179571fab42f6666ecdf6642fe84d0efeb5a8181
[mesa.git] / src / mesa / slang / slang_builtin.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.3
4 *
5 * Copyright (C) 2005-2007 Brian Paul All Rights Reserved.
6 * Copyright (C) 2008 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file slang_builtin.c
28 * Resolve built-in uniform vars.
29 * \author Brian Paul
30 */
31
32 #include "main/imports.h"
33 #include "main/mtypes.h"
34 #include "program/program.h"
35 #include "program/prog_instruction.h"
36 #include "program/prog_parameter.h"
37 #include "program/prog_statevars.h"
38 #include "slang/slang_builtin.h"
39 #include "slang/slang_compile_struct.h"
40 #include "slang/slang_ir.h"
41 #include "slang/slang_typeinfo.h"
42
43
44 /** special state token (see below) */
45 #define STATE_ARRAY ((gl_state_index) 0xfffff)
46
47
48 /**
49 * Lookup GL state given a variable name, 0, 1 or 2 indexes and a field.
50 * Allocate room for the state in the given param list and return position
51 * in the list.
52 * Yes, this is kind of ugly, but it works.
53 */
54 static GLint
55 lookup_statevar(const char *var, GLint index1, GLint index2, const char *field,
56 GLuint *swizzleOut,
57 struct gl_program_parameter_list *paramList)
58 {
59 /*
60 * NOTE: The ARB_vertex_program extension specified that matrices get
61 * loaded in registers in row-major order. With GLSL, we want column-
62 * major order. So, we need to transpose all matrices here...
63 */
64 static const struct {
65 const char *name;
66 gl_state_index matrix;
67 gl_state_index modifier;
68 } matrices[] = {
69 { "gl_ModelViewMatrix", STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE },
70 { "gl_ModelViewMatrixInverse", STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVTRANS },
71 { "gl_ModelViewMatrixTranspose", STATE_MODELVIEW_MATRIX, 0 },
72 { "gl_ModelViewMatrixInverseTranspose", STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE },
73
74 { "gl_ProjectionMatrix", STATE_PROJECTION_MATRIX, STATE_MATRIX_TRANSPOSE },
75 { "gl_ProjectionMatrixInverse", STATE_PROJECTION_MATRIX, STATE_MATRIX_INVTRANS },
76 { "gl_ProjectionMatrixTranspose", STATE_PROJECTION_MATRIX, 0 },
77 { "gl_ProjectionMatrixInverseTranspose", STATE_PROJECTION_MATRIX, STATE_MATRIX_INVERSE },
78
79 { "gl_ModelViewProjectionMatrix", STATE_MVP_MATRIX, STATE_MATRIX_TRANSPOSE },
80 { "gl_ModelViewProjectionMatrixInverse", STATE_MVP_MATRIX, STATE_MATRIX_INVTRANS },
81 { "gl_ModelViewProjectionMatrixTranspose", STATE_MVP_MATRIX, 0 },
82 { "gl_ModelViewProjectionMatrixInverseTranspose", STATE_MVP_MATRIX, STATE_MATRIX_INVERSE },
83
84 { "gl_TextureMatrix", STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE },
85 { "gl_TextureMatrixInverse", STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS },
86 { "gl_TextureMatrixTranspose", STATE_TEXTURE_MATRIX, 0 },
87 { "gl_TextureMatrixInverseTranspose", STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE },
88
89 { "gl_NormalMatrix", STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE },
90
91 { NULL, 0, 0 }
