a7e0efcb7b5d375c3b15268a48cef12749078759
[mesa.git] / src / mesa / 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 "program/program.h"
35 #include "program/prog_instruction.h"
36 #include "program/prog_parameter.h"
37 #include "program/prog_statevars.h"
38 #include "slang/slang_ir.h"
39 #include "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 assert(field);
125 if (strcmp(field, "near") == 0) {
126 *swizzleOut = SWIZZLE_XXXX;
127 }
128 else if (strcmp(field, "far") == 0) {
129 *swizzleOut = SWIZZLE_YYYY;
130 }
131 else if (strcmp(field, "diff") == 0) {
132 *swizzleOut = SWIZZLE_ZZZZ;
133 }
134 else {
135 return -1;
136 }
137 }
138 else if (strcmp(var, "gl_ClipPlane") == 0) {
139 if (index1 < 0)
140 return -1;
141 tokens[0] = STATE_CLIPPLANE;
142 tokens[1] = index1;
143 }
144 else if (strcmp(var, "gl_Point") == 0) {
145 assert(field);
146 if (strcmp(field, "size") == 0) {
147 tokens[0] = STATE_POINT_SIZE;
148 *swizzleOut = SWIZZLE_XXXX;
149 }
150 else if (strcmp(field, "sizeMin") == 0) {
151 tokens[0] = STATE_POINT_SIZE;
152 *swizzleOut = SWIZZLE_YYYY;
153 }
154 else if (strcmp(field, "sizeMax") == 0) {
155 tokens[0] = STATE_POINT_SIZE;
156 *swizzleOut = SWIZZLE_ZZZZ;
157 }
158 else if (strcmp(field, "fadeThresholdSize") == 0) {
159 tokens[0] = STATE_POINT_SIZE;
160 *swizzleOut = SWIZZLE_WWWW;
161 }
162 else if (strcmp(field, "distanceConstantAttenuation") == 0) {
163 tokens[0] = STATE_POINT_ATTENUATION;
164 *swizzleOut = SWIZZLE_XXXX;
165 }
166 else if (strcmp(field, "distanceLinearAttenuation") == 0) {
167 tokens[0] = STATE_POINT_ATTENUATION;
168 *swizzleOut = SWIZZLE_YYYY;
169 }
170 else if (strcmp(field, "distanceQuadraticAttenuation") == 0) {
171 tokens[0] = STATE_POINT_ATTENUATION;
172 *swizzleOut = SWIZZLE_ZZZZ;
173 }
174 else {
175 return -1;
176 }
177 }
178 else if (strcmp(var, "gl_FrontMaterial") == 0 ||
179 strcmp(var, "gl_BackMaterial") == 0) {
180 tokens[0] = STATE_MATERIAL;
181 if (strcmp(var, "gl_FrontMaterial") == 0)
182 tokens[1] = 0;
183 else
184 tokens[1] = 1;
185 assert(field);
186 if (strcmp(field, "emission") == 0) {
187 tokens[2] = STATE_EMISSION;
188 }
189 else if (strcmp(field, "ambient") == 0) {
190 tokens[2] = STATE_AMBIENT;
191 }
192 else if (strcmp(field, "diffuse") == 0) {
193 tokens[2] = STATE_DIFFUSE;
194 }
195 else if (strcmp(field, "specular") == 0) {
196 tokens[2] = STATE_SPECULAR;
197 }
198 else if (strcmp(field, "shininess") == 0) {
199 tokens[2] = STATE_SHININESS;
200 *swizzleOut = SWIZZLE_XXXX;
201 }
202 else {
203 return -1;
204 }
205 }
206 else if (strcmp(var, "gl_LightSource") == 0) {
207 if (!field || index1 < 0)
208 return -1;
209
210 tokens[0] = STATE_LIGHT;
211 tokens[1] = index1;
212
213 if (strcmp(field, "ambient") == 0) {
214 tokens[2] = STATE_AMBIENT;
215 }
216 else if (strcmp(field, "diffuse") == 0) {
217 tokens[2] = STATE_DIFFUSE;
218 }
219 else if (strcmp(field, "specular") == 0) {
220 tokens[2] = STATE_SPECULAR;
221 }
222 else if (strcmp(field, "position") == 0) {
223 tokens[2] = STATE_POSITION;
224 }
225 else if (strcmp(field, "halfVector") == 0) {
226 tokens[2] = STATE_HALF_VECTOR;
227 }
228 else if (strcmp(field, "spotDirection") == 0) {
229 tokens[2] = STATE_SPOT_DIRECTION;
230 }
231 else if (strcmp(field, "spotCosCutoff") == 0) {
232 tokens[2] = STATE_SPOT_DIRECTION;
