1 /**************************************************************************
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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 TUNGSTEN GRAPHICS 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.
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 "shader/program.h"
42 #include "shader/prog_cache.h"
43 #include "shader/prog_instruction.h"
44 #include "shader/prog_parameter.h"
45 #include "shader/prog_print.h"
46 #include "shader/prog_statevars.h"
50 unsigned light_global_enabled
:1;
51 unsigned light_local_viewer
:1;
52 unsigned light_twoside
:1;
53 unsigned light_color_material
:1;
54 unsigned light_color_material_mask
:12;
55 unsigned light_material_mask
:12;
56 unsigned material_shininess_is_zero
:1;
58 unsigned need_eye_coords
:1;
60 unsigned rescale_normals
:1;
61 unsigned fog_source_is_depth
:1;
62 unsigned tnl_do_vertex_fog
:1;
63 unsigned separate_specular
:1;
65 unsigned point_attenuated
:1;
66 unsigned point_array
:1;
67 unsigned texture_enabled_global
:1;
68 unsigned fragprog_inputs_read
:12;
71 unsigned light_enabled
:1;
72 unsigned light_eyepos3_is_zero
:1;
73 unsigned light_spotcutoff_is_180
:1;
74 unsigned light_attenuated
:1;
75 unsigned texunit_really_enabled
:1;
76 unsigned texmat_enabled
:1;
77 unsigned texgen_enabled
:4;
78 unsigned texgen_mode0
:4;
79 unsigned texgen_mode1
:4;
80 unsigned texgen_mode2
:4;
81 unsigned texgen_mode3
:4;
92 static GLuint
translate_fog_mode( GLenum mode
)
95 case GL_LINEAR
: return FOG_LINEAR
;
96 case GL_EXP
: return FOG_EXP
;
97 case GL_EXP2
: return FOG_EXP2
;
98 default: return FOG_NONE
;
103 #define TXG_OBJ_LINEAR 1
104 #define TXG_EYE_LINEAR 2
105 #define TXG_SPHERE_MAP 3
106 #define TXG_REFLECTION_MAP 4
107 #define TXG_NORMAL_MAP 5
109 static GLuint
translate_texgen( GLboolean enabled
, GLenum mode
)
115 case GL_OBJECT_LINEAR
: return TXG_OBJ_LINEAR
;
116 case GL_EYE_LINEAR
: return TXG_EYE_LINEAR
;
117 case GL_SPHERE_MAP
: return TXG_SPHERE_MAP
;
118 case GL_REFLECTION_MAP_NV
: return TXG_REFLECTION_MAP
;
119 case GL_NORMAL_MAP_NV
: return TXG_NORMAL_MAP
;
120 default: return TXG_NONE
;
126 * Returns bitmask of flags indicating which materials are set per-vertex
128 * XXX get these from the VBO...
131 tnl_get_per_vertex_materials(GLcontext
*ctx
)
133 GLbitfield mask
= 0x0;
135 TNLcontext
*tnl
= TNL_CONTEXT(ctx
);
136 struct vertex_buffer
*VB
= &tnl
->vb
;
139 for (i
= _TNL_FIRST_MAT
; i
<= _TNL_LAST_MAT
; i
++)
140 if (VB
->AttribPtr
[i
] && VB
->AttribPtr
[i
]->stride
)
141 mask
|= 1 << (i
- _TNL_FIRST_MAT
);
147 * Should fog be computed per-vertex?
150 tnl_get_per_vertex_fog(GLcontext
*ctx
)
153 TNLcontext
*tnl
= TNL_CONTEXT(ctx
);
154 return tnl
->_DoVertexFog
;
160 static GLboolean
check_active_shininess( GLcontext
*ctx
,
161 const struct state_key
*key
,
164 GLuint bit
= 1 << (MAT_ATTRIB_FRONT_SHININESS
+ side
);
166 if (key
->light_color_material_mask
& bit
)
169 if (key
->light_material_mask
& bit
)
172 if (ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_SHININESS
+ side
][0] != 0.0F
)
181 static void make_state_key( GLcontext
*ctx
, struct state_key
*key
)
183 const struct gl_fragment_program
*fp
;
186 memset(key
, 0, sizeof(struct state_key
));
187 fp
= ctx
->FragmentProgram
._Current
;
189 /* This now relies on texenvprogram.c being active:
193 key
->need_eye_coords
= ctx
->_NeedEyeCoords
;
195 key
->fragprog_inputs_read
= fp
->Base
.InputsRead
;
197 if (ctx
->RenderMode
== GL_FEEDBACK
) {
198 /* make sure the vertprog emits color and tex0 */
199 key
->fragprog_inputs_read
|= (FRAG_BIT_COL0
| FRAG_BIT_TEX0
);
202 key
->separate_specular
= (ctx
->Light
.Model
.ColorControl
==
203 GL_SEPARATE_SPECULAR_COLOR
);
205 if (ctx
->Light
.Enabled
) {
206 key
->light_global_enabled
= 1;
208 if (ctx
->Light
.Model
.LocalViewer
)
209 key
->light_local_viewer
= 1;
211 if (ctx
->Light
.Model
.TwoSide
)
212 key
->light_twoside
= 1;
214 if (ctx
->Light
.ColorMaterialEnabled
) {
215 key
->light_color_material
= 1;
216 key
->light_color_material_mask
= ctx
->Light
.ColorMaterialBitmask
;
219 key
->light_material_mask
= tnl_get_per_vertex_materials(ctx
);
221 for (i
= 0; i
< MAX_LIGHTS
; i
++) {
222 struct gl_light
*light
= &ctx
->Light
.Light
[i
];
224 if (light
->Enabled
) {
225 key
->unit
[i
].light_enabled
= 1;
227 if (light
->EyePosition
[3] == 0.0)
228 key
->unit
[i
].light_eyepos3_is_zero
= 1;
230 if (light
->SpotCutoff
== 180.0)
231 key
->unit
[i
].light_spotcutoff_is_180
= 1;
233 if (light
->ConstantAttenuation
!= 1.0 ||
234 light
->LinearAttenuation
!= 0.0 ||
235 light
->QuadraticAttenuation
!= 0.0)
236 key
->unit
[i
].light_attenuated
= 1;
240 if (check_active_shininess(ctx
, key
, 0)) {
241 key
->material_shininess_is_zero
= 0;
243 else if (key
->light_twoside
&&
244 check_active_shininess(ctx
, key
, 1)) {
245 key
->material_shininess_is_zero
= 0;
248 key
->material_shininess_is_zero
= 1;
252 if (ctx
->Transform
.Normalize
)
255 if (ctx
->Transform
.RescaleNormals
)
256 key
->rescale_normals
= 1;
258 key
->fog_mode
= translate_fog_mode(fp
->FogOption
);
260 if (ctx
->Fog
.FogCoordinateSource
== GL_FRAGMENT_DEPTH_EXT
)
261 key
->fog_source_is_depth
= 1;
263 key
->tnl_do_vertex_fog
= tnl_get_per_vertex_fog(ctx
);
265 if (ctx
->Point
._Attenuated
)
266 key
->point_attenuated
= 1;
268 #if FEATURE_point_size_array
269 if (ctx
->Array
.ArrayObj
->PointSize
.Enabled
)
270 key
->point_array
= 1;
273 if (ctx
->Texture
._TexGenEnabled
||
274 ctx
->Texture
._TexMatEnabled
||
275 ctx
->Texture
._EnabledUnits
)
276 key
->texture_enabled_global
= 1;
278 for (i
= 0; i
< MAX_TEXTURE_UNITS
; i
++) {
279 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[i
];
281 if (texUnit
->_ReallyEnabled
)
282 key
->unit
[i
].texunit_really_enabled
= 1;
284 if (ctx
->Texture
._TexMatEnabled
& ENABLE_TEXMAT(i
))
285 key
->unit
[i
].texmat_enabled
= 1;
287 if (texUnit
->TexGenEnabled
) {
288 key
->unit
[i
].texgen_enabled
= 1;
290 key
->unit
[i
].texgen_mode0
=
291 translate_texgen( texUnit
->TexGenEnabled
& (1<<0),
293 key
->unit
[i
].texgen_mode1
=
294 translate_texgen( texUnit
->TexGenEnabled
& (1<<1),
296 key
->unit
[i
].texgen_mode2
=
297 translate_texgen( texUnit
->TexGenEnabled
& (1<<2),
299 key
->unit
[i
].texgen_mode3
=
300 translate_texgen( texUnit
->TexGenEnabled
& (1<<3),
308 /* Very useful debugging tool - produces annotated listing of
309 * generated program with line/function references for each
310 * instruction back into this file:
314 /* Should be tunable by the driver - do we want to do matrix
315 * multiplications with DP4's or with MUL/MAD's? SSE works better
316 * with the latter, drivers may differ.
