2 * Mesa 3-D graphics library
5 * Copyright (C) 2005-2007 Brian Paul All Rights Reserved.
6 * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
27 * \file slang_builtin.c
28 * Resolve built-in uniform vars.
32 #include "main/imports.h"
33 #include "main/mtypes.h"
34 #include "shader/program.h"
35 #include "shader/prog_instruction.h"
36 #include "shader/prog_parameter.h"
37 #include "shader/prog_statevars.h"
38 #include "shader/slang/slang_ir.h"
39 #include "shader/slang/slang_builtin.h"
42 /** special state token (see below) */
43 #define STATE_ARRAY ((gl_state_index) 0xfffff)
47 * Lookup GL state given a variable name, 0, 1 or 2 indexes and a field.
48 * Allocate room for the state in the given param list and return position
50 * Yes, this is kind of ugly, but it works.
53 lookup_statevar(const char *var
, GLint index1
, GLint index2
, const char *field
,
55 struct gl_program_parameter_list
*paramList
)
58 * NOTE: The ARB_vertex_program extension specified that matrices get
59 * loaded in registers in row-major order. With GLSL, we want column-
60 * major order. So, we need to transpose all matrices here...
64 gl_state_index matrix
;
65 gl_state_index modifier
;
67 { "gl_ModelViewMatrix", STATE_MODELVIEW_MATRIX
, STATE_MATRIX_TRANSPOSE
},
68 { "gl_ModelViewMatrixInverse", STATE_MODELVIEW_MATRIX
, STATE_MATRIX_INVTRANS
},
69 { "gl_ModelViewMatrixTranspose", STATE_MODELVIEW_MATRIX
, 0 },
70 { "gl_ModelViewMatrixInverseTranspose", STATE_MODELVIEW_MATRIX
, STATE_MATRIX_INVERSE
},
72 { "gl_ProjectionMatrix", STATE_PROJECTION_MATRIX
, STATE_MATRIX_TRANSPOSE
},
73 { "gl_ProjectionMatrixInverse", STATE_PROJECTION_MATRIX
, STATE_MATRIX_INVTRANS
},
74 { "gl_ProjectionMatrixTranspose", STATE_PROJECTION_MATRIX
, 0 },
75 { "gl_ProjectionMatrixInverseTranspose", STATE_PROJECTION_MATRIX
, STATE_MATRIX_INVERSE
},
77 { "gl_ModelViewProjectionMatrix", STATE_MVP_MATRIX
, STATE_MATRIX_TRANSPOSE
},
78 { "gl_ModelViewProjectionMatrixInverse", STATE_MVP_MATRIX
, STATE_MATRIX_INVTRANS
},
79 { "gl_ModelViewProjectionMatrixTranspose", STATE_MVP_MATRIX
, 0 },
80 { "gl_ModelViewProjectionMatrixInverseTranspose", STATE_MVP_MATRIX
, STATE_MATRIX_INVERSE
},
82 { "gl_TextureMatrix", STATE_TEXTURE_MATRIX
, STATE_MATRIX_TRANSPOSE
},
83 { "gl_TextureMatrixInverse", STATE_TEXTURE_MATRIX
, STATE_MATRIX_INVTRANS
},
84 { "gl_TextureMatrixTranspose", STATE_TEXTURE_MATRIX
, 0 },
85 { "gl_TextureMatrixInverseTranspose", STATE_TEXTURE_MATRIX
, STATE_MATRIX_INVERSE
},
87 { "gl_NormalMatrix", STATE_MODELVIEW_MATRIX
, STATE_MATRIX_INVERSE
},
91 gl_state_index tokens
