2 * Mesa 3-D graphics library
5 * Copyright (C) 2005-2007 Brian Paul All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 * \file slang_builtin.c
27 * Resolve built-in uniform vars.
32 #include "slang_builtin.h"
36 #include "prog_instruction.h"
37 #include "prog_parameter.h"
38 #include "prog_statevars.h"
42 * Lookup GL state given a variable name, 0, 1 or 2 indexes and a field.
43 * Allocate room for the state in the given param list and return position
45 * Yes, this is kind of ugly, but it works.
48 lookup_statevar(const char *var
, GLint index1
, GLint index2
, const char *field
,
50 struct gl_program_parameter_list
*paramList
)
52 gl_state_index tokens
[STATE_LENGTH
];
54 GLboolean isMatrix
= GL_FALSE
;
56 for (i
= 0; i
< STATE_LENGTH
; i
++) {
59 *swizzleOut
= SWIZZLE_NOOP
;
61 if (strcmp(var
, "gl_ModelViewMatrix") == 0) {
62 tokens
[0] = STATE_MODELVIEW_MATRIX
;
65 else if (strcmp(var
, "gl_ModelProjectionMatrix") == 0) {
66 tokens
[0] = STATE_PROJECTION_MATRIX
;
69 else if (strcmp(var
, "gl_ModelViewProjectionMatrix") == 0) {
70 tokens
[0] = STATE_MVP_MATRIX
;
73 else if (strcmp(var
, "gl_NormalMatrix") == 0) {
74 tokens
[0] = STATE_MODELVIEW_MATRIX
;
77 else if (strcmp(var
, "gl_TextureMatrix") == 0) {
78 tokens
[0] = STATE_TEXTURE_MATRIX
;
83 else if (strcmp(var
, "gl_DepthRange") == 0) {
84 tokens
[0] = STATE_DEPTH_RANGE
;
85 if (strcmp(field
, "near") == 0) {
86 *swizzleOut
= SWIZZLE_XXXX
;
88 else if (strcmp(field
, "far") == 0) {
89 *swizzleOut
= SWIZZLE_YYYY
;
91 else if (strcmp(field
, "diff") == 0) {
92 *swizzleOut
= SWIZZLE_ZZZZ
;
98 else if (strcmp(var
, "gl_ClipPlane") == 0) {
99 tokens
[0] = STATE_CLIPPLANE
;
102 else if (strcmp(var
, "gl_FrontMaterial") == 0 ||
103 strcmp(var
, "gl_BackMaterial") == 0) {
104 tokens
[0] = STATE_MATERIAL
;
105 if (strcmp(var
, "gl_FrontMaterial") == 0)
109 if (strcmp(field
, "emission") == 0) {
110 tokens
[2] = STATE_EMISSION
;
112 else if (strcmp(field
, "ambient") == 0) {
113 tokens
[2] = STATE_AMBIENT
;
115 else if (strcmp(field
, "diffuse") == 0) {
116 tokens
[2] = STATE_DIFFUSE
;
118 else if (strcmp(field
, "specular") == 0) {
119 tokens
[2] = STATE_SPECULAR
;
121 else if (strcmp(field
, "shininess") == 0) {
122 tokens
[2] = STATE_SHININESS
;
123 *swizzleOut
= SWIZZLE_XXXX
;
129 else if (strcmp(var
, "gl_LightSource") == 0) {
130 tokens
[0] = STATE_LIGHT
;
132 if (strcmp(field
, "ambient") == 0) {
133 tokens
[2] = STATE_AMBIENT
;
135 else if (strcmp(field
, "diffuse") == 0) {
136 tokens
[2] = STATE_DIFFUSE
;
138 else if (strcmp(field
, "specular") == 0) {
139 tokens
[2] = STATE_SPECULAR
;
141 else if (strcmp(field
, "position") == 0) {
142 tokens
[2] = STATE_POSITION
;
144 else if (strcmp(field
, "halfVector") == 0) {
