#include "slang_print.h"
-
/**
- * XXX we might consider moving much of this into the prog_statevars.c file
+ * Lookup GL state given a variable name, 0, 1 or 2 indexes and a field.
+ * Allocate room for the state in the given param list and return position
+ * in the list.
*/
-
-
-/**
- * Determine if 'name' is a state variable (pre-defined uniform).
- * If so, create a new program parameter for it, and return the
- * param's index.
- *
- * \param swizzleOut returns the swizzle needed to access 'float' values
- * \return the state value's position in the parameter list, or -1 if error
- */
-GLint
-_slang_lookup_statevar(const char *name, GLint index,
- struct gl_program_parameter_list *paramList,
- GLuint *swizzleOut)
-{
- struct state_info {
- const char *Name;
- const GLuint NumRows; /** for matrices */
- const GLuint Swizzle;
- const GLint Indexes[STATE_LENGTH];
- };
- static const struct state_info state[] = {
- { "gl_ModelViewMatrix", 4, SWIZZLE_NOOP,
- { STATE_MODELVIEW_MATRIX, 0, 0, 0, 0, 0 } },
- { "gl_NormalMatrix", 3, SWIZZLE_NOOP,
- { STATE_MODELVIEW_MATRIX, 0, 0, 0, 0, 0 } },
- { "gl_ProjectionMatrix", 4, SWIZZLE_NOOP,
- { STATE_PROJECTION_MATRIX, 0, 0, 0, 0, 0 } },
- { "gl_ModelViewProjectionMatrix", 4, SWIZZLE_NOOP,
- { STATE_MVP_MATRIX, 0, 0, 0, 0, 0 } },
- { "gl_TextureMatrix", 4, SWIZZLE_NOOP,
- { STATE_TEXTURE_MATRIX, 0, 0, 0, 0, 0 } },
- { "gl_NormalScale", 1, SWIZZLE_NOOP,
- { STATE_INTERNAL, STATE_NORMAL_SCALE, 0, 0, 0, 0} },
-
- /* For aggregate/structs we need entries for both the base name
- * and base.field.
- */
- { "gl_DepthRange", 1, SWIZZLE_NOOP,
- { STATE_DEPTH_RANGE, 0, 0, 0, 0, 0 } },
- { "gl_DepthRange.near", 1, SWIZZLE_XXXX,
- { STATE_DEPTH_RANGE, 0, 0, 0, 0, 0 } },
- { "gl_DepthRange.far", 1, SWIZZLE_YYYY,
- { STATE_DEPTH_RANGE, 0, 0, 0, 0, 0 } },
- { "gl_DepthRange.diff", 1, SWIZZLE_ZZZZ,
- { STATE_DEPTH_RANGE, 0, 0, 0, 0, 0 } },
-
- { "gl_Point", 1, SWIZZLE_NOOP,
- { STATE_POINT_SIZE, 0, 0, 0, 0, 0 } },
- { "gl_Point.size", 1, SWIZZLE_XXXX,
- { STATE_POINT_SIZE, 0, 0, 0, 0, 0 } },
- { "gl_Point.sizeMin", 1, SWIZZLE_YYYY,
- { STATE_POINT_SIZE, 0, 0, 0, 0, 0 } },
- { "gl_Point.sizeMax", 1, SWIZZLE_ZZZZ,
- { STATE_POINT_SIZE, 0, 0, 0, 0, 0 } },
- { "gl_Point.fadeThresholdSize", 1, SWIZZLE_WWWW,
- { STATE_POINT_SIZE, 0, 0, 0, 0, 0 } },
- { "gl_Point.distanceConstantAttenuation", 1, SWIZZLE_XXXX,
- { STATE_POINT_ATTENUATION, 0, 0, 0, 0, 0 } },
- { "gl_Point.distanceLinearAttenuation", 1, SWIZZLE_YYYY,
- { STATE_POINT_ATTENUATION, 0, 0, 0, 0, 0 } },
- { "gl_Point.distanceQuadraticAttenuation", 1, SWIZZLE_ZZZZ,
