1 /**************************************************************************
3 * Copyright 2007 VMware, Inc.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **************************************************************************/
29 * \file ffvertex_prog.c
31 * Create a vertex program to execute the current fixed function T&L pipeline.
32 * \author Keith Whitwell
36 #include "main/glheader.h"
37 #include "main/mtypes.h"
38 #include "main/macros.h"
39 #include "main/enums.h"
40 #include "main/ffvertex_prog.h"
41 #include "program/program.h"
42 #include "program/prog_cache.h"
43 #include "program/prog_instruction.h"
44 #include "program/prog_parameter.h"
45 #include "program/prog_print.h"
46 #include "program/prog_statevars.h"
47 #include "util/bitscan.h"
50 /** Max of number of lights and texture coord units */
51 #define NUM_UNITS MAX2(MAX_TEXTURE_COORD_UNITS, MAX_LIGHTS)
54 unsigned light_color_material_mask
:12;
55 unsigned light_global_enabled
:1;
56 unsigned light_local_viewer
:1;
57 unsigned light_twoside
:1;
58 unsigned material_shininess_is_zero
:1;
59 unsigned need_eye_coords
:1;
61 unsigned rescale_normals
:1;
63 unsigned fog_source_is_depth
:1;
64 unsigned fog_distance_mode
:2;
65 unsigned separate_specular
:1;
66 unsigned point_attenuated
:1;
67 unsigned point_array
:1;
68 unsigned texture_enabled_global
:1;
69 unsigned fragprog_inputs_read
:12;
71 GLbitfield64 varying_vp_inputs
;
74 unsigned light_enabled
:1;
75 unsigned light_eyepos3_is_zero
:1;
76 unsigned light_spotcutoff_is_180
:1;
77 unsigned light_attenuated
:1;
78 unsigned texunit_really_enabled
:1;
79 unsigned texmat_enabled
:1;
80 unsigned coord_replace
:1;
81 unsigned texgen_enabled
:4;
82 unsigned texgen_mode0
:4;
83 unsigned texgen_mode1
:4;
84 unsigned texgen_mode2
:4;
85 unsigned texgen_mode3
:4;
91 #define TXG_OBJ_LINEAR 1
92 #define TXG_EYE_LINEAR 2
93 #define TXG_SPHERE_MAP 3
94 #define TXG_REFLECTION_MAP 4
95 #define TXG_NORMAL_MAP 5
97 static GLuint
translate_texgen( GLboolean enabled
, GLenum mode
)
103 case GL_OBJECT_LINEAR
: return TXG_OBJ_LINEAR
;
104 case GL_EYE_LINEAR
: return TXG_EYE_LINEAR
;
105 case GL_SPHERE_MAP
: return TXG_SPHERE_MAP
;
106 case GL_REFLECTION_MAP_NV
: return TXG_REFLECTION_MAP
;
107 case GL_NORMAL_MAP_NV
: return TXG_NORMAL_MAP
;
108 default: return TXG_NONE
;
112 #define FDM_EYE_RADIAL 0
113 #define FDM_EYE_PLANE 1
114 #define FDM_EYE_PLANE_ABS 2
116 static GLuint
translate_fog_distance_mode( GLenum mode
)
119 case GL_EYE_RADIAL_NV
:
120 return FDM_EYE_RADIAL
;
122 return FDM_EYE_PLANE
;
123 default: /* shouldn't happen; fall through to a sensible default */
124 case GL_EYE_PLANE_ABSOLUTE_NV
:
125 return FDM_EYE_PLANE_ABS
;
129 static GLboolean
check_active_shininess( struct gl_context
*ctx
,
130 const struct state_key
*key
,
133 GLuint attr
= MAT_ATTRIB_FRONT_SHININESS
+ side
;
135 if ((key
->varying_vp_inputs
& VERT_BIT_COLOR0
) &&
136 (key
->light_color_material_mask
& (1 << attr
)))
139 if (key
->varying_vp_inputs
& VERT_BIT_GENERIC(attr
))
142 if (ctx
->Light
.Material
.Attrib
[attr
][0] != 0.0F
)
149 static void make_state_key( struct gl_context
*ctx
, struct state_key
*key
)
151 const struct gl_fragment_program
*fp
;
154 memset(key
, 0, sizeof(struct state_key
));
155 fp
= ctx
->FragmentProgram
._Current
;
157 /* This now relies on texenvprogram.c being active:
161 key
->need_eye_coords
= ctx
->_NeedEyeCoords
;
163 key
->fragprog_inputs_read
= fp
->Base
.InputsRead
;
164 key
->varying_vp_inputs
= ctx
->varying_vp_inputs
;
166 if (ctx
->RenderMode
== GL_FEEDBACK
) {
167 /* make sure the vertprog emits color and tex0 */
168 key
->fragprog_inputs_read
|= (VARYING_BIT_COL0
| VARYING_BIT_TEX0
);
171 key
->separate_specular
= (ctx
->Light
.Model
.ColorControl
==
172 GL_SEPARATE_SPECULAR_COLOR
);
174 if (ctx
->Light
.Enabled
) {
175 key
->light_global_enabled
= 1;
177 if (ctx
->Light
.Model
.LocalViewer
)
178 key
->light_local_viewer
= 1;
180 if (ctx
->Light
.Model
.TwoSide
)
181 key
->light_twoside
= 1;
183 if (ctx
->Light
.ColorMaterialEnabled
) {
184 key
->light_color_material_mask
= ctx
->Light
._ColorMaterialBitmask
;
187 mask
= ctx
->Light
._EnabledLights
;
189 const int i
= u_bit_scan(&mask
);
190 struct gl_light
*light
= &ctx
->Light
.Light
[i
];
192 key
->unit
[i
].light_enabled
= 1;
194 if (light
->EyePosition
[3] == 0.0F
)
195 key
->unit
[i
].light_eyepos3_is_zero
= 1;
197 if (light
->SpotCutoff
== 180.0F
)
198 key
->unit
[i
].light_spotcutoff_is_180
= 1;
200 if (light
->ConstantAttenuation
!= 1.0F
||
201 light
->LinearAttenuation
!= 0.0F
||
202 light
->QuadraticAttenuation
!= 0.0F
)
203 key
->unit
[i
].light_attenuated
= 1;
206 if (check_active_shininess(ctx
, key
, 0)) {
207 key
->material_shininess_is_zero
= 0;
209 else if (key
->light_twoside
&&
210 check_active_shininess(ctx
, key
, 1)) {
211 key
->material_shininess_is_zero
= 0;
214 key
->material_shininess_is_zero
= 1;
218 if (ctx
->Transform
.Normalize
)
221 if (ctx
->Transform
.RescaleNormals
)
222 key
->rescale_normals
= 1;
224 if (ctx
->Fog
.FogCoordinateSource
== GL_FRAGMENT_DEPTH_EXT
) {
225 key
->fog_source_is_depth
= 1;
226 key
->fog_distance_mode
= translate_fog_distance_mode(ctx
->Fog
.FogDistanceMode
);
229 if (ctx
->Point
._Attenuated
)
230 key
->point_attenuated
= 1;
232 if (ctx
->Array
.VAO
->VertexAttrib
[VERT_ATTRIB_POINT_SIZE
].Enabled
)
233 key
->point_array
= 1;
235 if (ctx
->Texture
._TexGenEnabled
||
236 ctx
->Texture
._TexMatEnabled
||
237 ctx
->Texture
._MaxEnabledTexImageUnit
!= -1)
238 key
->texture_enabled_global
= 1;
240 mask
= ctx
->Texture
._EnabledCoordUnits
| ctx
->Texture
._TexGenEnabled
241 | ctx
->Texture
._TexMatEnabled
| ctx
->Point
.CoordReplace
;
243 const int i
= u_bit_scan(&mask
);
244 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[i
];
246 if (texUnit
->_Current
)
247 key
->unit
[i
].texunit_really_enabled
= 1;
249 if (ctx
->Point
.PointSprite
)
250 if (ctx
->Point
.CoordReplace
& (1u << i
))
251 key
->unit
[i
].coord_replace
= 1;
253 if (ctx
->Texture
._TexMatEnabled
& ENABLE_TEXMAT(i
))
254 key
->unit
[i
].texmat_enabled
= 1;
256 if (texUnit
->TexGenEnabled
) {
257 key
->unit
[i
].texgen_enabled
= 1;
259 key
->unit
[i
].texgen_mode0
=
260 translate_texgen( texUnit
->TexGenEnabled
& (1<<0),
261 texUnit
->GenS
.Mode
);
262 key
->unit
[i
].texgen_mode1
=
263 translate_texgen( texUnit
->TexGenEnabled
& (1<<1),
264 texUnit
->GenT
.Mode
);
265 key
->unit
[i
].texgen_mode2
=
266 translate_texgen( texUnit
->TexGenEnabled
& (1<<2),
267 texUnit
->GenR
.Mode
);
268 key
->unit
[i
].texgen_mode3
=
269 translate_texgen( texUnit
->TexGenEnabled
& (1<<3),
270 texUnit
->GenQ
.Mode
);
277 /* Very useful debugging tool - produces annotated listing of
278 * generated program with line/function references for each
279 * instruction back into this file:
284 /* Use uregs to represent registers internally, translate to Mesa's
285 * expected formats on emit.