233 *swizzleOut = SWIZZLE_WWWW;
234 }
235 else if (strcmp(field, "spotCutoff") == 0) {
236 tokens[2] = STATE_SPOT_CUTOFF;
237 *swizzleOut = SWIZZLE_XXXX;
238 }
239 else if (strcmp(field, "spotExponent") == 0) {
240 tokens[2] = STATE_ATTENUATION;
241 *swizzleOut = SWIZZLE_WWWW;
242 }
243 else if (strcmp(field, "constantAttenuation") == 0) {
244 tokens[2] = STATE_ATTENUATION;
245 *swizzleOut = SWIZZLE_XXXX;
246 }
247 else if (strcmp(field, "linearAttenuation") == 0) {
248 tokens[2] = STATE_ATTENUATION;
249 *swizzleOut = SWIZZLE_YYYY;
250 }
251 else if (strcmp(field, "quadraticAttenuation") == 0) {
252 tokens[2] = STATE_ATTENUATION;
253 *swizzleOut = SWIZZLE_ZZZZ;
254 }
255 else {
256 return -1;
257 }
258 }
259 else if (strcmp(var, "gl_LightModel") == 0) {
260 if (strcmp(field, "ambient") == 0) {
261 tokens[0] = STATE_LIGHTMODEL_AMBIENT;
262 }
263 else {
264 return -1;
265 }
266 }
267 else if (strcmp(var, "gl_FrontLightModelProduct") == 0) {
268 if (strcmp(field, "sceneColor") == 0) {
269 tokens[0] = STATE_LIGHTMODEL_SCENECOLOR;
270 tokens[1] = 0;
271 }
272 else {
273 return -1;
274 }
275 }
276 else if (strcmp(var, "gl_BackLightModelProduct") == 0) {
277 if (strcmp(field, "sceneColor") == 0) {
278 tokens[0] = STATE_LIGHTMODEL_SCENECOLOR;
279 tokens[1] = 1;
280 }
281 else {
282 return -1;
283 }
284 }
285 else if (strcmp(var, "gl_FrontLightProduct") == 0 ||
286 strcmp(var, "gl_BackLightProduct") == 0) {
287 if (index1 < 0 || !field)
288 return -1;
289
290 tokens[0] = STATE_LIGHTPROD;
291 tokens[1] = index1; /* light number */
292 if (strcmp(var, "gl_FrontLightProduct") == 0) {
293 tokens[2] = 0; /* front */
294 }
295 else {
296 tokens[2] = 1; /* back */
297 }
298 if (strcmp(field, "ambient") == 0) {
299 tokens[3] = STATE_AMBIENT;
300 }
301 else if (strcmp(field, "diffuse") == 0) {
302 tokens[3] = STATE_DIFFUSE;
303 }
304 else if (strcmp(field, "specular") == 0) {
305 tokens[3] = STATE_SPECULAR;
306 }
307 else {
308 return -1;
309 }
310 }
311 else if (strcmp(var, "gl_TextureEnvColor") == 0) {
312 if (index1 < 0)
313 return -1;
314 tokens[0] = STATE_TEXENV_COLOR;
315 tokens[1] = index1;
316 }
317 else if (strcmp(var, "gl_EyePlaneS") == 0) {
318 if (index1 < 0)
319 return -1;
320 tokens[0] = STATE_TEXGEN;
321 tokens[1] = index1; /* tex unit */
322 tokens[2] = STATE_TEXGEN_EYE_S;
323 }
324 else if (strcmp(var, "gl_EyePlaneT") == 0) {
325 if (index1 < 0)
326 return -1;
327 tokens[0] = STATE_TEXGEN;
328 tokens[1] = index1; /* tex unit */
329 tokens[2] = STATE_TEXGEN_EYE_T;
330 }
331 else if (strcmp(var, "gl_EyePlaneR") == 0) {
332 if (index1 < 0)
333 return -1;
334 tokens[0] = STATE_TEXGEN;
335 tokens[1] = index1; /* tex unit */
336 tokens[2] = STATE_TEXGEN_EYE_R;
337 }
338 else if (strcmp(var, "gl_EyePlaneQ") == 0) {
339 if (index1 < 0)
340 return -1;
341 tokens[0] = STATE_TEXGEN;
342 tokens[1] = index1; /* tex unit */
343 tokens[2] = STATE_TEXGEN_EYE_Q;
344 }
345 else if (strcmp(var, "gl_ObjectPlaneS") == 0) {
346 if (index1 < 0)
347 return -1;
348 tokens[0] = STATE_TEXGEN;
349 tokens[1] = index1; /* tex unit */
350 tokens[2] = STATE_TEXGEN_OBJECT_S;
351 }
352 else if (strcmp(var, "gl_ObjectPlaneT") == 0) {
353 if (index1 < 0)
354 return -1;
355 tokens[0] = STATE_TEXGEN;
356 tokens[1] = index1; /* tex unit */