321 /* Use uregs to represent registers internally, translate to Mesa's
322 * expected formats on emit.
324 * NOTE: These are passed by value extensively in this file rather
325 * than as usual by pointer reference. If this disturbs you, try
326 * remembering they are just 32bits in size.
328 * GCC is smart enough to deal with these dword-sized structures in
329 * much the same way as if I had defined them as dwords and was using
330 * macros to access and set the fields. This is much nicer and easier
335 GLint idx
:9; /* relative addressing may be negative */
336 /* sizeof(idx) should == sizeof(prog_src_reg::Index) */
344 const struct state_key
*state
;
345 struct gl_vertex_program
*program
;
346 GLint max_inst
; /** number of instructions allocated for program */
349 GLuint temp_reserved
;
351 struct ureg eye_position
;
352 struct ureg eye_position_z
;
353 struct ureg eye_position_normalized
;
354 struct ureg transformed_normal
;
355 struct ureg identity
;
358 GLuint color_materials
;
362 static const struct ureg undef
= {
380 static struct ureg
make_ureg(GLuint file
, GLint idx
)
386 reg
.swz
= SWIZZLE_NOOP
;
393 static struct ureg
negate( struct ureg reg
)
400 static struct ureg
swizzle( struct ureg reg
, int x
, int y
, int z
, int w
)
402 reg
.swz
= MAKE_SWIZZLE4(GET_SWZ(reg
.swz
, x
),
405 GET_SWZ(reg
.swz
, w
));
410 static struct ureg
swizzle1( struct ureg reg
, int x
)
412 return swizzle(reg
, x
, x
, x
, x
);
415 static struct ureg
get_temp( struct tnl_program
*p
)
417 int bit
= _mesa_ffs( ~p
->temp_in_use
);
419 _mesa_problem(NULL
, "%s: out of temporaries\n", __FILE__
);
423 if ((GLuint
) bit
> p
->program
->Base
.NumTemporaries
)
424 p
->program
->Base
.NumTemporaries
= bit
;
426 p
->temp_in_use
|= 1<<(bit
-1);
427 return make_ureg(PROGRAM_TEMPORARY
, bit
-1);
430 static struct ureg
reserve_temp( struct tnl_program
*p
)
432 struct ureg temp
= get_temp( p
);
433 p
->temp_reserved
|= 1<<temp
.idx
;
437 static void release_temp( struct tnl_program
*p
, struct ureg reg
)
439 if (reg
.file
== PROGRAM_TEMPORARY
) {
440 p
->temp_in_use
&= ~(1<<reg
.idx
);
441 p
->temp_in_use
|= p
->temp_reserved
; /* can't release reserved temps */
445 static void release_temps( struct tnl_program
*p
)
447 p
->temp_in_use
= p
->temp_reserved
;
453 * \param input one of VERT_ATTRIB_x tokens.
455 static struct ureg
register_input( struct tnl_program
*p
, GLuint input
)
457 p
->program
->Base
.InputsRead
|= (1<<input
);
458 return make_ureg(PROGRAM_INPUT
, input
);
462 * \param input one of VERT_RESULT_x tokens.
464 static struct ureg
register_output( struct tnl_program
*p
, GLuint output
)
466 p
->program
->Base
.OutputsWritten
|= (1<<output
);
467 return make_ureg(PROGRAM_OUTPUT
, output
);
470 static struct ureg
register_const4f( struct tnl_program
*p
,
483 idx
= _mesa_add_unnamed_constant( p
->program
->Base
.Parameters
, values
, 4,
485 ASSERT(swizzle
== SWIZZLE_NOOP
);
486 return make_ureg(PROGRAM_CONSTANT
, idx
);
489 #define register_const1f(p, s0) register_const4f(p, s0, 0, 0, 1)
490 #define register_scalar_const(p, s0) register_const4f(p, s0, s0, s0, s0)
491 #define register_const2f(p, s0, s1) register_const4f(p, s0, s1, 0, 1)
492 #define register_const3f(p, s0, s1, s2) register_const4f(p, s0, s1, s2, 1)
494 static GLboolean
is_undef( struct ureg reg
)
496 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 struct ureg
register_param5(struct tnl_program
*p
,
514 gl_state_index tokens
[STATE_LENGTH
];
521 idx
= _mesa_add_state_reference( p
->program
->Base
.Parameters
, tokens
);
522 return make_ureg(PROGRAM_STATE_VAR
, idx
);
526 #define register_param1(p,s0) register_param5(p,s0,0,0,0,0)
527 #define register_param2(p,s0,s1) register_param5(p,s0,s1,0,0,0)
528 #define register_param3(p,s0,s1,s2) register_param5(p,s0,s1,s2,0,0)
529 #define register_param4(p,s0,s1,s2,s3) register_param5(p,s0,s1,s2,s3,0)
532 static void register_matrix_param5( struct tnl_program
*p
,
533 GLint s0
, /* modelview, projection, etc */
534 GLint s1
, /* texture matrix number */
535 GLint s2
, /* first row */
536 GLint s3
, /* last row */
537 GLint s4
, /* inverse, transpose, etc */
538 struct ureg
*matrix
)
542 /* This is a bit sad as the support is there to pull the whole
543 * matrix out in one go:
545 for (i
= 0; i
<= s3
- s2
; i
++)
546 matrix
[i
] = register_param5( p
, s0
, s1
, i
, i
, s4
);
550 static void emit_arg( struct prog_src_register
*src
,
553 src
->File
= reg
.file
;
554 src
->Index
= reg
.idx
;
555 src
->Swizzle
= reg
.swz
;
556 src
->NegateBase
= reg
.negate
? NEGATE_XYZW
: 0;
560 /* Check that bitfield sizes aren't exceeded */
561 ASSERT(src
->Index
== reg
.idx
);
564 static void emit_dst( struct prog_dst_register
*dst
,
565 struct ureg reg
, GLuint mask
)
567 dst
->File
= reg
.file
;
568 dst
->Index
= reg
.idx
;
569 /* allow zero as a shorthand for xyzw */
570 dst
->WriteMask
= mask
? mask
: WRITEMASK_XYZW
;
571 dst
->CondMask
= COND_TR
; /* always pass cond test */
572 dst
->CondSwizzle
= SWIZZLE_NOOP
;
575 /* Check that bitfield sizes aren't exceeded */
576 ASSERT(dst
->Index
== reg
.idx
);
579 static void debug_insn( struct prog_instruction
*inst
, const char *fn
,
583 static const char *last_fn
;
587 _mesa_printf("%s:\n", fn
);
590 _mesa_printf("%d:\t", line
);
591 _mesa_print_instruction(inst
);
596 static void emit_op3fn(struct tnl_program
*p
,
607 struct prog_instruction
*inst
;
609 assert((GLint
) p
->program
->Base
.NumInstructions
<= p
->max_inst
);
611 if (p
->program
->Base
.NumInstructions
== p
->max_inst
) {
612 /* need to extend the program's instruction array */
