Merge branch 'mesa_7_7_branch'
[mesa.git] / src / mesa / shader / slang / slang_builtin.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.3
4 *
5 * Copyright (C) 2005-2007 Brian Paul All Rights Reserved.
6 * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
7 *
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:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
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.
24 */
25
26 /**
27 * \file slang_builtin.c
28 * Resolve built-in uniform vars.
29 * \author Brian Paul
30 */
31
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"
40
41
42 /** special state token (see below) */
43 #define STATE_ARRAY ((gl_state_index) 0xfffff)
44
45
46 /**
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
49 * in the list.
50 * Yes, this is kind of ugly, but it works.
51 */
52 static GLint
53 lookup_statevar(const char *var, GLint index1, GLint index2, const char *field,
54 GLuint *swizzleOut,
55 struct gl_program_parameter_list *paramList)
56 {
57 /*
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...
61 */
62 static const struct {
63 const char *name;
64 gl_state_index matrix;
65 gl_state_index modifier;
66 } matrices[] = {
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 },
71
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 },
76
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 },
81
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 },
86
87 { "gl_NormalMatrix", STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE },
88
89 { NULL, 0, 0 }
90 };
91 gl_state_index tokens[STATE_LENGTH];
92 GLuint i;
93 GLboolean isMatrix = GL_FALSE;
94
95 for (i = 0; i < STATE_LENGTH; i++) {
96 tokens[i] = 0;
97 }
98 *swizzleOut = SWIZZLE_NOOP;
99
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;
106 isMatrix = GL_TRUE;
107 break;
108 }
109 }
110
111 if (isMatrix) {
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 */
116 }
117 if (index1 < 0) {
118 /* index1 is unused: prevent extra addition at end of function */
119 index1 = 0;
120 }
121 }
122 else if (strcmp(var, "gl_DepthRange") == 0) {
123 tokens[0] = STATE_DEPTH_RANGE;
124 if (strcmp(field, "near") == 0) {
125 *swizzleOut = SWIZZLE_XXXX;
126 }
127 else if (strcmp(field, "far") == 0) {
128 *swizzleOut = SWIZZLE_YYYY;
129 }
130 else if (strcmp(field, "diff") == 0) {
131 *swizzleOut = SWIZZLE_ZZZZ;
132 }
133 else {
134 return -1;
135 }
136 }
137 else if (strcmp(var, "gl_ClipPlane") == 0) {
138 if (index1 < 0)
139 return -1;
140 tokens[0] = STATE_CLIPPLANE;
141 tokens[1] = index1;
142 }
143 else if (strcmp(var, "gl_Point") == 0) {
144 if (strcmp(field, "size") == 0) {
145 tokens[0] = STATE_POINT_SIZE;
146 *swizzleOut = SWIZZLE_XXXX;
147 }
148 else if (strcmp(field, "sizeMin") == 0) {
149 tokens[0] = STATE_POINT_SIZE;
150 *swizzleOut = SWIZZLE_YYYY;
151 }
152 else if (strcmp(field, "sizeMax") == 0) {
153 tokens[0] = STATE_POINT_SIZE;
154 *swizzleOut = SWIZZLE_ZZZZ;
155 }
156 else if (strcmp(field, "fadeThresholdSize") == 0) {
157 tokens[0] = STATE_POINT_SIZE;
158 *swizzleOut = SWIZZLE_WWWW;
159 }
160 else if (strcmp(field, "distanceConstantAttenuation") == 0) {
161 tokens[0] = STATE_POINT_ATTENUATION;
162 *swizzleOut = SWIZZLE_XXXX;
163 }