92 };
93 gl_state_index tokens[STATE_LENGTH];
94 GLuint i;
95 GLboolean isMatrix = GL_FALSE;
96
97 for (i = 0; i < STATE_LENGTH; i++) {
98 tokens[i] = 0;
99 }
100 *swizzleOut = SWIZZLE_NOOP;
101
102 /* first, look if var is a pre-defined matrix */
103 for (i = 0; matrices[i].name; i++) {
104 if (strcmp(var, matrices[i].name) == 0) {
105 tokens[0] = matrices[i].matrix;
106 /* tokens[1], [2] and [3] filled below */
107 tokens[4] = matrices[i].modifier;
108 isMatrix = GL_TRUE;
109 break;
110 }
111 }
112
113 if (isMatrix) {
114 if (tokens[0] == STATE_TEXTURE_MATRIX) {
115 /* texture_matrix[index1][index2] */
116 tokens[1] = index1 >= 0 ? index1 : 0; /* which texture matrix */
117 index1 = index2; /* move matrix row value to index1 */
118 }
119 if (index1 < 0) {
120 /* index1 is unused: prevent extra addition at end of function */
121 index1 = 0;
122 }
123 }
124 else if (strcmp(var, "gl_DepthRange") == 0) {
125 tokens[0] = STATE_DEPTH_RANGE;
126 assert(field);
127 if (strcmp(field, "near") == 0) {
128 *swizzleOut = SWIZZLE_XXXX;
129 }
130 else if (strcmp(field, "far") == 0) {
131 *swizzleOut = SWIZZLE_YYYY;
132 }
133 else if (strcmp(field, "diff") == 0) {
134 *swizzleOut = SWIZZLE_ZZZZ;
135 }
136 else {
137 return -1;
138 }
139 }
140 else if (strcmp(var, "gl_ClipPlane") == 0) {
141 if (index1 < 0)
142 return -1;
143 tokens[0] = STATE_CLIPPLANE;
144 tokens[1] = index1;
145 }
146 else if (strcmp(var, "gl_Point") == 0) {
147 assert(field);
148 if (strcmp(field, "size") == 0) {
149 tokens[0] = STATE_POINT_SIZE;
150 *swizzleOut = SWIZZLE_XXXX;
151 }
152 else if (strcmp(field, "sizeMin") == 0) {
153 tokens[0] = STATE_POINT_SIZE;
154 *swizzleOut = SWIZZLE_YYYY;
155 }
156 else if (strcmp(field, "sizeMax") == 0) {
157 tokens[0] = STATE_POINT_SIZE;
158 *swizzleOut = SWIZZLE_ZZZZ;
159 }
160 else if (strcmp(field, "fadeThresholdSize") == 0) {
161 tokens[0] = STATE_POINT_SIZE;
162 *swizzleOut = SWIZZLE_WWWW;
163 }
164 else if (strcmp(field, "distanceConstantAttenuation") == 0) {
165 tokens[0] = STATE_POINT_ATTENUATION;
166 *swizzleOut = SWIZZLE_XXXX;
167 }
168 else if (strcmp(field, "distanceLinearAttenuation") == 0) {
169 tokens[0] = STATE_POINT_ATTENUATION;
170 *swizzleOut = SWIZZLE_YYYY;
171 }
172 else if (strcmp(field, "distanceQuadraticAttenuation") == 0) {
173 tokens[0] = STATE_POINT_ATTENUATION;
174 *swizzleOut = SWIZZLE_ZZZZ;
175 }
176 else {
177 return -1;
178 }
179 }
180 else if (strcmp(var, "gl_FrontMaterial") == 0 ||
181 strcmp(var, "gl_BackMaterial") == 0) {
182 tokens[0] = STATE_MATERIAL;
183 if (strcmp(var, "gl_FrontMaterial") == 0)
184 tokens[1] = 0;
185 else
186 tokens[1] = 1;
187 assert(field);
188 if (strcmp(field, "emission") == 0) {
189 tokens[2] = STATE_EMISSION;
190 }
191 else if (strcmp(field, "ambient") == 0) {
192 tokens[2] = STATE_AMBIENT;
193 }
194 else if (strcmp(field, "diffuse") == 0) {
195 tokens[2] = STATE_DIFFUSE;
196 }
197 else if (strcmp(field, "specular") == 0) {
198 tokens[2] = STATE_SPECULAR;
199 }
200 else if (strcmp(field, "shininess") == 0) {
