/**************************************************************************
*
- * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * Copyright 2007 VMware, Inc.
* All Rights Reserved.
* Copyright 2009 VMware, Inc. All Rights Reserved.
* Copyright © 2010-2011 Intel Corporation
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
-extern "C" {
-#include "glheader.h"
-#include "imports.h"
-#include "mtypes.h"
-#include "main/uniforms.h"
+#include "main/glheader.h"
+#include "main/context.h"
+#include "main/imports.h"
#include "main/macros.h"
+#include "main/samplerobj.h"
+#include "main/shaderobj.h"
+#include "main/texenvprogram.h"
+#include "main/texobj.h"
+#include "main/uniforms.h"
+#include "compiler/glsl/ir_builder.h"
+#include "compiler/glsl/ir_optimization.h"
+#include "compiler/glsl/glsl_parser_extras.h"
+#include "compiler/glsl/glsl_symbol_table.h"
+#include "compiler/glsl_types.h"
+#include "program/ir_to_mesa.h"
#include "program/program.h"
-#include "program/prog_parameter.h"
+#include "program/programopt.h"
#include "program/prog_cache.h"
#include "program/prog_instruction.h"
+#include "program/prog_parameter.h"
#include "program/prog_print.h"
#include "program/prog_statevars.h"
-#include "program/programopt.h"
-#include "texenvprogram.h"
-}
-#include "main/uniforms.h"
-#include "../glsl/glsl_types.h"
-#include "../glsl/ir.h"
-#include "../glsl/ir_builder.h"
-#include "../glsl/glsl_symbol_table.h"
-#include "../glsl/glsl_parser_extras.h"
-#include "../glsl/ir_optimization.h"
-#include "../glsl/ir_print_visitor.h"
-#include "../program/ir_to_mesa.h"
using namespace ir_builder;
#define MODE_MODULATE_SUBTRACT_ATI 12 /* r = a0 * a2 - a1 */
#define MODE_ADD_PRODUCTS 13 /* r = a0 * a1 + a2 * a3 */
#define MODE_ADD_PRODUCTS_SIGNED 14 /* r = a0 * a1 + a2 * a3 - 0.5 */
-#define MODE_BUMP_ENVMAP_ATI 15 /* special */
#define MODE_UNKNOWN 16
/**
case GL_MODULATE_ADD_ATI: return MODE_MODULATE_ADD_ATI;
case GL_MODULATE_SIGNED_ADD_ATI: return MODE_MODULATE_SIGNED_ADD_ATI;
case GL_MODULATE_SUBTRACT_ATI: return MODE_MODULATE_SUBTRACT_ATI;
- case GL_BUMP_ENVMAP_ATI: return MODE_BUMP_ENVMAP_ATI;
default:
assert(0);
return MODE_UNKNOWN;
case MODE_MODULATE_SUBTRACT_ATI:
case MODE_ADD_PRODUCTS:
case MODE_ADD_PRODUCTS_SIGNED:
- case MODE_BUMP_ENVMAP_ATI:
return GL_TRUE;
default:
assert(0);
}
}
-
-
-/**
- * Translate TEXTURE_x_BIT to TEXTURE_x_INDEX.
- */
-static GLuint translate_tex_src_bit( GLbitfield bit )
-{
- ASSERT(bit);
- return ffs(bit) - 1;
-}
-
-
#define VERT_BIT_TEX_ANY (0xff << VERT_ATTRIB_TEX0)
-#define VERT_RESULT_TEX_ANY (0xff << VERT_RESULT_TEX0)
/**
* Identify all possible varying inputs. The fragment program will
{
/* _NEW_PROGRAM */
const GLboolean vertexShader =
- (ctx->Shader.CurrentVertexProgram &&
- ctx->Shader.CurrentVertexProgram->LinkStatus &&
- ctx->Shader.CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]);
+ (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] &&
+ ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]->LinkStatus &&
+ ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]->_LinkedShaders[MESA_SHADER_VERTEX]);
const GLboolean vertexProgram = ctx->VertexProgram._Enabled;
GLbitfield fp_inputs = 0x0;
}
else if (ctx->RenderMode == GL_FEEDBACK) {
/* _NEW_RENDERMODE */
- fp_inputs = (FRAG_BIT_COL0 | FRAG_BIT_TEX0);
+ fp_inputs = (VARYING_BIT_COL0 | VARYING_BIT_TEX0);
}
else if (!(vertexProgram || vertexShader)) {
/* Fixed function vertex logic */
- /* _NEW_ARRAY */
+ /* _NEW_VARYING_VP_INPUTS */
GLbitfield64 varying_inputs = ctx->varying_vp_inputs;
/* These get generated in the setup routine regardless of the
*/
/* _NEW_POINT */
if (ctx->Point.PointSprite)
- varying_inputs |= FRAG_BITS_TEX_ANY;
+ varying_inputs |= VARYING_BITS_TEX_ANY;
/* First look at what values may be computed by the generated
* vertex program:
*/
/* _NEW_LIGHT */
if (ctx->Light.Enabled) {
- fp_inputs |= FRAG_BIT_COL0;
+ fp_inputs |= VARYING_BIT_COL0;
if (texenv_doing_secondary_color(ctx))
- fp_inputs |= FRAG_BIT_COL1;
+ fp_inputs |= VARYING_BIT_COL1;
}
/* _NEW_TEXTURE */
fp_inputs |= (ctx->Texture._TexGenEnabled |
- ctx->Texture._TexMatEnabled) << FRAG_ATTRIB_TEX0;
+ ctx->Texture._TexMatEnabled) << VARYING_SLOT_TEX0;
/* Then look at what might be varying as a result of enabled
* arrays, etc:
*/
if (varying_inputs & VERT_BIT_COLOR0)
- fp_inputs |= FRAG_BIT_COL0;
+ fp_inputs |= VARYING_BIT_COL0;
if (varying_inputs & VERT_BIT_COLOR1)
- fp_inputs |= FRAG_BIT_COL1;
+ fp_inputs |= VARYING_BIT_COL1;
fp_inputs |= (((varying_inputs & VERT_BIT_TEX_ANY) >> VERT_ATTRIB_TEX0)
- << FRAG_ATTRIB_TEX0);
+ << VARYING_SLOT_TEX0);
}
else {
* validation (see additional comments in state.c).
