Lift fixed function vertex program generation up from tnl module.
authorBrian <brian.paul@tungstengraphics.com>
Wed, 31 Oct 2007 18:03:55 +0000 (12:03 -0600)
committerBrian <brian.paul@tungstengraphics.com>
Wed, 31 Oct 2007 18:03:55 +0000 (12:03 -0600)
src/mesa/main/ffvertex_prog.c [new file with mode: 0644]
src/mesa/main/ffvertex_prog.h [new file with mode: 0644]

diff --git a/src/mesa/main/ffvertex_prog.c b/src/mesa/main/ffvertex_prog.c
new file mode 100644 (file)
index 0000000..8fcb9e5
--- /dev/null
@@ -0,0 +1,1550 @@
+/**************************************************************************
+ * 
+ * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * 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
+ * without limitation the rights to use, copy, modify, merge, publish,
+ * 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
+ * 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.
+ * 
+ **************************************************************************/
+
+/**
+ * \file ffvertex_prog.
+ *
+ * Create a vertex program to execute the current fixed function T&L pipeline.
+ * \author Keith Whitwell
+ */
+
+
+#include "main/glheader.h"
+#include "main/mtypes.h"
+#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"
+
+
+struct state_key {
+   unsigned light_global_enabled:1;
+   unsigned light_local_viewer:1;
+   unsigned light_twoside:1;
+   unsigned light_color_material:1;
+   unsigned light_color_material_mask:12;
+   unsigned light_material_mask:12;
+
+   unsigned normalize:1;
+   unsigned rescale_normals:1;
+   unsigned fog_source_is_depth:1;
+   unsigned tnl_do_vertex_fog:1;
+   unsigned separate_specular:1;
+   unsigned fog_mode:2;
+   unsigned point_attenuated:1;
+   unsigned texture_enabled_global:1;
+   unsigned fragprog_inputs_read:12;
+
+   struct {
+      unsigned light_enabled:1;
+      unsigned light_eyepos3_is_zero:1;
+      unsigned light_spotcutoff_is_180:1;
+      unsigned light_attenuated:1;      
+      unsigned texunit_really_enabled:1;
+      unsigned texmat_enabled:1;
+      unsigned texgen_enabled:4;
+      unsigned texgen_mode0:4;
+      unsigned texgen_mode1:4;
+      unsigned texgen_mode2:4;
+      unsigned texgen_mode3:4;
+   } unit[8];
+};
+
+
+
+#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 TXG_SPHERE_MAP     3
+#define TXG_REFLECTION_MAP 4
+#define TXG_NORMAL_MAP     5
+
+static GLuint translate_texgen( GLboolean enabled, GLenum mode )
+{
+   if (!enabled)
+      return TXG_NONE;
+
+   switch (mode) {
+   case GL_OBJECT_LINEAR: return TXG_OBJ_LINEAR;
+   case GL_EYE_LINEAR: return TXG_EYE_LINEAR;
+   case GL_SPHERE_MAP: return TXG_SPHERE_MAP;
+   case GL_REFLECTION_MAP_NV: return TXG_REFLECTION_MAP;
+   case GL_NORMAL_MAP_NV: return TXG_NORMAL_MAP;
+   default: return TXG_NONE;
+   }
+}
+
+
+/**
+ * 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)
+{
+#if 0
+   TNLcontext *tnl = TNL_CONTEXT(ctx);
+   return tnl->_DoVertexFog;
+#else
+   return GL_FALSE;
+#endif
+}
+
+
+static struct state_key *make_state_key( GLcontext *ctx )
+{
+   const struct gl_fragment_program *fp;
+   struct state_key *key = CALLOC_STRUCT(state_key);
+   GLuint i;
+
+   fp = ctx->FragmentProgram._Current;
+
+   /* This now relies on texenvprogram.c being active:
+    */
+   assert(fp);
+
+   key->fragprog_inputs_read = fp->Base.InputsRead;
+
+   if (ctx->RenderMode == GL_FEEDBACK) {
+      /* make sure the vertprog emits color and tex0 */
+      key->fragprog_inputs_read |= (FRAG_BIT_COL0 | FRAG_BIT_TEX0);
+   }
+
+   key->separate_specular = (ctx->Light.Model.ColorControl ==
+                            GL_SEPARATE_SPECULAR_COLOR);
+
+   if (ctx->Light.Enabled) {
+      key->light_global_enabled = 1;
+
+      if (ctx->Light.Model.LocalViewer)
+        key->light_local_viewer = 1;
+
+      if (ctx->Light.Model.TwoSide)
+        key->light_twoside = 1;
+
+      if (ctx->Light.ColorMaterialEnabled) {
+        key->light_color_material = 1;
+        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->Enabled) {
+           key->unit[i].light_enabled = 1;
+
+           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 (light->ConstantAttenuation != 1.0 ||
+               light->LinearAttenuation != 0.0 ||
+               light->QuadraticAttenuation != 0.0)
+              key->unit[i].light_attenuated = 1;
+        }
+      }
+   }
+
+   if (ctx->Transform.Normalize)
+      key->normalize = 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)
+      key->fog_source_is_depth = 1;
+   
+   key->tnl_do_vertex_fog = tnl_get_per_vertex_fog(ctx);
+
+   if (ctx->Point._Attenuated)
+      key->point_attenuated = 1;
+
+   if (ctx->Texture._TexGenEnabled ||
+       ctx->Texture._TexMatEnabled ||
+       ctx->Texture._EnabledUnits)
+      key->texture_enabled_global = 1;
+      
+   for (i = 0; i < MAX_TEXTURE_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))      
+        key->unit[i].texmat_enabled = 1;
+      
+      if (texUnit->TexGenEnabled) {
+        key->unit[i].texgen_enabled = 1;
+      
+        key->unit[i].texgen_mode0 = 
+           translate_texgen( texUnit->TexGenEnabled & (1<<0),
+                             texUnit->GenModeS );
+        key->unit[i].texgen_mode1 = 
+           translate_texgen( texUnit->TexGenEnabled & (1<<1),
+                             texUnit->GenModeT );
+        key->unit[i].texgen_mode2 = 
+           translate_texgen( texUnit->TexGenEnabled & (1<<2),
+                             texUnit->GenModeR );
+        key->unit[i].texgen_mode3 = 
+           translate_texgen( texUnit->TexGenEnabled & (1<<3),
+                             texUnit->GenModeQ );
+      }
+   }
+   
+   return key;
+}
+
+
+   
+/* Very useful debugging tool - produces annotated listing of
+ * generated program with line/function references for each
+ * instruction back into this file:
+ */
+#define DISASSEM (MESA_VERBOSE&VERBOSE_DISASSEM)
+
+/* Should be tunable by the driver - do we want to do matrix
+ * multiplications with DP4's or with MUL/MAD's?  SSE works better
+ * with the latter, drivers may differ.