[STATE_LENGTH
];
93 GLboolean isMatrix
= GL_FALSE
;
95 for (i
= 0; i
< STATE_LENGTH
; i
++) {
98 *swizzleOut
= SWIZZLE_NOOP
;
100 /* first, look if var is a pre-defined matrix */
101 for (i
= 0; matrices
[i
].name
; i
++) {
102 if (strcmp(var
, matrices
[i
].name
) == 0) {
103 tokens
[0] = matrices
[i
].matrix
;
104 /* tokens[1], [2] and [3] filled below */
105 tokens
[4] = matrices
[i
].modifier
;
112 if (tokens
[0] == STATE_TEXTURE_MATRIX
) {
113 /* texture_matrix[index1][index2] */
114 tokens
[1] = index1
>= 0 ? index1
: 0; /* which texture matrix */
115 index1
= index2
; /* move matrix row value to index1 */
118 /* index1 is unused: prevent extra addition at end of function */
122 else if (strcmp(var
, "gl_DepthRange") == 0) {
123 tokens
[0] = STATE_DEPTH_RANGE
;
124 if (strcmp(field
, "near") == 0) {
125 *swizzleOut
= SWIZZLE_XXXX
;
127 else if (strcmp(field
, "far") == 0) {
128 *swizzleOut
= SWIZZLE_YYYY
;
130 else if (strcmp(field
, "diff") == 0) {
131 *swizzleOut
= SWIZZLE_ZZZZ
;
137 else if (strcmp(var
, "gl_ClipPlane") == 0) {
140 tokens
[0] = STATE_CLIPPLANE
;
143 else if (strcmp(var
, "gl_Point") == 0) {
144 if (strcmp(field
, "size") == 0) {
145 tokens
[0] = STATE_POINT_SIZE
;
146 *swizzleOut
= SWIZZLE_XXXX
;
148 else if (strcmp(field
, "sizeMin") == 0) {
149 tokens
[0] = STATE_POINT_SIZE
;
150 *swizzleOut
= SWIZZLE_YYYY
;
152 else if (strcmp(field
, "sizeMax") == 0) {
153 tokens
[0] = STATE_POINT_SIZE
;
154 *swizzleOut
= SWIZZLE_ZZZZ
;
156 else if (strcmp(field
, "fadeThresholdSize") == 0) {
157 tokens
[0] = STATE_POINT_SIZE
;
158 *swizzleOut
= SWIZZLE_WWWW
;
160 else if (strcmp(field
, "distanceConstantAttenuation") == 0) {
161 tokens
[0] = STATE_POINT_ATTENUATION
;
162 *swizzleOut
= SWIZZLE_XXXX
;
164 else if (strcmp(field
, "distanceLinearAttenuation") == 0) {
165 tokens
[0] = STATE_POINT_ATTENUATION
;
166 *swizzleOut
= SWIZZLE_YYYY
;
168 else if (strcmp(field
, "distanceQuadraticAttenuation") == 0) {
169 tokens
[0] = STATE_POINT_ATTENUATION
;
170 *swizzleOut
= SWIZZLE_ZZZZ
;
176 else if (strcmp(var
, "gl_FrontMaterial") == 0 ||
177 strcmp(var
, "gl_BackMaterial") == 0) {
178 tokens
[0] = STATE_MATERIAL
;
179 if (strcmp(var
, "gl_FrontMaterial") == 0)
183 if (strcmp(field
, "emission") == 0) {
184 tokens
[2] = STATE_EMISSION
;
186 else if (strcmp(field
, "ambient") == 0) {
187 tokens
[2] = STATE_AMBIENT
;
189 else if (strcmp(field
, "diffuse") == 0) {
190 tokens
[2] = STATE_DIFFUSE
;
192 else if (strcmp(field
, "specular") == 0) {
193 tokens
[2] = STATE_SPECULAR
;
195 else if (strcmp(field
, "shininess") == 0) {
