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|
/**************************************************************************
*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
* Copyright 2009 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, sub license, 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 (including the
* next paragraph) 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 NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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.
*
**************************************************************************/
#include "glheader.h"
#include "imports.h"
#include "shader/program.h"
#include "shader/prog_parameter.h"
#include "shader/prog_cache.h"
#include "shader/prog_instruction.h"
#include "shader/prog_print.h"
#include "shader/prog_statevars.h"
#include "shader/programopt.h"
#include "texenvprogram.h"
/*
* Note on texture units:
*
* The number of texture units supported by fixed-function fragment
* processing is MAX_TEXTURE_COORD_UNITS, not MAX_TEXTURE_IMAGE_UNITS.
* That's because there's a one-to-one correspondence between texture
* coordinates and samplers in fixed-function processing.
*
* Since fixed-function vertex processing is limited to MAX_TEXTURE_COORD_UNITS
* sets of texcoords, so is fixed-function fragment processing.
*
* We can safely use ctx->Const.MaxTextureUnits for loop bounds.
*/
struct texenvprog_cache_item
{
GLuint hash;
void *key;
struct gl_fragment_program *data;
struct texenvprog_cache_item *next;
};
static GLboolean
texenv_doing_secondary_color(GLcontext *ctx)
{
if (ctx->Light.Enabled &&
(ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR))
return GL_TRUE;
if (ctx->Fog.ColorSumEnabled)
return GL_TRUE;
return GL_FALSE;
}
/**
* Up to nine instructions per tex unit, plus fog, specular color.
*/
#define MAX_INSTRUCTIONS ((MAX_TEXTURE_COORD_UNITS * 9) + 12)
#define DISASSEM (MESA_VERBOSE & VERBOSE_DISASSEM)
struct mode_opt {
#ifdef __GNUC__
__extension__ GLubyte Source:4; /**< SRC_x */
__extension__ GLubyte Operand:3; /**< OPR_x */
#else
GLubyte Source; /**< SRC_x */
GLubyte Operand; /**< OPR_x */
#endif
};
struct state_key {
GLuint nr_enabled_units:8;
GLuint enabled_units:8;
GLuint separate_specular:1;
GLuint fog_enabled:1;
GLuint fog_mode:2; /**< FOG_x */
GLuint inputs_available:12;
/* NOTE: This array of structs must be last! (see "keySize" below) */
struct {
GLuint enabled:1;
GLuint source_index:3; /**< TEXTURE_x_INDEX */
GLuint shadow:1;
GLuint ScaleShiftRGB:2;
GLuint ScaleShiftA:2;
GLuint NumArgsRGB:3; /**< up to MAX_COMBINER_TERMS */
GLuint ModeRGB:5; /**< MODE_x */
GLuint NumArgsA:3; /**< up to MAX_COMBINER_TERMS */
GLuint ModeA:5; /**< MODE_x */
struct mode_opt OptRGB[MAX_COMBINER_TERMS];
struct mode_opt OptA[MAX_COMBINER_TERMS];
} unit[MAX_TEXTURE_UNITS];
};
#define FOG_LINEAR 0
#define FOG_EXP 1
#define FOG_EXP2 2
#define FOG_UNKNOWN 3
static GLuint translate_fog_mode( GLenum mode )
{
switch (mode) {
case GL_LINEAR: return FOG_LINEAR;
case GL_EXP: return FOG_EXP;
case GL_EXP2: return FOG_EXP2;
default: return FOG_UNKNOWN;
}
}
#define OPR_SRC_COLOR 0
#define OPR_ONE_MINUS_SRC_COLOR 1
#define OPR_SRC_ALPHA 2
#define OPR_ONE_MINUS_SRC_ALPHA 3
#define OPR_ZERO 4
#define OPR_ONE 5
#define OPR_UNKNOWN 7
static GLuint translate_operand( GLenum operand )
{
switch (operand) {
case GL_SRC_COLOR: return OPR_SRC_COLOR;
case GL_ONE_MINUS_SRC_COLOR: return OPR_ONE_MINUS_SRC_COLOR;
case GL_SRC_ALPHA: return OPR_SRC_ALPHA;
case GL_ONE_MINUS_SRC_ALPHA: return OPR_ONE_MINUS_SRC_ALPHA;
case GL_ZERO: return OPR_ZERO;
case GL_ONE: return OPR_ONE;
default:
assert(0);
return OPR_UNKNOWN;
}
}
#define SRC_TEXTURE 0
#define SRC_TEXTURE0 1
#define SRC_TEXTURE1 2
#define SRC_TEXTURE2 3
#define SRC_TEXTURE3 4
#define SRC_TEXTURE4 5
#define SRC_TEXTURE5 6
#define SRC_TEXTURE6 7
#define SRC_TEXTURE7 8
#define SRC_CONSTANT 9
#define SRC_PRIMARY_COLOR 10
#define SRC_PREVIOUS 11
#define SRC_ZERO 12
#define SRC_UNKNOWN 15
static GLuint translate_source( GLenum src )
{
switch (src) {
case GL_TEXTURE: return SRC_TEXTURE;
case GL_TEXTURE0:
case GL_TEXTURE1:
case GL_TEXTURE2:
case GL_TEXTURE3:
case GL_TEXTURE4:
case GL_TEXTURE5:
case GL_TEXTURE6:
case GL_TEXTURE7: return SRC_TEXTURE0 + (src - GL_TEXTURE0);
case GL_CONSTANT: return SRC_CONSTANT;
case GL_PRIMARY_COLOR: return SRC_PRIMARY_COLOR;
case GL_PREVIOUS: return SRC_PREVIOUS;
case GL_ZERO:
return SRC_ZERO;
default:
assert(0);
return SRC_UNKNOWN;
}
}
#define MODE_REPLACE 0 /* r = a0 */
#define MODE_MODULATE 1 /* r = a0 * a1 */
#define MODE_ADD 2 /* r = a0 + a1 */
#define MODE_ADD_SIGNED 3 /* r = a0 + a1 - 0.5 */
#define MODE_INTERPOLATE 4 /* r = a0 * a2 + a1 * (1 - a2) */
#define MODE_SUBTRACT 5 /* r = a0 - a1 */