*/
if (vertexShader)
- vprog = ctx->Shader.CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
+ vprog = ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
else
vprog = &ctx->VertexProgram.Current->Base;
*/
/* _NEW_POINT */
if (ctx->Point.PointSprite)
- vp_outputs |= FRAG_BITS_TEX_ANY;
+ vp_outputs |= VARYING_BITS_TEX_ANY;
- if (vp_outputs & (1 << VERT_RESULT_COL0))
- fp_inputs |= FRAG_BIT_COL0;
- if (vp_outputs & (1 << VERT_RESULT_COL1))
- fp_inputs |= FRAG_BIT_COL1;
+ if (vp_outputs & (1 << VARYING_SLOT_COL0))
+ fp_inputs |= VARYING_BIT_COL0;
+ if (vp_outputs & (1 << VARYING_SLOT_COL1))
+ fp_inputs |= VARYING_BIT_COL1;
- fp_inputs |= (((vp_outputs & VERT_RESULT_TEX_ANY) >> VERT_RESULT_TEX0)
- << FRAG_ATTRIB_TEX0);
+ fp_inputs |= (((vp_outputs & VARYING_BITS_TEX_ANY) >> VARYING_SLOT_TEX0)
+ << VARYING_SLOT_TEX0);
}
return fp_inputs;
static GLuint make_state_key( struct gl_context *ctx, struct state_key *key )
{
GLuint i, j;
- GLbitfield inputs_referenced = FRAG_BIT_COL0;
+ GLbitfield inputs_referenced = VARYING_BIT_COL0;
const GLbitfield inputs_available = get_fp_input_mask( ctx );
GLuint keySize;
const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
const struct gl_texture_object *texObj = texUnit->_Current;
const struct gl_tex_env_combine_state *comb = texUnit->_CurrentCombine;
+ const struct gl_sampler_object *samp;
GLenum format;
- if (!texUnit->_ReallyEnabled || !texUnit->Enabled)
+ if (!texUnit->_Current || !texUnit->Enabled)
continue;
- format = texObj->Image[0][texObj->BaseLevel]->_BaseFormat;
+ samp = _mesa_get_samplerobj(ctx, i);
+ format = _mesa_texture_base_format(texObj);
key->unit[i].enabled = 1;
key->enabled_units |= (1<<i);
key->nr_enabled_units = i + 1;
- inputs_referenced |= FRAG_BIT_TEX(i);
+ inputs_referenced |= VARYING_BIT_TEX(i);
- key->unit[i].source_index =
- translate_tex_src_bit(texUnit->_ReallyEnabled);
+ key->unit[i].source_index = _mesa_tex_target_to_index(ctx,
+ texObj->Target);
key->unit[i].shadow =
- ((texObj->Sampler.CompareMode == GL_COMPARE_R_TO_TEXTURE) &&
+ ((samp->CompareMode == GL_COMPARE_R_TO_TEXTURE) &&
((format == GL_DEPTH_COMPONENT) ||
(format == GL_DEPTH_STENCIL_EXT)));
key->unit[i].OptRGB[j].Source = translate_source(comb->SourceRGB[j]);
key->unit[i].OptA[j].Source = translate_source(comb->SourceA[j]);
}
-
- if (key->unit[i].ModeRGB == MODE_BUMP_ENVMAP_ATI) {
- /* requires some special translation */
- key->unit[i].NumArgsRGB = 2;
- key->unit[i].ScaleShiftRGB = 0;
- key->unit[i].OptRGB[0].Operand = OPR_SRC_COLOR;
- key->unit[i].OptRGB[0].Source = SRC_TEXTURE;
- key->unit[i].OptRGB[1].Operand = OPR_SRC_COLOR;
- key->unit[i].OptRGB[1].Source = texUnit->BumpTarget - GL_TEXTURE0 + SRC_TEXTURE0;
- }
}
/* _NEW_LIGHT | _NEW_FOG */
if (texenv_doing_secondary_color(ctx)) {
key->separate_specular = 1;
- inputs_referenced |= FRAG_BIT_COL1;
+ inputs_referenced |= VARYING_BIT_COL1;
}
/* _NEW_FOG */
if (ctx->Fog.Enabled) {
key->fog_enabled = 1;
key->fog_mode = translate_fog_mode(ctx->Fog.Mode);
- inputs_referenced |= FRAG_BIT_FOGC; /* maybe */
+ inputs_referenced |= VARYING_BIT_FOGC; /* maybe */
}
/* _NEW_BUFFERS */
/** State used to build the fragment program:
*/
-struct texenv_fragment_program {
+class texenv_fragment_program : public ir_factory {
+public:
struct gl_shader_program *shader_program;
struct gl_shader *shader;
- exec_list *instructions;
exec_list *top_instructions;
- void *mem_ctx;
struct state_key *state;