196 tokens
[2] = STATE_SHININESS
;
197 *swizzleOut
= SWIZZLE_XXXX
;
203 else if (strcmp(var
, "gl_LightSource") == 0) {
204 if (!field
|| index1
< 0)
207 tokens
[0] = STATE_LIGHT
;
210 if (strcmp(field
, "ambient") == 0) {
211 tokens
[2] = STATE_AMBIENT
;
213 else if (strcmp(field
, "diffuse") == 0) {
214 tokens
[2] = STATE_DIFFUSE
;
216 else if (strcmp(field
, "specular") == 0) {
217 tokens
[2] = STATE_SPECULAR
;
219 else if (strcmp(field
, "position") == 0) {
220 tokens
[2] = STATE_POSITION
;
222 else if (strcmp(field
, "halfVector") == 0) {
223 tokens
[2] = STATE_HALF_VECTOR
;
225 else if (strcmp(field
, "spotDirection") == 0) {
226 tokens
[2] = STATE_SPOT_DIRECTION
;
228 else if (strcmp(field
, "spotCosCutoff") == 0) {
229 tokens
[2] = STATE_SPOT_DIRECTION
;
230 *swizzleOut
= SWIZZLE_WWWW
;
232 else if (strcmp(field
, "spotCutoff") == 0) {
233 tokens
[2] = STATE_SPOT_CUTOFF
;
234 *swizzleOut
= SWIZZLE_XXXX
;
236 else if (strcmp(field
, "spotExponent") == 0) {
237 tokens
[2] = STATE_ATTENUATION
;
238 *swizzleOut
= SWIZZLE_WWWW
;
240 else if (strcmp(field
, "constantAttenuation") == 0) {
241 tokens
[2] = STATE_ATTENUATION
;
242 *swizzleOut
= SWIZZLE_XXXX
;
244 else if (strcmp(field
, "linearAttenuation") == 0) {
245 tokens
[2] = STATE_ATTENUATION
;
246 *swizzleOut
= SWIZZLE_YYYY
;
248 else if (strcmp(field
, "quadraticAttenuation") == 0) {
249 tokens
[2] = STATE_ATTENUATION
;
250 *swizzleOut
= SWIZZLE_ZZZZ
;
256 else if (strcmp(var
, "gl_LightModel") == 0) {
257 if (strcmp(field
, "ambient") == 0) {
258 tokens
[0] = STATE_LIGHTMODEL_AMBIENT
;
264 else if (strcmp(var
, "gl_FrontLightModelProduct") == 0) {
265 if (strcmp(field
, "sceneColor") == 0) {
266 tokens
[0] = STATE_LIGHTMODEL_SCENECOLOR
;
273 else if (strcmp(var
, "gl_BackLightModelProduct") == 0) {
274 if (strcmp(field
, "sceneColor") == 0) {
275 tokens
[0] = STATE_LIGHTMODEL_SCENECOLOR
;
282 else if (strcmp(var
, "gl_FrontLightProduct") == 0 ||
283 strcmp(var
, "gl_BackLightProduct") == 0) {
284 if (index1
< 0 || !field
)
287 tokens
[0] = STATE_LIGHTPROD
;
288 tokens
[1] = index1
; /* light number */
289 if (strcmp(var
, "gl_FrontLightProduct") == 0) {
290 tokens
[2] = 0; /* front */
293 tokens
[2] = 1; /* back */
295 if (strcmp(field
, "ambient") == 0) {
296 tokens
[3] = STATE_AMBIENT
;
298 else if (strcmp(field
, "diffuse") == 0) {
299 tokens
[3] = STATE_DIFFUSE
;
301 else if (strcmp(field
, "specular") == 0) {
302 tokens
[3] = STATE_SPECULAR
;
308 else if (strcmp(var
, "gl_TextureEnvColor") == 0) {
311 tokens
[0] = STATE_TEXENV_COLOR
;
314 else if (strcmp(var
