/* * 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. * * Authors: * Michal Krol */ #include "glheader.h" #include "imports.h" #include "macros.h" #include "shaderobjects.h" #include "shaderobjects_3dlabs.h" #include "t_pipeline.h" #include "slang_utility.h" typedef struct { GLvector4f outputs[VERT_RESULT_MAX]; GLvector4f ndc_coords; GLubyte *clipmask; GLubyte ormask; GLubyte andmask; } arbvs_stage_data; #define ARBVS_STAGE_DATA(stage) ((arbvs_stage_data *) stage->privatePtr) static GLboolean construct_arb_vertex_shader (GLcontext *ctx, struct tnl_pipeline_stage *stage) { TNLcontext *tnl = TNL_CONTEXT(ctx); struct vertex_buffer *vb = &tnl->vb; arbvs_stage_data *store; GLuint size = vb->Size; GLuint i; stage->privatePtr = _mesa_malloc (sizeof (arbvs_stage_data)); store = ARBVS_STAGE_DATA(stage); if (store == NULL) return GL_FALSE; for (i = 0; i < VERT_RESULT_MAX; i++) { _mesa_vector4f_alloc (&store->outputs[i], 0, size, 32); store->outputs[i].size = 4; } _mesa_vector4f_alloc (&store->ndc_coords, 0, size, 32); store->clipmask = (GLubyte *) ALIGN_MALLOC (size, 32); return GL_TRUE; } static void destruct_arb_vertex_shader (struct tnl_pipeline_stage *stage) { arbvs_stage_data *store = ARBVS_STAGE_DATA(stage); if (store != NULL) { GLuint i; for (i = 0; i < VERT_RESULT_MAX; i++) _mesa_vector4f_free (&store->outputs[i]); _mesa_vector4f_free (&store->ndc_coords); ALIGN_FREE (store->clipmask); _mesa_free (store); stage->privatePtr = NULL; } } static void validate_arb_vertex_shader (GLcontext *ctx, struct tnl_pipeline_stage *stage) { } static void fetch_input_float (const char *name, GLuint attr, GLuint i, struct vertex_buffer *vb, struct gl2_vertex_shader_intf **vs) { const GLubyte *ptr = (const GLubyte *) vb->AttribPtr[attr]->data; /*const GLuint size = vb->AttribPtr[attr]->size;*/ const GLuint stride = vb->AttribPtr[attr]->stride; const GLfloat *data = (const GLfloat *) (ptr + stride * i); float vec[1]; vec[0] = data[0]; _slang_fetch_float (vs, name, vec, 1); } static void fetch_input_vec3 (const char *name, GLuint attr, GLuint i, struct vertex_buffer *vb, struct gl2_vertex_shader_intf **vs) { const GLubyte *ptr = (const GLubyte *) vb->AttribPtr[attr]->data; /*const GLuint size = vb->AttribPtr[attr]->size;*/ const GLuint stride = vb->AttribPtr[attr]->stride; const GLfloat *data = (const GLfloat *) (ptr + stride * i); float vec[3]; vec[0] = data[0]; vec[1] = data[1]; vec[2] = data[2]; _slang_fetch_vec3 (vs, name, vec, 1); } static void fetch_input_vec4 (const char *name, GLuint attr, GLuint i, struct vertex_buffer *vb, struct gl2_vertex_shader_intf **vs) { const GLubyte *ptr = (const GLubyte *) vb->AttribPtr[attr]->data; const GLuint size = vb->AttribPtr[attr]->size; const GLuint stride = vb->AttribPtr[attr]->stride; const GLfloat *data = (const GLfloat *) (ptr + stride * i); float vec[4]; switch (size) { case 2: vec[0] = data[0]; vec[1] = data[1]; vec[2] = 0.0f; vec[3] = 1.0f; break; case 3: vec[0] = data[0]; vec[1] = data[1]; vec[2] = data[2]; vec[3] = 1.0f; break; case 4: vec[0] = data[0]; vec[1] = data[1]; vec[2] = data[2]; vec[3] = data[3]; break; } _slang_fetch_vec4 (vs, name, vec, 0, 1); } static void fetch_output_float (const char *name, GLuint attr, GLuint i, arbvs_stage_data *store, struct gl2_vertex_shader_intf **vs) { float vec[1]; _slang_fetch_float (vs, name, vec, 0); _mesa_memcpy (&store->outputs[attr].data[i], vec, 4); } static void fetch_output_vec4 (const char *name, GLuint attr, GLuint i, GLuint index, arbvs_stage_data *store, struct gl2_vertex_shader_intf **vs) { float vec[4]; _slang_fetch_vec4 (vs, name, vec, index, 0); _mesa_memcpy (&store->outputs[attr].data[i], vec, 16); } static void fetch_uniform_mat4 (const char *name, GLmatrix *matrix, GLuint index, struct gl2_vertex_shader_intf **vs) { GLuint len; GLfloat mat[16]; char buffer[64]; _mesa_strcpy (buffer, name); len = _mesa_strlen (name); /* we want inverse matrix */ if (!matrix->inv) { /* allocate inverse matrix and make it dirty */ _math_matrix_alloc_inv (matrix); _math_matrix_loadf (matrix, matrix->m); } _math_matrix_analyse (matrix); /* identity */ _slang_fetch_mat4 (vs, name, matrix->m, index, 1); /* transpose */ _mesa_strcpy (buffer + len, "Transpose"); _math_transposef (mat, matrix->m); _slang_fetch_mat4 (vs, buffer, mat, index, 1); /* inverse */ _mesa_strcpy (buffer + len, "Inverse"); _slang_fetch_mat4 (vs, buffer, matrix->inv, index, 1); /* inverse transpose */ _mesa_strcpy (buffer + len, "InverseTranspose"); _math_transposef (mat, matrix->inv); _slang_fetch_mat4 (vs, buffer, mat, index, 1); } static void fetch_normal_matrix (const char *name, GLmatrix *matrix, struct gl2_vertex_shader_intf **vs) { GLfloat mat[9]; _math_matrix_analyse (matrix); /* inverse transpose */ mat[0] = matrix->inv[0]; mat[1] = matrix->inv[4]; mat[2] = matrix->inv[8]; mat[3] = matrix->inv[1]; mat[4] = matrix->inv[5]; mat[5] = matrix->inv[9]; mat[6] = matrix->inv[2]; mat[7] = matrix->inv[6]; mat[8] = matrix->inv[10]; _slang_fetch_mat3 (vs, name, mat, 0, 1); } static GLboolean run_arb_vertex_shader (GLcontext *ctx, struct tnl_pipeline_stage *stage) { TNLcontext *tnl = TNL_CONTEXT(ctx); struct vertex_buffer *vb = &tnl->vb; arbvs_stage_data *store = ARBVS_STAGE_DATA(stage); struct gl2_program_intf **prog; struct gl2_vertex_shader_intf **vs = NULL; GLsizei count, i, j; prog = ctx->ShaderObjects.CurrentProgram; if (prog == NULL) return GL_TRUE; count = (**prog)._container.GetAttachedCount ((struct gl2_container_intf **) prog); for (i = 0; i < count; i++) { struct gl2_generic_intf **obj; struct gl2_unknown_intf **unk; obj = (**prog)._container.GetAttached ((struct gl2_container_intf **) prog, i); unk = (**obj)._unknown.QueryInterface ((struct gl2_unknown_intf **) obj, UIID_VERTEX_SHADER); (**obj)._unknown.Release ((struct gl2_unknown_intf **) obj); if (unk != NULL) { vs = (struct gl2_vertex_shader_intf **) unk; break; } } if (vs == NULL) return GL_TRUE; fetch_uniform_mat4 ("gl_ModelViewMatrix", ctx->ModelviewMatrixStack.Top, 0, vs); fetch_uniform_mat4 ("gl_ProjectionMatrix", ctx->ProjectionMatrixStack.Top, 0, vs); fetch_uniform_mat4 ("gl_ModelViewProjectionMatrix", &ctx->_ModelProjectMatrix, 0, vs); for (j = 0; j < 8; j++) fetch_uniform_mat4 ("gl_TextureMatrix", ctx->TextureMatrixStack[j].Top, j, vs); fetch_normal_matrix ("gl_NormalMatrix", ctx->ModelviewMatrixStack.Top, vs); /* XXX: fetch uniform float gl_NormalScale */ /* XXX: fetch uniform mat4 gl_ClipPlane */ /* XXX: fetch uniform mat4 gl_TextureEnvColor */ /* XXX: fetch uniform mat4 gl_EyePlaneS */ /* XXX: fetch uniform mat4 gl_EyePlaneT */ /* XXX: fetch uniform mat4 gl_EyePlaneR */ /* XXX: fetch uniform mat4 gl_EyePlaneQ */ /* XXX: fetch uniform mat4 gl_ObjectPlaneS */ /* XXX: fetch uniform