ir_variable *src_texture[MAX_TEXTURE_COORD_UNITS];
};
static ir_rvalue *
-get_current_attrib(struct texenv_fragment_program *p, GLuint attrib)
+get_current_attrib(texenv_fragment_program *p, GLuint attrib)
{
ir_variable *current;
ir_rvalue *val;
current = p->shader->symbols->get_variable("gl_CurrentAttribFragMESA");
- current->max_array_access = MAX2(current->max_array_access, attrib);
+ assert(current);
+ current->data.max_array_access = MAX2(current->data.max_array_access, attrib);
val = new(p->mem_ctx) ir_dereference_variable(current);
ir_rvalue *index = new(p->mem_ctx) ir_constant(attrib);
return new(p->mem_ctx) ir_dereference_array(val, index);
}
static ir_rvalue *
-get_gl_Color(struct texenv_fragment_program *p)
+get_gl_Color(texenv_fragment_program *p)
{
- if (p->state->inputs_available & FRAG_BIT_COL0) {
+ if (p->state->inputs_available & VARYING_BIT_COL0) {
ir_variable *var = p->shader->symbols->get_variable("gl_Color");
assert(var);
return new(p->mem_ctx) ir_dereference_variable(var);
}
static ir_rvalue *
-get_source(struct texenv_fragment_program *p,
+get_source(texenv_fragment_program *p,
GLuint src, GLuint unit)
{
ir_variable *var;
var = p->shader->symbols->get_variable("gl_TextureEnvColor");
assert(var);
deref = new(p->mem_ctx) ir_dereference_variable(var);
- var->max_array_access = MAX2(var->max_array_access, unit);
+ var->data.max_array_access = MAX2(var->data.max_array_access, unit);
return new(p->mem_ctx) ir_dereference_array(deref,
new(p->mem_ctx) ir_constant(unit));
}
static ir_rvalue *
-emit_combine_source(struct texenv_fragment_program *p,
+emit_combine_source(texenv_fragment_program *p,
GLuint unit,
GLuint source,
GLuint operand)
return sub(new(p->mem_ctx) ir_constant(1.0f), src);
case OPR_SRC_ALPHA:
- return src->type->is_scalar()
- ? src : (ir_rvalue *) new(p->mem_ctx) ir_swizzle(src, 3, 3, 3, 3, 1);
+ return src->type->is_scalar() ? src : swizzle_w(src);
case OPR_ONE_MINUS_SRC_ALPHA: {
- ir_rvalue *const scalar = (src->type->is_scalar())
- ? src : (ir_rvalue *) new(p->mem_ctx) ir_swizzle(src, 3, 3, 3, 3, 1);
+ ir_rvalue *const scalar = src->type->is_scalar() ? src : swizzle_w(src);
return sub(new(p->mem_ctx) ir_constant(1.0f), scalar);
}
}
static ir_rvalue *
-smear(struct texenv_fragment_program *p, ir_rvalue *val)
+smear(ir_rvalue *val)
{
if (!val->type->is_scalar())
return val;
- return new(p->mem_ctx) ir_swizzle(val, 0, 0, 0, 0, 4);
+ return swizzle_xxxx(val);
}
static ir_rvalue *
-emit_combine(struct texenv_fragment_program *p,
+emit_combine(texenv_fragment_program *p,
GLuint unit,
GLuint nr,
GLuint mode,
case MODE_DOT3_RGB: {
tmp0 = mul(src[0], new(p->mem_ctx) ir_constant(2.0f));
tmp0 = add(tmp0, new(p->mem_ctx) ir_constant(-1.0f));
- tmp0 = new(p->mem_ctx) ir_swizzle(smear(p, tmp0), 0, 1, 2, 3, 3);
tmp1 = mul(src[1], new(p->mem_ctx) ir_constant(2.0f));
tmp1 = add(tmp1, new(p->mem_ctx) ir_constant(-1.0f));
- tmp1 = new(p->mem_ctx) ir_swizzle(smear(p, tmp1), 0, 1, 2, 3, 3);
- return dot(tmp0, tmp1);
+ return dot(swizzle_xyz(smear(tmp0)), swizzle_xyz(smear(tmp1)));
}
case MODE_MODULATE_ADD_ATI:
return add(mul(src[0], src[2]), src[1]);
case MODE_ADD_PRODUCTS_SIGNED:
return add(add(mul(src[0], src[1]), mul(src[2], src[3])),
new(p->mem_ctx) ir_constant(-0.5f));
-
- case MODE_BUMP_ENVMAP_ATI:
- /* special - not handled here */
- assert(0);
- return src[0];
default:
assert(0);
return src[0];
* Generate instructions for one texture unit's env/combiner mode.
