/**************************************************************************
- *
- * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ *
+ * Copyright 2007 VMware, Inc.
* All Rights Reserved.
- *
+ *
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
- *
+ *
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
- *
+ *
* 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.
- *
+ *
**************************************************************************/
/**
#include "main/macros.h"
#include "main/enums.h"
#include "main/ffvertex_prog.h"
-#include "shader/program.h"
-#include "shader/prog_cache.h"
-#include "shader/prog_instruction.h"
-#include "shader/prog_parameter.h"
-#include "shader/prog_print.h"
-#include "shader/prog_statevars.h"
+#include "program/program.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"
+
+/** Max of number of lights and texture coord units */
+#define NUM_UNITS MAX2(MAX_TEXTURE_COORD_UNITS, MAX_LIGHTS)
struct state_key {
unsigned light_color_material_mask:12;
- unsigned light_material_mask:12;
unsigned light_global_enabled:1;
unsigned light_local_viewer:1;
unsigned light_twoside:1;
- unsigned light_color_material:1;
unsigned material_shininess_is_zero:1;
unsigned need_eye_coords:1;
unsigned normalize:1;
unsigned rescale_normals:1;
unsigned fog_source_is_depth:1;
- unsigned tnl_do_vertex_fog:1;
+ unsigned fog_distance_mode:2;
unsigned separate_specular:1;
- unsigned fog_mode:2;
unsigned point_attenuated:1;
unsigned point_array:1;
unsigned texture_enabled_global:1;
unsigned fragprog_inputs_read:12;
- unsigned varying_vp_inputs;
+ GLbitfield64 varying_vp_inputs;
struct {
unsigned light_enabled:1;
unsigned light_eyepos3_is_zero:1;
unsigned light_spotcutoff_is_180:1;
- unsigned light_attenuated:1;
+ unsigned light_attenuated:1;
unsigned texunit_really_enabled:1;
unsigned texmat_enabled:1;
+ unsigned coord_replace:1;
unsigned texgen_enabled:4;
unsigned texgen_mode0:4;
unsigned texgen_mode1:4;
unsigned texgen_mode2:4;
unsigned texgen_mode3:4;
- } unit[8];
+ } unit[NUM_UNITS];
};
-
-#define FOG_NONE 0
-#define FOG_LINEAR 1
-#define FOG_EXP 2
-#define FOG_EXP2 3
-
-static GLuint translate_fog_mode( GLenum mode )
-{
- switch (mode) {
- case GL_LINEAR: return FOG_LINEAR;
- case GL_EXP: return FOG_EXP;
- case GL_EXP2: return FOG_EXP2;
- default: return FOG_NONE;
- }
-}
-
-
#define TXG_NONE 0
#define TXG_OBJ_LINEAR 1
#define TXG_EYE_LINEAR 2
}
}
+#define FDM_EYE_RADIAL 0
+#define FDM_EYE_PLANE 1
+#define FDM_EYE_PLANE_ABS 2
-/**
- * Returns bitmask of flags indicating which materials are set per-vertex
- * in the current VB.
- * XXX get these from the VBO...
- */
-static GLbitfield
-tnl_get_per_vertex_materials(GLcontext *ctx)
-{
- GLbitfield mask = 0x0;
-#if 0
- TNLcontext *tnl = TNL_CONTEXT(ctx);
- struct vertex_buffer *VB = &tnl->vb;
- GLuint i;
-
- for (i = _TNL_FIRST_MAT; i <= _TNL_LAST_MAT; i++)
- if (VB->AttribPtr[i] && VB->AttribPtr[i]->stride)
- mask |= 1 << (i - _TNL_FIRST_MAT);
-#endif
- return mask;
-}
-
-
-/**
- * Should fog be computed per-vertex?
- */
-static GLboolean
-tnl_get_per_vertex_fog(GLcontext *ctx)
+static GLuint translate_fog_distance_mode( GLenum mode )
{
-#if 0
- TNLcontext *tnl = TNL_CONTEXT(ctx);
- return tnl->_DoVertexFog;
-#else
- return GL_FALSE;
-#endif
+ switch (mode) {
+ case GL_EYE_RADIAL_NV:
+ return FDM_EYE_RADIAL;
+ case GL_EYE_PLANE:
+ return FDM_EYE_PLANE;
+ default: /* shouldn't happen; fall through to a sensible default */
+ case GL_EYE_PLANE_ABSOLUTE_NV:
+ return FDM_EYE_PLANE_ABS;
+ }
}
-
-static GLboolean check_active_shininess( GLcontext *ctx,
+static GLboolean check_active_shininess( struct gl_context *ctx,
const struct state_key *key,
GLuint side )
{
- GLuint bit = 1 << (MAT_ATTRIB_FRONT_SHININESS + side);
+ GLuint attr = MAT_ATTRIB_FRONT_SHININESS + side;
- if (key->light_color_material_mask & bit)
+ if ((key->varying_vp_inputs & VERT_BIT_COLOR0) &&
+ (key->light_color_material_mask & (1 << attr)))
return GL_TRUE;
- if (key->light_material_mask & bit)
+ if (key->varying_vp_inputs & VERT_ATTRIB_GENERIC(attr))
return GL_TRUE;
- if (ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS + side][0] != 0.0F)
+ if (ctx->Light.Material.Attrib[attr][0] != 0.0F)
return GL_TRUE;
return GL_FALSE;
}
-static void make_state_key( GLcontext *ctx, struct state_key *key )