287 * NOTE: These are passed by value extensively in this file rather
288 * than as usual by pointer reference. If this disturbs you, try
289 * remembering they are just 32bits in size.
291 * GCC is smart enough to deal with these dword-sized structures in
292 * much the same way as if I had defined them as dwords and was using
293 * macros to access and set the fields. This is much nicer and easier
298 GLint idx
:9; /* relative addressing may be negative */
299 /* sizeof(idx) should == sizeof(prog_src_reg::Index) */
307 const struct state_key
*state
;
308 struct gl_vertex_program
*program
;
309 GLuint max_inst
; /** number of instructions allocated for program */
310 GLboolean mvp_with_dp4
;
313 GLuint temp_reserved
;
315 struct ureg eye_position
;
316 struct ureg eye_position_z
;
317 struct ureg eye_position_normalized
;
318 struct ureg transformed_normal
;
319 struct ureg identity
;
322 GLuint color_materials
;
326 static const struct ureg undef
= {
344 static struct ureg
make_ureg(GLuint file
, GLint idx
)
350 reg
.swz
= SWIZZLE_NOOP
;
356 static struct ureg
negate( struct ureg reg
)
363 static struct ureg
swizzle( struct ureg reg
, int x
, int y
, int z
, int w
)
365 reg
.swz
= MAKE_SWIZZLE4(GET_SWZ(reg
.swz
, x
),
368 GET_SWZ(reg
.swz
, w
));
373 static struct ureg
swizzle1( struct ureg reg
, int x
)
375 return swizzle(reg
, x
, x
, x
, x
);
379 static struct ureg
get_temp( struct tnl_program
*p
)
381 int bit
= ffs( ~p
->temp_in_use
);
383 _mesa_problem(NULL
, "%s: out of temporaries\n", __FILE__
);
387 if ((GLuint
) bit
> p
->program
->Base
.NumTemporaries
)
388 p
->program
->Base
.NumTemporaries
= bit
;
390 p
->temp_in_use
|= 1<<(bit
-1);
391 return make_ureg(PROGRAM_TEMPORARY
, bit
-1);
395 static struct ureg
reserve_temp( struct tnl_program
*p
)
397 struct ureg temp
= get_temp( p
);
398 p
->temp_reserved
|= 1<<temp
.idx
;
403 static void release_temp( struct tnl_program
*p
, struct ureg reg
)
405 if (reg
.file
== PROGRAM_TEMPORARY
) {
406 p
->temp_in_use
&= ~(1<<reg
.idx
);
407 p
->temp_in_use
|= p
->temp_reserved
; /* can't release reserved temps */
411 static void release_temps( struct tnl_program
*p
)
413 p
->temp_in_use
= p
->temp_reserved
;
417 static struct ureg
register_param5(struct tnl_program
*p
,
424 gl_state_index tokens
[STATE_LENGTH
];
431 idx
= _mesa_add_state_reference( p
->program
->Base
.Parameters
, tokens
);
432 return make_ureg(PROGRAM_STATE_VAR
, idx
);
436 #define register_param1(p,s0) register_param5(p,s0,0,0,0,0)
437 #define register_param2(p,s0,s1) register_param5(p,s0,s1,0,0,0)
438 #define register_param3(p,s0,s1,s2) register_param5(p,s0,s1,s2,0,0)
439 #define register_param4(p,s0,s1,s2,s3) register_param5(p,s0,s1,s2,s3,0)
444 * \param input one of VERT_ATTRIB_x tokens.
446 static struct ureg
register_input( struct tnl_program
*p
, GLuint input
)
448 assert(input
< VERT_ATTRIB_MAX
);
450 if (p
->state
->varying_vp_inputs
& VERT_BIT(input
)) {
451 p
->program
->Base
.InputsRead
|= VERT_BIT(input
);
452 return make_ureg(PROGRAM_INPUT
, input
);
455 return register_param3( p
, STATE_INTERNAL
, STATE_CURRENT_ATTRIB
, input
);
461 * \param input one of VARYING_SLOT_x tokens.