#define MODE_DOT3_RGB 6 /* r = a0 . a1 */
#define MODE_DOT3_RGB_EXT 7 /* r = a0 . a1 */
#define MODE_DOT3_RGBA 8 /* r = a0 . a1 */
#define MODE_DOT3_RGBA_EXT 9 /* r = a0 . a1 */
#define MODE_MODULATE_ADD_ATI 10 /* r = a0 * a2 + a1 */
#define MODE_MODULATE_SIGNED_ADD_ATI 11 /* r = a0 * a2 + a1 - 0.5 */
#define MODE_MODULATE_SUBTRACT_ATI 12 /* r = a0 * a2 - a1 */
#define MODE_ADD_PRODUCTS 13 /* r = a0 * a1 + a2 * a3 */
#define MODE_ADD_PRODUCTS_SIGNED 14 /* r = a0 * a1 + a2 * a3 - 0.5 */
#define MODE_BUMP_ENVMAP_ATI 15 /* special */
#define MODE_UNKNOWN 16
/**
* Translate GL combiner state into a MODE_x value
*/
static GLuint translate_mode( GLenum envMode, GLenum mode )
{
switch (mode) {
case GL_REPLACE: return MODE_REPLACE;
case GL_MODULATE: return MODE_MODULATE;
case GL_ADD:
if (envMode == GL_COMBINE4_NV)
return MODE_ADD_PRODUCTS;
else
return MODE_ADD;
case GL_ADD_SIGNED:
if (envMode == GL_COMBINE4_NV)
return MODE_ADD_PRODUCTS_SIGNED;
else
return MODE_ADD_SIGNED;
case GL_INTERPOLATE: return MODE_INTERPOLATE;
case GL_SUBTRACT: return MODE_SUBTRACT;
case GL_DOT3_RGB: return MODE_DOT3_RGB;
case GL_DOT3_RGB_EXT: return MODE_DOT3_RGB_EXT;
case GL_DOT3_RGBA: return MODE_DOT3_RGBA;
case GL_DOT3_RGBA_EXT: return MODE_DOT3_RGBA_EXT;
case GL_MODULATE_ADD_ATI: return MODE_MODULATE_ADD_ATI;
case GL_MODULATE_SIGNED_ADD_ATI: return MODE_MODULATE_SIGNED_ADD_ATI;
case GL_MODULATE_SUBTRACT_ATI: return MODE_MODULATE_SUBTRACT_ATI;
case GL_BUMP_ENVMAP_ATI: return MODE_BUMP_ENVMAP_ATI;
default:
assert(0);
return MODE_UNKNOWN;
}
}
/**
* Do we need to clamp the results of the given texture env/combine mode?
* If the inputs to the mode are in [0,1] we don't always have to clamp
* the results.
*/
static GLboolean
need_saturate( GLuint mode )
{
switch (mode) {
case MODE_REPLACE:
case MODE_MODULATE:
case MODE_INTERPOLATE:
return GL_FALSE;
case MODE_ADD:
case MODE_ADD_SIGNED:
case MODE_SUBTRACT:
case MODE_DOT3_RGB:
case MODE_DOT3_RGB_EXT:
case MODE_DOT3_RGBA:
case MODE_DOT3_RGBA_EXT:
case MODE_MODULATE_ADD_ATI:
case MODE_MODULATE_SIGNED_ADD_ATI:
case MODE_MODULATE_SUBTRACT_ATI:
case MODE_ADD_PRODUCTS:
case MODE_ADD_PRODUCTS_SIGNED:
case MODE_BUMP_ENVMAP_ATI:
return GL_TRUE;
default:
assert(0);
return GL_FALSE;
}
}
/**
* Translate TEXTURE_x_BIT to TEXTURE_x_INDEX.
*/
static GLuint translate_tex_src_bit( GLbitfield bit )
{
ASSERT(bit);
return _mesa_ffs(bit) - 1;
}
#define VERT_BIT_TEX_ANY (0xff << VERT_ATTRIB_TEX0)
#define VERT_RESULT_TEX_ANY (0xff << VERT_RESULT_TEX0)
/**
* Identify all possible varying inputs. The fragment program will
* never reference non-varying inputs, but will track them via state
* constants instead.
*
* This function figures out all the inputs that the fragment program
* has access to. The bitmask is later reduced to just those which
* are actually referenced.
*/
static GLbitfield get_fp_input_mask( GLcontext *ctx )
{
/* _NEW_PROGRAM */
const GLboolean vertexShader = (ctx->Shader.CurrentProgram &&
ctx->Shader.CurrentProgram->LinkStatus &&
ctx->Shader.CurrentProgram->VertexProgram);
const GLboolean vertexProgram = ctx->VertexProgram._Enabled;
GLbitfield fp_inputs = 0x0;
if (ctx->VertexProgram._Overriden) {
/* Somebody's messing with the vertex program and we don't have
* a clue what's happening. Assume that it could be producing
* all possible outputs.
*/
fp_inputs = ~0;
}
else if (ctx->RenderMode == GL_FEEDBACK) {
/* _NEW_RENDERMODE */
fp_inputs = (FRAG_BIT_COL0 | FRAG_BIT_TEX0);
}
else if (!(vertexProgram || vertexShader) ||
!ctx->VertexProgram._Current) {
/* Fixed function vertex logic */
/* _NEW_ARRAY */
GLbitfield varying_inputs = ctx->varying_vp_inputs;
/* These get generated in the setup routine regardless of the
* vertex program:
*/
/* _NEW_POINT */
if (ctx->Point.PointSprite)
varying_inputs |= FRAG_BITS_TEX_ANY;
/* First look at what values may be computed by the generated
* vertex program:
*/
/* _NEW_LIGHT */
if (ctx->Light.Enabled) {
fp_inputs |= FRAG_BIT_COL0;
if (texenv_doing_secondary_color(ctx))
fp_inputs |= FRAG_BIT_COL1;
}
/* _NEW_TEXTURE */
fp_inputs |= (ctx->Texture._TexGenEnabled |
ctx->Texture._TexMatEnabled) << FRAG_ATTRIB_TEX0;
/* Then look at what might be varying as a result of enabled
* arrays, etc:
*/
if (varying_inputs & VERT_BIT_COLOR0)
fp_inputs |= FRAG_BIT_COL0;
if (varying_inputs & VERT_BIT_COLOR1)
fp_inputs |= FRAG_BIT_COL1;
fp_inputs |= (((varying_inputs & VERT_BIT_TEX_ANY) >> VERT_ATTRIB_TEX0)
<< FRAG_ATTRIB_TEX0);
}
else {
/* calculate from vp->outputs */
struct gl_vertex_program *vprog;
GLbitfield64 vp_outputs;
/* Choose GLSL vertex shader over ARB vertex program. Need this
* since vertex shader state validation comes after fragment state
* validation (see additional comments in state.c).
