/* * Mesa 3-D graphics library * Version: 7.3 * * Copyright (C) 2005-2007 Brian Paul All Rights Reserved. * Copyright (C) 2008 VMware, Inc. All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /** * \file slang_builtin.c * Resolve built-in uniform vars. * \author Brian Paul */ #include "main/imports.h" #include "main/mtypes.h" #include "shader/program.h" #include "shader/prog_instruction.h" #include "shader/prog_parameter.h" #include "shader/prog_statevars.h" #include "shader/slang/slang_ir.h" #include "shader/slang/slang_emit.h" #include "shader/slang/slang_builtin.h" /** special state token (see below) */ #define STATE_ARRAY ((gl_state_index) 0xfffff) /** * Lookup GL state given a variable name, 0, 1 or 2 indexes and a field. * Allocate room for the state in the given param list and return position * in the list. * Yes, this is kind of ugly, but it works. */ static GLint lookup_statevar(const char *var, GLint index1, GLint index2, const char *field, GLuint *swizzleOut, struct gl_program_parameter_list *paramList) { /* * NOTE: The ARB_vertex_program extension specified that matrices get * loaded in registers in row-major order. With GLSL, we want column- * major order. So, we need to transpose all matrices here... */ static const struct { const char *name; gl_state_index matrix; gl_state_index modifier; } matrices[] = { { "gl_ModelViewMatrix", STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE }, { "gl_ModelViewMatrixInverse", STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVTRANS }, { "gl_ModelViewMatrixTranspose", STATE_MODELVIEW_MATRIX, 0 }, { "gl_ModelViewMatrixInverseTranspose", STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE }, { "gl_ProjectionMatrix", STATE_PROJECTION_MATRIX, STATE_MATRIX_TRANSPOSE }, { "gl_ProjectionMatrixInverse", STATE_PROJECTION_MATRIX, STATE_MATRIX_INVTRANS }, { "gl_ProjectionMatrixTranspose", STATE_PROJECTION_MATRIX, 0 }, { "gl_ProjectionMatrixInverseTranspose", STATE_PROJECTION_MATRIX, STATE_MATRIX_INVERSE }, { "gl_ModelViewProjectionMatrix", STATE_MVP_MATRIX, STATE_MATRIX_TRANSPOSE }, { "gl_ModelViewProjectionMatrixInverse", STATE_MVP_MATRIX, STATE_MATRIX_INVTRANS }, { "gl_ModelViewProjectionMatrixTranspose", STATE_MVP_MATRIX, 0 }, { "gl_ModelViewProjectionMatrixInverseTranspose", STATE_MVP_MATRIX, STATE_MATRIX_INVERSE }, { "gl_TextureMatrix", STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE }, { "gl_TextureMatrixInverse", STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS }, { "gl_TextureMatrixTranspose", STATE_TEXTURE_MATRIX, 0 }, { "gl_TextureMatrixInverseTranspose", STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE }, { "gl_NormalMatrix", STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE }, { NULL, 0, 0 } }; gl_state_index tokens[STATE_LENGTH]; GLuint i; GLboolean isMatrix = GL_FALSE; for (i = 0; i < STATE_LENGTH; i++) { tokens[i] = 0; } *swizzleOut = SWIZZLE_NOOP; /* first, look if var is a pre-defined matrix */ for (i = 0; matrices[i].name; i++) { if (strcmp(var, matrices[i].name) == 0) { tokens[0] = matrices[i].matrix; /* tokens[1], [2] and [3] filled below */ tokens[4] = matrices[i].modifier; isMatrix = GL_TRUE; break; } } if (isMatrix) { if (tokens[0] == STATE_TEXTURE_MATRIX) { /* texture_matrix[index1][index2] */ tokens[1] = index1 >= 0 ? index1 : 0; /* which texture matrix */ index1 = index2; /* move matrix row value to index1 */ } if (index1 < 0) { /* index1 is unused: prevent extra addition at end of function */ index1 = 0; } } else if (strcmp(var, "gl_DepthRange") == 0) { tokens[0] = STATE_DEPTH_RANGE; if (strcmp(field, "near") == 0) { *swizzleOut = SWIZZLE_XXXX; } else if (strcmp(field, "far") == 0) { *swizzleOut = SWIZZLE_YYYY; } else if (strcmp(field, "diff") == 0) { *swizzleOut = SWIZZLE_ZZZZ; } else { return -1; } } else if (strcmp(var, "gl_ClipPlane") == 0) { if (index1 < 0) return -1; tokens[0] = STATE_CLIPPLANE; tokens[1] = index1; } else if (strcmp(var, "gl_Point") == 0) { if (strcmp(field, "size") == 0) { tokens[0] = STATE_POINT_SIZE; *swizzleOut = SWIZZLE_XXXX; } else if (strcmp(field, "sizeMin") == 0) { tokens[0] = STATE_POINT_SIZE; *swizzleOut = SWIZZLE_YYYY; } else if (strcmp(field, "sizeMax") == 0) { tokens[0] = STATE_POINT_SIZE; *swizzleOut = SWIZZLE_ZZZZ; } else if (strcmp(field, "fadeThresholdSize") == 0) { tokens[0] = STATE_POINT_SIZE; *swizzleOut = SWIZZLE_WWWW; } else if (strcmp(field, "distanceConstantAttenuation") == 0) { tokens[0] = STATE_POINT_ATTENUATION; *swizzleOut = SWIZZLE_XXXX; } else if (strcmp(field, "distanceLinearAttenuation") == 0) { tokens[0] = STATE_POINT_ATTENUATION; *swizzleOut = SWIZZLE_YYYY; } else if (strcmp(field, "distanceQuadraticAttenuation") == 0) { tokens[0] = STATE_POINT_ATTENUATION; *swizzleOut = SWIZZLE_ZZZZ; } else { return -1; } } else if (strcmp(var, "gl_FrontMaterial") == 0 || strcmp(var, "gl_BackMaterial") == 0) { tokens[0] = STATE_MATERIAL; if (strcmp(var, "gl_FrontMaterial") == 0) tokens[1] = 0; else tokens[1] = 1; if (strcmp(field, "emission") == 0) { tokens[2] = STATE_EMISSION; } else if (strcmp(field, "ambient") == 0) { tokens[2] = STATE_AMBIENT; } else if (strcmp(field, "diffuse") == 0) { tokens[2] = STATE_DIFFUSE; } else if (strcmp(field, "specular") == 0) { tokens[2] = STATE_SPECULAR; } else if (strcmp(field, "shininess") == 0) { tokens[2] = STATE_SHININESS; *swizzleOut = SWIZZLE_XXXX; } else { return -1; } } else if (strcmp(var, "gl_LightSource") == 0) { if (!field || index1 < 0) return -1; tokens[0] = STATE_LIGHT; tokens[1] = index1; if (strcmp(field, "ambient") == 0) { tokens[2] = STATE_AMBIENT; } else if (strcmp(field, "diffuse") == 0) { tokens[2] = STATE_DIFFUSE; } else if (strcmp(field, "specular") == 0) { tokens[2] = STATE_SPECULAR; } else if (strcmp(field, "position") == 0) { tokens[2] = STATE_POSITION; } else if (strcmp(field, "halfVector") == 0) { tokens[2] = STATE_HALF_VECTOR; } else if (strcmp(field, "spotDirection") == 0) { tokens[2] = STATE_SPOT_DIRECTION; } else if (strcmp(field, "spotCosCutoff") == 0) { tokens[2] = STATE_SPOT_DIRECTION; *swizzleOut = SWIZZLE_WWWW; } else if (strcmp(field, "spotCutoff") == 0) { tokens[2] = STATE_SPOT_CUTOFF; *swizzleOut = SWIZZLE_XXXX; } else if (strcmp(field, "spotExponent") == 0) { tokens[2] = STATE_ATTENUATION; *swizzleOut = SWIZZLE_WWWW; } else if (strcmp(field, "constantAttenuation") == 0) { tokens[2] = STATE_ATTENUATION; *swizzleOut = SWIZZLE_XXXX; } else if (strcmp(field, "linearAttenuation") == 0) { tokens[2] = STATE_ATTENUATION; *swizzleOut = SWIZZLE_YYYY; } else if (strcmp(field, "quadraticAttenuation") == 0) { tokens[2] = STATE_ATTENUATION; *swizzleOut = SWIZZLE_ZZZZ; } else { return -1; } } else if (strcmp(var, "gl_LightModel") == 0) { if (strcmp(field, "ambient") == 0) { tokens[0] = STATE_LIGHTMODEL_AMBIENT; } else { return -1; } } else if (strcmp(var, "gl_FrontLightModelProduct") == 0) { if (strcmp(field, "sceneColor") == 0) { tokens[0] = STATE_LIGHTMODEL_SCENECOLOR; tokens[1] = 0; } else { return -1; } } else if (strcmp(var, "gl_BackLightModelProduct") == 0) { if (strcmp(field, "sceneColor") == 0) { tokens[0] = STATE_LIGHTMODEL_SCENECOLOR; tokens[1] = 1; } else { return -1; } } else if (strcmp(var, "gl_FrontLightProduct") == 0 || strcmp(var, "gl_BackLightProduct") == 0) { if (index1 < 0 || !field) return -1; tokens[0] = STATE_LIGHTPROD; tokens[1] = index1; /* light number */ if (strcmp(var, "gl_FrontLightProduct") == 0) { tokens[2] = 0; /* front */ } else { tokens[2] = 1; /* back */ } if (strcmp(field, "ambient") == 0) { tokens[3] = STATE_AMBIENT; } else if (strcmp(field, "diffuse") == 0) { tokens[3] = STATE_DIFFUSE; } else if (strcmp(field, "specular") == 0) { tokens[3] = STATE_SPECULAR; } else { return -1; } } else if (strcmp(var, "gl_TextureEnvColor") == 0) { if (index1 < 0) return -1; tokens[0] = STATE_TEXENV_COLOR; tokens[1] = index1; } else if (strcmp(var, "gl_EyePlaneS") == 0) { if (index1 < 0) return -1; tokens[0] = STATE_TEXGEN; tokens[1] = index1; /* tex unit */ tokens[2] = STATE_TEXGEN_EYE_S; } else if (strcmp(var, "gl_EyePlaneT") == 0) { if (index1 < 0) return -1; tokens[0] = STATE_TEXGEN; tokens[1] = index1; /* tex unit */ tokens[2] = STATE_TEXGEN_EYE_T; } else if (strcmp(var, "gl_EyePlaneR") == 0) { if (index1 < 0) return -1; tokens[0] = STATE_TEXGEN; tokens[1] = index1; /* tex unit */ tokens[2] = STATE_TEXGEN_EYE_R; } else if (strcmp(var, "gl_EyePlaneQ") == 0) { if (index1 < 0) return -1; tokens[0] = STATE_TEXGEN; tokens[1] = index1; /* tex unit */ tokens[2] = STATE_TEXGEN_EYE_Q; } else if (strcmp(var, "gl_ObjectPlaneS") == 0) { if (index1 < 0) return -1; tokens[0] = STATE_TEXGEN; tokens[1] = index1; /* tex unit */ tokens[2] = STATE_TEXGEN_OBJECT_S; } else if (strcmp(var, "gl_ObjectPlaneT") == 0) { if (index1 < 0) return -1; tokens[0] = STATE_TEXGEN; tokens[1] = index1; /* tex unit */ tokens[2] = STATE_TEXGEN_OBJECT_T; } else if (strcmp(var, "gl_ObjectPlaneR") == 0) { if (index1 < 0) return -1; tokens[0] = STATE_TEXGEN; tokens[1] = index1; /* tex unit */ tokens[2] = STATE_TEXGEN_OBJECT_R; } else if (strcmp(var, "gl_ObjectPlaneQ") == 0) { if (index1 < 0) return -1; tokens[0] = STATE_TEXGEN; tokens[1] = index1; /* tex unit */ tokens[2] = STATE_TEXGEN_OBJECT_Q; } else if (strcmp(var, "gl_Fog") == 0) { if (strcmp(field, "color") == 0) { tokens[0] = STATE_FOG_COLOR; } else if (strcmp(field, "density") == 0) { tokens[0] = STATE_FOG_PARAMS; *swizzleOut = SWIZZLE_XXXX; } else if (strcmp(field, "start") == 0) { tokens[0] = STATE_FOG_PARAMS; *swizzleOut = SWIZZLE_YYYY; } else if (strcmp(field, "end") == 0) { tokens[0] = STATE_FOG_PARAMS; *swizzleOut = SWIZZLE_ZZZZ; } else if (strcmp(field, "scale") == 0) { tokens[0] = STATE_FOG_PARAMS; *swizzleOut = SWIZZLE_WWWW; } else { return -1; } } else { return -1; } if (isMatrix) { /* load all four columns of matrix */ GLint pos[4]; GLuint j; for (j = 0; j < 4; j++) { tokens[2] = tokens[3] = j; /* jth row of matrix */ pos[j] = _mesa_add_state_reference(paramList, tokens); assert(pos[j] >= 0); ASSERT(pos[j] >= 0); } return pos[0] + index1; } else { /* allocate a single register */ GLint pos = _mesa_add_state_reference(paramList, tokens); ASSERT(pos >= 0); return pos; } } /** * Given a variable name and datatype, emit uniform/constant buffer * entries which will store that state variable. * For example, if name="gl_LightSource" we'll emit 64 state variable * vectors/references and return position where that data starts. This will * allow run-time array indexing into the light source array. * * Note that this is a recursive function. * * \return -1 if error, else index of start of data in the program parameter list */ static GLint emit_statevars(const char *name, int array_len, const slang_type_specifier *type, gl_state_index tokens[STATE_LENGTH], struct