mesa: Add missing include guards
[mesa.git] / src / mesa / main / ff_fragment_shader.cpp
1 /**************************************************************************
2 *
3 * Copyright 2007 VMware, Inc.
4 * All Rights Reserved.
5 * Copyright 2009 VMware, Inc. All Rights Reserved.
6 * Copyright © 2010-2011 Intel Corporation
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the
10 * "Software"), to deal in the Software without restriction, including
11 * without limitation the rights to use, copy, modify, merge, publish,
12 * distribute, sub license, and/or sell copies of the Software, and to
13 * permit persons to whom the Software is furnished to do so, subject to
14 * the following conditions:
15 *
16 * The above copyright notice and this permission notice (including the
17 * next paragraph) shall be included in all copies or substantial portions
18 * of the Software.
19 *
20 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
21 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
22 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
23 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
24 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
25 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
26 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
27 *
28 **************************************************************************/
29
30 #include "main/glheader.h"
31 #include "main/context.h"
32 #include "main/imports.h"
33 #include "main/macros.h"
34 #include "main/samplerobj.h"
35 #include "main/shaderobj.h"
36 #include "main/state.h"
37 #include "main/texenvprogram.h"
38 #include "main/texobj.h"
39 #include "main/uniforms.h"
40 #include "compiler/glsl/ir_builder.h"
41 #include "compiler/glsl/ir_optimization.h"
42 #include "compiler/glsl/glsl_parser_extras.h"
43 #include "compiler/glsl/glsl_symbol_table.h"
44 #include "compiler/glsl_types.h"
45 #include "program/ir_to_mesa.h"
46 #include "program/program.h"
47 #include "program/programopt.h"
48 #include "program/prog_cache.h"
49 #include "program/prog_instruction.h"
50 #include "program/prog_parameter.h"
51 #include "program/prog_print.h"
52 #include "program/prog_statevars.h"
53 #include "util/bitscan.h"
54
55 using namespace ir_builder;
56
57 /*
58 * Note on texture units:
59 *
60 * The number of texture units supported by fixed-function fragment
61 * processing is MAX_TEXTURE_COORD_UNITS, not MAX_TEXTURE_IMAGE_UNITS.
62 * That's because there's a one-to-one correspondence between texture
63 * coordinates and samplers in fixed-function processing.
64 *
65 * Since fixed-function vertex processing is limited to MAX_TEXTURE_COORD_UNITS
66 * sets of texcoords, so is fixed-function fragment processing.
67 *
68 * We can safely use ctx->Const.MaxTextureUnits for loop bounds.
69 */
70
71
72 static GLboolean
73 texenv_doing_secondary_color(struct gl_context *ctx)
74 {
75 if (ctx->Light.Enabled &&
76 (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR))
77 return GL_TRUE;
78
79 if (ctx->Fog.ColorSumEnabled)
80 return GL_TRUE;
81
82 return GL_FALSE;
83 }
84
85 struct state_key {
86 GLuint nr_enabled_units:4;
87 GLuint separate_specular:1;
88 GLuint fog_mode:2; /**< FOG_x */
89 GLuint inputs_available:12;
90 GLuint num_draw_buffers:4;
91
92 /* NOTE: This array of structs must be last! (see "keySize" below) */
93 struct {
94 GLuint enabled:1;
95 GLuint source_index:4; /**< TEXTURE_x_INDEX */
96 GLuint shadow:1;
97
98 /***
99 * These are taken from struct gl_tex_env_combine_packed
100 * @{
101 */
102 GLuint ModeRGB:4;
103 GLuint ModeA:4;
104 GLuint ScaleShiftRGB:2;
105 GLuint ScaleShiftA:2;
106 GLuint NumArgsRGB:3;
107 GLuint NumArgsA:3;
108 struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
109 struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
110 /** @} */
111 } unit[MAX_TEXTURE_COORD_UNITS];
112 };
113
114
115 /**
116 * Do we need to clamp the results of the given texture env/combine mode?
117 * If the inputs to the mode are in [0,1] we don't always have to clamp
118 * the results.
119 */
120 static GLboolean
121 need_saturate( GLuint mode )
122 {
123 switch (mode) {
124 case TEXENV_MODE_REPLACE:
125 case TEXENV_MODE_MODULATE:
126 case TEXENV_MODE_INTERPOLATE:
127 return GL_FALSE;
128 case TEXENV_MODE_ADD:
129 case TEXENV_MODE_ADD_SIGNED:
130 case TEXENV_MODE_SUBTRACT:
131 case TEXENV_MODE_DOT3_RGB:
132 case TEXENV_MODE_DOT3_RGB_EXT:
133 case TEXENV_MODE_DOT3_RGBA:
134 case TEXENV_MODE_DOT3_RGBA_EXT:
135 case TEXENV_MODE_MODULATE_ADD_ATI:
136 case TEXENV_MODE_MODULATE_SIGNED_ADD_ATI:
137 case TEXENV_MODE_MODULATE_SUBTRACT_ATI:
138 case TEXENV_MODE_ADD_PRODUCTS_NV:
139 case TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV:
140 return GL_TRUE;
141 default:
142 assert(0);
143 return GL_FALSE;
144 }
145 }
146
147 #define VERT_BIT_TEX_ANY (0xff << VERT_ATTRIB_TEX0)
148
149 /**
150 * Identify all possible varying inputs. The fragment program will
151 * never reference non-varying inputs, but will track them via state
152 * constants instead.
153 *
154 * This function figures out all the inputs that the fragment program
155 * has access to and filters input bitmask.