+static void make_state_key( struct gl_context *ctx, struct state_key *key )
{
const struct gl_fragment_program *fp;
GLuint i;
if (ctx->RenderMode == GL_FEEDBACK) {
/* make sure the vertprog emits color and tex0 */
- key->fragprog_inputs_read |= (FRAG_BIT_COL0 | FRAG_BIT_TEX0);
+ key->fragprog_inputs_read |= (VARYING_BIT_COL0 | VARYING_BIT_TEX0);
}
key->separate_specular = (ctx->Light.Model.ColorControl ==
key->light_twoside = 1;
if (ctx->Light.ColorMaterialEnabled) {
- key->light_color_material = 1;
- key->light_color_material_mask = ctx->Light.ColorMaterialBitmask;
+ key->light_color_material_mask = ctx->Light._ColorMaterialBitmask;
}
- key->light_material_mask = tnl_get_per_vertex_materials(ctx);
-
for (i = 0; i < MAX_LIGHTS; i++) {
struct gl_light *light = &ctx->Light.Light[i];
if (light->EyePosition[3] == 0.0)
key->unit[i].light_eyepos3_is_zero = 1;
-
+
if (light->SpotCutoff == 180.0)
key->unit[i].light_spotcutoff_is_180 = 1;
if (ctx->Transform.RescaleNormals)
key->rescale_normals = 1;
- key->fog_mode = translate_fog_mode(fp->FogOption);
-
- if (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT)
+ if (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT) {
key->fog_source_is_depth = 1;
-
- key->tnl_do_vertex_fog = tnl_get_per_vertex_fog(ctx);
+ key->fog_distance_mode = translate_fog_distance_mode(ctx->Fog.FogDistanceMode);
+ }
if (ctx->Point._Attenuated)
key->point_attenuated = 1;
-#if FEATURE_point_size_array
- if (ctx->Array.ArrayObj->PointSize.Enabled)
+ if (ctx->Array.VAO->VertexAttrib[VERT_ATTRIB_POINT_SIZE].Enabled)
key->point_array = 1;
-#endif
if (ctx->Texture._TexGenEnabled ||
ctx->Texture._TexMatEnabled ||
ctx->Texture._EnabledUnits)
key->texture_enabled_global = 1;
-
+
for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
if (texUnit->_ReallyEnabled)
key->unit[i].texunit_really_enabled = 1;
- if (ctx->Texture._TexMatEnabled & ENABLE_TEXMAT(i))
+ if (ctx->Point.PointSprite)
+ if (ctx->Point.CoordReplace[i])
+ key->unit[i].coord_replace = 1;
+
+ if (ctx->Texture._TexMatEnabled & ENABLE_TEXMAT(i))
key->unit[i].texmat_enabled = 1;
-
+
if (texUnit->TexGenEnabled) {
key->unit[i].texgen_enabled = 1;
-
- key->unit[i].texgen_mode0 =
+
+ key->unit[i].texgen_mode0 =
translate_texgen( texUnit->TexGenEnabled & (1<<0),
texUnit->GenS.Mode );
- key->unit[i].texgen_mode1 =
+ key->unit[i].texgen_mode1 =
translate_texgen( texUnit->TexGenEnabled & (1<<1),
texUnit->GenT.Mode );
- key->unit[i].texgen_mode2 =
+ key->unit[i].texgen_mode2 =
translate_texgen( texUnit->TexGenEnabled & (1<<2),
texUnit->GenR.Mode );
- key->unit[i].texgen_mode3 =
+ key->unit[i].texgen_mode3 =
translate_texgen( texUnit->TexGenEnabled & (1<<3),
texUnit->GenQ.Mode );
}
}
-
+
/* Very useful debugging tool - produces annotated listing of
* generated program with line/function references for each
* instruction back into this file:
/* Use uregs to represent registers internally, translate to Mesa's
- * expected formats on emit.
+ * expected formats on emit.
*
* NOTE: These are passed by value extensively in this file rather
* than as usual by pointer reference. If this disturbs you, try
struct gl_vertex_program *program;
GLint max_inst; /** number of instructions allocated for program */
GLboolean mvp_with_dp4;
-
+
GLuint temp_in_use;
GLuint temp_reserved;
-
+
struct ureg eye_position;
struct ureg eye_position_z;
struct ureg eye_position_normalized;
static struct ureg get_temp( struct tnl_program *p )
{
- int bit = _mesa_ffs( ~p->temp_in_use );
+ int bit = ffs( ~p->temp_in_use );
if (!bit) {
_mesa_problem(NULL, "%s: out of temporaries\n", __FILE__);
- _mesa_exit(1);
+ exit(1);
}
if ((GLuint) bit > p->program->Base.NumTemporaries)
}
-static struct ureg register_param5(struct tnl_program *p,
+static struct ureg register_param5(struct tnl_program *p,
GLint s0,
GLint s1,
GLint s2,
*/
static struct ureg register_input( struct tnl_program *p, GLuint input )
{
- /* Material attribs are passed here as inputs >= 32
- */
- if (input >= 32 || (p->state->varying_vp_inputs & (1<<input))) {
- p->program->Base.InputsRead |= (1<<input);
+ assert(input < VERT_ATTRIB_MAX);
+
+ if (p->state->varying_vp_inputs & VERT_BIT(input)) {
+ p->program->Base.InputsRead |= VERT_BIT(input);
return make_ureg(PROGRAM_INPUT, input);
}
else {
/**
- * \param input one of VERT_RESULT_x tokens.
+ * \param input one of VARYING_SLOT_x tokens.
