesa/shader/arbprogram.c
@@ -30,13 +30,13 @@
#include "main/glheader.h"
-#include "arbprogram.h"
-#include "arbprogparse.h"
#include "main/context.h"
#include "main/hash.h"
#include "main/imports.h"
#include "main/macros.h"
#include "main/mtypes.h"
+#include "arbprogram.h"
+#include "arbprogparse.h"
#include "program.h"
diff --git a/src/mesa/shader/descrip.mms b/src/mesa/shader/descrip.mms
new file mode 100644
index 0000000000..19bafd4830
--- /dev/null
+++ b/src/mesa/shader/descrip.mms
@@ -0,0 +1,95 @@
+# Makefile for core library for VMS
+# contributed by Jouk Jansen joukj@hrem.nano.tudelft.nl
+# Last revision : 29 September 2008
+.first
+ define gl [---.include.gl]
+ define math [-.math]
+ define swrast [-.swrast]
+ define array_cache [-.array_cache]
+ define glapi [-.glapi]
+ define main [-.main]
+ define shader [-.shader]
+
+.include [---]mms-config.
+
+##### MACROS #####
+
+VPATH = RCS
+
+INCDIR = [---.include],[.grammar],[-.main],[-.glapi],[.slang]
+LIBDIR = [---.lib]
+CFLAGS = /include=($(INCDIR),[])/define=(PTHREADS=1,"__extension__=")/name=(as_is,short)/float=ieee/ieee=denorm
+
+SOURCES = \
+ atifragshader.c \
+ arbprogparse.c \
+ arbprogram.c \
+ nvfragparse.c \
+ nvprogram.c \
+ nvvertparse.c \
+ program.c \
+ programopt.c \
+ prog_debug.c \
+ prog_execute.c \
+ prog_instruction.c \
+ prog_parameter.c \
+ prog_print.c \
+ prog_cache.c \
+ prog_statevars.c \
+ shader_api.c prog_uniform.c
+
+OBJECTS = \
+ atifragshader.obj,\
+ arbprogparse.obj,\
+ arbprogram.obj,\
+ nvfragparse.obj,\
+ nvprogram.obj,\
+ nvvertparse.obj,\
+ program.obj,\
+ programopt.obj,\
+ prog_debug.obj,\
+ prog_execute.obj,\
+ prog_instruction.obj,\
+ prog_parameter.obj,\
+ prog_print.obj,\
+ prog_statevars.obj,\
+ shader_api.obj,prog_uniform.obj,prog_cache.obj
+
+##### RULES #####
+
+VERSION=Mesa V3.4
+
+##### TARGETS #####
+all :
+ $(MMS)$(MMSQUALIFIERS) $(LIBDIR)$(GL_LIB)
+ set def [.slang]
+ $(MMS)$(MMSQUALIFIERS)
+ set def [-.grammar]
+ $(MMS)$(MMSQUALIFIERS)
+ set def [-]
+
+# Make the library
+$(LIBDIR)$(GL_LIB) : $(OBJECTS)
+ @ library $(LIBDIR)$(GL_LIB) $(OBJECTS)
+
+clean :
+ purge
+ delete *.obj;*
+
+atifragshader.obj : atifragshader.c
+arbprogparse.obj : arbprogparse.c
+arbprogram.obj : arbprogram.c
+nvfragparse.obj : nvfragparse.c
+nvprogram.obj : nvprogram.c
+nvvertparse.obj : nvvertparse.c
+program.obj : program.c
+programopt. obj : programopt.c
+prog_debug.obj : prog_debug.c
+prog_execute.obj : prog_execute.c
+prog_instruction.obj : prog_instruction.c
+prog_parameter.obj : prog_parameter.c
+prog_print.obj : prog_print.c
+prog_statevars.obj : prog_statevars.c
+shader_api.obj : shader_api.c
+prog_uniform.obj : prog_uniform.c
+prog_cache.obj : prog_cache.c
diff --git a/src/mesa/shader/grammar/grammar_crt.c b/src/mesa/shader/grammar/grammar_crt.c
index bdf2da9b2e..d2c95d1c8e 100644
--- a/src/mesa/shader/grammar/grammar_crt.c
+++ b/src/mesa/shader/grammar/grammar_crt.c
@@ -10,17 +10,17 @@ void grammar_alloc_free (void *ptr)
free (ptr);
}
-void *grammar_alloc_malloc (unsigned int size)
+void *grammar_alloc_malloc (size_t size)
{
return malloc (size);
}
-void *grammar_alloc_realloc (void *ptr, unsigned int old_size, unsigned int size)
+void *grammar_alloc_realloc (void *ptr, size_t old_size, size_t size)
{
return realloc (ptr, size);
}
-void *grammar_memory_copy (void *dst, const void * src, unsigned int size)
+void *grammar_memory_copy (void *dst, const void * src, size_t size)
{
return memcpy (dst, src, size);
}
@@ -30,7 +30,7 @@ int grammar_string_compare (const byte *str1, const byte *str2)
return strcmp ((const char *) str1, (const char *) str2);
}
-int grammar_string_compare_n (const byte *str1, const byte *str2, unsigned int n)
+int grammar_string_compare_n (const byte *str1, const byte *str2, size_t n)
{
return strncmp ((const char *) str1, (const char *) str2, n);
}
@@ -40,7 +40,7 @@ byte *grammar_string_copy (byte *dst, const byte *src)
return (byte *) strcpy ((char *) dst, (const char *) src);
}
-byte *grammar_string_copy_n (byte *dst, const byte *src, unsigned int n)
+byte *grammar_string_copy_n (byte *dst, const byte *src, size_t n)
{
return (byte *) strncpy ((char *) dst, (const char *) src, n);
}
diff --git a/src/mesa/shader/grammar/sources b/src/mesa/shader/grammar/sources
deleted file mode 100644
index a6bbfd3ffd..0000000000
--- a/src/mesa/shader/grammar/sources
+++ /dev/null
@@ -1,8 +0,0 @@
-MESA_SHADER_GRAMMAR_SOURCES = \
-grammar_mesa.c
-
-MESA_SHADER_GRAMMAR_HEADERS = \
-grammar.c \
-grammar.h \
-grammar_mesa.h \
-grammar_syn.h
diff --git a/src/mesa/shader/nvfragparse.c b/src/mesa/shader/nvfragparse.c
index a2a7a5f3f4..20e4781372 100644
--- a/src/mesa/shader/nvfragparse.c
+++ b/src/mesa/shader/nvfragparse.c
@@ -41,10 +41,10 @@
#include "main/context.h"
#include "main/imports.h"
#include "main/macros.h"
+#include "program.h"
#include "prog_parameter.h"
#include "prog_instruction.h"
#include "nvfragparse.h"
-#include "program.h"
#define INPUT_1V 1
diff --git a/src/mesa/shader/nvprogram.c b/src/mesa/shader/nvprogram.c
index d656d4b28b..88272fff3f 100644
--- a/src/mesa/shader/nvprogram.c
+++ b/src/mesa/shader/nvprogram.c
@@ -42,12 +42,12 @@
#include "main/hash.h"
#include "main/imports.h"
#include "main/macros.h"
+#include "program.h"
#include "prog_parameter.h"
#include "prog_instruction.h"
#include "nvfragparse.h"
#include "nvvertparse.h"
#include "nvprogram.h"
-#include "program.h"
diff --git a/src/mesa/shader/prog_execute.c b/src/mesa/shader/prog_execute.c
index 65eee5f55b..a93733c085 100644
--- a/src/mesa/shader/prog_execute.c
+++ b/src/mesa/shader/prog_execute.c
@@ -43,7 +43,7 @@
#include "prog_instruction.h"
#include "prog_parameter.h"
#include "prog_print.h"
-#include "shader/slang/slang_library_noise.h"
+#include "prog_noise.h"
/* debug predicate */
@@ -258,6 +258,37 @@ fetch_vector4(const struct prog_src_register *source,
/**
+ * Fetch a 4-element uint vector from the given source register.
+ * Apply swizzling but not negation/abs.
+ */
+static void
+fetch_vector4ui(const struct prog_src_register *source,
+ const struct gl_program_machine *machine, GLuint result[4])
+{
+ const GLuint *src = (GLuint *) get_src_register_pointer(source, machine);
+ ASSERT(src);
+
+ if (source->Swizzle == SWIZZLE_NOOP) {
+ /* no swizzling */
+ COPY_4V(result, src);
+ }
+ else {
+ ASSERT(GET_SWZ(source->Swizzle, 0) <= 3);
+ ASSERT(GET_SWZ(source->Swizzle, 1) <= 3);
+ ASSERT(GET_SWZ(source->Swizzle, 2) <= 3);
+ ASSERT(GET_SWZ(source->Swizzle, 3) <= 3);
+ result[0] = src[GET_SWZ(source->Swizzle, 0)];
+ result[1] = src[GET_SWZ(source->Swizzle, 1)];
+ result[2] = src[GET_SWZ(source->Swizzle, 2)];
+ result[3] = src[GET_SWZ(source->Swizzle, 3)];
+ }
+
+ /* Note: no NegateBase, Abs, NegateAbs here */
+}
+
+
+
+/**
* Fetch the derivative with respect to X or Y for the given register.
* XXX this currently only works for fragment program input attribs.
*/
@@ -267,7 +298,8 @@ fetch_vector4_deriv(GLcontext * ctx,
const struct gl_program_machine *machine,
char xOrY, GLfloat result[4])
{
- if (source->File == PROGRAM_INPUT && source->Index < (GLint)machine->NumDeriv) {
+ if (source->File == PROGRAM_INPUT &&
+ source->Index < (GLint) machine->NumDeriv) {
const GLint col = machine->CurElement;
const GLfloat w = machine->Attribs[FRAG_ATTRIB_WPOS][col][3];
const GLfloat invQ = 1.0f / w;
@@ -514,6 +546,71 @@ store_vector4(const struct prog_instruction *inst,
/**
+ * Store 4 uints into a register. Observe the set-condition-code flags.
+ */
+static void
+store_vector4ui(const struct prog_instruction *inst,
+ struct gl_program_machine *machine, const GLuint value[4])
+{
+ const struct prog_dst_register *dstReg = &(inst->DstReg);
+ GLuint writeMask = dstReg->WriteMask;
+ GLuint *dst = (GLuint *) get_dst_register_pointer(dstReg, machine);
+
+ if (dstReg->CondMask != COND_TR) {
+ /* condition codes may turn off some writes */
+ if (writeMask & WRITEMASK_X) {
+ if (!test_cc(machine->CondCodes[GET_SWZ(dstReg->CondSwizzle, 0)],
+ dstReg->CondMask))
+ writeMask &= ~WRITEMASK_X;
+ }
+ if (writeMask & WRITEMASK_Y) {
+ if (!test_cc(machine->CondCodes[GET_SWZ(dstReg->CondSwizzle, 1)],
+ dstReg->CondMask))
+ writeMask &= ~WRITEMASK_Y;
+ }
+ if (writeMask & WRITEMASK_Z) {
+ if (!test_cc(machine->CondCodes[GET_SWZ(dstReg->CondSwizzle, 2)],
+ dstReg->CondMask))
+ writeMask &= ~WRITEMASK_Z;
+ }
+ if (writeMask & WRITEMASK_W) {
+ if (!test_cc(machine->CondCodes[GET_SWZ(dstReg->CondSwizzle, 3)],
+ dstReg->CondMask))
+ writeMask &= ~WRITEMASK_W;
+ }
+ }
+
+ if (writeMask & WRITEMASK_X)
+ dst[0] = value[0];
+ if (writeMask & WRITEMASK_Y)
+ dst[1] = value[1];
+ if (writeMask & WRITEMASK_Z)
+ dst[2] = value[2];
+ if (writeMask & WRITEMASK_W)
+ dst[3] = value[3];
+
+ if (inst->CondUpdate) {
+ if (writeMask & WRITEMASK_X)
+ machine->CondCodes[0] = generate_cc(value[0]);
+ if (writeMask & WRITEMASK_Y)
+ machine->CondCodes[1] = generate_cc(value[1]);
+ if (writeMask & WRITEMASK_Z)
+ machine->CondCodes[2] = generate_cc(value[2]);
+ if (writeMask & WRITEMASK_W)
+ machine->CondCodes[3] = generate_cc(value[3]);
+#if DEBUG_PROG
+ printf("CondCodes=(%s,%s,%s,%s) for:\n",
+ _mesa_condcode_string(machine->CondCodes[0]),
+ _mesa_condcode_string(machine->CondCodes[1]),
+ _mesa_condcode_string(machine->CondCodes[2]),
+ _mesa_condcode_string(machine->CondCodes[3]));
+#endif
+ }
+}
+
+
+
+/**
* Execute the given vertex/fragment program.
*
* \param ctx rendering context
@@ -592,11 +689,23 @@ _mesa_execute_program(GLcontext * ctx,
}
}
break;
+ case OPCODE_AND: /* bitwise AND */
+ {
+ GLuint a[4], b[4], result[4];
+ fetch_vector4ui(&inst->SrcReg[0], machine, a);
+ fetch_vector4ui(&inst->SrcReg[1], machine, b);
+ result[0] = a[0] & b[0];
+ result[1] = a[1] & b[1];
+ result[2] = a[2] & b[2];
+ result[3] = a[3] & b[3];
+ store_vector4ui(inst, machine, result);
+ }
+ break;
case OPCODE_ARL:
{
GLfloat t[4];
fetch_vector4(&inst->SrcReg[0], machine, t);
- machine->AddressReg[0][0] = (GLint) FLOORF(t[0]);
+ machine->AddressReg[0][0] = IFLOOR(t[0]);
}
break;
case OPCODE_BGNLOOP:
@@ -670,6 +779,33 @@ _mesa_execute_program(GLcontext * ctx,
store_vector4(inst, machine, result);
}
break;
+ case OPCODE_DP2:
+ {
+ GLfloat a[4], b[4], result[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ fetch_vector4(&inst->SrcReg[1], machine, b);
+ result[0] = result[1] = result[2] = result[3] = DOT2(a, b);
+ store_vector4(inst, machine, result);
+ if (DEBUG_PROG) {
+ printf("DP2 %g = (%g %g) . (%g %g)\n",
+ result[0], a[0], a[1], b[0], b[1]);
+ }
+ }
+ break;
+ case OPCODE_DP2A:
+ {
+ GLfloat a[4], b[4], c, result[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ fetch_vector4(&inst->SrcReg[1], machine, b);
+ fetch_vector1(&inst->SrcReg[1], machine, &c);
+ result[0] = result[1] = result[2] = result[3] = DOT2(a, b) + c;
+ store_vector4(inst, machine, result);
+ if (DEBUG_PROG) {
+ printf("DP2A %g = (%g %g) . (%g %g) + %g\n",
+ result[0], a[0], a[1], b[0], b[1], c);
+ }
+ }
+ break;
case OPCODE_DP3:
{
GLfloat a[4], b[4], result[4];
@@ -702,8 +838,7 @@ _mesa_execute_program(GLcontext * ctx,
GLfloat a[4], b[4], result[4];
fetch_vector4(&inst->SrcReg[0], machine, a);
fetch_vector4(&inst->SrcReg[1], machine, b);
- result[0] = result[1] = result[2] = result[3] =
- a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + b[3];
+ result[0] = result[1] = result[2] = result[3] = DOT3(a, b) + b[3];
store_vector4(inst, machine, result);
}
break;
@@ -810,17 +945,6 @@ _mesa_execute_program(GLcontext * ctx,
case OPCODE_ENDIF:
/* nothing */
break;
- case OPCODE_INT: /* float to int */
- {
- GLfloat a[4], result[4];
- fetch_vector4(&inst->SrcReg[0], machine, a);
- result[0] = (GLfloat) (GLint) a[0];
- result[1] = (GLfloat) (GLint) a[1];
- result[2] = (GLfloat) (GLint) a[2];
- result[3] = (GLfloat) (GLint) a[3];
- store_vector4(inst, machine, result);
- }
- break;
case OPCODE_KIL_NV: /* NV_f_p only (conditional) */
if (eval_condition(machine, inst)) {
return GL_FALSE;
@@ -839,7 +963,10 @@ _mesa_execute_program(GLcontext * ctx,
{
GLfloat a[4], result[4];
fetch_vector1(&inst->SrcReg[0], machine, a);
- result[0] = result[1] = result[2] = result[3] = LOG2(a[0]);
+ /* The fast LOG2 macro doesn't meet the precision requirements.
