1 /**************************************************************************
3 * Copyright 2007 VMware, Inc.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **************************************************************************/
29 * \file ffvertex_prog.c
31 * Create a vertex program to execute the current fixed function T&L pipeline.
32 * \author Keith Whitwell
36 #include "main/glheader.h"
37 #include "main/mtypes.h"
38 #include "main/macros.h"
39 #include "main/enums.h"
40 #include "main/ffvertex_prog.h"
41 #include "program/program.h"
42 #include "program/prog_cache.h"
43 #include "program/prog_instruction.h"
44 #include "program/prog_parameter.h"
45 #include "program/prog_print.h"
46 #include "program/prog_statevars.h"
47 #include "util/bitscan.h"
50 /** Max of number of lights and texture coord units */
51 #define NUM_UNITS MAX2(MAX_TEXTURE_COORD_UNITS, MAX_LIGHTS)
54 unsigned light_color_material_mask
:12;
55 unsigned light_global_enabled
:1;
56 unsigned light_local_viewer
:1;
57 unsigned light_twoside
:1;
58 unsigned material_shininess_is_zero
:1;
59 unsigned need_eye_coords
:1;
61 unsigned rescale_normals
:1;
63 unsigned fog_source_is_depth
:1;
64 unsigned fog_distance_mode
:2;
65 unsigned separate_specular
:1;
66 unsigned point_attenuated
:1;
67 unsigned point_array
:1;
68 unsigned texture_enabled_global
:1;
69 unsigned fragprog_inputs_read
:12;
71 GLbitfield64 varying_vp_inputs
;
74 unsigned light_enabled
:1;
75 unsigned light_eyepos3_is_zero
:1;
76 unsigned light_spotcutoff_is_180
:1;
77 unsigned light_attenuated
:1;
78 unsigned texunit_really_enabled
:1;
79 unsigned texmat_enabled
:1;
80 unsigned coord_replace
:1;
81 unsigned texgen_enabled
:4;
82 unsigned texgen_mode0
:4;
83 unsigned texgen_mode1
:4;
84 unsigned texgen_mode2
:4;
85 unsigned texgen_mode3
:4;
91 #define TXG_OBJ_LINEAR 1
92 #define TXG_EYE_LINEAR 2
93 #define TXG_SPHERE_MAP 3
94 #define TXG_REFLECTION_MAP 4
95 #define TXG_NORMAL_MAP 5
97 static GLuint
translate_texgen( GLboolean enabled
, GLenum mode
)
103 case GL_OBJECT_LINEAR
: return TXG_OBJ_LINEAR
;
104 case GL_EYE_LINEAR
: return TXG_EYE_LINEAR
;
105 case GL_SPHERE_MAP
: return TXG_SPHERE_MAP
;
106 case GL_REFLECTION_MAP_NV
: return TXG_REFLECTION_MAP
;
107 case GL_NORMAL_MAP_NV
: return TXG_NORMAL_MAP
;
108 default: return TXG_NONE
;
112 #define FDM_EYE_RADIAL 0
113 #define FDM_EYE_PLANE 1
114 #define FDM_EYE_PLANE_ABS 2
116 static GLuint
translate_fog_distance_mode( GLenum mode
)
119 case GL_EYE_RADIAL_NV
:
120 return FDM_EYE_RADIAL
;
122 return FDM_EYE_PLANE
;
123 default: /* shouldn't happen; fall through to a sensible default */
124 case GL_EYE_PLANE_ABSOLUTE_NV
:
125 return FDM_EYE_PLANE_ABS
;
129 static GLboolean
check_active_shininess( struct gl_context
*ctx
,
130 const struct state_key
*key
,
133 GLuint attr
= MAT_ATTRIB_FRONT_SHININESS
+ side
;
135 if ((key
->varying_vp_inputs
& VERT_BIT_COLOR0
) &&
136 (key
->light_color_material_mask
& (1 << attr
)))
139 if (key
->varying_vp_inputs
& VERT_BIT_GENERIC(attr
))
142 if (ctx
->Light
.Material
.Attrib
[attr
][0] != 0.0F
)
149 static void make_state_key( struct gl_context
*ctx
, struct state_key
*key
)
151 const struct gl_program
*fp
= ctx
->FragmentProgram
._Current
;
154 memset(key
, 0, sizeof(struct state_key
));
156 /* This now relies on texenvprogram.c being active:
160 key
->need_eye_coords
= ctx
->_NeedEyeCoords
;
162 key
->fragprog_inputs_read
= fp
->info
.inputs_read
;
163 key
->varying_vp_inputs
= ctx
->varying_vp_inputs
;
165 if (ctx
->RenderMode
== GL_FEEDBACK
) {
166 /* make sure the vertprog emits color and tex0 */
167 key
->fragprog_inputs_read
|= (VARYING_BIT_COL0
| VARYING_BIT_TEX0
);
170 key
->separate_specular
= (ctx
->Light
.Model
.ColorControl
==
171 GL_SEPARATE_SPECULAR_COLOR
);
173 if (ctx
->Light
.Enabled
) {
174 key
->light_global_enabled
= 1;
176 if (ctx
->Light
.Model
.LocalViewer
)
177 key
->light_local_viewer
= 1;
179 if (ctx
->Light
.Model
.TwoSide
)
180 key
->light_twoside
= 1;
182 if (ctx
->Light
.ColorMaterialEnabled
) {
183 key
->light_color_material_mask
= ctx
->Light
._ColorMaterialBitmask
;
186 mask
= ctx
->Light
._EnabledLights
;
188 const int i
= u_bit_scan(&mask
);
189 struct gl_light
*light
= &ctx
->Light
.Light
[i
];
191 key
->unit
[i
].light_enabled
= 1;
193 if (light
->EyePosition
[3] == 0.0F
)
194 key
->unit
[i
].light_eyepos3_is_zero
= 1;
196 if (light
->SpotCutoff
== 180.0F
)
197 key
->unit
[i
].light_spotcutoff_is_180
= 1;
199 if (light
->ConstantAttenuation
!= 1.0F
||
200 light
->LinearAttenuation
!= 0.0F
||
201 light
->QuadraticAttenuation
!= 0.0F
)
202 key
->unit
[i
].light_attenuated
= 1;
205 if (check_active_shininess(ctx
, key
, 0)) {
206 key
->material_shininess_is_zero
= 0;
208 else if (key
->light_twoside
&&
209 check_active_shininess(ctx
, key
, 1)) {
210 key
->material_shininess_is_zero
= 0;
213 key
->material_shininess_is_zero
= 1;
217 if (ctx
->Transform
.Normalize
)
220 if (ctx
->Transform
.RescaleNormals
)
221 key
->rescale_normals
= 1;
223 if (ctx
->Fog
.FogCoordinateSource
== GL_FRAGMENT_DEPTH_EXT
) {
224 key
->fog_source_is_depth
= 1;
225 key
->fog_distance_mode
= translate_fog_distance_mode(ctx
->Fog
.FogDistanceMode
);
228 if (ctx
->Point
._Attenuated
)
229 key
->point_attenuated
= 1;
231 if (ctx
->Array
.VAO
->VertexAttrib
[VERT_ATTRIB_POINT_SIZE
].Enabled
)
232 key
->point_array
= 1;
234 if (ctx
->Texture
._TexGenEnabled
||
235 ctx
->Texture
._TexMatEnabled
||
236 ctx
->Texture
._MaxEnabledTexImageUnit
!= -1)
237 key
->texture_enabled_global
= 1;
239 mask
= ctx
->Texture
._EnabledCoordUnits
| ctx
->Texture
._TexGenEnabled
240 | ctx
->Texture
._TexMatEnabled
| ctx
->Point
.CoordReplace
;
242 const int i
= u_bit_scan(&mask
);
243 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[i
];
245 if (texUnit
->_Current
)
246 key
->unit
[i
].texunit_really_enabled
= 1;
248 if (ctx
->Point
.PointSprite
)
249 if (ctx
->Point
.CoordReplace
& (1u << i
))
250 key
->unit
[i
].coord_replace
= 1;
252 if (ctx
->Texture
._TexMatEnabled
& ENABLE_TEXMAT(i
))
253 key
->unit
[i
].texmat_enabled
= 1;
255 if (texUnit
->TexGenEnabled
) {
256 key
->unit
[i
].texgen_enabled
= 1;
258 key
->unit
[i
].texgen_mode0
=
259 translate_texgen( texUnit
->TexGenEnabled
& (1<<0),
260 texUnit
->GenS
.Mode
);
261 key
->unit
[i
].texgen_mode1
=
262 translate_texgen( texUnit
->TexGenEnabled
& (1<<1),
263 texUnit
->GenT
.Mode
);
264 key
->unit
[i
].texgen_mode2
=
265 translate_texgen( texUnit
->TexGenEnabled
& (1<<2),
266 texUnit
->GenR
.Mode
);
267 key
->unit
[i
].texgen_mode3
=
268 translate_texgen( texUnit
->TexGenEnabled
& (1<<3),
269 texUnit
->GenQ
.Mode
);
276 /* Very useful debugging tool - produces annotated listing of
277 * generated program with line/function references for each
278 * instruction back into this file:
283 /* Use uregs to represent registers internally, translate to Mesa's
284 * expected formats on emit.