463 static struct ureg
register_output( struct tnl_program
*p
, GLuint output
)
465 p
->program
->Base
.OutputsWritten
|= BITFIELD64_BIT(output
);
466 return make_ureg(PROGRAM_OUTPUT
, output
);
470 static struct ureg
register_const4f( struct tnl_program
*p
,
476 gl_constant_value values
[4];
483 idx
= _mesa_add_unnamed_constant( p
->program
->Base
.Parameters
, values
, 4,
485 assert(swizzle
== SWIZZLE_NOOP
);
486 return make_ureg(PROGRAM_CONSTANT
, idx
);
489 #define register_const1f(p, s0) register_const4f(p, s0, 0, 0, 1)
490 #define register_scalar_const(p, s0) register_const4f(p, s0, s0, s0, s0)
491 #define register_const2f(p, s0, s1) register_const4f(p, s0, s1, 0, 1)
492 #define register_const3f(p, s0, s1, s2) register_const4f(p, s0, s1, s2, 1)
494 static GLboolean
is_undef( struct ureg reg
)
496 return reg
.file
== PROGRAM_UNDEFINED
;
500 static struct ureg
get_identity_param( struct tnl_program
*p
)
502 if (is_undef(p
->identity
))
503 p
->identity
= register_const4f(p
, 0,0,0,1);
508 static void register_matrix_param5( struct tnl_program
*p
,
509 GLint s0
, /* modelview, projection, etc */
510 GLint s1
, /* texture matrix number */
511 GLint s2
, /* first row */
512 GLint s3
, /* last row */
513 GLint s4
, /* inverse, transpose, etc */
514 struct ureg
*matrix
)
518 /* This is a bit sad as the support is there to pull the whole
519 * matrix out in one go:
521 for (i
= 0; i
<= s3
- s2
; i
++)
522 matrix
[i
] = register_param5( p
, s0
, s1
, i
, i
, s4
);
526 static void emit_arg( struct prog_src_register
*src
,
529 src
->File
= reg
.file
;
530 src
->Index
= reg
.idx
;
531 src
->Swizzle
= reg
.swz
;
532 src
->Negate
= reg
.negate
? NEGATE_XYZW
: NEGATE_NONE
;
534 /* Check that bitfield sizes aren't exceeded */
535 assert(src
->Index
== reg
.idx
);
539 static void emit_dst( struct prog_dst_register
*dst
,
540 struct ureg reg
, GLuint mask
)
542 dst
->File
= reg
.file
;
543 dst
->Index
= reg
.idx
;
544 /* allow zero as a shorthand for xyzw */
545 dst
->WriteMask
= mask
? mask
: WRITEMASK_XYZW
;
546 /* Check that bitfield sizes aren't exceeded */
547 assert(dst
->Index
== reg
.idx
);
551 static void debug_insn( struct prog_instruction
*inst
, const char *fn
,
555 static const char *last_fn
;
562 printf("%d:\t", line
);
563 _mesa_print_instruction(inst
);
568 static void emit_op3fn(struct tnl_program
*p
,
579 struct prog_instruction
*inst
;
581 assert(p
->program
->Base
.NumInstructions
<= p
->max_inst
);
583 if (p
->program
->Base
.NumInstructions
== p
->max_inst
) {
584 /* need to extend the program's instruction array */
585 struct prog_instruction
*newInst
;
587 /* double the size */
590 newInst
= _mesa_alloc_instructions(p
->max_inst
);
592 _mesa_error(NULL
, GL_OUT_OF_MEMORY
, "vertex program build");
596 _mesa_copy_instructions(newInst
,
597 p
->program
->Base
.Instructions
,
598 p
->program
->Base
.NumInstructions
);
600 _mesa_free_instructions(p
->program
->Base
.Instructions
,
601 p
->program
->Base
.NumInstructions
);
603 p
->program
->Base
.Instructions
= newInst
;
606 nr
= p
->program
->Base
.NumInstructions
++;
608 inst
= &p
->program
->Base
.Instructions
[nr
];
609 inst
->Opcode
= (enum prog_opcode
) op
;
611 emit_arg( &inst
->SrcReg
[0], src0
);
612 emit_arg( &inst
->SrcReg
[1], src1
);
613 emit_arg( &inst
->SrcReg
[2], src2
);
615 emit_dst( &inst
->DstReg
, dest
, mask
);
617 debug_insn(inst
, fn
, line
);
621 #define emit_op3(p, op, dst, mask, src0, src1, src2) \
622 emit_op3fn(p, op, dst, mask, src0, src1, src2, __func__, __LINE__)
624 #define emit_op2(p, op, dst, mask, src0, src1) \
625 emit_op3fn(p, op, dst, mask, src0, src1, undef, __func__, __LINE__)
627 #define emit_op1(p, op, dst, mask, src0) \
628 emit_op3fn(p, op, dst, mask, src0, undef, undef, __func__, __LINE__)
631 static struct ureg
make_temp( struct tnl_program
*p
, struct ureg reg
)
633 if (reg
.file
== PROGRAM_TEMPORARY
&&
634 !(p
->temp_reserved
& (1<<reg
.idx
)))
637 struct ureg temp
= get_temp(p
);
638 emit_op1(p
, OPCODE_MOV
, temp
, 0, reg
);
644 /* Currently no tracking performed of input/output/register size or
645 * active elements. Could be used to reduce these operations, as
646 * could the matrix type.
648 static void emit_matrix_transform_vec4( struct tnl_program
*p
,
650 const struct ureg
*mat
,
653 emit_op2(p
, OPCODE_DP4
, dest
, WRITEMASK_X
, src
, mat
[0]);
654 emit_op2(p
, OPCODE_DP4
, dest
, WRITEMASK_Y
, src
, mat
[1]);
655 emit_op2(p
, OPCODE_DP4
, dest
, WRITEMASK_Z
, src
, mat
[2]);
656 emit_op2(p
, OPCODE_DP4
, dest
, WRITEMASK_W
, src
, mat
[3]);
660 /* This version is much easier to implement if writemasks are not
661 * supported natively on the target or (like SSE), the target doesn't
662 * have a clean/obvious dotproduct implementation.
664 static void emit_transpose_matrix_transform_vec4( struct tnl_program
*p
,
666 const struct ureg
*mat
,
671 if (dest
.file
!= PROGRAM_TEMPORARY
)
676 emit_op2(p
, OPCODE_MUL
, tmp
, 0, swizzle1(src
,X
), mat
[0]);
677 emit_op3(p
, OPCODE_MAD
, tmp
, 0, swizzle1(src
,Y
), mat
[1], tmp
);
678 emit_op3(p
, OPCODE_MAD
, tmp
, 0, swizzle1(src
,Z
), mat
[2], tmp
);
679 emit_op3(p
, OPCODE_MAD
, dest
, 0, swizzle1(src
,W
), mat
[3], tmp
);
681 if (dest
.file
!= PROGRAM_TEMPORARY
)
682 release_temp(p
, tmp
);
686 static void emit_matrix_transform_vec3( struct tnl_program
*p
,
688 const struct ureg
*mat
,
691 emit_op2(p
, OPCODE_DP3
, dest
, WRITEMASK_X
, src
, mat
[0]);
692 emit_op2(p
, OPCODE_DP3
, dest
, WRITEMASK_Y
, src
, mat
[1]);
693 emit_op2(p
, OPCODE_DP3