*/
static struct ureg register_output( struct tnl_program *p, GLuint output )
{
- p->program->Base.OutputsWritten |= (1<<output);
+ p->program->Base.OutputsWritten |= BITFIELD64_BIT(output);
return make_ureg(PROGRAM_OUTPUT, output);
}
-static struct ureg register_const4f( struct tnl_program *p,
+static struct ureg register_const4f( struct tnl_program *p,
GLfloat s0,
GLfloat s1,
GLfloat s2,
GLfloat s3)
{
- GLfloat values[4];
+ gl_constant_value values[4];
GLint idx;
GLuint swizzle;
- values[0] = s0;
- values[1] = s1;
- values[2] = s2;
- values[3] = s3;
+ values[0].f = s0;
+ values[1].f = s1;
+ values[2].f = s2;
+ values[3].f = s3;
idx = _mesa_add_unnamed_constant( p->program->Base.Parameters, values, 4,
&swizzle );
ASSERT(swizzle == SWIZZLE_NOOP);
static struct ureg get_identity_param( struct tnl_program *p )
{
- if (is_undef(p->identity))
+ if (is_undef(p->identity))
p->identity = register_const4f(p, 0,0,0,1);
return p->identity;
/* This is a bit sad as the support is there to pull the whole
* matrix out in one go:
*/
- for (i = 0; i <= s3 - s2; i++)
+ for (i = 0; i <= s3 - s2; i++)
matrix[i] = register_param5( p, s0, s1, i, i, s4 );
}
dst->File = reg.file;
dst->Index = reg.idx;
/* allow zero as a shorthand for xyzw */
- dst->WriteMask = mask ? mask : WRITEMASK_XYZW;
+ dst->WriteMask = mask ? mask : WRITEMASK_XYZW;
dst->CondMask = COND_TR; /* always pass cond test */
dst->CondSwizzle = SWIZZLE_NOOP;
- dst->CondSrc = 0;
- dst->pad = 0;
/* Check that bitfield sizes aren't exceeded */
ASSERT(dst->Index == reg.idx);
}
{
if (DISASSEM) {
static const char *last_fn;
-
+
if (fn != last_fn) {
last_fn = fn;
- _mesa_printf("%s:\n", fn);
+ printf("%s:\n", fn);
}
-
- _mesa_printf("%d:\t", line);
+
+ printf("%d:\t", line);
_mesa_print_instruction(inst);
}
}
{
GLuint nr;
struct prog_instruction *inst;
-
+
assert((GLint) p->program->Base.NumInstructions <= p->max_inst);
if (p->program->Base.NumInstructions == p->max_inst) {
p->program->Base.Instructions = newInst;
}
-
+
nr = p->program->Base.NumInstructions++;
inst = &p->program->Base.Instructions[nr];
- inst->Opcode = (enum prog_opcode) op;
- inst->Data = 0;
-
+ inst->Opcode = (enum prog_opcode) op;
+
emit_arg( &inst->SrcReg[0], src0 );
emit_arg( &inst->SrcReg[1], src1 );
- emit_arg( &inst->SrcReg[2], src2 );
+ emit_arg( &inst->SrcReg[2], src2 );
emit_dst( &inst->DstReg, dest, mask );
static struct ureg make_temp( struct tnl_program *p, struct ureg reg )
{
- if (reg.file == PROGRAM_TEMPORARY &&
+ if (reg.file == PROGRAM_TEMPORARY &&
!(p->temp_reserved & (1<<reg.idx)))
return reg;
else {
struct ureg dest,
struct ureg src )
{
-#if 0
- /* XXX use this when drivers are ready for NRM3 */
- emit_op1(p, OPCODE_NRM3, dest, WRITEMASK_XYZ, src);
-#else
struct ureg tmp = get_temp(p);
emit_op2(p, OPCODE_DP3, tmp, WRITEMASK_X, src, src);
emit_op1(p, OPCODE_RSQ, tmp, WRITEMASK_X, tmp);
emit_op2(p, OPCODE_MUL, dest, 0, src, swizzle1(tmp, X));
release_temp(p, tmp);
-#endif
}
-static void emit_passthrough( struct tnl_program *p,
+static void emit_passthrough( struct tnl_program *p,
GLuint input,
GLuint output )
{
struct ureg out = register_output(p, output);
- emit_op1(p, OPCODE_MOV, out, 0, register_input(p, input));
+ emit_op1(p, OPCODE_MOV, out, 0, register_input(p, input));
}
static struct ureg get_eye_position( struct tnl_program *p )
{
if (is_undef(p->eye_position)) {
- struct ureg pos = register_input( p, VERT_ATTRIB_POS );
+ struct ureg pos = register_input( p, VERT_ATTRIB_POS );
struct ureg modelview[4];
p->eye_position = reserve_temp(p);
emit_transpose_matrix_transform_vec4(p, p->eye_position, modelview, pos);
}
}
-
+
return p->eye_position;
}
static struct ureg get_eye_position_z( struct tnl_program *p )
{
- if (!is_undef(p->eye_position))
+ if (!is_undef(p->eye_position))
return swizzle1(p->eye_position, Z);
if (is_undef(p->eye_position_z)) {
- struct ureg pos = register_input( p, VERT_ATTRIB_POS );
+ struct ureg pos = register_input( p, VERT_ATTRIB_POS );
struct ureg modelview[4];
p->eye_position_z = reserve_temp(p);
emit_op2(p, OPCODE_DP4, p->eye_position_z, 0, pos, modelview[2]);
}
-
+
return p->eye_position_z;
}
-
+
static struct ureg get_eye_position_normalized( struct tnl_program *p )
{
p->eye_position_normalized = reserve_temp(p);
emit_normalize_vec3(p, p->eye_position_normalized, eye);
}
-
+
return p->eye_position_normalized;
}
{
p->transformed_normal = register_input(p, VERT_ATTRIB_NORMAL );
}
- else if (is_undef(p->transformed_normal))
+ else if (is_undef(p->transformed_normal))
{
struct ureg normal = register_input(p, VERT_ATTRIB_NORMAL );
struct ureg mvinv[3];
emit_op2( p, OPCODE_MUL, transformed_normal, 0, normal, rescale );
normal = transformed_normal;
}
-
+
assert(normal.file == PROGRAM_TEMPORARY);
p->transformed_normal = normal;
}
static void build_hpos( struct tnl_program *p )
{