145 tokens
[2] = STATE_HALF_VECTOR
;
147 else if (strcmp(field
, "spotDirection") == 0) {
148 tokens
[2] = STATE_SPOT_DIRECTION
;
150 else if (strcmp(field
, "spotCosCutoff") == 0) {
151 tokens
[2] = STATE_SPOT_DIRECTION
;
152 *swizzleOut
= SWIZZLE_WWWW
;
154 else if (strcmp(field
, "spotCutoff") == 0) {
155 tokens
[2] = STATE_SPOT_CUTOFF
;
156 *swizzleOut
= SWIZZLE_XXXX
;
158 else if (strcmp(field
, "spotExponent") == 0) {
159 tokens
[2] = STATE_ATTENUATION
;
160 *swizzleOut
= SWIZZLE_WWWW
;
162 else if (strcmp(field
, "constantAttenuation") == 0) {
163 tokens
[2] = STATE_ATTENUATION
;
164 *swizzleOut
= SWIZZLE_XXXX
;
166 else if (strcmp(field
, "linearAttenuation") == 0) {
167 tokens
[2] = STATE_ATTENUATION
;
168 *swizzleOut
= SWIZZLE_YYYY
;
170 else if (strcmp(field
, "quadraticAttenuation") == 0) {
171 tokens
[2] = STATE_ATTENUATION
;
172 *swizzleOut
= SWIZZLE_ZZZZ
;
178 else if (strcmp(var
, "gl_LightModel") == 0) {
179 if (strcmp(field
, "ambient") == 0) {
180 tokens
[0] = STATE_LIGHTMODEL_AMBIENT
;
186 else if (strcmp(var
, "gl_FrontLightModelProduct") == 0) {
187 if (strcmp(field
, "ambient") == 0) {
188 tokens
[0] = STATE_LIGHTMODEL_SCENECOLOR
;
195 else if (strcmp(var
, "gl_BackLightModelProduct") == 0) {
196 if (strcmp(field
, "ambient") == 0) {
197 tokens
[0] = STATE_LIGHTMODEL_SCENECOLOR
;
204 else if (strcmp(var
, "gl_FrontLightProduct") == 0 ||
205 strcmp(var
, "gl_BackLightProduct") == 0) {
206 tokens
[0] = STATE_LIGHTPROD
;
207 tokens
[1] = index1
; /* light number */
208 if (strcmp(var
, "gl_FrontLightProduct") == 0) {
209 tokens
[2] = 0; /* front */
212 tokens
[2] = 1; /* back */
214 if (strcmp(field
, "ambient") == 0) {
215 tokens
[3] = STATE_AMBIENT
;
217 else if (strcmp(field
, "diffuset") == 0) {
218 tokens
[3] = STATE_DIFFUSE
;
220 else if (strcmp(field
, "specular") == 0) {
221 tokens
[3] = STATE_SPECULAR
;
227 else if (strcmp(var
, "gl_TextureEnvColor") == 0) {
228 tokens
[0] = STATE_TEXENV_COLOR
;
231 else if (strcmp(var
, "gl_EyePlaneS") == 0) {
232 tokens
[0] = STATE_TEXGEN
;
233 tokens
[1] = index1
; /* tex unit */
234 tokens
[2] = STATE_TEXGEN_EYE_S
;
236 else if (strcmp(var
, "gl_EyePlaneT") == 0) {
237 tokens
[0] = STATE_TEXGEN
;
238 tokens
[1] = index1
; /* tex unit */
239 tokens
[2] = STATE_TEXGEN_EYE_T
;
241 else if (strcmp(var
, "gl_EyePlaneR") == 0) {
242 tokens
[0] = STATE_TEXGEN
;
243 tokens
[1] = index1
; /* tex unit */
244 tokens
[2] = STATE_TEXGEN_EYE_R
;
246 else if (strcmp(var
, "gl_EyePlaneQ") == 0) {
247 tokens
[0] = STATE_TEXGEN
;
248 tokens
[1] = index1
; /* tex unit */
249 tokens
[2] = STATE_TEXGEN_EYE_Q
;
251 else if (strcmp(var
, "gl_ObjectPlaneS") == 0) {
252 tokens
[0] = STATE_TEXGEN
;
253 tokens
[1] = index1
; /* tex unit */
254 tokens