164 else if (strcmp(field, "distanceLinearAttenuation") == 0) {
165 tokens[0] = STATE_POINT_ATTENUATION;
166 *swizzleOut = SWIZZLE_YYYY;
167 }
168 else if (strcmp(field, "distanceQuadraticAttenuation") == 0) {
169 tokens[0] = STATE_POINT_ATTENUATION;
170 *swizzleOut = SWIZZLE_ZZZZ;
171 }
172 else {
173 return -1;
174 }
175 }
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)
180 tokens[1] = 0;
181 else
182 tokens[1] = 1;
183 if (strcmp(field, "emission") == 0) {
184 tokens[2] = STATE_EMISSION;
185 }
186 else if (strcmp(field, "ambient") == 0) {
187 tokens[2] = STATE_AMBIENT;
188 }
189 else if (strcmp(field, "diffuse") == 0) {
190 tokens[2] = STATE_DIFFUSE;
191 }
192 else if (strcmp(field, "specular") == 0) {
193 tokens[2] = STATE_SPECULAR;
194 }
195 else if (strcmp(field, "shininess") == 0) {
196 tokens[2] = STATE_SHININESS;
197 *swizzleOut = SWIZZLE_XXXX;
198 }
199 else {
200 return -1;
201 }
202 }
203 else if (strcmp(var, "gl_LightSource") == 0) {
204 if (!field || index1 < 0)
205 return -1;
206
207 tokens[0] = STATE_LIGHT;
208 tokens[1] = index1;
209
210 if (strcmp(field, "ambient") == 0) {
211 tokens[2] = STATE_AMBIENT;
212 }
213 else if (strcmp(field, "diffuse") == 0) {
214 tokens[2] = STATE_DIFFUSE;
215 }
216 else if (strcmp(field, "specular") == 0) {
217 tokens[2] = STATE_SPECULAR;
218 }
219 else if (strcmp(field, "position") == 0) {
220 tokens[2] = STATE_POSITION;
221 }
222 else if (strcmp(field, "halfVector") == 0) {
223 tokens[2] = STATE_HALF_VECTOR;
224 }
225 else if (strcmp(field, "spotDirection") == 0) {
226 tokens[2] = STATE_SPOT_DIRECTION;
227 }
228 else if (strcmp(field, "spotCosCutoff") == 0) {
229 tokens[2] = STATE_SPOT_DIRECTION;
230 *swizzleOut = SWIZZLE_WWWW;
231 }
232 else if (strcmp(field, "spotCutoff") == 0) {
233 tokens[2] = STATE_SPOT_CUTOFF;
234 *swizzleOut = SWIZZLE_XXXX;
235 }
236 else if (strcmp(field, "spotExponent") == 0) {
237 tokens[2] = STATE_ATTENUATION;
238 *swizzleOut = SWIZZLE_WWWW;
239 }
240 else if (strcmp(field, "constantAttenuation") == 0) {
241 tokens[2] = STATE_ATTENUATION;
242 *swizzleOut = SWIZZLE_XXXX;
243 }
244 else if (strcmp(field, "linearAttenuation") == 0) {
245 tokens[2] = STATE_ATTENUATION;
246 *swizzleOut = SWIZZLE_YYYY;
247 }
248 else if (strcmp(field, "quadraticAttenuation") == 0) {
249 tokens[2] = STATE_ATTENUATION;
250 *swizzleOut = SWIZZLE_ZZZZ;
251 }
252 else {
253 return -1;
254 }
255 }
256 else if (strcmp(var, "gl_LightModel") == 0) {
257 if (strcmp(field, "ambient") == 0) {
258 tokens[0] = STATE_LIGHTMODEL_AMBIENT;
259 }
260 else {
261 return -1;
262 }
263 }
264 else if (strcmp(var, "gl_FrontLightModelProduct") == 0) {
265 if (strcmp(field, "sceneColor") == 0) {
266 tokens[0] = STATE_LIGHTMODEL_SCENECOLOR;
267 tokens[1] = 0;
268 }
269 else {
270 return -1;
271 }
272 }
273 else if (strcmp(var, "gl_BackLightModelProduct") == 0) {
274 if (strcmp(field, "sceneColor") == 0) {
275 tokens[0] = STATE_LIGHTMODEL_SCENECOLOR;
276 tokens[1] = 1;
277 }
278 else {
279 return -1;
280 }
281 }
282 else if (strcmp(var, "gl_FrontLightProduct") == 0 ||
283 strcmp(var, "gl_BackLightProduct") == 0) {
284 if (index1 < 0 || !field)
285 return -1;
286
287 tokens[0] = STATE_LIGHTPROD;
288 tokens[1] = index1; /* light number */
289 if (strcmp(var, "gl_FrontLightProduct") == 0) {