+ */
+ result[0] = result[1] = result[2] = result[3] =
+ (log(a[0]) * 1.442695F);
store_vector4(inst, machine, result);
}
break;
@@ -898,7 +1025,11 @@ _mesa_execute_program(GLcontext * ctx,
GLfloat mantissa = FREXPF(t[0], &exponent);
q[0] = (GLfloat) (exponent - 1);
q[1] = (GLfloat) (2.0 * mantissa); /* map [.5, 1) -> [1, 2) */
- q[2] = (GLfloat) (q[0] + LOG2(q[1]));
+
+ /* The fast LOG2 macro doesn't meet the precision
+ * requirements.
+ */
+ q[2] = (log(t[0]) * 1.442695F);
}
}
else {
@@ -1013,7 +1144,8 @@ _mesa_execute_program(GLcontext * ctx,
fetch_vector1(&inst->SrcReg[0], machine, a);
result[0] =
result[1] =
- result[2] = result[3] = _slang_library_noise1(a[0]);
+ result[2] =
+ result[3] = _mesa_noise1(a[0]);
store_vector4(inst, machine, result);
}
break;
@@ -1023,7 +1155,7 @@ _mesa_execute_program(GLcontext * ctx,
fetch_vector4(&inst->SrcReg[0], machine, a);
result[0] =
result[1] =
- result[2] = result[3] = _slang_library_noise2(a[0], a[1]);
+ result[2] = result[3] = _mesa_noise2(a[0], a[1]);
store_vector4(inst, machine, result);
}
break;
@@ -1034,7 +1166,7 @@ _mesa_execute_program(GLcontext * ctx,
result[0] =
result[1] =
result[2] =
- result[3] = _slang_library_noise3(a[0], a[1], a[2]);
+ result[3] = _mesa_noise3(a[0], a[1], a[2]);
store_vector4(inst, machine, result);
}
break;
@@ -1045,45 +1177,100 @@ _mesa_execute_program(GLcontext * ctx,
result[0] =
result[1] =
result[2] =
- result[3] = _slang_library_noise4(a[0], a[1], a[2], a[3]);
+ result[3] = _mesa_noise4(a[0], a[1], a[2], a[3]);
store_vector4(inst, machine, result);
}
break;
case OPCODE_NOP:
break;
- case OPCODE_PK2H: /* pack two 16-bit floats in one 32-bit float */
+ case OPCODE_NOT: /* bitwise NOT */
+ {
+ GLuint a[4], result[4];
+ fetch_vector4ui(&inst->SrcReg[0], machine, a);
+ result[0] = ~a[0];
+ result[1] = ~a[1];
+ result[2] = ~a[2];
+ result[3] = ~a[3];
+ store_vector4ui(inst, machine, result);
+ }
+ break;
+ case OPCODE_NRM3: /* 3-component normalization */
+ {
+ GLfloat a[4], result[4];
+ GLfloat tmp;
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ tmp = a[0] * a[0] + a[1] * a[1] + a[2] * a[2];
+ if (tmp != 0.0F)
+ tmp = INV_SQRTF(tmp);
+ result[0] = tmp * a[0];
+ result[1] = tmp * a[1];
+ result[2] = tmp * a[2];
+ result[3] = 0.0; /* undefined, but prevent valgrind warnings */
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_NRM4: /* 4-component normalization */
{
GLfloat a[4], result[4];
+ GLfloat tmp;
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ tmp = a[0] * a[0] + a[1] * a[1] + a[2] * a[2] + a[3] * a[3];
+ if (tmp != 0.0F)
+ tmp = INV_SQRTF(tmp);
+ result[0] = tmp * a[0];
+ result[1] = tmp * a[1];
+ result[2] = tmp * a[2];
+ result[3] = tmp * a[3];
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_OR: /* bitwise OR */
+ {
+ GLuint a[4], b[4], result[4];
+ fetch_vector4ui(&inst->SrcReg[0], machine, a);
+ fetch_vector4ui(&inst->SrcReg[1], machine, b);
+ result[0] = a[0] | b[0];
+ result[1] = a[1] | b[1];
+ result[2] = a[2] | b[2];
+ result[3] = a[3] | b[3];
+ store_vector4ui(inst, machine, result);
+ }
+ break;
+ case OPCODE_PK2H: /* pack two 16-bit floats in one 32-bit float */
+ {
+ GLfloat a[4];
+ GLuint result[4];
GLhalfNV hx, hy;
- GLuint *rawResult = (GLuint *) result;
- GLuint twoHalves;
fetch_vector4(&inst->SrcReg[0], machine, a);
hx = _mesa_float_to_half(a[0]);
hy = _mesa_float_to_half(a[1]);
- twoHalves = hx | (hy << 16);
- rawResult[0] = rawResult[1] = rawResult[2] = rawResult[3]
- = twoHalves;
- store_vector4(inst, machine, result);
+ result[0] =
+ result[1] =
+ result[2] =
+ result[3] = hx | (hy << 16);
+ store_vector4ui(inst, machine, result);
}
break;
case OPCODE_PK2US: /* pack two GLushorts into one 32-bit float */
{
- GLfloat a[4], result[4];
- GLuint usx, usy, *rawResult = (GLuint *) result;
+ GLfloat a[4];
+ GLuint result[4], usx, usy;
fetch_vector4(&inst->SrcReg[0], machine, a);
a[0] = CLAMP(a[0], 0.0F, 1.0F);
a[1] = CLAMP(a[1], 0.0F, 1.0F);
usx = IROUND(a[0] * 65535.0F);
usy = IROUND(a[1] * 65535.0F);
- rawResult[0] = rawResult[1] = rawResult[2] = rawResult[3]
- = usx | (usy << 16);
- store_vector4(inst, machine, result);
+ result[0] =
+ result[1] =
+ result[2] =
+ result[3] = usx | (usy << 16);
+ store_vector4ui(inst, machine, result);
}
break;
case OPCODE_PK4B: /* pack four GLbytes into one 32-bit float */
{
- GLfloat a[4], result[4];
- GLuint ubx, uby, ubz, ubw, *rawResult = (GLuint *) result;
+ GLfloat a[4];
+ GLuint result[4], ubx, uby, ubz, ubw;
fetch_vector4(&inst->SrcReg[0], machine, a);
a[0] = CLAMP(a[0], -128.0F / 127.0F, 1.0F);
a[1] = CLAMP(a[1], -128.0F / 127.0F, 1.0F);
@@ -1093,15 +1280,17 @@ _mesa_execute_program(GLcontext * ctx,
uby = IROUND(127.0F * a[1] + 128.0F);
ubz = IROUND(127.0F * a[2] + 128.0F);
ubw = IROUND(127.0F * a[3] + 128.0F);
- rawResult[0] = rawResult[1] = rawResult[2] = rawResult[3]
- = ubx | (uby << 8) | (ubz << 16) | (ubw << 24);
- store_vector4(inst, machine, result);
+ result[0] =
+ result[1] =
+ result[2] =
+ result[3] = ubx | (uby << 8) | (ubz << 16) | (ubw << 24);
+ store_vector4ui(inst, machine, result);
}
break;
case OPCODE_PK4UB: /* pack four GLubytes into one 32-bit float */
{
- GLfloat a[4], result[4];
- GLuint ubx, uby, ubz, ubw, *rawResult = (GLuint *) result;
+ GLfloat a[4];
+ GLuint result[4], ubx, uby, ubz, ubw;
fetch_vector4(&inst->SrcReg[0], machine, a);
a[0] = CLAMP(a[0], 0.0F, 1.0F);
a[1] = CLAMP(a[1], 0.0F, 1.0F);
@@ -1111,9 +1300,11 @@ _mesa_execute_program(GLcontext * ctx,
uby = IROUND(255.0F * a[1]);
ubz = IROUND(255.0F * a[2]);
ubw = IROUND(255.0F * a[3]);
- rawResult[0] = rawResult[1] = rawResult[2] = rawResult[3]
- = ubx | (uby << 8) | (ubz << 16) | (ubw << 24);
- store_vector4(inst, machine, result);
+ result[0] =
+ result[1] =
+ result[2] =
+ result[3] = ubx | (uby << 8) | (ubz << 16) | (ubw << 24);
+ store_vector4ui(inst, machine, result);
}
break;
case OPCODE_POW:
@@ -1309,6 +1500,17 @@ _mesa_execute_program(GLcontext * ctx,
}
}
break;
+ case OPCODE_SSG: /* set sign (-1, 0 or +1) */
+ {
+ GLfloat a[4], result[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ result[0] = (GLfloat) ((a[0] > 0.0F) - (a[0] < 0.0F));
+ result[1] = (GLfloat) ((a[1] > 0.0F) - (a[1] < 0.0F));
+ result[2] = (GLfloat) ((a[2] > 0.0F) - (a[2] < 0.0F));
+ result[3] = (GLfloat) ((a[3] > 0.0F) - (a[3] < 0.0F));
+ store_vector4(inst, machine, result);
+ }
+ break;
case OPCODE_STR: /* set true, operands ignored */
{
static const GLfloat result[4] = { 1.0F, 1.0F, 1.0F, 1.0F };
@@ -1446,6 +1648,17 @@ _mesa_execute_program(GLcontext * ctx,
store_vector4(inst, machine, color);
}
break;
+ case OPCODE_TRUNC: /* truncate toward zero */
+ {
+ GLfloat a[4], result[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ result[0] = (GLfloat) (GLint) a[0];
+ result[1] = (GLfloat) (GLint) a[1];
+ result[2] = (GLfloat) (GLint) a[2];
+ result[3] = (GLfloat) (GLint) a[3];
+ store_vector4(inst, machine, result);
+ }
+ break;
case OPCODE_UP2H: /* unpack two 16-bit floats */
{
GLfloat a[4], result[4];
@@ -1496,6 +1709,18 @@ _mesa_execute_program(GLcontext * ctx,
store_vector4(inst, machine, result);
}
break;
+ case OPCODE_XOR: /* bitwise XOR */
+ {
+ GLuint a[4], b[4], result[4];
+ fetch_vector4ui(&inst->SrcReg[0], machine, a);
+ fetch_vector4ui(&inst->SrcReg[1], machine, b);
+ result[0] = a[0] ^ b[0];
+ result[1] = a[1] ^ b[1];
+ result[2] = a[2] ^ b[2];
+ result[3] = a[3] ^ b[3];
+ store_vector4ui(inst, machine, result);
+ }
+ break;
case OPCODE_XPD: /* cross product */
{
GLfloat a[4], b[4], result[4];
diff --git a/src/mesa/shader/prog_instruction.c b/src/mesa/shader/prog_instruction.c
index 1033496d97..f5c0a498fb 100644
--- a/src/mesa/shader/prog_instruction.c
+++ b/src/mesa/shader/prog_instruction.c
@@ -154,6 +154,7 @@ static const struct instruction_info InstInfo[MAX_OPCODE] = {
{ OPCODE_NOP, "NOP", 0, 0 },
{ OPCODE_ABS, "ABS", 1, 1 },
{ OPCODE_ADD, "ADD", 2, 1 },
+ { OPCODE_AND, "AND", 2, 1 },
{ OPCODE_ARA, "ARA", 1, 1 },
{ OPCODE_ARL, "ARL", 1, 1 },
{ OPCODE_ARL_NV, "ARL", 1, 1 },
@@ -168,6 +169,8 @@ static const struct instruction_info InstInfo[MAX_OPCODE] = {
{ OPCODE_COS, "COS", 1, 1 },
{ OPCODE_DDX, "DDX", 1, 1 },
{ OPCODE_DDY, "DDY", 1, 1 },
+ { OPCODE_DP2, "DP2", 2, 1 },
+ { OPCODE_DP2A, "DP2A", 3, 1 },
{ OPCODE_DP3, "DP3", 2, 1 },
{ OPCODE_DP4, "DP4", 2, 1 },
{ OPCODE_DPH, "DPH", 2, 1 },
@@ -182,7 +185,6 @@ static const struct instruction_info InstInfo[MAX_OPCODE] = {
{ OPCODE_FLR, "FLR", 1, 1 },
{ OPCODE_FRC, "FRC", 1, 1 },
{ OPCODE_IF, "IF", 1, 0 },
- { OPCODE_INT, "INT", 1, 1 },
{ OPCODE_KIL, "KIL", 1, 0 },
{ OPCODE_KIL_NV, "KIL", 0, 0 },
{ OPCODE_LG2, "LG2", 1, 1 },
@@ -198,6 +200,10 @@ static const struct instruction_info InstInfo[MAX_OPCODE] = {
{ OPCODE_NOISE2, "NOISE2", 1, 1 },
{ OPCODE_NOISE3, "NOISE3", 1, 1 },
{ OPCODE_NOISE4, "NOISE4", 1, 1 },
+ { OPCODE_NOT, "NOT", 1, 1 },
+ { OPCODE_NRM3, "NRM3", 1, 1 },
+ { OPCODE_NRM4, "NRM4", 1, 1 },
+ { OPCODE_OR, "OR", 2, 1 },
{ OPCODE_PK2H, "PK2H", 1, 1 },
{ OPCODE_PK2US, "PK2US", 1, 1 },
{ OPCODE_PK4B, "PK4B", 1, 1 },
@@ -230,11 +236,13 @@ static const struct instruction_info InstInfo[MAX_OPCODE] = {
{ OPCODE_TXL, "TXL", 1, 1 },
{ OPCODE_TXP, "TXP", 1, 1 },
{ OPCODE_TXP_NV, "TXP", 1, 1 },
+ { OPCODE_TRUNC, "TRUNC", 1, 1 },
{ OPCODE_UP2H, "UP2H", 1, 1 },
{ OPCODE_UP2US, "UP2US", 1, 1 },
{ OPCODE_UP4B, "UP4B", 1, 1 },
{ OPCODE_UP4UB, "UP4UB", 1, 1 },
{ OPCODE_X2D, "X2D", 3, 1 },
+ { OPCODE_XOR, "XOR", 2, 1 },
{ OPCODE_XPD, "XPD", 2, 1 }
};
diff --git a/src/mesa/shader/prog_instruction.h b/src/mesa/shader/prog_instruction.h
index a8842c68c7..f978334ab2 100644
--- a/src/mesa/shader/prog_instruction.h
+++ b/src/mesa/shader/prog_instruction.h
@@ -145,6 +145,7 @@ typedef enum prog_opcode {
OPCODE_NOP = 0, /* X */
OPCODE_ABS, /* X X 1.1 X */
OPCODE_ADD, /* X X X X X */
+ OPCODE_AND, /* */
OPCODE_ARA, /* 2 */
OPCODE_ARL, /* X X */
OPCODE_ARL_NV, /* 2 */
@@ -159,6 +160,8 @@ typedef enum prog_opcode {
OPCODE_COS, /* X 2 X X */
OPCODE_DDX, /* X X */
OPCODE_DDY, /* X X */
+ OPCODE_DP2, /* 2 */
+ OPCODE_DP2A, /* 2 */
OPCODE_DP3, /* X X X X X */
OPCODE_DP4, /* X X X X X */
OPCODE_DPH, /* X X 1.1 */
@@ -173,7 +176,6 @@ typedef enum prog_opcode {
OPCODE_FLR, /* X X 2 X X */
OPCODE_FRC, /* X X 2 X X */
OPCODE_IF, /* opt */
- OPCODE_INT, /* X */
OPCODE_KIL, /* X */
OPCODE_KIL_NV, /* X X */
OPCODE_LG2, /* X X 2 X X */
@@ -189,6 +191,10 @@ typedef enum prog_opcode {
OPCODE_NOISE2, /* X */
OPCODE_NOISE3, /* X */
OPCODE_NOISE4, /* X */
+ OPCODE_NOT, /* */
+ OPCODE_NRM3, /* */
+ OPCODE_NRM4, /* */
+ OPCODE_OR, /* */
OPCODE_PK2H, /* X */
OPCODE_PK2US, /* X */
OPCODE_PK4B, /* X */
@@ -221,11 +227,13 @@ typedef enum prog_opcode {
OPCODE_TXL, /* 3 2 X */
OPCODE_TXP, /* X X */
OPCODE_TXP_NV, /* 3 X */
+ OPCODE_TRUNC, /* X */
OPCODE_UP2H, /* X */
OPCODE_UP2US, /* X */
OPCODE_UP4B, /* X */
OPCODE_UP4UB, /* X */
OPCODE_X2D, /* X */
+ OPCODE_XOR, /* */
OPCODE_XPD, /* X X X */
MAX_OPCODE
} gl_inst_opcode;
diff --git a/src/mesa/shader/prog_noise.c b/src/mesa/shader/prog_noise.c
new file mode 100644
index 0000000000..1713ddb5f3
--- /dev/null
+++ b/src/mesa/shader/prog_noise.c
@@ -0,0 +1,638 @@
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.5
+ *
+ * Copyright (C) 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.
