/*
* Mesa 3-D graphics library
- * Version: 6.5
+ * Version: 7.3
*
* Copyright (C) 2006 Brian Paul All Rights Reserved.
+ * Copyright (C) 2008 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"),
// From Shader Spec, ver. 1.10, rev. 59
//
-//bp: XXX these will probably go away since the value needs to be
-//determined at runtime and may vary from one GLcontext to another...
+// Note: the values assigned to these constants here aren't actually used.
+// They're set by the compiler according to the GL context limits.
+// See slang_simplify.c
const int gl_MaxLights = 8;
const int gl_MaxClipPlanes = 6;
const int gl_MaxTextureUnits = 8;
uniform gl_MaterialParameters gl_FrontMaterial;
uniform gl_MaterialParameters gl_BackMaterial;
+/* NOTE: the order of these fields is significant!
+ * See the definition of the lighting state vars such as STATE_SPOT_DIRECTION.
+ */
struct gl_LightSourceParameters {
vec4 ambient;
vec4 diffuse;
vec4 position;
vec4 halfVector;
vec3 spotDirection;
- float spotExponent;
- float spotCutoff;
float spotCosCutoff;
+
float constantAttenuation;
float linearAttenuation;
float quadraticAttenuation;
+ float spotExponent;
+
+ float spotCutoff;
};
uniform gl_LightSourceParameters gl_LightSource[gl_MaxLights];
float sqrt(const float x)
{
+ const float nx = -x;
float r;
__asm float_rsq r, x;
- __asm float_rcp __retVal, r;
+ __asm float_rcp r, r;
+ __asm vec4_cmp __retVal, nx, r, 0.0;
}
-vec2 sqrt(const vec2 v)
+vec2 sqrt(const vec2 x)
{
- float r;
- __asm float_rsq r, v.x;
- __asm float_rcp __retVal.x, r;
- __asm float_rsq r, v.y;
- __asm float_rcp __retVal.y, r;
+ const vec2 nx = -x, zero = vec2(0.0);
+ vec2 r;
+ __asm float_rsq r.x, x.x;
+ __asm float_rsq r.y, x.y;
+ __asm float_rcp r.x, r.x;
+ __asm float_rcp r.y, r.y;
+ __asm vec4_cmp __retVal, nx, r, zero;
}
-vec3 sqrt(const vec3 v)
+vec3 sqrt(const vec3 x)
{
- float r;
- __asm float_rsq r, v.x;
- __asm float_rcp __retVal.x, r;
- __asm float_rsq r, v.y;
- __asm float_rcp __retVal.y, r;
- __asm float_rsq r, v.z;
- __asm float_rcp __retVal.z, r;
+ const vec3 nx = -x, zero = vec3(0.0);
+ vec3 r;
+ __asm float_rsq r.x, x.x;
+ __asm float_rsq r.y, x.y;
+ __asm float_rsq r.z, x.z;
+ __asm float_rcp r.x, r.x;
+ __asm float_rcp r.y, r.y;
+ __asm float_rcp r.z, r.z;
+ __asm vec4_cmp __retVal, nx, r, zero;
}
-vec4 sqrt(const vec4 v)
+vec4 sqrt(const vec4 x)
{
- float r;
- __asm float_rsq r, v.x;
- __asm float_rcp __retVal.x, r;
- __asm float_rsq r, v.y;
- __asm float_rcp __retVal.y, r;
- __asm float_rsq r, v.z;
- __asm float_rcp __retVal.z, r;
- __asm float_rsq r, v.w;
- __asm float_rcp __retVal.w, r;
+ const vec4 nx = -x, zero = vec4(0.0);
+ vec4 r;
+ __asm float_rsq r.x, x.x;
+ __asm float_rsq r.y, x.y;
+ __asm float_rsq r.z, x.z;
+ __asm float_rsq r.w, x.w;
+ __asm float_rcp r.x, r.x;
+ __asm float_rcp r.y, r.y;
+ __asm float_rcp r.z, r.z;
+ __asm float_rcp r.w, r.w;
+ __asm vec4_cmp __retVal, nx, r, zero;
}
{
// const float s = inversesqrt(dot(v, v));
// __retVal = v * s;
-// XXX note, we _could_ use __retVal.w instead of tmp and and save a
+// XXX note, we _could_ use __retVal.w instead of tmp and save a
// register, but that's actually a compilation error because v is a vec3
// and the .w suffix is illegal. Oh well.