613 struct prog_instruction
*newInst
;
615 /* double the size */
618 newInst
= _mesa_alloc_instructions(p
->max_inst
);
620 _mesa_error(NULL
, GL_OUT_OF_MEMORY
, "vertex program build");
624 _mesa_copy_instructions(newInst
,
625 p
->program
->Base
.Instructions
,
626 p
->program
->Base
.NumInstructions
);
628 _mesa_free_instructions(p
->program
->Base
.Instructions
,
629 p
->program
->Base
.NumInstructions
);
631 p
->program
->Base
.Instructions
= newInst
;
634 nr
= p
->program
->Base
.NumInstructions
++;
636 inst
= &p
->program
->Base
.Instructions
[nr
];
637 inst
->Opcode
= (enum prog_opcode
) op
;
641 emit_arg( &inst
->SrcReg
[0], src0
);
642 emit_arg( &inst
->SrcReg
[1], src1
);
643 emit_arg( &inst
->SrcReg
[2], src2
);
645 emit_dst( &inst
->DstReg
, dest
, mask
);
647 debug_insn(inst
, fn
, line
);
651 #define emit_op3(p, op, dst, mask, src0, src1, src2) \
652 emit_op3fn(p, op, dst, mask, src0, src1, src2, __FUNCTION__, __LINE__)
654 #define emit_op2(p, op, dst, mask, src0, src1) \
655 emit_op3fn(p, op, dst, mask, src0, src1, undef, __FUNCTION__, __LINE__)
657 #define emit_op1(p, op, dst, mask, src0) \
658 emit_op3fn(p, op, dst, mask, src0, undef, undef, __FUNCTION__, __LINE__)
661 static struct ureg
make_temp( struct tnl_program
*p
, struct ureg reg
)
663 if (reg
.file
== PROGRAM_TEMPORARY
&&
664 !(p
->temp_reserved
& (1<<reg
.idx
)))
667 struct ureg temp
= get_temp(p
);
668 emit_op1(p
, OPCODE_MOV
, temp
, 0, reg
);
674 /* Currently no tracking performed of input/output/register size or
675 * active elements. Could be used to reduce these operations, as
676 * could the matrix type.
678 static void emit_matrix_transform_vec4( struct tnl_program
*p
,
680 const struct ureg
*mat
,
683 emit_op2(p
, OPCODE_DP4
, dest
, WRITEMASK_X
, src
, mat
[0]);
684 emit_op2(p
, OPCODE_DP4
, dest
, WRITEMASK_Y
, src
, mat
[1]);
685 emit_op2(p
, OPCODE_DP4
, dest
, WRITEMASK_Z
, src
, mat
[2]);
686 emit_op2(p
, OPCODE_DP4
, dest
, WRITEMASK_W
, src
, mat
[3]);
689 /* This version is much easier to implement if writemasks are not
690 * supported natively on the target or (like SSE), the target doesn't
691 * have a clean/obvious dotproduct implementation.
693 static void emit_transpose_matrix_transform_vec4( struct tnl_program
*p
,
695 const struct ureg
*mat
,
700 if (dest
.file
!= PROGRAM_TEMPORARY
)
705 emit_op2(p
, OPCODE_MUL
, tmp
, 0, swizzle1(src
,X
), mat
[0]);
706 emit_op3(p
, OPCODE_MAD
, tmp
, 0, swizzle1(src
,Y
), mat
[1], tmp
);
707 emit_op3(p
, OPCODE_MAD
, tmp
, 0, swizzle1(src
,Z
), mat
[2], tmp
);
708 emit_op3(p
, OPCODE_MAD
, dest
, 0, swizzle1(src
,W
), mat
[3], tmp
);
710 if (dest
.file
!= PROGRAM_TEMPORARY
)
711 release_temp(p
, tmp
);
714 static void emit_matrix_transform_vec3( struct tnl_program
*p
,
716 const struct ureg
*mat
,
719 emit_op2(p
, OPCODE_DP3
, dest
, WRITEMASK_X
, src
, mat
[0]);
720 emit_op2(p
, OPCODE_DP3
, dest
, WRITEMASK_Y
, src
, mat
[1]);
721 emit_op2(p
, OPCODE_DP3
, dest
, WRITEMASK_Z
, src
, mat
[2]);
725 static void emit_normalize_vec3( struct tnl_program
*p
,
729 struct ureg tmp
= get_temp(p
);
730 emit_op2(p
, OPCODE_DP3
, tmp
, WRITEMASK_X
, src
, src
);
731 emit_op1(p
, OPCODE_RSQ
, tmp
, WRITEMASK_X
, tmp
);
732 emit_op2(p
, OPCODE_MUL
, dest
, 0, src
, swizzle1(tmp
, X
));
733 release_temp(p
, tmp
);
736 static void emit_passthrough( struct tnl_program
*p
,
740 struct ureg out
= register_output(p
, output
);
741 emit_op1(p
, OPCODE_MOV
, out
, 0, register_input(p
, input
));
744 static struct ureg
get_eye_position( struct tnl_program
*p
)
746 if (is_undef(p
->eye_position
)) {
747 struct ureg pos
= register_input( p
, VERT_ATTRIB_POS
);
748 struct ureg modelview
[4];
750 p
->eye_position
= reserve_temp(p
);
753 register_matrix_param5( p
, STATE_MODELVIEW_MATRIX
, 0, 0, 3,
756 emit_matrix_transform_vec4(p
, p
->eye_position
, modelview
, pos
);
759 register_matrix_param5( p
, STATE_MODELVIEW_MATRIX
, 0, 0, 3,
760 STATE_MATRIX_TRANSPOSE
, modelview
);
762 emit_transpose_matrix_transform_vec4(p
, p
->eye_position
, modelview
, pos
);
766 return p
->eye_position
;
770 static struct ureg
get_eye_position_z( struct tnl_program
*p
)
772 if (!is_undef(p
->eye_position
))
773 return swizzle1(p
->eye_position
, Z
);
775 if (is_undef(p
->eye_position_z
)) {
776 struct ureg pos
= register_input( p
, VERT_ATTRIB_POS
);
777 struct ureg modelview
[4];
779 p
->eye_position_z
= reserve_temp(p
);
781 register_matrix_param5( p
, STATE_MODELVIEW_MATRIX
, 0, 0, 3,
784 emit_op2(p
, OPCODE_DP4
, p
->eye_position_z
, 0, pos
, modelview
[2]);
787 return p
->eye_position_z
;
792 static struct ureg
get_eye_position_normalized( struct tnl_program
*p
)
794 if (is_undef(p
->eye_position_normalized
)) {
795 struct ureg eye
= get_eye_position(p
);
796 p
->eye_position_normalized
= reserve_temp(p
);
797 emit_normalize_vec3(p
, p
->eye_position_normalized
, eye
);
800 return p
->eye_position_normalized
;
804 static struct ureg
get_transformed_normal( struct tnl_program
*p
)
806 if (is_undef(p
->transformed_normal
) &&
807 !p
->state
->need_eye_coords
&&
808 !p
->state
->normalize
&&
809 !(p
->state
->need_eye_coords
== p
->state
->rescale_normals
))
811 p
->transformed_normal
= register_input(p
, VERT_ATTRIB_NORMAL
);
813 else if (is_undef(p
->transformed_normal
))
815 struct ureg normal
= register_input(p
, VERT_ATTRIB_NORMAL
);
816 struct ureg mvinv
[3];
817 struct ureg transformed_normal
= reserve_temp(p
);
819 if (p
->state
->need_eye_coords
) {
820 register_matrix_param5( p
, STATE_MODELVIEW_MATRIX
, 0, 0, 2,
821 STATE_MATRIX_INVTRANS
, mvinv
);
823 /* Transform to eye space:
825 emit_matrix_transform_vec3( p
, transformed_normal
, mvinv
, normal
);
826 normal
= transformed_normal
;
829 /* Normalize/Rescale:
831 if (p
->state
->normalize
) {
832 emit_normalize_vec3( p
, transformed_normal
, normal
);
833 normal
= transformed_normal
;
835 else if (p
->state
->need_eye_coords
== p
->state
->rescale_normals
) {
836 /* This is already adjusted for eye/non-eye rendering:
838 struct ureg rescale
= register_param2(p
, STATE_INTERNAL
,
841 emit_op2( p
, OPCODE_MUL
, transformed_normal
, 0, normal
, rescale
);
842 normal
= transformed_normal
;
845 assert(normal
.file
== PROGRAM_TEMPORARY
);
846 p
->transformed_normal
= normal
;
849 return p
->transformed_normal
;
854 static void build_hpos( struct tnl_program
*p
)
856 struct ureg pos
= register_input( p
, VERT_ATTRIB_POS
);
857 struct ureg hpos
= register_output( p
, VERT_RESULT_HPOS
);
861 register_matrix_param5( p
, STATE_MVP_MATRIX
, 0, 0, 3,
863 emit_matrix_transform_vec4( p
, hpos
, mvp
, pos
);
866 register_matrix_param5( p
, STATE_MVP_MATRIX
, 0, 0, 3,
867 STATE_MATRIX_TRANSPOSE
, mvp
);
868 emit_transpose_matrix_transform_vec4( p
, hpos
, mvp
, pos
);
873 static GLuint
material_attrib( GLuint side
, GLuint property
)
875 return ((property
- STATE_AMBIENT
) * 2 +
879 /* Get a bitmask of which material values vary on a per-vertex basis.
881 static void set_material_flags( struct tnl_program
*p
)
883 p
->color_materials
= 0;
886 if (p
->state
->light_color_material
) {
888 p
->color_materials
= p
->state
->light_color_material_mask
;
891 p
->materials
|= p
->state
->light_material_mask
;
895 /* XXX temporary!!! */
896 #define _TNL_ATTRIB_MAT_FRONT_AMBIENT 32
898 static struct ureg
get_material( struct tnl_program
*p
, GLuint side
,
901 GLuint attrib
= material_attrib(side
, property
);
903 if (p
->color_materials
& (1<<attrib
))
904 return register_input(p
, VERT_ATTRIB_COLOR0
);
905 else if (p
->materials
& (1<<attrib
))
906 return register_input( p
, attrib
+ _TNL_ATTRIB_MAT_FRONT_AMBIENT
);
908 return register_param3( p
, STATE_MATERIAL
, side
, property
);
911 #define SCENE_COLOR_BITS(side) (( MAT_BIT_FRONT_EMISSION | \
912 MAT_BIT_FRONT_AMBIENT | \
913 MAT_BIT_FRONT_DIFFUSE) << (side))
915 /* Either return a precalculated constant value or emit code to
916 * calculate these values dynamically in the case where material calls
917 * are present between begin/end pairs.
919 * Probably want to shift this to the program compilation phase - if
920 * we always emitted the calculation here, a smart compiler could
921 * detect that it was constant (given a certain set of inputs), and
922 * lift it out of the main loop. That way the programs created here
923 * would be independent of the vertex_buffer details.
925 static struct ureg
get_scenecolor( struct tnl_program
*p
, GLuint side
)
927 if (p
->materials
& SCENE_COLOR_BITS(side
)) {
928 struct ureg lm_ambient
= register_param1(p
, STATE_LIGHTMODEL_AMBIENT
);
929 struct ureg material_emission
= get_material(p
, side
, STATE_EMISSION
);
930 struct ureg material_ambient
= get_material(p
, side
, STATE_AMBIENT
);
931 struct ureg material_diffuse
= get_material(p
, side
, STATE_DIFFUSE
);
932 struct ureg tmp
= make_temp(p
, material_diffuse
);
933 emit_op3(p
, OPCODE_MAD
, tmp
, WRITEMASK_XYZ
, lm_ambient
,
934 material_ambient
, material_emission
);
938 return register_param2( p
, STATE_LIGHTMODEL_SCENECOLOR
, side
);
942 static struct ureg
get_lightprod( struct tnl_program
*p
, GLuint light
,
943 GLuint side
, GLuint property
)
945 GLuint attrib
= material_attrib(side
, property
);
946 if (p
->materials
& (1<<attrib
)) {
947 struct ureg light_value
=
948 register_param3(p
, STATE_LIGHT
, light
, property
);
949 struct ureg material_value
= get_material(p
, side
, property
);
950 struct ureg tmp
= get_temp(p
);
951 emit_op2(p
, OPCODE_MUL
, tmp
, 0, light_value
, material_value
);
955 return register_param4(p
, STATE_LIGHTPROD
, light
, side
, property
);
958 static struct ureg
calculate_light_attenuation( struct tnl_program
*p
,
963 struct ureg attenuation
= register_param3(p
, STATE_LIGHT
, i
,
965 struct ureg att
= get_temp(p
);
967 /* Calculate spot attenuation:
969 if (!p
->state
->unit
[i
].light_spotcutoff_is_180
) {
970 struct ureg spot_dir_norm
= register_param3(p
, STATE_INTERNAL
,
971 STATE_LIGHT_SPOT_DIR_NORMALIZED
, i
);
972 struct ureg spot
= get_temp(p
);
973 struct ureg slt
= get_temp(p
);
975 emit_op2(p
, OPCODE_DP3
, spot
, 0, negate(VPpli
), spot_dir_norm
);
976 emit_op2(p
, OPCODE_SLT
, slt
, 0, swizzle1(spot_dir_norm
,W
), spot
);
977 emit_op2(p
, OPCODE_POW
, spot
, 0, spot
, swizzle1(attenuation
, W
));
978 emit_op2(p
, OPCODE_MUL
, att
, 0, slt
, spot
);
980 release_temp(p
, spot
);
981 release_temp(p
, slt
);
984 /* Calculate distance attenuation:
986 if (p
->state
->unit
[i
].light_attenuated
) {
989 emit_op1(p
, OPCODE_RCP
, dist
, WRITEMASK_YZ
, dist
);
991 emit_op2(p
, OPCODE_MUL
, dist
, WRITEMASK_XZ
, dist
, swizzle1(dist
,Y
));
993 emit_op2(p
, OPCODE_DP3
, dist
, 0, attenuation
, dist
);
995 if (!p
->state
->unit
[i
].light_spotcutoff_is_180
) {
997 emit_op1(p
, OPCODE_RCP
, dist
, 0, dist
);
998 /* spot-atten * dist-atten */
999 emit_op2(p
, OPCODE_MUL
, att
, 0, dist
, att
);
1002 emit_op1(p
, OPCODE_RCP
, att
, 0, dist
);
1012 * lit.y = MAX(0, dots.x)
1013 * lit.z = SLT(0, dots.x)
1015 static void emit_degenerate_lit( struct tnl_program
*p
,
1019 struct ureg id
= get_identity_param(p
); /* id = {0,0,0,1} */
1021 /* Note that lit.x & lit.w will not be examined. Note also that
1022 * dots.xyzw == dots.xxxx.