- struct ureg pos = register_input( p, VERT_ATTRIB_POS );
- struct ureg hpos = register_output( p, VERT_RESULT_HPOS );
+ struct ureg pos = register_input( p, VERT_ATTRIB_POS );
+ struct ureg hpos = register_output( p, VARYING_SLOT_POS );
struct ureg mvp[4];
if (p->mvp_with_dp4) {
- register_matrix_param5( p, STATE_MVP_MATRIX, 0, 0, 3,
+ register_matrix_param5( p, STATE_MVP_MATRIX, 0, 0, 3,
0, mvp );
emit_matrix_transform_vec4( p, hpos, mvp, pos );
}
else {
- register_matrix_param5( p, STATE_MVP_MATRIX, 0, 0, 3,
+ register_matrix_param5( p, STATE_MVP_MATRIX, 0, 0, 3,
STATE_MATRIX_TRANSPOSE, mvp );
emit_transpose_matrix_transform_vec4( p, hpos, mvp, pos );
}
p->color_materials = 0;
p->materials = 0;
- if (p->state->light_color_material) {
- p->materials =
+ if (p->state->varying_vp_inputs & VERT_BIT_COLOR0) {
+ p->materials =
p->color_materials = p->state->light_color_material_mask;
}
- p->materials |= p->state->light_material_mask;
+ p->materials |= (p->state->varying_vp_inputs >> VERT_ATTRIB_GENERIC0);
}
-/* XXX temporary!!! */
-#define _TNL_ATTRIB_MAT_FRONT_AMBIENT 32
-
-static struct ureg get_material( struct tnl_program *p, GLuint side,
+static struct ureg get_material( struct tnl_program *p, GLuint side,
GLuint property )
{
GLuint attrib = material_attrib(side, property);
if (p->color_materials & (1<<attrib))
return register_input(p, VERT_ATTRIB_COLOR0);
- else if (p->materials & (1<<attrib))
- return register_input( p, attrib + _TNL_ATTRIB_MAT_FRONT_AMBIENT );
+ else if (p->materials & (1<<attrib)) {
+ /* Put material values in the GENERIC slots -- they are not used
+ * for anything in fixed function mode.
+ */
+ return register_input( p, attrib + VERT_ATTRIB_GENERIC0 );
+ }
else
return register_param3( p, STATE_MATERIAL, side, property );
}
struct ureg material_ambient = get_material(p, side, STATE_AMBIENT);
struct ureg material_diffuse = get_material(p, side, STATE_DIFFUSE);
struct ureg tmp = make_temp(p, material_diffuse);
- emit_op3(p, OPCODE_MAD, tmp, WRITEMASK_XYZ, lm_ambient,
+ emit_op3(p, OPCODE_MAD, tmp, WRITEMASK_XYZ, lm_ambient,
material_ambient, material_emission);
return tmp;
}
}
-static struct ureg get_lightprod( struct tnl_program *p, GLuint light,
+static struct ureg get_lightprod( struct tnl_program *p, GLuint light,
GLuint side, GLuint property )
{
GLuint attrib = material_attrib(side, property);
if (p->materials & (1<<attrib)) {
- struct ureg light_value =
+ struct ureg light_value =
register_param3(p, STATE_LIGHT, light, property);
struct ureg material_value = get_material(p, side, property);
struct ureg tmp = get_temp(p);
static struct ureg calculate_light_attenuation( struct tnl_program *p,
- GLuint i,
+ GLuint i,
struct ureg VPpli,
struct ureg dist )
{
struct ureg attenuation = register_param3(p, STATE_LIGHT, i,
STATE_ATTENUATION);
- struct ureg att = get_temp(p);
+ struct ureg att = undef;
/* Calculate spot attenuation:
*/
struct ureg spot = get_temp(p);
struct ureg slt = get_temp(p);
+ att = get_temp(p);
+
emit_op2(p, OPCODE_DP3, spot, 0, negate(VPpli), spot_dir_norm);
emit_op2(p, OPCODE_SLT, slt, 0, swizzle1(spot_dir_norm,W), spot);
emit_op2(p, OPCODE_POW, spot, 0, spot, swizzle1(attenuation, W));
release_temp(p, slt);
}
- /* Calculate distance attenuation:
+ /* Calculate distance attenuation(See formula (2.4) at glspec 2.1 page 62):
+ *
+ * Skip the calucation when _dist_ is undefined(light_eyepos3_is_zero)
*/
- if (p->state->unit[i].light_attenuated) {
+ if (p->state->unit[i].light_attenuated && !is_undef(dist)) {
+ if (is_undef(att))
+ att = get_temp(p);
/* 1/d,d,d,1/d */
- emit_op1(p, OPCODE_RCP, dist, WRITEMASK_YZ, dist);
+ emit_op1(p, OPCODE_RCP, dist, WRITEMASK_YZ, dist);
/* 1,d,d*d,1/d */
- emit_op2(p, OPCODE_MUL, dist, WRITEMASK_XZ, dist, swizzle1(dist,Y));
+ emit_op2(p, OPCODE_MUL, dist, WRITEMASK_XZ, dist, swizzle1(dist,Y));
/* 1/dist-atten */
- emit_op2(p, OPCODE_DP3, dist, 0, attenuation, dist);
+ emit_op2(p, OPCODE_DP3, dist, 0, attenuation, dist);
if (!p->state->unit[i].light_spotcutoff_is_180) {
/* dist-atten */
- emit_op1(p, OPCODE_RCP, dist, 0, dist);
+ emit_op1(p, OPCODE_RCP, dist, 0, dist);
/* spot-atten * dist-atten */
- emit_op2(p, OPCODE_MUL, att, 0, dist, att);
+ emit_op2(p, OPCODE_MUL, att, 0, dist, att);
}
else {
/* dist-atten */
- emit_op1(p, OPCODE_RCP, att, 0, dist);
+ emit_op1(p, OPCODE_RCP, att, 0, dist);
}
}
return att;
}
-
+
/**
* Compute:
/* MAX lit, id, dots;
*/
- emit_op2(p, OPCODE_MAX, lit, WRITEMASK_XYZW, id, dots);
+ emit_op2(p, OPCODE_MAX, lit, WRITEMASK_XYZW, id, dots);
/* result[2] = (in > 0 ? 1 : 0)
* SLT lit.z, id.z, dots; # lit.z = (0 < dots.z) ? 1 : 0
* dots.w = front.shininess
*/
- for (i = 0; i < MAX_LIGHTS; i++)
+ for (i = 0; i < MAX_LIGHTS; i++)
if (p->state->unit[i].light_enabled)
nr_lights++;
-
+
set_material_flags(p);
{
* The negation will be un-done later in the back-face code below.