156 */
157 static GLbitfield filter_fp_input_mask( GLbitfield fp_inputs,
158 struct gl_context *ctx )
159 {
160 if (ctx->VertexProgram._Overriden) {
161 /* Somebody's messing with the vertex program and we don't have
162 * a clue what's happening. Assume that it could be producing
163 * all possible outputs.
164 */
165 return fp_inputs;
166 }
167
168 if (ctx->RenderMode == GL_FEEDBACK) {
169 /* _NEW_RENDERMODE */
170 return fp_inputs & (VARYING_BIT_COL0 | VARYING_BIT_TEX0);
171 }
172
173 /* _NEW_PROGRAM */
174 const GLboolean vertexShader =
175 ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] != NULL;
176 const GLboolean vertexProgram = _mesa_arb_vertex_program_enabled(ctx);
177
178 if (!(vertexProgram || vertexShader)) {
179 /* Fixed function vertex logic */
180 GLbitfield possible_inputs = 0;
181
182 /* _NEW_VARYING_VP_INPUTS */
183 GLbitfield varying_inputs = ctx->varying_vp_inputs;
184
185 /* These get generated in the setup routine regardless of the
186 * vertex program:
187 */
188 /* _NEW_POINT */
189 if (ctx->Point.PointSprite) {
190 /* All texture varyings are possible to use */
191 possible_inputs = VARYING_BITS_TEX_ANY;
192 }
193 else {
194 /* _NEW_TEXTURE_STATE */
195 const GLbitfield possible_tex_inputs =
196 ctx->Texture._TexGenEnabled |
197 ctx->Texture._TexMatEnabled |
198 ((varying_inputs & VERT_BIT_TEX_ANY) >> VERT_ATTRIB_TEX0);
199
200 possible_inputs = (possible_tex_inputs << VARYING_SLOT_TEX0);
201 }
202
203 /* First look at what values may be computed by the generated
204 * vertex program:
205 */
206 /* _NEW_LIGHT */
207 if (ctx->Light.Enabled) {
208 possible_inputs |= VARYING_BIT_COL0;
209
210 if (texenv_doing_secondary_color(ctx))
211 possible_inputs |= VARYING_BIT_COL1;
212 }
213
214 /* Then look at what might be varying as a result of enabled
215 * arrays, etc:
216 */
217 if (varying_inputs & VERT_BIT_COLOR0)
218 possible_inputs |= VARYING_BIT_COL0;
219 if (varying_inputs & VERT_BIT_COLOR1)
220 possible_inputs |= VARYING_BIT_COL1;
221
222 return fp_inputs & possible_inputs;
223 }
224
225 /* calculate from vp->outputs */
226 struct gl_program *vprog;
227
228 /* Choose GLSL vertex shader over ARB vertex program. Need this
229 * since vertex shader state validation comes after fragment state
230 * validation (see additional comments in state.c).
231 */
232 if (ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY] != NULL)
233 vprog = ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
234 else if (ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL] != NULL)
235 vprog = ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
236 else if (vertexShader)
237 vprog = ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
238 else
239 vprog = ctx->VertexProgram.Current;
240
241 GLbitfield possible_inputs = vprog->info.outputs_written;
242
243 /* These get generated in the setup routine regardless of the
244 * vertex program:
245 */
246 /* _NEW_POINT */
247 if (ctx->Point.PointSprite) {
248 /* All texture varyings are possible to use */
249 possible_inputs |= VARYING_BITS_TEX_ANY;
250 }
251
252 return fp_inputs & possible_inputs;
253 }
254
255
256 /**
257 * Examine current texture environment state and generate a unique
258 * key to identify it.
259 */
260 static GLuint make_state_key( struct gl_context *ctx, struct state_key *key )
261 {
262 GLbitfield inputs_referenced = VARYING_BIT_COL0;
263 GLbitfield mask;
264 GLuint keySize;
265
266 memset(key, 0, sizeof(*key));
267
268 /* _NEW_TEXTURE_OBJECT */
269 mask = ctx->Texture._EnabledCoordUnits;
270 int i = -1;
271 while (mask) {
272 i = u_bit_scan(&mask);
273 const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
274 const struct gl_texture_object *texObj = texUnit->_Current;
275 const struct gl_tex_env_combine_packed *comb =
276 &ctx->Texture.FixedFuncUnit[i]._CurrentCombinePacked;
277
278 if (!texObj)
279 continue;
280
281 key->unit[i].enabled = 1;
282 inputs_referenced |= VARYING_BIT_TEX(i);
283
284 key->unit[i].source_index = texObj->TargetIndex;
285
286 const struct gl_sampler_object *samp = _mesa_get_samplerobj(ctx, i);
287 if (samp->CompareMode == GL_COMPARE_R_TO_TEXTURE) {
288 const GLenum format = _mesa_texture_base_format(texObj);
289 key->unit[i].shadow = (format == GL_DEPTH_COMPONENT ||
290 format == GL_DEPTH_STENCIL_EXT);
291 }
292
293 key->unit[i].ModeRGB = comb->ModeRGB;
294 key->unit[i].ModeA = comb->ModeA;
295 key->unit[i].ScaleShiftRGB = comb->ScaleShiftRGB;
296 key->unit[i].ScaleShiftA = comb->ScaleShiftA;
297 key->unit[i].NumArgsRGB = comb->NumArgsRGB;
298 key->unit[i].NumArgsA = comb->NumArgsA;
299
300 memcpy(key->unit[i].ArgsRGB, comb->ArgsRGB, sizeof comb->ArgsRGB);
301 memcpy(key->unit[i].ArgsA, comb->ArgsA, sizeof comb->ArgsA);
302 }
303
304 key->nr_enabled_units = i + 1;
305
306 /* _NEW_LIGHT | _NEW_FOG */
307 if (texenv_doing_secondary_color(ctx)) {
308 key->separate_specular = 1;
309 inputs_referenced |= VARYING_BIT_COL1;
310 }
311
312 /* _NEW_FOG */
313 key->fog_mode = ctx->Fog._PackedEnabledMode;
314
315 /* _NEW_BUFFERS */
316 key->num_draw_buffers = ctx->DrawBuffer->_NumColorDrawBuffers;
317
318 /* _NEW_COLOR */
319 if (ctx->Color.AlphaEnabled && key->num_draw_buffers == 0) {
320 /* if alpha test is enabled we need to emit at least one color */
321 key->num_draw_buffers = 1;
322 }
323
324 key->inputs_available = filter_fp_input_mask(inputs_referenced, ctx);
325
326 /* compute size of state key, ignoring unused texture units */
327 keySize = sizeof(*key) - sizeof(key->unit)
328 + key->nr_enabled_units * sizeof(key->unit[0]);
329
330 return keySize;
331 }
332
333
334 /** State used to build the fragment program:
335 */
336 class texenv_fragment_program : public ir_factory {
337 public:
338 struct gl_shader_program *shader_program;
339 struct gl_shader *shader;
340 exec_list *top_instructions;
341 struct state_key *state;
342
343 ir_variable *src_texture[MAX_TEXTURE_COORD_UNITS];
344 /* Reg containing each texture unit's sampled texture color,
345 * else undef.