357 tokens[2] = STATE_TEXGEN_OBJECT_T;
358 }
359 else if (strcmp(var, "gl_ObjectPlaneR") == 0) {
360 if (index1 < 0)
361 return -1;
362 tokens[0] = STATE_TEXGEN;
363 tokens[1] = index1; /* tex unit */
364 tokens[2] = STATE_TEXGEN_OBJECT_R;
365 }
366 else if (strcmp(var, "gl_ObjectPlaneQ") == 0) {
367 if (index1 < 0)
368 return -1;
369 tokens[0] = STATE_TEXGEN;
370 tokens[1] = index1; /* tex unit */
371 tokens[2] = STATE_TEXGEN_OBJECT_Q;
372 }
373 else if (strcmp(var, "gl_Fog") == 0) {
374 if (strcmp(field, "color") == 0) {
375 tokens[0] = STATE_FOG_COLOR;
376 }
377 else if (strcmp(field, "density") == 0) {
378 tokens[0] = STATE_FOG_PARAMS;
379 *swizzleOut = SWIZZLE_XXXX;
380 }
381 else if (strcmp(field, "start") == 0) {
382 tokens[0] = STATE_FOG_PARAMS;
383 *swizzleOut = SWIZZLE_YYYY;
384 }
385 else if (strcmp(field, "end") == 0) {
386 tokens[0] = STATE_FOG_PARAMS;
387 *swizzleOut = SWIZZLE_ZZZZ;
388 }
389 else if (strcmp(field, "scale") == 0) {
390 tokens[0] = STATE_FOG_PARAMS;
391 *swizzleOut = SWIZZLE_WWWW;
392 }
393 else {
394 return -1;
395 }
396 }
397 else {
398 return -1;
399 }
400
401 if (isMatrix) {
402 /* load all four rows (or columns) of matrix */
403 GLint pos[4];
404 GLuint j;
405 for (j = 0; j < 4; j++) {
406 tokens[2] = tokens[3] = j; /* jth row of matrix */
407 pos[j] = _mesa_add_state_reference(paramList, tokens);
408 assert(pos[j] >= 0);
409 ASSERT(pos[j] >= 0);
410 }
411 return pos[0] + index1;
412 }
413 else {
414 /* allocate a single register */
415 GLint pos = _mesa_add_state_reference(paramList, tokens);
416 ASSERT(pos >= 0);
417 return pos;
418 }
419 }
420
421
422
423 /**
424 * Given a variable name and datatype, emit uniform/constant buffer
425 * entries which will store that state variable.
426 * For example, if name="gl_LightSource" we'll emit 64 state variable
427 * vectors/references and return position where that data starts. This will
428 * allow run-time array indexing into the light source array.
429 *
430 * Note that this is a recursive function.
431 *
432 * \return -1 if error, else index of start of data in the program parameter list
433 */
434 static GLint
435 emit_statevars(const char *name, int array_len,
436 const slang_type_specifier *type,
437 gl_state_index tokens[STATE_LENGTH],
438 struct gl_program_parameter_list *paramList)
439 {
440 if (type->type == SLANG_SPEC_ARRAY) {
441 GLint i, pos = -1;
442 assert(array_len > 0);
443 if (strcmp(name, "gl_ClipPlane") == 0) {
444 tokens[0] = STATE_CLIPPLANE;
445 }
446 else if (strcmp(name, "gl_LightSource") == 0) {
447 tokens[0] = STATE_LIGHT;
448 }
449 else if (strcmp(name, "gl_FrontLightProduct") == 0) {
450 tokens[0] = STATE_LIGHTPROD;
451 tokens[2] = 0; /* front */
452 }
453 else if (strcmp(name, "gl_BackLightProduct") == 0) {
454 tokens[0] = STATE_LIGHTPROD;
455 tokens[2] = 1; /* back */
456 }
457 else if (strcmp(name, "gl_TextureEnvColor") == 0) {
458 tokens[0] = STATE_TEXENV_COLOR;
459 }
460 else if (strcmp(name, "gl_EyePlaneS") == 0) {
461 tokens[0] = STATE_TEXGEN;
462 tokens[2] = STATE_TEXGEN_EYE_S;
463 }
464 else if (strcmp(name, "gl_EyePlaneT") == 0) {
465 tokens[0] = STATE_TEXGEN;
466 tokens[2] = STATE_TEXGEN_EYE_T;
467 }
468 else if (strcmp(name, "gl_EyePlaneR") == 0) {
469 tokens[0] = STATE_TEXGEN;
470 tokens[2] = STATE_TEXGEN_EYE_R;