286 * NOTE: These are passed by value extensively in this file rather
287 * than as usual by pointer reference. If this disturbs you, try
288 * remembering they are just 32bits in size.
290 * GCC is smart enough to deal with these dword-sized structures in
291 * much the same way as if I had defined them as dwords and was using
292 * macros to access and set the fields. This is much nicer and easier
297 GLint idx
:9; /* relative addressing may be negative */
298 /* sizeof(idx) should == sizeof(prog_src_reg::Index) */
306 const struct state_key
*state
;
307 struct gl_program
*program
;
308 GLuint max_inst
; /** number of instructions allocated for program */
309 GLboolean mvp_with_dp4
;
312 GLuint temp_reserved
;
314 struct ureg eye_position
;
315 struct ureg eye_position_z
;
316 struct ureg eye_position_normalized
;
317 struct ureg transformed_normal
;
318 struct ureg identity
;
321 GLuint color_materials
;
325 static const struct ureg undef
= {
343 static struct ureg
make_ureg(GLuint file
, GLint idx
)
349 reg
.swz
= SWIZZLE_NOOP
;
355 static struct ureg
negate( struct ureg reg
)
362 static struct ureg
swizzle( struct ureg reg
, int x
, int y
, int z
, int w
)
364 reg
.swz
= MAKE_SWIZZLE4(GET_SWZ(reg
.swz
, x
),
367 GET_SWZ(reg
.swz
, w
));
372 static struct ureg
swizzle1( struct ureg reg
, int x
)
374 return swizzle(reg
, x
, x
, x
, x
);
378 static struct ureg
get_temp( struct tnl_program
*p
)
380 int bit
= ffs( ~p
->temp_in_use
);
382 _mesa_problem(NULL
, "%s: out of temporaries\n", __FILE__
);
386 if ((GLuint
) bit
> p
->program
->arb
.NumTemporaries
)
387 p
->program
->arb
.NumTemporaries
= bit
;
389 p
->temp_in_use
|= 1<<(bit
-1);
390 return make_ureg(PROGRAM_TEMPORARY
, bit
-1);
394 static struct ureg
reserve_temp( struct tnl_program
*p
)
396 struct ureg temp
= get_temp( p
);
397 p
->temp_reserved
|= 1<<temp
.idx
;
402 static void release_temp( struct tnl_program
*p
, struct ureg reg
)
404 if (reg
.file
== PROGRAM_TEMPORARY
) {
405 p
->temp_in_use
&= ~(1<<reg
.idx
);
406 p
->temp_in_use
|= p
->temp_reserved
; /* can't release reserved temps */
410 static void release_temps( struct tnl_program
*p
)
412 p
->temp_in_use
= p
->temp_reserved
;
416 static struct ureg
register_param5(struct tnl_program
*p
,
423 gl_state_index tokens
[STATE_LENGTH
];
430 idx
= _mesa_add_state_reference(p
->program
->Parameters
, tokens
);
431 return make_ureg(PROGRAM_STATE_VAR
, idx
);
435 #define register_param1(p,s0) register_param5(p,s0,0,0,0,0)
436 #define register_param2(p,s0,s1) register_param5(p,s0,s1,0,0,0)
437 #define register_param3(p,s0,s1,s2) register_param5(p,s0,s1,s2,0,0)
438 #define register_param4(p,s0,s1,s2,s3) register_param5(p,s0,s1,s2,s3,0)
443 * \param input one of VERT_ATTRIB_x tokens.
445 static struct ureg
register_input( struct tnl_program
*p
, GLuint input
)
447 assert(input
< VERT_ATTRIB_MAX
);
449 if (p
->state
->varying_vp_inputs
& VERT_BIT(input
)) {
450 p
->program
->info
.inputs_read
|= VERT_BIT(input
);
451 return make_ureg(PROGRAM_INPUT
, input
);
454 return register_param3( p
, STATE_INTERNAL
, STATE_CURRENT_ATTRIB
, input
);
460 * \param input one of VARYING_SLOT_x tokens.