346 */
347
348 /* Texcoord override from bumpmapping. */
349 ir_variable *texcoord_tex[MAX_TEXTURE_COORD_UNITS];
350
351 /* Reg containing texcoord for a texture unit,
352 * needed for bump mapping, else undef.
353 */
354
355 ir_rvalue *src_previous; /**< Reg containing color from previous
356 * stage. May need to be decl'd.
357 */
358 };
359
360 static ir_rvalue *
361 get_current_attrib(texenv_fragment_program *p, GLuint attrib)
362 {
363 ir_variable *current;
364 ir_rvalue *val;
365
366 current = p->shader->symbols->get_variable("gl_CurrentAttribFragMESA");
367 assert(current);
368 current->data.max_array_access = MAX2(current->data.max_array_access, (int)attrib);
369 val = new(p->mem_ctx) ir_dereference_variable(current);
370 ir_rvalue *index = new(p->mem_ctx) ir_constant(attrib);
371 return new(p->mem_ctx) ir_dereference_array(val, index);
372 }
373
374 static ir_rvalue *
375 get_gl_Color(texenv_fragment_program *p)
376 {
377 if (p->state->inputs_available & VARYING_BIT_COL0) {
378 ir_variable *var = p->shader->symbols->get_variable("gl_Color");
379 assert(var);
380 return new(p->mem_ctx) ir_dereference_variable(var);
381 } else {
382 return get_current_attrib(p, VERT_ATTRIB_COLOR0);
383 }
384 }
385
386 static ir_rvalue *
387 get_source(texenv_fragment_program *p,
388 GLuint src, GLuint unit)
389 {
390 ir_variable *var;
391 ir_dereference *deref;
392
393 switch (src) {
394 case TEXENV_SRC_TEXTURE:
395 return new(p->mem_ctx) ir_dereference_variable(p->src_texture[unit]);
396
397 case TEXENV_SRC_TEXTURE0:
398 case TEXENV_SRC_TEXTURE1:
399 case TEXENV_SRC_TEXTURE2:
400 case TEXENV_SRC_TEXTURE3:
401 case TEXENV_SRC_TEXTURE4:
402 case TEXENV_SRC_TEXTURE5:
403 case TEXENV_SRC_TEXTURE6:
404 case TEXENV_SRC_TEXTURE7:
405 return new(p->mem_ctx)
406 ir_dereference_variable(p->src_texture[src - TEXENV_SRC_TEXTURE0]);
407
408 case TEXENV_SRC_CONSTANT:
409 var = p->shader->symbols->get_variable("gl_TextureEnvColor");
410 assert(var);
411 deref = new(p->mem_ctx) ir_dereference_variable(var);
412 var->data.max_array_access = MAX2(var->data.max_array_access, (int)unit);
413 return new(p->mem_ctx) ir_dereference_array(deref,
414 new(p->mem_ctx) ir_constant(unit));
415
416 case TEXENV_SRC_PRIMARY_COLOR:
417 var = p->shader->symbols->get_variable("gl_Color");
418 assert(var);
419 return new(p->mem_ctx) ir_dereference_variable(var);
420
421 case TEXENV_SRC_ZERO:
422 return new(p->mem_ctx) ir_constant(0.0f);
423
424 case TEXENV_SRC_ONE:
425 return new(p->mem_ctx) ir_constant(1.0f);
426
427 case TEXENV_SRC_PREVIOUS:
428 if (!p->src_previous) {
429 return get_gl_Color(p);
430 } else {
431 return p->src_previous->clone(p->mem_ctx, NULL);
432 }
433
434 default:
435 assert(0);
436 return NULL;
437 }
438 }
439
440 static ir_rvalue *
441 emit_combine_source(texenv_fragment_program *p,
442 GLuint unit,
443 GLuint source,
444 GLuint operand)
445 {
446 ir_rvalue *src;
447
448 src = get_source(p, source, unit);
449
450 switch (operand) {
451 case TEXENV_OPR_ONE_MINUS_COLOR:
452 return sub(new(p->mem_ctx) ir_constant(1.0f), src);
453
454 case TEXENV_OPR_ALPHA:
455 return src->type->is_scalar() ? src : swizzle_w(src);
456
457 case TEXENV_OPR_ONE_MINUS_ALPHA: {
458 ir_rvalue *const scalar = src->type->is_scalar() ? src : swizzle_w(src);
459
460 return sub(new(p->mem_ctx) ir_constant(1.0f), scalar);
461 }
462
463 case TEXENV_OPR_COLOR:
464 return src;
465
466 default:
467 assert(0);
468 return src;
469 }
470 }
471
472 /**
473 * Check if the RGB and Alpha sources and operands match for the given
474 * texture unit's combinder state. When the RGB and A sources and
475 * operands match, we can emit fewer instructions.