1025 /* MAX lit, id, dots;
1027 emit_op2(p
, OPCODE_MAX
, lit
, WRITEMASK_XYZW
, id
, dots
);
1029 /* result[2] = (in > 0 ? 1 : 0)
1030 * SLT lit.z, id.z, dots; # lit.z = (0 < dots.z) ? 1 : 0
1032 emit_op2(p
, OPCODE_SLT
, lit
, WRITEMASK_Z
, swizzle1(id
,Z
), dots
);
1036 /* Need to add some addtional parameters to allow lighting in object
1037 * space - STATE_SPOT_DIRECTION and STATE_HALF_VECTOR implicitly assume eye
1040 static void build_lighting( struct tnl_program
*p
)
1042 const GLboolean twoside
= p
->state
->light_twoside
;
1043 const GLboolean separate
= p
->state
->separate_specular
;
1044 GLuint nr_lights
= 0, count
= 0;
1045 struct ureg normal
= get_transformed_normal(p
);
1046 struct ureg lit
= get_temp(p
);
1047 struct ureg dots
= get_temp(p
);
1048 struct ureg _col0
= undef
, _col1
= undef
;
1049 struct ureg _bfc0
= undef
, _bfc1
= undef
;
1054 * dot.x = dot(normal, VPpli)
1055 * dot.y = dot(normal, halfAngle)
1056 * dot.z = back.shininess
1057 * dot.w = front.shininess
1060 for (i
= 0; i
< MAX_LIGHTS
; i
++)
1061 if (p
->state
->unit
[i
].light_enabled
)
1064 set_material_flags(p
);
1067 if (!p
->state
->material_shininess_is_zero
) {
1068 struct ureg shininess
= get_material(p
, 0, STATE_SHININESS
);
1069 emit_op1(p
, OPCODE_MOV
, dots
, WRITEMASK_W
, swizzle1(shininess
,X
));
1070 release_temp(p
, shininess
);
1073 _col0
= make_temp(p
, get_scenecolor(p
, 0));
1075 _col1
= make_temp(p
, get_identity_param(p
));
1082 if (!p
->state
->material_shininess_is_zero
) {
1083 struct ureg shininess
= get_material(p
, 1, STATE_SHININESS
);
1084 emit_op1(p
, OPCODE_MOV
, dots
, WRITEMASK_Z
,
1085 negate(swizzle1(shininess
,X
)));
1086 release_temp(p
, shininess
);
1089 _bfc0
= make_temp(p
, get_scenecolor(p
, 1));
1091 _bfc1
= make_temp(p
, get_identity_param(p
));
1096 /* If no lights, still need to emit the scenecolor.
1099 struct ureg res0
= register_output( p
, VERT_RESULT_COL0
);
1100 emit_op1(p
, OPCODE_MOV
, res0
, 0, _col0
);
1104 struct ureg res1
= register_output( p
, VERT_RESULT_COL1
);
1105 emit_op1(p
, OPCODE_MOV
, res1
, 0, _col1
);
1109 struct ureg res0
= register_output( p
, VERT_RESULT_BFC0
);
1110 emit_op1(p
, OPCODE_MOV
, res0
, 0, _bfc0
);
1113 if (twoside
&& separate
) {
1114 struct ureg res1
= register_output( p
, VERT_RESULT_BFC1
);
1115 emit_op1(p
, OPCODE_MOV
, res1
, 0, _bfc1
);
1118 if (nr_lights
== 0) {
1123 for (i
= 0; i
< MAX_LIGHTS
; i
++) {
1124 if (p
->state
->unit
[i
].light_enabled
) {
1125 struct ureg half
= undef
;
1126 struct ureg att
= undef
, VPpli
= undef
;
1130 if (p
->state
->unit
[i
].light_eyepos3_is_zero
) {
1131 /* Can used precomputed constants in this case.
1132 * Attenuation never applies to infinite lights.
1134 VPpli
= register_param3(p
, STATE_INTERNAL
,
1135 STATE_LIGHT_POSITION_NORMALIZED
, i
);
1137 if (!p
->state
->material_shininess_is_zero
) {
1138 if (p
->state
->light_local_viewer
) {
1139 struct ureg eye_hat
= get_eye_position_normalized(p
);
1141 emit_op2(p
, OPCODE_SUB
, half
, 0, VPpli
, eye_hat
);
1142 emit_normalize_vec3(p
, half
, half
);
1144 half
= register_param3(p
, STATE_INTERNAL
,
1145 STATE_LIGHT_HALF_VECTOR
, i
);
1150 struct ureg Ppli
= register_param3(p
, STATE_INTERNAL
,
1151 STATE_LIGHT_POSITION
, i
);
1152 struct ureg V
= get_eye_position(p
);
1153 struct ureg dist
= get_temp(p
);
1155 VPpli
= get_temp(p
);
1157 /* Calculate VPpli vector
1159 emit_op2(p
, OPCODE_SUB
, VPpli
, 0, Ppli
, V
);
1161 /* Normalize VPpli. The dist value also used in
1162 * attenuation below.