*/
struct ureg shininess = get_material(p, 1, STATE_SHININESS);
- emit_op1(p, OPCODE_MOV, dots, WRITEMASK_Z,
+ emit_op1(p, OPCODE_MOV, dots, WRITEMASK_Z,
negate(swizzle1(shininess,X)));
release_temp(p, shininess);
}
/* If no lights, still need to emit the scenecolor.
*/
{
- struct ureg res0 = register_output( p, VERT_RESULT_COL0 );
+ struct ureg res0 = register_output( p, VARYING_SLOT_COL0 );
emit_op1(p, OPCODE_MOV, res0, 0, _col0);
}
if (separate) {
- struct ureg res1 = register_output( p, VERT_RESULT_COL1 );
+ struct ureg res1 = register_output( p, VARYING_SLOT_COL1 );
emit_op1(p, OPCODE_MOV, res1, 0, _col1);
}
if (twoside) {
- struct ureg res0 = register_output( p, VERT_RESULT_BFC0 );
+ struct ureg res0 = register_output( p, VARYING_SLOT_BFC0 );
emit_op1(p, OPCODE_MOV, res0, 0, _bfc0);
}
-
+
if (twoside && separate) {
- struct ureg res1 = register_output( p, VERT_RESULT_BFC1 );
+ struct ureg res1 = register_output( p, VARYING_SLOT_BFC1 );
emit_op1(p, OPCODE_MOV, res1, 0, _bfc1);
}
-
+
if (nr_lights == 0) {
release_temps(p);
return;
if (p->state->unit[i].light_enabled) {
struct ureg half = undef;
struct ureg att = undef, VPpli = undef;
-
- count++;
+ struct ureg dist = undef;
- if (p->state->unit[i].light_eyepos3_is_zero) {
- /* Can used precomputed constants in this case.
- * Attenuation never applies to infinite lights.
- */
- VPpli = register_param3(p, STATE_INTERNAL,
- STATE_LIGHT_POSITION_NORMALIZED, i);
-
- if (!p->state->material_shininess_is_zero) {
- if (p->state->light_local_viewer) {
- struct ureg eye_hat = get_eye_position_normalized(p);
- half = get_temp(p);
- emit_op2(p, OPCODE_SUB, half, 0, VPpli, eye_hat);
- emit_normalize_vec3(p, half, half);
- }
- else {
- half = register_param3(p, STATE_INTERNAL,
- STATE_LIGHT_HALF_VECTOR, i);
- }
- }
- }
- else {
- struct ureg Ppli = register_param3(p, STATE_INTERNAL,
- STATE_LIGHT_POSITION, i);
- struct ureg V = get_eye_position(p);
- struct ureg dist = get_temp(p);
-
- VPpli = get_temp(p);
-
- /* Calculate VPpli vector
- */
- emit_op2(p, OPCODE_SUB, VPpli, 0, Ppli, V);
-
- /* Normalize VPpli. The dist value also used in
- * attenuation below.
- */
- emit_op2(p, OPCODE_DP3, dist, 0, VPpli, VPpli);
- emit_op1(p, OPCODE_RSQ, dist, 0, dist);
- emit_op2(p, OPCODE_MUL, VPpli, 0, VPpli, dist);
-
- /* Calculate attenuation:
- */
- if (!p->state->unit[i].light_spotcutoff_is_180 ||
- p->state->unit[i].light_attenuated) {
- att = calculate_light_attenuation(p, i, VPpli, dist);
- }
+ count++;
+ if (p->state->unit[i].light_eyepos3_is_zero) {
+ VPpli = register_param3(p, STATE_INTERNAL,
+ STATE_LIGHT_POSITION_NORMALIZED, i);
+ } else {
+ struct ureg Ppli = register_param3(p, STATE_INTERNAL,
+ STATE_LIGHT_POSITION, i);
+ struct ureg V = get_eye_position(p);
+
+ VPpli = get_temp(p);
+ dist = get_temp(p);
+
+ /* Calculate VPpli vector
+ */
+ emit_op2(p, OPCODE_SUB, VPpli, 0, Ppli, V);
- /* Calculate viewer direction, or use infinite viewer:
- */
- if (!p->state->material_shininess_is_zero) {
- half = get_temp(p);
+ /* Normalize VPpli. The dist value also used in
+ * attenuation below.