201 tokens[2] = STATE_SHININESS;
202 *swizzleOut = SWIZZLE_XXXX;
203 }
204 else {
205 return -1;
206 }
207 }
208 else if (strcmp(var, "gl_LightSource") == 0) {
209 if (!field || index1 < 0)
210 return -1;
211
212 tokens[0] = STATE_LIGHT;
213 tokens[1] = index1;
214
215 if (strcmp(field, "ambient") == 0) {
216 tokens[2] = STATE_AMBIENT;
217 }
218 else if (strcmp(field, "diffuse") == 0) {
219 tokens[2] = STATE_DIFFUSE;
220 }
221 else if (strcmp(field, "specular") == 0) {
222 tokens[2] = STATE_SPECULAR;
223 }
224 else if (strcmp(field, "position") == 0) {
225 tokens[2] = STATE_POSITION;
226 }
227 else if (strcmp(field, "halfVector") == 0) {
228 tokens[2] = STATE_HALF_VECTOR;
229 }
230 else if (strcmp(field, "spotDirection") == 0) {
231 tokens[2] = STATE_SPOT_DIRECTION;
232 }
233 else if (strcmp(field, "spotCosCutoff") == 0) {
234 tokens[2] = STATE_SPOT_DIRECTION;
235 *swizzleOut = SWIZZLE_WWWW;
236 }
237 else if (strcmp(field, "spotCutoff") == 0) {
238 tokens[2] = STATE_SPOT_CUTOFF;
239 *swizzleOut = SWIZZLE_XXXX;
240 }
241 else if (strcmp(field, "spotExponent") == 0) {
242 tokens[2] = STATE_ATTENUATION;
243 *swizzleOut = SWIZZLE_WWWW;
244 }
245 else if (strcmp(field, "constantAttenuation") == 0) {
246 tokens[2] = STATE_ATTENUATION;
247 *swizzleOut = SWIZZLE_XXXX;
248 }
249 else if (strcmp(field, "linearAttenuation") == 0) {
250 tokens[2] = STATE_ATTENUATION;
251 *swizzleOut = SWIZZLE_YYYY;
252 }
253 else if (strcmp(field, "quadraticAttenuation") == 0) {
254 tokens[2] = STATE_ATTENUATION;
255 *swizzleOut = SWIZZLE_ZZZZ;
256 }
257 else {
258 return -1;
259 }
260 }
261 else if (strcmp(var, "gl_LightModel") == 0) {
262 if (strcmp(field, "ambient") == 0) {
263 tokens[0] = STATE_LIGHTMODEL_AMBIENT;
264 }
265 else {
266 return -1;
267 }
268 }
269 else if (strcmp(var, "gl_FrontLightModelProduct") == 0) {
270 if (strcmp(field, "sceneColor") == 0) {
271 tokens[0] = STATE_LIGHTMODEL_SCENECOLOR;
272 tokens[1] = 0;
273 }
274 else {
275 return -1;
276 }
277 }
278 else if (strcmp(var, "gl_BackLightModelProduct") == 0) {
279 if (strcmp(field, "sceneColor") == 0) {
280 tokens[0] = STATE_LIGHTMODEL_SCENECOLOR;
281 tokens[1] = 1;
282 }
283 else {
284 return -1;
285 }
286 }
287 else if (strcmp(var, "gl_FrontLightProduct") == 0 ||
288 strcmp(var, "gl_BackLightProduct") == 0) {
289 if (index1 < 0 || !field)
290 return -1;
291
292 tokens[0] = STATE_LIGHTPROD;
293 tokens[1] = index1; /* light number */
294 if (strcmp(var, "gl_FrontLightProduct") == 0) {
295 tokens[2] = 0; /* front */
296 }
297 else {
298 tokens[2] = 1; /* back */
299 }
300 if (strcmp(field, "ambient") == 0) {
301 tokens[3] = STATE_AMBIENT;
302 }
303 else if (strcmp(field, "diffuse") == 0) {
304 tokens[3] = STATE_DIFFUSE;
305 }
306 else if (strcmp(field, "specular") == 0) {
307 tokens[3] = STATE_SPECULAR;
308 }
309 else {
310 return -1;
311 }
312 }
313 else if (strcmp(var, "gl_TextureEnvColor") == 0) {
314 if (index1 < 0)
315 return -1;
316 tokens[0] = STATE_TEXENV_COLOR;
317 tokens[1] = index1;
318 }
319 else if (strcmp(var, "gl_EyePlaneS") == 0) {
320 if (index1 < 0)