471 }
472 else if (strcmp(name, "gl_EyePlaneQ") == 0) {
473 tokens[0] = STATE_TEXGEN;
474 tokens[2] = STATE_TEXGEN_EYE_Q;
475 }
476 else if (strcmp(name, "gl_ObjectPlaneS") == 0) {
477 tokens[0] = STATE_TEXGEN;
478 tokens[2] = STATE_TEXGEN_OBJECT_S;
479 }
480 else if (strcmp(name, "gl_ObjectPlaneT") == 0) {
481 tokens[0] = STATE_TEXGEN;
482 tokens[2] = STATE_TEXGEN_OBJECT_T;
483 }
484 else if (strcmp(name, "gl_ObjectPlaneR") == 0) {
485 tokens[0] = STATE_TEXGEN;
486 tokens[2] = STATE_TEXGEN_OBJECT_R;
487 }
488 else if (strcmp(name, "gl_ObjectPlaneQ") == 0) {
489 tokens[0] = STATE_TEXGEN;
490 tokens[2] = STATE_TEXGEN_OBJECT_Q;
491 }
492 else if (strcmp(name, "gl_TextureMatrix") == 0) {
493 tokens[0] = STATE_TEXTURE_MATRIX;
494 tokens[4] = STATE_MATRIX_TRANSPOSE;
495 }
496 else if (strcmp(name, "gl_TextureMatrixInverse") == 0) {
497 tokens[0] = STATE_TEXTURE_MATRIX;
498 tokens[4] = STATE_MATRIX_INVTRANS;
499 }
500 else if (strcmp(name, "gl_TextureMatrixTranspose") == 0) {
501 tokens[0] = STATE_TEXTURE_MATRIX;
502 tokens[4] = 0;
503 }
504 else if (strcmp(name, "gl_TextureMatrixInverseTranspose") == 0) {
505 tokens[0] = STATE_TEXTURE_MATRIX;
506 tokens[4] = STATE_MATRIX_INVERSE;
507 }
508 else {
509 return -1; /* invalid array name */
510 }
511 /* emit state vars for each array element */
512 for (i = 0; i < array_len; i++) {
513 GLint p;
514 tokens[1] = i;
515 p = emit_statevars(NULL, 0, type->_array, tokens, paramList);
516 if (i == 0)
517 pos = p;
518 }
519 return pos;
520 }
521 else if (type->type == SLANG_SPEC_STRUCT) {
522 const slang_variable_scope *fields = type->_struct->fields;
523 GLuint i, pos = 0;
524 for (i = 0; i < fields->num_variables; i++) {
525 const slang_variable *var = fields->variables[i];
526 GLint p = emit_statevars(var->a_name, 0, &var->type.specifier,
527 tokens, paramList);
528 if (i == 0)
529 pos = p;
530 }
531 return pos;
532 }
533 else if (type->type == SLANG_SPEC_MAT4) {
534 /* unroll/emit 4 array rows (or columns) */
535 slang_type_specifier vec4;
536 GLint i, p, pos = -1;
537 vec4.type = SLANG_SPEC_VEC4;
538 for (i = 0; i < 4; i++) {
539 tokens[2] = tokens[3] = i; /* row[i] (or column[i]) of matrix */
540 p = emit_statevars(NULL, 0, &vec4, tokens, paramList);
541 if (pos == -1)
542 pos = p;
543 }
544 return pos;
545 }
546 else {
547 GLint pos;
548 assert(type->type == SLANG_SPEC_VEC4 ||
549 type->type == SLANG_SPEC_VEC3 ||
550 type->type == SLANG_SPEC_VEC2 ||
551 type->type == SLANG_SPEC_FLOAT ||
552 type->type == SLANG_SPEC_IVEC4 ||
553 type->type == SLANG_SPEC_IVEC3 ||
554 type->type == SLANG_SPEC_IVEC2 ||
555 type->type == SLANG_SPEC_INT);
556 if (name) {
557 GLint t;
558
559 if (tokens[0] == STATE_LIGHT)
560 t = 2;
561 else if (tokens[0] == STATE_LIGHTPROD)
562 t = 3;
563 else
564 return -1; /* invalid array name */
565
566 if (strcmp(name, "ambient") == 0) {
567 tokens[t] = STATE_AMBIENT;
568 }
569 else if (strcmp(name, "diffuse") == 0) {
570 tokens[t] = STATE_DIFFUSE;
571 }
572 else if (strcmp(name, "specular") == 0) {
573 tokens[t] = STATE_SPECULAR;
574 }
575 else if (strcmp(name, "position") == 0) {
576 tokens[t] = STATE_POSITION;
577 }
578 else if (strcmp(name, "halfVector") == 0) {
579 tokens[t] = STATE_HALF_VECTOR;
580 }
581 else if (strcmp(name, "spotDirection") == 0) {