+ */
+#define PREFER_DP4 0
+
+#define MAX_INSN 256
+
+/* Use uregs to represent registers internally, translate to Mesa's
+ * 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
+ * remembering they are just 32bits in size.
+ *
+ * GCC is smart enough to deal with these dword-sized structures in
+ * much the same way as if I had defined them as dwords and was using
+ * macros to access and set the fields.  This is much nicer and easier
+ * to evolve.
+ */
+struct ureg {
+   GLuint file:4;
+   GLint idx:8;      /* relative addressing may be negative */
+   GLuint negate:1;
+   GLuint swz:12;
+   GLuint pad:7;
+};
+
+
+struct tnl_program {
+   const struct state_key *state;
+   struct gl_vertex_program *program;
+   
+   GLuint temp_in_use;
+   GLuint temp_reserved;
+   
+   struct ureg eye_position;
+   struct ureg eye_position_normalized;
+   struct ureg eye_normal;
+   struct ureg identity;
+
+   GLuint materials;
+   GLuint color_materials;
+};
+
+
+static const struct ureg undef = { 
+   PROGRAM_UNDEFINED,
+   ~0,
+   0,
+   0,
+   0
+};
+
+/* Local shorthand:
+ */
+#define X    SWIZZLE_X
+#define Y    SWIZZLE_Y
+#define Z    SWIZZLE_Z
+#define W    SWIZZLE_W
+
+
+/* Construct a ureg:
+ */
+static struct ureg make_ureg(GLuint file, GLint idx)
+{
+   struct ureg reg;
+   reg.file = file;
+   reg.idx = idx;
+   reg.negate = 0;
+   reg.swz = SWIZZLE_NOOP;
+   reg.pad = 0;
+   return reg;
+}
+
+
+
+static struct ureg negate( struct ureg reg )
+{
+   reg.negate ^= 1;
+   return reg;
+} 
+
+
+static struct ureg swizzle( struct ureg reg, int x, int y, int z, int w )
+{
+   reg.swz = MAKE_SWIZZLE4(GET_SWZ(reg.swz, x),
+                          GET_SWZ(reg.swz, y),
+                          GET_SWZ(reg.swz, z),
+                          GET_SWZ(reg.swz, w));
+
+   return reg;
+}
+
+static struct ureg swizzle1( struct ureg reg, int x )
+{
+   return swizzle(reg, x, x, x, x);
+}
+
+static struct ureg get_temp( struct tnl_program *p )
+{
+   int bit = _mesa_ffs( ~p->temp_in_use );
+   if (!bit) {
+      _mesa_problem(NULL, "%s: out of temporaries\n", __FILE__);
+      _mesa_exit(1);
+   }
+
+   if ((GLuint) bit > p->program->Base.NumTemporaries)
+      p->program->Base.NumTemporaries = bit;
+
+   p->temp_in_use |= 1<<(bit-1);
+   return make_ureg(PROGRAM_TEMPORARY, bit-1);
+}
+
+static struct ureg reserve_temp( struct tnl_program *p )
+{
+   struct ureg temp = get_temp( p );
+   p->temp_reserved |= 1<<temp.idx;
+   return temp;
+}
+
+static void release_temp( struct tnl_program *p, struct ureg reg )
+{
+   if (reg.file == PROGRAM_TEMPORARY) {
+      p->temp_in_use &= ~(1<<reg.idx);
+      p->temp_in_use |= p->temp_reserved; /* can't release reserved temps */
+   }
+}
+
+static void release_temps( struct tnl_program *p )
+{
+   p->temp_in_use = p->temp_reserved;
+}
+
+
+
+static struct ureg register_input( struct tnl_program *p, GLuint input )
+{
+   p->program->Base.InputsRead |= (1<<input);
+   return make_ureg(PROGRAM_INPUT, input);
+}
+
+static struct ureg register_output( struct tnl_program *p, GLuint output )
+{
+   p->program->Base.OutputsWritten |= (1<<output);
+   return make_ureg(PROGRAM_OUTPUT, output);
+}
+
+static struct ureg register_const4f( struct tnl_program *p, 
+                             GLfloat s0,
+                             GLfloat s1,
+                             GLfloat s2,
+                             GLfloat s3)
+{
+   GLfloat values[4];
+   GLint idx;
+   GLuint swizzle;
+   values[0] = s0;
+   values[1] = s1;
+   values[2] = s2;
+   values[3] = s3;
+   idx = _mesa_add_unnamed_constant( p->program->Base.Parameters, values, 4,
+                                     &swizzle );
+   ASSERT(swizzle == SWIZZLE_NOOP);
+   return make_ureg(PROGRAM_STATE_VAR, idx);
+}
+
+#define register_const1f(p, s0)         register_const4f(p, s0, 0, 0, 1)
+#define register_scalar_const(p, s0)    register_const4f(p, s0, s0, s0, s0)
+#define register_const2f(p, s0, s1)     register_const4f(p, s0, s1, 0, 1)
+#define register_const3f(p, s0, s1, s2) register_const4f(p, s0, s1, s2, 1)
+
+static GLboolean is_undef( struct ureg reg )
+{
+   return reg.file == PROGRAM_UNDEFINED;
+}
+
+static struct ureg get_identity_param( struct tnl_program *p )
+{
+   if (is_undef(p->identity)) 