[2] = STATE_TEXGEN_OBJECT_S
;
256 else if (strcmp(var
, "gl_ObjectPlaneT") == 0) {
257 tokens
[0] = STATE_TEXGEN
;
258 tokens
[1] = index1
; /* tex unit */
259 tokens
[2] = STATE_TEXGEN_OBJECT_T
;
261 else if (strcmp(var
, "gl_ObjectPlaneR") == 0) {
262 tokens
[0] = STATE_TEXGEN
;
263 tokens
[1] = index1
; /* tex unit */
264 tokens
[2] = STATE_TEXGEN_OBJECT_R
;
266 else if (strcmp(var
, "gl_ObjectPlaneQ") == 0) {
267 tokens
[0] = STATE_TEXGEN
;
268 tokens
[1] = index1
; /* tex unit */
269 tokens
[2] = STATE_TEXGEN_OBJECT_Q
;
271 else if (strcmp(var
, "gl_Fog") == 0) {
272 tokens
[0] = STATE_FOG
;
273 if (strcmp(field
, "color") == 0) {
274 tokens
[1] = STATE_FOG_COLOR
;
276 else if (strcmp(field
, "density") == 0) {
277 tokens
[1] = STATE_FOG_PARAMS
;
278 *swizzleOut
= SWIZZLE_XXXX
;
280 else if (strcmp(field
, "start") == 0) {
281 tokens
[1] = STATE_FOG_PARAMS
;
282 *swizzleOut
= SWIZZLE_YYYY
;
284 else if (strcmp(field
, "end") == 0) {
285 tokens
[1] = STATE_FOG_PARAMS
;
286 *swizzleOut
= SWIZZLE_ZZZZ
;
288 else if (strcmp(field
, "scale") == 0) {
289 tokens
[1] = STATE_FOG_PARAMS
;
290 *swizzleOut
= SWIZZLE_WWWW
;
301 /* load all four columns of matrix */
304 for (j
= 0; j
< 4; j
++) {
305 tokens
[2] = tokens
[3] = j
; /* jth row of matrix */
306 pos
[j
] = _mesa_add_state_reference(paramList
, (GLint
*) tokens
);
310 return pos
[0] + index1
;
313 /* allocate a single register */
314 GLint pos
= _mesa_add_state_reference(paramList
, (GLint
*) tokens
);
322 * Allocate storage for a pre-defined uniform (a GL state variable).
323 * As a memory-saving optimization, we try to only allocate storage for
324 * state vars that are actually used.
325 * For example, the "gl_LightSource" uniform is huge. If we only use
326 * a handful of gl_LightSource fields, we don't want to allocate storage
327 * for all of gl_LightSource.
329 * Currently, all pre-defined uniforms are in one of these forms:
337 _slang_alloc_statevar(slang_ir_node
*n
,
338 struct gl_program_parameter_list
*paramList
)
340 const char *field
= NULL
, *var
;
341 GLint index1
= -1, index2
= -1, pos
;
344 if (n
->Opcode
== IR_FIELD
) {
349 if (n
->Opcode
== IR_ELEMENT
) {
350 /* XXX can only handle constant indexes for now */
351 assert(n
->Children
[1]->Opcode
== IR_FLOAT
);
352 index1
= (GLint
) n
->Children
[1]->Value
[0];
356 if (n
->Opcode
== IR_ELEMENT
) {
357 /* XXX can only handle constant indexes for now */
358 assert(n
->Children
[1]->Opcode
== IR_FLOAT
);
359 index2
= (GLint
) n
->Children
[1]->Value
[0];
363 assert(n
->Opcode
== IR_VAR
);
364 var
= (char *) n
->Var
->a_name
;
366 pos
= lookup_statevar(var
, index1
, index2
, field
, &swizzle
, paramList
);
369 n
->Store
->Index
= pos
;
370 n
->Store
->Swizzle
= swizzle
;