+ */
+
+/*
+ * SimplexNoise1234
+ * Copyright (c) 2003-2005, Stefan Gustavson
+ *
+ * Contact: stegu@itn.liu.se
+ */
+
+/**
+ * \file
+ * \brief C implementation of Perlin Simplex Noise over 1, 2, 3 and 4 dims.
+ * \author Stefan Gustavson (stegu@itn.liu.se)
+ *
+ *
+ * This implementation is "Simplex Noise" as presented by
+ * Ken Perlin at a relatively obscure and not often cited course
+ * session "Real-Time Shading" at Siggraph 2001 (before real
+ * time shading actually took on), under the title "hardware noise".
+ * The 3D function is numerically equivalent to his Java reference
+ * code available in the PDF course notes, although I re-implemented
+ * it from scratch to get more readable code. The 1D, 2D and 4D cases
+ * were implemented from scratch by me from Ken Perlin's text.
+ *
+ * This file has no dependencies on any other file, not even its own
+ * header file. The header file is made for use by external code only.
+ */
+
+
+#include "main/imports.h"
+#include "prog_noise.h"
+
+#define FASTFLOOR(x) ( ((x)>0) ? ((int)x) : (((int)x)-1) )
+
+/*
+ * ---------------------------------------------------------------------
+ * Static data
+ */
+
+/**
+ * Permutation table. This is just a random jumble of all numbers 0-255,
+ * repeated twice to avoid wrapping the index at 255 for each lookup.
+ * This needs to be exactly the same for all instances on all platforms,
+ * so it's easiest to just keep it as static explicit data.
+ * This also removes the need for any initialisation of this class.
+ *
+ * Note that making this an int[] instead of a char[] might make the
+ * code run faster on platforms with a high penalty for unaligned single
+ * byte addressing. Intel x86 is generally single-byte-friendly, but
+ * some other CPUs are faster with 4-aligned reads.
+ * However, a char[] is smaller, which avoids cache trashing, and that
+ * is probably the most important aspect on most architectures.
+ * This array is accessed a *lot* by the noise functions.
+ * A vector-valued noise over 3D accesses it 96 times, and a
+ * float-valued 4D noise 64 times. We want this to fit in the cache!
+ */
+unsigned char perm[512] = { 151, 160, 137, 91, 90, 15,
+ 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8,
+ 99, 37, 240, 21, 10, 23,
+ 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35,
+ 11, 32, 57, 177, 33,
+ 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71,
+ 134, 139, 48, 27, 166,
+ 77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41,
+ 55, 46, 245, 40, 244,
+ 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89,
+ 18, 169, 200, 196,
+ 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217,
+ 226, 250, 124, 123,
+ 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58,
+ 17, 182, 189, 28, 42,
+ 223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155,
+ 167, 43, 172, 9,
+ 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104,
+ 218, 246, 97, 228,
+ 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235,
+ 249, 14, 239, 107,
+ 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45,
+ 127, 4, 150, 254,
+ 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66,
+ 215, 61, 156, 180,
+ 151, 160, 137, 91, 90, 15,
+ 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8,
+ 99, 37, 240, 21, 10, 23,
+ 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35,
+ 11, 32, 57, 177, 33,
+ 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71,
+ 134, 139, 48, 27, 166,
+ 77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41,
+ 55, 46, 245, 40, 244,
+ 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89,
+ 18, 169, 200, 196,
+ 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217,
+ 226, 250, 124, 123,
+ 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58,
+ 17, 182, 189, 28, 42,
+ 223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155,
+ 167, 43, 172, 9,
+ 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104,
+ 218, 246, 97, 228,
+ 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235,
+ 249, 14, 239, 107,
+ 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45,
+ 127, 4, 150, 254,
+ 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66,
+ 215, 61, 156, 180
+};
+
+/*
+ * ---------------------------------------------------------------------
+ */
+
+/*
+ * Helper functions to compute gradients-dot-residualvectors (1D to 4D)
+ * Note that these generate gradients of more than unit length. To make
+ * a close match with the value range of classic Perlin noise, the final
+ * noise values need to be rescaled to fit nicely within [-1,1].
+ * (The simplex noise functions as such also have different scaling.)
+ * Note also that these noise functions are the most practical and useful
+ * signed version of Perlin noise. To return values according to the
+ * RenderMan specification from the SL noise() and pnoise() functions,
+ * the noise values need to be scaled and offset to [0,1], like this:
+ * float SLnoise = (SimplexNoise1234::noise(x,y,z) + 1.0) * 0.5;
+ */
+
+static float
+grad1(int hash, float x)
+{
+ int h = hash & 15;
+ float grad = 1.0f + (h & 7); /* Gradient value 1.0, 2.0, ..., 8.0 */
+ if (h & 8)
+ grad = -grad; /* Set a random sign for the gradient */
+ return (grad * x); /* Multiply the gradient with the distance */
+}
+
+static float
+grad2(int hash, float x, float y)
+{
+ int h = hash & 7; /* Convert low 3 bits of hash code */
+ float u = h < 4 ? x : y; /* into 8 simple gradient directions, */
+ float v = h < 4 ? y : x; /* and compute the dot product with (x,y). */
+ return ((h & 1) ? -u : u) + ((h & 2) ? -2.0f * v : 2.0f * v);
+}
+
+static float
+grad3(int hash, float x, float y, float z)
+{
+ int h = hash & 15; /* Convert low 4 bits of hash code into 12 simple */
+ float u = h < 8 ? x : y; /* gradient directions, and compute dot product. */
+ float v = h < 4 ? y : h == 12 || h == 14 ? x : z; /* Fix repeats at h = 12 to 15 */
+ return ((h & 1) ? -u : u) + ((h & 2) ? -v : v);
+}
+
+static float
+grad4(int hash, float x, float y, float z, float t)
+{
+ int h = hash & 31; /* Convert low 5 bits of hash code into 32 simple */
+ float u = h < 24 ? x : y; /* gradient directions, and compute dot product. */
+ float v = h < 16 ? y : z;
+ float w = h < 8 ? z : t;
+ return ((h & 1) ? -u : u) + ((h & 2) ? -v : v) + ((h & 4) ? -w : w);
+}
+
+/**
+ * A lookup table to traverse the simplex around a given point in 4D.
+ * Details can be found where this table is used, in the 4D noise method.
+ * TODO: This should not be required, backport it from Bill's GLSL code!
+ */
+static unsigned char simplex[64][4] = {
+ {0, 1, 2, 3}, {0, 1, 3, 2}, {0, 0, 0, 0}, {0, 2, 3, 1},
+ {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {1, 2, 3, 0},
+ {0, 2, 1, 3}, {0, 0, 0, 0}, {0, 3, 1, 2}, {0, 3, 2, 1},
+ {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {1, 3, 2, 0},
+ {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0},
+ {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0},
+ {1, 2, 0, 3}, {0, 0, 0, 0}, {1, 3, 0, 2}, {0, 0, 0, 0},
+ {0, 0, 0, 0}, {0, 0, 0, 0}, {2, 3, 0, 1}, {2, 3, 1, 0},
+ {1, 0, 2, 3}, {1, 0, 3, 2}, {0, 0, 0, 0}, {0, 0, 0, 0},
+ {0, 0, 0, 0}, {2, 0, 3, 1}, {0, 0, 0, 0}, {2, 1, 3, 0},
+ {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0},
+ {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0},
+ {2, 0, 1, 3}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0},
+ {3, 0, 1, 2}, {3, 0, 2, 1}, {0, 0, 0, 0}, {3, 1, 2, 0},
+ {2, 1, 0, 3}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0},
+ {3, 1, 0, 2}, {0, 0, 0, 0}, {3, 2, 0, 1}, {3, 2, 1, 0}
+};
+
+
+/** 1D simplex noise */
+GLfloat
+_mesa_noise1(GLfloat x)
+{
+ int i0 = FASTFLOOR(x);
+ int i1 = i0 + 1;
+ float x0 = x - i0;
+ float x1 = x0 - 1.0f;
+ float t1 = 1.0f - x1 * x1;
+ float n0, n1;
+
+ float t0 = 1.0f - x0 * x0;
+/* if(t0 < 0.0f) t0 = 0.0f; // this never happens for the 1D case */
+ t0 *= t0;
+ n0 = t0 * t0 * grad1(perm[i0 & 0xff], x0);
+
+/* if(t1 < 0.0f) t1 = 0.0f; // this never happens for the 1D case */
+ t1 *= t1;
+ n1 = t1 * t1 * grad1(perm[i1 & 0xff], x1);
+ /* The maximum value of this noise is 8*(3/4)^4 = 2.53125 */
+ /* A factor of 0.395 would scale to fit exactly within [-1,1], but */
+ /* we want to match PRMan's 1D noise, so we scale it down some more. */
+ return 0.25f * (n0 + n1);
+}
+
+
+/** 2D simplex noise */
+GLfloat
+_mesa_noise2(GLfloat x, GLfloat y)
+{
+#define F2 0.366025403f /* F2 = 0.5*(sqrt(3.0)-1.0) */
+#define G2 0.211324865f /* G2 = (3.0-Math.sqrt(3.0))/6.0 */
+
+ float n0, n1, n2; /* Noise contributions from the three corners */
+
+ /* Skew the input space to determine which simplex cell we're in */
+ float s = (x + y) * F2; /* Hairy factor for 2D */
+ float xs = x + s;
+ float ys = y + s;
+ int i = FASTFLOOR(xs);
+ int j = FASTFLOOR(ys);
+
+ float t = (float) (i + j) * G2;
+ float X0 = i - t; /* Unskew the cell origin back to (x,y) space */
+ float Y0 = j - t;
+ float x0 = x - X0; /* The x,y distances from the cell origin */
+ float y0 = y - Y0;
+
+ float x1, y1, x2, y2;
+ int ii, jj;
+ float t0, t1, t2;
+
+ /* For the 2D case, the simplex shape is an equilateral triangle. */
+ /* Determine which simplex we are in. */
+ int i1, j1; /* Offsets for second (middle) corner of simplex in (i,j) coords */
+ if (x0 > y0) {
+ i1 = 1;
+ j1 = 0;
+ } /* lower triangle, XY order: (0,0)->(1,0)->(1,1) */
+ else {
+ i1 = 0;
+ j1 = 1;
+ } /* upper triangle, YX order: (0,0)->(0,1)->(1,1) */
+
+ /* A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and */
+ /* a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where */
+ /* c = (3-sqrt(3))/6 */
+
+ x1 = x0 - i1 + G2; /* Offsets for middle corner in (x,y) unskewed coords */
+ y1 = y0 - j1 + G2;
+ x2 = x0 - 1.0f + 2.0f * G2; /* Offsets for last corner in (x,y) unskewed coords */
+ y2 = y0 - 1.0f + 2.0f * G2;
+
+ /* Wrap the integer indices at 256, to avoid indexing perm[] out of bounds */
+ ii = i % 256;
+ jj = j % 256;
+
+ /* Calculate the contribution from the three corners */
+ t0 = 0.5f - x0 * x0 - y0 * y0;
+ if (t0 < 0.0f)
+ n0 = 0.0f;
+ else {
+ t0 *= t0;
+ n0 = t0 * t0 * grad2(perm[ii + perm[jj]], x0, y0);
+ }
+
+ t1 = 0.5f - x1 * x1 - y1 * y1;
+ if (t1 < 0.0f)
+ n1 = 0.0f;
+ else {
+ t1 *= t1;
+ n1 = t1 * t1 * grad2(perm[ii + i1 + perm[jj + j1]], x1, y1);
+ }
+
+ t2 = 0.5f - x2 * x2 - y2 * y2;
+ if (t2 < 0.0f)
+ n2 = 0.0f;
+ else {
+ t2 *= t2;
+ n2 = t2 * t2 * grad2(perm[ii + 1 + perm[jj + 1]], x2, y2);
+ }
+
+ /* Add contributions from each corner to get the final noise value. */
+ /* The result is scaled to return values in the interval [-1,1]. */
+ return 40.0f * (n0 + n1 + n2); /* TODO: The scale factor is preliminary! */
+}
+
+
+/** 3D simplex noise */
+GLfloat
+_mesa_noise3(GLfloat x, GLfloat y, GLfloat z)
+{
+/* Simple skewing factors for the 3D case */
+#define F3 0.333333333f
+#define G3 0.166666667f
+
+ float n0, n1, n2, n3; /* Noise contributions from the four corners */
+
+ /* Skew the input space to determine which simplex cell we're in */
+ float s = (x + y + z) * F3; /* Very nice and simple skew factor for 3D */
+ float xs = x + s;
+ float ys = y + s;
+ float zs = z + s;
+ int i = FASTFLOOR(xs);
+ int j = FASTFLOOR(ys);
+ int k = FASTFLOOR(zs);
+
+ float t = (float) (i + j + k) * G3;
+ float X0 = i - t; /* Unskew the cell origin back to (x,y,z) space */
+ float Y0 = j - t;
+ float Z0 = k - t;
+ float x0 = x - X0; /* The x,y,z distances from the cell origin */
+ float y0 = y - Y0;
+ float z0 = z - Z0;
+
+ float x1, y1, z1, x2, y2, z2, x3, y3, z3;
+ int ii, jj, kk;
+ float t0, t1, t2, t3;
+
+ /* For the 3D case, the simplex shape is a slightly irregular tetrahedron. */
+ /* Determine which simplex we are in. */
+ int i1, j1, k1; /* Offsets for second corner of simplex in (i,j,k) coords */
+ int i2, j2, k2; /* Offsets for third corner of simplex in (i,j,k) coords */
+
+/* This code would benefit from a backport from the GLSL version! */
+ if (x0 >= y0) {
+ if (y0 >= z0) {
+ i1 = 1;
+ j1 = 0;
+ k1 = 0;
+ i2 = 1;
+ j2 = 1;
+ k2 = 0;
+ } /* X Y Z order */
+ else if (x0 >= z0) {
+ i1 = 1;
+ j1 = 0;
+ k1 = 0;
+ i2 = 1;
+ j2 = 0;
+ k2 = 1;
+ } /* X Z Y order */
+ else {
+ i1 = 0;
+ j1 = 0;
+ k1 = 1;
+ i2 = 1;
+ j2 = 0;
+ k2 = 1;
+ } /* Z X Y order */
+ }
+ else { /* x0<y0 */
+ if (y0 < z0) {
+ i1 = 0;
+ j1 = 0;
+ k1 = 1;
+ i2 = 0;
+ j2 = 1;
+ k2 = 1;
+ } /* Z Y X order */
+ else if (x0 < z0) {
+ i1 = 0;
+ j1 = 1;
+ k1 = 0;
+ i2 = 0;
+ j2 = 1;
+ k2 = 1;
+ } /* Y Z X order */
+ else {
+ i1 = 0;
+ j1 = 1;
+ k1 = 0;
+ i2 = 1;
+ j2 = 1;
+ k2 = 0;
+ } /* Y X Z order */
+ }
+
+ /* A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in
+ * (x,y,z), a step of (0,1,0) in (i,j,k) means a step of
+ * (-c,1-c,-c) in (x,y,z), and a step of (0,0,1) in (i,j,k) means a
+ * step of (-c,-c,1-c) in (x,y,z), where c = 1/6.