+      p->identity = register_const4f(p, 0,0,0,1);
+
+   return p->identity;
+}
+
+static struct ureg register_param5(struct tnl_program *p, 
+                                  GLint s0,
+                                  GLint s1,
+                                  GLint s2,
+                                  GLint s3,
+                                   GLint s4)
+{
+   gl_state_index tokens[STATE_LENGTH];
+   GLint idx;
+   tokens[0] = s0;
+   tokens[1] = s1;
+   tokens[2] = s2;
+   tokens[3] = s3;
+   tokens[4] = s4;
+   idx = _mesa_add_state_reference( p->program->Base.Parameters, tokens );
+   return make_ureg(PROGRAM_STATE_VAR, idx);
+}
+
+
+#define register_param1(p,s0)          register_param5(p,s0,0,0,0,0)
+#define register_param2(p,s0,s1)       register_param5(p,s0,s1,0,0,0)
+#define register_param3(p,s0,s1,s2)    register_param5(p,s0,s1,s2,0,0)
+#define register_param4(p,s0,s1,s2,s3) register_param5(p,s0,s1,s2,s3,0)
+
+
+static void register_matrix_param5( struct tnl_program *p,
+                                   GLint s0, /* modelview, projection, etc */
+                                   GLint s1, /* texture matrix number */
+                                   GLint s2, /* first row */
+                                   GLint s3, /* last row */
+                                   GLint s4, /* inverse, transpose, etc */
+                                   struct ureg *matrix )
+{
+   GLint i;
+
+   /* 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++) 
+      matrix[i] = register_param5( p, s0, s1, i, i, s4 );
+}
+
+
+static void emit_arg( struct prog_src_register *src,
+                     struct ureg reg )
+{
+   src->File = reg.file;
+   src->Index = reg.idx;
+   src->Swizzle = reg.swz;
+   src->NegateBase = reg.negate ? NEGATE_XYZW : 0;
+   src->Abs = 0;
+   src->NegateAbs = 0;
+   src->RelAddr = 0;
+}
+
+static void emit_dst( struct prog_dst_register *dst,
+                     struct ureg reg, GLuint mask )
+{
+   dst->File = reg.file;
+   dst->Index = reg.idx;
+   /* allow zero as a shorthand for 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;
+}
+
+static void debug_insn( struct prog_instruction *inst, const char *fn,
+                       GLuint line )
+{
+   if (DISASSEM) {
+      static const char *last_fn;
+   
+      if (fn != last_fn) {
+        last_fn = fn;
+        _mesa_printf("%s:\n", fn);
+      }
+        
+      _mesa_printf("%d:\t", line);
+      _mesa_print_instruction(inst);
+   }
+}
+
+
+static void emit_op3fn(struct tnl_program *p,
+                       enum prog_opcode op,
+                      struct ureg dest,
+                      GLuint mask,
+                      struct ureg src0,
+                      struct ureg src1,
+                      struct ureg src2,
+                      const char *fn,
+                      GLuint line)
+{
+   GLuint nr = p->program->Base.NumInstructions++;
+   struct prog_instruction *inst = &p->program->Base.Instructions[nr];
+      
+   if (p->program->Base.NumInstructions > MAX_INSN) {
+      _mesa_problem(0, "Out of instructions in emit_op3fn\n");
+      return;
+   }
+      
+   inst->Opcode = (enum prog_opcode) op; 
+   inst->StringPos = 0;
+   inst->Data = 0;
+   
+   emit_arg( &inst->SrcReg[0], src0 );
+   emit_arg( &inst->SrcReg[1], src1 );
+   emit_arg( &inst->SrcReg[2], src2 );   
+
+   emit_dst( &inst->DstReg, dest, mask );
+
+   debug_insn(inst, fn, line);
+}
+
+
+#define emit_op3(p, op, dst, mask, src0, src1, src2) \
+   emit_op3fn(p, op, dst, mask, src0, src1, src2, __FUNCTION__, __LINE__)
+
+#define emit_op2(p, op, dst, mask, src0, src1) \
+    emit_op3fn(p, op, dst, mask, src0, src1, undef, __FUNCTION__, __LINE__)
+
+#define emit_op1(p, op, dst, mask, src0) \
+    emit_op3fn(p, op, dst, mask, src0, undef, undef, __FUNCTION__, __LINE__)
+
+
+static struct ureg make_temp( struct tnl_program *p, struct ureg reg )
+{
+   if (reg.file == PROGRAM_TEMPORARY && 
+       !(p->temp_reserved & (1<<reg.idx)))
+      return reg;
+   else {
+      struct ureg temp = get_temp(p);
+      emit_op1(p, OPCODE_MOV, temp, 0, reg);
+      return temp;
+   }
+}
+
+
+/* Currently no tracking performed of input/output/register size or
+ * active elements.  Could be used to reduce these operations, as
+ * could the matrix type.