582 tokens[t] = STATE_SPOT_DIRECTION; /* xyz components */
583 }
584 else if (strcmp(name, "spotCosCutoff") == 0) {
585 tokens[t] = STATE_SPOT_DIRECTION; /* w component */
586 }
587
588 else if (strcmp(name, "constantAttenuation") == 0) {
589 tokens[t] = STATE_ATTENUATION; /* x component */
590 }
591 else if (strcmp(name, "linearAttenuation") == 0) {
592 tokens[t] = STATE_ATTENUATION; /* y component */
593 }
594 else if (strcmp(name, "quadraticAttenuation") == 0) {
595 tokens[t] = STATE_ATTENUATION; /* z component */
596 }
597 else if (strcmp(name, "spotExponent") == 0) {
598 tokens[t] = STATE_ATTENUATION; /* w = spot exponent */
599 }
600
601 else if (strcmp(name, "spotCutoff") == 0) {
602 tokens[t] = STATE_SPOT_CUTOFF; /* x component */
603 }
604
605 else {
606 return -1; /* invalid field name */
607 }
608 }
609
610 pos = _mesa_add_state_reference(paramList, tokens);
611 return pos;
612 }
613
614 return 1;
615 }
616
617
618 /**
619 * Unroll the named built-in uniform variable into a sequence of state
620 * vars in the given parameter list.
621 */
622 static GLint
623 alloc_state_var_array(const slang_variable *var,
624 struct gl_program_parameter_list *paramList)
625 {
626 gl_state_index tokens[STATE_LENGTH];
627 GLuint i;
628 GLint pos;
629
630 /* Initialize the state tokens array. This is very important.
631 * When we call _mesa_add_state_reference() it'll searches the parameter
632 * list to see if the given statevar token sequence is already present.
633 * This is normally a good thing since it prevents redundant values in the
634 * constant buffer.
635 *
636 * But when we're building arrays of state this can be bad. For example,
637 * consider this fragment of GLSL code:
638 * foo = gl_LightSource[3].diffuse;
639 * ...
640 * bar = gl_LightSource[i].diffuse;
641 *
642 * When we unroll the gl_LightSource array (for "bar") we want to re-emit
643 * gl_LightSource[3].diffuse and not re-use the first instance (from "foo")
644 * since that would upset the array layout. We handle this situation by
645 * setting the last token in the state var token array to the special
646 * value STATE_ARRAY.
647 * This token will only be set for array state. We can hijack the last
648 * element in the array for this since it's never used for light, clipplane
649 * or texture env array state.
650 */
651 for (i = 0; i < STATE_LENGTH; i++)
652 tokens[i] = 0;
653 tokens[STATE_LENGTH - 1] = STATE_ARRAY;
654
655 pos = emit_statevars(var->a_name, var->array_len, &var->type.specifier,
656 tokens, paramList);
657
658 return pos;
659 }
660
661
662
663 /**
664 * Allocate storage for a pre-defined uniform (a GL state variable).
665 * As a memory-saving optimization, we try to only allocate storage for
666 * state vars that are actually used.
667 *
668 * Arrays such as gl_LightSource are handled specially. For an expression
669 * like "gl_LightSource[2].diffuse", we can allocate a single uniform/constant
670 * slot and return the index. In this case, we return direct=TRUE.
671 *
672 * Buf for something like "gl_LightSource[i].diffuse" we don't know the value
673 * of 'i' at compile time so we need to "unroll" the gl_LightSource array
674 * into a consecutive sequence of uniform/constant slots so it can be indexed
675 * at runtime. In this case, we return direct=FALSE.