321 return -1;
322 tokens[0] = STATE_TEXGEN;
323 tokens[1] = index1; /* tex unit */
324 tokens[2] = STATE_TEXGEN_EYE_S;
325 }
326 else if (strcmp(var, "gl_EyePlaneT") == 0) {
327 if (index1 < 0)
328 return -1;
329 tokens[0] = STATE_TEXGEN;
330 tokens[1] = index1; /* tex unit */
331 tokens[2] = STATE_TEXGEN_EYE_T;
332 }
333 else if (strcmp(var, "gl_EyePlaneR") == 0) {
334 if (index1 < 0)
335 return -1;
336 tokens[0] = STATE_TEXGEN;
337 tokens[1] = index1; /* tex unit */
338 tokens[2] = STATE_TEXGEN_EYE_R;
339 }
340 else if (strcmp(var, "gl_EyePlaneQ") == 0) {
341 if (index1 < 0)
342 return -1;
343 tokens[0] = STATE_TEXGEN;
344 tokens[1] = index1; /* tex unit */
345 tokens[2] = STATE_TEXGEN_EYE_Q;
346 }
347 else if (strcmp(var, "gl_ObjectPlaneS") == 0) {
348 if (index1 < 0)
349 return -1;
350 tokens[0] = STATE_TEXGEN;
351 tokens[1] = index1; /* tex unit */
352 tokens[2] = STATE_TEXGEN_OBJECT_S;
353 }
354 else if (strcmp(var, "gl_ObjectPlaneT") == 0) {
355 if (index1 < 0)
356 return -1;
357 tokens[0] = STATE_TEXGEN;
358 tokens[1] = index1; /* tex unit */
359 tokens[2] = STATE_TEXGEN_OBJECT_T;
360 }
361 else if (strcmp(var, "gl_ObjectPlaneR") == 0) {
362 if (index1 < 0)
363 return -1;
364 tokens[0] = STATE_TEXGEN;
365 tokens[1] = index1; /* tex unit */
366 tokens[2] = STATE_TEXGEN_OBJECT_R;
367 }
368 else if (strcmp(var, "gl_ObjectPlaneQ") == 0) {
369 if (index1 < 0)
370 return -1;
371 tokens[0] = STATE_TEXGEN;
372 tokens[1] = index1; /* tex unit */
373 tokens[2] = STATE_TEXGEN_OBJECT_Q;
374 }
375 else if (strcmp(var, "gl_Fog") == 0) {
376 if (strcmp(field, "color") == 0) {
377 tokens[0] = STATE_FOG_COLOR;
378 }
379 else if (strcmp(field, "density") == 0) {
380 tokens[0] = STATE_FOG_PARAMS;
381 *swizzleOut = SWIZZLE_XXXX;
382 }
383 else if (strcmp(field, "start") == 0) {
384 tokens[0] = STATE_FOG_PARAMS;
385 *swizzleOut = SWIZZLE_YYYY;
386 }
387 else if (strcmp(field, "end") == 0) {
388 tokens[0] = STATE_FOG_PARAMS;
389 *swizzleOut = SWIZZLE_ZZZZ;
390 }
391 else if (strcmp(field, "scale") == 0) {
392 tokens[0] = STATE_FOG_PARAMS;
393 *swizzleOut = SWIZZLE_WWWW;
394 }
395 else {
396 return -1;
397 }
398 }
399 else {
400 return -1;
401 }
402
403 if (isMatrix) {
404 /* load all four rows (or columns) of matrix */
405 GLint pos[4];
406 GLuint j;
407 for (j = 0; j < 4; j++) {
408 tokens[2] = tokens[3] = j; /* jth row of matrix */
409 pos[j] = _mesa_add_state_reference(paramList, tokens);
410 assert(pos[j] >= 0);
411 ASSERT(pos[j] >= 0);
412 }
413 return pos[0] + index1;
414 }
415 else {
416 /* allocate a single register */
417 GLint pos = _mesa_add_state_reference(paramList, tokens);
418 ASSERT(pos >= 0);
419 return pos;
420 }
421 }
422
423
424
425 /**
426 * Given a variable name and datatype, emit uniform/constant buffer
427 * entries which will store that state variable.
428 * For example, if name="gl_LightSource" we'll emit 64 state variable
429 * vectors/references and return position where that data starts. This will
430 * allow run-time array indexing into the light source array.