462 static struct ureg
register_output( struct tnl_program
*p
, GLuint output
)
464 p
->program
->info
.outputs_written
|= BITFIELD64_BIT(output
);
465 return make_ureg(PROGRAM_OUTPUT
, output
);
469 static struct ureg
register_const4f( struct tnl_program
*p
,
475 gl_constant_value values
[4];
482 idx
= _mesa_add_unnamed_constant(p
->program
->Parameters
, values
, 4,
484 assert(swizzle
== SWIZZLE_NOOP
);
485 return make_ureg(PROGRAM_CONSTANT
, idx
);
488 #define register_const1f(p, s0) register_const4f(p, s0, 0, 0, 1)
489 #define register_scalar_const(p, s0) register_const4f(p, s0, s0, s0, s0)
490 #define register_const2f(p, s0, s1) register_const4f(p, s0, s1, 0, 1)
491 #define register_const3f(p, s0, s1, s2) register_const4f(p, s0, s1, s2, 1)
493 static GLboolean
is_undef( struct ureg reg
)
495 return reg
.file
== PROGRAM_UNDEFINED
;
499 static struct ureg
get_identity_param( struct tnl_program
*p
)
501 if (is_undef(p
->identity
))
502 p
->identity
= register_const4f(p
, 0,0,0,1);
507 static void register_matrix_param5( struct tnl_program
*p
,
508 GLint s0
, /* modelview, projection, etc */
509 GLint s1
, /* texture matrix number */
510 GLint s2
, /* first row */
511 GLint s3
, /* last row */
512 GLint s4
, /* inverse, transpose, etc */
513 struct ureg
*matrix
)
517 /* This is a bit sad as the support is there to pull the whole
518 * matrix out in one go:
520 for (i
= 0; i
<= s3
- s2
; i
++)
521 matrix
[i
] = register_param5( p
, s0
, s1
, i
, i
, s4
);
525 static void emit_arg( struct prog_src_register
*src
,
528 src
->File
= reg
.file
;
529 src
->Index
= reg
.idx
;
530 src
->Swizzle
= reg
.swz
;
531 src
->Negate
= reg
.negate
? NEGATE_XYZW
: NEGATE_NONE
;
533 /* Check that bitfield sizes aren't exceeded */
534 assert(src
->Index
== reg
.idx
);
538 static void emit_dst( struct prog_dst_register
*dst
,
539 struct ureg reg
, GLuint mask
)
541 dst
->File
= reg
.file
;
542 dst
->Index
= reg
.idx
;
543 /* allow zero as a shorthand for xyzw */
544 dst
->WriteMask
= mask
? mask
: WRITEMASK_XYZW
;
545 /* Check that bitfield sizes aren't exceeded */
546 assert(dst
->Index
== reg
.idx
);
550 static void debug_insn( struct prog_instruction
*inst
, const char *fn
,
554 static const char *last_fn
;
561 printf("%d:\t", line
);
562 _mesa_print_instruction(inst
);
567 static void emit_op3fn(struct tnl_program
*p
,
578 struct prog_instruction
*inst
;
580 assert(p
->program
->arb
.NumInstructions
<= p
->max_inst
);
582 if (p
->program
->arb
.NumInstructions
== p
->max_inst
) {
583 /* need to extend the program's instruction array */
584 struct prog_instruction
*newInst
;
586 /* double the size */
590 rzalloc_array(p
->program
, struct prog_instruction
, p
->max_inst
);
592 _mesa_error(NULL
, GL_OUT_OF_MEMORY
, "vertex program build");
596 _mesa_copy_instructions(newInst
, p
->program
->arb
.Instructions
,
597 p
->program
->arb
.NumInstructions
);
599 ralloc_free(p
->program
->arb
.Instructions
);
601 p
->program
->arb
.Instructions
= newInst
;
604 nr
= p
->program
->arb
.NumInstructions
++;
606 inst
= &p
->program
->arb
.Instructions
[nr
];
607 inst
->Opcode
= (enum prog_opcode
) op
;
609 emit_arg( &inst
->SrcReg
[0], src0
);
610 emit_arg( &inst
->SrcReg
[1], src1
);
611 emit_arg( &inst
->SrcReg
[2], src2
);
613 emit_dst( &inst
->DstReg
, dest
, mask
);
615 debug_insn(inst
, fn
, line
);
619 #define emit_op3(p, op, dst, mask, src0, src1, src2) \
620 emit_op3fn(p, op, dst, mask, src0, src1, src2, __func__, __LINE__)
622 #define emit_op2(p, op, dst, mask, src0, src1) \
623 emit_op3fn(p, op, dst, mask, src0, src1, undef, __func__, __LINE__)
625 #define emit_op1(p, op, dst, mask, src0) \
626 emit_op3fn(p, op, dst, mask, src0, undef, undef, __func__, __LINE__)
629 static struct ureg
make_temp( struct tnl_program
*p
, struct ureg reg
)
631 if (reg
.file
== PROGRAM_TEMPORARY
&&
632 !(p
->temp_reserved
& (1<<reg
.idx
)))
635 struct ureg temp
= get_temp(p
);
636 emit_op1(p
, OPCODE_MOV
, temp
, 0, reg
);
642 /* Currently no tracking performed of input/output/register size or
643 * active elements. Could be used to reduce these operations, as
644 * could the matrix type.
646 static void emit_matrix_transform_vec4( struct tnl_program
*p
,
648 const struct ureg
*mat
,
651 emit_op2(p
, OPCODE_DP4
, dest
, WRITEMASK_X
, src
, mat
[0]);
652 emit_op2(p
, OPCODE_DP4
, dest
, WRITEMASK_Y
, src
, mat
[1]);
653 emit_op2(p
, OPCODE_DP4
, dest
, WRITEMASK_Z
, src
, mat
[2]);
654 emit_op2(p
, OPCODE_DP4
, dest
, WRITEMASK_W
, src
, mat
[3]);
658 /* This version is much easier to implement if writemasks are not
659 * supported natively on the target or (like SSE), the target doesn't
660 * have a clean/obvious dotproduct implementation.
662 static void emit_transpose_matrix_transform_vec4( struct tnl_program
*p
,
664 const struct ureg
*mat
,
669 if (dest
.file
!= PROGRAM_TEMPORARY
)
674 emit_op2(p
, OPCODE_MUL
, tmp
, 0, swizzle1(src
,X
), mat
[0]);
675 emit_op3(p
, OPCODE_MAD
, tmp
, 0, swizzle1(src
,Y
), mat
[1], tmp
);
676 emit_op3(p
, OPCODE_MAD
, tmp
, 0, swizzle1(src
,Z
), mat
[2], tmp
);
677 emit_op3(p
, OPCODE_MAD
, dest
, 0, swizzle1(src
,W
), mat
[3], tmp
);
679 if (dest
.file
!= PROGRAM_TEMPORARY
)
680 release_temp(p
, tmp
);
684 static void emit_matrix_transform_vec3( struct tnl_program
*p
,
686 const struct ureg
*mat
,
689 emit_op2(p
, OPCODE_DP3
, dest
, WRITEMASK_X
, src
, mat
[0]);
690 emit_op2(p
, OPCODE_DP3
, dest
, WRITEMASK_Y
, src
, mat
[1]);
691 emit_op2(p
, OPCODE_DP3
, dest
, WRITEMASK_Z
, src