1164 emit_op2(p
, OPCODE_DP3
, dist
, 0, VPpli
, VPpli
);
1165 emit_op1(p
, OPCODE_RSQ
, dist
, 0, dist
);
1166 emit_op2(p
, OPCODE_MUL
, VPpli
, 0, VPpli
, dist
);
1168 /* Calculate attenuation:
1170 if (!p
->state
->unit
[i
].light_spotcutoff_is_180
||
1171 p
->state
->unit
[i
].light_attenuated
) {
1172 att
= calculate_light_attenuation(p
, i
, VPpli
, dist
);
1175 /* Calculate viewer direction, or use infinite viewer:
1177 if (!p
->state
->material_shininess_is_zero
) {
1180 if (p
->state
->light_local_viewer
) {
1181 struct ureg eye_hat
= get_eye_position_normalized(p
);
1182 emit_op2(p
, OPCODE_SUB
, half
, 0, VPpli
, eye_hat
);
1185 struct ureg z_dir
= swizzle(get_identity_param(p
),X
,Y
,W
,Z
);
1186 emit_op2(p
, OPCODE_ADD
, half
, 0, VPpli
, z_dir
);
1189 emit_normalize_vec3(p
, half
, half
);
1192 release_temp(p
, dist
);
1195 /* Calculate dot products:
1197 if (p
->state
->material_shininess_is_zero
) {
1198 emit_op2(p
, OPCODE_DP3
, dots
, 0, normal
, VPpli
);
1201 emit_op2(p
, OPCODE_DP3
, dots
, WRITEMASK_X
, normal
, VPpli
);
1202 emit_op2(p
, OPCODE_DP3
, dots
, WRITEMASK_Y
, normal
, half
);
1205 /* Front face lighting:
1208 struct ureg ambient
= get_lightprod(p
, i
, 0, STATE_AMBIENT
);
1209 struct ureg diffuse
= get_lightprod(p
, i
, 0, STATE_DIFFUSE
);
1210 struct ureg specular
= get_lightprod(p
, i
, 0, STATE_SPECULAR
);
1211 struct ureg res0
, res1
;
1212 GLuint mask0
, mask1
;
1215 if (count
== nr_lights
) {
1217 mask0
= WRITEMASK_XYZ
;
1218 mask1
= WRITEMASK_XYZ
;
1219 res0
= register_output( p
, VERT_RESULT_COL0
);
1220 res1
= register_output( p
, VERT_RESULT_COL1
);
1224 mask1
= WRITEMASK_XYZ
;
1226 res1
= register_output( p
, VERT_RESULT_COL0
);
1236 if (!is_undef(att
)) {
1237 /* light is attenuated by distance */
1238 emit_op1(p
, OPCODE_LIT
, lit
, 0, dots
);
1239 emit_op2(p
, OPCODE_MUL
, lit
, 0, lit
, att
);
1240 emit_op3(p
, OPCODE_MAD
, _col0
, 0, swizzle1(lit
,X
), ambient
, _col0
);
1242 else if (!p
->state
->material_shininess_is_zero
) {
1243 /* there's a non-zero specular term */
1244 emit_op1(p
, OPCODE_LIT
, lit
, 0, dots
);
1245 emit_op2(p
, OPCODE_ADD
, _col0
, 0, ambient
, _col0
);
1248 /* no attenutation, no specular */
1249 emit_degenerate_lit(p
, lit
, dots
);
1250 emit_op2(p
, OPCODE_ADD
, _col0
, 0, ambient
, _col0
);
1253 emit_op3(p
, OPCODE_MAD
, res0
, mask0
, swizzle1(lit
,Y
), diffuse
, _col0
);
1254 emit_op3(p
, OPCODE_MAD
, res1
, mask1
, swizzle1(lit
,Z
), specular
, _col1
);
1256 release_temp(p
, ambient
);
1257 release_temp(p
, diffuse
);
1258 release_temp(p
, specular
);
1261 /* Back face lighting:
1264 struct ureg ambient
= get_lightprod(p
, i
, 1, STATE_AMBIENT
);
1265 struct ureg diffuse
= get_lightprod(p
, i
, 1, STATE_DIFFUSE
);
1266 struct ureg specular
= get_lightprod(p
, i
, 1, STATE_SPECULAR
);
1267 struct ureg res0
, res1
;
1268 GLuint mask0
, mask1
;
1270 if (count
== nr_lights
) {
1272 mask0
= WRITEMASK_XYZ
;
1273 mask1
= WRITEMASK_XYZ
;
1274 res0
= register_output( p
, VERT_RESULT_BFC0
);
1275 res1
= register_output( p
, VERT_RESULT_BFC1
);
1279 mask1
= WRITEMASK_XYZ
;
1281 res1
= register_output( p
, VERT_RESULT_BFC0
);
1290 dots
= negate(swizzle(dots
,X
,Y
,W
,Z
));
1292 if (!is_undef(att
)) {
1293 emit_op1(p
, OPCODE_LIT
, lit
, 0, dots
);
1294 emit_op2(p
, OPCODE_MUL
, lit
, 0, lit
, att
);
1295 emit_op3(p
, OPCODE_MAD
, _bfc0
, 0, swizzle1(lit
,X
), ambient
, _bfc0
);
1297 else if (!p
->state
->material_shininess_is_zero
) {
1298 emit_op1(p
, OPCODE_LIT
, lit
, 0, dots
);
1299 emit_op2(p
, OPCODE_ADD
, _col0
, 0, ambient
, _col0
);
1302 emit_degenerate_lit(p
, lit
, dots
);
1303 emit_op2(p
, OPCODE_ADD
, _col0
, 0, ambient
, _col0
);
1306 emit_op2(p
, OPCODE_ADD
, _bfc0
, 0, ambient
, _bfc0
);
1307 emit_op3(p
, OPCODE_MAD
, res0
, mask0
, swizzle1(lit
,Y
), diffuse
, _bfc0
);
1308 emit_op3(p
, OPCODE_MAD
, res1
, mask1
, swizzle1(lit
,Z
), specular
, _bfc1
);
1310 release_temp(p
, ambient
);
1311 release_temp(p
, diffuse
);
1312 release_temp(p
, specular
);
1315 release_temp(p
, half
);
1316 release_temp(p
, VPpli
);
1317 release_temp(p
, att
);
1325 static void build_fog( struct tnl_program
*p
)
1327 struct ureg fog
= register_output(p
, VERT_RESULT_FOGC
);
1330 if (p
->state
->fog_source_is_depth
) {
1331 input
= get_eye_position_z(p
);
1334 input
= swizzle1(register_input(p
, VERT_ATTRIB_FOG
), X
);
1337 if (p
->state
->fog_mode
&& p
->state
->tnl_do_vertex_fog
) {
1338 struct ureg params
= register_param2(p
, STATE_INTERNAL
,
1339 STATE_FOG_PARAMS_OPTIMIZED
);
1340 struct ureg tmp
= get_temp(p
);
1341 GLboolean useabs
= (p
->state
->fog_mode
!= FOG_EXP2
);
1344 emit_op1(p
, OPCODE_ABS
, tmp
, 0, input
);
1347 switch (p
->state
->fog_mode
) {
1349 struct ureg id
= get_identity_param(p
);
1350 emit_op3(p
, OPCODE_MAD
, tmp
, 0, useabs
? tmp
: input
,
1351 swizzle1(params
,X
), swizzle1(params
,Y
));
1352 emit_op2(p
, OPCODE_MAX
, tmp
, 0, tmp
, swizzle1(id
,X
)); /* saturate */
1353 emit_op2(p
, OPCODE_MIN
, fog
, WRITEMASK_X
, tmp
, swizzle1(id
,W
));
1357 emit_op2(p
, OPCODE_MUL
, tmp
, 0, useabs
? tmp
: input
,
1358 swizzle1(params
,Z
));
1359 emit_op1(p
, OPCODE_EX2
, fog
, WRITEMASK_X
, negate(tmp
));
1362 emit_op2(p
, OPCODE_MUL
, tmp
, 0, input
, swizzle1(params
,W
));
1363 emit_op2(p
, OPCODE_MUL
, tmp
, 0, tmp
, tmp
);
1364 emit_op1(p
, OPCODE_EX2
, fog
, WRITEMASK_X
, negate(tmp
));
1368 release_temp(p
, tmp
);
1371 /* results = incoming fog coords (compute fog per-fragment later)
1373 * KW: Is it really necessary to do anything in this case?