*/
if (vertexShader)
vprog = ctx->Shader.CurrentProgram->VertexProgram;
else
vprog = ctx->VertexProgram.Current;
vp_outputs = vprog->Base.OutputsWritten;
/* These get generated in the setup routine regardless of the
* vertex program:
*/
/* _NEW_POINT */
if (ctx->Point.PointSprite)
vp_outputs |= FRAG_BITS_TEX_ANY;
if (vp_outputs & (1 << VERT_RESULT_COL0))
fp_inputs |= FRAG_BIT_COL0;
if (vp_outputs & (1 << VERT_RESULT_COL1))
fp_inputs |= FRAG_BIT_COL1;
fp_inputs |= (((vp_outputs & VERT_RESULT_TEX_ANY) >> VERT_RESULT_TEX0)
<< FRAG_ATTRIB_TEX0);
}
return fp_inputs;
}
/**
* Examine current texture environment state and generate a unique
* key to identify it.
*/
static GLuint make_state_key( GLcontext *ctx, struct state_key *key )
{
GLuint i, j;
GLbitfield inputs_referenced = FRAG_BIT_COL0;
const GLbitfield inputs_available = get_fp_input_mask( ctx );
GLuint keySize;
memset(key, 0, sizeof(*key));
/* _NEW_TEXTURE */
for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
const struct gl_texture_object *texObj = texUnit->_Current;
const struct gl_tex_env_combine_state *comb = texUnit->_CurrentCombine;
GLenum format;
if (!texUnit->_ReallyEnabled || !texUnit->Enabled)
continue;
format = texObj->Image[0][texObj->BaseLevel]->_BaseFormat;
key->unit[i].enabled = 1;
key->enabled_units |= (1<<i);
key->nr_enabled_units = i + 1;
inputs_referenced |= FRAG_BIT_TEX(i);
key->unit[i].source_index =
translate_tex_src_bit(texUnit->_ReallyEnabled);
key->unit[i].shadow = ((texObj->CompareMode == GL_COMPARE_R_TO_TEXTURE) &&
((format == GL_DEPTH_COMPONENT) ||
(format == GL_DEPTH_STENCIL_EXT)));
key->unit[i].NumArgsRGB = comb->_NumArgsRGB;
key->unit[i].NumArgsA = comb->_NumArgsA;
key->unit[i].ModeRGB =
translate_mode(texUnit->EnvMode, comb->ModeRGB);
key->unit[i].ModeA =
translate_mode(texUnit->EnvMode, comb->ModeA);
key->unit[i].ScaleShiftRGB = comb->ScaleShiftRGB;
key->unit[i].ScaleShiftA = comb->ScaleShiftA;
for (j = 0; j < MAX_COMBINER_TERMS; j++) {
key->unit[i].OptRGB[j].Operand = translate_operand(comb->OperandRGB[j]);
key->unit[i].OptA[j].Operand = translate_operand(comb->OperandA[j]);
key->unit[i].OptRGB[j].Source = translate_source(comb->SourceRGB[j]);
key->unit[i].OptA[j].Source = translate_source(comb->SourceA[j]);
}
if (key->unit[i].ModeRGB == MODE_BUMP_ENVMAP_ATI) {
/* requires some special translation */
key->unit[i].NumArgsRGB = 2;
key->unit[i].ScaleShiftRGB = 0;
key->unit[i].OptRGB[0].Operand = OPR_SRC_COLOR;
key->unit[i].OptRGB[0].Source = SRC_TEXTURE;
key->unit[i].OptRGB[1].Operand = OPR_SRC_COLOR;
key->unit[i].OptRGB[1].Source = texUnit->BumpTarget - GL_TEXTURE0 + SRC_TEXTURE0;
}
}
/* _NEW_LIGHT | _NEW_FOG */
if (texenv_doing_secondary_color(ctx)) {
key->separate_specular = 1;
inputs_referenced |= FRAG_BIT_COL1;
}
/* _NEW_FOG */
if (ctx->Fog.Enabled) {
key->fog_enabled = 1;
key->fog_mode = translate_fog_mode(ctx->Fog.Mode);
inputs_referenced |= FRAG_BIT_FOGC; /* maybe */
}
key->inputs_available = (inputs_available & inputs_referenced);
/* compute size of state key, ignoring unused texture units */
keySize = sizeof(*key) - sizeof(key->unit)
+ key->nr_enabled_units * sizeof(key->unit[0]);
return keySize;
}
/**
* Use uregs to represent registers internally, translate to Mesa's
* expected formats on emit.
*
* NOTE: These are passed by value extensively in this file rather
* than as usual by pointer reference. If this disturbs you, try
* remembering they are just 32bits in size.
*
* GCC is smart enough to deal with these dword-sized structures in
* much the same way as if I had defined them as dwords and was using
* macros to access and set the fields. This is much nicer and easier
* to evolve.
*/
struct ureg {
GLuint file:4;
GLuint idx:8;
GLuint negatebase:1;
GLuint swz:12;
GLuint pad:7;
};
static const struct ureg undef = {
PROGRAM_UNDEFINED,
~0,
0,
0,
0
};
/** State used to build the fragment program:
*/
struct texenv_fragment_program {
struct gl_fragment_program *program;
struct state_key *state;
GLbitfield alu_temps; /**< Track texture indirections, see spec. */
GLbitfield temps_output; /**< Track texture indirections, see spec. */
GLbitfield temp_in_use; /**< Tracks temporary regs which are in use. */
GLboolean error;
struct ureg src_texture[MAX_TEXTURE_COORD_UNITS];
/* Reg containing each texture unit's sampled texture color,
* else undef.
*/
struct ureg texcoord_tex[MAX_TEXTURE_COORD_UNITS];
/* Reg containing texcoord for a texture unit,
* needed for bump mapping, else undef.
*/
struct ureg src_previous; /**< Reg containing color from previous
* stage. May need to be decl'd.