, "gl_EyePlaneS") == 0) {
317 tokens
[0] = STATE_TEXGEN
;
318 tokens
[1] = index1
; /* tex unit */
319 tokens
[2] = STATE_TEXGEN_EYE_S
;
321 else if (strcmp(var
, "gl_EyePlaneT") == 0) {
324 tokens
[0] = STATE_TEXGEN
;
325 tokens
[1] = index1
; /* tex unit */
326 tokens
[2] = STATE_TEXGEN_EYE_T
;
328 else if (strcmp(var
, "gl_EyePlaneR") == 0) {
331 tokens
[0] = STATE_TEXGEN
;
332 tokens
[1] = index1
; /* tex unit */
333 tokens
[2] = STATE_TEXGEN_EYE_R
;
335 else if (strcmp(var
, "gl_EyePlaneQ") == 0) {
338 tokens
[0] = STATE_TEXGEN
;
339 tokens
[1] = index1
; /* tex unit */
340 tokens
[2] = STATE_TEXGEN_EYE_Q
;
342 else if (strcmp(var
, "gl_ObjectPlaneS") == 0) {
345 tokens
[0] = STATE_TEXGEN
;
346 tokens
[1] = index1
; /* tex unit */
347 tokens
[2] = STATE_TEXGEN_OBJECT_S
;
349 else if (strcmp(var
, "gl_ObjectPlaneT") == 0) {
352 tokens
[0] = STATE_TEXGEN
;
353 tokens
[1] = index1
; /* tex unit */
354 tokens
[2] = STATE_TEXGEN_OBJECT_T
;
356 else if (strcmp(var
, "gl_ObjectPlaneR") == 0) {
359 tokens
[0] = STATE_TEXGEN
;
360 tokens
[1] = index1
; /* tex unit */
361 tokens
[2] = STATE_TEXGEN_OBJECT_R
;
363 else if (strcmp(var
, "gl_ObjectPlaneQ") == 0) {
366 tokens
[0] = STATE_TEXGEN
;
367 tokens
[1] = index1
; /* tex unit */
368 tokens
[2] = STATE_TEXGEN_OBJECT_Q
;
370 else if (strcmp(var
, "gl_Fog") == 0) {
371 if (strcmp(field
, "color") == 0) {
372 tokens
[0] = STATE_FOG_COLOR
;
374 else if (strcmp(field
, "density") == 0) {
375 tokens
[0] = STATE_FOG_PARAMS
;
376 *swizzleOut
= SWIZZLE_XXXX
;
378 else if (strcmp(field
, "start") == 0) {
379 tokens
[0] = STATE_FOG_PARAMS
;
380 *swizzleOut
= SWIZZLE_YYYY
;
382 else if (strcmp(field
, "end") == 0) {
383 tokens
[0] = STATE_FOG_PARAMS
;
384 *swizzleOut
= SWIZZLE_ZZZZ
;
386 else if (strcmp(field
, "scale") == 0) {
387 tokens
[0] = STATE_FOG_PARAMS
;
388 *swizzleOut
= SWIZZLE_WWWW
;
399 /* load all four columns of matrix */
402 for (j
= 0; j
< 4; j
++) {
403 tokens
[2] = tokens
[3] = j
; /* jth row of matrix */
404 pos
[j
] = _mesa_add_state_reference(paramList
, tokens
);
408 return pos
[0] + index1
;
411 /* allocate a single register */
412 GLint pos
= _mesa_add_state_reference(paramList
, tokens
);
421 * Given a variable name and datatype, emit uniform/constant buffer
422 * entries which will store that state variable.
423 * For example, if name="gl_LightSource" we'll emit 64 state variable
424 * vectors/references and return position where that data starts. This will
425 * allow run-time array indexing into the light source array.
427 * Note that this is a recursive function.