290 tokens[2] = 0; /* front */
291 }
292 else {
293 tokens[2] = 1; /* back */
294 }
295 if (strcmp(field, "ambient") == 0) {
296 tokens[3] = STATE_AMBIENT;
297 }
298 else if (strcmp(field, "diffuse") == 0) {
299 tokens[3] = STATE_DIFFUSE;
300 }
301 else if (strcmp(field, "specular") == 0) {
302 tokens[3] = STATE_SPECULAR;
303 }
304 else {
305 return -1;
306 }
307 }
308 else if (strcmp(var, "gl_TextureEnvColor") == 0) {
309 if (index1 < 0)
310 return -1;
311 tokens[0] = STATE_TEXENV_COLOR;
312 tokens[1] = index1;
313 }
314 else if (strcmp(var, "gl_EyePlaneS") == 0) {
315 if (index1 < 0)
316 return -1;
317 tokens[0] = STATE_TEXGEN;
318 tokens[1] = index1; /* tex unit */
319 tokens[2] = STATE_TEXGEN_EYE_S;
320 }
321 else if (strcmp(var, "gl_EyePlaneT") == 0) {
322 if (index1 < 0)
323 return -1;
324 tokens[0] = STATE_TEXGEN;
325 tokens[1] = index1; /* tex unit */
326 tokens[2] = STATE_TEXGEN_EYE_T;
327 }
328 else if (strcmp(var, "gl_EyePlaneR") == 0) {
329 if (index1 < 0)
330 return -1;
331 tokens[0] = STATE_TEXGEN;
332 tokens[1] = index1; /* tex unit */
333 tokens[2] = STATE_TEXGEN_EYE_R;
334 }
335 else if (strcmp(var, "gl_EyePlaneQ") == 0) {
336 if (index1 < 0)
337 return -1;
338 tokens[0] = STATE_TEXGEN;
339 tokens[1] = index1; /* tex unit */
340 tokens[2] = STATE_TEXGEN_EYE_Q;
341 }
342 else if (strcmp(var, "gl_ObjectPlaneS") == 0) {
343 if (index1 < 0)
344 return -1;
345 tokens[0] = STATE_TEXGEN;
346 tokens[1] = index1; /* tex unit */
347 tokens[2] = STATE_TEXGEN_OBJECT_S;
348 }
349 else if (strcmp(var, "gl_ObjectPlaneT") == 0) {
350 if (index1 < 0)
351 return -1;
352 tokens[0] = STATE_TEXGEN;
353 tokens[1] = index1; /* tex unit */
354 tokens[2] = STATE_TEXGEN_OBJECT_T;
355 }
356 else if (strcmp(var, "gl_ObjectPlaneR") == 0) {
357 if (index1 < 0)
358 return -1;
359 tokens[0] = STATE_TEXGEN;
360 tokens[1] = index1; /* tex unit */
361 tokens[2] = STATE_TEXGEN_OBJECT_R;
362 }
363 else if (strcmp(var, "gl_ObjectPlaneQ") == 0) {
364 if (index1 < 0)
365 return -1;
366 tokens[0] = STATE_TEXGEN;
367 tokens[1] = index1; /* tex unit */
368 tokens[2] = STATE_TEXGEN_OBJECT_Q;
369 }
370 else if (strcmp(var, "gl_Fog") == 0) {
371 if (strcmp(field, "color") == 0) {
372 tokens[0] = STATE_FOG_COLOR;
373 }
374 else if (strcmp(field, "density") == 0) {
375 tokens[0] = STATE_FOG_PARAMS;
376 *swizzleOut = SWIZZLE_XXXX;
377 }
378 else if (strcmp(field, "start") == 0) {
379 tokens[0] = STATE_FOG_PARAMS;
380 *swizzleOut = SWIZZLE_YYYY;
381 }
382 else if (strcmp(field, "end") == 0) {
383 tokens[0] = STATE_FOG_PARAMS;
384 *swizzleOut = SWIZZLE_ZZZZ;
385 }
386 else if (strcmp(field, "scale") == 0) {
387 tokens[0] = STATE_FOG_PARAMS;
388 *swizzleOut = SWIZZLE_WWWW;
389 }
390 else {
391 return -1;
392 }
393 }
394 else {
395 return -1;
396 }
397
398 if (isMatrix) {
399 /* load all four columns of matrix */
400 GLint pos[4];
401 GLuint j;
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);
405 assert(pos[j] >= 0);
406 ASSERT(pos[j] >= 0);
407 }
408 return pos[0] + index1;
409 }
410 else {
411 /* allocate a single register */
412 GLint pos = _mesa_add_state_reference(paramList, tokens);
413 ASSERT(pos >= 0);
414 return pos;
415 }
416 }
417
418
419
420 /**
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.