431 *
432 * Note that this is a recursive function.
433 *
434 * \return -1 if error, else index of start of data in the program parameter list
435 */
436 static GLint
437 emit_statevars(const char *name, int array_len,
438 const slang_type_specifier *type,
439 gl_state_index tokens[STATE_LENGTH],
440 struct gl_program_parameter_list *paramList)
441 {
442 if (type->type == SLANG_SPEC_ARRAY) {
443 GLint i, pos = -1;
444 assert(array_len > 0);
445 if (strcmp(name, "gl_ClipPlane") == 0) {
446 tokens[0] = STATE_CLIPPLANE;
447 }
448 else if (strcmp(name, "gl_LightSource") == 0) {
449 tokens[0] = STATE_LIGHT;
450 }
451 else if (strcmp(name, "gl_FrontLightProduct") == 0) {
452 tokens[0] = STATE_LIGHTPROD;
453 tokens[2] = 0; /* front */
454 }
455 else if (strcmp(name, "gl_BackLightProduct") == 0) {
456 tokens[0] = STATE_LIGHTPROD;
457 tokens[2] = 1; /* back */
458 }
459 else if (strcmp(name, "gl_TextureEnvColor") == 0) {
460 tokens[0] = STATE_TEXENV_COLOR;
461 }
462 else if (strcmp(name, "gl_EyePlaneS") == 0) {
463 tokens[0] = STATE_TEXGEN;
464 tokens[2] = STATE_TEXGEN_EYE_S;
465 }
466 else if (strcmp(name, "gl_EyePlaneT") == 0) {
467 tokens[0] = STATE_TEXGEN;
468 tokens[2] = STATE_TEXGEN_EYE_T;
469 }
470 else if (strcmp(name, "gl_EyePlaneR") == 0) {
471 tokens[0] = STATE_TEXGEN;
472 tokens[2] = STATE_TEXGEN_EYE_R;
473 }
474 else if (strcmp(name, "gl_EyePlaneQ") == 0) {
475 tokens[0] = STATE_TEXGEN;
476 tokens[2] = STATE_TEXGEN_EYE_Q;
477 }
478 else if (strcmp(name, "gl_ObjectPlaneS") == 0) {
479 tokens[0] = STATE_TEXGEN;
480 tokens[2] = STATE_TEXGEN_OBJECT_S;
481 }
482 else if (strcmp(name, "gl_ObjectPlaneT") == 0) {
483 tokens[0] = STATE_TEXGEN;
484 tokens[2] = STATE_TEXGEN_OBJECT_T;
485 }
486 else if (strcmp(name, "gl_ObjectPlaneR") == 0) {
487 tokens[0] = STATE_TEXGEN;
488 tokens[2] = STATE_TEXGEN_OBJECT_R;
489 }
490 else if (strcmp(name, "gl_ObjectPlaneQ") == 0) {
491 tokens[0] = STATE_TEXGEN;
492 tokens[2] = STATE_TEXGEN_OBJECT_Q;
493 }
494 else if (strcmp(name, "gl_TextureMatrix") == 0) {
495 tokens[0] = STATE_TEXTURE_MATRIX;
496 tokens[4] = STATE_MATRIX_TRANSPOSE;
497 }
498 else if (strcmp(name, "gl_TextureMatrixInverse") == 0) {
499 tokens[0] = STATE_TEXTURE_MATRIX;
500 tokens[4] = STATE_MATRIX_INVTRANS;
501 }
502 else if (strcmp(name, "gl_TextureMatrixTranspose") == 0) {
503 tokens[0] = STATE_TEXTURE_MATRIX;
504 tokens[4] = 0;
505 }
506 else if (strcmp(name, "gl_TextureMatrixInverseTranspose") == 0) {
507 tokens[0] = STATE_TEXTURE_MATRIX;
508 tokens[4] = STATE_MATRIX_INVERSE;
509 }
510 else {
511 return -1; /* invalid array name */
512 }
513 /* emit state vars for each array element */
514 for (i = 0; i < array_len; i++) {
515 GLint p;
516 tokens[1] = i;
517 p = emit_statevars(NULL, 0, type->_array, tokens, paramList);
518 if (i == 0)
519 pos = p;
520 }
521 return pos;
522 }
523 else if (type->type == SLANG_SPEC_STRUCT) {
524 const slang_variable_scope *fields = type->_struct->fields;
525 GLuint i, pos = 0;