*/
static ir_rvalue *
-emit_texenv(struct texenv_fragment_program *p, GLuint unit)
+emit_texenv(texenv_fragment_program *p, GLuint unit)
{
const struct state_key *key = p->state;
GLboolean rgb_saturate, alpha_saturate;
if (!key->unit[unit].enabled) {
return get_source(p, SRC_PREVIOUS, 0);
}
- if (key->unit[unit].ModeRGB == MODE_BUMP_ENVMAP_ATI) {
- /* this isn't really a env stage delivering a color and handled elsewhere */
- return get_source(p, SRC_PREVIOUS, 0);
- }
switch (key->unit[unit].ModeRGB) {
case MODE_DOT3_RGB_EXT:
else
alpha_saturate = GL_FALSE;
- ir_variable *temp_var = new(p->mem_ctx) ir_variable(glsl_type::vec4_type,
- "texenv_combine",
- ir_var_temporary);
- p->instructions->push_tail(temp_var);
-
+ ir_variable *temp_var = p->make_temp(glsl_type::vec4_type, "texenv_combine");
ir_dereference *deref;
- ir_assignment *assign;
ir_rvalue *val;
/* Emit the RGB and A combine ops
key->unit[unit].NumArgsRGB,
key->unit[unit].ModeRGB,
key->unit[unit].OptRGB);
- val = smear(p, val);
+ val = smear(val);
if (rgb_saturate)
val = saturate(val);
- deref = new(p->mem_ctx) ir_dereference_variable(temp_var);
- assign = new(p->mem_ctx) ir_assignment(deref, val);
- p->instructions->push_tail(assign);
+ p->emit(assign(temp_var, val));
}
else if (key->unit[unit].ModeRGB == MODE_DOT3_RGBA_EXT ||
key->unit[unit].ModeRGB == MODE_DOT3_RGBA) {
key->unit[unit].NumArgsRGB,
key->unit[unit].ModeRGB,
key->unit[unit].OptRGB);
- val = smear(p, val);
+ val = smear(val);
if (rgb_saturate)
val = saturate(val);
- deref = new(p->mem_ctx) ir_dereference_variable(temp_var);
- assign = new(p->mem_ctx) ir_assignment(deref, val);
- p->instructions->push_tail(assign);
+ p->emit(assign(temp_var, val));
}
else {
/* Need to do something to stop from re-emitting identical
key->unit[unit].NumArgsRGB,
key->unit[unit].ModeRGB,
key->unit[unit].OptRGB);
- val = smear(p, val);
- val = new(p->mem_ctx) ir_swizzle(val, 0, 1, 2, 3, 3);
+ val = swizzle_xyz(smear(val));
if (rgb_saturate)
val = saturate(val);
- deref = new(p->mem_ctx) ir_dereference_variable(temp_var);
- assign = new(p->mem_ctx) ir_assignment(deref, val, NULL, WRITEMASK_XYZ);
- p->instructions->push_tail(assign);
+ p->emit(assign(temp_var, val, WRITEMASK_XYZ));
val = emit_combine(p, unit,
key->unit[unit].NumArgsA,
key->unit[unit].ModeA,
key->unit[unit].OptA);
- val = smear(p, val);
- val = new(p->mem_ctx) ir_swizzle(val, 3, 3, 3, 3, 1);
+ val = swizzle_w(smear(val));
if (alpha_saturate)
val = saturate(val);
- deref = new(p->mem_ctx) ir_dereference_variable(temp_var);
- assign = new(p->mem_ctx) ir_assignment(deref, val, NULL, WRITEMASK_W);
- p->instructions->push_tail(assign);
+ p->emit(assign(temp_var, val, WRITEMASK_W));
}
deref = new(p->mem_ctx) ir_dereference_variable(temp_var);
shift = new(p->mem_ctx) ir_constant((float)(1 << rgb_shift));
}
else {
- float const_data[4] = {
- 1 << rgb_shift,
- 1 << rgb_shift,
- 1 << rgb_shift,
- 1 << alpha_shift
- };
- shift = new(p->mem_ctx) ir_constant(glsl_type::vec4_type,
- (ir_constant_data *)const_data);
+ ir_constant_data const_data;
+
+ const_data.f[0] = float(1 << rgb_shift);
+ const_data.f[1] = float(1 << rgb_shift);
+ const_data.f[2] = float(1 << rgb_shift);
+ const_data.f[3] = float(1 << alpha_shift);
+
+ shift = new(p->mem_ctx) ir_constant(glsl_type::vec4_type,
+ &const_data);
}
return saturate(mul(deref, shift));
/**
* Generate instruction for getting a texture source term.
*/
-static void load_texture( struct texenv_fragment_program *p, GLuint unit )
+static void load_texture( texenv_fragment_program *p, GLuint unit )
{
ir_dereference *deref;
- ir_assignment *assign;
if (p->src_texture[unit])
return;
const GLuint texTarget = p->state->unit[unit].source_index;
ir_rvalue *texcoord;
- if (!(p->state->inputs_available & (FRAG_BIT_TEX0 << unit))) {
+ if (!(p->state->inputs_available & (VARYING_BIT_TEX0 << unit))) {
texcoord = get_current_attrib(p, VERT_ATTRIB_TEX0 + unit);
} else if (p->texcoord_tex[unit]) {
texcoord = new(p->mem_ctx) ir_dereference_variable(p->texcoord_tex[unit]);
texcoord = new(p->mem_ctx) ir_dereference_variable(tc_array);
ir_rvalue *index = new(p->mem_ctx) ir_constant(unit);
texcoord = new(p->mem_ctx) ir_dereference_array(texcoord, index);
- tc_array->max_array_access = MAX2(tc_array->max_array_access, unit);
+ tc_array->data.max_array_access = MAX2(tc_array->data.max_array_access, unit);
}
if (!p->state->unit[unit].enabled) {
- p->src_texture[unit] = new(p->mem_ctx) ir_variable(glsl_type::vec4_type,
- "dummy_tex",
- ir_var_temporary);
- p->instructions->push_tail(p->src_texture[unit]);
-
- deref = new(p->mem_ctx) ir_dereference_variable(p->src_texture[unit]);
- assign = new(p->mem_ctx) ir_assignment(deref,
- new(p->mem_ctx) ir_constant(0.0f));
- p->instructions->push_tail(assign);
+ p->src_texture[unit] = p->make_temp(glsl_type::vec4_type,
+ "dummy_tex");
+ p->emit(p->src_texture[unit]);
+
+ p->emit(assign(p->src_texture[unit], new(p->mem_ctx) ir_constant(0.0f)));