+ */
+static void emit_matrix_transform_vec4( struct tnl_program *p,
+                                       struct ureg dest,
+                                       const struct ureg *mat,
+                                       struct ureg src)
+{
+   emit_op2(p, OPCODE_DP4, dest, WRITEMASK_X, src, mat[0]);
+   emit_op2(p, OPCODE_DP4, dest, WRITEMASK_Y, src, mat[1]);
+   emit_op2(p, OPCODE_DP4, dest, WRITEMASK_Z, src, mat[2]);
+   emit_op2(p, OPCODE_DP4, dest, WRITEMASK_W, src, mat[3]);
+}
+
+/* This version is much easier to implement if writemasks are not
+ * supported natively on the target or (like SSE), the target doesn't
+ * have a clean/obvious dotproduct implementation.
+ */
+static void emit_transpose_matrix_transform_vec4( struct tnl_program *p,
+                                                 struct ureg dest,
+                                                 const struct ureg *mat,
+                                                 struct ureg src)
+{
+   struct ureg tmp;
+
+   if (dest.file != PROGRAM_TEMPORARY)
+      tmp = get_temp(p);
+   else
+      tmp = dest;
+
+   emit_op2(p, OPCODE_MUL, tmp, 0, swizzle1(src,X), mat[0]);
+   emit_op3(p, OPCODE_MAD, tmp, 0, swizzle1(src,Y), mat[1], tmp);
+   emit_op3(p, OPCODE_MAD, tmp, 0, swizzle1(src,Z), mat[2], tmp);
+   emit_op3(p, OPCODE_MAD, dest, 0, swizzle1(src,W), mat[3], tmp);
+
+   if (dest.file != PROGRAM_TEMPORARY)
+      release_temp(p, tmp);
+}
+
+static void emit_matrix_transform_vec3( struct tnl_program *p,
+                                       struct ureg dest,
+                                       const struct ureg *mat,
+                                       struct ureg src)
+{
+   emit_op2(p, OPCODE_DP3, dest, WRITEMASK_X, src, mat[0]);
+   emit_op2(p, OPCODE_DP3, dest, WRITEMASK_Y, src, mat[1]);
+   emit_op2(p, OPCODE_DP3, dest, WRITEMASK_Z, src, mat[2]);
+}
+
+
+static void emit_normalize_vec3( struct tnl_program *p,
+                                struct ureg dest,
+                                struct ureg src )
+{
+   struct ureg tmp = get_temp(p);
+   emit_op2(p, OPCODE_DP3, tmp, 0, src, src);
+   emit_op1(p, OPCODE_RSQ, tmp, 0, tmp);
+   emit_op2(p, OPCODE_MUL, dest, 0, src, tmp);
+   release_temp(p, tmp);
+}
+
+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)); 
+}
+
+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 modelview[4];
+
+      p->eye_position = reserve_temp(p);
+
+      if (PREFER_DP4) {
+        register_matrix_param5( p, STATE_MODELVIEW_MATRIX, 0, 0, 3,
+                                 0, modelview );
+
+        emit_matrix_transform_vec4(p, p->eye_position, modelview, pos);
+      }
+      else {
+        register_matrix_param5( p, STATE_MODELVIEW_MATRIX, 0, 0, 3,
+                                STATE_MATRIX_TRANSPOSE, modelview );
+
+        emit_transpose_matrix_transform_vec4(p, p->eye_position, modelview, pos);
+      }
+   }
+   
+   return p->eye_position;
+}
+
+
+static struct ureg get_eye_position_normalized( struct tnl_program *p )
+{
+   if (is_undef(p->eye_position_normalized)) {
+      struct ureg eye = get_eye_position(p);
+      p->eye_position_normalized = reserve_temp(p);
+      emit_normalize_vec3(p, p->eye_position_normalized, eye);
+   }
+   
+   return p->eye_position_normalized;
+}
+
+
+static struct ureg get_eye_normal( struct tnl_program *p )
+{
+   if (is_undef(p->eye_normal)) {
+      struct ureg normal = register_input(p, VERT_ATTRIB_NORMAL );
+      struct ureg mvinv[3];
+
+      register_matrix_param5( p, STATE_MODELVIEW_MATRIX, 0, 0, 2,
+                             STATE_MATRIX_INVTRANS, mvinv );
+
+      p->eye_normal = reserve_temp(p);
+
+      /* Transform to eye space:
+       */
+      emit_matrix_transform_vec3( p, p->eye_normal, mvinv, normal );
+
+      /* Normalize/Rescale:
+       */
+      if (p->state->normalize) {
+        emit_normalize_vec3( p, p->eye_normal, p->eye_normal );
+      }
+      else if (p->state->rescale_normals) {
+        struct ureg rescale = register_param2(p, STATE_INTERNAL,
+                                              STATE_NORMAL_SCALE);
+
+        emit_op2( p, OPCODE_MUL, p->eye_normal, 0, p->eye_normal,
+                  swizzle1(rescale, X));
+      }
+   }
+
+   return p->eye_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 mvp[4];
+
+   if (PREFER_DP4) {
+      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, 
+                             STATE_MATRIX_TRANSPOSE, mvp );
+      emit_transpose_matrix_transform_vec4( p, hpos, mvp, pos );
+   }
+}
+
+
+static GLuint material_attrib( GLuint side, GLuint property )
+{
+   return ((property - STATE_AMBIENT) * 2 + 
+          side);
+}
+
+/* Get a bitmask of which material values vary on a per-vertex basis.