+ */
+ emit_op2(p, OPCODE_DP3, dist, 0, VPpli, VPpli);
+ emit_op1(p, OPCODE_RSQ, dist, 0, dist);
+ emit_op2(p, OPCODE_MUL, VPpli, 0, VPpli, dist);
+ }
- if (p->state->light_local_viewer) {
- struct ureg eye_hat = get_eye_position_normalized(p);
- emit_op2(p, OPCODE_SUB, half, 0, VPpli, eye_hat);
- }
- else {
- struct ureg z_dir = swizzle(get_identity_param(p),X,Y,W,Z);
- emit_op2(p, OPCODE_ADD, half, 0, VPpli, z_dir);
- }
+ /* Calculate attenuation:
+ */
+ att = calculate_light_attenuation(p, i, VPpli, dist);
+ release_temp(p, dist);
+ /* Calculate viewer direction, or use infinite viewer:
+ */
+ if (!p->state->material_shininess_is_zero) {
+ if (p->state->light_local_viewer) {
+ struct ureg eye_hat = get_eye_position_normalized(p);
+ half = get_temp(p);
+ emit_op2(p, OPCODE_SUB, half, 0, VPpli, eye_hat);
+ emit_normalize_vec3(p, half, half);
+ } else if (p->state->unit[i].light_eyepos3_is_zero) {
+ half = register_param3(p, STATE_INTERNAL,
+ STATE_LIGHT_HALF_VECTOR, i);
+ } else {
+ struct ureg z_dir = swizzle(get_identity_param(p),X,Y,W,Z);
+ half = get_temp(p);
+ emit_op2(p, OPCODE_ADD, half, 0, VPpli, z_dir);
emit_normalize_vec3(p, half, half);
}
-
- release_temp(p, dist);
}
/* Calculate dot products:
if (separate) {
mask0 = WRITEMASK_XYZ;
mask1 = WRITEMASK_XYZ;
- res0 = register_output( p, VERT_RESULT_COL0 );
- res1 = register_output( p, VERT_RESULT_COL1 );
+ res0 = register_output( p, VARYING_SLOT_COL0 );
+ res1 = register_output( p, VARYING_SLOT_COL1 );
}
else {
mask0 = 0;
mask1 = WRITEMASK_XYZ;
res0 = _col0;
- res1 = register_output( p, VERT_RESULT_COL0 );
+ res1 = register_output( p, VARYING_SLOT_COL0 );
}
}
else {
emit_op3(p, OPCODE_MAD, res0, mask0, swizzle1(lit,Y), diffuse, _col0);
emit_op3(p, OPCODE_MAD, res1, mask1, swizzle1(lit,Z), specular, _col1);
-
+
release_temp(p, ambient);
release_temp(p, diffuse);
release_temp(p, specular);
struct ureg specular = get_lightprod(p, i, 1, STATE_SPECULAR);
struct ureg res0, res1;
GLuint mask0, mask1;
-
+
if (count == nr_lights) {
if (separate) {
mask0 = WRITEMASK_XYZ;
mask1 = WRITEMASK_XYZ;
- res0 = register_output( p, VERT_RESULT_BFC0 );
- res1 = register_output( p, VERT_RESULT_BFC1 );
+ res0 = register_output( p, VARYING_SLOT_BFC0 );
+ res1 = register_output( p, VARYING_SLOT_BFC1 );
}
else {
mask0 = 0;
mask1 = WRITEMASK_XYZ;
res0 = _bfc0;
- res1 = register_output( p, VERT_RESULT_BFC0 );
+ res1 = register_output( p, VARYING_SLOT_BFC0 );
}
}
else {
static void build_fog( struct tnl_program *p )
{
- struct ureg fog = register_output(p, VERT_RESULT_FOGC);
+ struct ureg fog = register_output(p, VARYING_SLOT_FOGC);
struct ureg input;
if (p->state->fog_source_is_depth) {
- input = get_eye_position_z(p);
- }
- else {
- input = swizzle1(register_input(p, VERT_ATTRIB_FOG), X);
- }
- if (p->state->fog_mode && p->state->tnl_do_vertex_fog) {
- struct ureg params = register_param2(p, STATE_INTERNAL,
- STATE_FOG_PARAMS_OPTIMIZED);
- struct ureg tmp = get_temp(p);
- GLboolean useabs = (p->state->fog_mode != FOG_EXP2);
-
- if (useabs) {
- emit_op1(p, OPCODE_ABS, tmp, 0, input);
- }
-
- switch (p->state->fog_mode) {
- case FOG_LINEAR: {
- struct ureg id = get_identity_param(p);
- emit_op3(p, OPCODE_MAD, tmp, 0, useabs ? tmp : input,
- swizzle1(params,X), swizzle1(params,Y));
- emit_op2(p, OPCODE_MAX, tmp, 0, tmp, swizzle1(id,X)); /* saturate */
- emit_op2(p, OPCODE_MIN, fog, WRITEMASK_X, tmp, swizzle1(id,W));
- break;
- }
- case FOG_EXP:
- emit_op2(p, OPCODE_MUL, tmp, 0, useabs ? tmp : input,
- swizzle1(params,Z));
- emit_op1(p, OPCODE_EX2, fog, WRITEMASK_X, negate(tmp));
- break;
- case FOG_EXP2:
- emit_op2(p, OPCODE_MUL, tmp, 0, input, swizzle1(params,W));
- emit_op2(p, OPCODE_MUL, tmp, 0, tmp, tmp);
- emit_op1(p, OPCODE_EX2, fog, WRITEMASK_X, negate(tmp));
- break;
+ switch (p->state->fog_distance_mode) {
+ case FDM_EYE_RADIAL: /* Z = sqrt(Xe*Xe + Ye*Ye + Ze*Ze) */
+ input = get_eye_position(p);
+ emit_op2(p, OPCODE_DP3, fog, WRITEMASK_X, input, input);
+ emit_op1(p, OPCODE_RSQ, fog, WRITEMASK_X, fog);
+ emit_op1(p, OPCODE_RCP, fog, WRITEMASK_X, fog);
+ break;
+ case FDM_EYE_PLANE: /* Z = Ze */
+ input = get_eye_position_z(p);
+ emit_op1(p, OPCODE_MOV, fog, WRITEMASK_X, input);
+ break;
+ case FDM_EYE_PLANE_ABS: /* Z = abs(Ze) */
+ input = get_eye_position_z(p);
+ emit_op1(p, OPCODE_ABS, fog, WRITEMASK_X, input);
+ break;
+ default:
+ assert(!"Bad fog mode in build_fog()");
+ break;
}
- release_temp(p, tmp);
}
else {
- /* results = incoming fog coords (compute fog per-fragment later)
- *
- * KW: Is it really necessary to do anything in this case?
- * BP: Yes, we always need to compute the absolute value, unless
- * we want to push that down into the fragment program...