*/
GLuint last_tex_stage; /**< Number of last enabled texture unit */
struct ureg half;
struct ureg one;
struct ureg zero;
};
static struct ureg make_ureg(GLuint file, GLuint idx)
{
struct ureg reg;
reg.file = file;
reg.idx = idx;
reg.negatebase = 0;
reg.swz = SWIZZLE_NOOP;
reg.pad = 0;
return reg;
}
static struct ureg swizzle( struct ureg reg, int x, int y, int z, int w )
{
reg.swz = MAKE_SWIZZLE4(GET_SWZ(reg.swz, x),
GET_SWZ(reg.swz, y),
GET_SWZ(reg.swz, z),
GET_SWZ(reg.swz, w));
return reg;
}
static struct ureg swizzle1( struct ureg reg, int x )
{
return swizzle(reg, x, x, x, x);
}
static struct ureg negate( struct ureg reg )
{
reg.negatebase ^= 1;
return reg;
}
static GLboolean is_undef( struct ureg reg )
{
return reg.file == PROGRAM_UNDEFINED;
}
static struct ureg get_temp( struct texenv_fragment_program *p )
{
GLint bit;
/* First try and reuse temps which have been used already:
*/
bit = _mesa_ffs( ~p->temp_in_use & p->alu_temps );
/* Then any unused temporary:
*/
if (!bit)
bit = _mesa_ffs( ~p->temp_in_use );
if (!bit) {
_mesa_problem(NULL, "%s: out of temporaries\n", __FILE__);
exit(1);
}
if ((GLuint) bit > p->program->Base.NumTemporaries)
p->program->Base.NumTemporaries = bit;
p->temp_in_use |= 1<<(bit-1);
return make_ureg(PROGRAM_TEMPORARY, (bit-1));
}
static struct ureg get_tex_temp( struct texenv_fragment_program *p )
{
int bit;
/* First try to find available temp not previously used (to avoid
* starting a new texture indirection). According to the spec, the
* ~p->temps_output isn't necessary, but will keep it there for
* now:
*/
bit = _mesa_ffs( ~p->temp_in_use & ~p->alu_temps & ~p->temps_output );
/* Then any unused temporary:
*/
if (!bit)
bit = _mesa_ffs( ~p->temp_in_use );
if (!bit) {
_mesa_problem(NULL, "%s: out of temporaries\n", __FILE__);
exit(1);
}
if ((GLuint) bit > p->program->Base.NumTemporaries)
p->program->Base.NumTemporaries = bit;
p->temp_in_use |= 1<<(bit-1);
return make_ureg(PROGRAM_TEMPORARY, (bit-1));
}
/** Mark a temp reg as being no longer allocatable. */
static void reserve_temp( struct texenv_fragment_program *p, struct ureg r )
{
if (r.file == PROGRAM_TEMPORARY)
p->temps_output |= (1 << r.idx);
}
static void release_temps(GLcontext *ctx, struct texenv_fragment_program *p )
{
GLuint max_temp = ctx->Const.FragmentProgram.MaxTemps;
/* KW: To support tex_env_crossbar, don't release the registers in
* temps_output.
*/
if (max_temp >= sizeof(int) * 8)
p->temp_in_use = p->temps_output;
else
p->temp_in_use = ~((1<<max_temp)-1) | p->temps_output;
}
static struct ureg register_param5( struct texenv_fragment_program *p,
GLint s0,
GLint s1,
GLint s2,
GLint s3,
GLint s4)
{
gl_state_index tokens[STATE_LENGTH];
GLuint idx;
tokens[0] = s0;
tokens[1] = s1;
tokens[2] = s2;
tokens[3] = s3;
tokens[4] = s4;
idx = _mesa_add_state_reference( p->program->Base.Parameters, tokens );
return make_ureg(PROGRAM_STATE_VAR, idx);
}
#define register_param1(p,s0) register_param5(p,s0,0,0,0,0)
#define register_param2(p,s0,s1) register_param5(p,s0,s1,0,0,0)
#define register_param3(p,s0,s1,s2) register_param5(p,s0,s1,s2,0,0)
#define register_param4(p,s0,s1,s2,s3) register_param5(p,s0,s1,s2,s3,0)
static GLuint frag_to_vert_attrib( GLuint attrib )
{
switch (attrib) {
case FRAG_ATTRIB_COL0: return VERT_ATTRIB_COLOR0;
case FRAG_ATTRIB_COL1: return VERT_ATTRIB_COLOR1;
default:
assert(attrib >= FRAG_ATTRIB_TEX0);
assert(attrib <= FRAG_ATTRIB_TEX7);
return attrib - FRAG_ATTRIB_TEX0 + VERT_ATTRIB_TEX0;
}
}
static struct ureg register_input( struct texenv_fragment_program *p, GLuint input )
{
if (p->state->inputs_available & (1<<input)) {
p->program->Base.InputsRead |= (1 << input);
return make_ureg(PROGRAM_INPUT, input);
}
else {
GLuint idx = frag_to_vert_attrib( input );
return register_param3( p, STATE_INTERNAL, STATE_CURRENT_ATTRIB, idx );
}
}
static void emit_arg( struct prog_src_register *reg,
struct ureg ureg )
{
reg->File = ureg.file;
reg->Index = ureg.idx;
reg->Swizzle = ureg.swz;
reg->Negate = ureg.negatebase ? NEGATE_XYZW : NEGATE_NONE;
reg->Abs = GL_FALSE;
}
static void emit_dst( struct prog_dst_register *dst,
struct ureg ureg, GLuint mask )
{
dst->File = ureg.file;
dst->Index = ureg.idx;
dst->WriteMask = mask;
dst->CondMask = COND_TR; /* always pass cond test */
dst->CondSwizzle = SWIZZLE_NOOP;
}
static struct prog_instruction *
emit_op(struct texenv_fragment_program *p,
enum prog_opcode op,
struct ureg dest,
GLuint mask,
GLboolean saturate,
struct ureg src0,
struct ureg src1,
struct ureg src2 )
{
const GLuint nr = p->program->Base.NumInstructions++;
struct prog_instruction *inst = &p->program->Base.Instructions[nr];
assert(nr < MAX_INSTRUCTIONS);
_mesa_init_instructions(inst, 1);
inst->Opcode = op;
emit_arg( &inst->SrcReg[0], src0 );
emit_arg( &inst->SrcReg[1], src1 );
emit_arg( &inst->SrcReg[2], src2 );
inst->SaturateMode = saturate ? SATURATE_ZERO_ONE : SATURATE_OFF;
emit_dst( &inst->DstReg, dest, mask );
#if 0
/* Accounting for indirection tracking:
*/
if (dest.file == PROGRAM_TEMPORARY)
p->temps_output |= 1 << dest.idx;
#endif
return inst;
}
static struct ureg emit_arith( struct texenv_fragment_program *p,
enum prog_opcode op,
struct ureg dest,
GLuint mask,
GLboolean saturate,
struct ureg src0,
struct ureg src1,
struct ureg src2 )
{
emit_op(p, op, dest, mask, saturate, src0, src1, src2);
/* Accounting for indirection tracking:
*/
if (src0.file == PROGRAM_TEMPORARY)
p->alu_temps |= 1 << src0.idx;
if (!is_undef(src1) && src1.file == PROGRAM_TEMPORARY)
p->alu_temps |= 1 << src1.idx;
if (!is_undef(src2) && src2.file == PROGRAM_TEMPORARY)
p->alu_temps |= 1 << src2.idx;
if (dest.file == PROGRAM_TEMPORARY)
p->alu_temps |= 1 << dest.idx;
p->program->Base.NumAluInstructions++;
return dest;
}
static struct ureg emit_texld( struct texenv_fragment_program *p,
enum prog_opcode op,
struct ureg dest,
GLuint destmask,
GLuint tex_unit,
GLuint tex_idx,
GLuint tex_shadow,
struct ureg coord )
{
struct prog_instruction *inst = emit_op( p, op,
dest, destmask,
GL_FALSE, /* don't saturate? */
coord, /* arg 0? */
undef,
undef);
inst->TexSrcTarget = tex_idx;
inst->TexSrcUnit = tex_unit;
inst->TexShadow = tex_shadow;
p->program->Base.NumTexInstructions++;
/* Accounting for indirection tracking:
*/
reserve_temp(p, dest);
#if 0
/* Is this a texture indirection?