gl_program_parameter_list *paramList) { if (type->type == SLANG_SPEC_ARRAY) { GLint i, pos = -1; assert(array_len > 0); if (strcmp(name, "gl_ClipPlane") == 0) { tokens[0] = STATE_CLIPPLANE; } else if (strcmp(name, "gl_LightSource") == 0) { tokens[0] = STATE_LIGHT; } else if (strcmp(name, "gl_FrontLightProduct") == 0) { tokens[0] = STATE_LIGHTPROD; tokens[2] = 0; /* front */ } else if (strcmp(name, "gl_BackLightProduct") == 0) { tokens[0] = STATE_LIGHTPROD; tokens[2] = 1; /* back */ } else if (strcmp(name, "gl_TextureEnvColor") == 0) { tokens[0] = STATE_TEXENV_COLOR; } else if (strcmp(name, "gl_EyePlaneS") == 0) { tokens[0] = STATE_TEXGEN; tokens[2] = STATE_TEXGEN_EYE_S; } else if (strcmp(name, "gl_EyePlaneT") == 0) { tokens[0] = STATE_TEXGEN; tokens[2] = STATE_TEXGEN_EYE_T; } else if (strcmp(name, "gl_EyePlaneR") == 0) { tokens[0] = STATE_TEXGEN; tokens[2] = STATE_TEXGEN_EYE_R; } else if (strcmp(name, "gl_EyePlaneQ") == 0) { tokens[0] = STATE_TEXGEN; tokens[2] = STATE_TEXGEN_EYE_Q; } else if (strcmp(name, "gl_ObjectPlaneS") == 0) { tokens[0] = STATE_TEXGEN; tokens[2] = STATE_TEXGEN_OBJECT_S; } else if (strcmp(name, "gl_ObjectPlaneT") == 0) { tokens[0] = STATE_TEXGEN; tokens[2] = STATE_TEXGEN_OBJECT_T; } else if (strcmp(name, "gl_ObjectPlaneR") == 0) { tokens[0] = STATE_TEXGEN; tokens[2] = STATE_TEXGEN_OBJECT_R; } else if (strcmp(name, "gl_ObjectPlaneQ") == 0) { tokens[0] = STATE_TEXGEN; tokens[2] = STATE_TEXGEN_OBJECT_Q; } else { return -1; /* invalid array name */ } for (i = 0; i < array_len; i++) { GLint p; tokens[1] = i; p = emit_statevars(NULL, 0, type->_array, tokens, paramList); if (i == 0) pos = p; } return pos; } else if (type->type == SLANG_SPEC_STRUCT) { const slang_variable_scope *fields = type->_struct->fields; GLuint i, pos = 0; for (i = 0; i < fields->num_variables; i++) { const slang_variable *var = fields->variables[i]; GLint p = emit_statevars(var->a_name, 0, &var->type.specifier, tokens, paramList); if (i == 0) pos = p; } return pos; } else { GLint pos; assert(type->type == SLANG_SPEC_VEC4 || type->type == SLANG_SPEC_VEC3 || type->type == SLANG_SPEC_VEC2 || type->type == SLANG_SPEC_FLOAT || type->type == SLANG_SPEC_IVEC4 || type->type == SLANG_SPEC_IVEC3 || type->type == SLANG_SPEC_IVEC2 || type->type == SLANG_SPEC_INT); if (name) { GLint t; if (tokens[0] == STATE_LIGHT) t = 2; else if (tokens[0] == STATE_LIGHTPROD) t = 3; else return -1; /* invalid array name */ if (strcmp(name, "ambient") == 0) { tokens[t] = STATE_AMBIENT; } else if (strcmp(name, "diffuse") == 0) { tokens[t] = STATE_DIFFUSE; } else if (strcmp(name, "specular") == 0) { tokens[t] = STATE_SPECULAR; } else if (strcmp(name, "position") == 0) { tokens[t] = STATE_POSITION; } else if (strcmp(name, "halfVector") == 0) { tokens[t] = STATE_HALF_VECTOR; } else if (strcmp(name, "spotDirection") == 0) { tokens[t] = STATE_SPOT_DIRECTION; /* xyz components */ } else if (strcmp(name, "spotCosCutoff") == 0) { tokens[t] = STATE_SPOT_DIRECTION; /* w component */ } else if (strcmp(name, "constantAttenuation") == 0) { tokens[t] = STATE_ATTENUATION; /* x component */ } else if (strcmp(name, "linearAttenuation") == 0) { tokens[t] = STATE_ATTENUATION; /* y component */ } else if (strcmp(name, "quadraticAttenuation") == 0) { tokens[t] = STATE_ATTENUATION; /* z component */ } else if (strcmp(name, "spotExponent") == 0) { tokens[t] = STATE_ATTENUATION; /* w = spot exponent */ } else if (strcmp(name, "spotCutoff") == 0) { tokens[t] = STATE_SPOT_CUTOFF; /* x component */ } else { return -1; /* invalid field name */ } } pos = _mesa_add_state_reference(paramList, tokens); return