+ */
+static void set_material_flags( struct tnl_program *p )
+{
+   p->color_materials = 0;
+   p->materials = 0;
+
+   if (p->state->light_color_material) {
+      p->materials = 
+        p->color_materials = p->state->light_color_material_mask;
+   }
+
+   p->materials |= p->state->light_material_mask;
+}
+
+
+/* XXX temporary!!! */
+#define _TNL_ATTRIB_MAT_FRONT_AMBIENT 32
+
+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
+      return register_param3( p, STATE_MATERIAL, side, property );
+}
+
+#define SCENE_COLOR_BITS(side) (( MAT_BIT_FRONT_EMISSION | \
+                                  MAT_BIT_FRONT_AMBIENT | \
+                                  MAT_BIT_FRONT_DIFFUSE) << (side))
+
+/* Either return a precalculated constant value or emit code to
+ * calculate these values dynamically in the case where material calls
+ * are present between begin/end pairs.
+ *
+ * Probably want to shift this to the program compilation phase - if
+ * we always emitted the calculation here, a smart compiler could
+ * detect that it was constant (given a certain set of inputs), and
+ * lift it out of the main loop.  That way the programs created here
+ * would be independent of the vertex_buffer details.
+ */
+static struct ureg get_scenecolor( struct tnl_program *p, GLuint side )
+{
+   if (p->materials & SCENE_COLOR_BITS(side)) {
+      struct ureg lm_ambient = register_param1(p, STATE_LIGHTMODEL_AMBIENT);
+      struct ureg material_emission = get_material(p, side, STATE_EMISSION);
+      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, 
+              material_ambient, material_emission);
+      return tmp;
+   }
+   else
+      return register_param2( p, STATE_LIGHTMODEL_SCENECOLOR, side );
+}
+
+
+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 = 
+        register_param3(p, STATE_LIGHT, light, property);
+      struct ureg material_value = get_material(p, side, property);
+      struct ureg tmp = get_temp(p);
+      emit_op2(p, OPCODE_MUL, tmp,  0, light_value, material_value);
+      return tmp;
+   }
+   else
+      return register_param4(p, STATE_LIGHTPROD, light, side, property);
+}
+
+static struct ureg calculate_light_attenuation( struct tnl_program *p,
+                                               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);
+
+   /* Calculate spot attenuation:
+    */
+   if (!p->state->unit[i].light_spotcutoff_is_180) {
+      struct ureg spot_dir_norm = register_param3(p, STATE_INTERNAL,
+                                                 STATE_SPOT_DIR_NORMALIZED, i);
+      struct ureg spot = get_temp(p);
+      struct ureg slt = 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));
+      emit_op2(p, OPCODE_MUL, att, 0, slt, spot);
+
+      release_temp(p, spot);
+      release_temp(p, slt);
+   }
+
+   /* Calculate distance attenuation:
+    */
+   if (p->state->unit[i].light_attenuated) {
+
+      /* 1/d,d,d,1/d */
+      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)); 
+      /* 1/dist-atten */
+      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); 
+        /* spot-atten * dist-atten */
+        emit_op2(p, OPCODE_MUL, att, 0, dist, att);    
+      } else {
+        /* dist-atten */
+        emit_op1(p, OPCODE_RCP, att, 0, dist); 
+      }
+   }
+
+   return att;
+}
+                                               
+
+
+
+
+/* Need to add some addtional parameters to allow lighting in object
+ * space - STATE_SPOT_DIRECTION and STATE_HALF_VECTOR implicitly assume eye
+ * space lighting.
+ */
+static void build_lighting( struct tnl_program *p )
+{
+   const GLboolean twoside = p->state->light_twoside;
+   const GLboolean separate = p->state->separate_specular;
+   GLuint nr_lights = 0, count = 0;
+   struct ureg normal = get_eye_normal(p);
+   struct ureg lit = get_temp(p);
+   struct ureg dots = get_temp(p);
+   struct ureg _col0 = undef, _col1 = undef;
+   struct ureg _bfc0 = undef, _bfc1 = undef;
+   GLuint i;
+
+   for (i = 0; i < MAX_LIGHTS; i++) 
+      if (p->state->unit[i].light_enabled)
+        nr_lights++;
+   
+   set_material_flags(p);
+
+   {
+      struct ureg shininess = get_material(p, 0, STATE_SHININESS);
+      emit_op1(p, OPCODE_MOV, dots,  WRITEMASK_W, swizzle1(shininess,X));
+      release_temp(p, shininess);
+
+      _col0 = make_temp(p, get_scenecolor(p, 0));
+      if (separate)
+        _col1 = make_temp(p, get_identity_param(p));
+      else
+        _col1 = _col0;
+
+   }
+
+   if (twoside) {
+      struct ureg shininess = get_material(p, 1, STATE_SHININESS);
+      emit_op1(p, OPCODE_MOV, dots, WRITEMASK_Z, 
+              negate(swizzle1(shininess,X)));
+      release_temp(p, shininess);
+
+      _bfc0 = make_temp(p, get_scenecolor(p, 1));
+      if (separate)
+        _bfc1 = make_temp(p, get_identity_param(p));
+      else
+        _bfc1 = _bfc0;
+   }
+
+
+   /* If no lights, still need to emit the scenecolor.