429 * \return -1 if error, else index of start of data in the program parameter list
432 emit_statevars(const char *name
, int array_len
,
433 const slang_type_specifier
*type
,
434 gl_state_index tokens
[STATE_LENGTH
],
435 struct gl_program_parameter_list
*paramList
)
437 if (type
->type
== SLANG_SPEC_ARRAY
) {
439 assert(array_len
> 0);
440 if (strcmp(name
, "gl_ClipPlane") == 0) {
441 tokens
[0] = STATE_CLIPPLANE
;
443 else if (strcmp(name
, "gl_LightSource") == 0) {
444 tokens
[0] = STATE_LIGHT
;
446 else if (strcmp(name
, "gl_FrontLightProduct") == 0) {
447 tokens
[0] = STATE_LIGHTPROD
;
448 tokens
[2] = 0; /* front */
450 else if (strcmp(name
, "gl_BackLightProduct") == 0) {
451 tokens
[0] = STATE_LIGHTPROD
;
452 tokens
[2] = 1; /* back */
454 else if (strcmp(name
, "gl_TextureEnvColor") == 0) {
455 tokens
[0] = STATE_TEXENV_COLOR
;
457 else if (strcmp(name
, "gl_EyePlaneS") == 0) {
458 tokens
[0] = STATE_TEXGEN
;
459 tokens
[2] = STATE_TEXGEN_EYE_S
;
461 else if (strcmp(name
, "gl_EyePlaneT") == 0) {
462 tokens
[0] = STATE_TEXGEN
;
463 tokens
[2] = STATE_TEXGEN_EYE_T
;
465 else if (strcmp(name
, "gl_EyePlaneR") == 0) {
466 tokens
[0] = STATE_TEXGEN
;
467 tokens
[2] = STATE_TEXGEN_EYE_R
;
469 else if (strcmp(name
, "gl_EyePlaneQ") == 0) {
470 tokens
[0] = STATE_TEXGEN
;
471 tokens
[2] = STATE_TEXGEN_EYE_Q
;
473 else if (strcmp(name
, "gl_ObjectPlaneS") == 0) {
474 tokens
[0] = STATE_TEXGEN
;
475 tokens
[2] = STATE_TEXGEN_OBJECT_S
;
477 else if (strcmp(name
, "gl_ObjectPlaneT") == 0) {
478 tokens
[0] = STATE_TEXGEN
;
479 tokens
[2] = STATE_TEXGEN_OBJECT_T
;
481 else if (strcmp(name
, "gl_ObjectPlaneR") == 0) {
482 tokens
[0] = STATE_TEXGEN
;
483 tokens
[2] = STATE_TEXGEN_OBJECT_R
;
485 else if (strcmp(name
, "gl_ObjectPlaneQ") == 0) {
486 tokens
[0] = STATE_TEXGEN
;
487 tokens
[2] = STATE_TEXGEN_OBJECT_Q
;
490 return -1; /* invalid array name */
492 for (i
= 0; i
< array_len
; i
++) {
495 p
= emit_statevars(NULL
, 0, type
->_array
, tokens
, paramList
);
501 else if (type
->type
== SLANG_SPEC_STRUCT
) {
502 const slang_variable_scope
*fields
= type
->_struct
->fields
;
504 for (i
= 0; i
< fields
->num_variables
; i
++) {
505 const slang_variable
*var
= fields
->variables
[i
];
506 GLint p
= emit_statevars(var
->a_name
, 0, &var
->type
.specifier
,
515 assert(type
->type
== SLANG_SPEC_VEC4
||
516 type
->type
== SLANG_SPEC_VEC3
||
517 type
->type
== SLANG_SPEC_VEC2
||
518 type
->type
== SLANG_SPEC_FLOAT
||
519 type
->type
== SLANG_SPEC_IVEC4
||
520 type
->type
== SLANG_SPEC_IVEC3
||
521 type
->type
== SLANG_SPEC_IVEC2
||
522 type
->type
== SLANG_SPEC_INT
);
526 if (tokens
[0] == STATE_LIGHT
)
528 else if (tokens
[0] == STATE_LIGHTPROD
)
531 return -1; /* invalid array name */
533 if (strcmp(name
, "ambient") == 0) {
534 tokens
[t
] = STATE_AMBIENT
;
536 else if (strcmp(name
, "diffuse") == 0) {
537 tokens
[t
] = STATE_DIFFUSE
;
539 else if (strcmp(name
, "specular") == 0) {
540 tokens
[t
] = STATE_SPECULAR
;
542 else if (strcmp(name
, "position") == 0) {
543 tokens
[t
] = STATE_POSITION
;
545 else if (strcmp(name
, "halfVector") == 0) {
546 tokens
[t
] = STATE_HALF_VECTOR
;
548 else if (strcmp(name
, "spotDirection") == 0) {
549 tokens
[t
] = STATE_SPOT_DIRECTION
; /* xyz components */
551 else if (strcmp(name
, "spotCosCutoff") == 0) {
552 tokens
[t
] = STATE_SPOT_DIRECTION
; /* w component */
555 else if (strcmp(name
, "constantAttenuation") == 0) {
556 tokens
[t
] = STATE_ATTENUATION
; /* x component */
558 else if (strcmp(name
, "linearAttenuation") == 0) {
559 tokens
[t
] = STATE_ATTENUATION
; /* y component */
561 else if (strcmp(name
, "quadraticAttenuation") == 0) {
562 tokens
[t
] = STATE_ATTENUATION
; /* z component */
564 else if (strcmp(name
, "spotExponent") == 0) {
565 tokens
[t
] = STATE_ATTENUATION
; /* w = spot exponent */
568 else if (strcmp(name
, "spotCutoff") == 0) {
569 tokens
[t
] = STATE_SPOT_CUTOFF
; /* x component */
573 return -1; /* invalid field name */
577 pos
= _mesa_add_state_reference(paramList
, tokens
);
586 * Unroll the named built-in uniform variable into a sequence of state
587 * vars in the given parameter list.