, dest
, WRITEMASK_Z
, src
, mat
[2]);
697 static void emit_normalize_vec3( struct tnl_program
*p
,
701 struct ureg tmp
= get_temp(p
);
702 emit_op2(p
, OPCODE_DP3
, tmp
, WRITEMASK_X
, src
, src
);
703 emit_op1(p
, OPCODE_RSQ
, tmp
, WRITEMASK_X
, tmp
);
704 emit_op2(p
, OPCODE_MUL
, dest
, 0, src
, swizzle1(tmp
, X
));
705 release_temp(p
, tmp
);
709 static void emit_passthrough( struct tnl_program
*p
,
713 struct ureg out
= register_output(p
, output
);
714 emit_op1(p
, OPCODE_MOV
, out
, 0, register_input(p
, input
));
718 static struct ureg
get_eye_position( struct tnl_program
*p
)
720 if (is_undef(p
->eye_position
)) {
721 struct ureg pos
= register_input( p
, VERT_ATTRIB_POS
);
722 struct ureg modelview
[4];
724 p
->eye_position
= reserve_temp(p
);
726 if (p
->mvp_with_dp4
) {
727 register_matrix_param5( p
, STATE_MODELVIEW_MATRIX
, 0, 0, 3,
730 emit_matrix_transform_vec4(p
, p
->eye_position
, modelview
, pos
);
733 register_matrix_param5( p
, STATE_MODELVIEW_MATRIX
, 0, 0, 3,
734 STATE_MATRIX_TRANSPOSE
, modelview
);
736 emit_transpose_matrix_transform_vec4(p
, p
->eye_position
, modelview
, pos
);
740 return p
->eye_position
;
744 static struct ureg
get_eye_position_z( struct tnl_program
*p
)
746 if (!is_undef(p
->eye_position
))
747 return swizzle1(p
->eye_position
, Z
);
749 if (is_undef(p
->eye_position_z
)) {
750 struct ureg pos
= register_input( p
, VERT_ATTRIB_POS
);
751 struct ureg modelview
[4];
753 p
->eye_position_z
= reserve_temp(p
);
755 register_matrix_param5( p
, STATE_MODELVIEW_MATRIX
, 0, 0, 3,
758 emit_op2(p
, OPCODE_DP4
, p
->eye_position_z
, 0, pos
, modelview
[2]);
761 return p
->eye_position_z
;
765 static struct ureg
get_eye_position_normalized( struct tnl_program
*p
)
767 if (is_undef(p
->eye_position_normalized
)) {
768 struct ureg eye
= get_eye_position(p
);
769 p
->eye_position_normalized
= reserve_temp(p
);
770 emit_normalize_vec3(p
, p
->eye_position_normalized
, eye
);
773 return p
->eye_position_normalized
;
777 static struct ureg
get_transformed_normal( struct tnl_program
*p
)
779 if (is_undef(p
->transformed_normal
) &&
780 !p
->state
->need_eye_coords
&&
781 !p
->state
->normalize
&&
782 !(p
->state
->need_eye_coords
== p
->state
->rescale_normals
))
784 p
->transformed_normal
= register_input(p
, VERT_ATTRIB_NORMAL
);
786 else if (is_undef(p
->transformed_normal
))
788 struct ureg normal
= register_input(p
, VERT_ATTRIB_NORMAL
);
789 struct ureg mvinv
[3];
790 struct ureg transformed_normal
= reserve_temp(p
);
792 if (p
->state
->need_eye_coords
) {
793 register_matrix_param5( p
, STATE_MODELVIEW_MATRIX
, 0, 0, 2,
794 STATE_MATRIX_INVTRANS
, mvinv
);
796 /* Transform to eye space:
798 emit_matrix_transform_vec3( p
, transformed_normal
, mvinv
, normal
);
799 normal
= transformed_normal
;
802 /* Normalize/Rescale:
804 if (p
->state
->normalize
) {
805 emit_normalize_vec3( p
, transformed_normal
, normal
);
806 normal
= transformed_normal
;
808 else if (p
->state
->need_eye_coords
== p
->state
->rescale_normals
) {
809 /* This is already adjusted for eye/non-eye rendering:
811 struct ureg rescale
= register_param2(p
, STATE_INTERNAL
,
814 emit_op2( p
, OPCODE_MUL
, transformed_normal
, 0, normal
, rescale
);
815 normal
= transformed_normal
;
818 assert(normal
.file
== PROGRAM_TEMPORARY
);
819 p
->transformed_normal
= normal
;
822 return p
->transformed_normal
;
826 static void build_hpos( struct tnl_program
*p
)
828 struct ureg pos
= register_input( p
, VERT_ATTRIB_POS
);
829 struct ureg hpos
= register_output( p
, VARYING_SLOT_POS
);
832 if (p
->mvp_with_dp4
) {
833 register_matrix_param5( p
, STATE_MVP_MATRIX
, 0, 0, 3,
835 emit_matrix_transform_vec4( p
, hpos
, mvp
, pos
);
838 register_matrix_param5( p
, STATE_MVP_MATRIX
, 0, 0, 3,
839 STATE_MATRIX_TRANSPOSE
, mvp
);
840 emit_transpose_matrix_transform_vec4( p
, hpos
, mvp
, pos
);
845 static GLuint
material_attrib( GLuint side
, GLuint property
)
847 return (property
- STATE_AMBIENT
) * 2 + side
;
852 * Get a bitmask of which material values vary on a per-vertex basis.
854 static void set_material_flags( struct tnl_program
*p
)
856 p
->color_materials
= 0;
859 if (p
->state
->varying_vp_inputs
& VERT_BIT_COLOR0
) {
861 p
->color_materials
= p
->state
->light_color_material_mask
;
864 p
->materials
|= (p
->state
->varying_vp_inputs
>> VERT_ATTRIB_GENERIC0
);
868 static struct ureg
get_material( struct tnl_program
*p
, GLuint side
,
871 GLuint attrib
= material_attrib(side
, property
);
873 if (p
->color_materials
& (1<<attrib
))
874 return register_input(p
, VERT_ATTRIB_COLOR0
);
875 else if (p
->materials
& (1<<attrib
)) {
876 /* Put material values in the GENERIC slots -- they are not used
877 * for anything in fixed function mode.
879 return register_input( p
, attrib
+ VERT_ATTRIB_GENERIC0
);
882 return register_param3( p
, STATE_MATERIAL
, side
, property
);
885 #define SCENE_COLOR_BITS(side) (( MAT_BIT_FRONT_EMISSION | \
886 MAT_BIT_FRONT_AMBIENT | \
887 MAT_BIT_FRONT_DIFFUSE) << (side))
891 * Either return a precalculated constant value or emit code to
892 * calculate these values dynamically in the case where material calls
893 * are present between begin/end pairs.
895 * Probably want to shift this to the program compilation phase - if
896 * we always emitted the calculation here, a smart compiler could
897 * detect that it was constant (given a certain set of inputs), and
898 * lift it out of the main loop. That way the programs created here
899 * would be independent of the vertex_buffer details.