- { STATE_POINT_ATTENUATION, 0, 0, 0, 0, 0 } },
-
- { "gl_FrontMaterial", 1, SWIZZLE_NOOP,
- { STATE_MATERIAL, 0, STATE_EMISSION, 0, 0, 0 } },
- { "gl_FrontMaterial.emission", 1, SWIZZLE_NOOP,
- { STATE_MATERIAL, 0, STATE_EMISSION, 0, 0, 0 } },
- { "gl_FrontMaterial.ambient", 1, SWIZZLE_NOOP,
- { STATE_MATERIAL, 0, STATE_AMBIENT, 0, 0, 0 } },
- { "gl_FrontMaterial.diffuse", 1, SWIZZLE_NOOP,
- { STATE_MATERIAL, 0, STATE_DIFFUSE, 0, 0, 0 } },
- { "gl_FrontMaterial.specular", 1, SWIZZLE_NOOP,
- { STATE_MATERIAL, 0, STATE_SPECULAR, 0, 0, 0 } },
- { "gl_FrontMaterial.shininess", 1, SWIZZLE_XXXX,
- { STATE_MATERIAL, 0, STATE_SHININESS, 0, 0, 0 } },
-
- { "gl_BackMaterial", 1, SWIZZLE_NOOP,
- { STATE_MATERIAL, 1, STATE_EMISSION, 0, 0, 0 } },
- { "gl_BackMaterial.emission", 1, SWIZZLE_NOOP,
- { STATE_MATERIAL, 1, STATE_EMISSION, 0, 0, 0 } },
- { "gl_BackMaterial.ambient", 1, SWIZZLE_NOOP,
- { STATE_MATERIAL, 1, STATE_AMBIENT, 0, 0, 0 } },
- { "gl_BackMaterial.diffuse", 1, SWIZZLE_NOOP,
- { STATE_MATERIAL, 1, STATE_DIFFUSE, 0, 0, 0 } },
- { "gl_BackMaterial.specular", 1, SWIZZLE_NOOP,
- { STATE_MATERIAL, 1, STATE_SPECULAR, 0, 0, 0 } },
- { "gl_BackMaterial.shininess", 1, SWIZZLE_XXXX,
- { STATE_MATERIAL, 1, STATE_SHININESS, 0, 0, 0 } },
-
- { "gl_LightModel", 1, SWIZZLE_NOOP,
- { STATE_LIGHTMODEL_AMBIENT, 0, 0, 0, 0, 0 } },
- { "gl_LightModel.ambient", 1, SWIZZLE_NOOP,
- { STATE_LIGHTMODEL_AMBIENT, 0, 0, 0, 0, 0 } },
-
- { "gl_FrontLightModelProduct", 1, SWIZZLE_NOOP,
- { STATE_LIGHTMODEL_SCENECOLOR, 0, 0, 0, 0, 0 } },
- { "gl_FrontLightModelProduct.sceneColor", 1, SWIZZLE_NOOP,
- { STATE_LIGHTMODEL_SCENECOLOR, 0, 0, 0, 0, 0 } },
-
- { "gl_BackLightModelProduct", 1, SWIZZLE_NOOP,
- { STATE_LIGHTMODEL_SCENECOLOR, 1, 0, 0, 0, 0 } },
- { "gl_BackLightModelProduct.sceneColor", 1, SWIZZLE_NOOP,
- { STATE_LIGHTMODEL_SCENECOLOR, 1, 0, 0, 0, 0 } },
-
- { "gl_FrontLightProduct", 1, SWIZZLE_NOOP,
- { STATE_LIGHTPROD, 0, STATE_AMBIENT, 0, 0, 0 } },
-
-
- { "gl_Fog", 1, SWIZZLE_NOOP,
- { STATE_FOG, STATE_FOG_COLOR, 0, 0, 0, 0 } },
- { "gl_Fog.color", 1, SWIZZLE_NOOP,
- { STATE_FOG, STATE_FOG_COLOR, 0, 0, 0, 0 } },
- { "gl_Fog.density", 1, SWIZZLE_XXXX,
- { STATE_FOG, STATE_FOG_PARAMS, 0, 0, 0, 0 } },
- { "gl_Fog.start", 1, SWIZZLE_YYYY,
- { STATE_FOG, STATE_FOG_PARAMS, 0, 0, 0, 0 } },
- { "gl_Fog.end", 1, SWIZZLE_ZZZZ,
- { STATE_FOG, STATE_FOG_PARAMS, 0, 0, 0, 0 } },
- { "gl_Fog.scale", 1, SWIZZLE_WWWW,
- { STATE_FOG, STATE_FOG_PARAMS, 0, 0, 0, 0 } },
-
- { "gl_ClipPlane", 1, SWIZZLE_NOOP,
- { STATE_CLIPPLANE, 0, 0, 0, 0, 0 } },