+ */
+
+ x1 = x0 - i1 + G3; /* Offsets for second corner in (x,y,z) coords */
+ y1 = y0 - j1 + G3;
+ z1 = z0 - k1 + G3;
+ x2 = x0 - i2 + 2.0f * G3; /* Offsets for third corner in (x,y,z) coords */
+ y2 = y0 - j2 + 2.0f * G3;
+ z2 = z0 - k2 + 2.0f * G3;
+ x3 = x0 - 1.0f + 3.0f * G3;/* Offsets for last corner in (x,y,z) coords */
+ y3 = y0 - 1.0f + 3.0f * G3;
+ z3 = z0 - 1.0f + 3.0f * G3;
+
+ /* Wrap the integer indices at 256 to avoid indexing perm[] out of bounds */
+ ii = i % 256;
+ jj = j % 256;
+ kk = k % 256;
+
+ /* Calculate the contribution from the four corners */
+ t0 = 0.6f - x0 * x0 - y0 * y0 - z0 * z0;
+ if (t0 < 0.0f)
+ n0 = 0.0f;
+ else {
+ t0 *= t0;
+ n0 = t0 * t0 * grad3(perm[ii + perm[jj + perm[kk]]], x0, y0, z0);
+ }
+
+ t1 = 0.6f - x1 * x1 - y1 * y1 - z1 * z1;
+ if (t1 < 0.0f)
+ n1 = 0.0f;
+ else {
+ t1 *= t1;
+ n1 =
+ t1 * t1 * grad3(perm[ii + i1 + perm[jj + j1 + perm[kk + k1]]], x1,
+ y1, z1);
+ }
+
+ t2 = 0.6f - x2 * x2 - y2 * y2 - z2 * z2;
+ if (t2 < 0.0f)
+ n2 = 0.0f;
+ else {
+ t2 *= t2;
+ n2 =
+ t2 * t2 * grad3(perm[ii + i2 + perm[jj + j2 + perm[kk + k2]]], x2,
+ y2, z2);
+ }
+
+ t3 = 0.6f - x3 * x3 - y3 * y3 - z3 * z3;
+ if (t3 < 0.0f)
+ n3 = 0.0f;
+ else {
+ t3 *= t3;
+ n3 =
+ t3 * t3 * grad3(perm[ii + 1 + perm[jj + 1 + perm[kk + 1]]], x3, y3,
+ z3);
+ }
+
+ /* Add contributions from each corner to get the final noise value.
+ * The result is scaled to stay just inside [-1,1]
+ */
+ return 32.0f * (n0 + n1 + n2 + n3); /* TODO: The scale factor is preliminary! */
+}
+
+
+/** 4D simplex noise */
+GLfloat
+_mesa_noise4(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
+{
+ /* The skewing and unskewing factors are hairy again for the 4D case */
+#define F4 0.309016994f /* F4 = (Math.sqrt(5.0)-1.0)/4.0 */
+#define G4 0.138196601f /* G4 = (5.0-Math.sqrt(5.0))/20.0 */
+
+ float n0, n1, n2, n3, n4; /* Noise contributions from the five corners */
+
+ /* Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in */
+ float s = (x + y + z + w) * F4; /* Factor for 4D skewing */
+ float xs = x + s;
+ float ys = y + s;
+ float zs = z + s;
+ float ws = w + s;
+ int i = FASTFLOOR(xs);
+ int j = FASTFLOOR(ys);
+ int k = FASTFLOOR(zs);
+ int l = FASTFLOOR(ws);
+
+ float t = (i + j + k + l) * G4; /* Factor for 4D unskewing */
+ float X0 = i - t; /* Unskew the cell origin back to (x,y,z,w) space */
+ float Y0 = j - t;
+ float Z0 = k - t;
+ float W0 = l - t;
+
+ float x0 = x - X0; /* The x,y,z,w distances from the cell origin */
+ float y0 = y - Y0;
+ float z0 = z - Z0;
+ float w0 = w - W0;
+
+ /* For the 4D case, the simplex is a 4D shape I won't even try to describe.
+ * To find out which of the 24 possible simplices we're in, we need to
+ * determine the magnitude ordering of x0, y0, z0 and w0.
+ * The method below is a good way of finding the ordering of x,y,z,w and
+ * then find the correct traversal order for the simplex we're in.
+ * First, six pair-wise comparisons are performed between each possible pair
+ * of the four coordinates, and the results are used to add up binary bits
+ * for an integer index.
+ */
+ int c1 = (x0 > y0) ? 32 : 0;
+ int c2 = (x0 > z0) ? 16 : 0;
+ int c3 = (y0 > z0) ? 8 : 0;
+ int c4 = (x0 > w0) ? 4 : 0;
+ int c5 = (y0 > w0) ? 2 : 0;
+ int c6 = (z0 > w0) ? 1 : 0;
+ int c = c1 + c2 + c3 + c4 + c5 + c6;
+
+ int i1, j1, k1, l1; /* The integer offsets for the second simplex corner */
+ int i2, j2, k2, l2; /* The integer offsets for the third simplex corner */
+ int i3, j3, k3, l3; /* The integer offsets for the fourth simplex corner */
+
+ float x1, y1, z1, w1, x2, y2, z2, w2, x3, y3, z3, w3, x4, y4, z4, w4;
+ int ii, jj, kk, ll;
+ float t0, t1, t2, t3, t4;
+
+ /*
+ * simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some
+ * order. Many values of c will never occur, since e.g. x>y>z>w
+ * makes x<z, y<w and x<w impossible. Only the 24 indices which
+ * have non-zero entries make any sense. We use a thresholding to
+ * set the coordinates in turn from the largest magnitude. The
+ * number 3 in the "simplex" array is at the position of the
+ * largest coordinate.
+ */
+ i1 = simplex[c][0] >= 3 ? 1 : 0;
+ j1 = simplex[c][1] >= 3 ? 1 : 0;
+ k1 = simplex[c][2] >= 3 ? 1 : 0;
+ l1 = simplex[c][3] >= 3 ? 1 : 0;
+ /* The number 2 in the "simplex" array is at the second largest coordinate. */
+ i2 = simplex[c][0] >= 2 ? 1 : 0;
+ j2 = simplex[c][1] >= 2 ? 1 : 0;
+ k2 = simplex[c][2] >= 2 ? 1 : 0;
+ l2 = simplex[c][3] >= 2 ? 1 : 0;
+ /* The number 1 in the "simplex" array is at the second smallest coordinate. */
+ i3 = simplex[c][0] >= 1 ? 1 : 0;
+ j3 = simplex[c][1] >= 1 ? 1 : 0;
+ k3 = simplex[c][2] >= 1 ? 1 : 0;
+ l3 = simplex[c][3] >= 1 ? 1 : 0;
+ /* The fifth corner has all coordinate offsets = 1, so no need to look that up. */
+
+ x1 = x0 - i1 + G4; /* Offsets for second corner in (x,y,z,w) coords */
+ y1 = y0 - j1 + G4;
+ z1 = z0 - k1 + G4;
+ w1 = w0 - l1 + G4;
+ x2 = x0 - i2 + 2.0f * G4; /* Offsets for third corner in (x,y,z,w) coords */
+ y2 = y0 - j2 + 2.0f * G4;
+ z2 = z0 - k2 + 2.0f * G4;
+ w2 = w0 - l2 + 2.0f * G4;
+ x3 = x0 - i3 + 3.0f * G4; /* Offsets for fourth corner in (x,y,z,w) coords */
+ y3 = y0 - j3 + 3.0f * G4;
+ z3 = z0 - k3 + 3.0f * G4;
+ w3 = w0 - l3 + 3.0f * G4;
+ x4 = x0 - 1.0f + 4.0f * G4; /* Offsets for last corner in (x,y,z,w) coords */
+ y4 = y0 - 1.0f + 4.0f * G4;
+ z4 = z0 - 1.0f + 4.0f * G4;
+ w4 = w0 - 1.0f + 4.0f * G4;
+
+ /* Wrap the integer indices at 256, to avoid indexing perm[] out of bounds */
+ ii = i % 256;
+ jj = j % 256;
+ kk = k % 256;
+ ll = l % 256;
+
+ /* Calculate the contribution from the five corners */
+ t0 = 0.6f - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0;
+ if (t0 < 0.0f)
+ n0 = 0.0f;
+ else {
+ t0 *= t0;
+ n0 =
+ t0 * t0 * grad4(perm[ii + perm[jj + perm[kk + perm[ll]]]], x0, y0,
+ z0, w0);
+ }
+
+ t1 = 0.6f - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1;
+ if (t1 < 0.0f)
+ n1 = 0.0f;
+ else {
+ t1 *= t1;
+ n1 =
+ t1 * t1 *
+ grad4(perm[ii + i1 + perm[jj + j1 + perm[kk + k1 + perm[ll + l1]]]],
+ x1, y1, z1, w1);
+ }
+
+ t2 = 0.6f - x2 * x2 - y2 * y2 - z2 * z2 - w2 * w2;
+ if (t2 < 0.0f)
+ n2 = 0.0f;
+ else {
+ t2 *= t2;
+ n2 =
+ t2 * t2 *
+ grad4(perm[ii + i2 + perm[jj + j2 + perm[kk + k2 + perm[ll + l2]]]],
+ x2, y2, z2, w2);
+ }
+
+ t3 = 0.6f - x3 * x3 - y3 * y3 - z3 * z3 - w3 * w3;
+ if (t3 < 0.0f)
+ n3 = 0.0f;
+ else {
+ t3 *= t3;
+ n3 =
+ t3 * t3 *
+ grad4(perm[ii + i3 + perm[jj + j3 + perm[kk + k3 + perm[ll + l3]]]],
+ x3, y3, z3, w3);
+ }
+
+ t4 = 0.6f - x4 * x4 - y4 * y4 - z4 * z4 - w4 * w4;
+ if (t4 < 0.0f)
+ n4 = 0.0f;
+ else {
+ t4 *= t4;
+ n4 =
+ t4 * t4 *
+ grad4(perm[ii + 1 + perm[jj + 1 + perm[kk + 1 + perm[ll + 1]]]], x4,
+ y4, z4, w4);
+ }
+
+ /* Sum up and scale the result to cover the range [-1,1] */
+ return 27.0f * (n0 + n1 + n2 + n3 + n4); /* TODO: The scale factor is preliminary! */
+}
diff --git a/src/mesa/shader/slang/slang_library_noise.h b/src/mesa/shader/prog_noise.h
index da7367c1ce..c4779479f9 100644
--- a/src/mesa/shader/slang/slang_library_noise.h
+++ b/src/mesa/shader/prog_noise.h
@@ -22,21 +22,13 @@
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
-#if !defined SLANG_LIBRARY_NOISE_H
-#define SLANG_LIBRARY_NOISE_H
+#ifndef PROG_NOISE
+#define PROG_NOISE
-#if defined __cplusplus
-extern "C" {
-#endif
-
-GLfloat _slang_library_noise1 (GLfloat);
-GLfloat _slang_library_noise2 (GLfloat, GLfloat);
-GLfloat _slang_library_noise3 (GLfloat, GLfloat, GLfloat);
-GLfloat _slang_library_noise4 (GLfloat, GLfloat, GLfloat, GLfloat);
-
-#ifdef __cplusplus
-}
-#endif
+extern GLfloat _mesa_noise1(GLfloat);
+extern GLfloat _mesa_noise2(GLfloat, GLfloat);
+extern GLfloat _mesa_noise3(GLfloat, GLfloat, GLfloat);
+extern GLfloat _mesa_noise4(GLfloat, GLfloat, GLfloat, GLfloat);
#endif
diff --git a/src/mesa/shader/prog_statevars.c b/src/mesa/shader/prog_statevars.c
index 9cc33fa2c1..8d29acac8b 100644
--- a/src/mesa/shader/prog_statevars.c
+++ b/src/mesa/shader/prog_statevars.c
@@ -131,7 +131,7 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
ADD_3V(value, p, eye_z);
NORMALIZE_3FV(value);
value[3] = 1.0;
- }
+ }
return;
default:
_mesa_problem(ctx, "Invalid light state in fetch_state");
@@ -235,11 +235,11 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
}
}
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);
@@ -369,7 +369,7 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
}
}
return;
-
+
case STATE_VERTEX_PROGRAM:
{
/* state[1] = {STATE_ENV, STATE_LOCAL} */
@@ -475,7 +475,6 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
}
-
case STATE_PT_SCALE:
value[0] = ctx->Pixel.RedScale;
value[1] = ctx->Pixel.GreenScale;
@@ -494,6 +493,19 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
case STATE_PCM_BIAS:
COPY_4V(value, ctx->Pixel.PostColorMatrixBias);
break;
+ case STATE_SHADOW_AMBIENT:
+ {
+ const int unit = (int) state[2];
+ const struct gl_texture_object *texObj
+ = ctx->Texture.Unit[unit]._Current;
+ if (texObj) {
+ value[0] = texObj->ShadowAmbient;
+ value[1] = texObj->ShadowAmbient;
+ value[2] = texObj->ShadowAmbient;
+ value[3] = texObj->ShadowAmbient;
+ }
+ }
+ return;
/* XXX: make sure new tokens added here are also handled in the
* _mesa_program_state_flags() switch, below.