*/
if ((coord.file == PROGRAM_TEMPORARY &&
(p->temps_output & (1<<coord.idx))) ||
(dest.file == PROGRAM_TEMPORARY &&
(p->alu_temps & (1<<dest.idx)))) {
p->program->Base.NumTexIndirections++;
p->temps_output = 1<<coord.idx;
p->alu_temps = 0;
assert(0); /* KW: texture env crossbar */
}
#endif
return dest;
}
static struct ureg register_const4f( struct texenv_fragment_program *p,
GLfloat s0,
GLfloat s1,
GLfloat s2,
GLfloat s3)
{
GLfloat values[4];
GLuint idx, swizzle;
struct ureg r;
values[0] = s0;
values[1] = s1;
values[2] = s2;
values[3] = s3;
idx = _mesa_add_unnamed_constant( p->program->Base.Parameters, values, 4,
&swizzle );
r = make_ureg(PROGRAM_CONSTANT, idx);
r.swz = swizzle;
return r;
}
#define register_scalar_const(p, s0) register_const4f(p, s0, s0, s0, s0)
#define register_const1f(p, s0) register_const4f(p, s0, 0, 0, 1)
#define register_const2f(p, s0, s1) register_const4f(p, s0, s1, 0, 1)
#define register_const3f(p, s0, s1, s2) register_const4f(p, s0, s1, s2, 1)
static struct ureg get_one( struct texenv_fragment_program *p )
{
if (is_undef(p->one))
p->one = register_scalar_const(p, 1.0);
return p->one;
}
static struct ureg get_half( struct texenv_fragment_program *p )
{
if (is_undef(p->half))
p->half = register_scalar_const(p, 0.5);
return p->half;
}
static struct ureg get_zero( struct texenv_fragment_program *p )
{
if (is_undef(p->zero))
p->zero = register_scalar_const(p, 0.0);
return p->zero;
}
static void program_error( struct texenv_fragment_program *p, const char *msg )
{
_mesa_problem(NULL, msg);
p->error = 1;
}
static struct ureg get_source( struct texenv_fragment_program *p,
GLuint src, GLuint unit )
{
switch (src) {
case SRC_TEXTURE:
assert(!is_undef(p->src_texture[unit]));
return p->src_texture[unit];
case SRC_TEXTURE0:
case SRC_TEXTURE1:
case SRC_TEXTURE2:
case SRC_TEXTURE3:
case SRC_TEXTURE4:
case SRC_TEXTURE5:
case SRC_TEXTURE6:
case SRC_TEXTURE7:
assert(!is_undef(p->src_texture[src - SRC_TEXTURE0]));
return p->src_texture[src - SRC_TEXTURE0];
case SRC_CONSTANT:
return register_param2(p, STATE_TEXENV_COLOR, unit);
case SRC_PRIMARY_COLOR:
return register_input(p, FRAG_ATTRIB_COL0);
case SRC_ZERO:
return get_zero(p);
case SRC_PREVIOUS:
if (is_undef(p->src_previous))
return register_input(p, FRAG_ATTRIB_COL0);
else
return p->src_previous;
default:
assert(0);
return undef;
}
}
static struct ureg emit_combine_source( struct texenv_fragment_program *p,
GLuint mask,
GLuint unit,
GLuint source,
GLuint operand )
{
struct ureg arg, src, one;
src = get_source(p, source, unit);
switch (operand) {
case OPR_ONE_MINUS_SRC_COLOR:
/* Get unused tmp,
* Emit tmp = 1.0 - arg.xyzw
*/
arg = get_temp( p );
one = get_one( p );
return emit_arith( p, OPCODE_SUB, arg, mask, 0, one, src, undef);
case OPR_SRC_ALPHA:
if (mask == WRITEMASK_W)
return src;
else
return swizzle1( src, SWIZZLE_W );
case OPR_ONE_MINUS_SRC_ALPHA:
/* Get unused tmp,
* Emit tmp = 1.0 - arg.wwww
*/
arg = get_temp(p);
one = get_one(p);
return emit_arith(p, OPCODE_SUB, arg, mask, 0,
one, swizzle1(src, SWIZZLE_W), undef);
case OPR_ZERO:
return get_zero(p);
case OPR_ONE:
return get_one(p);
case OPR_SRC_COLOR:
return src;
default:
assert(0);
return src;
}
}
/**
* Check if the RGB and Alpha sources and operands match for the given
* texture unit's combinder state. When the RGB and A sources and
* operands match, we can emit fewer instructions.