return ;
}
switch (texTarget) {
case TEXTURE_1D_INDEX:
if (p->state->unit[unit].shadow)
- sampler_type = p->shader->symbols->get_type("sampler1DShadow");
+ sampler_type = glsl_type::sampler1DShadow_type;
else
- sampler_type = p->shader->symbols->get_type("sampler1D");
+ sampler_type = glsl_type::sampler1D_type;
coords = 1;
break;
case TEXTURE_1D_ARRAY_INDEX:
if (p->state->unit[unit].shadow)
- sampler_type = p->shader->symbols->get_type("sampler1DArrayShadow");
+ sampler_type = glsl_type::sampler1DArrayShadow_type;
else
- sampler_type = p->shader->symbols->get_type("sampler1DArray");
+ sampler_type = glsl_type::sampler1DArray_type;
coords = 2;
break;
case TEXTURE_2D_INDEX:
if (p->state->unit[unit].shadow)
- sampler_type = p->shader->symbols->get_type("sampler2DShadow");
+ sampler_type = glsl_type::sampler2DShadow_type;
else
- sampler_type = p->shader->symbols->get_type("sampler2D");
+ sampler_type = glsl_type::sampler2D_type;
coords = 2;
break;
case TEXTURE_2D_ARRAY_INDEX:
if (p->state->unit[unit].shadow)
- sampler_type = p->shader->symbols->get_type("sampler2DArrayShadow");
+ sampler_type = glsl_type::sampler2DArrayShadow_type;
else
- sampler_type = p->shader->symbols->get_type("sampler2DArray");
+ sampler_type = glsl_type::sampler2DArray_type;
coords = 3;
break;
case TEXTURE_RECT_INDEX:
if (p->state->unit[unit].shadow)
- sampler_type = p->shader->symbols->get_type("sampler2DRectShadow");
+ sampler_type = glsl_type::sampler2DRectShadow_type;
else
- sampler_type = p->shader->symbols->get_type("sampler2DRect");
+ sampler_type = glsl_type::sampler2DRect_type;
coords = 2;
break;
case TEXTURE_3D_INDEX:
assert(!p->state->unit[unit].shadow);
- sampler_type = p->shader->symbols->get_type("sampler3D");
+ sampler_type = glsl_type::sampler3D_type;
coords = 3;
break;
case TEXTURE_CUBE_INDEX:
if (p->state->unit[unit].shadow)
- sampler_type = p->shader->symbols->get_type("samplerCubeShadow");
+ sampler_type = glsl_type::samplerCubeShadow_type;
else
- sampler_type = p->shader->symbols->get_type("samplerCube");
+ sampler_type = glsl_type::samplerCube_type;
coords = 3;
break;
case TEXTURE_EXTERNAL_INDEX:
assert(!p->state->unit[unit].shadow);
- sampler_type = p->shader->symbols->get_type("samplerExternalOES");
+ sampler_type = glsl_type::samplerExternalOES_type;
coords = 2;
break;
}
- p->src_texture[unit] = new(p->mem_ctx) ir_variable(glsl_type::vec4_type,
- "tex",
- ir_var_temporary);
- p->instructions->push_tail(p->src_texture[unit]);
+ p->src_texture[unit] = p->make_temp(glsl_type::vec4_type,
+ "tex");
ir_texture *tex = new(p->mem_ctx) ir_texture(ir_tex);
sampler_name,
ir_var_uniform);
p->top_instructions->push_head(sampler);
+
+ /* Set the texture unit for this sampler in the same way that
+ * layout(binding=X) would.
+ */
+ sampler->data.explicit_binding = true;
+ sampler->data.binding = unit;
+
deref = new(p->mem_ctx) ir_dereference_variable(sampler);
tex->set_sampler(deref, glsl_type::vec4_type);
}
texcoord = texcoord->clone(p->mem_ctx, NULL);
- tex->projector = new(p->mem_ctx) ir_swizzle(texcoord, 3, 0, 0, 0, 1);
+ tex->projector = swizzle_w(texcoord);
- deref = new(p->mem_ctx) ir_dereference_variable(p->src_texture[unit]);
- assign = new(p->mem_ctx) ir_assignment(deref, tex);
- p->instructions->push_tail(assign);
+ p->emit(assign(p->src_texture[unit], tex));
}
static void
-load_texenv_source(struct texenv_fragment_program *p,
+load_texenv_source(texenv_fragment_program *p,
GLuint src, GLuint unit)
{
switch (src) {
* Generate instructions for loading all texture source terms.
*/
static GLboolean
-load_texunit_sources( struct texenv_fragment_program *p, GLuint unit )
+load_texunit_sources( texenv_fragment_program *p, GLuint unit )
{
const struct state_key *key = p->state;
GLuint i;
return GL_TRUE;
}
-/**
- * Generate instructions for loading bump map textures.
- */
-static void
-load_texunit_bumpmap( struct texenv_fragment_program *p, GLuint unit )
-{
- const struct state_key *key = p->state;
- GLuint bumpedUnitNr = key->unit[unit].OptRGB[1].Source - SRC_TEXTURE0;
- ir_rvalue *bump;
- ir_rvalue *texcoord;
- ir_variable *rot_mat_0_var, *rot_mat_1_var;
- ir_dereference_variable *rot_mat_0, *rot_mat_1;
-
- rot_mat_0_var = p->shader->symbols->get_variable("gl_BumpRotMatrix0MESA");
- rot_mat_1_var = p->shader->symbols->get_variable("gl_BumpRotMatrix1MESA");
- rot_mat_0 = new(p->mem_ctx) ir_dereference_variable(rot_mat_0_var);
- rot_mat_1 = new(p->mem_ctx) ir_dereference_variable(rot_mat_1_var);
-
- ir_variable *tc_array = p->shader->symbols->get_variable("gl_TexCoord");
- assert(tc_array);
- texcoord = new(p->mem_ctx) ir_dereference_variable(tc_array);
- ir_rvalue *index = new(p->mem_ctx) ir_constant(bumpedUnitNr);
- texcoord = new(p->mem_ctx) ir_dereference_array(texcoord, index);
- tc_array->max_array_access = MAX2(tc_array->max_array_access, unit);
-
- load_texenv_source( p, unit + SRC_TEXTURE0, unit );
-
- /* Apply rot matrix and add coords to be available in next phase.