- */
- GLboolean useabs = GL_TRUE;
- emit_op1(p, useabs ? OPCODE_ABS : OPCODE_MOV, fog, WRITEMASK_X, input);
+ input = swizzle1(register_input(p, VERT_ATTRIB_FOG), X);
+ emit_op1(p, OPCODE_ABS, fog, WRITEMASK_X, input);
}
+
+ emit_op1(p, OPCODE_MOV, fog, WRITEMASK_YZW, get_identity_param(p));
}
-
+
static void build_reflect_texgen( struct tnl_program *p,
struct ureg dest,
GLuint writemask )
struct ureg tmp = get_temp(p);
/* n.u */
- emit_op2(p, OPCODE_DP3, tmp, 0, normal, eye_hat);
+ emit_op2(p, OPCODE_DP3, tmp, 0, normal, eye_hat);
/* 2n.u */
- emit_op2(p, OPCODE_ADD, tmp, 0, tmp, tmp);
+ emit_op2(p, OPCODE_ADD, tmp, 0, tmp, tmp);
/* (-2n.u)n + u */
emit_op3(p, OPCODE_MAD, dest, writemask, negate(tmp), normal, eye_hat);
*/
/* n.u */
- emit_op2(p, OPCODE_DP3, tmp, 0, normal, eye_hat);
+ emit_op2(p, OPCODE_DP3, tmp, 0, normal, eye_hat);
/* 2n.u */
- emit_op2(p, OPCODE_ADD, tmp, 0, tmp, tmp);
+ emit_op2(p, OPCODE_ADD, tmp, 0, tmp, tmp);
/* (-2n.u)n + u */
- emit_op3(p, OPCODE_MAD, r, 0, negate(tmp), normal, eye_hat);
+ emit_op3(p, OPCODE_MAD, r, 0, negate(tmp), normal, eye_hat);
/* r + 0,0,1 */
- emit_op2(p, OPCODE_ADD, tmp, 0, r, swizzle(id,X,Y,W,Z));
+ emit_op2(p, OPCODE_ADD, tmp, 0, r, swizzle(id,X,Y,W,Z));
/* rx^2 + ry^2 + (rz+1)^2 */
- emit_op2(p, OPCODE_DP3, tmp, 0, tmp, tmp);
+ emit_op2(p, OPCODE_DP3, tmp, 0, tmp, tmp);
/* 2/m */
- emit_op1(p, OPCODE_RSQ, tmp, 0, tmp);
+ emit_op1(p, OPCODE_RSQ, tmp, 0, tmp);
/* 1/m */
- emit_op2(p, OPCODE_MUL, inv_m, 0, tmp, half);
+ emit_op2(p, OPCODE_MUL, inv_m, 0, tmp, half);
/* r/m + 1/2 */
- emit_op3(p, OPCODE_MAD, dest, writemask, r, inv_m, half);
-
+ emit_op3(p, OPCODE_MAD, dest, writemask, r, inv_m, half);
+
release_temp(p, tmp);
release_temp(p, r);
release_temp(p, inv_m);
for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
- if (!(p->state->fragprog_inputs_read & FRAG_BIT_TEX(i)))
+ if (!(p->state->fragprog_inputs_read & VARYING_BIT_TEX(i)))
continue;
-
- if (p->state->unit[i].texgen_enabled ||
+
+ if (p->state->unit[i].coord_replace)
+ continue;
+
+ if (p->state->unit[i].texgen_enabled ||
p->state->unit[i].texmat_enabled) {
-
+
GLuint texmat_enabled = p->state->unit[i].texmat_enabled;
- struct ureg out = register_output(p, VERT_RESULT_TEX0 + i);
+ struct ureg out = register_output(p, VARYING_SLOT_TEX0 + i);
struct ureg out_texgen = undef;
if (p->state->unit[i].texgen_enabled) {
GLuint reflect_mask = 0;
GLuint normal_mask = 0;
GLuint modes[4];
-
- if (texmat_enabled)
+
+ if (texmat_enabled)
out_texgen = get_temp(p);
else
out_texgen = out;
switch (modes[j]) {
case TXG_OBJ_LINEAR: {
struct ureg obj = register_input(p, VERT_ATTRIB_POS);
- struct ureg plane =
+ struct ureg plane =
register_param3(p, STATE_TEXGEN, i,
STATE_TEXGEN_OBJECT_S + j);
- emit_op2(p, OPCODE_DP4, out_texgen, WRITEMASK_X << j,
+ emit_op2(p, OPCODE_DP4, out_texgen, WRITEMASK_X << j,
obj, plane );
break;
}
case TXG_EYE_LINEAR: {
struct ureg eye = get_eye_position(p);
- struct ureg plane =
- register_param3(p, STATE_TEXGEN, i,
+ struct ureg plane =
+ register_param3(p, STATE_TEXGEN, i,
STATE_TEXGEN_EYE_S + j);
- emit_op2(p, OPCODE_DP4, out_texgen, WRITEMASK_X << j,
+ emit_op2(p, OPCODE_DP4, out_texgen, WRITEMASK_X << j,
eye, plane );
break;
}
- case TXG_SPHERE_MAP:
+ case TXG_SPHERE_MAP:
sphere_mask |= WRITEMASK_X << j;
break;
case TXG_REFLECTION_MAP:
reflect_mask |= WRITEMASK_X << j;
break;
- case TXG_NORMAL_MAP:
+ case TXG_NORMAL_MAP:
normal_mask |= WRITEMASK_X << j;
break;
case TXG_NONE:
if (texmat_enabled) {
struct ureg texmat[4];
- struct ureg in = (!is_undef(out_texgen) ?
- out_texgen :
+ struct ureg in = (!is_undef(out_texgen) ?