1374 * BP: Yes, we always need to compute the absolute value, unless
1375 * we want to push that down into the fragment program...
1377 GLboolean useabs
= GL_TRUE
;
1378 emit_op1(p
, useabs
? OPCODE_ABS
: OPCODE_MOV
, fog
, WRITEMASK_X
, input
);
1382 static void build_reflect_texgen( struct tnl_program
*p
,
1386 struct ureg normal
= get_transformed_normal(p
);
1387 struct ureg eye_hat
= get_eye_position_normalized(p
);
1388 struct ureg tmp
= get_temp(p
);
1391 emit_op2(p
, OPCODE_DP3
, tmp
, 0, normal
, eye_hat
);
1393 emit_op2(p
, OPCODE_ADD
, tmp
, 0, tmp
, tmp
);
1395 emit_op3(p
, OPCODE_MAD
, dest
, writemask
, negate(tmp
), normal
, eye_hat
);
1397 release_temp(p
, tmp
);
1400 static void build_sphere_texgen( struct tnl_program
*p
,
1404 struct ureg normal
= get_transformed_normal(p
);
1405 struct ureg eye_hat
= get_eye_position_normalized(p
);
1406 struct ureg tmp
= get_temp(p
);
1407 struct ureg half
= register_scalar_const(p
, .5);
1408 struct ureg r
= get_temp(p
);
1409 struct ureg inv_m
= get_temp(p
);
1410 struct ureg id
= get_identity_param(p
);
1412 /* Could share the above calculations, but it would be
1413 * a fairly odd state for someone to set (both sphere and
1414 * reflection active for different texture coordinate
1415 * components. Of course - if two texture units enable
1416 * reflect and/or sphere, things start to tilt in favour
1417 * of seperating this out:
1421 emit_op2(p
, OPCODE_DP3
, tmp
, 0, normal
, eye_hat
);
1423 emit_op2(p
, OPCODE_ADD
, tmp
, 0, tmp
, tmp
);
1425 emit_op3(p
, OPCODE_MAD
, r
, 0, negate(tmp
), normal
, eye_hat
);
1427 emit_op2(p
, OPCODE_ADD
, tmp
, 0, r
, swizzle(id
,X
,Y
,W
,Z
));
1428 /* rx^2 + ry^2 + (rz+1)^2 */
1429 emit_op2(p
, OPCODE_DP3
, tmp
, 0, tmp
, tmp
);
1431 emit_op1(p
, OPCODE_RSQ
, tmp
, 0, tmp
);
1433 emit_op2(p
, OPCODE_MUL
, inv_m
, 0, tmp
, half
);
1435 emit_op3(p
, OPCODE_MAD
, dest
, writemask
, r
, inv_m
, half
);
1437 release_temp(p
, tmp
);
1439 release_temp(p
, inv_m
);
1443 static void build_texture_transform( struct tnl_program
*p
)
1447 for (i
= 0; i
< MAX_TEXTURE_UNITS
; i
++) {
1449 if (!(p
->state
->fragprog_inputs_read
& FRAG_BIT_TEX(i
)))
1452 if (p
->state
->unit
[i
].texgen_enabled
||
1453 p
->state
->unit
[i
].texmat_enabled
) {
1455 GLuint texmat_enabled
= p
->state
->unit
[i
].texmat_enabled
;
1456 struct ureg out
= register_output(p
, VERT_RESULT_TEX0
+ i
);
1457 struct ureg out_texgen
= undef
;
1459 if (p
->state
->unit
[i
].texgen_enabled
) {
1460 GLuint copy_mask
= 0;
1461 GLuint sphere_mask
= 0;
1462 GLuint reflect_mask
= 0;
1463 GLuint normal_mask
= 0;
1467 out_texgen
= get_temp(p
);
1471 modes
[0] = p
->state
->unit
[i
].texgen_mode0
;
1472 modes
[1] = p
->state
->unit
[i
].texgen_mode1
;
1473 modes
[2] = p
->state
->unit
[i
].texgen_mode2
;
1474 modes
[3] = p
->state
->unit
[i
].texgen_mode3
;
1476 for (j
= 0; j
< 4; j
++) {
1478 case TXG_OBJ_LINEAR
: {
1479 struct ureg obj
= register_input(p
, VERT_ATTRIB_POS
);
1481 register_param3(p
, STATE_TEXGEN
, i
,
1482 STATE_TEXGEN_OBJECT_S
+ j
);
1484 emit_op2(p
, OPCODE_DP4
, out_texgen
, WRITEMASK_X
<< j
,
1488 case TXG_EYE_LINEAR
: {
1489 struct ureg eye
= get_eye_position(p
);
1491 register_param3(p
, STATE_TEXGEN
, i
,
1492 STATE_TEXGEN_EYE_S
+ j
);
1494 emit_op2(p
, OPCODE_DP4
, out_texgen
, WRITEMASK_X
<< j
,
1498 case TXG_SPHERE_MAP
:
1499 sphere_mask
|= WRITEMASK_X
<< j
;
1501 case TXG_REFLECTION_MAP
:
1502 reflect_mask
|= WRITEMASK_X
<< j
;
1504 case TXG_NORMAL_MAP
:
1505 normal_mask
|= WRITEMASK_X
<< j
;
1508 copy_mask
|= WRITEMASK_X
<< j
;
1515 build_sphere_texgen(p
, out_texgen
, sphere_mask
);
1519 build_reflect_texgen(p
, out_texgen
, reflect_mask
);
1523 struct ureg normal
= get_transformed_normal(p
);
1524 emit_op1(p
, OPCODE_MOV
, out_texgen
, normal_mask
, normal
);
1528 struct ureg in
= register_input(p
, VERT_ATTRIB_TEX0
+i
);
1529 emit_op1(p
, OPCODE_MOV
, out_texgen
, copy_mask
, in
);
1533 if (texmat_enabled
) {
1534 struct ureg texmat
[4];
1535 struct ureg in
= (!is_undef(out_texgen
) ?
1537 register_input(p
, VERT_ATTRIB_TEX0
+i
));
1539 register_matrix_param5( p
, STATE_TEXTURE_MATRIX
, i
, 0, 3,
1541 emit_matrix_transform_vec4( p
, out
, texmat
, in
);
1544 register_matrix_param5( p
, STATE_TEXTURE_MATRIX
, i
, 0, 3,
1545 STATE_MATRIX_TRANSPOSE
, texmat
);
1546 emit_transpose_matrix_transform_vec4( p
, out
, texmat
, in
);
1553 emit_passthrough(p
, VERT_ATTRIB_TEX0
+i
, VERT_RESULT_TEX0
+i
);
1560 * Point size attenuation computation.