pos; } return 1; } /** * Unroll the named built-in uniform variable into a sequence of state * vars in the given parameter list. */ static GLint alloc_state_var_array(const slang_variable *var, struct gl_program_parameter_list *paramList) { gl_state_index tokens[STATE_LENGTH]; GLuint i; GLint pos; /* Initialize the state tokens array. This is very important. * When we call _mesa_add_state_reference() it'll searches the parameter * list to see if the given statevar token sequence is already present. * This is normally a good thing since it prevents redundant values in the * constant buffer. * * But when we're building arrays of state this can be bad. For example, * consider this fragment of GLSL code: * foo = gl_LightSource[3].diffuse; * ... * bar = gl_LightSource[i].diffuse; * * When we unroll the gl_LightSource array (for "bar") we want to re-emit * gl_LightSource[3].diffuse and not re-use the first instance (from "foo") * since that would upset the array layout. We handle this situation by * setting the last token in the state var token array to the special * value STATE_ARRAY. * This token will only be set for array state. We can hijack the last * element in the array for this since it's never used for light, clipplane * or texture env array state. */ for (i = 0; i < STATE_LENGTH; i++) tokens[i] = 0; tokens[STATE_LENGTH - 1] = STATE_ARRAY; pos = emit_statevars(var->a_name, var->array_len, &var->type.specifier, tokens, paramList); return pos; } /** * Allocate storage for a pre-defined uniform (a GL state variable). * As a memory-saving optimization, we try to only allocate storage for * state vars that are actually used. * * Arrays such as gl_LightSource are handled specially. For an expression * like "gl_LightSource[2].diffuse", we can allocate a single uniform/constant * slot and return the index. In this case, we return direct=TRUE. * * Buf for something like "gl_LightSource[i].diffuse" we don't know the value * of 'i' at compile time so we need to "unroll" the gl_LightSource array * into a consecutive sequence of uniform/constant slots so it can be indexed * at runtime. In this case, we return direct=FALSE. * * Currently, all pre-defined uniforms are in one of these forms: * var * var[i] * var.field * var[i].field * var[i][j] * * \return -1 upon error, else position in paramList of the state variable/data */ GLint _slang_alloc_statevar(slang_ir_node *n, struct gl_program_parameter_list *paramList, GLboolean *direct) { slang_ir_node *n0 = n; const char *field = NULL; GLint index1 = -1, index2 = -1; GLuint swizzle; *direct = GL_TRUE; if (n->Opcode == IR_FIELD) { field = n->Field; n = n->Children[0]; } if (n->Opcode == IR_ELEMENT) { if (n->Children[1]->Opcode == IR_FLOAT) { index1 = (GLint) n->Children[1]->Value[0]; } else { *direct = GL_FALSE; } n = n->Children[0]; } if (n->Opcode == IR_ELEMENT) { /* XXX can only handle constant indexes for now */ if (n->Children[1]->Opcode == IR_FLOAT) { /* two-dimensional array index: mat[i][j] */ index2 = index1; index1 = (GLint) n->Children[1]->Value[0]; } else { *direct = GL_FALSE; } n = n->Children[0]; } assert(n->Opcode == IR_VAR); if (*direct) { const char *var = (const char *) n->Var->a_name; GLint pos = lookup_statevar(var, index1, index2, field, &swizzle, paramList); if (pos >= 0) { /* newly resolved storage for the statevar/constant/uniform */ n0->Store->File = PROGRAM_STATE_VAR; n0->Store->Index = pos; n0->Store->Swizzle = swizzle; n0->Store->Parent = NULL; return pos; } } *direct = GL_FALSE; return alloc_state_var_array(n->Var, paramList); }