901 static struct ureg
get_scenecolor( struct tnl_program
*p
, GLuint side
)
903 if (p
->materials
& SCENE_COLOR_BITS(side
)) {
904 struct ureg lm_ambient
= register_param1(p
, STATE_LIGHTMODEL_AMBIENT
);
905 struct ureg material_emission
= get_material(p
, side
, STATE_EMISSION
);
906 struct ureg material_ambient
= get_material(p
, side
, STATE_AMBIENT
);
907 struct ureg material_diffuse
= get_material(p
, side
, STATE_DIFFUSE
);
908 struct ureg tmp
= make_temp(p
, material_diffuse
);
909 emit_op3(p
, OPCODE_MAD
, tmp
, WRITEMASK_XYZ
, lm_ambient
,
910 material_ambient
, material_emission
);
914 return register_param2( p
, STATE_LIGHTMODEL_SCENECOLOR
, side
);
918 static struct ureg
get_lightprod( struct tnl_program
*p
, GLuint light
,
919 GLuint side
, GLuint property
)
921 GLuint attrib
= material_attrib(side
, property
);
922 if (p
->materials
& (1<<attrib
)) {
923 struct ureg light_value
=
924 register_param3(p
, STATE_LIGHT
, light
, property
);
925 struct ureg material_value
= get_material(p
, side
, property
);
926 struct ureg tmp
= get_temp(p
);
927 emit_op2(p
, OPCODE_MUL
, tmp
, 0, light_value
, material_value
);
931 return register_param4(p
, STATE_LIGHTPROD
, light
, side
, property
);
935 static struct ureg
calculate_light_attenuation( struct tnl_program
*p
,
940 struct ureg attenuation
= register_param3(p
, STATE_LIGHT
, i
,
942 struct ureg att
= undef
;
944 /* Calculate spot attenuation:
946 if (!p
->state
->unit
[i
].light_spotcutoff_is_180
) {
947 struct ureg spot_dir_norm
= register_param3(p
, STATE_INTERNAL
,
948 STATE_LIGHT_SPOT_DIR_NORMALIZED
, i
);
949 struct ureg spot
= get_temp(p
);
950 struct ureg slt
= get_temp(p
);
954 emit_op2(p
, OPCODE_DP3
, spot
, 0, negate(VPpli
), spot_dir_norm
);
955 emit_op2(p
, OPCODE_SLT
, slt
, 0, swizzle1(spot_dir_norm
,W
), spot
);
956 emit_op1(p
, OPCODE_ABS
, spot
, 0, spot
);
957 emit_op2(p
, OPCODE_POW
, spot
, 0, spot
, swizzle1(attenuation
, W
));
958 emit_op2(p
, OPCODE_MUL
, att
, 0, slt
, spot
);
960 release_temp(p
, spot
);
961 release_temp(p
, slt
);
964 /* Calculate distance attenuation(See formula (2.4) at glspec 2.1 page 62):
966 * Skip the calucation when _dist_ is undefined(light_eyepos3_is_zero)
968 if (p
->state
->unit
[i
].light_attenuated
&& !is_undef(dist
)) {
972 emit_op1(p
, OPCODE_RCP
, dist
, WRITEMASK_YZ
, dist
);
974 emit_op2(p
, OPCODE_MUL
, dist
, WRITEMASK_XZ
, dist
, swizzle1(dist
,Y
));
976 emit_op2(p
, OPCODE_DP3
, dist
, 0, attenuation
, dist
);
978 if (!p
->state
->unit
[i
].light_spotcutoff_is_180
) {
980 emit_op1(p
, OPCODE_RCP
, dist
, 0, dist
);
981 /* spot-atten * dist-atten */
982 emit_op2(p
, OPCODE_MUL
, att
, 0, dist
, att
);
986 emit_op1(p
, OPCODE_RCP
, att
, 0, dist
);
996 * lit.y = MAX(0, dots.x)
997 * lit.z = SLT(0, dots.x)
999 static void emit_degenerate_lit( struct tnl_program
*p
,
1003 struct ureg id
= get_identity_param(p
); /* id = {0,0,0,1} */
1005 /* Note that lit.x & lit.w will not be examined. Note also that
1006 * dots.xyzw == dots.xxxx.
1009 /* MAX lit, id, dots;
1011 emit_op2(p
, OPCODE_MAX
, lit
, WRITEMASK_XYZW
, id
, dots
);
1013 /* result[2] = (in > 0 ? 1 : 0)
1014 * SLT lit.z, id.z, dots; # lit.z = (0 < dots.z) ? 1 : 0
1016 emit_op2(p
, OPCODE_SLT
, lit
, WRITEMASK_Z
, swizzle1(id
,Z
), dots
);
1020 /* Need to add some addtional parameters to allow lighting in object
1021 * space - STATE_SPOT_DIRECTION and STATE_HALF_VECTOR implicitly assume eye
1024 static void build_lighting( struct tnl_program
*p
)
1026 const GLboolean twoside
= p
->state
->light_twoside
;
1027 const GLboolean separate
= p
->state
->separate_specular
;
1028 GLuint nr_lights
= 0, count
= 0;
1029 struct ureg normal
= get_transformed_normal(p
);
1030 struct ureg lit
= get_temp(p
);
1031 struct ureg dots
= get_temp(p
);
1032 struct ureg _col0
= undef
, _col1
= undef
;
1033 struct ureg _bfc0
= undef
, _bfc1
= undef
;
1038 * dots.x = dot(normal, VPpli)
1039 * dots.y = dot(normal, halfAngle)
1040 * dots.z = back.shininess
1041 * dots.w = front.shininess
1044 for (i
= 0; i
< MAX_LIGHTS
; i
++)
1045 if (p
->state
->unit
[i
].light_enabled
)
1048 set_material_flags(p
);
1051 if (!p
->state
->material_shininess_is_zero
) {
1052 struct ureg shininess
= get_material(p
, 0, STATE_SHININESS
);
1053 emit_op1(p
, OPCODE_MOV
, dots
, WRITEMASK_W
, swizzle1(shininess
,X
));
1054 release_temp(p
, shininess
);
1057 _col0
= make_temp(p
, get_scenecolor(p
, 0));
1059 _col1
= make_temp(p
, get_identity_param(p
));
1065 if (!p
->state
->material_shininess_is_zero
) {
1066 /* Note that we negate the back-face specular exponent here.
1067 * The negation will be un-done later in the back-face code below.
1069 struct ureg shininess
= get_material(p
, 1, STATE_SHININESS
);
1070 emit_op1(p
, OPCODE_MOV
, dots
, WRITEMASK_Z
,
1071 negate(swizzle1(shininess
,X
)));
1072 release_temp(p
, shininess
);
1075 _bfc0
= make_temp(p
, get_scenecolor(p
, 1));
1077 _bfc1
= make_temp(p
, get_identity_param(p
));
1082 /* If no lights, still need to emit the scenecolor.
1085 struct ureg res0
= register_output( p
, VARYING_SLOT_COL0
);
1086 emit_op1(p
, OPCODE_MOV
, res0
, 0, _col0
);
1090 struct ureg res1
= register_output( p
, VARYING_SLOT_COL1
);
1091 emit_op1(p
, OPCODE_MOV
, res1
, 0, _col1
);
1095 struct ureg res0
= register_output( p
, VARYING_SLOT_BFC0
);
1096 emit_op1(p
, OPCODE_MOV
, res0
, 0, _bfc0
);
1099 if (twoside
&& separate
) {
1100 struct ureg res1
= register_output( p
, VARYING_SLOT_BFC1
);
1101 emit_op1(p
, OPCODE_MOV
, res1
, 0, _bfc1
);
1104 if (nr_lights
== 0) {
1109 for (i
= 0; i
< MAX_LIGHTS
; i
++) {
1110 if (p
->state
->unit
[i
].light_enabled
) {
1111 struct ureg half
= undef
;
1112 struct ureg att
= undef
, VPpli
= undef
;
1113 struct ureg dist
= undef
;
1116 if (p
->state
->unit
[i
].light_eyepos3_is_zero
) {
1117 VPpli
= register_param3(p
, STATE_INTERNAL
,
1118 STATE_LIGHT_POSITION_NORMALIZED
, i
);
1120 struct ureg Ppli
= register_param3(p
, STATE_INTERNAL
,
1121 STATE_LIGHT_POSITION
, i
);
1122 struct ureg V
= get_eye_position(p
);
1124 VPpli
= get_temp(p
);
1127 /* Calculate VPpli vector
1129 emit_op2(p
, OPCODE_SUB
, VPpli
, 0, Ppli
, V
);
1131 /* Normalize VPpli. The dist value also used in
1132 * attenuation below.