1562 static void build_atten_pointsize( struct tnl_program
*p
)
1564 struct ureg eye
= get_eye_position_z(p
);
1565 struct ureg state_size
= register_param1(p
, STATE_POINT_SIZE
);
1566 struct ureg state_attenuation
= register_param1(p
, STATE_POINT_ATTENUATION
);
1567 struct ureg out
= register_output(p
, VERT_RESULT_PSIZ
);
1568 struct ureg ut
= get_temp(p
);
1571 emit_op1(p
, OPCODE_ABS
, ut
, WRITEMASK_Y
, swizzle1(eye
, Z
));
1572 /* p1 + dist * (p2 + dist * p3); */
1573 emit_op3(p
, OPCODE_MAD
, ut
, WRITEMASK_X
, swizzle1(ut
, Y
),
1574 swizzle1(state_attenuation
, Z
), swizzle1(state_attenuation
, Y
));
1575 emit_op3(p
, OPCODE_MAD
, ut
, WRITEMASK_X
, swizzle1(ut
, Y
),
1576 ut
, swizzle1(state_attenuation
, X
));
1578 /* 1 / sqrt(factor) */
1579 emit_op1(p
, OPCODE_RSQ
, ut
, WRITEMASK_X
, ut
);
1582 /* out = pointSize / sqrt(factor) */
1583 emit_op2(p
, OPCODE_MUL
, out
, WRITEMASK_X
, ut
, state_size
);
1585 /* this is a good place to clamp the point size since there's likely
1586 * no hardware registers to clamp point size at rasterization time.
1588 emit_op2(p
, OPCODE_MUL
, ut
, WRITEMASK_X
, ut
, state_size
);
1589 emit_op2(p
, OPCODE_MAX
, ut
, WRITEMASK_X
, ut
, swizzle1(state_size
, Y
));
1590 emit_op2(p
, OPCODE_MIN
, out
, WRITEMASK_X
, ut
, swizzle1(state_size
, Z
));
1593 release_temp(p
, ut
);
1597 * Emit constant point size.
1599 static void build_constant_pointsize( struct tnl_program
*p
)
1601 struct ureg state_size
= register_param1(p
, STATE_POINT_SIZE
);
1602 struct ureg out
= register_output(p
, VERT_RESULT_PSIZ
);
1603 emit_op1(p
, OPCODE_MOV
, out
, WRITEMASK_X
, state_size
);
1607 * Pass-though per-vertex point size, from user's point size array.
1609 static void build_array_pointsize( struct tnl_program
*p
)
1611 struct ureg in
= register_input(p
, VERT_ATTRIB_POINT_SIZE
);
1612 struct ureg out
= register_output(p
, VERT_RESULT_PSIZ
);
1613 emit_op1(p
, OPCODE_MOV
, out
, WRITEMASK_X
, in
);
1617 static void build_tnl_program( struct tnl_program
*p
)
1618 { /* Emit the program, starting with modelviewproject:
1622 /* Lighting calculations:
1624 if (p
->state
->fragprog_inputs_read
& (FRAG_BIT_COL0
|FRAG_BIT_COL1
)) {
1625 if (p
->state
->light_global_enabled
)
1628 if (p
->state
->fragprog_inputs_read
& FRAG_BIT_COL0
)
1629 emit_passthrough(p
, VERT_ATTRIB_COLOR0
, VERT_RESULT_COL0
);
1631 if (p
->state
->fragprog_inputs_read
& FRAG_BIT_COL1
)
1632 emit_passthrough(p
, VERT_ATTRIB_COLOR1
, VERT_RESULT_COL1
);
1636 if ((p
->state
->fragprog_inputs_read
& FRAG_BIT_FOGC
) ||
1637 p
->state
->fog_mode
!= FOG_NONE
)
1640 if (p
->state
->fragprog_inputs_read
& FRAG_BITS_TEX_ANY
)
1641 build_texture_transform(p
);
1643 if (p
->state
->point_attenuated
)
1644 build_atten_pointsize(p
);
1645 else if (p
->state
->point_array
)
1646 build_array_pointsize(p
);
1649 build_constant_pointsize(p
);
1651 (void) build_constant_pointsize
;
1656 emit_op1(p
, OPCODE_END
, undef
, 0, undef
);
1661 _mesa_printf ("\n");
1667 create_new_program( const struct state_key
*key
,
1668 struct gl_vertex_program
*program
,
1671 struct tnl_program p
;
1673 _mesa_memset(&p
, 0, sizeof(p
));
1675 p
.program
= program
;
1676 p
.eye_position
= undef
;
1677 p
.eye_position_z
= undef
;
1678 p
.eye_position_normalized
= undef
;
1679 p
.transformed_normal
= undef
;
1683 if (max_temps
>= sizeof(int) * 8)
1684 p
.temp_reserved
= 0;
1686 p
.temp_reserved
= ~((1<<max_temps
)-1);
1688 /* Start by allocating 32 instructions.
1689 * If we need more, we'll grow the instruction array as needed.
1692 p
.program
->Base
.Instructions
= _mesa_alloc_instructions(p
.max_inst
);
1693 p
.program
->Base
.String
= NULL
;
1694 p
.program
->Base
.NumInstructions
=
1695 p
.program
->Base
.NumTemporaries
=
1696 p
.program
->Base
.NumParameters
=
1697 p
.program
->Base
.NumAttributes
= p
.program
->Base
.NumAddressRegs
= 0;
1698 p
.program
->Base
.Parameters
= _mesa_new_parameter_list();
1699 p
.program
->Base
.InputsRead
= 0;
1700 p
.program
->Base
.OutputsWritten
= 0;
1702 build_tnl_program( &p
);
1707 * Return a vertex program which implements the current fixed-function
1708 * transform/lighting/texgen operations.
1709 * XXX move this into core mesa (main/)
1711 struct gl_vertex_program
*
1712 _mesa_get_fixed_func_vertex_program(GLcontext
*ctx
)
1714 struct gl_vertex_program
*prog
;
1715 struct state_key key
;
1717 /* Grab all the relevent state and put it in a single structure:
1719 make_state_key(ctx
, &key
);
1721 /* Look for an already-prepared program for this state:
1723 prog
= (struct gl_vertex_program
*)
1724 _mesa_search_program_cache(ctx
->VertexProgram
.Cache
, &key
, sizeof(key
));
1727 /* OK, we'll have to build a new one */
1729 _mesa_printf("Build new TNL program\n");
1731 prog
= (struct gl_vertex_program
*)
1732 ctx
->Driver
.NewProgram(ctx
, GL_VERTEX_PROGRAM_ARB
, 0);
1736 create_new_program( &key
, prog
,
1737 ctx
->Const
.VertexProgram
.MaxTemps
);
1740 if (ctx
->Driver
.ProgramStringNotify
)
1741 ctx
->Driver
.ProgramStringNotify( ctx
, GL_VERTEX_PROGRAM_ARB
,
1744 _mesa_program_cache_insert(ctx
, ctx
->VertexProgram
.Cache
,
1745 &key
, sizeof(key
), &prog
->Base
);