-
- { NULL, 0, 0, {0, 0, 0, 0, 0, 0} }
- };
- GLuint i;
-
- for (i = 0; state[i].Name; i++) {
- if (strcmp(state[i].Name, name) == 0) {
- /* found */
- *swizzleOut = state[i].Swizzle;
- if (paramList) {
- if (state[i].NumRows > 1) {
- /* a matrix */
- GLuint j;
- GLint pos[4], indexesCopy[STATE_LENGTH];
- /* make copy of state tokens */
- for (j = 0; j < STATE_LENGTH; j++)
- indexesCopy[j] = state[i].Indexes[j];
- /* load rows */
- for (j = 0; j < state[i].NumRows; j++) {
- indexesCopy[2] = indexesCopy[3] = j; /* jth row of matrix */
- pos[j] = _mesa_add_state_reference(paramList, indexesCopy);
- assert(pos[j] >= 0);
- }
- return pos[0];
- }
- else {
- /* non-matrix state */
- GLint pos
- = _mesa_add_state_reference(paramList, state[i].Indexes);
- assert(pos >= 0);
- return pos;
- }
- }
- }
- }
- return -1;
-}
-
-
-GLint
-_slang_lookup_statevar_field(const char *base, const char *field,
- struct gl_program_parameter_list *paramList,
- GLuint *swizzleOut)
-{
- GLint pos = -1;
- const GLint len = _mesa_strlen(base)
- + _mesa_strlen(field) + 2;
- char *name = (char *) _mesa_malloc(len);
-
- if (!name)
- return -1;
-
- _mesa_strcpy(name, base);
- /*_mesa_*/strcat(name, ".");
- /*_mesa_*/strcat(name, field);
- printf("FULL NAME: %s\n", name);
-
- pos = _slang_lookup_statevar(name, 0, paramList, swizzleOut);
-
- _mesa_free(name);
-
- return pos;
-}
-
-
-struct field_info {
- const char *Name;
- gl_state_index Token;
- GLint TokenPos;
- GLuint Swizzle;
-};
-
-#define MT_FIELD { NULL, 0, -1, 0 }
-#define MAX_FIELDS 5
-#define INDEX_POS 1000
-
-struct state_uniform_info {
- const char *Name;
- gl_state_index StateTokens[2];
- struct field_info Fields[MAX_FIELDS];
-};
-
-
-
-static const struct state_uniform_info Uniforms[] = {
- { "gl_ModelViewMatrix", { STATE_MODELVIEW_MATRIX, INDEX_POS },
- { MT_FIELD, MT_FIELD, MT_FIELD, MT_FIELD, MT_FIELD}
- },
- { "gl_ProjectionMatrix", { STATE_PROJECTION_MATRIX, INDEX_POS },
- { MT_FIELD, MT_FIELD, MT_FIELD, MT_FIELD, MT_FIELD}
- },
- { "gl_ModelViewProjectionMatrix", { STATE_MVP_MATRIX, INDEX_POS },
- { MT_FIELD, MT_FIELD, MT_FIELD, MT_FIELD, MT_FIELD}
- },
- { "gl_NormalMatrix", { STATE_MODELVIEW_MATRIX, INDEX_POS },
- { MT_FIELD, MT_FIELD, MT_FIELD, MT_FIELD, MT_FIELD}
- },
- { "gl_TextureMatrix", { STATE_TEXTURE_MATRIX, INDEX_POS },
- { MT_FIELD, MT_FIELD, MT_FIELD, MT_FIELD, MT_FIELD}
- },
-
- { "gl_ClipPlane", { STATE_CLIPPLANE, INDEX_POS },
- { MT_FIELD, MT_FIELD, MT_FIELD, MT_FIELD, MT_FIELD}
- },
-
- { "gl_DepthRange", { STATE_DEPTH_RANGE, 0 },
- {
- { "near", 0, -1, SWIZZLE_XXXX },