*/
static GLboolean args_match( const struct state_key *key, GLuint unit )
{
GLuint i, numArgs = key->unit[unit].NumArgsRGB;
for (i = 0; i < numArgs; i++) {
if (key->unit[unit].OptA[i].Source != key->unit[unit].OptRGB[i].Source)
return GL_FALSE;
switch (key->unit[unit].OptA[i].Operand) {
case OPR_SRC_ALPHA:
switch (key->unit[unit].OptRGB[i].Operand) {
case OPR_SRC_COLOR:
case OPR_SRC_ALPHA:
break;
default:
return GL_FALSE;
}
break;
case OPR_ONE_MINUS_SRC_ALPHA:
switch (key->unit[unit].OptRGB[i].Operand) {
case OPR_ONE_MINUS_SRC_COLOR:
case OPR_ONE_MINUS_SRC_ALPHA:
break;
default:
return GL_FALSE;
}
break;
default:
return GL_FALSE; /* impossible */
}
}
return GL_TRUE;
}
static struct ureg emit_combine( struct texenv_fragment_program *p,
struct ureg dest,
GLuint mask,
GLboolean saturate,
GLuint unit,
GLuint nr,
GLuint mode,
const struct mode_opt *opt)
{
struct ureg src[MAX_COMBINER_TERMS];
struct ureg tmp, half;
GLuint i;
assert(nr <= MAX_COMBINER_TERMS);
tmp = undef; /* silence warning (bug 5318) */
for (i = 0; i < nr; i++)
src[i] = emit_combine_source( p, mask, unit, opt[i].Source, opt[i].Operand );
switch (mode) {
case MODE_REPLACE:
if (mask == WRITEMASK_XYZW && !saturate)
return src[0];
else
return emit_arith( p, OPCODE_MOV, dest, mask, saturate, src[0], undef, undef );
case MODE_MODULATE:
return emit_arith( p, OPCODE_MUL, dest, mask, saturate,
src[0], src[1], undef );
case MODE_ADD:
return emit_arith( p, OPCODE_ADD, dest, mask, saturate,
src[0], src[1], undef );
case MODE_ADD_SIGNED:
/* tmp = arg0 + arg1
* result = tmp - .5
*/
half = get_half(p);
tmp = get_temp( p );
emit_arith( p, OPCODE_ADD, tmp, mask, 0, src[0], src[1], undef );
emit_arith( p, OPCODE_SUB, dest, mask, saturate, tmp, half, undef );
return dest;
case MODE_INTERPOLATE:
/* Arg0 * (Arg2) + Arg1 * (1-Arg2) -- note arguments are reordered:
*/
return emit_arith( p, OPCODE_LRP, dest, mask, saturate, src[2], src[0], src[1] );
case MODE_SUBTRACT:
return emit_arith( p, OPCODE_SUB, dest, mask, saturate, src[0], src[1], undef );
case MODE_DOT3_RGBA:
case MODE_DOT3_RGBA_EXT:
case MODE_DOT3_RGB_EXT:
case MODE_DOT3_RGB: {
struct ureg tmp0 = get_temp( p );
struct ureg tmp1 = get_temp( p );
struct ureg neg1 = register_scalar_const(p, -1);
struct ureg two = register_scalar_const(p, 2);
/* tmp0 = 2*src0 - 1
* tmp1 = 2*src1 - 1
*
* dst = tmp0 dot3 tmp1
*/
emit_arith( p, OPCODE_MAD, tmp0, WRITEMASK_XYZW, 0,
two, src[0], neg1);
if (_mesa_memcmp(&src[0], &src[1], sizeof(struct ureg)) == 0)
tmp1 = tmp0;
else
emit_arith( p, OPCODE_MAD, tmp1, WRITEMASK_XYZW, 0,
two, src[1], neg1);
emit_arith( p, OPCODE_DP3, dest, mask, saturate, tmp0, tmp1, undef);
return dest;
}
case MODE_MODULATE_ADD_ATI:
/* Arg0 * Arg2 + Arg1 */
return emit_arith( p, OPCODE_MAD, dest, mask, saturate,
src[0], src[2], src[1] );
case MODE_MODULATE_SIGNED_ADD_ATI: {
/* Arg0 * Arg2 + Arg1 - 0.5 */
struct ureg tmp0 = get_temp(p);
half = get_half(p);
emit_arith( p, OPCODE_MAD, tmp0, mask, 0, src[0], src[2], src[1] );
emit_arith( p, OPCODE_SUB, dest, mask, saturate, tmp0, half, undef );
return dest;
}
case MODE_MODULATE_SUBTRACT_ATI:
/* Arg0 * Arg2 - Arg1 */
emit_arith( p, OPCODE_MAD, dest, mask, 0, src[0], src[2], negate(src[1]) );
return dest;
case MODE_ADD_PRODUCTS:
/* Arg0 * Arg1 + Arg2 * Arg3 */
{
struct ureg tmp0 = get_temp(p);
emit_arith( p, OPCODE_MUL, tmp0, mask, 0, src[0], src[1], undef );
emit_arith( p, OPCODE_MAD, dest, mask, saturate, src[2], src[3], tmp0 );
}
return dest;
case MODE_ADD_PRODUCTS_SIGNED:
/* Arg0 * Arg1 + Arg2 * Arg3 - 0.5 */
{
struct ureg tmp0 = get_temp(p);
half = get_half(p);
emit_arith( p, OPCODE_MUL, tmp0, mask, 0, src[0], src[1], undef );
emit_arith( p, OPCODE_MAD, tmp0, mask, 0, src[2], src[3], tmp0 );
emit_arith( p, OPCODE_SUB, dest, mask, saturate, tmp0, half, undef );
}
return dest;
case MODE_BUMP_ENVMAP_ATI:
/* special - not handled here */
assert(0);
return src[0];
default:
assert(0);
return src[0];
}
}
/**
* Generate instructions for one texture unit's env/combiner mode.
*/
static struct ureg
emit_texenv(struct texenv_fragment_program *p, GLuint unit)
{
const struct state_key *key = p->state;
GLboolean rgb_saturate, alpha_saturate;
GLuint rgb_shift, alpha_shift;
struct ureg out, dest;
if (!key->unit[unit].enabled) {
return get_source(p, SRC_PREVIOUS, 0);
}
if (key->unit[unit].ModeRGB == MODE_BUMP_ENVMAP_ATI) {
/* this isn't really a env stage delivering a color and handled elsewhere */
return get_source(p, SRC_PREVIOUS, 0);
}
switch (key->unit[unit].ModeRGB) {
case MODE_DOT3_RGB_EXT:
alpha_shift = key->unit[unit].ScaleShiftA;
rgb_shift = 0;
break;
case MODE_DOT3_RGBA_EXT:
alpha_shift = 0;
rgb_shift = 0;
break;
default:
rgb_shift = key->unit[unit].ScaleShiftRGB;
alpha_shift = key->unit[unit].ScaleShiftA;
break;
}
/* If we'll do rgb/alpha shifting don't saturate in emit_combine().
* We don't want to clamp twice.