676 *
677 * Currently, all pre-defined uniforms are in one of these forms:
678 * var
679 * var[i]
680 * var.field
681 * var[i].field
682 * var[i][j]
683 *
684 * \return -1 upon error, else position in paramList of the state variable/data
685 */
686 GLint
687 _slang_alloc_statevar(slang_ir_node *n,
688 struct gl_program_parameter_list *paramList,
689 GLboolean *direct)
690 {
691 slang_ir_node *n0 = n;
692 const char *field = NULL;
693 GLint index1 = -1, index2 = -1;
694 GLuint swizzle;
695
696 *direct = GL_TRUE;
697
698 if (n->Opcode == IR_FIELD) {
699 field = n->Field;
700 n = n->Children[0];
701 }
702
703 if (n->Opcode == IR_ELEMENT) {
704 if (n->Children[1]->Opcode == IR_FLOAT) {
705 index1 = (GLint) n->Children[1]->Value[0];
706 }
707 else {
708 *direct = GL_FALSE;
709 }
710 n = n->Children[0];
711 }
712
713 if (n->Opcode == IR_ELEMENT) {
714 /* XXX can only handle constant indexes for now */
715 if (n->Children[1]->Opcode == IR_FLOAT) {
716 /* two-dimensional array index: mat[i][j] */
717 index2 = index1;
718 index1 = (GLint) n->Children[1]->Value[0];
719 }
720 else {
721 *direct = GL_FALSE;
722 }
723 n = n->Children[0];
724 }
725
726 assert(n->Opcode == IR_VAR);
727
728 if (*direct) {
729 const char *var = (const char *) n->Var->a_name;
730 GLint pos =
731 lookup_statevar(var, index1, index2, field, &swizzle, paramList);
732 if (pos >= 0) {
733 /* newly resolved storage for the statevar/constant/uniform */
734 n0->Store->File = PROGRAM_STATE_VAR;
735 n0->Store->Index = pos;
736 n0->Store->Swizzle = swizzle;
737 n0->Store->Parent = NULL;
738 return pos;
739 }
740 }
741
742 *direct = GL_FALSE;
743 return alloc_state_var_array(n->Var, paramList);
744 }
745
746
747
748
749 #define SWIZZLE_ZWWW MAKE_SWIZZLE4(SWIZZLE_Z, SWIZZLE_W, SWIZZLE_W, SWIZZLE_W)
750
751
752 /** Predefined shader inputs */
753 struct input_info
754 {
755 const char *Name;
756 GLuint Attrib;
757 GLenum Type;
758 GLuint Swizzle;
759 GLboolean Array;
760 };
761
762 /** Predefined vertex shader inputs/attributes */
763 static const struct input_info vertInputs[] = {
764 { "gl_Vertex", VERT_ATTRIB_POS, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
765 { "gl_Normal", VERT_ATTRIB_NORMAL, GL_FLOAT_VEC3, SWIZZLE_NOOP, GL_FALSE },
766 { "gl_Color", VERT_ATTRIB_COLOR0, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
767 { "gl_SecondaryColor", VERT_ATTRIB_COLOR1, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
768 { "gl_FogCoord", VERT_ATTRIB_FOG, GL_FLOAT, SWIZZLE_XXXX, GL_FALSE },
769 { "gl_MultiTexCoord0", VERT_ATTRIB_TEX0, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
770 { "gl_MultiTexCoord1", VERT_ATTRIB_TEX1, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
771 { "gl_MultiTexCoord2", VERT_ATTRIB_TEX2, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
772 { "gl_MultiTexCoord3", VERT_ATTRIB_TEX3, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
773 { "gl_MultiTexCoord4", VERT_ATTRIB_TEX4, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
774 { "gl_MultiTexCoord5", VERT_ATTRIB_TEX5, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
775 { "gl_MultiTexCoord6", VERT_ATTRIB_TEX6, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
776 { "gl_MultiTexCoord7", VERT_ATTRIB_TEX7, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE }
777 };
778
779 static const struct input_info geomInputs[] = {