- { "far", 0, -1, SWIZZLE_YYYY },
- { "diff", 0, -1, SWIZZLE_ZZZZ },
- MT_FIELD,
- MT_FIELD
- }
- },
-
- { "gl_Fog", { STATE_FOG, 0 },
- {
- { "color", STATE_FOG_COLOR, 1, SWIZZLE_NOOP },
- { "density", STATE_FOG_PARAMS, 1, SWIZZLE_XXXX },
- { "start", STATE_FOG_PARAMS, 1, SWIZZLE_YYYY },
- { "end", STATE_FOG_PARAMS, 1, SWIZZLE_ZZZZ },
- { "scale", STATE_FOG_PARAMS, 1, SWIZZLE_WWWW }
- }
- },
-
- { NULL, { 0, 0 },
- { MT_FIELD, MT_FIELD, MT_FIELD, MT_FIELD, MT_FIELD }
- }
-};
-
-
static GLint
-lookup_statevar(const char *var, GLint index, const char *field,
+lookup_statevar(const char *var, GLint index1, GLint index2, const char *field,
GLuint *swizzleOut,
struct gl_program_parameter_list *paramList)
{
gl_state_index tokens[STATE_LENGTH];
- GLuint i, j;
- GLint pos;
+ GLuint i;
+ GLboolean isMatrix = GL_FALSE;
for (i = 0; i < STATE_LENGTH; i++) {
tokens[i] = 0;
}
+ *swizzleOut = SWIZZLE_NOOP;
- for (i = 0; Uniforms[i].Name; i++) {
- if (strcmp(var, Uniforms[i].Name) == 0) {
- /* found the uniform */
-
- for (j = 0; j < 2; j++) {
- tokens[j] = Uniforms[i].StateTokens[j];
- if (tokens[j] == INDEX_POS) {
- /* replace INDEX_POS with actual array index */
- assert(index >= 0);
- tokens[j] = index;
- }
- }
-
- if (field) {
- /* extra work for var.field */
- for (j = 0; j < MAX_FIELDS; j++) {
- if (!Uniforms[i].Fields[j].Name) {
- /* field not found! */
- _mesa_problem(NULL, "field not found");
- return -1;
- }
- else if (strcmp(field, Uniforms[i].Fields[j].Name) == 0) {
- /* found the field */
- GLint tokenPos = Uniforms[i].Fields[j].TokenPos;
- if (tokenPos>= 0) {
- tokens[tokenPos] = Uniforms[i].Fields[j].Token;
- }
- *swizzleOut = Uniforms[i].Fields[j].Swizzle;
- break;
- }
-
- }
- }
-
- if (tokens[0] == STATE_MODELVIEW_MATRIX ||
- tokens[0] == STATE_PROJECTION_MATRIX ||
- tokens[0] == STATE_MVP_MATRIX ||
- tokens[0] == STATE_TEXTURE_MATRIX ||
- tokens[0] == STATE_PROGRAM_MATRIX) {
- /* a matrix */
- GLuint j;
- GLint pos[4];
- gl_state_index indexesCopy[STATE_LENGTH];
- /* make copy of state tokens */
- for (j = 0; j < STATE_LENGTH; j++)
- indexesCopy[j] = tokens[j];
- /* load rows */
- for (j = 0; j < 4/*state[i].NumRows*/; j++) {
- indexesCopy[2] = indexesCopy[3] = j; /* jth row of matrix */
- pos[j] = _mesa_add_state_reference(paramList, (GLint*) indexesCopy);
- assert(pos[j] >= 0);
- }
- return pos[0] + index;
- }
+ if (strcmp(var, "gl_ModelViewMatrix") == 0) {
+ tokens[0] = STATE_MODELVIEW_MATRIX;
+ isMatrix = GL_TRUE;
+ }
+ else if (strcmp(var, "gl_ModelProjectionMatrix") == 0) {
+ tokens[0] = STATE_PROJECTION_MATRIX;