476 */
477 static GLboolean args_match( const struct state_key *key, GLuint unit )
478 {
479 GLuint i, numArgs = key->unit[unit].NumArgsRGB;
480
481 for (i = 0; i < numArgs; i++) {
482 if (key->unit[unit].ArgsA[i].Source != key->unit[unit].ArgsRGB[i].Source)
483 return GL_FALSE;
484
485 switch (key->unit[unit].ArgsA[i].Operand) {
486 case TEXENV_OPR_ALPHA:
487 switch (key->unit[unit].ArgsRGB[i].Operand) {
488 case TEXENV_OPR_COLOR:
489 case TEXENV_OPR_ALPHA:
490 break;
491 default:
492 return GL_FALSE;
493 }
494 break;
495 case TEXENV_OPR_ONE_MINUS_ALPHA:
496 switch (key->unit[unit].ArgsRGB[i].Operand) {
497 case TEXENV_OPR_ONE_MINUS_COLOR:
498 case TEXENV_OPR_ONE_MINUS_ALPHA:
499 break;
500 default:
501 return GL_FALSE;
502 }
503 break;
504 default:
505 return GL_FALSE; /* impossible */
506 }
507 }
508
509 return GL_TRUE;
510 }
511
512 static ir_rvalue *
513 smear(ir_rvalue *val)
514 {
515 if (!val->type->is_scalar())
516 return val;
517
518 return swizzle_xxxx(val);
519 }
520
521 static ir_rvalue *
522 emit_combine(texenv_fragment_program *p,
523 GLuint unit,
524 GLuint nr,
525 GLuint mode,
526 const struct gl_tex_env_argument *opt)
527 {
528 ir_rvalue *src[MAX_COMBINER_TERMS];
529 ir_rvalue *tmp0, *tmp1;
530 GLuint i;
531
532 assert(nr <= MAX_COMBINER_TERMS);
533
534 for (i = 0; i < nr; i++)
535 src[i] = emit_combine_source( p, unit, opt[i].Source, opt[i].Operand );
536
537 switch (mode) {
538 case TEXENV_MODE_REPLACE:
539 return src[0];
540
541 case TEXENV_MODE_MODULATE:
542 return mul(src[0], src[1]);
543
544 case TEXENV_MODE_ADD:
545 return add(src[0], src[1]);
546
547 case TEXENV_MODE_ADD_SIGNED:
548 return add(add(src[0], src[1]), new(p->mem_ctx) ir_constant(-0.5f));
549
550 case TEXENV_MODE_INTERPOLATE:
551 /* Arg0 * (Arg2) + Arg1 * (1-Arg2) */
552 tmp0 = mul(src[0], src[2]);
553 tmp1 = mul(src[1], sub(new(p->mem_ctx) ir_constant(1.0f),
554 src[2]->clone(p->mem_ctx, NULL)));
555 return add(tmp0, tmp1);
556
557 case TEXENV_MODE_SUBTRACT:
558 return sub(src[0], src[1]);
559
560 case TEXENV_MODE_DOT3_RGBA:
561 case TEXENV_MODE_DOT3_RGBA_EXT:
562 case TEXENV_MODE_DOT3_RGB_EXT:
563 case TEXENV_MODE_DOT3_RGB: {
564 tmp0 = mul(src[0], new(p->mem_ctx) ir_constant(2.0f));
565 tmp0 = add(tmp0, new(p->mem_ctx) ir_constant(-1.0f));
566
567 tmp1 = mul(src[1], new(p->mem_ctx) ir_constant(2.0f));
568 tmp1 = add(tmp1, new(p->mem_ctx) ir_constant(-1.0f));
569
570 return dot(swizzle_xyz(smear(tmp0)), swizzle_xyz(smear(tmp1)));
571 }
572 case TEXENV_MODE_MODULATE_ADD_ATI:
573 return add(mul(src[0], src[2]), src[1]);
574
575 case TEXENV_MODE_MODULATE_SIGNED_ADD_ATI:
576 return add(add(mul(src[0], src[2]), src[1]),
577 new(p->mem_ctx) ir_constant(-0.5f));
578
579 case TEXENV_MODE_MODULATE_SUBTRACT_ATI:
580 return sub(mul(src[0], src[2]), src[1]);
581
582 case TEXENV_MODE_ADD_PRODUCTS_NV:
583 return add(mul(src[0], src[1]), mul(src[2], src[3]));
584
585 case TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV:
586 return add(add(mul(src[0], src[1]), mul(src[2], src[3])),
587 new(p->mem_ctx) ir_constant(-0.5f));
588 default:
589 assert(0);
590 return src[0];
591 }
592 }
593
594 /**
595 * Generate instructions for one texture unit's env/combiner mode.