float tmp;
vec4 texture1D(const sampler1D sampler, const float coord)
{
- __asm vec4_tex1d __retVal, sampler, coord;
+ __asm vec4_tex_1d __retVal, sampler, coord;
}
vec4 texture1DProj(const sampler1D sampler, const vec2 coord)
{
// need to swizzle .y into .w
- __asm vec4_texp1d __retVal, sampler, coord.xyyy;
+ __asm vec4_tex_1d_proj __retVal, sampler, coord.xyyy;
}
vec4 texture1DProj(const sampler1D sampler, const vec4 coord)
{
- __asm vec4_texp1d __retVal, sampler, coord;
+ __asm vec4_tex_1d_proj __retVal, sampler, coord;
}
vec4 texture2D(const sampler2D sampler, const vec2 coord)
{
- __asm vec4_tex2d __retVal, sampler, coord;
+ __asm vec4_tex_2d __retVal, sampler, coord;
}
vec4 texture2DProj(const sampler2D sampler, const vec3 coord)
{
// need to swizzle 'z' into 'w'.
- __asm vec4_texp2d __retVal, sampler, coord.xyzz;
+ __asm vec4_tex_2d_proj __retVal, sampler, coord.xyzz;
}
vec4 texture2DProj(const sampler2D sampler, const vec4 coord)
{
- __asm vec4_texp2d __retVal, sampler, coord;
+ __asm vec4_tex_2d_proj __retVal, sampler, coord;
}
vec4 texture3D(const sampler3D sampler, const vec3 coord)
{
- __asm vec4_tex3d __retVal, sampler, coord;
+ __asm vec4_tex_3d __retVal, sampler, coord;
}
vec4 texture3DProj(const sampler3D sampler, const vec4 coord)
{
- __asm vec4_texp3d __retVal, sampler, coord;
+ __asm vec4_tex_3d_proj __retVal, sampler, coord;
}
vec4 textureCube(const samplerCube sampler, const vec3 coord)
{
- __asm vec4_texcube __retVal, sampler, coord;
+ __asm vec4_tex_cube __retVal, sampler, coord;
}
vec4 shadow1D(const sampler1DShadow sampler, const vec3 coord)
{
- __asm vec4_tex1d __retVal, sampler, coord;
+ __asm vec4_tex_1d_shadow __retVal, sampler, coord;
}
vec4 shadow1DProj(const sampler1DShadow sampler, const vec4 coord)
{
// .s and .p will be divided by .q
- __asm vec4_texp1d __retVal, sampler, coord;
+ __asm vec4_tex_1d_proj_shadow __retVal, sampler, coord;
}
vec4 shadow2D(const sampler2DShadow sampler, const vec3 coord)
{
- __asm vec4_tex2d __retVal, sampler, coord;
+ __asm vec4_tex_2d_shadow __retVal, sampler, coord;
}
vec4 shadow2DProj(const sampler2DShadow sampler, const vec4 coord)
{
// .s, .t and .p will be divided by .q
- __asm vec4_texp2d __retVal, sampler, coord;
+ __asm vec4_tex_2d_proj_shadow __retVal, sampler, coord;
}
vec4 texture2DRectProj(const sampler2DRect sampler, const vec3 coord)
{
// need to swizzle .y into .w
- __asm vec4_texp_rect __retVal, sampler, coord.xyzz;
+ __asm vec4_tex_rect_proj __retVal, sampler, coord.xyzz;
}
vec4 texture2DRectProj(const sampler2DRect sampler, const vec4 coord)
{
- __asm vec4_texp_rect __retVal, sampler, ccoord;
+ __asm vec4_tex_rect_proj __retVal, sampler, ccoord;
}
vec4 shadow2DRect(const sampler2DRectShadow sampler, const vec3 coord)
{
- __asm vec4_tex_rect __retVal, sampler, coord;
+ __asm vec4_tex_rect_shadow __retVal, sampler, coord;
}
vec4 shadow2DRectProj(const sampler2DRectShadow sampler, const vec4 coord)
{
- __asm vec4_texp_rect __retVal, sampler, coord;
+ __asm vec4_tex_rect_proj_shadow __retVal, sampler, coord;
}
+//// GL_EXT_texture_array
+vec4 texture1DArray(const sampler1DArray sampler, const vec2 coord)
+{
+ __asm vec4_tex_1d_array __retVal, sampler, coord;
+}
+
+vec4 texture2DArray(const sampler2DArray sampler, const vec3 coord)
+{
+ __asm vec4_tex_2d_array __retVal, sampler, coord;
+}
+
+
//
// 8.9 Noise Functions
//