- * dest = Arg1 + (Arg0.xx * rotMat0) + (Arg0.yy * rotMat1)
- * note only 2 coords are affected the rest are left unchanged (mul by 0)
- */
- ir_dereference *deref;
- ir_assignment *assign;
- ir_rvalue *bump_x, *bump_y;
-
- texcoord = smear(p, texcoord);
-
- /* bump_texcoord = texcoord */
- ir_variable *bumped = new(p->mem_ctx) ir_variable(texcoord->type,
- "bump_texcoord",
- ir_var_temporary);
- p->instructions->push_tail(bumped);
-
- deref = new(p->mem_ctx) ir_dereference_variable(bumped);
- assign = new(p->mem_ctx) ir_assignment(deref, texcoord);
- p->instructions->push_tail(assign);
-
- /* bump_texcoord.xy += arg0.x * rotmat0 + arg0.y * rotmat1 */
- bump = get_source(p, key->unit[unit].OptRGB[0].Source, unit);
- bump_x = new(p->mem_ctx) ir_swizzle(bump, 0, 0, 0, 0, 1);
- bump = bump->clone(p->mem_ctx, NULL);
- bump_y = new(p->mem_ctx) ir_swizzle(bump, 1, 0, 0, 0, 1);
-
- bump_x = mul(bump_x, rot_mat_0);
- bump_y = mul(bump_y, rot_mat_1);
-
- ir_expression *expr;
-
- deref = new(p->mem_ctx) ir_dereference_variable(bumped);
- expr = add(new(p->mem_ctx) ir_swizzle(deref,
- 0, 1, 1, 1,
- 2),
- add(bump_x, bump_y));
-
- deref = new(p->mem_ctx) ir_dereference_variable(bumped);
- assign = new(p->mem_ctx) ir_assignment(deref, expr, NULL, WRITEMASK_XY);
- p->instructions->push_tail(assign);
-
- p->texcoord_tex[bumpedUnitNr] = bumped;
-}
-
/**
* Applies the fog calculations.
*
* GL_FOG_COORDINATE_EXT is set to GL_FRAGMENT_DEPTH_EXT.
*/
static ir_rvalue *
-emit_fog_instructions(struct texenv_fragment_program *p,
+emit_fog_instructions(texenv_fragment_program *p,
ir_rvalue *fragcolor)
{
struct state_key *key = p->state;
ir_rvalue *f, *temp;
ir_variable *params, *oparams;
ir_variable *fogcoord;
- ir_assignment *assign;
/* Temporary storage for the whole fog result. Fog calculations
* only affect rgb so we're hanging on to the .a value of fragcolor
* this way.
*/
- ir_variable *fog_result = new(p->mem_ctx) ir_variable(glsl_type::vec4_type,
- "fog_result",
- ir_var_auto);
- p->instructions->push_tail(fog_result);
- temp = new(p->mem_ctx) ir_dereference_variable(fog_result);
- assign = new(p->mem_ctx) ir_assignment(temp, fragcolor);
- p->instructions->push_tail(assign);
+ ir_variable *fog_result = p->make_temp(glsl_type::vec4_type, "fog_result");
+ p->emit(assign(fog_result, fragcolor));
- temp = new(p->mem_ctx) ir_dereference_variable(fog_result);
- fragcolor = new(p->mem_ctx) ir_swizzle(temp, 0, 1, 2, 3, 3);
+ fragcolor = swizzle_xyz(fog_result);
oparams = p->shader->symbols->get_variable("gl_FogParamsOptimizedMESA");
+ assert(oparams);
fogcoord = p->shader->symbols->get_variable("gl_FogFragCoord");
+ assert(fogcoord);
params = p->shader->symbols->get_variable("gl_Fog");
+ assert(params);
f = new(p->mem_ctx) ir_dereference_variable(fogcoord);
- ir_variable *f_var = new(p->mem_ctx) ir_variable(glsl_type::float_type,
- "fog_factor", ir_var_auto);
- p->instructions->push_tail(f_var);
+ ir_variable *f_var = p->make_temp(glsl_type::float_type, "fog_factor");
switch (key->fog_mode) {
case FOG_LINEAR:
* gl_MesaFogParamsOptimized gives us (-1 / (end - start)) and
* (end / (end - start)) so we can generate a single MAD.
*/
- temp = new(p->mem_ctx) ir_dereference_variable(oparams);
- temp = new(p->mem_ctx) ir_swizzle(temp, 0, 0, 0, 0, 1);
- f = mul(f, temp);
-
- temp = new(p->mem_ctx) ir_dereference_variable(oparams);
- temp = new(p->mem_ctx) ir_swizzle(temp, 1, 0, 0, 0, 1);
- f = add(f, temp);
+ f = add(mul(f, swizzle_x(oparams)), swizzle_y(oparams));
break;
case FOG_EXP:
/* f = e^(-(density * fogcoord))
* use EXP2 which is generally the native instruction without
* having to do any further math on the fog density uniform.