426 *
427 * Note that this is a recursive function.
428 *
429 * \return -1 if error, else index of start of data in the program parameter list
430 */
431 static GLint
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)
436 {
437 if (type->type == SLANG_SPEC_ARRAY) {
438 GLint i, pos = -1;
439 assert(array_len > 0);
440 if (strcmp(name, "gl_ClipPlane") == 0) {
441 tokens[0] = STATE_CLIPPLANE;
442 }
443 else if (strcmp(name, "gl_LightSource") == 0) {
444 tokens[0] = STATE_LIGHT;
445 }
446 else if (strcmp(name, "gl_FrontLightProduct") == 0) {
447 tokens[0] = STATE_LIGHTPROD;
448 tokens[2] = 0; /* front */
449 }
450 else if (strcmp(name, "gl_BackLightProduct") == 0) {
451 tokens[0] = STATE_LIGHTPROD;
452 tokens[2] = 1; /* back */
453 }
454 else if (strcmp(name, "gl_TextureEnvColor") == 0) {
455 tokens[0] = STATE_TEXENV_COLOR;
456 }
457 else if (strcmp(name, "gl_EyePlaneS") == 0) {
458 tokens[0] = STATE_TEXGEN;
459 tokens[2] = STATE_TEXGEN_EYE_S;
460 }
461 else if (strcmp(name, "gl_EyePlaneT") == 0) {
462 tokens[0] = STATE_TEXGEN;
463 tokens[2] = STATE_TEXGEN_EYE_T;
464 }
465 else if (strcmp(name, "gl_EyePlaneR") == 0) {
466 tokens[0] = STATE_TEXGEN;
467 tokens[2] = STATE_TEXGEN_EYE_R;
468 }
469 else if (strcmp(name, "gl_EyePlaneQ") == 0) {
470 tokens[0] = STATE_TEXGEN;
471 tokens[2] = STATE_TEXGEN_EYE_Q;
472 }
473 else if (strcmp(name, "gl_ObjectPlaneS") == 0) {
474 tokens[0] = STATE_TEXGEN;
475 tokens[2] = STATE_TEXGEN_OBJECT_S;
476 }
477 else if (strcmp(name, "gl_ObjectPlaneT") == 0) {
478 tokens[0] = STATE_TEXGEN;
479 tokens[2] = STATE_TEXGEN_OBJECT_T;
480 }
481 else if (strcmp(name, "gl_ObjectPlaneR") == 0) {
482 tokens[0] = STATE_TEXGEN;
483 tokens[2] = STATE_TEXGEN_OBJECT_R;
484 }
485 else if (strcmp(name, "gl_ObjectPlaneQ") == 0) {
486 tokens[0] = STATE_TEXGEN;
487 tokens[2] = STATE_TEXGEN_OBJECT_Q;
488 }
489 else {
490 return -1; /* invalid array name */
491 }
492 for (i = 0; i < array_len; i++) {
493 GLint p;
494 tokens[1] = i;
495 p = emit_statevars(NULL, 0, type->_array, tokens, paramList);
496 if (i == 0)
497 pos = p;
498 }
499 return pos;
500 }
501 else if (type->type == SLANG_SPEC_STRUCT) {
502 const slang_variable_scope *fields = type->_struct->fields;
503 GLuint i, pos = 0;
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,
507 tokens, paramList);
508 if (i == 0)
509 pos = p;
510 }
511 return pos;
512 }
513 else {
514 GLint pos;
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);
523 if (name) {
524 GLint t;
525
526 if (tokens[0] == STATE_LIGHT)
527 t = 2;
528 else if (tokens[0] == STATE_LIGHTPROD)