596 */
597 static ir_rvalue *
598 emit_texenv(texenv_fragment_program *p, GLuint unit)
599 {
600 const struct state_key *key = p->state;
601 GLboolean rgb_saturate, alpha_saturate;
602 GLuint rgb_shift, alpha_shift;
603
604 if (!key->unit[unit].enabled) {
605 return get_source(p, TEXENV_SRC_PREVIOUS, 0);
606 }
607
608 switch (key->unit[unit].ModeRGB) {
609 case TEXENV_MODE_DOT3_RGB_EXT:
610 alpha_shift = key->unit[unit].ScaleShiftA;
611 rgb_shift = 0;
612 break;
613 case TEXENV_MODE_DOT3_RGBA_EXT:
614 alpha_shift = 0;
615 rgb_shift = 0;
616 break;
617 default:
618 rgb_shift = key->unit[unit].ScaleShiftRGB;
619 alpha_shift = key->unit[unit].ScaleShiftA;
620 break;
621 }
622
623 /* If we'll do rgb/alpha shifting don't saturate in emit_combine().
624 * We don't want to clamp twice.
625 */
626 if (rgb_shift)
627 rgb_saturate = GL_FALSE; /* saturate after rgb shift */
628 else if (need_saturate(key->unit[unit].ModeRGB))
629 rgb_saturate = GL_TRUE;
630 else
631 rgb_saturate = GL_FALSE;
632
633 if (alpha_shift)
634 alpha_saturate = GL_FALSE; /* saturate after alpha shift */
635 else if (need_saturate(key->unit[unit].ModeA))
636 alpha_saturate = GL_TRUE;
637 else
638 alpha_saturate = GL_FALSE;
639
640 ir_variable *temp_var = p->make_temp(glsl_type::vec4_type, "texenv_combine");
641 ir_dereference *deref;
642 ir_rvalue *val;
643
644 /* Emit the RGB and A combine ops
645 */
646 if (key->unit[unit].ModeRGB == key->unit[unit].ModeA &&
647 args_match(key, unit)) {
648 val = emit_combine(p, unit,
649 key->unit[unit].NumArgsRGB,
650 key->unit[unit].ModeRGB,
651 key->unit[unit].ArgsRGB);
652 val = smear(val);
653 if (rgb_saturate)
654 val = saturate(val);
655
656 p->emit(assign(temp_var, val));
657 }
658 else if (key->unit[unit].ModeRGB == TEXENV_MODE_DOT3_RGBA_EXT ||
659 key->unit[unit].ModeRGB == TEXENV_MODE_DOT3_RGBA) {
660 ir_rvalue *val = emit_combine(p, unit,
661 key->unit[unit].NumArgsRGB,
662 key->unit[unit].ModeRGB,
663 key->unit[unit].ArgsRGB);
664 val = smear(val);
665 if (rgb_saturate)
666 val = saturate(val);
667 p->emit(assign(temp_var, val));
668 }
669 else {
670 /* Need to do something to stop from re-emitting identical
671 * argument calculations here:
672 */
673 val = emit_combine(p, unit,
674 key->unit[unit].NumArgsRGB,
675 key->unit[unit].ModeRGB,
676 key->unit[unit].ArgsRGB);
677 val = swizzle_xyz(smear(val));
678 if (rgb_saturate)
679 val = saturate(val);
680 p->emit(assign(temp_var, val, WRITEMASK_XYZ));
681
682 val = emit_combine(p, unit,
683 key->unit[unit].NumArgsA,
684 key->unit[unit].ModeA,
685 key->unit[unit].ArgsA);
686 val = swizzle_w(smear(val));
687 if (alpha_saturate)
688 val = saturate(val);
689 p->emit(assign(temp_var, val, WRITEMASK_W));
690 }
691
692 deref = new(p->mem_ctx) ir_dereference_variable(temp_var);
693
694 /* Deal with the final shift:
695 */
696 if (alpha_shift || rgb_shift) {
697 ir_constant *shift;
698
699 if (rgb_shift == alpha_shift) {
700 shift = new(p->mem_ctx) ir_constant((float)(1 << rgb_shift));
701 }
702 else {
703 ir_constant_data const_data;
704
705 const_data.f[0] = float(1 << rgb_shift);
706 const_data.f[1] = float(1 << rgb_shift);
707 const_data.f[2] = float(1 << rgb_shift);
708 const_data.f[3] = float(1 << alpha_shift);
709
710 shift = new(p->mem_ctx) ir_constant(glsl_type::vec4_type,
711 &const_data);
712 }
713
714 return saturate(mul(deref, shift));
715 }
716 else
717 return deref;
718 }
719
720
721 /**
722 * Generate instruction for getting a texture source term.