@@ -578,6 +590,7 @@ _mesa_program_state_flags(const gl_state_index state[STATE_LENGTH])
return _NEW_MODELVIEW;
case STATE_TEXRECT_SCALE:
+ case STATE_SHADOW_AMBIENT:
return _NEW_TEXTURE;
case STATE_FOG_PARAMS_OPTIMIZED:
return _NEW_FOG;
@@ -618,6 +631,9 @@ append(char *dst, const char *src)
}
+/**
+ * Convert token 'k' to a string, append it onto 'dst' string.
+ */
static void
append_token(char *dst, gl_state_index k)
{
@@ -750,11 +766,30 @@ append_token(char *dst, gl_state_index k)
case STATE_LOCAL:
append(dst, "local");
break;
+ /* BEGIN internal state vars */
+ case STATE_INTERNAL:
+ append(dst, "(internal)");
+ break;
case STATE_NORMAL_SCALE:
append(dst, "normalScale");
break;
- case STATE_INTERNAL:
- append(dst, "(internal)");
+ case STATE_TEXRECT_SCALE:
+ append(dst, "texrectScale");
+ break;
+ case STATE_FOG_PARAMS_OPTIMIZED:
+ append(dst, "fogParamsOptimized");
+ break;
+ case STATE_LIGHT_SPOT_DIR_NORMALIZED:
+ append(dst, "lightSpotDirNormalized");
+ break;
+ case STATE_LIGHT_POSITION:
+ append(dst, "lightPosition");
+ break;
+ case STATE_LIGHT_POSITION_NORMALIZED:
+ append(dst, "light.position.normalized");
+ break;
+ case STATE_LIGHT_HALF_VECTOR:
+ append(dst, "lightHalfVector");
break;
case STATE_PT_SCALE:
append(dst, "PTscale");
@@ -768,8 +803,12 @@ append_token(char *dst, gl_state_index k)
case STATE_PCM_BIAS:
append(dst, "PCMbias");
break;
+ case STATE_SHADOW_AMBIENT:
+ append(dst, "ShadowAmbient");
+ break;
default:
- ;
+ /* probably STATE_INTERNAL_DRIVER+i (driver private state) */
+ append(dst, "driverState");
}
}
@@ -802,16 +841,16 @@ _mesa_program_state_string(const gl_state_index state[STATE_LENGTH])
char tmp[30];
append(str, "state.");
- append_token(str, (gl_state_index) state[0]);
+ append_token(str, state[0]);
switch (state[0]) {
case STATE_MATERIAL:
append_face(str, state[1]);
- append_token(str, (gl_state_index) state[2]);
+ append_token(str, state[2]);
break;
case STATE_LIGHT:
append_index(str, state[1]); /* light number [i]. */
- append_token(str, (gl_state_index) state[2]); /* coefficients */
+ append_token(str, state[2]); /* coefficients */
break;
case STATE_LIGHTMODEL_AMBIENT:
append(str, "lightmodel.ambient");
@@ -827,11 +866,11 @@ _mesa_program_state_string(const gl_state_index state[STATE_LENGTH])
case STATE_LIGHTPROD:
append_index(str, state[1]); /* light number [i]. */
append_face(str, state[2]);
- append_token(str, (gl_state_index) state[3]);
+ append_token(str, state[3]);
break;
case STATE_TEXGEN:
append_index(str, state[1]); /* tex unit [i] */
- append_token(str, (gl_state_index) state[2]); /* plane coef */
+ append_token(str, state[2]); /* plane coef */
break;
case STATE_TEXENV_COLOR:
append_index(str, state[1]); /* tex unit [i] */
@@ -853,11 +892,11 @@ _mesa_program_state_string(const gl_state_index state[STATE_LENGTH])
/* state[2] = first row to fetch */
/* state[3] = last row to fetch */
/* state[4] = transpose, inverse or invtrans */
- const gl_state_index mat = (gl_state_index) state[0];
+ const gl_state_index mat = state[0];
const GLuint index = (GLuint) state[1];
const GLuint firstRow = (GLuint) state[2];
const GLuint lastRow = (GLuint) state[3];
- const gl_state_index modifier = (gl_state_index) state[4];
+ const gl_state_index modifier = state[4];
if (index ||
mat == STATE_TEXTURE_MATRIX ||
mat == STATE_PROGRAM_MATRIX)
@@ -885,10 +924,11 @@ _mesa_program_state_string(const gl_state_index state[STATE_LENGTH])
case STATE_VERTEX_PROGRAM:
/* state[1] = {STATE_ENV, STATE_LOCAL} */
/* state[2] = parameter index */
- append_token(str, (gl_state_index) state[1]);
+ append_token(str, state[1]);
append_index(str, state[2]);
break;
case STATE_INTERNAL:
+ append_token(str, state[1]);
break;
default:
_mesa_problem(NULL, "Invalid state in _mesa_program_state_string");
@@ -918,10 +958,101 @@ _mesa_load_state_parameters(GLcontext *ctx,
for (i = 0; i < paramList->NumParameters; i++) {
if (paramList->Parameters[i].Type == PROGRAM_STATE_VAR) {
- _mesa_fetch_state(ctx,
+ _mesa_fetch_state(ctx,
(gl_state_index *) paramList->Parameters[i].StateIndexes,
paramList->ParameterValues[i]);
}
}
}
+
+/**
+ * Copy the 16 elements of a matrix into four consecutive program
+ * registers starting at 'pos'.
+ */
+static void
+load_matrix(GLfloat registers[][4], GLuint pos, const GLfloat mat[16])
+{
+ GLuint i;
+ for (i = 0; i < 4; i++) {
+ registers[pos + i][0] = mat[0 + i];
+ registers[pos + i][1] = mat[4 + i];
+ registers[pos + i][2] = mat[8 + i];
+ registers[pos + i][3] = mat[12 + i];
+ }
+}
+
+
+/**
+ * As above, but transpose the matrix.
+ */
+static void
+load_transpose_matrix(GLfloat registers[][4], GLuint pos,
+ const GLfloat mat[16])
+{
+ MEMCPY(registers[pos], mat, 16 * sizeof(GLfloat));
+}
+
+
+/**
+ * Load current vertex program's parameter registers with tracked
+ * matrices (if NV program). This only needs to be done per
+ * glBegin/glEnd, not per-vertex.
+ */
+void
+_mesa_load_tracked_matrices(GLcontext *ctx)
+{
+ GLuint i;
+
+ for (i = 0; i < MAX_NV_VERTEX_PROGRAM_PARAMS / 4; i++) {
+ /* point 'mat' at source matrix */
+ GLmatrix *mat;
+ if (ctx->VertexProgram.TrackMatrix[i] == GL_MODELVIEW) {
+ mat = ctx->ModelviewMatrixStack.Top;
+ }
+ else if (ctx->VertexProgram.TrackMatrix[i] == GL_PROJECTION) {
+ mat = ctx->ProjectionMatrixStack.Top;
+ }
+ else if (ctx->VertexProgram.TrackMatrix[i] == GL_TEXTURE) {
+ mat = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top;
+ }
+ else if (ctx->VertexProgram.TrackMatrix[i] == GL_COLOR) {
+ mat = ctx->ColorMatrixStack.Top;
+ }
+ else if (ctx->VertexProgram.TrackMatrix[i]==GL_MODELVIEW_PROJECTION_NV) {
+ /* XXX verify the combined matrix is up to date */
+ mat = &ctx->_ModelProjectMatrix;
+ }
+ else if (ctx->VertexProgram.TrackMatrix[i] >= GL_MATRIX0_NV &&
+ ctx->VertexProgram.TrackMatrix[i] <= GL_MATRIX7_NV) {
+ GLuint n = ctx->VertexProgram.TrackMatrix[i] - GL_MATRIX0_NV;
+ ASSERT(n < MAX_PROGRAM_MATRICES);
+ mat = ctx->ProgramMatrixStack[n].Top;
+ }
+ else {
+ /* no matrix is tracked, but we leave the register values as-is */
+ assert(ctx->VertexProgram.TrackMatrix[i] == GL_NONE);
+ continue;
+ }
+
+ /* load the matrix values into sequential registers */
+ if (ctx->VertexProgram.TrackMatrixTransform[i] == GL_IDENTITY_NV) {
+ load_matrix(ctx->VertexProgram.Parameters, i*4, mat->m);
+ }
+ else if (ctx->VertexProgram.TrackMatrixTransform[i] == GL_INVERSE_NV) {
+ _math_matrix_analyse(mat); /* update the inverse */
+ ASSERT(!_math_matrix_is_dirty(mat));
+ load_matrix(ctx->VertexProgram.Parameters, i*4, mat->inv);
+ }
+ else if (ctx->VertexProgram.TrackMatrixTransform[i] == GL_TRANSPOSE_NV) {
+ load_transpose_matrix(ctx->VertexProgram.Parameters, i*4, mat->m);
+ }
+ else {
+ assert(ctx->VertexProgram.TrackMatrixTransform[i]
+ == GL_INVERSE_TRANSPOSE_NV);
+ _math_matrix_analyse(mat); /* update the inverse */
+ ASSERT(!_math_matrix_is_dirty(mat));
+ load_transpose_matrix(ctx->VertexProgram.Parameters, i*4, mat->inv);
+ }
+ }
+}
diff --git a/src/mesa/shader/prog_statevars.h b/src/mesa/shader/prog_statevars.h
index 1f728c64e8..d5358a1d04 100644
--- a/src/mesa/shader/prog_statevars.h
+++ b/src/mesa/shader/prog_statevars.h
@@ -1,8 +1,8 @@
/*
* Mesa 3-D graphics library
- * Version: 6.5.2
+ * Version: 7.1
*
- * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2007 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"),
@@ -77,12 +77,12 @@ typedef enum gl_state_index_ {
STATE_SPECULAR,
STATE_EMISSION,
STATE_SHININESS,
- STATE_HALF_VECTOR,
+ STATE_HALF_VECTOR,
- STATE_POSITION,
- STATE_ATTENUATION,
- STATE_SPOT_DIRECTION,
- STATE_SPOT_CUTOFF,
+ STATE_POSITION, /**< xyzw = position */
+ STATE_ATTENUATION, /**< xyz = attenuation, w = spot exponent */
+ STATE_SPOT_DIRECTION, /**< xyz = direction, w = cos(cutoff) */
+ STATE_SPOT_CUTOFF, /**< x = cutoff, yzw = undefined */
STATE_TEXGEN_EYE_S,
STATE_TEXGEN_EYE_T,
@@ -94,7 +94,7 @@ typedef enum gl_state_index_ {
STATE_TEXGEN_OBJECT_Q,
STATE_TEXENV_COLOR,
-
+
STATE_DEPTH_RANGE,
STATE_VERTEX_PROGRAM,
@@ -116,6 +116,7 @@ typedef enum gl_state_index_ {
STATE_PT_BIAS, /**< Pixel transfer RGBA bias */
STATE_PCM_SCALE, /**< Post color matrix RGBA scale */
STATE_PCM_BIAS, /**< Post color matrix RGBA bias */
+ STATE_SHADOW_AMBIENT, /**< ARB_shadow_ambient fail value; token[2] is texture unit index */
STATE_INTERNAL_DRIVER /* first available state index for drivers (must be last) */
} gl_state_index;
@@ -134,4 +135,8 @@ extern char *
_mesa_program_state_string(const gl_state_index state[STATE_LENGTH]);
+extern void
+_mesa_load_tracked_matrices(GLcontext *ctx);
+
+
#endif /* PROG_STATEVARS_H */
diff --git a/src/mesa/shader/prog_uniform.c b/src/mesa/shader/prog_uniform.c
index dc76be8e46..0642713148 100644
--- a/src/mesa/shader/prog_uniform.c
+++ b/src/mesa/shader/prog_uniform.c
@@ -142,8 +142,8 @@ _mesa_longest_uniform_name(const struct gl_uniform_list *list)
GLint max = 0;
GLuint i;
for (i = 0; list && i < list->NumUniforms; i++) {
- GLuint len = _mesa_strlen(list->Uniforms[i].Name);
- if (len > (GLuint)max)
+ GLint len = (GLint)_mesa_strlen(list->Uniforms[i].Name);
+ if (len > max)
max = len;
}
return max;
diff --git a/src/mesa/shader/program.c b/src/mesa/shader/program.c
index 723c46ee8c..37962f0e9b 100644
--- a/src/mesa/shader/program.c
+++ b/src/mesa/shader/program.c
@@ -121,6 +121,43 @@ _mesa_free_program_data(GLcontext *ctx)
/**
+ * Update the default program objects in the given context to reference those
+ * specified in the shared state and release those referencing the old
+ * shared state.
+ */
+void
+_mesa_update_default_objects_program(GLcontext *ctx)
+{
+#if FEATURE_NV_vertex_program || FEATURE_ARB_vertex_program
+ _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current,
+ (struct gl_vertex_program *)
+ ctx->Shared->DefaultVertexProgram);
+ assert(ctx->VertexProgram.Current);
+#endif
+
+#if FEATURE_NV_fragment_program || FEATURE_ARB_fragment_program
+ _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current,
+ (struct gl_fragment_program *)
+ ctx->Shared->DefaultFragmentProgram);
+ assert(ctx->FragmentProgram.Current);
+#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);
+ }
+ }
+ ctx->ATIFragmentShader.Current = (struct ati_fragment_shader *) ctx->Shared->DefaultFragmentShader;
+ assert(ctx->ATIFragmentShader.Current);
+ ctx->ATIFragmentShader.Current->RefCount++;
+#endif
+}
+
+
+/**
* Set the vertex/fragment program error state (position and error string).
* This is generally called from within the parsers.