529 t = 3;
530 else
531 return -1; /* invalid array name */
532
533 if (strcmp(name, "ambient") == 0) {
534 tokens[t] = STATE_AMBIENT;
535 }
536 else if (strcmp(name, "diffuse") == 0) {
537 tokens[t] = STATE_DIFFUSE;
538 }
539 else if (strcmp(name, "specular") == 0) {
540 tokens[t] = STATE_SPECULAR;
541 }
542 else if (strcmp(name, "position") == 0) {
543 tokens[t] = STATE_POSITION;
544 }
545 else if (strcmp(name, "halfVector") == 0) {
546 tokens[t] = STATE_HALF_VECTOR;
547 }
548 else if (strcmp(name, "spotDirection") == 0) {
549 tokens[t] = STATE_SPOT_DIRECTION; /* xyz components */
550 }
551 else if (strcmp(name, "spotCosCutoff") == 0) {
552 tokens[t] = STATE_SPOT_DIRECTION; /* w component */
553 }
554
555 else if (strcmp(name, "constantAttenuation") == 0) {
556 tokens[t] = STATE_ATTENUATION; /* x component */
557 }
558 else if (strcmp(name, "linearAttenuation") == 0) {
559 tokens[t] = STATE_ATTENUATION; /* y component */
560 }
561 else if (strcmp(name, "quadraticAttenuation") == 0) {
562 tokens[t] = STATE_ATTENUATION; /* z component */
563 }
564 else if (strcmp(name, "spotExponent") == 0) {
565 tokens[t] = STATE_ATTENUATION; /* w = spot exponent */
566 }
567
568 else if (strcmp(name, "spotCutoff") == 0) {
569 tokens[t] = STATE_SPOT_CUTOFF; /* x component */
570 }
571
572 else {
573 return -1; /* invalid field name */
574 }
575 }
576
577 pos = _mesa_add_state_reference(paramList, tokens);
578 return pos;
579 }
580
581 return 1;
582 }
583
584
585 /**
586 * Unroll the named built-in uniform variable into a sequence of state
587 * vars in the given parameter list.
588 */
589 static GLint
590 alloc_state_var_array(const slang_variable *var,
591 struct gl_program_parameter_list *paramList)
592 {
593 gl_state_index tokens[STATE_LENGTH];
594 GLuint i;
595 GLint pos;
596
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
601 * constant buffer.
602 *
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;
606 * ...
607 * bar = gl_LightSource[i].diffuse;
608 *
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
613 * value STATE_ARRAY.
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.
617 */
618 for (i = 0; i < STATE_LENGTH; i++)
619 tokens[i] = 0;
620 tokens[STATE_LENGTH - 1] = STATE_ARRAY;
621
622 pos = emit_statevars(var->a_name, var->array_len, &var->type.specifier,
623 tokens, paramList);
624
625 return pos;
626 }
627
628
629
630 /**
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.
634 *
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.
638 *
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.