723 */
724 static void load_texture( texenv_fragment_program *p, GLuint unit )
725 {
726 ir_dereference *deref;
727
728 if (p->src_texture[unit])
729 return;
730
731 const GLuint texTarget = p->state->unit[unit].source_index;
732 ir_rvalue *texcoord;
733
734 if (!(p->state->inputs_available & (VARYING_BIT_TEX0 << unit))) {
735 texcoord = get_current_attrib(p, VERT_ATTRIB_TEX0 + unit);
736 } else if (p->texcoord_tex[unit]) {
737 texcoord = new(p->mem_ctx) ir_dereference_variable(p->texcoord_tex[unit]);
738 } else {
739 ir_variable *tc_array = p->shader->symbols->get_variable("gl_TexCoord");
740 assert(tc_array);
741 texcoord = new(p->mem_ctx) ir_dereference_variable(tc_array);
742 ir_rvalue *index = new(p->mem_ctx) ir_constant(unit);
743 texcoord = new(p->mem_ctx) ir_dereference_array(texcoord, index);
744 tc_array->data.max_array_access = MAX2(tc_array->data.max_array_access, (int)unit);
745 }
746
747 if (!p->state->unit[unit].enabled) {
748 p->src_texture[unit] = p->make_temp(glsl_type::vec4_type,
749 "dummy_tex");
750 p->emit(p->src_texture[unit]);
751
752 p->emit(assign(p->src_texture[unit], new(p->mem_ctx) ir_constant(0.0f)));
753 return ;
754 }
755
756 const glsl_type *sampler_type = NULL;
757 int coords = 0;
758
759 switch (texTarget) {
760 case TEXTURE_1D_INDEX:
761 if (p->state->unit[unit].shadow)
762 sampler_type = glsl_type::sampler1DShadow_type;
763 else
764 sampler_type = glsl_type::sampler1D_type;
765 coords = 1;
766 break;
767 case TEXTURE_1D_ARRAY_INDEX:
768 if (p->state->unit[unit].shadow)
769 sampler_type = glsl_type::sampler1DArrayShadow_type;
770 else
771 sampler_type = glsl_type::sampler1DArray_type;
772 coords = 2;
773 break;
774 case TEXTURE_2D_INDEX:
775 if (p->state->unit[unit].shadow)
776 sampler_type = glsl_type::sampler2DShadow_type;
777 else
778 sampler_type = glsl_type::sampler2D_type;
779 coords = 2;
780 break;
781 case TEXTURE_2D_ARRAY_INDEX:
782 if (p->state->unit[unit].shadow)
783 sampler_type = glsl_type::sampler2DArrayShadow_type;
784 else
785 sampler_type = glsl_type::sampler2DArray_type;
786 coords = 3;
787 break;
788 case TEXTURE_RECT_INDEX:
789 if (p->state->unit[unit].shadow)
790 sampler_type = glsl_type::sampler2DRectShadow_type;
791 else
792 sampler_type = glsl_type::sampler2DRect_type;
793 coords = 2;
794 break;
795 case TEXTURE_3D_INDEX:
796 assert(!p->state->unit[unit].shadow);
797 sampler_type = glsl_type::sampler3D_type;
798 coords = 3;
799 break;
800 case TEXTURE_CUBE_INDEX:
801 if (p->state->unit[unit].shadow)
802 sampler_type = glsl_type::samplerCubeShadow_type;
803 else
804 sampler_type = glsl_type::samplerCube_type;
805 coords = 3;
806 break;
807 case TEXTURE_EXTERNAL_INDEX:
808 assert(!p->state->unit[unit].shadow);
809 sampler_type = glsl_type::samplerExternalOES_type;
810 coords = 2;
811 break;
812 }
813
814 p->src_texture[unit] = p->make_temp(glsl_type::vec4_type,
815 "tex");
816
817 ir_texture *tex = new(p->mem_ctx) ir_texture(ir_tex);
818
819
820 char *sampler_name = ralloc_asprintf(p->mem_ctx, "sampler_%d", unit);
821 ir_variable *sampler = new(p->mem_ctx) ir_variable(sampler_type,
822 sampler_name,
823 ir_var_uniform);
824 p->top_instructions->push_head(sampler);
825
826 /* Set the texture unit for this sampler in the same way that
827 * layout(binding=X) would.
828 */
829 sampler->data.explicit_binding = true;
830 sampler->data.binding = unit;
831
832 deref = new(p->mem_ctx) ir_dereference_variable(sampler);
833 tex->set_sampler(deref, glsl_type::vec4_type);
834
835 tex->coordinate = new(p->mem_ctx) ir_swizzle(texcoord, 0, 1, 2, 3, coords);
836
837 if (p->state->unit[unit].shadow) {
838 texcoord = texcoord->clone(p->mem_ctx, NULL);
839 tex->shadow_comparator = new(p->mem_ctx) ir_swizzle(texcoord,
840 coords, 0, 0, 0,
841 1);
842 coords++;
843 }
844
845 texcoord = texcoord->clone(p->mem_ctx, NULL);
846 tex->projector = swizzle_w(texcoord);
847
848 p->emit(assign(p->src_texture[unit], tex));
849 }
850
851 static void
852 load_texenv_source(texenv_fragment_program *p,
853 GLuint src, GLuint unit)
854 {
855 switch (src) {
856 case TEXENV_SRC_TEXTURE:
857 load_texture(p, unit);
858 break;
859
860 case TEXENV_SRC_TEXTURE0:
861 case TEXENV_SRC_TEXTURE1:
862 case TEXENV_SRC_TEXTURE2:
863 case TEXENV_SRC_TEXTURE3:
864 case TEXENV_SRC_TEXTURE4:
865 case TEXENV_SRC_TEXTURE5:
866 case TEXENV_SRC_TEXTURE6:
867 case TEXENV_SRC_TEXTURE7:
868 load_texture(p, src - TEXENV_SRC_TEXTURE0);
869 break;
870
871 default:
872 /* not a texture src - do nothing */
873 break;
874 }
875 }
876
877
878 /**
879 * Generate instructions for loading all texture source terms.
880 */
881 static GLboolean
882 load_texunit_sources( texenv_fragment_program *p, GLuint unit )
883 {
884 const struct state_key *key = p->state;
885 GLuint i;
886
887 for (i = 0; i < key->unit[unit].NumArgsRGB; i++) {
888 load_texenv_source( p, key->unit[unit].ArgsRGB[i].Source, unit );
889 }
890
891 for (i = 0; i < key->unit[unit].NumArgsA; i++) {
892 load_texenv_source( p, key->unit[unit].ArgsA[i].Source, unit );
893 }
894
895 return GL_TRUE;
896 }
897
898 /**
899 * Applies the fog calculations.