, mat
[2]);
695 static void emit_normalize_vec3( struct tnl_program
*p
,
699 struct ureg tmp
= get_temp(p
);
700 emit_op2(p
, OPCODE_DP3
, tmp
, WRITEMASK_X
, src
, src
);
701 emit_op1(p
, OPCODE_RSQ
, tmp
, WRITEMASK_X
, tmp
);
702 emit_op2(p
, OPCODE_MUL
, dest
, 0, src
, swizzle1(tmp
, X
));
703 release_temp(p
, tmp
);
707 static void emit_passthrough( struct tnl_program
*p
,
711 struct ureg out
= register_output(p
, output
);
712 emit_op1(p
, OPCODE_MOV
, out
, 0, register_input(p
, input
));
716 static struct ureg
get_eye_position( struct tnl_program
*p
)
718 if (is_undef(p
->eye_position
)) {
719 struct ureg pos
= register_input( p
, VERT_ATTRIB_POS
);
720 struct ureg modelview
[4];
722 p
->eye_position
= reserve_temp(p
);
724 if (p
->mvp_with_dp4
) {
725 register_matrix_param5( p
, STATE_MODELVIEW_MATRIX
, 0, 0, 3,
728 emit_matrix_transform_vec4(p
, p
->eye_position
, modelview
, pos
);
731 register_matrix_param5( p
, STATE_MODELVIEW_MATRIX
, 0, 0, 3,
732 STATE_MATRIX_TRANSPOSE
, modelview
);
734 emit_transpose_matrix_transform_vec4(p
, p
->eye_position
, modelview
, pos
);
738 return p
->eye_position
;
742 static struct ureg
get_eye_position_z( struct tnl_program
*p
)
744 if (!is_undef(p
->eye_position
))
745 return swizzle1(p
->eye_position
, Z
);
747 if (is_undef(p
->eye_position_z
)) {
748 struct ureg pos
= register_input( p
, VERT_ATTRIB_POS
);
749 struct ureg modelview
[4];
751 p
->eye_position_z
= reserve_temp(p
);
753 register_matrix_param5( p
, STATE_MODELVIEW_MATRIX
, 0, 0, 3,
756 emit_op2(p
, OPCODE_DP4
, p
->eye_position_z
, 0, pos
, modelview
[2]);
759 return p
->eye_position_z
;
763 static struct ureg
get_eye_position_normalized( struct tnl_program
*p
)
765 if (is_undef(p
->eye_position_normalized
)) {
766 struct ureg eye
= get_eye_position(p
);
767 p
->eye_position_normalized
= reserve_temp(p
);
768 emit_normalize_vec3(p
, p
->eye_position_normalized
, eye
);
771 return p
->eye_position_normalized
;
775 static struct ureg
get_transformed_normal( struct tnl_program
*p
)
777 if (is_undef(p
->transformed_normal
) &&
778 !p
->state
->need_eye_coords
&&
779 !p
->state
->normalize
&&
780 !(p
->state
->need_eye_coords
== p
->state
->rescale_normals
))
782 p
->transformed_normal
= register_input(p
, VERT_ATTRIB_NORMAL
);
784 else if (is_undef(p
->transformed_normal
))
786 struct ureg normal
= register_input(p
, VERT_ATTRIB_NORMAL
);
787 struct ureg mvinv
[3];
788 struct ureg transformed_normal
= reserve_temp(p
);
790 if (p
->state
->need_eye_coords
) {
791 register_matrix_param5( p
, STATE_MODELVIEW_MATRIX
, 0, 0, 2,
792 STATE_MATRIX_INVTRANS
, mvinv
);
794 /* Transform to eye space:
796 emit_matrix_transform_vec3( p
, transformed_normal
, mvinv
, normal
);
797 normal
= transformed_normal
;
800 /* Normalize/Rescale:
802 if (p
->state
->normalize
) {
803 emit_normalize_vec3( p
, transformed_normal
, normal
);
804 normal
= transformed_normal
;
806 else if (p
->state
->need_eye_coords
== p
->state
->rescale_normals
) {
807 /* This is already adjusted for eye/non-eye rendering:
809 struct ureg rescale
= register_param2(p
, STATE_INTERNAL
,
812 emit_op2( p
, OPCODE_MUL
, transformed_normal
, 0, normal
, rescale
);
813 normal
= transformed_normal
;
816 assert(normal
.file
== PROGRAM_TEMPORARY
);
817 p
->transformed_normal
= normal
;
820 return p
->transformed_normal
;
824 static void build_hpos( struct tnl_program
*p
)
826 struct ureg pos
= register_input( p
, VERT_ATTRIB_POS
);
827 struct ureg hpos
= register_output( p
, VARYING_SLOT_POS
);
830 if (p
->mvp_with_dp4
) {
831 register_matrix_param5( p
, STATE_MVP_MATRIX
, 0, 0, 3,
833 emit_matrix_transform_vec4( p
, hpos
, mvp
, pos
);
836 register_matrix_param5( p
, STATE_MVP_MATRIX
, 0, 0, 3,
837 STATE_MATRIX_TRANSPOSE
, mvp
);
838 emit_transpose_matrix_transform_vec4( p
, hpos
, mvp
, pos
);
843 static GLuint
material_attrib( GLuint side
, GLuint property
)
845 return (property
- STATE_AMBIENT
) * 2 + side
;
850 * Get a bitmask of which material values vary on a per-vertex basis.
852 static void set_material_flags( struct tnl_program
*p
)
854 p
->color_materials
= 0;
857 if (p
->state
->varying_vp_inputs
& VERT_BIT_COLOR0
) {
859 p
->color_materials
= p
->state
->light_color_material_mask
;
862 p
->materials
|= (p
->state
->varying_vp_inputs
>> VERT_ATTRIB_GENERIC0
);
866 static struct ureg
get_material( struct tnl_program
*p
, GLuint side
,
869 GLuint attrib
= material_attrib(side
, property
);
871 if (p
->color_materials
& (1<<attrib
))
872 return register_input(p
, VERT_ATTRIB_COLOR0
);
873 else if (p
->materials
& (1<<attrib
)) {
874 /* Put material values in the GENERIC slots -- they are not used
875 * for anything in fixed function mode.
877 return register_input( p
, attrib
+ VERT_ATTRIB_GENERIC0
);
880 return register_param3( p
, STATE_MATERIAL
, side
, property
);
883 #define SCENE_COLOR_BITS(side) (( MAT_BIT_FRONT_EMISSION | \
884 MAT_BIT_FRONT_AMBIENT | \
885 MAT_BIT_FRONT_DIFFUSE) << (side))
889 * Either return a precalculated constant value or emit code to
890 * calculate these values dynamically in the case where material calls
891 * are present between begin/end pairs.
893 * Probably want to shift this to the program compilation phase - if
894 * we always emitted the calculation here, a smart compiler could
895 * detect that it was constant (given a certain set of inputs), and
896 * lift it out of the main loop. That way the programs created here
897 * would be independent of the vertex_buffer details.