1134 emit_op2(p
, OPCODE_DP3
, dist
, 0, VPpli
, VPpli
);
1135 emit_op1(p
, OPCODE_RSQ
, dist
, 0, dist
);
1136 emit_op2(p
, OPCODE_MUL
, VPpli
, 0, VPpli
, dist
);
1139 /* Calculate attenuation:
1141 att
= calculate_light_attenuation(p
, i
, VPpli
, dist
);
1142 release_temp(p
, dist
);
1144 /* Calculate viewer direction, or use infinite viewer:
1146 if (!p
->state
->material_shininess_is_zero
) {
1147 if (p
->state
->light_local_viewer
) {
1148 struct ureg eye_hat
= get_eye_position_normalized(p
);
1150 emit_op2(p
, OPCODE_SUB
, half
, 0, VPpli
, eye_hat
);
1151 emit_normalize_vec3(p
, half
, half
);
1152 } else if (p
->state
->unit
[i
].light_eyepos3_is_zero
) {
1153 half
= register_param3(p
, STATE_INTERNAL
,
1154 STATE_LIGHT_HALF_VECTOR
, i
);
1156 struct ureg z_dir
= swizzle(get_identity_param(p
),X
,Y
,W
,Z
);
1158 emit_op2(p
, OPCODE_ADD
, half
, 0, VPpli
, z_dir
);
1159 emit_normalize_vec3(p
, half
, half
);
1163 /* Calculate dot products:
1165 if (p
->state
->material_shininess_is_zero
) {
1166 emit_op2(p
, OPCODE_DP3
, dots
, 0, normal
, VPpli
);
1169 emit_op2(p
, OPCODE_DP3
, dots
, WRITEMASK_X
, normal
, VPpli
);
1170 emit_op2(p
, OPCODE_DP3
, dots
, WRITEMASK_Y
, normal
, half
);
1173 /* Front face lighting:
1176 struct ureg ambient
= get_lightprod(p
, i
, 0, STATE_AMBIENT
);
1177 struct ureg diffuse
= get_lightprod(p
, i
, 0, STATE_DIFFUSE
);
1178 struct ureg specular
= get_lightprod(p
, i
, 0, STATE_SPECULAR
);
1179 struct ureg res0
, res1
;
1180 GLuint mask0
, mask1
;
1182 if (count
== nr_lights
) {
1184 mask0
= WRITEMASK_XYZ
;
1185 mask1
= WRITEMASK_XYZ
;
1186 res0
= register_output( p
, VARYING_SLOT_COL0
);
1187 res1
= register_output( p
, VARYING_SLOT_COL1
);
1191 mask1
= WRITEMASK_XYZ
;
1193 res1
= register_output( p
, VARYING_SLOT_COL0
);
1203 if (!is_undef(att
)) {
1204 /* light is attenuated by distance */
1205 emit_op1(p
, OPCODE_LIT
, lit
, 0, dots
);
1206 emit_op2(p
, OPCODE_MUL
, lit
, 0, lit
, att
);
1207 emit_op3(p
, OPCODE_MAD
, _col0
, 0, swizzle1(lit
,X
), ambient
, _col0
);
1209 else if (!p
->state
->material_shininess_is_zero
) {
1210 /* there's a non-zero specular term */
1211 emit_op1(p
, OPCODE_LIT
, lit
, 0, dots
);
1212 emit_op2(p
, OPCODE_ADD
, _col0
, 0, ambient
, _col0
);
1215 /* no attenutation, no specular */
1216 emit_degenerate_lit(p
, lit
, dots
);
1217 emit_op2(p
, OPCODE_ADD
, _col0
, 0, ambient
, _col0
);
1220 emit_op3(p
, OPCODE_MAD
, res0
, mask0
, swizzle1(lit
,Y
), diffuse
, _col0
);
1221 emit_op3(p
, OPCODE_MAD
, res1
, mask1
, swizzle1(lit
,Z
), specular
, _col1
);
1223 release_temp(p
, ambient
);
1224 release_temp(p
, diffuse
);
1225 release_temp(p
, specular
);
1228 /* Back face lighting:
1231 struct ureg ambient
= get_lightprod(p
, i
, 1, STATE_AMBIENT
);
1232 struct ureg diffuse
= get_lightprod(p
, i
, 1, STATE_DIFFUSE
);
1233 struct ureg specular
= get_lightprod(p
, i
, 1, STATE_SPECULAR
);
1234 struct ureg res0
, res1
;
1235 GLuint mask0
, mask1
;
1237 if (count
== nr_lights
) {
1239 mask0
= WRITEMASK_XYZ
;
1240 mask1
= WRITEMASK_XYZ
;
1241 res0
= register_output( p
, VARYING_SLOT_BFC0
);
1242 res1
= register_output( p
, VARYING_SLOT_BFC1
);
1246 mask1
= WRITEMASK_XYZ
;
1248 res1
= register_output( p
, VARYING_SLOT_BFC0
);
1258 /* For the back face we need to negate the X and Y component
1259 * dot products. dots.Z has the negated back-face specular
1260 * exponent. We swizzle that into the W position. This
1261 * negation makes the back-face specular term positive again.
1263 dots
= negate(swizzle(dots
,X
,Y
,W
,Z
));
1265 if (!is_undef(att
)) {
1266 emit_op1(p
, OPCODE_LIT
, lit
, 0, dots
);
1267 emit_op2(p
, OPCODE_MUL
, lit
, 0, lit
, att
);
1268 emit_op3(p
, OPCODE_MAD
, _bfc0
, 0, swizzle1(lit
,X
), ambient
, _bfc0
);
1270 else if (!p
->state
->material_shininess_is_zero
) {
1271 emit_op1(p
, OPCODE_LIT
, lit
, 0, dots
);
1272 emit_op2(p
, OPCODE_ADD
, _bfc0
, 0, ambient
, _bfc0
); /**/
1275 emit_degenerate_lit(p
, lit
, dots
);
1276 emit_op2(p
, OPCODE_ADD
, _bfc0
, 0, ambient
, _bfc0
);
1279 emit_op3(p
, OPCODE_MAD
, res0
, mask0
, swizzle1(lit
,Y
), diffuse
, _bfc0
);
1280 emit_op3(p
, OPCODE_MAD
, res1
, mask1
, swizzle1(lit
,Z
), specular
, _bfc1
);
1281 /* restore dots to its original state for subsequent lights
1282 * by negating and swizzling again.