*/
@@ -211,7 +248,7 @@ struct gl_program *
_mesa_init_fragment_program( GLcontext *ctx, struct gl_fragment_program *prog,
GLenum target, GLuint id)
{
- if (prog)
+ if (prog)
return _mesa_init_program_struct( ctx, &prog->Base, target, id );
else
return NULL;
@@ -225,7 +262,7 @@ struct gl_program *
_mesa_init_vertex_program( GLcontext *ctx, struct gl_vertex_program *prog,
GLenum target, GLuint id)
{
- if (prog)
+ if (prog)
return _mesa_init_program_struct( ctx, &prog->Base, target, id );
else
return NULL;
@@ -238,7 +275,7 @@ _mesa_init_vertex_program( GLcontext *ctx, struct gl_vertex_program *prog,
* 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
@@ -247,19 +284,23 @@ _mesa_init_vertex_program( GLcontext *ctx, struct gl_vertex_program *prog,
struct gl_program *
_mesa_new_program(GLcontext *ctx, GLenum target, GLuint id)
{
+ struct gl_program *prog;
switch (target) {
case GL_VERTEX_PROGRAM_ARB: /* == GL_VERTEX_PROGRAM_NV */
- return _mesa_init_vertex_program(ctx, CALLOC_STRUCT(gl_vertex_program),
+ prog = _mesa_init_vertex_program(ctx, CALLOC_STRUCT(gl_vertex_program),
target, id );
+ break;
case GL_FRAGMENT_PROGRAM_NV:
case GL_FRAGMENT_PROGRAM_ARB:
- return _mesa_init_fragment_program(ctx,
+ prog =_mesa_init_fragment_program(ctx,
CALLOC_STRUCT(gl_fragment_program),
target, id );
+ break;
default:
_mesa_problem(ctx, "bad target in _mesa_new_program");
- return NULL;
+ prog = NULL;
}
+ return prog;
}
@@ -278,7 +319,7 @@ _mesa_delete_program(GLcontext *ctx, struct gl_program *prog)
if (prog == &_mesa_DummyProgram)
return;
-
+
if (prog->String)
_mesa_free(prog->String);
@@ -331,7 +372,11 @@ _mesa_reference_program(GLcontext *ctx,
assert(ptr);
if (*ptr && prog) {
/* sanity check */
- ASSERT((*ptr)->Target == prog->Target);
+ if ((*ptr)->Target == GL_VERTEX_PROGRAM_ARB)
+ ASSERT(prog->Target == GL_VERTEX_PROGRAM_ARB);
+ else if ((*ptr)->Target == GL_FRAGMENT_PROGRAM_ARB)
+ ASSERT(prog->Target == GL_FRAGMENT_PROGRAM_ARB ||
+ prog->Target == GL_FRAGMENT_PROGRAM_NV);
}
if (*ptr == prog) {
return; /* no change */
@@ -341,15 +386,17 @@ _mesa_reference_program(GLcontext *ctx,
/*_glthread_LOCK_MUTEX((*ptr)->Mutex);*/
#if 0
- printf("Program %p %u 0x%x Refcount-- to %d\n",
- *ptr, (*ptr)->Id, (*ptr)->Target, (*ptr)->RefCount - 1);
+ printf("Program %p ID=%u Target=%s Refcount-- to %d\n",
+ *ptr, (*ptr)->Id,
+ ((*ptr)->Target == GL_VERTEX_PROGRAM_ARB ? "VP" : "FP"),
+ (*ptr)->RefCount - 1);
#endif
ASSERT((*ptr)->RefCount > 0);
(*ptr)->RefCount--;
deleteFlag = ((*ptr)->RefCount == 0);
/*_glthread_UNLOCK_MUTEX((*ptr)->Mutex);*/
-
+
if (deleteFlag) {
ASSERT(ctx);
ctx->Driver.DeleteProgram(ctx, *ptr);
@@ -363,8 +410,10 @@ _mesa_reference_program(GLcontext *ctx,
/*_glthread_LOCK_MUTEX(prog->Mutex);*/
prog->RefCount++;
#if 0
- printf("Program %p %u 0x%x Refcount++ to %d\n",
- prog, prog->Id, prog->Target, prog->RefCount);
+ printf("Program %p ID=%u Target=%s Refcount++ to %d\n",
+ prog, prog->Id,
+ (prog->Target == GL_VERTEX_PROGRAM_ARB ? "VP" : "FP"),
+ prog->RefCount);
#endif
/*_glthread_UNLOCK_MUTEX(prog->Mutex);*/
}
@@ -402,6 +451,7 @@ _mesa_clone_program(GLcontext *ctx, const struct gl_program *prog)
clone->InputsRead = prog->InputsRead;
clone->OutputsWritten = prog->OutputsWritten;
clone->SamplersUsed = prog->SamplersUsed;
+ clone->ShadowSamplers = prog->ShadowSamplers;
memcpy(clone->TexturesUsed, prog->TexturesUsed, sizeof(prog->TexturesUsed));
if (prog->Parameters)
@@ -504,6 +554,52 @@ _mesa_insert_instructions(struct gl_program *prog, GLuint start, GLuint count)
return GL_TRUE;
}
+/**
+ * Delete 'count' instructions at 'start' in the given program.
+ * Adjust branch targets accordingly.
+ */
+GLboolean
+_mesa_delete_instructions(struct gl_program *prog, GLuint start, GLuint count)
+{
+ const GLuint origLen = prog->NumInstructions;
+ const GLuint newLen = origLen - count;
+ struct prog_instruction *newInst;
+ GLuint i;
+
+ /* adjust branches */
+ for (i = 0; i < prog->NumInstructions; i++) {
+ struct prog_instruction *inst = prog->Instructions + i;
+ if (inst->BranchTarget > 0) {
+ if (inst->BranchTarget >= start) {
+ inst->BranchTarget -= count;
+ }
+ }
+ }
+
+ /* Alloc storage for new instructions */
+ newInst = _mesa_alloc_instructions(newLen);
+ if (!newInst) {
+ return GL_FALSE;
+ }
+
+ /* Copy 'start' instructions into new instruction buffer */
+ _mesa_copy_instructions(newInst, prog->Instructions, start);
+
+ /* Copy the remaining/tail instructions to new inst buffer */
+ _mesa_copy_instructions(newInst + start,
+ prog->Instructions + start + count,
+ newLen - start);
+
+ /* free old instructions */
+ _mesa_free_instructions(prog->Instructions, origLen);
+
+ /* install new instructions */
+ prog->Instructions = newInst;
+ prog->NumInstructions = newLen;
+
+ return GL_TRUE;
+}
+
/**
* Search instructions for registers that match (oldFile, oldIndex),
diff --git a/src/mesa/shader/program.h b/src/mesa/shader/program.h
index f8bd63233e..48176162c3 100644
--- a/src/mesa/shader/program.h
+++ b/src/mesa/shader/program.h
@@ -53,6 +53,9 @@ extern void
_mesa_free_program_data(GLcontext *ctx);
extern void
+_mesa_update_default_objects_program(GLcontext *ctx);
+
+extern void
_mesa_set_program_error(GLcontext *ctx, GLint pos, const char *string);
extern const GLubyte *
@@ -60,13 +63,13 @@ _mesa_find_line_column(const GLubyte *string, const GLubyte *pos,
GLint *line, GLint *col);
-extern struct gl_program *
-_mesa_init_vertex_program(GLcontext *ctx,
- struct gl_vertex_program *prog,
+extern struct gl_program *
+_mesa_init_vertex_program(GLcontext *ctx,
+ struct gl_vertex_program *prog,
GLenum target, GLuint id);
-extern struct gl_program *
-_mesa_init_fragment_program(GLcontext *ctx,
+extern struct gl_program *
+_mesa_init_fragment_program(GLcontext *ctx,
struct gl_fragment_program *prog,
GLenum target, GLuint id);
@@ -108,6 +111,9 @@ _mesa_clone_program(GLcontext *ctx, const struct gl_program *prog);
extern GLboolean
_mesa_insert_instructions(struct gl_program *prog, GLuint start, GLuint count);
+extern GLboolean
+_mesa_delete_instructions(struct gl_program *prog, GLuint start, GLuint count);
+
extern struct gl_program *
_mesa_combine_programs(GLcontext *ctx,
const struct gl_program *progA,
diff --git a/src/mesa/shader/shader_api.c b/src/mesa/shader/shader_api.c
index 2af97612f7..122688826c 100644
--- a/src/mesa/shader/shader_api.c
+++ b/src/mesa/shader/shader_api.c
@@ -39,15 +39,15 @@
#include "main/context.h"
#include "main/hash.h"
#include "main/macros.h"
-#include "program.h"
-#include "prog_parameter.h"
-#include "prog_print.h"
-#include "prog_statevars.h"
-#include "prog_uniform.h"
+#include "shader/program.h"
+#include "shader/prog_parameter.h"
+#include "shader/prog_print.h"
+#include "shader/prog_statevars.h"
+#include "shader/prog_uniform.h"
#include "shader/shader_api.h"
#include "shader/slang/slang_compile.h"
#include "shader/slang/slang_link.h"
-
+#include "glapi/dispatch.h"
#ifndef GL_PROGRAM_BINARY_LENGTH_OES
@@ -455,7 +455,13 @@ _mesa_attach_shader(GLcontext *ctx, GLuint program, GLuint shader)
n = shProg->NumShaders;
for (i = 0; i < n; i++) {
if (shProg->Shaders[i] == sh) {
- /* already attached */
+ /* The shader is already attched to this program. The
+ * GL_ARB_shader_objects spec says:
+ *
+ * "The error INVALID_OPERATION is generated by AttachObjectARB
+ * if <obj> is already attached to <containerObj>."
+ */
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glAttachShader");
return;
}
}
@@ -517,7 +523,7 @@ _mesa_bind_attrib_location(GLcontext *ctx, GLuint program, GLuint index,
{
struct gl_shader_program *shProg;
const GLint size = -1; /* unknown size */
- GLint i;
+ GLint i, oldIndex;
GLenum datatype = GL_FLOAT_VEC4;
shProg = _mesa_lookup_shader_program_err(ctx, program,
@@ -540,6 +546,14 @@ _mesa_bind_attrib_location(GLcontext *ctx, GLuint program, GLuint index,
return;
}
+ if (shProg->LinkStatus) {
+ /* get current index/location for the attribute */
+ oldIndex = _mesa_get_attrib_location(ctx, program, name);
+ }
+ else {
+ oldIndex = -1;
+ }
+
/* this will replace the current value if it's already in the list */
i = _mesa_add_attribute(shProg->Attributes, name, size, datatype, index);
if (i < 0) {
@@ -911,24 +925,15 @@ _mesa_get_attached_shaders(GLcontext *ctx, GLuint program, GLsizei maxCount,
static GLuint
_mesa_get_handle(GLcontext *ctx, GLenum pname)
{
-#if 0
- GET_CURRENT_CONTEXT(ctx);
-
- switch (pname) {
- case GL_PROGRAM_OBJECT_ARB:
- {
- struct gl2_program_intf **pro = ctx->Shader.CurrentProgram;
-
- if (pro != NULL)
- return (**pro)._container._generic.
- GetName((struct gl2_generic_intf **) (pro));
- }
- break;
- default:
+ GLint handle = 0;
+
+ if (pname == GL_PROGRAM_OBJECT_ARB) {
+ CALL_GetIntegerv(ctx->Exec, (GL_CURRENT_PROGRAM, &handle));
+ } else {
_mesa_error(ctx, GL_INVALID_ENUM, "glGetHandleARB");
}
-#endif
- return 0;
+
+ return handle;
}
diff --git a/src/mesa/shader/slang/descrip.mms b/src/mesa/shader/slang/descrip.mms
new file mode 100644
index 0000000000..6eefbcf5bd
--- /dev/null
+++ b/src/mesa/shader/slang/descrip.mms
@@ -0,0 +1,68 @@
+# Makefile for core library for VMS
+# contributed by Jouk Jansen joukj@hrem.nano.tudelft.nl
+# Last revision : 3 October 2007
+
+.first
+ define gl [----.include.gl]
+ define math [--.math]
+ define swrast [--.swrast]
+ define array_cache [--.array_cache]
+ define main [--.main]
+ define glapi [--.glapi]
+ define shader [--.shader]
+
+.include [----]mms-config.