590 alloc_state_var_array(const slang_variable
*var
,
591 struct gl_program_parameter_list
*paramList
)
593 gl_state_index tokens
[STATE_LENGTH
];
597 /* Initialize the state tokens array. This is very important.
598 * When we call _mesa_add_state_reference() it'll searches the parameter
599 * list to see if the given statevar token sequence is already present.
600 * This is normally a good thing since it prevents redundant values in the
603 * But when we're building arrays of state this can be bad. For example,
604 * consider this fragment of GLSL code:
605 * foo = gl_LightSource[3].diffuse;
607 * bar = gl_LightSource[i].diffuse;
609 * When we unroll the gl_LightSource array (for "bar") we want to re-emit
610 * gl_LightSource[3].diffuse and not re-use the first instance (from "foo")
611 * since that would upset the array layout. We handle this situation by
612 * setting the last token in the state var token array to the special
614 * This token will only be set for array state. We can hijack the last
615 * element in the array for this since it's never used for light, clipplane
616 * or texture env array state.
618 for (i
= 0; i
< STATE_LENGTH
; i
++)
620 tokens
[STATE_LENGTH
- 1] = STATE_ARRAY
;
622 pos
= emit_statevars(var
->a_name
, var
->array_len
, &var
->type
.specifier
,
631 * Allocate storage for a pre-defined uniform (a GL state variable).
632 * As a memory-saving optimization, we try to only allocate storage for
633 * state vars that are actually used.
635 * Arrays such as gl_LightSource are handled specially. For an expression
636 * like "gl_LightSource[2].diffuse", we can allocate a single uniform/constant
637 * slot and return the index. In this case, we return direct=TRUE.
639 * Buf for something like "gl_LightSource[i].diffuse" we don't know the value
640 * of 'i' at compile time so we need to "unroll" the gl_LightSource array
641 * into a consecutive sequence of uniform/constant slots so it can be indexed
642 * at runtime. In this case, we return direct=FALSE.