899 static struct ureg
get_scenecolor( struct tnl_program
*p
, GLuint side
)
901 if (p
->materials
& SCENE_COLOR_BITS(side
)) {
902 struct ureg lm_ambient
= register_param1(p
, STATE_LIGHTMODEL_AMBIENT
);
903 struct ureg material_emission
= get_material(p
, side
, STATE_EMISSION
);
904 struct ureg material_ambient
= get_material(p
, side
, STATE_AMBIENT
);
905 struct ureg material_diffuse
= get_material(p
, side
, STATE_DIFFUSE
);
906 struct ureg tmp
= make_temp(p
, material_diffuse
);
907 emit_op3(p
, OPCODE_MAD
, tmp
, WRITEMASK_XYZ
, lm_ambient
,
908 material_ambient
, material_emission
);
912 return register_param2( p
, STATE_LIGHTMODEL_SCENECOLOR
, side
);
916 static struct ureg
get_lightprod( struct tnl_program
*p
, GLuint light
,
917 GLuint side
, GLuint property
)
919 GLuint attrib
= material_attrib(side
, property
);
920 if (p
->materials
& (1<<attrib
)) {
921 struct ureg light_value
=
922 register_param3(p
, STATE_LIGHT
, light
, property
);
923 struct ureg material_value
= get_material(p
, side
, property
);
924 struct ureg tmp
= get_temp(p
);
925 emit_op2(p
, OPCODE_MUL
, tmp
, 0, light_value
, material_value
);
929 return register_param4(p
, STATE_LIGHTPROD
, light
, side
, property
);
933 static struct ureg
calculate_light_attenuation( struct tnl_program
*p
,
938 struct ureg attenuation
= register_param3(p
, STATE_LIGHT
, i
,
940 struct ureg att
= undef
;
942 /* Calculate spot attenuation:
944 if (!p
->state
->unit
[i
].light_spotcutoff_is_180
) {
945 struct ureg spot_dir_norm
= register_param3(p
, STATE_INTERNAL
,
946 STATE_LIGHT_SPOT_DIR_NORMALIZED
, i
);
947 struct ureg spot
= get_temp(p
);
948 struct ureg slt
= get_temp(p
);
952 emit_op2(p
, OPCODE_DP3
, spot
, 0, negate(VPpli
), spot_dir_norm
);
953 emit_op2(p
, OPCODE_SLT
, slt
, 0, swizzle1(spot_dir_norm
,W
), spot
);
954 emit_op1(p
, OPCODE_ABS
, spot
, 0, spot
);
955 emit_op2(p
, OPCODE_POW
, spot
, 0, spot
, swizzle1(attenuation
, W
));
956 emit_op2(p
, OPCODE_MUL
, att
, 0, slt
, spot
);
958 release_temp(p
, spot
);
959 release_temp(p
, slt
);
962 /* Calculate distance attenuation(See formula (2.4) at glspec 2.1 page 62):
964 * Skip the calucation when _dist_ is undefined(light_eyepos3_is_zero)
966 if (p
->state
->unit
[i
].light_attenuated
&& !is_undef(dist
)) {
970 emit_op1(p
, OPCODE_RCP
, dist
, WRITEMASK_YZ
, dist
);
972 emit_op2(p
, OPCODE_MUL
, dist
, WRITEMASK_XZ
, dist
, swizzle1(dist
,Y
));
974 emit_op2(p
, OPCODE_DP3
, dist
, 0, attenuation
, dist
);
976 if (!p
->state
->unit
[i
].light_spotcutoff_is_180
) {
978 emit_op1(p
, OPCODE_RCP
, dist
, 0, dist
);
979 /* spot-atten * dist-atten */
980 emit_op2(p
, OPCODE_MUL
, att
, 0, dist
, att
);
984 emit_op1(p
, OPCODE_RCP
, att
, 0, dist
);
994 * lit.y = MAX(0, dots.x)
995 * lit.z = SLT(0, dots.x)
997 static void emit_degenerate_lit( struct tnl_program
*p
,
1001 struct ureg id
= get_identity_param(p
); /* id = {0,0,0,1} */
1003 /* Note that lit.x & lit.w will not be examined. Note also that
1004 * dots.xyzw == dots.xxxx.
1007 /* MAX lit, id, dots;
1009 emit_op2(p
, OPCODE_MAX
, lit
, WRITEMASK_XYZW
, id
, dots
);
1011 /* result[2] = (in > 0 ? 1 : 0)
1012 * SLT lit.z, id.z, dots; # lit.z = (0 < dots.z) ? 1 : 0
1014 emit_op2(p
, OPCODE_SLT
, lit
, WRITEMASK_Z
, swizzle1(id
,Z
), dots
);
1018 /* Need to add some addtional parameters to allow lighting in object
1019 * space - STATE_SPOT_DIRECTION and STATE_HALF_VECTOR implicitly assume eye
1022 static void build_lighting( struct tnl_program
*p
)
1024 const GLboolean twoside
= p
->state
->light_twoside
;
1025 const GLboolean separate
= p
->state
->separate_specular
;
1026 GLuint nr_lights
= 0, count
= 0;
1027 struct ureg normal
= get_transformed_normal(p
);
1028 struct ureg lit
= get_temp(p
);
1029 struct ureg dots
= get_temp(p
);
1030 struct ureg _col0
= undef
, _col1
= undef
;
1031 struct ureg _bfc0
= undef
, _bfc1
= undef
;
1036 * dots.x = dot(normal, VPpli)
1037 * dots.y = dot(normal, halfAngle)
1038 * dots.z = back.shininess
1039 * dots.w = front.shininess
1042 for (i
= 0; i
< MAX_LIGHTS
; i
++)
1043 if (p
->state
->unit
[i
].light_enabled
)
1046 set_material_flags(p
);
1049 if (!p
->state
->material_shininess_is_zero
) {
1050 struct ureg shininess
= get_material(p
, 0, STATE_SHININESS
);
1051 emit_op1(p
, OPCODE_MOV
, dots
, WRITEMASK_W
, swizzle1(shininess
,X
));
1052 release_temp(p
, shininess
);
1055 _col0
= make_temp(p
, get_scenecolor(p
, 0));
1057 _col1
= make_temp(p
, get_identity_param(p
));
1063 if (!p
->state
->material_shininess_is_zero
) {
1064 /* Note that we negate the back-face specular exponent here.
1065 * The negation will be un-done later in the back-face code below.
1067 struct ureg shininess
= get_material(p
, 1, STATE_SHININESS
);
1068 emit_op1(p
, OPCODE_MOV
, dots
, WRITEMASK_Z
,
1069 negate(swizzle1(shininess
,X
)));
1070 release_temp(p
, shininess
);
1073 _bfc0
= make_temp(p
, get_scenecolor(p
, 1));
1075 _bfc1
= make_temp(p
, get_identity_param(p
));
1080 /* If no lights, still need to emit the scenecolor.
1083 struct ureg res0
= register_output( p
, VARYING_SLOT_COL0
);
1084 emit_op1(p
, OPCODE_MOV
, res0
, 0, _col0
);
1088 struct ureg res1
= register_output( p
, VARYING_SLOT_COL1
);
1089 emit_op1(p
, OPCODE_MOV
, res1
, 0, _col1
);
1093 struct ureg res0
= register_output( p
, VARYING_SLOT_BFC0
);
1094 emit_op1(p
, OPCODE_MOV
, res0
, 0, _bfc0
);
1097 if (twoside
&& separate
) {
1098 struct ureg res1
= register_output( p
, VARYING_SLOT_BFC1
);
1099 emit_op1(p
, OPCODE_MOV
, res1
, 0, _bfc1
);
1102 if (nr_lights
== 0) {
1107 for (i
= 0; i
< MAX_LIGHTS
; i
++) {
1108 if (p
->state
->unit
[i
].light_enabled
) {
1109 struct ureg half
= undef
;
1110 struct ureg att
= undef
, VPpli
= undef
;
1111 struct ureg dist
= undef
;
1114 if (p
->state
->unit
[i
].light_eyepos3_is_zero
) {
1115 VPpli
= register_param3(p
, STATE_INTERNAL
,
1116 STATE_LIGHT_POSITION_NORMALIZED
, i
);
1118 struct ureg Ppli
= register_param3(p
, STATE_INTERNAL
,
1119 STATE_LIGHT_POSITION
, i
);
1120 struct ureg V
= get_eye_position(p
);
1122 VPpli
= get_temp(p
);
1125 /* Calculate VPpli vector
1127 emit_op2(p
, OPCODE_SUB
, VPpli
, 0, Ppli
, V
);
1129 /* Normalize VPpli. The dist value also used in
1130 * attenuation below.