526 for (i = 0; i < fields->num_variables; i++) {
527 const slang_variable *var = fields->variables[i];
528 GLint p = emit_statevars(var->a_name, 0, &var->type.specifier,
529 tokens, paramList);
530 if (i == 0)
531 pos = p;
532 }
533 return pos;
534 }
535 else if (type->type == SLANG_SPEC_MAT4) {
536 /* unroll/emit 4 array rows (or columns) */
537 slang_type_specifier vec4;
538 GLint i, p, pos = -1;
539 vec4.type = SLANG_SPEC_VEC4;
540 for (i = 0; i < 4; i++) {
541 tokens[2] = tokens[3] = i; /* row[i] (or column[i]) of matrix */
542 p = emit_statevars(NULL, 0, &vec4, tokens, paramList);
543 if (pos == -1)
544 pos = p;
545 }
546 return pos;
547 }
548 else {
549 GLint pos;
550 assert(type->type == SLANG_SPEC_VEC4 ||
551 type->type == SLANG_SPEC_VEC3 ||
552 type->type == SLANG_SPEC_VEC2 ||
553 type->type == SLANG_SPEC_FLOAT ||
554 type->type == SLANG_SPEC_IVEC4 ||
555 type->type == SLANG_SPEC_IVEC3 ||
556 type->type == SLANG_SPEC_IVEC2 ||
557 type->type == SLANG_SPEC_INT);
558 if (name) {
559 GLint t;
560
561 if (tokens[0] == STATE_LIGHT)
562 t = 2;
563 else if (tokens[0] == STATE_LIGHTPROD)
564 t = 3;
565 else
566 return -1; /* invalid array name */
567
568 if (strcmp(name, "ambient") == 0) {
569 tokens[t] = STATE_AMBIENT;
570 }
571 else if (strcmp(name, "diffuse") == 0) {
572 tokens[t] = STATE_DIFFUSE;
573 }
574 else if (strcmp(name, "specular") == 0) {
575 tokens[t] = STATE_SPECULAR;
576 }
577 else if (strcmp(name, "position") == 0) {
578 tokens[t] = STATE_POSITION;
579 }
580 else if (strcmp(name, "halfVector") == 0) {
581 tokens[t] = STATE_HALF_VECTOR;
582 }
583 else if (strcmp(name, "spotDirection") == 0) {
584 tokens[t] = STATE_SPOT_DIRECTION; /* xyz components */
585 }
586 else if (strcmp(name, "spotCosCutoff") == 0) {
587 tokens[t] = STATE_SPOT_DIRECTION; /* w component */
588 }
589
590 else if (strcmp(name, "constantAttenuation") == 0) {
591 tokens[t] = STATE_ATTENUATION; /* x component */
592 }
593 else if (strcmp(name, "linearAttenuation") == 0) {
594 tokens[t] = STATE_ATTENUATION; /* y component */
595 }
596 else if (strcmp(name, "quadraticAttenuation") == 0) {
597 tokens[t] = STATE_ATTENUATION; /* z component */
598 }
599 else if (strcmp(name, "spotExponent") == 0) {
600 tokens[t] = STATE_ATTENUATION; /* w = spot exponent */
601 }
602
603 else if (strcmp(name, "spotCutoff") == 0) {
604 tokens[t] = STATE_SPOT_CUTOFF; /* x component */
605 }
606
607 else {
608 return -1; /* invalid field name */
609 }
610 }
611
612 pos = _mesa_add_state_reference(paramList, tokens);
613 return pos;
614 }
615
616 return 1;
617 }
618
619
620 /**
621 * Unroll the named built-in uniform variable into a sequence of state
622 * vars in the given parameter list.
623 */
624 static GLint
625 alloc_state_var_array(const slang_variable *var,
626 struct gl_program_parameter_list *paramList)
627 {
628 gl_state_index tokens[STATE_LENGTH];
629 GLuint i;
630 GLint pos;
631
632 /* Initialize the state tokens array. This is very important.