900 *
901 * This is basically like the ARB_fragment_prorgam fog options. Note
902 * that ffvertex_prog.c produces fogcoord for us when
903 * GL_FOG_COORDINATE_EXT is set to GL_FRAGMENT_DEPTH_EXT.
904 */
905 static ir_rvalue *
906 emit_fog_instructions(texenv_fragment_program *p,
907 ir_rvalue *fragcolor)
908 {
909 struct state_key *key = p->state;
910 ir_rvalue *f, *temp;
911 ir_variable *params, *oparams;
912 ir_variable *fogcoord;
913
914 /* Temporary storage for the whole fog result. Fog calculations
915 * only affect rgb so we're hanging on to the .a value of fragcolor
916 * this way.
917 */
918 ir_variable *fog_result = p->make_temp(glsl_type::vec4_type, "fog_result");
919 p->emit(assign(fog_result, fragcolor));
920
921 fragcolor = swizzle_xyz(fog_result);
922
923 oparams = p->shader->symbols->get_variable("gl_FogParamsOptimizedMESA");
924 assert(oparams);
925 fogcoord = p->shader->symbols->get_variable("gl_FogFragCoord");
926 assert(fogcoord);
927 params = p->shader->symbols->get_variable("gl_Fog");
928 assert(params);
929 f = new(p->mem_ctx) ir_dereference_variable(fogcoord);
930
931 ir_variable *f_var = p->make_temp(glsl_type::float_type, "fog_factor");
932
933 switch (key->fog_mode) {
934 case FOG_LINEAR:
935 /* f = (end - z) / (end - start)
936 *
937 * gl_MesaFogParamsOptimized gives us (-1 / (end - start)) and
938 * (end / (end - start)) so we can generate a single MAD.
939 */
940 f = add(mul(f, swizzle_x(oparams)), swizzle_y(oparams));
941 break;
942 case FOG_EXP:
943 /* f = e^(-(density * fogcoord))
944 *
945 * gl_MesaFogParamsOptimized gives us density/ln(2) so we can
946 * use EXP2 which is generally the native instruction without
947 * having to do any further math on the fog density uniform.
948 */
949 f = mul(f, swizzle_z(oparams));
950 f = new(p->mem_ctx) ir_expression(ir_unop_neg, f);
951 f = new(p->mem_ctx) ir_expression(ir_unop_exp2, f);
952 break;
953 case FOG_EXP2:
954 /* f = e^(-(density * fogcoord)^2)
955 *
956 * gl_MesaFogParamsOptimized gives us density/sqrt(ln(2)) so we
957 * can do this like FOG_EXP but with a squaring after the
958 * multiply by density.
959 */
960 ir_variable *temp_var = p->make_temp(glsl_type::float_type, "fog_temp");
961 p->emit(assign(temp_var, mul(f, swizzle_w(oparams))));
962
963 f = mul(temp_var, temp_var);
964 f = new(p->mem_ctx) ir_expression(ir_unop_neg, f);
965 f = new(p->mem_ctx) ir_expression(ir_unop_exp2, f);
966 break;
967 }
968
969 p->emit(assign(f_var, saturate(f)));
970
971 f = sub(new(p->mem_ctx) ir_constant(1.0f), f_var);
972 temp = new(p->mem_ctx) ir_dereference_variable(params);
973 temp = new(p->mem_ctx) ir_dereference_record(temp, "color");
974 temp = mul(swizzle_xyz(temp), f);
975
976 p->emit(assign(fog_result, add(temp, mul(fragcolor, f_var)), WRITEMASK_XYZ));
977
978 return new(p->mem_ctx) ir_dereference_variable(fog_result);
979 }
980
981 static void
982 emit_instructions(texenv_fragment_program *p)
983 {
984 struct state_key *key = p->state;
985 GLuint unit;
986
987 if (key->nr_enabled_units) {
988 /* First pass - to support texture_env_crossbar, first identify
989 * all referenced texture sources and emit texld instructions
990 * for each:
991 */
992 for (unit = 0; unit < key->nr_enabled_units; unit++)
993 if (key->unit[unit].enabled) {
994 load_texunit_sources(p, unit);
995 }
996
997 /* Second pass - emit combine instructions to build final color:
998 */
999 for (unit = 0; unit < key->nr_enabled_units; unit++) {
1000 if (key->unit[unit].enabled) {
1001 p->src_previous = emit_texenv(p, unit);
1002 }
1003 }
1004 }
1005
1006 ir_rvalue *cf = get_source(p, TEXENV_SRC_PREVIOUS, 0);
1007
1008 if (key->separate_specular) {
1009 ir_variable *spec_result = p->make_temp(glsl_type::vec4_type,
1010 "specular_add");
1011 p->emit(assign(spec_result, cf));
1012
1013 ir_rvalue *secondary;
1014 if (p->state->inputs_available & VARYING_BIT_COL1) {
1015 ir_variable *var =
1016 p->shader->symbols->get_variable("gl_SecondaryColor");
1017 assert(var);
1018 secondary = swizzle_xyz(var);
1019 } else {
1020 secondary = swizzle_xyz(get_current_attrib(p, VERT_ATTRIB_COLOR1));
1021 }
1022
1023 p->emit(assign(spec_result, add(swizzle_xyz(spec_result), secondary),
1024 WRITEMASK_XYZ));
1025
1026 cf = new(p->mem_ctx) ir_dereference_variable(spec_result);
1027 }
1028
1029 if (key->fog_mode) {
1030 cf = emit_fog_instructions(p, cf);
1031 }
1032
1033 ir_variable *frag_color = p->shader->symbols->get_variable("gl_FragColor");
1034 assert(frag_color);
1035 p->emit(assign(frag_color, cf));
1036 }
1037
1038 /**
1039 * Generate a new fragment program which implements the context's
1040 * current texture env/combine mode.