+ isMatrix = GL_TRUE;
+ }
+ else if (strcmp(var, "gl_ModelViewProjectionMatrix") == 0) {
+ tokens[0] = STATE_MVP_MATRIX;
+ isMatrix = GL_TRUE;
+ }
+ else if (strcmp(var, "gl_NormalMatrix") == 0) {
+ tokens[0] = STATE_MODELVIEW_MATRIX;
+ isMatrix = GL_TRUE;
+ }
+ else if (strcmp(var, "gl_TextureMatrix") == 0) {
+ tokens[0] = STATE_TEXTURE_MATRIX;
+ if (index2 >= 0)
+ tokens[1] = index2;
+ isMatrix = GL_TRUE;
+ }
+ else if (strcmp(var, "gl_DepthRange") == 0) {
+ tokens[0] = STATE_DEPTH_RANGE;
+ if (strcmp(field, "near") == 0) {
+ *swizzleOut = SWIZZLE_XXXX;
+ }
+ else if (strcmp(field, "far") == 0) {
+ *swizzleOut = SWIZZLE_YYYY;
+ }
+ else if (strcmp(field, "diff") == 0) {
+ *swizzleOut = SWIZZLE_ZZZZ;
+ }
+ else {
+ return -1;
+ }
+ }
+ else if (strcmp(var, "gl_ClipPlane") == 0) {
+ tokens[0] = STATE_CLIPPLANE;
+ tokens[1] = index1;
+ }
+ else if (strcmp(var, "gl_FrontMaterial") == 0 ||
+ strcmp(var, "gl_BackMaterial") == 0) {
+ tokens[0] = STATE_MATERIAL;
+ if (strcmp(var, "gl_FrontMaterial") == 0)
+ tokens[1] = 0;
+ else
+ tokens[1] = 1;
+ if (strcmp(field, "emission") == 0) {
+ tokens[2] = STATE_EMISSION;
+ }
+ else if (strcmp(field, "ambient") == 0) {
+ tokens[2] = STATE_AMBIENT;
+ }
+ else if (strcmp(field, "diffuse") == 0) {
+ tokens[2] = STATE_DIFFUSE;
+ }
+ else if (strcmp(field, "specular") == 0) {
+ tokens[2] = STATE_SPECULAR;
+ }
+ else if (strcmp(field, "shininess") == 0) {
+ tokens[2] = STATE_SHININESS;
+ *swizzleOut = SWIZZLE_XXXX;
+ }
+ else {
+ return -1;
+ }
+ }
+ else if (strcmp(var, "gl_LightSource") == 0) {
+ tokens[0] = STATE_LIGHT;
+ tokens[1] = index1;
+ if (strcmp(field, "ambient") == 0) {
+ tokens[2] = STATE_AMBIENT;
+ }
+ else if (strcmp(field, "diffuse") == 0) {
+ tokens[2] = STATE_DIFFUSE;
+ }
+ else if (strcmp(field, "specular") == 0) {
+ tokens[2] = STATE_SPECULAR;
+ }
+ else if (strcmp(field, "position") == 0) {
+ tokens[2] = STATE_POSITION;
+ }
+ else if (strcmp(field, "halfVector") == 0) {
+ tokens[2] = STATE_HALF_VECTOR;
+ }
+ else if (strcmp(field, "spotDirection") == 0) {
+ tokens[2] = STATE_SPOT_DIRECTION;
+ }
+ else if (strcmp(field, "spotCosCutoff") == 0) {
+ tokens[2] = STATE_SPOT_DIRECTION;
+ *swizzleOut = SWIZZLE_WWWW;
+ }
+ else if (strcmp(field, "spotCutoff") == 0) {
+ tokens[2] = STATE_SPOT_CUTOFF;
+ *swizzleOut = SWIZZLE_XXXX;
+ }
+ else if (strcmp(field, "spotExponent") == 0) {
+ tokens[2] = STATE_ATTENUATION;
+ *swizzleOut = SWIZZLE_WWWW;
+ }
+ else if (strcmp(field, "constantAttenuation") == 0) {
+ tokens[2] = STATE_ATTENUATION;
+ *swizzleOut = SWIZZLE_XXXX;
+ }