1132 emit_op2(p
, OPCODE_DP3
, dist
, 0, VPpli
, VPpli
);
1133 emit_op1(p
, OPCODE_RSQ
, dist
, 0, dist
);
1134 emit_op2(p
, OPCODE_MUL
, VPpli
, 0, VPpli
, dist
);
1137 /* Calculate attenuation:
1139 att
= calculate_light_attenuation(p
, i
, VPpli
, dist
);
1140 release_temp(p
, dist
);
1142 /* Calculate viewer direction, or use infinite viewer:
1144 if (!p
->state
->material_shininess_is_zero
) {
1145 if (p
->state
->light_local_viewer
) {
1146 struct ureg eye_hat
= get_eye_position_normalized(p
);
1148 emit_op2(p
, OPCODE_SUB
, half
, 0, VPpli
, eye_hat
);
1149 emit_normalize_vec3(p
, half
, half
);
1150 } else if (p
->state
->unit
[i
].light_eyepos3_is_zero
) {
1151 half
= register_param3(p
, STATE_INTERNAL
,
1152 STATE_LIGHT_HALF_VECTOR
, i
);
1154 struct ureg z_dir
= swizzle(get_identity_param(p
),X
,Y
,W
,Z
);
1156 emit_op2(p
, OPCODE_ADD
, half
, 0, VPpli
, z_dir
);
1157 emit_normalize_vec3(p
, half
, half
);
1161 /* Calculate dot products:
1163 if (p
->state
->material_shininess_is_zero
) {
1164 emit_op2(p
, OPCODE_DP3
, dots
, 0, normal
, VPpli
);
1167 emit_op2(p
, OPCODE_DP3
, dots
, WRITEMASK_X
, normal
, VPpli
);
1168 emit_op2(p
, OPCODE_DP3
, dots
, WRITEMASK_Y
, normal
, half
);
1171 /* Front face lighting:
1174 struct ureg ambient
= get_lightprod(p
, i
, 0, STATE_AMBIENT
);
1175 struct ureg diffuse
= get_lightprod(p
, i
, 0, STATE_DIFFUSE
);
1176 struct ureg specular
= get_lightprod(p
, i
, 0, STATE_SPECULAR
);
1177 struct ureg res0
, res1
;
1178 GLuint mask0
, mask1
;
1180 if (count
== nr_lights
) {
1182 mask0
= WRITEMASK_XYZ
;
1183 mask1
= WRITEMASK_XYZ
;
1184 res0
= register_output( p
, VARYING_SLOT_COL0
);
1185 res1
= register_output( p
, VARYING_SLOT_COL1
);
1189 mask1
= WRITEMASK_XYZ
;
1191 res1
= register_output( p
, VARYING_SLOT_COL0
);
1201 if (!is_undef(att
)) {
1202 /* light is attenuated by distance */
1203 emit_op1(p
, OPCODE_LIT
, lit
, 0, dots
);
1204 emit_op2(p
, OPCODE_MUL
, lit
, 0, lit
, att
);
1205 emit_op3(p
, OPCODE_MAD
, _col0
, 0, swizzle1(lit
,X
), ambient
, _col0
);
1207 else if (!p
->state
->material_shininess_is_zero
) {
1208 /* there's a non-zero specular term */
1209 emit_op1(p
, OPCODE_LIT
, lit
, 0, dots
);
1210 emit_op2(p
, OPCODE_ADD
, _col0
, 0, ambient
, _col0
);
1213 /* no attenutation, no specular */
1214 emit_degenerate_lit(p
, lit
, dots
);
1215 emit_op2(p
, OPCODE_ADD
, _col0
, 0, ambient
, _col0
);
1218 emit_op3(p
, OPCODE_MAD
, res0
, mask0
, swizzle1(lit
,Y
), diffuse
, _col0
);
1219 emit_op3(p
, OPCODE_MAD
, res1
, mask1
, swizzle1(lit
,Z
), specular
, _col1
);
1221 release_temp(p
, ambient
);
1222 release_temp(p
, diffuse
);
1223 release_temp(p
, specular
);
1226 /* Back face lighting:
1229 struct ureg ambient
= get_lightprod(p
, i
, 1, STATE_AMBIENT
);
1230 struct ureg diffuse
= get_lightprod(p
, i
, 1, STATE_DIFFUSE
);
1231 struct ureg specular
= get_lightprod(p
, i
, 1, STATE_SPECULAR
);
1232 struct ureg res0
, res1
;
1233 GLuint mask0
, mask1
;
1235 if (count
== nr_lights
) {
1237 mask0
= WRITEMASK_XYZ
;
1238 mask1
= WRITEMASK_XYZ
;
1239 res0
= register_output( p
, VARYING_SLOT_BFC0
);
1240 res1
= register_output( p
, VARYING_SLOT_BFC1
);
1244 mask1
= WRITEMASK_XYZ
;
1246 res1
= register_output( p
, VARYING_SLOT_BFC0
);
1256 /* For the back face we need to negate the X and Y component
1257 * dot products. dots.Z has the negated back-face specular
1258 * exponent. We swizzle that into the W position. This
1259 * negation makes the back-face specular term positive again.
1261 dots
= negate(swizzle(dots
,X
,Y
,W
,Z
));
1263 if (!is_undef(att
)) {
1264 emit_op1(p
, OPCODE_LIT
, lit
, 0, dots
);
1265 emit_op2(p
, OPCODE_MUL
, lit
, 0, lit
, att
);
1266 emit_op3(p
, OPCODE_MAD
, _bfc0
, 0, swizzle1(lit
,X
), ambient
, _bfc0
);
1268 else if (!p
->state
->material_shininess_is_zero
) {
1269 emit_op1(p
, OPCODE_LIT
, lit
, 0, dots
);
1270 emit_op2(p
, OPCODE_ADD
, _bfc0
, 0, ambient
, _bfc0
); /**/
1273 emit_degenerate_lit(p
, lit
, dots
);
1274 emit_op2(p
, OPCODE_ADD
, _bfc0
, 0, ambient
, _bfc0
);
1277 emit_op3(p
, OPCODE_MAD
, res0
, mask0
, swizzle1(lit
,Y
), diffuse
, _bfc0
);
1278 emit_op3(p
, OPCODE_MAD
, res1
, mask1
, swizzle1(lit
,Z
), specular
, _bfc1
);
1279 /* restore dots to its original state for subsequent lights
1280 * by negating and swizzling again.