+    */
+      {
+        struct ureg res0 = register_output( p, VERT_RESULT_COL0 );
+        emit_op1(p, OPCODE_MOV, res0, 0, _col0);
+      }
+
+      if (separate) {
+        struct ureg res1 = register_output( p, VERT_RESULT_COL1 );
+        emit_op1(p, OPCODE_MOV, res1, 0, _col1);
+      }
+
+      if (twoside) {
+        struct ureg res0 = register_output( p, VERT_RESULT_BFC0 );
+        emit_op1(p, OPCODE_MOV, res0, 0, _bfc0);
+      }
+      
+      if (twoside && separate) {
+        struct ureg res1 = register_output( p, VERT_RESULT_BFC1 );
+        emit_op1(p, OPCODE_MOV, res1, 0, _bfc1);
+      }
+      
+   if (nr_lights == 0) {
+      release_temps(p);
+      return;
+   }
+
+
+   for (i = 0; i < MAX_LIGHTS; i++) {
+      if (p->state->unit[i].light_enabled) {
+        struct ureg half = undef;
+        struct ureg att = undef, VPpli = undef;
+         
+        count++;
+
+        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_LIGHT, i, 
+                                   STATE_POSITION_NORMALIZED); 
+            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_LIGHT, i, STATE_HALF_VECTOR);
+            }
+        } 
+        else {
+           struct ureg Ppli = register_param3(p, STATE_LIGHT, i, 
+                                              STATE_POSITION); 
+           struct ureg V = get_eye_position(p);
+           struct ureg dist = get_temp(p);
+
+           VPpli = get_temp(p); 
+           half = get_temp(p);
+           /* Calulate 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);
+           }
+        
+      
+           /* Calculate viewer direction, or use infinite viewer:
+            */
+           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);
+           }
+
+           emit_normalize_vec3(p, half, half);
+
+           release_temp(p, dist);
+        }
+
+        /* Calculate dot products:
+         */
+        emit_op2(p, OPCODE_DP3, dots, WRITEMASK_X, normal, VPpli);
+        emit_op2(p, OPCODE_DP3, dots, WRITEMASK_Y, normal, half);
+
+       
+        /* Front face lighting:
+         */
+        {
+           struct ureg ambient = get_lightprod(p, i, 0, STATE_AMBIENT);
+           struct ureg diffuse = get_lightprod(p, i, 0, STATE_DIFFUSE);
+           struct ureg specular = get_lightprod(p, i, 0, STATE_SPECULAR);
+           struct ureg res0, res1;
+           GLuint mask0, mask1;
+
+           emit_op1(p, OPCODE_LIT, lit, 0, dots);
+   
+           if (!is_undef(att)) 
+              emit_op2(p, OPCODE_MUL, lit, 0, lit, att);
+   
+           
+           if (count == nr_lights) {
+              if (separate) {
+                 mask0 = WRITEMASK_XYZ;
+                 mask1 = WRITEMASK_XYZ;
+                 res0 = register_output( p, VERT_RESULT_COL0 );
+                 res1 = register_output( p, VERT_RESULT_COL1 );
+              }
+              else {
+                 mask0 = 0;
+                 mask1 = WRITEMASK_XYZ;
+                 res0 = _col0;
+                 res1 = register_output( p, VERT_RESULT_COL0 );
+              }
+           } else {
+              mask0 = 0;
+              mask1 = 0;
+              res0 = _col0;
+              res1 = _col1;
+           }
+
+           emit_op3(p, OPCODE_MAD, _col0, 0, swizzle1(lit,X), ambient, _col0);
+           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);
+        }
+
+        /* Back face lighting:
+         */
+        if (twoside) {
+           struct ureg ambient = get_lightprod(p, i, 1, STATE_AMBIENT);
+           struct ureg diffuse = get_lightprod(p, i, 1, STATE_DIFFUSE);
+           struct ureg specular = get_lightprod(p, i, 1, STATE_SPECULAR);
+           struct ureg res0, res1;
+           GLuint mask0, mask1;
+              
+           emit_op1(p, OPCODE_LIT, lit, 0, negate(swizzle(dots,X,Y,W,Z)));
+
+           if (!is_undef(att)) 
+              emit_op2(p, OPCODE_MUL, lit, 0, lit, att);
+
+           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 );
+              }
+              else {
+                 mask0 = 0;
+                 mask1 = WRITEMASK_XYZ;
+                 res0 = _bfc0;
+                 res1 = register_output( p, VERT_RESULT_BFC0 );
+              }
+           } else {
+              res0 = _bfc0;
+              res1 = _bfc1;
+              mask0 = 0;
+              mask1 = 0;
+           }
+
+           emit_op3(p, OPCODE_MAD, _bfc0, 0, swizzle1(lit,X), ambient, _bfc0);
+           emit_op3(p, OPCODE_MAD, res0, mask0, swizzle1(lit,Y), diffuse, _bfc0);
+           emit_op3(p, OPCODE_MAD, res1, mask1, swizzle1(lit,Z), specular, _bfc1);
+
+           release_temp(p, ambient);
+           release_temp(p, diffuse);
+           release_temp(p, specular);
+        }
+
+        release_temp(p, half);
+        release_temp(p, VPpli);
+        release_temp(p, att);
+      }