+
+##### MACROS #####
+
+VPATH = RCS
+
+INCDIR = [----.include],[--.main],[--.glapi],[-.slang],[-.grammar],[-]
+LIBDIR = [----.lib]
+CFLAGS = /include=($(INCDIR),[])/define=(PTHREADS=1)/name=(as_is,short)/float=ieee/ieee=denorm
+
+SOURCES = \
+ slang_compile.c,slang_preprocess.c
+
+OBJECTS = slang_builtin.obj,slang_codegen.obj,slang_compile.obj,\
+ slang_compile_function.obj,slang_compile_operation.obj,\
+ slang_compile_struct.obj,slang_compile_variable.obj,slang_emit.obj,\
+ slang_ir.obj,slang_label.obj,slang_library_noise.obj,slang_link.obj,\
+ slang_log.obj,slang_mem.obj,slang_preprocess.obj,slang_print.obj,\
+ slang_simplify.obj,slang_storage.obj,slang_typeinfo.obj,\
+ slang_utility.obj,slang_vartable.obj
+
+##### RULES #####
+
+VERSION=Mesa V3.4
+
+##### TARGETS #####
+# Make the library
+$(LIBDIR)$(GL_LIB) : $(OBJECTS)
+ @ library $(LIBDIR)$(GL_LIB) $(OBJECTS)
+
+clean :
+ purge
+ delete *.obj;*
+
+slang_builtin.obj : slang_builtin.c
+slang_codegen.obj : slang_codegen.c
+slang_compile.obj : slang_compile.c
+slang_compile_function.obj : slang_compile_function.c
+slang_compile_operation.obj : slang_compile_operation.c
+slang_compile_struct.obj : slang_compile_struct.c
+slang_compile_variable.obj : slang_compile_variable.c
+slang_emit.obj : slang_emit.c
+slang_ir.obj : slang_ir.c
+slang_label.obj : slang_label.c
+slang_library_noise.obj : slang_library_noise.c
+slang_link.obj : slang_link.c
+slang_log.obj : slang_log.c
+slang_mem.obj : slang_mem.c
+slang_preprocess.obj : slang_preprocess.c
+slang_print.obj : slang_print.c
+slang_simplify.obj : slang_simplify.c
+slang_storage.obj : slang_storage.c
+slang_typeinfo.obj : slang_typeinfo.c
+slang_utility.obj : slang_utility.c
+slang_vartable.obj : slang_vartable.c
diff --git a/src/mesa/shader/slang/library/slang_pp_directives.syn b/src/mesa/shader/slang/library/slang_pp_directives.syn
index d4a321034d..d4a321034d 100755..100644
--- a/src/mesa/shader/slang/library/slang_pp_directives.syn
+++ b/src/mesa/shader/slang/library/slang_pp_directives.syn
diff --git a/src/mesa/shader/slang/library/slang_pp_expression.syn b/src/mesa/shader/slang/library/slang_pp_expression.syn
index bfdb220bf5..bfdb220bf5 100755..100644
--- a/src/mesa/shader/slang/library/slang_pp_expression.syn
+++ b/src/mesa/shader/slang/library/slang_pp_expression.syn
diff --git a/src/mesa/shader/slang/library/slang_version.syn b/src/mesa/shader/slang/library/slang_version.syn
index aaf8bef342..aaf8bef342 100755..100644
--- a/src/mesa/shader/slang/library/slang_version.syn
+++ b/src/mesa/shader/slang/library/slang_version.syn
diff --git a/src/mesa/shader/slang/slang_codegen.c b/src/mesa/shader/slang/slang_codegen.c
index cc6d71478d..66615d3afd 100644
--- a/src/mesa/shader/slang/slang_codegen.c
+++ b/src/mesa/shader/slang/slang_codegen.c
@@ -391,7 +391,7 @@ _slang_input_index(const char *name, GLenum target, GLuint *swizzleOut)
const struct input_info *inputs
= (target == GL_VERTEX_PROGRAM_ARB) ? vertInputs : fragInputs;
- ASSERT(MAX_TEXTURE_UNITS == 8); /* if this fails, fix vertInputs above */
+ ASSERT(MAX_TEXTURE_COORD_UNITS == 8); /* if this fails, fix vertInputs above */
for (i = 0; inputs[i].Name; i++) {
if (strcmp(inputs[i].Name, name) == 0) {
@@ -469,6 +469,9 @@ static slang_asm_info AsmInfo[] = {
{ "vec4_multiply", IR_MUL, 1, 2 },
{ "vec4_dot", IR_DOT4, 1, 2 },
{ "vec3_dot", IR_DOT3, 1, 2 },
+ { "vec2_dot", IR_DOT2, 1, 2 },
+ { "vec3_nrm", IR_NRM3, 1, 1 },
+ { "vec4_nrm", IR_NRM4, 1, 1 },
{ "vec3_cross", IR_CROSS, 1, 2 },
{ "vec4_lrp", IR_LRP, 1, 3 },
{ "vec4_min", IR_MIN, 1, 2 },
diff --git a/src/mesa/shader/slang/slang_emit.c b/src/mesa/shader/slang/slang_emit.c
index 3a837c9c10..d3b4e64b78 100644
--- a/src/mesa/shader/slang/slang_emit.c
+++ b/src/mesa/shader/slang/slang_emit.c
@@ -717,6 +717,9 @@ instruction_annotation(gl_inst_opcode opcode, char *dstAnnot,
case OPCODE_MUL:
operator = "*";
break;
+ case OPCODE_DP2:
+ operator = "DP2";
+ break;
case OPCODE_DP3:
operator = "DP3";
break;
@@ -913,7 +916,7 @@ emit_compare(slang_emit_info *emitInfo, slang_ir_node *n)
}
else {
assert(size == 2);
- dotOp = OPCODE_DP3;
+ dotOp = OPCODE_DP3; /* XXX use OPCODE_DP2 eventually */
swizzle = MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Y, SWIZZLE_Y);
}
@@ -2192,12 +2195,15 @@ emit(slang_emit_info *emitInfo, slang_ir_node *n)
case IR_NOISE2:
case IR_NOISE3:
case IR_NOISE4:
+ case IR_NRM4:
+ case IR_NRM3:
/* binary */
case IR_ADD:
case IR_SUB:
case IR_MUL:
case IR_DOT4:
case IR_DOT3:
+ case IR_DOT2:
case IR_CROSS:
case IR_MIN:
case IR_MAX:
diff --git a/src/mesa/shader/slang/slang_ir.c b/src/mesa/shader/slang/slang_ir.c
index b459accb90..c33c80da99 100644
--- a/src/mesa/shader/slang/slang_ir.c
+++ b/src/mesa/shader/slang/slang_ir.c
@@ -27,6 +27,7 @@
#include "main/context.h"
#include "slang_ir.h"
#include "slang_mem.h"
+#include "shader/prog_instruction.h"
#include "shader/prog_print.h"
@@ -36,8 +37,11 @@ static const slang_ir_info IrInfo[] = {
{ IR_SUB, "IR_SUB", OPCODE_SUB, 4, 2 },
{ IR_MUL, "IR_MUL", OPCODE_MUL, 4, 2 },
{ IR_DIV, "IR_DIV", OPCODE_NOP, 0, 2 }, /* XXX broke */
- { IR_DOT4, "IR_DOT_4", OPCODE_DP4, 1, 2 },
- { IR_DOT3, "IR_DOT_3", OPCODE_DP3, 1, 2 },
+ { IR_DOT4, "IR_DOT4", OPCODE_DP4, 1, 2 },
+ { IR_DOT3, "IR_DOT3", OPCODE_DP3, 1, 2 },
+ { IR_DOT2, "IR_DOT2", OPCODE_DP2, 1, 2 },
+ { IR_NRM4, "IR_NRM4", OPCODE_NRM4, 1, 1 },
+ { IR_NRM3, "IR_NRM3", OPCODE_NRM3, 1, 1 },
{ IR_CROSS, "IR_CROSS", OPCODE_XPD, 3, 2 },
{ IR_LRP, "IR_LRP", OPCODE_LRP, 4, 3 },
{ IR_MIN, "IR_MIN", OPCODE_MIN, 4, 2 },
@@ -56,7 +60,7 @@ static const slang_ir_info IrInfo[] = {
/* unary ops */
{ IR_MOVE, "IR_MOVE", OPCODE_MOV, 4, 1 },
{ IR_I_TO_F, "IR_I_TO_F", OPCODE_MOV, 4, 1 }, /* int[4] to float[4] */
- { IR_F_TO_I, "IR_F_TO_I", OPCODE_INT, 4, 1 }, /* 4 floats to 4 ints */
+ { IR_F_TO_I, "IR_F_TO_I", OPCODE_TRUNC, 4, 1 },
{ IR_EXP, "IR_EXP", OPCODE_EXP, 1, 1 },
{ IR_EXP2, "IR_EXP2", OPCODE_EX2, 1, 1 },
{ IR_LOG2, "IR_LOG2", OPCODE_LG2, 1, 1 },
diff --git a/src/mesa/shader/slang/slang_ir.h b/src/mesa/shader/slang/slang_ir.h
index cc784d431b..a258e92e06 100644
--- a/src/mesa/shader/slang/slang_ir.h
+++ b/src/mesa/shader/slang/slang_ir.h
@@ -83,6 +83,9 @@ typedef enum
IR_DIV,
IR_DOT4,
IR_DOT3,
+ IR_DOT2,
+ IR_NRM4,
+ IR_NRM3,
IR_CROSS, /* vec3 cross product */
IR_LRP,
IR_CLAMP,
diff --git a/src/mesa/shader/slang/slang_library_noise.c b/src/mesa/shader/slang/slang_library_noise.c
deleted file mode 100644
index 25a05657cc..0000000000
--- a/src/mesa/shader/slang/slang_library_noise.c
+++ /dev/null
@@ -1,501 +0,0 @@
-/*
- * Mesa 3-D graphics library
- * Version: 6.5
- *
- * Copyright (C) 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.
- */
-
-/*
- * SimplexNoise1234
- * Copyright (c) 2003-2005, Stefan Gustavson
- *
- * Contact: stegu@itn.liu.se
- */
-
-/** \file
- \brief C implementation of Perlin Simplex Noise over 1,2,3, and 4 dimensions.
- \author Stefan Gustavson (stegu@itn.liu.se)
-*/
-
-/*
- * This implementation is "Simplex Noise" as presented by
- * Ken Perlin at a relatively obscure and not often cited course
- * session "Real-Time Shading" at Siggraph 2001 (before real
- * time shading actually took on), under the title "hardware noise".
- * The 3D function is numerically equivalent to his Java reference
- * code available in the PDF course notes, although I re-implemented
- * it from scratch to get more readable code. The 1D, 2D and 4D cases
- * were implemented from scratch by me from Ken Perlin's text.
- *
- * This file has no dependencies on any other file, not even its own
- * header file. The header file is made for use by external code only.
- */
-
-
-#include "main/imports.h"
-#include "slang_library_noise.h"
-
-#define FASTFLOOR(x) ( ((x)>0) ? ((int)x) : (((int)x)-1) )
-
-/*
- * ---------------------------------------------------------------------
- * Static data
- */
-
-/*
- * Permutation table. This is just a random jumble of all numbers 0-255,
- * repeated twice to avoid wrapping the index at 255 for each lookup.
- * This needs to be exactly the same for all instances on all platforms,
- * so it's easiest to just keep it as static explicit data.
- * This also removes the need for any initialisation of this class.
- *
- * Note that making this an int[] instead of a char[] might make the
- * code run faster on platforms with a high penalty for unaligned single
- * byte addressing. Intel x86 is generally single-byte-friendly, but
- * some other CPUs are faster with 4-aligned reads.
- * However, a char[] is smaller, which avoids cache trashing, and that
- * is probably the most important aspect on most architectures.
- * This array is accessed a *lot* by the noise functions.
- * A vector-valued noise over 3D accesses it 96 times, and a
- * float-valued 4D noise 64 times. We want this to fit in the cache!
- */
-unsigned char perm[512] = {151,160,137,91,90,15,
- 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
- 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
- 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
- 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
- 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
- 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
- 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
- 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
- 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
- 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
- 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
- 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180,
- 151,160,137,91,90,15,
- 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
- 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
- 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
- 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
- 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
- 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
- 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
- 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
- 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
- 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
- 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
- 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180
-};
-
-/*
- * ---------------------------------------------------------------------
- */
-
-/*
- * Helper functions to compute gradients-dot-residualvectors (1D to 4D)
- * Note that these generate gradients of more than unit length. To make
- * a close match with the value range of classic Perlin noise, the final
- * noise values need to be rescaled to fit nicely within [-1,1].
- * (The simplex noise functions as such also have different scaling.)
- * Note also that these noise functions are the most practical and useful
- * signed version of Perlin noise. To return values according to the
- * RenderMan specification from the SL noise() and pnoise() functions,
- * the noise values need to be scaled and offset to [0,1], like this:
- * float SLnoise = (SimplexNoise1234::noise(x,y,z) + 1.0) * 0.5;
- */
-
-static float grad1( int hash, float x ) {
- int h = hash & 15;
- float grad = 1.0f + (h & 7); /* Gradient value 1.0, 2.0, ..., 8.0 */
- if (h&8) grad = -grad; /* Set a random sign for the gradient */
- return ( grad * x ); /* Multiply the gradient with the distance */
-}
-
-static float grad2( int hash, float x, float y ) {
- int h = hash & 7; /* Convert low 3 bits of hash code */
- float u = h<4 ? x : y; /* into 8 simple gradient directions, */
- float v = h<4 ? y : x; /* and compute the dot product with (x,y). */
- return ((h&1)? -u : u) + ((h&2)? -2.0f*v : 2.0f*v);
-}
-
-static float grad3( int hash, float x, float y , float z ) {
- int h = hash & 15; /* Convert low 4 bits of hash code into 12 simple */
- float u = h<8 ? x : y; /* gradient directions, and compute dot product. */
- float v = h<4 ? y : h==12||h==14 ? x : z; /* Fix repeats at h = 12 to 15 */
- return ((h&1)? -u : u) + ((h&2)? -v : v);
-}
-
-static float grad4( int hash, float x, float y, float z, float t ) {
- int h = hash & 31; /* Convert low 5 bits of hash code into 32 simple */
- float u = h<24 ? x : y; /* gradient directions, and compute dot product. */
- float v = h<16 ? y : z;
- float w = h<8 ? z : t;
- return ((h&1)? -u : u) + ((h&2)? -v : v) + ((h&4)? -w : w);
-}
-
- /* A lookup table to traverse the simplex around a given point in 4D. */
- /* Details can be found where this table is used, in the 4D noise method. */
- /* TODO: This should not be required, backport it from Bill's GLSL code! */
- static unsigned char simplex[64][4] = {
- {0,1,2,3},{0,1,3,2},{0,0,0,0},{0,2,3,1},{0,0,0,0},{0,0,0,0},{0,0,0,0},{1,2,3,0},
- {0,2,1,3},{0,0,0,0},{0,3,1,2},{0,3,2,1},{0,0,0,0},{0,0,0,0},{0,0,0,0},{1,3,2,0},
- {0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},
- {1,2,0,3},{0,0,0,0},{1,3,0,2},{0,0,0,0},{0,0,0,0},{0,0,0,0},{2,3,0,1},{2,3,1,0},
- {1,0,2,3},{1,0,3,2},{0,0,0,0},{0,0,0,0},{0,0,0,0},{2,0,3,1},{0,0,0,0},{2,1,3,0},
- {0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},
- {2,0,1,3},{0,0,0,0},{0,0,0,0},{0,0,0,0},{3,0,1,2},{3,0,2,1},{0,0,0,0},{3,1,2,0},
- {2,1,0,3},{0,0,0,0},{0,0,0,0},{0,0,0,0},{3,1,0,2},{0,0,0,0},{3,2,0,1},{3,2,1,0}};
-
-/* 1D simplex noise */
-GLfloat _slang_library_noise1 (GLfloat x)
-{
- int i0 = FASTFLOOR(x);
- int i1 = i0 + 1;
- float x0 = x - i0;
- float x1 = x0 - 1.0f;
- float t1 = 1.0f - x1*x1;
- float n0, n1;
-
- float t0 = 1.0f - x0*x0;
-/* if(t0 < 0.0f) t0 = 0.0f; // this never happens for the 1D case */
- t0 *= t0;