1282 dots
= negate(swizzle(dots
,X
,Y
,W
,Z
));
1284 release_temp(p
, ambient
);
1285 release_temp(p
, diffuse
);
1286 release_temp(p
, specular
);
1289 release_temp(p
, half
);
1290 release_temp(p
, VPpli
);
1291 release_temp(p
, att
);
1299 static void build_fog( struct tnl_program
*p
)
1301 struct ureg fog
= register_output(p
, VARYING_SLOT_FOGC
);
1304 if (p
->state
->fog_source_is_depth
) {
1306 switch (p
->state
->fog_distance_mode
) {
1307 case FDM_EYE_RADIAL
: /* Z = sqrt(Xe*Xe + Ye*Ye + Ze*Ze) */
1308 input
= get_eye_position(p
);
1309 emit_op2(p
, OPCODE_DP3
, fog
, WRITEMASK_X
, input
, input
);
1310 emit_op1(p
, OPCODE_RSQ
, fog
, WRITEMASK_X
, fog
);
1311 emit_op1(p
, OPCODE_RCP
, fog
, WRITEMASK_X
, fog
);
1313 case FDM_EYE_PLANE
: /* Z = Ze */
1314 input
= get_eye_position_z(p
);
1315 emit_op1(p
, OPCODE_MOV
, fog
, WRITEMASK_X
, input
);
1317 case FDM_EYE_PLANE_ABS
: /* Z = abs(Ze) */
1318 input
= get_eye_position_z(p
);
1319 emit_op1(p
, OPCODE_ABS
, fog
, WRITEMASK_X
, input
);
1322 assert(!"Bad fog mode in build_fog()");
1328 input
= swizzle1(register_input(p
, VERT_ATTRIB_FOG
), X
);
1329 emit_op1(p
, OPCODE_ABS
, fog
, WRITEMASK_X
, input
);
1332 emit_op1(p
, OPCODE_MOV
, fog
, WRITEMASK_YZW
, get_identity_param(p
));
1336 static void build_reflect_texgen( struct tnl_program
*p
,
1340 struct ureg normal
= get_transformed_normal(p
);
1341 struct ureg eye_hat
= get_eye_position_normalized(p
);
1342 struct ureg tmp
= get_temp(p
);
1345 emit_op2(p
, OPCODE_DP3
, tmp
, 0, normal
, eye_hat
);
1347 emit_op2(p
, OPCODE_ADD
, tmp
, 0, tmp
, tmp
);
1349 emit_op3(p
, OPCODE_MAD
, dest
, writemask
, negate(tmp
), normal
, eye_hat
);
1351 release_temp(p
, tmp
);
1355 static void build_sphere_texgen( struct tnl_program
*p
,
1359 struct ureg normal
= get_transformed_normal(p
);
1360 struct ureg eye_hat
= get_eye_position_normalized(p
);
1361 struct ureg tmp
= get_temp(p
);
1362 struct ureg half
= register_scalar_const(p
, .5);
1363 struct ureg r
= get_temp(p
);
1364 struct ureg inv_m
= get_temp(p
);
1365 struct ureg id
= get_identity_param(p
);
1367 /* Could share the above calculations, but it would be
1368 * a fairly odd state for someone to set (both sphere and
1369 * reflection active for different texture coordinate
1370 * components. Of course - if two texture units enable
1371 * reflect and/or sphere, things start to tilt in favour
1372 * of seperating this out:
1376 emit_op2(p
, OPCODE_DP3
, tmp
, 0, normal
, eye_hat
);
1378 emit_op2(p
, OPCODE_ADD
, tmp
, 0, tmp
, tmp
);
1380 emit_op3(p
, OPCODE_MAD
, r
, 0, negate(tmp
), normal
, eye_hat
);
1382 emit_op2(p
, OPCODE_ADD
, tmp
, 0, r
, swizzle(id
,X
,Y
,W
,Z
));
1383 /* rx^2 + ry^2 + (rz+1)^2 */
1384 emit_op2(p
, OPCODE_DP3
, tmp
, 0, tmp
, tmp
);
1386 emit_op1(p
, OPCODE_RSQ
, tmp
, 0, tmp
);
1388 emit_op2(p
, OPCODE_MUL
, inv_m
, 0, tmp
, half
);
1390 emit_op3(p
, OPCODE_MAD
, dest
, writemask
, r
, inv_m
, half
);
1392 release_temp(p
, tmp
);
1394 release_temp(p
, inv_m
);
1398 static void build_texture_transform( struct tnl_program
*p
)
1402 for (i
= 0; i
< MAX_TEXTURE_COORD_UNITS
; i
++) {
1404 if (!(p
->state
->fragprog_inputs_read
& VARYING_BIT_TEX(i
)))
1407 if (p
->state
->unit
[i
].coord_replace
)
1410 if (p
->state
->unit
[i
].texgen_enabled
||
1411 p
->state
->unit
[i
].texmat_enabled
) {
1413 GLuint texmat_enabled
= p
->state
->unit
[i
].texmat_enabled
;
1414 struct ureg out
= register_output(p
, VARYING_SLOT_TEX0
+ i
);
1415 struct ureg out_texgen
= undef
;
1417 if (p
->state
->unit
[i
].texgen_enabled
) {
1418 GLuint copy_mask
= 0;
1419 GLuint sphere_mask
= 0;
1420 GLuint reflect_mask
= 0;
1421 GLuint normal_mask
= 0;
1425 out_texgen
= get_temp(p
);
1429 modes
[0] = p
->state
->unit
[i
].texgen_mode0
;
1430 modes
[1] = p
->state
->unit
[i
].texgen_mode1
;
1431 modes
[2] = p
->state
->unit
[i
].texgen_mode2
;
1432 modes
[3] = p
->state
->unit
[i
].texgen_mode3
;
1434 for (j
= 0; j
< 4; j
++) {
1436 case TXG_OBJ_LINEAR
: {
1437 struct ureg obj
= register_input(p
, VERT_ATTRIB_POS
);
1439 register_param3(p
, STATE_TEXGEN
, i
,
1440 STATE_TEXGEN_OBJECT_S
+ j
);
1442 emit_op2(p
, OPCODE_DP4
, out_texgen
, WRITEMASK_X
<< j
,
1446 case TXG_EYE_LINEAR
: {
1447 struct ureg eye
= get_eye_position(p
);
1449 register_param3(p
, STATE_TEXGEN
, i
,
1450 STATE_TEXGEN_EYE_S
+ j
);
1452 emit_op2(p
, OPCODE_DP4
, out_texgen
, WRITEMASK_X
<< j
,
1456 case TXG_SPHERE_MAP
:
1457 sphere_mask
|= WRITEMASK_X
<< j
;
1459 case TXG_REFLECTION_MAP
:
1460 reflect_mask
|= WRITEMASK_X
<< j
;
1462 case TXG_NORMAL_MAP
:
1463 normal_mask
|= WRITEMASK_X
<< j
;
1466 copy_mask
|= WRITEMASK_X
<< j
;
1471 build_sphere_texgen(p
, out_texgen
, sphere_mask
);
1475 build_reflect_texgen(p
, out_texgen
, reflect_mask
);
1479 struct ureg normal
= get_transformed_normal(p
);
1480 emit_op1(p
, OPCODE_MOV
, out_texgen
, normal_mask
, normal
);
1484 struct ureg in
= register_input(p
, VERT_ATTRIB_TEX0
+i
);
1485 emit_op1(p
, OPCODE_MOV
, out_texgen
, copy_mask
, in
);
1489 if (texmat_enabled
) {
1490 struct ureg texmat
[4];
1491 struct ureg in
= (!is_undef(out_texgen
) ?