+ else if (strcmp(field, "linearAttenuation") == 0) {
+ tokens[2] = STATE_ATTENUATION;
+ *swizzleOut = SWIZZLE_YYYY;
+ }
+ else if (strcmp(field, "quadraticAttenuation") == 0) {
+ tokens[2] = STATE_ATTENUATION;
+ *swizzleOut = SWIZZLE_ZZZZ;
+ }
+ else {
+ return -1;
+ }
+ }
+ else if (strcmp(var, "gl_LightModel") == 0) {
+ if (strcmp(field, "ambient") == 0) {
+ tokens[0] = STATE_LIGHTMODEL_AMBIENT;
+ }
+ else {
+ return -1;
+ }
+ }
+ else if (strcmp(var, "gl_FrontLightModelProduct") == 0) {
+ if (strcmp(field, "ambient") == 0) {
+ tokens[0] = STATE_LIGHTMODEL_SCENECOLOR;
+ tokens[1] = 0;
+ }
+ else {
+ return -1;
+ }
+ }
+ else if (strcmp(var, "gl_BackLightModelProduct") == 0) {
+ if (strcmp(field, "ambient") == 0) {
+ tokens[0] = STATE_LIGHTMODEL_SCENECOLOR;
+ tokens[1] = 1;
+ }
+ else {
+ return -1;
+ }
+ }
+ else if (strcmp(var, "gl_FrontLightProduct") == 0 ||
+ strcmp(var, "gl_BackLightProduct") == 0) {
+ tokens[0] = STATE_LIGHTPROD;
+ tokens[1] = index1; /* light number */
+ if (strcmp(var, "gl_FrontLightProduct") == 0) {
+ tokens[2] = 0; /* front */
+ }
+ else {
+ tokens[2] = 1; /* back */
+ }
+ if (strcmp(field, "ambient") == 0) {
+ tokens[3] = STATE_AMBIENT;
+ }
+ else if (strcmp(field, "diffuset") == 0) {
+ tokens[3] = STATE_DIFFUSE;
+ }
+ else if (strcmp(field, "specular") == 0) {
+ tokens[3] = STATE_SPECULAR;
+ }
+ else {
+ return -1;
+ }
+ }
+ else if (strcmp(var, "gl_TextureEnvColor") == 0) {
+ tokens[0] = STATE_TEXENV_COLOR;
+ tokens[1] = index1;
+ }
+ else if (strcmp(var, "gl_EyePlaneS") == 0) {
+ tokens[0] = STATE_TEXGEN;
+ tokens[1] = index1; /* tex unit */
+ tokens[2] = STATE_TEXGEN_EYE_S;
+ }
+ else if (strcmp(var, "gl_EyePlaneT") == 0) {
+ tokens[0] = STATE_TEXGEN;
+ tokens[1] = index1; /* tex unit */
+ tokens[2] = STATE_TEXGEN_EYE_T;
+ }
+ else if (strcmp(var, "gl_EyePlaneR") == 0) {
+ tokens[0] = STATE_TEXGEN;
+ tokens[1] = index1; /* tex unit */
+ tokens[2] = STATE_TEXGEN_EYE_R;
+ }
+ else if (strcmp(var, "gl_EyePlaneQ") == 0) {
+ tokens[0] = STATE_TEXGEN;
+ tokens[1] = index1; /* tex unit */
+ tokens[2] = STATE_TEXGEN_EYE_Q;
+ }
+ else if (strcmp(var, "gl_ObjectPlaneS") == 0) {
+ tokens[0] = STATE_TEXGEN;
+ tokens[1] = index1; /* tex unit */
+ tokens[2] = STATE_TEXGEN_OBJECT_S;
+ }
+ else if (strcmp(var, "gl_ObjectPlaneT") == 0) {
+ tokens[0] = STATE_TEXGEN;
+ tokens[1] = index1; /* tex unit */
+ tokens[2] = STATE_TEXGEN_OBJECT_T;
+ }
+ else if (strcmp(var, "gl_ObjectPlaneT") == 0) {
+ tokens[0] = STATE_TEXGEN;
+ tokens[1] = index1; /* tex unit */
+ tokens[2] = STATE_TEXGEN_OBJECT_T;
+ }
+ else if (strcmp(var, "gl_ObjectPlaneT") == 0) {