643 *
644 * Currently, all pre-defined uniforms are in one of these forms:
645 * var
646 * var[i]
647 * var.field
648 * var[i].field
649 * var[i][j]
650 *
651 * \return -1 upon error, else position in paramList of the state variable/data
652 */
653 GLint
654 _slang_alloc_statevar(slang_ir_node *n,
655 struct gl_program_parameter_list *paramList,
656 GLboolean *direct)
657 {
658 slang_ir_node *n0 = n;
659 const char *field = NULL;
660 GLint index1 = -1, index2 = -1;
661 GLuint swizzle;
662
663 *direct = GL_TRUE;
664
665 if (n->Opcode == IR_FIELD) {
666 field = n->Field;
667 n = n->Children[0];
668 }
669
670 if (n->Opcode == IR_ELEMENT) {
671 if (n->Children[1]->Opcode == IR_FLOAT) {
672 index1 = (GLint) n->Children[1]->Value[0];
673 }
674 else {
675 *direct = GL_FALSE;
676 }
677 n = n->Children[0];
678 }
679
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] */
684 index2 = index1;
685 index1 = (GLint) n->Children[1]->Value[0];
686 }
687 else {
688 *direct = GL_FALSE;
689 }
690 n = n->Children[0];
691 }
692
693 assert(n->Opcode == IR_VAR);
694
695 if (*direct) {
696 const char *var = (const char *) n->Var->a_name;
697 GLint pos =
698 lookup_statevar(var, index1, index2, field, &swizzle, paramList);
699 if (pos >= 0) {
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;
705 return pos;
706 }
707 }
708
709 *direct = GL_FALSE;
710 return alloc_state_var_array(n->Var, paramList);
711 }
712
713
714
715
716 #define SWIZZLE_ZWWW MAKE_SWIZZLE4(SWIZZLE_Z, SWIZZLE_W, SWIZZLE_W, SWIZZLE_W)
717
718
719 /** Predefined shader inputs */
720 struct input_info
721 {
722 const char *Name;
723 GLuint Attrib;
724 GLenum Type;
725 GLuint Swizzle;
726 };
727
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 }
744 };
745
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 }
757 };
758
759
760 /**
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
763 * name is invalid.
764 * XXX return size too
765 */
766 GLint
767 _slang_input_index(const char *name, GLenum target, GLuint *swizzleOut)
768 {
769 const struct input_info *inputs;
770 GLuint i;
771
772 switch (target) {
773 case GL_VERTEX_PROGRAM_ARB:
774 inputs = vertInputs;
775 break;
776 case GL_FRAGMENT_PROGRAM_ARB:
777 inputs = fragInputs;
778 break;
779 /* XXX geom program */
780 default:
781 _mesa_problem(NULL, "bad target in _slang_input_index");
782 return -1;
783 }
784
785 ASSERT(MAX_TEXTURE_COORD_UNITS == 8); /* if this fails, fix vertInputs above */
786
787 for (i = 0; inputs[i].Name; i++) {
788 if (strcmp(inputs[i].Name, name) == 0) {
789 /* found */
790 *swizzleOut = inputs[i].Swizzle;
791 return inputs[i].Attrib;
792 }
793 }
794 return -1;
795 }
796
797
798 /**
799 * Return name of the given vertex attribute (VERT_ATTRIB_x).
800 */
801 const char *
802 _slang_vert_attrib_name(GLuint attrib)
803 {
804 GLuint i;
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;
809 }
810 return NULL;
811 }
812
813
814 /**
815 * Return type (GL_FLOAT, GL_FLOAT_VEC2, etc) of the given vertex
816 * attribute (VERT_ATTRIB_x).
817 */
818 GLenum
819 _slang_vert_attrib_type(GLuint attrib)
820 {
821 GLuint i;
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;
826 }
827 return GL_NONE;
828 }
829
830
831
832
833
834 /** Predefined shader output info */
835 struct output_info
836 {
837 const char *Name;
838 GLuint Attrib;
839 };
840
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 },
851 { NULL, 0 }
852 };
853
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 },
859 { NULL, 0 }
860 };
861
862
863 /**
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
866 * output name.
867 */
868 GLint
869 _slang_output_index(const char *name, GLenum target)
870 {
871 const struct output_info *outputs;
872 GLuint i;
873
874 switch (target) {
875 case GL_VERTEX_PROGRAM_ARB:
876 outputs = vertOutputs;
877 break;
878 case GL_FRAGMENT_PROGRAM_ARB:
879 outputs = fragOutputs;
880 break;
881 /* XXX geom program */
882 default:
883 _mesa_problem(NULL, "bad target in _slang_output_index");
884 return -1;
885 }
886
887 for (i = 0; outputs[i].Name; i++) {
888 if (strcmp(outputs[i].Name, name) == 0) {
889 /* found */
890 return outputs[i].Attrib;
891 }
892 }
893 return -1;
894 }