1493 register_input(p
, VERT_ATTRIB_TEX0
+i
));
1494 if (p
->mvp_with_dp4
) {
1495 register_matrix_param5( p
, STATE_TEXTURE_MATRIX
, i
, 0, 3,
1497 emit_matrix_transform_vec4( p
, out
, texmat
, in
);
1500 register_matrix_param5( p
, STATE_TEXTURE_MATRIX
, i
, 0, 3,
1501 STATE_MATRIX_TRANSPOSE
, texmat
);
1502 emit_transpose_matrix_transform_vec4( p
, out
, texmat
, in
);
1509 emit_passthrough(p
, VERT_ATTRIB_TEX0
+i
, VARYING_SLOT_TEX0
+i
);
1516 * Point size attenuation computation.
1518 static void build_atten_pointsize( struct tnl_program
*p
)
1520 struct ureg eye
= get_eye_position_z(p
);
1521 struct ureg state_size
= register_param2(p
, STATE_INTERNAL
, STATE_POINT_SIZE_CLAMPED
);
1522 struct ureg state_attenuation
= register_param1(p
, STATE_POINT_ATTENUATION
);
1523 struct ureg out
= register_output(p
, VARYING_SLOT_PSIZ
);
1524 struct ureg ut
= get_temp(p
);
1527 emit_op1(p
, OPCODE_ABS
, ut
, WRITEMASK_Y
, swizzle1(eye
, Z
));
1528 /* p1 + dist * (p2 + dist * p3); */
1529 emit_op3(p
, OPCODE_MAD
, ut
, WRITEMASK_X
, swizzle1(ut
, Y
),
1530 swizzle1(state_attenuation
, Z
), swizzle1(state_attenuation
, Y
));
1531 emit_op3(p
, OPCODE_MAD
, ut
, WRITEMASK_X
, swizzle1(ut
, Y
),
1532 ut
, swizzle1(state_attenuation
, X
));
1534 /* 1 / sqrt(factor) */
1535 emit_op1(p
, OPCODE_RSQ
, ut
, WRITEMASK_X
, ut
);
1538 /* out = pointSize / sqrt(factor) */
1539 emit_op2(p
, OPCODE_MUL
, out
, WRITEMASK_X
, ut
, state_size
);
1541 /* this is a good place to clamp the point size since there's likely
1542 * no hardware registers to clamp point size at rasterization time.
1544 emit_op2(p
, OPCODE_MUL
, ut
, WRITEMASK_X
, ut
, state_size
);
1545 emit_op2(p
, OPCODE_MAX
, ut
, WRITEMASK_X
, ut
, swizzle1(state_size
, Y
));
1546 emit_op2(p
, OPCODE_MIN
, out
, WRITEMASK_X
, ut
, swizzle1(state_size
, Z
));
1549 release_temp(p
, ut
);
1554 * Pass-though per-vertex point size, from user's point size array.
1556 static void build_array_pointsize( struct tnl_program
*p
)
1558 struct ureg in
= register_input(p
, VERT_ATTRIB_POINT_SIZE
);
1559 struct ureg out
= register_output(p
, VARYING_SLOT_PSIZ
);
1560 emit_op1(p
, OPCODE_MOV
, out
, WRITEMASK_X
, in
);
1564 static void build_tnl_program( struct tnl_program
*p
)
1566 /* Emit the program, starting with the modelview, projection transforms:
1570 /* Lighting calculations:
1572 if (p
->state
->fragprog_inputs_read
& (VARYING_BIT_COL0
|VARYING_BIT_COL1
)) {
1573 if (p
->state
->light_global_enabled
)
1576 if (p
->state
->fragprog_inputs_read
& VARYING_BIT_COL0
)
1577 emit_passthrough(p
, VERT_ATTRIB_COLOR0
, VARYING_SLOT_COL0
);
1579 if (p
->state
->fragprog_inputs_read
& VARYING_BIT_COL1
)
1580 emit_passthrough(p
, VERT_ATTRIB_COLOR1
, VARYING_SLOT_COL1
);
1584 if (p
->state
->fragprog_inputs_read
& VARYING_BIT_FOGC
)
1587 if (p
->state
->fragprog_inputs_read
& VARYING_BITS_TEX_ANY
)
1588 build_texture_transform(p
);
1590 if (p
->state
->point_attenuated
)
1591 build_atten_pointsize(p
);
1592 else if (p
->state
->point_array
)
1593 build_array_pointsize(p
);
1597 emit_op1(p
, OPCODE_END
, undef
, 0, undef
);
1608 create_new_program( const struct state_key
*key
,
1609 struct gl_program
*program
,
1610 GLboolean mvp_with_dp4
,
1613 struct tnl_program p
;
1615 memset(&p
, 0, sizeof(p
));
1617 p
.program
= program
;
1618 p
.eye_position
= undef
;
1619 p
.eye_position_z
= undef
;
1620 p
.eye_position_normalized
= undef
;
1621 p
.transformed_normal
= undef
;
1624 p
.mvp_with_dp4
= mvp_with_dp4
;
1626 if (max_temps
>= sizeof(int) * 8)
1627 p
.temp_reserved
= 0;
1629 p
.temp_reserved
= ~((1<<max_temps
)-1);
1631 /* Start by allocating 32 instructions.
1632 * If we need more, we'll grow the instruction array as needed.
1635 p
.program
->arb
.Instructions
=
1636 rzalloc_array(program
, struct prog_instruction
, p
.max_inst
);
1637 p
.program
->String
= NULL
;
1638 p
.program
->arb
.NumInstructions
=
1639 p
.program
->arb
.NumTemporaries
=
1640 p
.program
->arb
.NumParameters
=
1641 p
.program
->arb
.NumAttributes
= p
.program
->arb
.NumAddressRegs
= 0;
1642 p
.program
->Parameters
= _mesa_new_parameter_list();
1643 p
.program
->info
.inputs_read
= 0;
1644 p
.program
->info
.outputs_written
= 0;
1646 build_tnl_program( &p
);
1651 * Return a vertex program which implements the current fixed-function
1652 * transform/lighting/texgen operations.
1655 _mesa_get_fixed_func_vertex_program(struct gl_context
*ctx
)
1657 struct gl_program
*prog
;
1658 struct state_key key
;
1660 /* Grab all the relevant state and put it in a single structure:
1662 make_state_key(ctx
, &key
);
1664 /* Look for an already-prepared program for this state:
1666 prog
= _mesa_search_program_cache(ctx
->VertexProgram
.Cache
, &key
,
1670 /* OK, we'll have to build a new one */
1672 printf("Build new TNL program\n");
1674 prog
= ctx
->Driver
.NewProgram(ctx
, GL_VERTEX_PROGRAM_ARB
, 0, true);
1678 create_new_program( &key
, prog
,
1679 ctx
->Const
.ShaderCompilerOptions
[MESA_SHADER_VERTEX
].OptimizeForAOS
,
1680 ctx
->Const
.Program
[MESA_SHADER_VERTEX
].MaxTemps
);
1682 if (ctx
->Driver
.ProgramStringNotify
)
1683 ctx
->Driver
.ProgramStringNotify(ctx
, GL_VERTEX_PROGRAM_ARB
, prog
);
1685 _mesa_program_cache_insert(ctx
, ctx
->VertexProgram
.Cache
, &key
,