+ tokens[0] = STATE_TEXGEN;
+ tokens[1] = index1; /* tex unit */
+ tokens[2] = STATE_TEXGEN_OBJECT_T;
+ }
+ else if (strcmp(var, "gl_Fog") == 0) {
+ tokens[0] = STATE_FOG;
+ if (strcmp(field, "color") == 0) {
+ tokens[1] = STATE_FOG_COLOR;
+ }
+ else if (strcmp(field, "density") == 0) {
+ tokens[1] = STATE_FOG_PARAMS;
+ *swizzleOut = SWIZZLE_XXXX;
+ }
+ else if (strcmp(field, "start") == 0) {
+ tokens[1] = STATE_FOG_PARAMS;
+ *swizzleOut = SWIZZLE_YYYY;
+ }
+ else if (strcmp(field, "end") == 0) {
+ tokens[1] = STATE_FOG_PARAMS;
+ *swizzleOut = SWIZZLE_ZZZZ;
+ }
+ else if (strcmp(field, "scale") == 0) {
+ tokens[1] = STATE_FOG_PARAMS;
+ *swizzleOut = SWIZZLE_WWWW;
+ }
+ else {
+ return -1;
+ }
+ }
+ else {
+ return -1;
+ }
- pos = _mesa_add_state_reference(paramList, (GLint *) tokens);
- assert(pos >= 0);
- return pos;
+ if (isMatrix) {
+ /* load all four columns of matrix */
+ GLint pos[4];
+ GLuint j;
+ for (j = 0; j < 4; j++) {
+ tokens[2] = tokens[3] = j; /* jth row of matrix */
+ pos[j] = _mesa_add_state_reference(paramList, (GLint *) tokens);
+ assert(pos[j] >= 0);
+ ASSERT(pos[j] >= 0);
}
+ return pos[0] + index1;
+ }
+ else {
+ /* allocate a single register */
+ GLint pos = _mesa_add_state_reference(paramList, (GLint *) tokens);
+ ASSERT(pos >= 0);
+ return pos;
}
- return -1;
}
-
/**
* Allocate storage for a pre-defined uniform (a GL state variable).
* As a memory-saving optimization, we try to only allocate storage for
*
* Currently, all pre-defined uniforms are in one of these forms:
* var
- * var[index]
+ * var[i]
* var.field
- * var[index].field
+ * var[i].field
+ * var[i][j]
*/
GLint
_slang_alloc_statevar(slang_ir_node *n,
struct gl_program_parameter_list *paramList)
{
const char *field = NULL, *var;
- GLint index = -1, pos;
+ GLint index1 = -1, index2 = -1, pos;
GLuint swizzle;
if (n->Opcode == IR_FIELD) {
if (n->Opcode == IR_ELEMENT) {
/* XXX can only handle constant indexes for now */
assert(n->Children[1]->Opcode == IR_FLOAT);
- index = (GLint) n->Children[1]->Value[0];
+ index1 = (GLint) n->Children[1]->Value[0];
+ n = n->Children[0];
+ }
+
+ if (n->Opcode == IR_ELEMENT) {
+ /* XXX can only handle constant indexes for now */
+ assert(n->Children[1]->Opcode == IR_FLOAT);
+ index2 = (GLint) n->Children[1]->Value[0];
n = n->Children[0];
}
assert(n->Opcode == IR_VAR);
var = (char *) n->Var->a_name;
- pos = lookup_statevar(var, index, field, &swizzle, paramList);
+ pos = lookup_statevar(var, index1, index2, field, &swizzle, paramList);
assert(pos >= 0);
if (pos >= 0) {
n->Store->Index = pos;