*/
- temp = new(p->mem_ctx) ir_dereference_variable(oparams);
- temp = new(p->mem_ctx) ir_swizzle(temp, 2, 0, 0, 0, 1);
- f = mul(f, temp);
+ f = mul(f, swizzle_z(oparams));
f = new(p->mem_ctx) ir_expression(ir_unop_neg, f);
f = new(p->mem_ctx) ir_expression(ir_unop_exp2, f);
break;
* can do this like FOG_EXP but with a squaring after the
* multiply by density.
*/
- ir_variable *temp_var = new(p->mem_ctx) ir_variable(glsl_type::float_type,
- "fog_temp",
- ir_var_auto);
- p->instructions->push_tail(temp_var);
-
- temp = new(p->mem_ctx) ir_dereference_variable(oparams);
- temp = new(p->mem_ctx) ir_swizzle(temp, 3, 0, 0, 0, 1);
- f = mul(f, temp);
-
- temp = new(p->mem_ctx) ir_dereference_variable(temp_var);
- ir_assignment *assign = new(p->mem_ctx) ir_assignment(temp, f);
- p->instructions->push_tail(assign);
-
- f = new(p->mem_ctx) ir_dereference_variable(temp_var);
- temp = new(p->mem_ctx) ir_dereference_variable(temp_var);
- f = mul(f, temp);
+ ir_variable *temp_var = p->make_temp(glsl_type::float_type, "fog_temp");
+ p->emit(assign(temp_var, mul(f, swizzle_w(oparams))));
+
+ f = mul(temp_var, temp_var);
f = new(p->mem_ctx) ir_expression(ir_unop_neg, f);
f = new(p->mem_ctx) ir_expression(ir_unop_exp2, f);
break;
}
- f = saturate(f);
+ p->emit(assign(f_var, saturate(f)));
- temp = new(p->mem_ctx) ir_dereference_variable(f_var);
- assign = new(p->mem_ctx) ir_assignment(temp, f);
- p->instructions->push_tail(assign);
-
- f = new(p->mem_ctx) ir_dereference_variable(f_var);
- f = sub(new(p->mem_ctx) ir_constant(1.0f), f);
+ f = sub(new(p->mem_ctx) ir_constant(1.0f), f_var);
temp = new(p->mem_ctx) ir_dereference_variable(params);
temp = new(p->mem_ctx) ir_dereference_record(temp, "color");
- temp = new(p->mem_ctx) ir_swizzle(temp, 0, 1, 2, 3, 3);
- temp = mul(temp, f);
-
- f = new(p->mem_ctx) ir_dereference_variable(f_var);
- f = add(temp, mul(fragcolor, f));
+ temp = mul(swizzle_xyz(temp), f);
- ir_dereference *deref = new(p->mem_ctx) ir_dereference_variable(fog_result);
- assign = new(p->mem_ctx) ir_assignment(deref, f, NULL, WRITEMASK_XYZ);
- p->instructions->push_tail(assign);
+ p->emit(assign(fog_result, add(temp, mul(fragcolor, f_var)), WRITEMASK_XYZ));
return new(p->mem_ctx) ir_dereference_variable(fog_result);
}
static void
-emit_instructions(struct texenv_fragment_program *p)
+emit_instructions(texenv_fragment_program *p)
{
struct state_key *key = p->state;
GLuint unit;
if (key->enabled_units) {
- /* Zeroth pass - bump map textures first */
- for (unit = 0; unit < key->nr_enabled_units; unit++) {
- if (key->unit[unit].enabled &&
- key->unit[unit].ModeRGB == MODE_BUMP_ENVMAP_ATI) {
- load_texunit_bumpmap(p, unit);
- }
- }
-
/* First pass - to support texture_env_crossbar, first identify
* all referenced texture sources and emit texld instructions
* for each:
}
ir_rvalue *cf = get_source(p, SRC_PREVIOUS, 0);
- ir_dereference_variable *deref;
- ir_assignment *assign;
if (key->separate_specular) {
- ir_rvalue *tmp0;
- ir_variable *spec_result = new(p->mem_ctx) ir_variable(glsl_type::vec4_type,
- "specular_add",
- ir_var_temporary);
-
- p->instructions->push_tail(spec_result);
-
- deref = new(p->mem_ctx) ir_dereference_variable(spec_result);
- assign = new(p->mem_ctx) ir_assignment(deref, cf);
- p->instructions->push_tail(assign);
-
- deref = new(p->mem_ctx) ir_dereference_variable(spec_result);
- tmp0 = new(p->mem_ctx) ir_swizzle(deref, 0, 1, 2, 3, 3);
+ ir_variable *spec_result = p->make_temp(glsl_type::vec4_type,
+ "specular_add");
+ p->emit(assign(spec_result, cf));
ir_rvalue *secondary;
- if (p->state->inputs_available & FRAG_BIT_COL1) {
+ if (p->state->inputs_available & VARYING_BIT_COL1) {
ir_variable *var =
p->shader->symbols->get_variable("gl_SecondaryColor");
assert(var);
- secondary = new(p->mem_ctx) ir_dereference_variable(var);
+ secondary = swizzle_xyz(var);
} else {
- secondary = get_current_attrib(p, VERT_ATTRIB_COLOR1);
+ secondary = swizzle_xyz(get_current_attrib(p, VERT_ATTRIB_COLOR1));
}
- secondary = new(p->mem_ctx) ir_swizzle(secondary, 0, 1, 2, 3, 3);
- tmp0 = add(tmp0, secondary);
-
- deref = new(p->mem_ctx) ir_dereference_variable(spec_result);
- assign = new(p->mem_ctx) ir_assignment(deref, tmp0, NULL, WRITEMASK_XYZ);
- p->instructions->push_tail(assign);
+ p->emit(assign(spec_result, add(swizzle_xyz(spec_result), secondary),
+ WRITEMASK_XYZ));
cf = new(p->mem_ctx) ir_dereference_variable(spec_result);
}