644 * Currently, all pre-defined uniforms are in one of these forms:
651 * \return -1 upon error, else position in paramList of the state variable/data
654 _slang_alloc_statevar(slang_ir_node
*n
,
655 struct gl_program_parameter_list
*paramList
,
658 slang_ir_node
*n0
= n
;
659 const char *field
= NULL
;
660 GLint index1
= -1, index2
= -1;
665 if (n
->Opcode
== IR_FIELD
) {
670 if (n
->Opcode
== IR_ELEMENT
) {
671 if (n
->Children
[1]->Opcode
== IR_FLOAT
) {
672 index1
= (GLint
) n
->Children
[1]->Value
[0];
680 if (n
->Opcode
== IR_ELEMENT
) {
681 /* XXX can only handle constant indexes for now */
682 if (n
->Children
[1]->Opcode
== IR_FLOAT
) {
683 /* two-dimensional array index: mat[i][j] */
685 index1
= (GLint
) n
->Children
[1]->Value
[0];
693 assert(n
->Opcode
== IR_VAR
);
696 const char *var
= (const char *) n
->Var
->a_name
;
698 lookup_statevar(var
, index1
, index2
, field
, &swizzle
, paramList
);
700 /* newly resolved storage for the statevar/constant/uniform */
701 n0
->Store
->File
= PROGRAM_STATE_VAR
;
702 n0
->Store
->Index
= pos
;
703 n0
->Store
->Swizzle
= swizzle
;
704 n0
->Store
->Parent
= NULL
;
710 return alloc_state_var_array(n
->Var
, paramList
);
716 #define SWIZZLE_ZWWW MAKE_SWIZZLE4(SWIZZLE_Z, SWIZZLE_W, SWIZZLE_W, SWIZZLE_W)
719 /** Predefined shader inputs */
728 /** Predefined vertex shader inputs/attributes */
729 static const struct input_info vertInputs
[] = {
730 { "gl_Vertex", VERT_ATTRIB_POS
, GL_FLOAT_VEC4
, SWIZZLE_NOOP
},
731 { "gl_Normal", VERT_ATTRIB_NORMAL
, GL_FLOAT_VEC3
, SWIZZLE_NOOP
},
732 { "gl_Color", VERT_ATTRIB_COLOR0
, GL_FLOAT_VEC4
, SWIZZLE_NOOP
},
733 { "gl_SecondaryColor", VERT_ATTRIB_COLOR1
, GL_FLOAT_VEC4
, SWIZZLE_NOOP
},
734 { "gl_FogCoord", VERT_ATTRIB_FOG
, GL_FLOAT
, SWIZZLE_XXXX
},
735 { "gl_MultiTexCoord0", VERT_ATTRIB_TEX0
, GL_FLOAT_VEC4
, SWIZZLE_NOOP
},
736 { "gl_MultiTexCoord1", VERT_ATTRIB_TEX1
, GL_FLOAT_VEC4
, SWIZZLE_NOOP
},
737 { "gl_MultiTexCoord2", VERT_ATTRIB_TEX2
, GL_FLOAT_VEC4
, SWIZZLE_NOOP
},
738 { "gl_MultiTexCoord3", VERT_ATTRIB_TEX3
, GL_FLOAT_VEC4
, SWIZZLE_NOOP
},
739 { "gl_MultiTexCoord4", VERT_ATTRIB_TEX4
, GL_FLOAT_VEC4
, SWIZZLE_NOOP
},
740 { "gl_MultiTexCoord5", VERT_ATTRIB_TEX5
, GL_FLOAT_VEC4
, SWIZZLE_NOOP
},
741 { "gl_MultiTexCoord6", VERT_ATTRIB_TEX6
, GL_FLOAT_VEC4
, SWIZZLE_NOOP
},
742 { "gl_MultiTexCoord7", VERT_ATTRIB_TEX7
, GL_FLOAT_VEC4
, SWIZZLE_NOOP
},
743 { NULL
, 0, GL_NONE
, SWIZZLE_NOOP
}
746 /** Predefined fragment shader inputs */
747 static const struct input_info fragInputs
[] = {
748 { "gl_FragCoord", FRAG_ATTRIB_WPOS
, GL_FLOAT_VEC4
, SWIZZLE_NOOP
},
749 { "gl_Color", FRAG_ATTRIB_COL0
, GL_FLOAT_VEC4
, SWIZZLE_NOOP
},
750 { "gl_SecondaryColor", FRAG_ATTRIB_COL1
, GL_FLOAT_VEC4
, SWIZZLE_NOOP
},
751 { "gl_TexCoord", FRAG_ATTRIB_TEX0
, GL_FLOAT_VEC4
, SWIZZLE_NOOP
},
752 /* note: we're packing several quantities into the fogcoord vector */