*/
if (rgb_shift)
rgb_saturate = GL_FALSE; /* saturate after rgb shift */
else if (need_saturate(key->unit[unit].ModeRGB))
rgb_saturate = GL_TRUE;
else
rgb_saturate = GL_FALSE;
if (alpha_shift)
alpha_saturate = GL_FALSE; /* saturate after alpha shift */
else if (need_saturate(key->unit[unit].ModeA))
alpha_saturate = GL_TRUE;
else
alpha_saturate = GL_FALSE;
/* If this is the very last calculation, emit direct to output reg:
*/
if (key->separate_specular ||
unit != p->last_tex_stage ||
alpha_shift ||
rgb_shift)
dest = get_temp( p );
else
dest = make_ureg(PROGRAM_OUTPUT, FRAG_RESULT_COLOR);
/* Emit the RGB and A combine ops
*/
if (key->unit[unit].ModeRGB == key->unit[unit].ModeA &&
args_match(key, unit)) {
out = emit_combine( p, dest, WRITEMASK_XYZW, rgb_saturate,
unit,
key->unit[unit].NumArgsRGB,
key->unit[unit].ModeRGB,
key->unit[unit].OptRGB);
}
else if (key->unit[unit].ModeRGB == MODE_DOT3_RGBA_EXT ||
key->unit[unit].ModeRGB == MODE_DOT3_RGBA) {
out = emit_combine( p, dest, WRITEMASK_XYZW, rgb_saturate,
unit,
key->unit[unit].NumArgsRGB,
key->unit[unit].ModeRGB,
key->unit[unit].OptRGB);
}
else {
/* Need to do something to stop from re-emitting identical
* argument calculations here:
*/
out = emit_combine( p, dest, WRITEMASK_XYZ, rgb_saturate,
unit,
key->unit[unit].NumArgsRGB,
key->unit[unit].ModeRGB,
key->unit[unit].OptRGB);
out = emit_combine( p, dest, WRITEMASK_W, alpha_saturate,
unit,
key->unit[unit].NumArgsA,
key->unit[unit].ModeA,
key->unit[unit].OptA);
}
/* Deal with the final shift:
*/
if (alpha_shift || rgb_shift) {
struct ureg shift;
GLboolean saturate = GL_TRUE; /* always saturate at this point */
if (rgb_shift == alpha_shift) {
shift = register_scalar_const(p, (GLfloat)(1<<rgb_shift));
}
else {
shift = register_const4f(p,
(GLfloat)(1<<rgb_shift),
(GLfloat)(1<<rgb_shift),
(GLfloat)(1<<rgb_shift),
(GLfloat)(1<<alpha_shift));
}
return emit_arith( p, OPCODE_MUL, dest, WRITEMASK_XYZW,
saturate, out, shift, undef );
}
else
return out;
}
/**
* Generate instruction for getting a texture source term.
*/
static void load_texture( struct texenv_fragment_program *p, GLuint unit )
{
if (is_undef(p->src_texture[unit])) {
const GLuint texTarget = p->state->unit[unit].source_index;
struct ureg texcoord;
struct ureg tmp = get_tex_temp( p );
if (is_undef(p->texcoord_tex[unit])) {
texcoord = register_input(p, FRAG_ATTRIB_TEX0+unit);
}
else {
/* might want to reuse this reg for tex output actually */
texcoord = p->texcoord_tex[unit];
}
/* TODO: Use D0_MASK_XY where possible.
*/
if (p->state->unit[unit].enabled) {
GLboolean shadow = GL_FALSE;
if (p->state->unit[unit].shadow) {
p->program->Base.ShadowSamplers |= 1 << unit;
shadow = GL_TRUE;
}
p->src_texture[unit] = emit_texld( p, OPCODE_TXP,
tmp, WRITEMASK_XYZW,
unit, texTarget, shadow,
texcoord );
p->program->Base.SamplersUsed |= (1 << unit);
/* This identity mapping should already be in place
* (see _mesa_init_program_struct()) but let's be safe.
*/
p->program->Base.SamplerUnits[unit] = unit;
}
else
p->src_texture[unit] = get_zero(p);
}
}
static GLboolean load_texenv_source( struct texenv_fragment_program *p,
GLuint src, GLuint unit )
{
switch (src) {
case SRC_TEXTURE:
load_texture(p, unit);
break;
case SRC_TEXTURE0:
case SRC_TEXTURE1:
case SRC_TEXTURE2:
case SRC_TEXTURE3:
case SRC_TEXTURE4:
case SRC_TEXTURE5:
case SRC_TEXTURE6:
case SRC_TEXTURE7:
load_texture(p, src - SRC_TEXTURE0);
break;
default:
/* not a texture src - do nothing */
break;
}
return GL_TRUE;
}
/**
* Generate instructions for loading all texture source terms.
*/
static GLboolean
load_texunit_sources( struct texenv_fragment_program *p, GLuint unit )
{
const struct state_key *key = p->state;
GLuint i;
for (i = 0; i < key->unit[unit].NumArgsRGB; i++) {
load_texenv_source( p, key->unit[unit].OptRGB[i].Source, unit );
}
for (i = 0; i < key->unit[unit].NumArgsA; i++) {
load_texenv_source( p, key->unit[unit].OptA[i].Source, unit );
}
return GL_TRUE;
}
/**
* Generate instructions for loading bump map textures.
*/
static GLboolean
load_texunit_bumpmap( struct texenv_fragment_program *p, GLuint unit )
{
const struct state_key *key = p->state;
GLuint bumpedUnitNr = key->unit[unit].OptRGB[1].Source - SRC_TEXTURE0;
struct ureg texcDst, bumpMapRes;
struct ureg constdudvcolor = register_const4f(p, 0.0, 0.0, 0.0, 1.0);
struct ureg texcSrc = register_input(p, FRAG_ATTRIB_TEX0 + bumpedUnitNr);
struct ureg rotMat0 = register_param3( p, STATE_INTERNAL, STATE_ROT_MATRIX_0, unit );
struct ureg rotMat1 = register_param3( p, STATE_INTERNAL, STATE_ROT_MATRIX_1, unit );
load_texenv_source( p, unit + SRC_TEXTURE0, unit );
bumpMapRes = get_source(p, key->unit[unit].OptRGB[0].Source, unit);
texcDst = get_tex_temp( p );
p->texcoord_tex[bumpedUnitNr] = texcDst;
/* Apply rot matrix and add coords to be available in next phase.
* dest = (Arg0.xxxx * rotMat0 + Arg1) + (Arg0.yyyy * rotMat1)
* note only 2 coords are affected the rest are left unchanged (mul by 0)
*/
emit_arith( p, OPCODE_MAD, texcDst, WRITEMASK_XYZW, 0,
swizzle1(bumpMapRes, SWIZZLE_X), rotMat0, texcSrc );
emit_arith( p, OPCODE_MAD, texcDst, WRITEMASK_XYZW, 0,
swizzle1(bumpMapRes, SWIZZLE_Y), rotMat1, texcDst );
/* Move 0,0,0,1 into bumpmap src if someone (crossbar) is foolish
* enough to access this later, should optimize away.