1284 dots
= negate(swizzle(dots
,X
,Y
,W
,Z
));
1286 release_temp(p
, ambient
);
1287 release_temp(p
, diffuse
);
1288 release_temp(p
, specular
);
1291 release_temp(p
, half
);
1292 release_temp(p
, VPpli
);
1293 release_temp(p
, att
);
1301 static void build_fog( struct tnl_program
*p
)
1303 struct ureg fog
= register_output(p
, VARYING_SLOT_FOGC
);
1306 if (p
->state
->fog_source_is_depth
) {
1308 switch (p
->state
->fog_distance_mode
) {
1309 case FDM_EYE_RADIAL
: /* Z = sqrt(Xe*Xe + Ye*Ye + Ze*Ze) */
1310 input
= get_eye_position(p
);
1311 emit_op2(p
, OPCODE_DP3
, fog
, WRITEMASK_X
, input
, input
);
1312 emit_op1(p
, OPCODE_RSQ
, fog
, WRITEMASK_X
, fog
);
1313 emit_op1(p
, OPCODE_RCP
, fog
, WRITEMASK_X
, fog
);
1315 case FDM_EYE_PLANE
: /* Z = Ze */
1316 input
= get_eye_position_z(p
);
1317 emit_op1(p
, OPCODE_MOV
, fog
, WRITEMASK_X
, input
);
1319 case FDM_EYE_PLANE_ABS
: /* Z = abs(Ze) */
1320 input
= get_eye_position_z(p
);
1321 emit_op1(p
, OPCODE_ABS
, fog
, WRITEMASK_X
, input
);
1324 assert(!"Bad fog mode in build_fog()");
1330 input
= swizzle1(register_input(p
, VERT_ATTRIB_FOG
), X
);
1331 emit_op1(p
, OPCODE_ABS
, fog
, WRITEMASK_X
, input
);
1334 emit_op1(p
, OPCODE_MOV
, fog
, WRITEMASK_YZW
, get_identity_param(p
));
1338 static void build_reflect_texgen( struct tnl_program
*p
,
1342 struct ureg normal
= get_transformed_normal(p
);
1343 struct ureg eye_hat
= get_eye_position_normalized(p
);
1344 struct ureg tmp
= get_temp(p
);
1347 emit_op2(p
, OPCODE_DP3
, tmp
, 0, normal
, eye_hat
);
1349 emit_op2(p
, OPCODE_ADD
, tmp
, 0, tmp
, tmp
);
1351 emit_op3(p
, OPCODE_MAD
, dest
, writemask
, negate(tmp
), normal
, eye_hat
);
1353 release_temp(p
, tmp
);
1357 static void build_sphere_texgen( struct tnl_program
*p
,
1361 struct ureg normal
= get_transformed_normal(p
);
1362 struct ureg eye_hat
= get_eye_position_normalized(p
);
1363 struct ureg tmp
= get_temp(p
);
1364 struct ureg half
= register_scalar_const(p
, .5);
1365 struct ureg r
= get_temp(p
);
1366 struct ureg inv_m
= get_temp(p
);
1367 struct ureg id
= get_identity_param(p
);
1369 /* Could share the above calculations, but it would be
1370 * a fairly odd state for someone to set (both sphere and
1371 * reflection active for different texture coordinate
1372 * components. Of course - if two texture units enable
1373 * reflect and/or sphere, things start to tilt in favour
1374 * of seperating this out:
1378 emit_op2(p
, OPCODE_DP3
, tmp
, 0, normal
, eye_hat
);
1380 emit_op2(p
, OPCODE_ADD
, tmp
, 0, tmp
, tmp
);
1382 emit_op3(p
, OPCODE_MAD
, r
, 0, negate(tmp
), normal
, eye_hat
);
1384 emit_op2(p
, OPCODE_ADD
, tmp
, 0, r
, swizzle(id
,X
,Y
,W
,Z
));
1385 /* rx^2 + ry^2 + (rz+1)^2 */
1386 emit_op2(p
, OPCODE_DP3
, tmp
, 0, tmp
, tmp
);
1388 emit_op1(p
, OPCODE_RSQ
, tmp
, 0, tmp
);
1390 emit_op2(p
, OPCODE_MUL
, inv_m
, 0, tmp
, half
);
1392 emit_op3(p
, OPCODE_MAD
, dest
, writemask
, r
, inv_m
, half
);
1394 release_temp(p
, tmp
);
1396 release_temp(p
, inv_m
);
1400 static void build_texture_transform( struct tnl_program
*p
)
1404 for (i
= 0; i
< MAX_TEXTURE_COORD_UNITS
; i
++) {
1406 if (!(p
->state
->fragprog_inputs_read
& VARYING_BIT_TEX(i
)))
1409 if (p
->state
->unit
[i
].coord_replace
)
1412 if (p
->state
->unit
[i
].texgen_enabled
||
1413 p
->state
->unit
[i
].texmat_enabled
) {
1415 GLuint texmat_enabled
= p
->state
->unit
[i
].texmat_enabled
;
1416 struct ureg out
= register_output(p
, VARYING_SLOT_TEX0
+ i
);
1417 struct ureg out_texgen
= undef
;
1419 if (p
->state
->unit
[i
].texgen_enabled
) {
1420 GLuint copy_mask
= 0;
1421 GLuint sphere_mask
= 0;
1422 GLuint reflect_mask
= 0;
1423 GLuint normal_mask
= 0;
1427 out_texgen
= get_temp(p
);
1431 modes
[0] = p
->state
->unit
[i
].texgen_mode0
;
1432 modes
[1] = p
->state
->unit
[i
].texgen_mode1
;
1433 modes
[2] = p
->state
->unit
[i
].texgen_mode2
;
1434 modes
[3] = p
->state
->unit
[i
].texgen_mode3
;
1436 for (j
= 0; j
< 4; j
++) {
1438 case TXG_OBJ_LINEAR
: {
1439 struct ureg obj
= register_input(p
, VERT_ATTRIB_POS
);
1441 register_param3(p
, STATE_TEXGEN
, i
,
1442 STATE_TEXGEN_OBJECT_S
+ j
);
1444 emit_op2(p
, OPCODE_DP4
, out_texgen
, WRITEMASK_X
<< j
,
1448 case TXG_EYE_LINEAR
: {
1449 struct ureg eye
= get_eye_position(p
);
1451 register_param3(p
, STATE_TEXGEN
, i
,
1452 STATE_TEXGEN_EYE_S
+ j
);
1454 emit_op2(p
, OPCODE_DP4
, out_texgen
, WRITEMASK_X
<< j
,
1458 case TXG_SPHERE_MAP
:
1459 sphere_mask
|= WRITEMASK_X
<< j
;
1461 case TXG_REFLECTION_MAP
:
1462 reflect_mask
|= WRITEMASK_X
<< j
;
1464 case TXG_NORMAL_MAP
:
1465 normal_mask
|= WRITEMASK_X
<< j
;
1468 copy_mask
|= WRITEMASK_X
<< j
;
1473 build_sphere_texgen(p
, out_texgen
, sphere_mask
);
1477 build_reflect_texgen(p
, out_texgen
, reflect_mask
);
1481 struct ureg normal
= get_transformed_normal(p
);
1482 emit_op1(p
, OPCODE_MOV
, out_texgen
, normal_mask
, normal
);
1486 struct ureg in
= register_input(p
, VERT_ATTRIB_TEX0
+i
);
1487 emit_op1(p
, OPCODE_MOV
, out_texgen
, copy_mask
, in
);
1491 if (texmat_enabled
) {
1492 struct ureg texmat
[4];
1493 struct ureg in
= (!is_undef(out_texgen
) ?