753 { "gl_FogFragCoord", FRAG_ATTRIB_FOGC
, GL_FLOAT
, SWIZZLE_XXXX
},
754 { "gl_FrontFacing", FRAG_ATTRIB_FACE
, GL_FLOAT
, SWIZZLE_XXXX
},
755 { "gl_PointCoord", FRAG_ATTRIB_PNTC
, GL_FLOAT_VEC2
, SWIZZLE_XYZW
},
756 { NULL
, 0, GL_NONE
, SWIZZLE_NOOP
}
761 * Return the VERT_ATTRIB_* or FRAG_ATTRIB_* value that corresponds to
762 * a vertex or fragment program input variable. Return -1 if the input
764 * XXX return size too
767 _slang_input_index(const char *name
, GLenum target
, GLuint
*swizzleOut
)
769 const struct input_info
*inputs
;
773 case GL_VERTEX_PROGRAM_ARB
:
776 case GL_FRAGMENT_PROGRAM_ARB
:
779 /* XXX geom program */
781 _mesa_problem(NULL
, "bad target in _slang_input_index");
785 ASSERT(MAX_TEXTURE_COORD_UNITS
== 8); /* if this fails, fix vertInputs above */
787 for (i
= 0; inputs
[i
].Name
; i
++) {
788 if (strcmp(inputs
[i
].Name
, name
) == 0) {
790 *swizzleOut
= inputs
[i
].Swizzle
;
791 return inputs
[i
].Attrib
;
799 * Return name of the given vertex attribute (VERT_ATTRIB_x).
802 _slang_vert_attrib_name(GLuint attrib
)
805 assert(attrib
< VERT_ATTRIB_GENERIC0
);
806 for (i
= 0; vertInputs
[i
].Name
; i
++) {
807 if (vertInputs
[i
].Attrib
== attrib
)
808 return vertInputs
[i
].Name
;
815 * Return type (GL_FLOAT, GL_FLOAT_VEC2, etc) of the given vertex
816 * attribute (VERT_ATTRIB_x).
819 _slang_vert_attrib_type(GLuint attrib
)
822 assert(attrib
< VERT_ATTRIB_GENERIC0
);
823 for (i
= 0; vertInputs
[i
].Name
; i
++) {
824 if (vertInputs
[i
].Attrib
== attrib
)
825 return vertInputs
[i
].Type
;
834 /** Predefined shader output info */
841 /** Predefined vertex shader outputs */
842 static const struct output_info vertOutputs
[] = {
843 { "gl_Position", VERT_RESULT_HPOS
},
844 { "gl_FrontColor", VERT_RESULT_COL0
},
845 { "gl_BackColor", VERT_RESULT_BFC0
},
846 { "gl_FrontSecondaryColor", VERT_RESULT_COL1
},
847 { "gl_BackSecondaryColor", VERT_RESULT_BFC1
},
848 { "gl_TexCoord", VERT_RESULT_TEX0
},
849 { "gl_FogFragCoord", VERT_RESULT_FOGC
},
850 { "gl_PointSize", VERT_RESULT_PSIZ
},
854 /** Predefined fragment shader outputs */
855 static const struct output_info fragOutputs
[] = {
856 { "gl_FragColor", FRAG_RESULT_COLOR
},
857 { "gl_FragDepth", FRAG_RESULT_DEPTH
},
858 { "gl_FragData", FRAG_RESULT_DATA0
},
864 * Return the VERT_RESULT_* or FRAG_RESULT_* value that corresponds to
865 * a vertex or fragment program output variable. Return -1 for an invalid
869 _slang_output_index(const char *name
, GLenum target
)
871 const struct output_info
*outputs
;
875 case GL_VERTEX_PROGRAM_ARB
:
876 outputs
= vertOutputs
;
878 case GL_FRAGMENT_PROGRAM_ARB
:
879 outputs
= fragOutputs
;
881 /* XXX geom program */
883 _mesa_problem(NULL
, "bad target in _slang_output_index");
887 for (i
= 0; outputs
[i
].Name
; i
++) {
888 if (strcmp(outputs
[i
].Name
, name
) == 0) {
890 return outputs
[i
].Attrib
;