780 { "gl_PrimitiveIDIn", GEOM_ATTRIB_PRIMITIVE_ID, GL_FLOAT, SWIZZLE_NOOP, GL_FALSE },
781 { "gl_FrontColorIn", GEOM_ATTRIB_COLOR0, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_TRUE },
782 { "gl_BackColorIn", GEOM_ATTRIB_COLOR1, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_TRUE },
783 { "gl_FrontSecondaryColorIn", GEOM_ATTRIB_SECONDARY_COLOR0, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_TRUE },
784 { "gl_BackSecondaryColorIn", GEOM_ATTRIB_SECONDARY_COLOR1, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_TRUE },
785 { "gl_TexCoordIn", GEOM_ATTRIB_TEX_COORD, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_TRUE },
786 { "gl_FogFragCoordIn", GEOM_ATTRIB_FOG_FRAG_COORD, GL_FLOAT, SWIZZLE_NOOP, GL_TRUE },
787 { "gl_PositionIn", GEOM_ATTRIB_POSITION, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_TRUE },
788 { "gl_ClipVertexIn", GEOM_ATTRIB_CLIP_VERTEX, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_TRUE },
789 { "gl_PointSizeIn", GEOM_ATTRIB_POINT_SIZE, GL_FLOAT, SWIZZLE_NOOP, GL_TRUE }
790 };
791
792 /** Predefined fragment shader inputs */
793 static const struct input_info fragInputs[] = {
794 { "gl_FragCoord", FRAG_ATTRIB_WPOS, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
795 { "gl_Color", FRAG_ATTRIB_COL0, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
796 { "gl_SecondaryColor", FRAG_ATTRIB_COL1, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
797 { "gl_TexCoord", FRAG_ATTRIB_TEX0, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
798 { "gl_FogFragCoord", FRAG_ATTRIB_FOGC, GL_FLOAT, SWIZZLE_XXXX, GL_FALSE },
799 { "gl_FrontFacing", FRAG_ATTRIB_FACE, GL_FLOAT, SWIZZLE_XXXX, GL_FALSE },
800 { "gl_PointCoord", FRAG_ATTRIB_PNTC, GL_FLOAT_VEC2, SWIZZLE_XYZW, GL_FALSE }
801 };
802
803
804 /**
805 * Return the VERT_ATTRIB_* or FRAG_ATTRIB_* value that corresponds to
806 * a vertex or fragment program input variable. Return -1 if the input
807 * name is invalid.
808 * XXX return size too
809 */
810 GLint
811 _slang_input_index(const char *name, GLenum target, GLuint *swizzleOut,
812 GLboolean *is_array)
813 {
814 const struct input_info *inputs;
815 GLuint i, n;
816
817 switch (target) {
818 case GL_VERTEX_PROGRAM_ARB:
819 inputs = vertInputs;
820 n = Elements(vertInputs);
821 break;
822 case GL_FRAGMENT_PROGRAM_ARB:
823 inputs = fragInputs;
824 n = Elements(fragInputs);
825 break;
826 case MESA_GEOMETRY_PROGRAM:
827 inputs = geomInputs;
828 n = Elements(geomInputs);
829 break;
830 default:
831 _mesa_problem(NULL, "bad target in _slang_input_index");
832 return -1;
833 }
834
835 ASSERT(MAX_TEXTURE_COORD_UNITS == 8); /* if this fails, fix vertInputs above */
836
837 for (i = 0; i < n; i++) {
838 if (strcmp(inputs[i].Name, name) == 0) {
839 /* found */
840 *swizzleOut = inputs[i].Swizzle;
841 if (is_array)
842 *is_array = inputs[i].Array;
843 return inputs[i].Attrib;
844 }
845 }
846 return -1;
847 }
848
849
850 /**
851 * Return name of the given vertex attribute (VERT_ATTRIB_x).
852 */
853 const char *
854 _slang_vert_attrib_name(GLuint attrib)
855 {
856 GLuint i;
857 assert(attrib < VERT_ATTRIB_GENERIC0);
858 for (i = 0; Elements(vertInputs); i++) {
859 if (vertInputs[i].Attrib == attrib)
860 return vertInputs[i].Name;
861 }
862 return NULL;
863 }
864
865
866 /**
867 * Return type (GL_FLOAT, GL_FLOAT_VEC2, etc) of the given vertex
868 * attribute (VERT_ATTRIB_x).