+ out_texgen :
register_input(p, VERT_ATTRIB_TEX0+i));
if (p->mvp_with_dp4) {
register_matrix_param5( p, STATE_TEXTURE_MATRIX, i, 0, 3,
release_temps(p);
}
else {
- emit_passthrough(p, VERT_ATTRIB_TEX0+i, VERT_RESULT_TEX0+i);
+ emit_passthrough(p, VERT_ATTRIB_TEX0+i, VARYING_SLOT_TEX0+i);
}
}
}
static void build_atten_pointsize( struct tnl_program *p )
{
struct ureg eye = get_eye_position_z(p);
- struct ureg state_size = register_param1(p, STATE_POINT_SIZE);
+ struct ureg state_size = register_param2(p, STATE_INTERNAL, STATE_POINT_SIZE_CLAMPED);
struct ureg state_attenuation = register_param1(p, STATE_POINT_ATTENUATION);
- struct ureg out = register_output(p, VERT_RESULT_PSIZ);
+ struct ureg out = register_output(p, VARYING_SLOT_PSIZ);
struct ureg ut = get_temp(p);
/* dist = |eyez| */
}
-/**
- * Emit constant point size.
- */
-static void build_constant_pointsize( struct tnl_program *p )
-{
- struct ureg state_size = register_param1(p, STATE_POINT_SIZE);
- struct ureg out = register_output(p, VERT_RESULT_PSIZ);
- emit_op1(p, OPCODE_MOV, out, WRITEMASK_X, state_size);
-}
-
-
/**
* Pass-though per-vertex point size, from user's point size array.
*/
static void build_array_pointsize( struct tnl_program *p )
{
struct ureg in = register_input(p, VERT_ATTRIB_POINT_SIZE);
- struct ureg out = register_output(p, VERT_RESULT_PSIZ);
+ struct ureg out = register_output(p, VARYING_SLOT_PSIZ);
emit_op1(p, OPCODE_MOV, out, WRITEMASK_X, in);
}
static void build_tnl_program( struct tnl_program *p )
{
- /* Emit the program, starting with modelviewproject:
+ /* Emit the program, starting with the modelview, projection transforms:
*/
build_hpos(p);
/* Lighting calculations:
*/
- if (p->state->fragprog_inputs_read & (FRAG_BIT_COL0|FRAG_BIT_COL1)) {
+ if (p->state->fragprog_inputs_read & (VARYING_BIT_COL0|VARYING_BIT_COL1)) {
if (p->state->light_global_enabled)
build_lighting(p);
else {
- if (p->state->fragprog_inputs_read & FRAG_BIT_COL0)
- emit_passthrough(p, VERT_ATTRIB_COLOR0, VERT_RESULT_COL0);
+ if (p->state->fragprog_inputs_read & VARYING_BIT_COL0)
+ emit_passthrough(p, VERT_ATTRIB_COLOR0, VARYING_SLOT_COL0);
- if (p->state->fragprog_inputs_read & FRAG_BIT_COL1)
- emit_passthrough(p, VERT_ATTRIB_COLOR1, VERT_RESULT_COL1);
+ if (p->state->fragprog_inputs_read & VARYING_BIT_COL1)
+ emit_passthrough(p, VERT_ATTRIB_COLOR1, VARYING_SLOT_COL1);
}
}
- if ((p->state->fragprog_inputs_read & FRAG_BIT_FOGC) ||
- p->state->fog_mode != FOG_NONE)
+ if (p->state->fragprog_inputs_read & VARYING_BIT_FOGC)
build_fog(p);
- if (p->state->fragprog_inputs_read & FRAG_BITS_TEX_ANY)
+ if (p->state->fragprog_inputs_read & VARYING_BITS_TEX_ANY)
build_texture_transform(p);
if (p->state->point_attenuated)
build_atten_pointsize(p);
else if (p->state->point_array)
build_array_pointsize(p);
-#if 0
- else
- build_constant_pointsize(p);
-#else
- (void) build_constant_pointsize;
-#endif
/* Finish up:
*/
/* Disassemble:
*/
if (DISASSEM) {
- _mesa_printf ("\n");
+ printf ("\n");
}
}
{
struct tnl_program p;
- _mesa_memset(&p, 0, sizeof(p));
+ memset(&p, 0, sizeof(p));
p.state = key;
p.program = program;
p.eye_position = undef;
p.identity = undef;
p.temp_in_use = 0;
p.mvp_with_dp4 = mvp_with_dp4;
-
+
if (max_temps >= sizeof(int) * 8)
p.temp_reserved = 0;
else
/**
* Return a vertex program which implements the current fixed-function
* transform/lighting/texgen operations.
- * XXX move this into core mesa (main/)
*/
struct gl_vertex_program *
-_mesa_get_fixed_func_vertex_program(GLcontext *ctx)
+_mesa_get_fixed_func_vertex_program(struct gl_context *ctx)
{
struct gl_vertex_program *prog;
struct state_key key;
/* Look for an already-prepared program for this state:
*/
- prog = (struct gl_vertex_program *)
- _mesa_search_program_cache(ctx->VertexProgram.Cache, &key, sizeof(key));
-
+ prog = gl_vertex_program(
+ _mesa_search_program_cache(ctx->VertexProgram.Cache, &key, sizeof(key)));
+
if (!prog) {
/* OK, we'll have to build a new one */
if (0)
- _mesa_printf("Build new TNL program\n");
-
- prog = (struct gl_vertex_program *)
- ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
+ printf("Build new TNL program\n");
+
+ prog = gl_vertex_program(ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0));
if (!prog)
return NULL;
create_new_program( &key, prog,
- ctx->mvp_with_dp4,
- ctx->Const.VertexProgram.MaxTemps );
+ ctx->ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS,
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxTemps );
#if 0
if (ctx->Driver.ProgramStringNotify)
- ctx->Driver.ProgramStringNotify( ctx, GL_VERTEX_PROGRAM_ARB,
+ ctx->Driver.ProgramStringNotify( ctx, GL_VERTEX_PROGRAM_ARB,
&prog->Base );
#endif
_mesa_program_cache_insert(ctx, ctx->VertexProgram.Cache,