- n0 = t0 * t0 * grad1(perm[i0 & 0xff], x0);
-
-/* if(t1 < 0.0f) t1 = 0.0f; // this never happens for the 1D case */
- t1 *= t1;
- n1 = t1 * t1 * grad1(perm[i1 & 0xff], x1);
- /* The maximum value of this noise is 8*(3/4)^4 = 2.53125 */
- /* A factor of 0.395 would scale to fit exactly within [-1,1], but */
- /* we want to match PRMan's 1D noise, so we scale it down some more. */
- return 0.25f * (n0 + n1);
-}
-
-/* 2D simplex noise */
-GLfloat _slang_library_noise2 (GLfloat x, GLfloat y)
-{
-#define F2 0.366025403f /* F2 = 0.5*(sqrt(3.0)-1.0) */
-#define G2 0.211324865f /* G2 = (3.0-Math.sqrt(3.0))/6.0 */
-
- float n0, n1, n2; /* Noise contributions from the three corners */
-
- /* Skew the input space to determine which simplex cell we're in */
- float s = (x+y)*F2; /* Hairy factor for 2D */
- float xs = x + s;
- float ys = y + s;
- int i = FASTFLOOR(xs);
- int j = FASTFLOOR(ys);
-
- float t = (float)(i+j)*G2;
- float X0 = i-t; /* Unskew the cell origin back to (x,y) space */
- float Y0 = j-t;
- float x0 = x-X0; /* The x,y distances from the cell origin */
- float y0 = y-Y0;
-
- float x1, y1, x2, y2;
- int ii, jj;
- float t0, t1, t2;
-
- /* For the 2D case, the simplex shape is an equilateral triangle. */
- /* Determine which simplex we are in. */
- int i1, j1; /* Offsets for second (middle) corner of simplex in (i,j) coords */
- if(x0>y0) {i1=1; j1=0;} /* lower triangle, XY order: (0,0)->(1,0)->(1,1) */
- else {i1=0; j1=1;} /* upper triangle, YX order: (0,0)->(0,1)->(1,1) */
-
- /* A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and */
- /* a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where */
- /* c = (3-sqrt(3))/6 */
-
- x1 = x0 - i1 + G2; /* Offsets for middle corner in (x,y) unskewed coords */
- y1 = y0 - j1 + G2;
- x2 = x0 - 1.0f + 2.0f * G2; /* Offsets for last corner in (x,y) unskewed coords */
- y2 = y0 - 1.0f + 2.0f * G2;
-
- /* Wrap the integer indices at 256, to avoid indexing perm[] out of bounds */
- ii = i % 256;
- jj = j % 256;
-
- /* Calculate the contribution from the three corners */
- t0 = 0.5f - x0*x0-y0*y0;
- if(t0 < 0.0f) n0 = 0.0f;
- else {
- t0 *= t0;
- n0 = t0 * t0 * grad2(perm[ii+perm[jj]], x0, y0);
- }
-
- t1 = 0.5f - x1*x1-y1*y1;
- if(t1 < 0.0f) n1 = 0.0f;
- else {
- t1 *= t1;
- n1 = t1 * t1 * grad2(perm[ii+i1+perm[jj+j1]], x1, y1);
- }
-
- t2 = 0.5f - x2*x2-y2*y2;
- if(t2 < 0.0f) n2 = 0.0f;
- else {
- t2 *= t2;
- n2 = t2 * t2 * grad2(perm[ii+1+perm[jj+1]], x2, y2);
- }
-
- /* Add contributions from each corner to get the final noise value. */
- /* The result is scaled to return values in the interval [-1,1]. */
- return 40.0f * (n0 + n1 + n2); /* TODO: The scale factor is preliminary! */
-}
-
-/* 3D simplex noise */
-GLfloat _slang_library_noise3 (GLfloat x, GLfloat y, GLfloat z)
-{
-/* Simple skewing factors for the 3D case */
-#define F3 0.333333333f
-#define G3 0.166666667f
-
- float n0, n1, n2, n3; /* Noise contributions from the four corners */
-
- /* Skew the input space to determine which simplex cell we're in */
- float s = (x+y+z)*F3; /* Very nice and simple skew factor for 3D */
- float xs = x+s;
- float ys = y+s;
- float zs = z+s;
- int i = FASTFLOOR(xs);
- int j = FASTFLOOR(ys);
- int k = FASTFLOOR(zs);
-
- float t = (float)(i+j+k)*G3;
- float X0 = i-t; /* Unskew the cell origin back to (x,y,z) space */
- float Y0 = j-t;
- float Z0 = k-t;
- float x0 = x-X0; /* The x,y,z distances from the cell origin */
- float y0 = y-Y0;
- float z0 = z-Z0;
-
- float x1, y1, z1, x2, y2, z2, x3, y3, z3;
- int ii, jj, kk;
- float t0, t1, t2, t3;
-
- /* For the 3D case, the simplex shape is a slightly irregular tetrahedron. */
- /* Determine which simplex we are in. */
- int i1, j1, k1; /* Offsets for second corner of simplex in (i,j,k) coords */
- int i2, j2, k2; /* Offsets for third corner of simplex in (i,j,k) coords */
-
-/* This code would benefit from a backport from the GLSL version! */
- if(x0>=y0) {
- if(y0>=z0)
- { i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; } /* X Y Z order */
- else if(x0>=z0) { i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; } /* X Z Y order */
- else { i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; } /* Z X Y order */
- }
- else { /* x0<y0 */
- if(y0<z0) { i1=0; j1=0; k1=1; i2=0; j2=1; k2=1; } /* Z Y X order */
- else if(x0<z0) { i1=0; j1=1; k1=0; i2=0; j2=1; k2=1; } /* Y Z X order */
- else { i1=0; j1=1; k1=0; i2=1; j2=1; k2=0; } /* Y X Z order */
- }
-
- /* A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z), */
- /* a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and */
- /* a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where */
- /* c = 1/6. */
-
- x1 = x0 - i1 + G3; /* Offsets for second corner in (x,y,z) coords */
- y1 = y0 - j1 + G3;
- z1 = z0 - k1 + G3;
- x2 = x0 - i2 + 2.0f*G3; /* Offsets for third corner in (x,y,z) coords */
- y2 = y0 - j2 + 2.0f*G3;
- z2 = z0 - k2 + 2.0f*G3;
- x3 = x0 - 1.0f + 3.0f*G3; /* Offsets for last corner in (x,y,z) coords */
- y3 = y0 - 1.0f + 3.0f*G3;
- z3 = z0 - 1.0f + 3.0f*G3;
-
- /* Wrap the integer indices at 256, to avoid indexing perm[] out of bounds */
- ii = i % 256;
- jj = j % 256;
- kk = k % 256;
-
- /* Calculate the contribution from the four corners */
- t0 = 0.6f - x0*x0 - y0*y0 - z0*z0;
- if(t0 < 0.0f) n0 = 0.0f;
- else {
- t0 *= t0;
- n0 = t0 * t0 * grad3(perm[ii+perm[jj+perm[kk]]], x0, y0, z0);
- }
-
- t1 = 0.6f - x1*x1 - y1*y1 - z1*z1;
- if(t1 < 0.0f) n1 = 0.0f;
- else {
- t1 *= t1;
- n1 = t1 * t1 * grad3(perm[ii+i1+perm[jj+j1+perm[kk+k1]]], x1, y1, z1);
- }
-
- t2 = 0.6f - x2*x2 - y2*y2 - z2*z2;
- if(t2 < 0.0f) n2 = 0.0f;
- else {
- t2 *= t2;
- n2 = t2 * t2 * grad3(perm[ii+i2+perm[jj+j2+perm[kk+k2]]], x2, y2, z2);
- }
-
- t3 = 0.6f - x3*x3 - y3*y3 - z3*z3;
- if(t3<0.0f) n3 = 0.0f;
- else {
- t3 *= t3;
- n3 = t3 * t3 * grad3(perm[ii+1+perm[jj+1+perm[kk+1]]], x3, y3, z3);
- }
-
- /* Add contributions from each corner to get the final noise value. */
- /* The result is scaled to stay just inside [-1,1] */
- return 32.0f * (n0 + n1 + n2 + n3); /* TODO: The scale factor is preliminary! */
-}
-
-/* 4D simplex noise */
-GLfloat _slang_library_noise4 (GLfloat x, GLfloat y, GLfloat z, GLfloat w)
-{
- /* The skewing and unskewing factors are hairy again for the 4D case */
-#define F4 0.309016994f /* F4 = (Math.sqrt(5.0)-1.0)/4.0 */
-#define G4 0.138196601f /* G4 = (5.0-Math.sqrt(5.0))/20.0 */
-
- float n0, n1, n2, n3, n4; /* Noise contributions from the five corners */
-
- /* Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in */
- float s = (x + y + z + w) * F4; /* Factor for 4D skewing */
- float xs = x + s;
- float ys = y + s;
- float zs = z + s;
- float ws = w + s;
- int i = FASTFLOOR(xs);
- int j = FASTFLOOR(ys);
- int k = FASTFLOOR(zs);
- int l = FASTFLOOR(ws);
-
- float t = (i + j + k + l) * G4; /* Factor for 4D unskewing */
- float X0 = i - t; /* Unskew the cell origin back to (x,y,z,w) space */
- float Y0 = j - t;
- float Z0 = k - t;
- float W0 = l - t;
-
- float x0 = x - X0; /* The x,y,z,w distances from the cell origin */
- float y0 = y - Y0;
- float z0 = z - Z0;
- float w0 = w - W0;
-
- /* For the 4D case, the simplex is a 4D shape I won't even try to describe. */
- /* To find out which of the 24 possible simplices we're in, we need to */
- /* determine the magnitude ordering of x0, y0, z0 and w0. */
- /* The method below is a good way of finding the ordering of x,y,z,w and */
- /* then find the correct traversal order for the simplex we're in. */
- /* First, six pair-wise comparisons are performed between each possible pair */
- /* of the four coordinates, and the results are used to add up binary bits */
- /* for an integer index. */
- int c1 = (x0 > y0) ? 32 : 0;
- int c2 = (x0 > z0) ? 16 : 0;
- int c3 = (y0 > z0) ? 8 : 0;
- int c4 = (x0 > w0) ? 4 : 0;
- int c5 = (y0 > w0) ? 2 : 0;
- int c6 = (z0 > w0) ? 1 : 0;
- int c = c1 + c2 + c3 + c4 + c5 + c6;
-
- int i1, j1, k1, l1; /* The integer offsets for the second simplex corner */
- int i2, j2, k2, l2; /* The integer offsets for the third simplex corner */
- int i3, j3, k3, l3; /* The integer offsets for the fourth simplex corner */
-
- float x1, y1, z1, w1, x2, y2, z2, w2, x3, y3, z3, w3, x4, y4, z4, w4;
- int ii, jj, kk, ll;
- float t0, t1, t2, t3, t4;
-
- /* simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order. */
- /* Many values of c will never occur, since e.g. x>y>z>w makes x<z, y<w and x<w */
- /* impossible. Only the 24 indices which have non-zero entries make any sense. */
- /* We use a thresholding to set the coordinates in turn from the largest magnitude. */
- /* The number 3 in the "simplex" array is at the position of the largest coordinate. */
- i1 = simplex[c][0]>=3 ? 1 : 0;
- j1 = simplex[c][1]>=3 ? 1 : 0;
- k1 = simplex[c][2]>=3 ? 1 : 0;
- l1 = simplex[c][3]>=3 ? 1 : 0;
- /* The number 2 in the "simplex" array is at the second largest coordinate. */
- i2 = simplex[c][0]>=2 ? 1 : 0;
- j2 = simplex[c][1]>=2 ? 1 : 0;
- k2 = simplex[c][2]>=2 ? 1 : 0;
- l2 = simplex[c][3]>=2 ? 1 : 0;
- /* The number 1 in the "simplex" array is at the second smallest coordinate. */
- i3 = simplex[c][0]>=1 ? 1 : 0;
- j3 = simplex[c][1]>=1 ? 1 : 0;
- k3 = simplex[c][2]>=1 ? 1 : 0;
- l3 = simplex[c][3]>=1 ? 1 : 0;
- /* The fifth corner has all coordinate offsets = 1, so no need to look that up. */
-
- x1 = x0 - i1 + G4; /* Offsets for second corner in (x,y,z,w) coords */
- y1 = y0 - j1 + G4;
- z1 = z0 - k1 + G4;
- w1 = w0 - l1 + G4;
- x2 = x0 - i2 + 2.0f*G4; /* Offsets for third corner in (x,y,z,w) coords */
- y2 = y0 - j2 + 2.0f*G4;
- z2 = z0 - k2 + 2.0f*G4;
- w2 = w0 - l2 + 2.0f*G4;
- x3 = x0 - i3 + 3.0f*G4; /* Offsets for fourth corner in (x,y,z,w) coords */
- y3 = y0 - j3 + 3.0f*G4;
- z3 = z0 - k3 + 3.0f*G4;
- w3 = w0 - l3 + 3.0f*G4;
- x4 = x0 - 1.0f + 4.0f*G4; /* Offsets for last corner in (x,y,z,w) coords */
- y4 = y0 - 1.0f + 4.0f*G4;
- z4 = z0 - 1.0f + 4.0f*G4;
- w4 = w0 - 1.0f + 4.0f*G4;
-
- /* Wrap the integer indices at 256, to avoid indexing perm[] out of bounds */
- ii = i % 256;
- jj = j % 256;
- kk = k % 256;
- ll = l % 256;
-
- /* Calculate the contribution from the five corners */
- t0 = 0.6f - x0*x0 - y0*y0 - z0*z0 - w0*w0;
- if(t0 < 0.0f) n0 = 0.0f;
- else {
- t0 *= t0;
- n0 = t0 * t0 * grad4(perm[ii+perm[jj+perm[kk+perm[ll]]]], x0, y0, z0, w0);
- }
-
- t1 = 0.6f - x1*x1 - y1*y1 - z1*z1 - w1*w1;
- if(t1 < 0.0f) n1 = 0.0f;
- else {
- t1 *= t1;
- n1 = t1 * t1 * grad4(perm[ii+i1+perm[jj+j1+perm[kk+k1+perm[ll+l1]]]], x1, y1, z1, w1);
- }
-
- t2 = 0.6f - x2*x2 - y2*y2 - z2*z2 - w2*w2;
- if(t2 < 0.0f) n2 = 0.0f;
- else {
- t2 *= t2;
- n2 = t2 * t2 * grad4(perm[ii+i2+perm[jj+j2+perm[kk+k2+perm[ll+l2]]]], x2, y2, z2, w2);
- }
-
- t3 = 0.6f - x3*x3 - y3*y3 - z3*z3 - w3*w3;
- if(t3 < 0.0f) n3 = 0.0f;
- else {
- t3 *= t3;
- n3 = t3 * t3 * grad4(perm[ii+i3+perm[jj+j3+perm[kk+k3+perm[ll+l3]]]], x3, y3, z3, w3);
- }
-
- t4 = 0.6f - x4*x4 - y4*y4 - z4*z4 - w4*w4;
- if(t4 < 0.0f) n4 = 0.0f;
- else {
- t4 *= t4;
- n4 = t4 * t4 * grad4(perm[ii+1+perm[jj+1+perm[kk+1+perm[ll+1]]]], x4, y4, z4, w4);
- }
-
- /* Sum up and scale the result to cover the range [-1,1] */
- return 27.0f * (n0 + n1 + n2 + n3 + n4); /* TODO: The scale factor is preliminary! */
-}
-
diff --git a/src/mesa/shader/slang/slang_link.c b/src/mesa/shader/slang/slang_link.c
index 108d11c7df..3f953d86e7 100644
--- a/src/mesa/shader/slang/slang_link.c
+++ b/src/mesa/shader/slang/slang_link.c
@@ -491,7 +491,6 @@ _slang_update_inputs_outputs(struct gl_program *prog)
maxAddrReg = MAX2(maxAddrReg, inst->DstReg.Index + 1);
}
}
-
prog->NumAddressRegs = maxAddrReg;
}
diff --git a/src/mesa/shader/slang/sources b/src/mesa/shader/slang/sources
deleted file mode 100644
index 00d617fa8a..0000000000
--- a/src/mesa/shader/slang/sources
+++ /dev/null
@@ -1,44 +0,0 @@
-MESA_SHADER_SLANG_SOURCES = \
-slang_analyse.c \
-slang_assemble_assignment.c \
-slang_assemble.c \
-slang_assemble_conditional.c \
-slang_assemble_constructor.c \
-slang_assemble_typeinfo.c \
-slang_compile.c \
-slang_compile_function.c \
-slang_compile_operation.c \
-slang_compile_struct.c \
-slang_compile_variable.c \
-slang_execute.c \
-slang_execute_x86.c \
-slang_export.c \
-slang_library_texsample.c \
-slang_library_noise.c \
-slang_link.c \
-slang_preprocess.c \
-slang_storage.c \
-slang_utility.c
-
-MESA_SHADER_SLANG_HEADERS = \
-slang_analyse.h \
-slang_assemble.h \
-slang_assemble_assignment.h \
-slang_assemble_conditional.h \
-slang_assemble_constructor.h \
-slang_assemble_typeinfo.h \
-slang_compile.h \
-slang_compile_function.h \
-slang_compile_operation.h \
-slang_compile_struct.h \
-slang_compile_variable.h \
-slang_execute.h \
-slang_export.h \
-slang_library_noise.h \
-slang_library_texsample.h \
-slang_link.h \
-slang_mesa.h \
-slang_preprocess.h \
-slang_storage.h \
-slang_utility.h \
-traverse_wrap.h
diff --git a/src/mesa/shader/sources b/src/mesa/shader/sources
deleted file mode 100644
index 2787187276..0000000000
--- a/src/mesa/shader/sources
+++ /dev/null
@@ -1,28 +0,0 @@
-# List of source files in this directory used for X.org xserver build
-MESA_SHADER_SOURCES = \
-arbprogparse.c \
-arbprogram.c \
-atifragshader.c \
-nvfragparse.c \
-nvprogram.c \
-nvvertexec.c \
-nvvertparse.c \
-program.c \
-programopt.c \
-shaderobjects.c \
-shaderobjects_3dlabs.c
-
-MESA_SHADER_HEADERS = \
-arbprogparse.h \
-arbprogram.h \
-arbprogram_syn.h \
-atifragshader.h \
-nvfragparse.h \
-nvprogram.h \
-nvvertexec.h \
-nvvertparse.h \
-programopt.h \
-program.h \
-program_instruction.h \
-shaderobjects.h \
-shaderobjects_3dlabs.h