+   }
+
+   release_temps( p );
+}
+
+
+static void build_fog( struct tnl_program *p )
+{
+   struct ureg fog = register_output(p, VERT_RESULT_FOGC);
+   struct ureg input;
+
+   if (p->state->fog_source_is_depth) {
+      input = swizzle1(get_eye_position(p), Z);
+   }
+   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;
+      }
+
+      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);
+   }
+}
+static void build_reflect_texgen( struct tnl_program *p,
+                                 struct ureg dest,
+                                 GLuint writemask )
+{
+   struct ureg normal = get_eye_normal(p);
+   struct ureg eye_hat = get_eye_position_normalized(p);
+   struct ureg tmp = get_temp(p);
+
+   /* n.u */
+   emit_op2(p, OPCODE_DP3, tmp, 0, normal, eye_hat); 
+   /* 2n.u */
+   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);
+
+   release_temp(p, tmp);
+}
+
+static void build_sphere_texgen( struct tnl_program *p,
+                                struct ureg dest,
+                                GLuint writemask )
+{
+   struct ureg normal = get_eye_normal(p);
+   struct ureg eye_hat = get_eye_position_normalized(p);
+   struct ureg tmp = get_temp(p);
+   struct ureg half = register_scalar_const(p, .5);
+   struct ureg r = get_temp(p);
+   struct ureg inv_m = get_temp(p);
+   struct ureg id = get_identity_param(p);
+
+   /* Could share the above calculations, but it would be
+    * a fairly odd state for someone to set (both sphere and
+    * reflection active for different texture coordinate
+    * components.  Of course - if two texture units enable
+    * reflect and/or sphere, things start to tilt in favour
+    * of seperating this out:
+    */
+
+   /* n.u */
+   emit_op2(p, OPCODE_DP3, tmp, 0, normal, eye_hat); 
+   /* 2n.u */
+   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); 
+   /* r + 0,0,1 */
+   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); 
+   /* 2/m */
+   emit_op1(p, OPCODE_RSQ, tmp, 0, tmp); 
+   /* 1/m */
+   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); 
+              
+   release_temp(p, tmp);
+   release_temp(p, r);
+   release_temp(p, inv_m);
+}
+
+
+static void build_texture_transform( struct tnl_program *p )
+{
+   GLuint i, j;
+
+   for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
+
+      if (!(p->state->fragprog_inputs_read & FRAG_BIT_TEX(i)))
+        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_texgen = undef;
+
+        if (p->state->unit[i].texgen_enabled) {
+           GLuint copy_mask = 0;
+           GLuint sphere_mask = 0;
+           GLuint reflect_mask = 0;
+           GLuint normal_mask = 0;
+           GLuint modes[4];
+        
+           if (texmat_enabled) 
+              out_texgen = get_temp(p);
+           else
+              out_texgen = out;
+
+           modes[0] = p->state->unit[i].texgen_mode0;
+           modes[1] = p->state->unit[i].texgen_mode1;
+           modes[2] = p->state->unit[i].texgen_mode2;
+           modes[3] = p->state->unit[i].texgen_mode3;
+
+           for (j = 0; j < 4; j++) {
+              switch (modes[j]) {
+              case TXG_OBJ_LINEAR: {
+                 struct ureg obj = register_input(p, VERT_ATTRIB_POS);
+                 struct ureg plane = 
+                    register_param3(p, STATE_TEXGEN, i,
+                                    STATE_TEXGEN_OBJECT_S + 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, 
+                                    STATE_TEXGEN_EYE_S + j);
+
+                 emit_op2(p, OPCODE_DP4, out_texgen, WRITEMASK_X << j, 
+                          eye, plane );
+                 break;
+              }
+              case TXG_SPHERE_MAP: 
+                 sphere_mask |= WRITEMASK_X << j;
+                 break;
+              case TXG_REFLECTION_MAP:
+                 reflect_mask |= WRITEMASK_X << j;
+                 break;
+              case TXG_NORMAL_MAP: 
+                 normal_mask |= WRITEMASK_X << j;
+                 break;
+              case TXG_NONE:
+                 copy_mask |= WRITEMASK_X << j;
+              }
+
+           }
+
+        
+           if (sphere_mask) {
+              build_sphere_texgen(p, out_texgen, sphere_mask);
+           }
+
+           if (reflect_mask) {
+              build_reflect_texgen(p, out_texgen, reflect_mask);
+           }
+
+           if (normal_mask) {
+              struct ureg normal = get_eye_normal(p);
+              emit_op1(p, OPCODE_MOV, out_texgen, normal_mask, normal );
+           }
+
+           if (copy_mask) {
+              struct ureg in = register_input(p, VERT_ATTRIB_TEX0+i);
+              emit_op1(p, OPCODE_MOV, out_texgen, copy_mask, in );
+           }
+        }
+
+        if (texmat_enabled) {
+           struct ureg texmat[4];
+           struct ureg in = (!is_undef(out_texgen) ? 