*/
emit_arith( p, OPCODE_MOV, bumpMapRes, WRITEMASK_XYZW, 0,
constdudvcolor, undef, undef );
return GL_TRUE;
}
/**
* Generate a new fragment program which implements the context's
* current texture env/combine mode.
*/
static void
create_new_program(GLcontext *ctx, struct state_key *key,
struct gl_fragment_program *program)
{
struct prog_instruction instBuffer[MAX_INSTRUCTIONS];
struct texenv_fragment_program p;
GLuint unit;
struct ureg cf, out;
_mesa_memset(&p, 0, sizeof(p));
p.state = key;
p.program = program;
/* During code generation, use locally-allocated instruction buffer,
* then alloc dynamic storage below.
*/
p.program->Base.Instructions = instBuffer;
p.program->Base.Target = GL_FRAGMENT_PROGRAM_ARB;
p.program->Base.String = NULL;
p.program->Base.NumTexIndirections = 1; /* is this right? */
p.program->Base.NumTexInstructions = 0;
p.program->Base.NumAluInstructions = 0;
p.program->Base.NumInstructions = 0;
p.program->Base.NumTemporaries = 0;
p.program->Base.NumParameters = 0;
p.program->Base.NumAttributes = 0;
p.program->Base.NumAddressRegs = 0;
p.program->Base.Parameters = _mesa_new_parameter_list();
p.program->Base.InputsRead = 0x0;
p.program->Base.OutputsWritten = 1 << FRAG_RESULT_COLOR;
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
p.src_texture[unit] = undef;
p.texcoord_tex[unit] = undef;
}
p.src_previous = undef;
p.half = undef;
p.zero = undef;
p.one = undef;
p.last_tex_stage = 0;
release_temps(ctx, &p);
if (key->enabled_units) {
GLboolean needbumpstage = GL_FALSE;
/* Zeroth pass - bump map textures first */
for (unit = 0; unit < key->nr_enabled_units; unit++)
if (key->unit[unit].enabled &&
key->unit[unit].ModeRGB == MODE_BUMP_ENVMAP_ATI) {
needbumpstage = GL_TRUE;
load_texunit_bumpmap( &p, unit );
}
if (needbumpstage)
p.program->Base.NumTexIndirections++;
/* First pass - to support texture_env_crossbar, first identify
* all referenced texture sources and emit texld instructions
* for each:
*/
for (unit = 0; unit < key->nr_enabled_units; unit++)
if (key->unit[unit].enabled) {
load_texunit_sources( &p, unit );
p.last_tex_stage = unit;
}
/* Second pass - emit combine instructions to build final color:
*/
for (unit = 0; unit < key->nr_enabled_units; unit++)
if (key->unit[unit].enabled) {
p.src_previous = emit_texenv( &p, unit );
reserve_temp(&p, p.src_previous); /* don't re-use this temp reg */
release_temps(ctx, &p); /* release all temps */
}
}
cf = get_source( &p, SRC_PREVIOUS, 0 );
out = make_ureg( PROGRAM_OUTPUT, FRAG_RESULT_COLOR );
if (key->separate_specular) {
/* Emit specular add.
*/
struct ureg s = register_input(&p, FRAG_ATTRIB_COL1);
emit_arith( &p, OPCODE_ADD, out, WRITEMASK_XYZ, 0, cf, s, undef );
emit_arith( &p, OPCODE_MOV, out, WRITEMASK_W, 0, cf, undef, undef );
}
else if (_mesa_memcmp(&cf, &out, sizeof(cf)) != 0) {
/* Will wind up in here if no texture enabled or a couple of
* other scenarios (GL_REPLACE for instance).
*/
emit_arith( &p, OPCODE_MOV, out, WRITEMASK_XYZW, 0, cf, undef, undef );
}
/* Finish up:
*/
emit_arith( &p, OPCODE_END, undef, WRITEMASK_XYZW, 0, undef, undef, undef);
if (key->fog_enabled) {
/* Pull fog mode from GLcontext, the value in the state key is
* a reduced value and not what is expected in FogOption
*/
p.program->FogOption = ctx->Fog.Mode;
p.program->Base.InputsRead |= FRAG_BIT_FOGC;
}
else {
p.program->FogOption = GL_NONE;
}
if (p.program->Base.NumTexIndirections > ctx->Const.FragmentProgram.MaxTexIndirections)
program_error(&p, "Exceeded max nr indirect texture lookups");
if (p.program->Base.NumTexInstructions > ctx->Const.FragmentProgram.MaxTexInstructions)
program_error(&p, "Exceeded max TEX instructions");
if (p.program->Base.NumAluInstructions > ctx->Const.FragmentProgram.MaxAluInstructions)
program_error(&p, "Exceeded max ALU instructions");
ASSERT(p.program->Base.NumInstructions <= MAX_INSTRUCTIONS);
/* Allocate final instruction array */
p.program->Base.Instructions
= _mesa_alloc_instructions(p.program->Base.NumInstructions);
if (!p.program->Base.Instructions) {
_mesa_error(ctx, GL_OUT_OF_MEMORY,
"generating tex env program");
return;
}
_mesa_copy_instructions(p.program->Base.Instructions, instBuffer,
p.program->Base.NumInstructions);
if (p.program->FogOption) {
_mesa_append_fog_code(ctx, p.program);
p.program->FogOption = GL_NONE;
}
/* Notify driver the fragment program has (actually) changed.
*/
if (ctx->Driver.ProgramStringNotify) {
ctx->Driver.ProgramStringNotify( ctx, GL_FRAGMENT_PROGRAM_ARB,
&p.program->Base );
}
if (DISASSEM) {
_mesa_print_program(&p.program->Base);
_mesa_printf("\n");
}
}
/**
* Return a fragment program which implements the current
* fixed-function texture, fog and color-sum operations.
*/
struct gl_fragment_program *
_mesa_get_fixed_func_fragment_program(GLcontext *ctx)
{
struct gl_fragment_program *prog;
struct state_key key;
GLuint keySize;
keySize = make_state_key(ctx, &key);
prog = (struct gl_fragment_program *)
_mesa_search_program_cache(ctx->FragmentProgram.Cache,
&key, keySize);
if (!prog) {
prog = (struct gl_fragment_program *)
ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
create_new_program(ctx, &key, prog);
_mesa_program_cache_insert(ctx, ctx->FragmentProgram.Cache,
&key, keySize, &prog->Base);
}
return prog;
}
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