1041 */
1042 static struct gl_shader_program *
1043 create_new_program(struct gl_context *ctx, struct state_key *key)
1044 {
1045 texenv_fragment_program p;
1046 unsigned int unit;
1047 _mesa_glsl_parse_state *state;
1048
1049 p.mem_ctx = ralloc_context(NULL);
1050 p.shader = _mesa_new_shader(0, MESA_SHADER_FRAGMENT);
1051 #ifdef DEBUG
1052 p.shader->SourceChecksum = 0xf18ed; /* fixed */
1053 #endif
1054 p.shader->ir = new(p.shader) exec_list;
1055 state = new(p.shader) _mesa_glsl_parse_state(ctx, MESA_SHADER_FRAGMENT,
1056 p.shader);
1057 p.shader->symbols = state->symbols;
1058 p.top_instructions = p.shader->ir;
1059 p.instructions = p.shader->ir;
1060 p.state = key;
1061 p.shader_program = _mesa_new_shader_program(0);
1062
1063 /* Tell the linker to ignore the fact that we're building a
1064 * separate shader, in case we're in a GLES2 context that would
1065 * normally reject that. The real problem is that we're building a
1066 * fixed function program in a GLES2 context at all, but that's a
1067 * big mess to clean up.
1068 */
1069 p.shader_program->SeparateShader = GL_TRUE;
1070
1071 /* The legacy GLSL shadow functions follow the depth texture
1072 * mode and return vec4. The GLSL 1.30 shadow functions return float and
1073 * ignore the depth texture mode. That's a shader and state dependency
1074 * that's difficult to deal with. st/mesa uses a simple but not
1075 * completely correct solution: if the shader declares GLSL >= 1.30 and
1076 * the depth texture mode is GL_ALPHA (000X), it sets the XXXX swizzle
1077 * instead. Thus, the GLSL 1.30 shadow function will get the result in .x
1078 * and legacy shadow functions will get it in .w as expected.
1079 * For the fixed-function fragment shader, use 120 to get correct behavior
1080 * for GL_ALPHA.
1081 */
1082 state->language_version = 120;
1083
1084 state->es_shader = false;
1085 if (_mesa_is_gles(ctx) && ctx->Extensions.OES_EGL_image_external)
1086 state->OES_EGL_image_external_enable = true;
1087 _mesa_glsl_initialize_types(state);
1088 _mesa_glsl_initialize_variables(p.instructions, state);
1089
1090 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
1091 p.src_texture[unit] = NULL;
1092 p.texcoord_tex[unit] = NULL;
1093 }
1094
1095 p.src_previous = NULL;
1096
1097 ir_function *main_f = new(p.mem_ctx) ir_function("main");
1098 p.emit(main_f);
1099 state->symbols->add_function(main_f);
1100
1101 ir_function_signature *main_sig =
1102 new(p.mem_ctx) ir_function_signature(glsl_type::void_type);
1103 main_sig->is_defined = true;
1104 main_f->add_signature(main_sig);
1105
1106 p.instructions = &main_sig->body;
1107 if (key->num_draw_buffers)
1108 emit_instructions(&p);
1109
1110 validate_ir_tree(p.shader->ir);
1111
1112 const struct gl_shader_compiler_options *options =
1113 &ctx->Const.ShaderCompilerOptions[MESA_SHADER_FRAGMENT];
1114
1115 /* Conservative approach: Don't optimize here, the linker does it too. */
1116 if (!ctx->Const.GLSLOptimizeConservatively) {
1117 while (do_common_optimization(p.shader->ir, false, false, options,
1118 ctx->Const.NativeIntegers))
1119 ;
1120 }
1121
1122 reparent_ir(p.shader->ir, p.shader->ir);
1123
1124 p.shader->CompileStatus = COMPILE_SUCCESS;
1125 p.shader->Version = state->language_version;
1126 p.shader_program->Shaders =
1127 (gl_shader **)malloc(sizeof(*p.shader_program->Shaders));
1128 p.shader_program->Shaders[0] = p.shader;
1129 p.shader_program->NumShaders = 1;
1130
1131 _mesa_glsl_link_shader(ctx, p.shader_program);
1132
1133 if (!p.shader_program->data->LinkStatus)
1134 _mesa_problem(ctx, "Failed to link fixed function fragment shader: %s\n",
1135 p.shader_program->data->InfoLog);
1136
1137 ralloc_free(p.mem_ctx);
1138 return p.shader_program;
1139 }
1140
1141 extern "C" {
1142
1143 /**
1144 * Return a fragment program which implements the current
1145 * fixed-function texture, fog and color-sum operations.
1146 */
1147 struct gl_shader_program *
1148 _mesa_get_fixed_func_fragment_program(struct gl_context *ctx)
1149 {
1150 struct gl_shader_program *shader_program;
1151 struct state_key key;
1152 GLuint keySize;
1153
1154 keySize = make_state_key(ctx, &key);
1155
1156 shader_program = (struct gl_shader_program *)
1157 _mesa_search_program_cache(ctx->FragmentProgram.Cache,
1158 &key, keySize);
1159
1160 if (!shader_program) {
1161 shader_program = create_new_program(ctx, &key);
1162
1163 _mesa_shader_cache_insert(ctx, ctx->FragmentProgram.Cache,
1164 &key, keySize, shader_program);
1165 }
1166
1167 return shader_program;
1168 }
1169
1170 }