869 */
870 GLenum
871 _slang_vert_attrib_type(GLuint attrib)
872 {
873 GLuint i;
874 assert(attrib < VERT_ATTRIB_GENERIC0);
875 for (i = 0; Elements(vertInputs); i++) {
876 if (vertInputs[i].Attrib == attrib)
877 return vertInputs[i].Type;
878 }
879 return GL_NONE;
880 }
881
882
883
884
885
886 /** Predefined shader output info */
887 struct output_info
888 {
889 const char *Name;
890 GLuint Attrib;
891 GLenum Type;
892 };
893
894 /** Predefined vertex shader outputs */
895 static const struct output_info vertOutputs[] = {
896 { "gl_Position", VERT_RESULT_HPOS, GL_FLOAT_VEC4 },
897 { "gl_FrontColor", VERT_RESULT_COL0, GL_FLOAT_VEC4 },
898 { "gl_BackColor", VERT_RESULT_BFC0, GL_FLOAT_VEC4 },
899 { "gl_FrontSecondaryColor", VERT_RESULT_COL1, GL_FLOAT_VEC4 },
900 { "gl_BackSecondaryColor", VERT_RESULT_BFC1, GL_FLOAT_VEC4 },
901 { "gl_TexCoord", VERT_RESULT_TEX0, GL_FLOAT_VEC4 },
902 { "gl_FogFragCoord", VERT_RESULT_FOGC, GL_FLOAT },
903 { "gl_PointSize", VERT_RESULT_PSIZ, GL_FLOAT }
904 };
905
906 /** Predefined geometry shader outputs */
907 static const struct output_info geomOutputs[] = {
908 { "gl_Position", GEOM_RESULT_POS, GL_FLOAT_VEC4 },
909 { "gl_FrontColor", GEOM_RESULT_COL0, GL_FLOAT_VEC4 },
910 { "gl_BackColor", GEOM_RESULT_COL1, GL_FLOAT_VEC4 },
911 { "gl_FrontSecondaryColor", GEOM_RESULT_SCOL0, GL_FLOAT_VEC4 },
912 { "gl_BackSecondaryColor", GEOM_RESULT_SCOL1, GL_FLOAT_VEC4 },
913 { "gl_TexCoord", GEOM_RESULT_TEX0, GL_FLOAT_VEC4 },
914 { "gl_FogFragCoord", GEOM_RESULT_FOGC, GL_FLOAT },
915 { "gl_ClipVertex", GEOM_RESULT_CLPV, GL_FLOAT_VEC4 },
916 { "gl_PointSize", GEOM_RESULT_PSIZ, GL_FLOAT },
917 { "gl_PrimitiveID", GEOM_RESULT_PRID, GL_FLOAT },
918 { "gl_Layer", GEOM_RESULT_LAYR, GL_FLOAT }
919 };
920
921 /** Predefined fragment shader outputs */
922 static const struct output_info fragOutputs[] = {
923 { "gl_FragColor", FRAG_RESULT_COLOR, GL_FLOAT_VEC4 },
924 { "gl_FragDepth", FRAG_RESULT_DEPTH, GL_FLOAT },
925 { "gl_FragData", FRAG_RESULT_DATA0, GL_FLOAT_VEC4 }
926 };
927
928
929 /**
930 * Return the VERT_RESULT_*, GEOM_RESULT_* or FRAG_RESULT_* value that corresponds
931 * to a vertex or fragment program output variable. Return -1 for an invalid
932 * output name.
933 */
934 GLint
935 _slang_output_index(const char *name, GLenum target)
936 {
937 const struct output_info *outputs;
938 GLuint i, n;
939
940 switch (target) {
941 case GL_VERTEX_PROGRAM_ARB:
942 outputs = vertOutputs;
943 n = Elements(vertOutputs);
944 break;
945 case GL_FRAGMENT_PROGRAM_ARB:
946 outputs = fragOutputs;
947 n = Elements(fragOutputs);
948 break;
949 case MESA_GEOMETRY_PROGRAM:
950 outputs = geomOutputs;
951 n = Elements(geomOutputs);
952 break;
953 default:
954 _mesa_problem(NULL, "bad target in _slang_output_index");
955 return -1;
956 }
957
958 for (i = 0; i < n; i++) {
959 if (strcmp(outputs[i].Name, name) == 0) {
960 /* found */
961 return outputs[i].Attrib;
962 }
963 }
964 return -1;
965 }
966
967
968 /**
969 * Given a VERT_RESULT_x index, return the corresponding string name.
970 */
971 const char *
972 _slang_vertex_output_name(gl_vert_result index)
973 {
974 if (index < Elements(vertOutputs))
975 return vertOutputs[index].Name;
976 else
977 return NULL;
978 }
979
980
981 /**
982 * Given a GEOM_RESULT_x index, return the corresponding string name.
983 */
984 const char *
985 _slang_geometry_output_name(gl_geom_result index)
986 {
987 if (index < Elements(geomOutputs))
988 return geomOutputs[index].Name;
989 else
990 return NULL;
991 }
992
993
994 /**
995 * Given a FRAG_RESULT_x index, return the corresponding string name.
996 */
997 const char *
998 _slang_fragment_output_name(gl_frag_result index)
999 {
1000 if (index < Elements(fragOutputs))
1001 return fragOutputs[index].Name;
1002 else
1003 return NULL;
1004 }
1005
1006
1007 /**
1008 * Given a VERT_RESULT_x index, return the corresponding varying
1009 * var's datatype.
1010 */
1011 GLenum
1012 _slang_vertex_output_type(gl_vert_result index)
1013 {
1014 if (index < Elements(vertOutputs))
1015 return vertOutputs[index].Type;
1016 else
1017 return GL_NONE;
1018 }