ir_variable *frag_color = p->shader->symbols->get_variable("gl_FragColor");
assert(frag_color);
- deref = new(p->mem_ctx) ir_dereference_variable(frag_color);
- assign = new(p->mem_ctx) ir_assignment(deref, cf);
- p->instructions->push_tail(assign);
+ p->emit(assign(frag_color, cf));
}
/**
static struct gl_shader_program *
create_new_program(struct gl_context *ctx, struct state_key *key)
{
- struct texenv_fragment_program p;
+ texenv_fragment_program p;
unsigned int unit;
_mesa_glsl_parse_state *state;
- memset(&p, 0, sizeof(p));
p.mem_ctx = ralloc_context(NULL);
p.shader = ctx->Driver.NewShader(ctx, 0, GL_FRAGMENT_SHADER);
p.shader->ir = new(p.shader) exec_list;
- state = new(p.shader) _mesa_glsl_parse_state(ctx, GL_FRAGMENT_SHADER,
+ state = new(p.shader) _mesa_glsl_parse_state(ctx, MESA_SHADER_FRAGMENT,
p.shader);
p.shader->symbols = state->symbols;
p.top_instructions = p.shader->ir;
p.instructions = p.shader->ir;
p.state = key;
- p.shader_program = ctx->Driver.NewShaderProgram(ctx, 0);
+ p.shader_program = _mesa_new_shader_program(0);
/* Tell the linker to ignore the fact that we're building a
* separate shader, in case we're in a GLES2 context that would
* fixed function program in a GLES2 context at all, but that's a
* big mess to clean up.
*/
- p.shader_program->InternalSeparateShader = GL_TRUE;
+ p.shader_program->SeparateShader = GL_TRUE;
state->language_version = 130;
- if (ctx->Extensions.OES_EGL_image_external)
+ state->es_shader = false;
+ if (_mesa_is_gles(ctx) && ctx->Extensions.OES_EGL_image_external)
state->OES_EGL_image_external_enable = true;
_mesa_glsl_initialize_types(state);
_mesa_glsl_initialize_variables(p.instructions, state);
p.src_previous = NULL;
ir_function *main_f = new(p.mem_ctx) ir_function("main");
- p.instructions->push_tail(main_f);
+ p.emit(main_f);
state->symbols->add_function(main_f);
ir_function_signature *main_sig =
- new(p.mem_ctx) ir_function_signature(p.shader->symbols->get_type("void"));
+ new(p.mem_ctx) ir_function_signature(glsl_type::void_type);
main_sig->is_defined = true;
main_f->add_signature(main_sig);
validate_ir_tree(p.shader->ir);
- while (do_common_optimization(p.shader->ir, false, false, 32))
+ const struct gl_shader_compiler_options *options =
+ &ctx->Const.ShaderCompilerOptions[MESA_SHADER_FRAGMENT];
+
+ while (do_common_optimization(p.shader->ir, false, false, options,
+ ctx->Const.NativeIntegers))
;
reparent_ir(p.shader->ir, p.shader->ir);
p.shader->CompileStatus = true;
p.shader->Version = state->language_version;
- p.shader->num_builtins_to_link = state->num_builtins_to_link;
+ p.shader->uses_builtin_functions = state->uses_builtin_functions;
p.shader_program->Shaders =
(gl_shader **)malloc(sizeof(*p.shader_program->Shaders));
p.shader_program->Shaders[0] = p.shader;
_mesa_glsl_link_shader(ctx, p.shader_program);
- /* Set the sampler uniforms, and relink to get them into the linked
- * program.
- */
- struct gl_shader *const fs =
- p.shader_program->_LinkedShaders[MESA_SHADER_FRAGMENT];
- struct gl_program *const fp = fs->Program;
-
- _mesa_generate_parameters_list_for_uniforms(p.shader_program, fs,
- fp->Parameters);
-
- _mesa_associate_uniform_storage(ctx, p.shader_program, fp->Parameters);
-
- for (unsigned int i = 0; i < MAX_TEXTURE_UNITS; i++) {
- /* Enough space for 'sampler_999\0'.
- */
- char name[12];
-
- snprintf(name, sizeof(name), "sampler_%d", i);
-
- int loc = _mesa_get_uniform_location(ctx, p.shader_program, name);
- if (loc != -1) {
- unsigned base;
- unsigned idx;
-
- /* Avoid using _mesa_uniform() because it flags state
- * updates, so if we're generating this shader_program in a
- * state update, we end up recursing. Instead, just set the
- * value, which is picked up at re-link.
- */
- _mesa_uniform_split_location_offset(loc, &base, &idx);
- assert(idx == 0);
-
- struct gl_uniform_storage *const storage =
- &p.shader_program->UniformStorage[base];
-
- /* Update the storage, the SamplerUnits in the shader program, and
- * the SamplerUnits in the assembly shader.
- */
- storage->storage[idx].i = i;
- fp->SamplerUnits[storage->sampler] = i;
- p.shader_program->SamplerUnits[storage->sampler] = i;
- _mesa_propagate_uniforms_to_driver_storage(storage, 0, 1);
- }
- }
- _mesa_update_shader_textures_used(p.shader_program, fp);
- (void) ctx->Driver.ProgramStringNotify(ctx, fp->Target, fp);
-
if (!p.shader_program->LinkStatus)
_mesa_problem(ctx, "Failed to link fixed function fragment shader: %s\n",
p.shader_program->InfoLog);