1495 register_input(p
, VERT_ATTRIB_TEX0
+i
));
1496 if (p
->mvp_with_dp4
) {
1497 register_matrix_param5( p
, STATE_TEXTURE_MATRIX
, i
, 0, 3,
1499 emit_matrix_transform_vec4( p
, out
, texmat
, in
);
1502 register_matrix_param5( p
, STATE_TEXTURE_MATRIX
, i
, 0, 3,
1503 STATE_MATRIX_TRANSPOSE
, texmat
);
1504 emit_transpose_matrix_transform_vec4( p
, out
, texmat
, in
);
1511 emit_passthrough(p
, VERT_ATTRIB_TEX0
+i
, VARYING_SLOT_TEX0
+i
);
1518 * Point size attenuation computation.
1520 static void build_atten_pointsize( struct tnl_program
*p
)
1522 struct ureg eye
= get_eye_position_z(p
);
1523 struct ureg state_size
= register_param2(p
, STATE_INTERNAL
, STATE_POINT_SIZE_CLAMPED
);
1524 struct ureg state_attenuation
= register_param1(p
, STATE_POINT_ATTENUATION
);
1525 struct ureg out
= register_output(p
, VARYING_SLOT_PSIZ
);
1526 struct ureg ut
= get_temp(p
);
1529 emit_op1(p
, OPCODE_ABS
, ut
, WRITEMASK_Y
, swizzle1(eye
, Z
));
1530 /* p1 + dist * (p2 + dist * p3); */
1531 emit_op3(p
, OPCODE_MAD
, ut
, WRITEMASK_X
, swizzle1(ut
, Y
),
1532 swizzle1(state_attenuation
, Z
), swizzle1(state_attenuation
, Y
));
1533 emit_op3(p
, OPCODE_MAD
, ut
, WRITEMASK_X
, swizzle1(ut
, Y
),
1534 ut
, swizzle1(state_attenuation
, X
));
1536 /* 1 / sqrt(factor) */
1537 emit_op1(p
, OPCODE_RSQ
, ut
, WRITEMASK_X
, ut
);
1540 /* out = pointSize / sqrt(factor) */
1541 emit_op2(p
, OPCODE_MUL
, out
, WRITEMASK_X
, ut
, state_size
);
1543 /* this is a good place to clamp the point size since there's likely
1544 * no hardware registers to clamp point size at rasterization time.
1546 emit_op2(p
, OPCODE_MUL
, ut
, WRITEMASK_X
, ut
, state_size
);
1547 emit_op2(p
, OPCODE_MAX
, ut
, WRITEMASK_X
, ut
, swizzle1(state_size
, Y
));
1548 emit_op2(p
, OPCODE_MIN
, out
, WRITEMASK_X
, ut
, swizzle1(state_size
, Z
));
1551 release_temp(p
, ut
);
1556 * Pass-though per-vertex point size, from user's point size array.
1558 static void build_array_pointsize( struct tnl_program
*p
)
1560 struct ureg in
= register_input(p
, VERT_ATTRIB_POINT_SIZE
);
1561 struct ureg out
= register_output(p
, VARYING_SLOT_PSIZ
);
1562 emit_op1(p
, OPCODE_MOV
, out
, WRITEMASK_X
, in
);
1566 static void build_tnl_program( struct tnl_program
*p
)
1568 /* Emit the program, starting with the modelview, projection transforms:
1572 /* Lighting calculations:
1574 if (p
->state
->fragprog_inputs_read
& (VARYING_BIT_COL0
|VARYING_BIT_COL1
)) {
1575 if (p
->state
->light_global_enabled
)
1578 if (p
->state
->fragprog_inputs_read
& VARYING_BIT_COL0
)
1579 emit_passthrough(p
, VERT_ATTRIB_COLOR0
, VARYING_SLOT_COL0
);
1581 if (p
->state
->fragprog_inputs_read
& VARYING_BIT_COL1
)
1582 emit_passthrough(p
, VERT_ATTRIB_COLOR1
, VARYING_SLOT_COL1
);
1586 if (p
->state
->fragprog_inputs_read
& VARYING_BIT_FOGC
)
1589 if (p
->state
->fragprog_inputs_read
& VARYING_BITS_TEX_ANY
)
1590 build_texture_transform(p
);
1592 if (p
->state
->point_attenuated
)
1593 build_atten_pointsize(p
);
1594 else if (p
->state
->point_array
)
1595 build_array_pointsize(p
);
1599 emit_op1(p
, OPCODE_END
, undef
, 0, undef
);
1610 create_new_program( const struct state_key
*key
,
1611 struct gl_vertex_program
*program
,
1612 GLboolean mvp_with_dp4
,
1615 struct tnl_program p
;
1617 memset(&p
, 0, sizeof(p
));
1619 p
.program
= program
;
1620 p
.eye_position
= undef
;
1621 p
.eye_position_z
= undef
;
1622 p
.eye_position_normalized
= undef
;
1623 p
.transformed_normal
= undef
;
1626 p
.mvp_with_dp4
= mvp_with_dp4
;
1628 if (max_temps
>= sizeof(int) * 8)
1629 p
.temp_reserved
= 0;
1631 p
.temp_reserved
= ~((1<<max_temps
)-1);
1633 /* Start by allocating 32 instructions.
1634 * If we need more, we'll grow the instruction array as needed.
1637 p
.program
->Base
.Instructions
= _mesa_alloc_instructions(p
.max_inst
);
1638 p
.program
->Base
.String
= NULL
;
1639 p
.program
->Base
.NumInstructions
=
1640 p
.program
->Base
.NumTemporaries
=
1641 p
.program
->Base
.NumParameters
=
1642 p
.program
->Base
.NumAttributes
= p
.program
->Base
.NumAddressRegs
= 0;
1643 p
.program
->Base
.Parameters
= _mesa_new_parameter_list();
1644 p
.program
->Base
.InputsRead
= 0;
1645 p
.program
->Base
.OutputsWritten
= 0;
1647 build_tnl_program( &p
);
1652 * Return a vertex program which implements the current fixed-function
1653 * transform/lighting/texgen operations.
1655 struct gl_vertex_program
*
1656 _mesa_get_fixed_func_vertex_program(struct gl_context
*ctx
)
1658 struct gl_vertex_program
*prog
;
1659 struct state_key key
;
1661 /* Grab all the relevant state and put it in a single structure:
1663 make_state_key(ctx
, &key
);
1665 /* Look for an already-prepared program for this state:
1667 prog
= gl_vertex_program(
1668 _mesa_search_program_cache(ctx
->VertexProgram
.Cache
, &key
, sizeof(key
)));
1671 /* OK, we'll have to build a new one */
1673 printf("Build new TNL program\n");
1675 prog
= gl_vertex_program(ctx
->Driver
.NewProgram(ctx
, GL_VERTEX_PROGRAM_ARB
, 0));
1679 create_new_program( &key
, prog
,
1680 ctx
->Const
.ShaderCompilerOptions
[MESA_SHADER_VERTEX
].OptimizeForAOS
,
1681 ctx
->Const
.Program
[MESA_SHADER_VERTEX
].MaxTemps
);
1683 if (ctx
->Driver
.ProgramStringNotify
)
1684 ctx
->Driver
.ProgramStringNotify( ctx
, GL_VERTEX_PROGRAM_ARB
,
1687 _mesa_program_cache_insert(ctx
, ctx
->VertexProgram
.Cache
,
1688 &key
, sizeof(key
), &prog
->Base
);