mat4 gl_ObjectPlaneT */ /* XXX: fetch uniform mat4 gl_ObjectPlaneR */ /* XXX: fetch uniform mat4 gl_ObjectPlaneQ */ for (i = 0; i < vb->Count; i++) { fetch_input_vec4 ("gl_Vertex", _TNL_ATTRIB_POS, i, vb, vs); fetch_input_vec3 ("gl_Normal", _TNL_ATTRIB_NORMAL, i, vb, vs); fetch_input_vec4 ("gl_Color", _TNL_ATTRIB_COLOR0, i, vb, vs); fetch_input_vec4 ("gl_SecondaryColor", _TNL_ATTRIB_COLOR1, i, vb, vs); fetch_input_float ("gl_FogCoord", _TNL_ATTRIB_FOG, i, vb, vs); fetch_input_vec4 ("gl_MultiTexCoord0", _TNL_ATTRIB_TEX0, i, vb, vs); fetch_input_vec4 ("gl_MultiTexCoord1", _TNL_ATTRIB_TEX1, i, vb, vs); fetch_input_vec4 ("gl_MultiTexCoord2", _TNL_ATTRIB_TEX2, i, vb, vs); fetch_input_vec4 ("gl_MultiTexCoord3", _TNL_ATTRIB_TEX3, i, vb, vs); fetch_input_vec4 ("gl_MultiTexCoord4", _TNL_ATTRIB_TEX4, i, vb, vs); fetch_input_vec4 ("gl_MultiTexCoord5", _TNL_ATTRIB_TEX5, i, vb, vs); fetch_input_vec4 ("gl_MultiTexCoord6", _TNL_ATTRIB_TEX6, i, vb, vs); fetch_input_vec4 ("gl_MultiTexCoord7", _TNL_ATTRIB_TEX7, i, vb, vs); _slang_exec_vertex_shader (vs); fetch_output_vec4 ("gl_Position", VERT_RESULT_HPOS, i, 0, store, vs); fetch_output_vec4 ("gl_FrontColor", VERT_RESULT_COL0, i, 0, store, vs); fetch_output_vec4 ("gl_FrontSecondaryColor", VERT_RESULT_COL1, i, 0, store, vs); fetch_output_float ("gl_FogFragCoord", VERT_RESULT_FOGC, i, store, vs); for (j = 0; j < 8; j++) fetch_output_vec4 ("gl_TexCoord", VERT_RESULT_TEX0 + j, i, j, store, vs); fetch_output_float ("gl_PointSize", VERT_RESULT_PSIZ, i, store, vs); fetch_output_vec4 ("gl_BackColor", VERT_RESULT_BFC0, i, 0, store, vs); fetch_output_vec4 ("gl_BackSecondaryColor", VERT_RESULT_BFC1, i, 0, store, vs); /* XXX: fetch output gl_ClipVertex */ } (**vs)._shader._generic._unknown.Release ((struct gl2_unknown_intf **) vs); vb->ClipPtr = &store->outputs[VERT_RESULT_HPOS]; vb->ClipPtr->count = vb->Count; vb->ColorPtr[0] = &store->outputs[VERT_RESULT_COL0]; vb->SecondaryColorPtr[0] = &store->outputs[VERT_RESULT_COL1]; for (i = 0; i < ctx->Const.MaxTextureUnits; i++) vb->TexCoordPtr[i] = &store->outputs[VERT_RESULT_TEX0 + i]; vb->ColorPtr[1] = &store->outputs[VERT_RESULT_BFC0]; vb->SecondaryColorPtr[1] = &store->outputs[VERT_RESULT_BFC1]; vb->FogCoordPtr = &store->outputs[VERT_RESULT_FOGC]; vb->PointSizePtr = &store->outputs[VERT_RESULT_PSIZ]; vb->AttribPtr[VERT_ATTRIB_COLOR0] = vb->ColorPtr[0]; vb->AttribPtr[VERT_ATTRIB_COLOR1] = vb->SecondaryColorPtr[0]; vb->AttribPtr[VERT_ATTRIB_FOG] = vb->FogCoordPtr; for (i = 0; i < ctx->Const.MaxTextureUnits; i++) vb->AttribPtr[VERT_ATTRIB_TEX0 + i] = vb->TexCoordPtr[i]; vb->AttribPtr[_TNL_ATTRIB_POINTSIZE] = &store->outputs[VERT_RESULT_PSIZ]; store->ormask = 0; store->andmask = CLIP_ALL_BITS; if (tnl->NeedNdcCoords) { vb->NdcPtr = _mesa_clip_tab[vb->ClipPtr->size] (vb->ClipPtr, &store->ndc_coords, store->clipmask, &store->ormask, &store->andmask); } else { vb->NdcPtr = NULL; _mesa_clip_np_tab[vb->ClipPtr->size] (vb->ClipPtr, NULL, store->clipmask, &store->ormask, &store->andmask); } if (store->andmask) return GL_FALSE; vb->ClipAndMask = store->andmask; vb->ClipOrMask = store->ormask; vb->ClipMask = store->clipmask; return GL_TRUE; } const struct tnl_pipeline_stage _tnl_arb_vertex_shader_stage = { "ARB_vertex_shader", NULL, construct_arb_vertex_shader, destruct_arb_vertex_shader, validate_arb_vertex_shader, run_arb_vertex_shader };