+                             out_texgen : 
+                             register_input(p, VERT_ATTRIB_TEX0+i));
+           if (PREFER_DP4) {
+              register_matrix_param5( p, STATE_TEXTURE_MATRIX, i, 0, 3,
+                                      0, texmat );
+              emit_matrix_transform_vec4( p, out, texmat, in );
+           }
+           else {
+              register_matrix_param5( p, STATE_TEXTURE_MATRIX, i, 0, 3,
+                                      STATE_MATRIX_TRANSPOSE, texmat );
+              emit_transpose_matrix_transform_vec4( p, out, texmat, in );
+           }
+        }
+
+        release_temps(p);
+      } 
+      else {
+        emit_passthrough(p, VERT_ATTRIB_TEX0+i, VERT_RESULT_TEX0+i);
+      }
+   }
+}
+
+
+static void build_pointsize( struct tnl_program *p )
+{
+   struct ureg eye = get_eye_position(p);
+   struct ureg state_size = register_param1(p, STATE_POINT_SIZE);
+   struct ureg state_attenuation = register_param1(p, STATE_POINT_ATTENUATION);
+   struct ureg out = register_output(p, VERT_RESULT_PSIZ);
+   struct ureg ut = get_temp(p);
+
+   /* dist = |eyez| */
+   emit_op1(p, OPCODE_ABS, ut, WRITEMASK_Y, swizzle1(eye, Z));
+   /* p1 + dist * (p2 + dist * p3); */
+   emit_op3(p, OPCODE_MAD, ut, WRITEMASK_X, swizzle1(ut, Y),
+               swizzle1(state_attenuation, Z), swizzle1(state_attenuation, Y));
+   emit_op3(p, OPCODE_MAD, ut, WRITEMASK_X, swizzle1(ut, Y),
+               ut, swizzle1(state_attenuation, X));
+
+   /* 1 / sqrt(factor) */
+   emit_op1(p, OPCODE_RSQ, ut, WRITEMASK_X, ut );
+
+#if 1
+   /* out = pointSize / sqrt(factor) */
+   emit_op2(p, OPCODE_MUL, out, WRITEMASK_X, ut, state_size);
+#else
+   /* not sure, might make sense to do clamping here,
+      but it's not done in t_vb_points neither */
+   emit_op2(p, OPCODE_MUL, ut, WRITEMASK_X, ut, state_size);
+   emit_op2(p, OPCODE_MAX, ut, WRITEMASK_X, ut, swizzle1(state_size, Y));
+   emit_op2(p, OPCODE_MIN, out, WRITEMASK_X, ut, swizzle1(state_size, Z));
+#endif
+
+   release_temp(p, ut);
+}
+
+/**
+ * Emit constant point size.
+ */
+static void 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);
+}
+
+static void build_tnl_program( struct tnl_program *p )
+{   /* Emit the program, starting with modelviewproject:
+    */
+   build_hpos(p);
+
+   /* Lighting calculations:
+    */
+   if (p->state->fragprog_inputs_read & (FRAG_BIT_COL0|FRAG_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 & FRAG_BIT_COL1)
+           emit_passthrough(p, VERT_ATTRIB_COLOR1, VERT_RESULT_COL1);
+      }
+   }
+
+   if ((p->state->fragprog_inputs_read & FRAG_BIT_FOGC) ||
+       p->state->fog_mode != FOG_NONE)
+      build_fog(p);
+
+   if (p->state->fragprog_inputs_read & FRAG_BITS_TEX_ANY)
+      build_texture_transform(p);
+
+   if (p->state->point_attenuated)
+      build_pointsize(p);
+#if 0
+   else
+      constant_pointsize(p);
+#endif
+
+   /* Finish up:
+    */
+   emit_op1(p, OPCODE_END, undef, 0, undef);
+
+   /* Disassemble:
+    */
+   if (DISASSEM) {
+      _mesa_printf ("\n");
+   }
+}
+
+
+static void
+create_new_program( const struct state_key *key,
+                    struct gl_vertex_program *program,
+                    GLuint max_temps)
+{
+   struct tnl_program p;
+
+   _mesa_memset(&p, 0, sizeof(p));
+   p.state = key;
+   p.program = program;
+   p.eye_position = undef;
+   p.eye_position_normalized = undef;
+   p.eye_normal = undef;
+   p.identity = undef;
+   p.temp_in_use = 0;
+   
+   if (max_temps >= sizeof(int) * 8)
+      p.temp_reserved = 0;
+   else
+      p.temp_reserved = ~((1<<max_temps)-1);
+
+   p.program->Base.Instructions = _mesa_alloc_instructions(MAX_INSN);
+   p.program->Base.String = NULL;
+   p.program->Base.NumInstructions =
+   p.program->Base.NumTemporaries =
+   p.program->Base.NumParameters =
+   p.program->Base.NumAttributes = p.program->Base.NumAddressRegs = 0;
+   p.program->Base.Parameters = _mesa_new_parameter_list();
+   p.program->Base.InputsRead = 0;
+   p.program->Base.OutputsWritten = 0;
+
+   build_tnl_program( &p );
+}
+
+
+/**
+ * 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)
+{
+   struct gl_vertex_program *prog;
+   struct state_key *key;
+
+   /* Grab all the relevent state and put it in a single structure:
+    */
+   key = make_state_key(ctx);
+
+   /* Look for an already-prepared program for this state:
+    */
+   prog = (struct 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); 
+
+      create_new_program( key, prog,
+                          ctx->Const.VertexProgram.MaxTemps );
+
+#if 0
+      if (ctx->Driver.ProgramStringNotify)
+         ctx->Driver.ProgramStringNotify( ctx, GL_VERTEX_PROGRAM_ARB, 
+                                          &prog->Base );
+#endif
+      _mesa_program_cache_insert(ctx, ctx->VertexProgram.Cache,
+                                 key, sizeof(*key), &prog->Base);
+   }
+   else {
+      /* use cached program */
+      _mesa_free(key);
+   }
+
+   return prog;
+}
diff --git a/src/mesa/main/ffvertex_prog.h b/src/mesa/main/ffvertex_prog.h
new file mode 100644 (file)
index 0000000..74cafc6
--- /dev/null
@@ -0,0 +1,38 @@
+/**************************************************************************
+ * 
+ * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * 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
+ * without limitation the rights to use, copy, modify, merge, publish,
+ * 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
+ * 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.
+ * 
+ **************************************************************************/
+
+
+#ifndef FFVERTEX_PROG_H
+#define FFVERTEX_PROG_H
+
+
+struct gl_vertex_program *
+_mesa_get_fixed_func_vertex_program(GLcontext *ctx);
+
+
+
+#endif /* FFVERTEX_PROG_H */