633 * When we call _mesa_add_state_reference() it'll searches the parameter
634 * list to see if the given statevar token sequence is already present.
635 * This is normally a good thing since it prevents redundant values in the
636 * constant buffer.
637 *
638 * But when we're building arrays of state this can be bad. For example,
639 * consider this fragment of GLSL code:
640 * foo = gl_LightSource[3].diffuse;
641 * ...
642 * bar = gl_LightSource[i].diffuse;
643 *
644 * When we unroll the gl_LightSource array (for "bar") we want to re-emit
645 * gl_LightSource[3].diffuse and not re-use the first instance (from "foo")
646 * since that would upset the array layout. We handle this situation by
647 * setting the last token in the state var token array to the special
648 * value STATE_ARRAY.
649 * This token will only be set for array state. We can hijack the last
650 * element in the array for this since it's never used for light, clipplane
651 * or texture env array state.
652 */
653 for (i = 0; i < STATE_LENGTH; i++)
654 tokens[i] = 0;
655 tokens[STATE_LENGTH - 1] = STATE_ARRAY;
656
657 pos = emit_statevars(var->a_name, var->array_len, &var->type.specifier,
658 tokens, paramList);
659
660 return pos;
661 }
662
663
664
665 /**
666 * Allocate storage for a pre-defined uniform (a GL state variable).
667 * As a memory-saving optimization, we try to only allocate storage for
668 * state vars that are actually used.
669 *
670 * Arrays such as gl_LightSource are handled specially. For an expression
671 * like "gl_LightSource[2].diffuse", we can allocate a single uniform/constant
672 * slot and return the index. In this case, we return direct=TRUE.
673 *
674 * Buf for something like "gl_LightSource[i].diffuse" we don't know the value
675 * of 'i' at compile time so we need to "unroll" the gl_LightSource array
676 * into a consecutive sequence of uniform/constant slots so it can be indexed
677 * at runtime. In this case, we return direct=FALSE.
678 *
679 * Currently, all pre-defined uniforms are in one of these forms:
680 * var
681 * var[i]
682 * var.field
683 * var[i].field
684 * var[i][j]
685 *
686 * \return -1 upon error, else position in paramList of the state variable/data
687 */
688 GLint
689 _slang_alloc_statevar(slang_ir_node *n,
690 struct gl_program_parameter_list *paramList,
691 GLboolean *direct)
692 {
693 slang_ir_node *n0 = n;
694 const char *field = NULL;
695 GLint index1 = -1, index2 = -1;
696 GLuint swizzle;
697
698 *direct = GL_TRUE;
699
700 if (n->Opcode == IR_FIELD) {
701 field = n->Field;
702 n = n->Children[0];
703 }
704
705 if (n->Opcode == IR_ELEMENT) {
706 if (n->Children[1]->Opcode == IR_FLOAT) {
707 index1 = (GLint) n->Children[1]->Value[0];
708 }
709 else {
710 *direct = GL_FALSE;
711 }
712 n = n->Children[0];
713 }
714
715 if (n->Opcode == IR_ELEMENT) {
716 /* XXX can only handle constant indexes for now */
717 if (n->Children[1]->Opcode == IR_FLOAT) {
718 /* two-dimensional array index: mat[i][j] */
719 index2 = index1;
720 index1 = (GLint) n->Children[1]->Value[0];
721 }
722 else {
723 *direct = GL_FALSE;
724 }
725 n = n->Children[0];
726 }
727
728 assert(n->Opcode == IR_VAR);
729
730 if (*direct) {
731 const char *var = (const char *) n->Var->a_name;
732 GLint pos =
733 lookup_statevar(var, index1, index2, field, &swizzle, paramList);
734 if (pos >= 0) {
735 /* newly resolved storage for the statevar/constant/uniform */
736 n0->Store->File = PROGRAM_STATE_VAR;
737 n0->Store->Index = pos;
738 n0->Store->Swizzle = swizzle;
739 n0->Store->Parent = NULL;
740 return pos;
741 }
742 }
743
744 *direct = GL_FALSE;
745 return alloc_state_var_array(n->Var, paramList);
746 }
747
748
749
750
751 #define SWIZZLE_ZWWW MAKE_SWIZZLE4(SWIZZLE_Z, SWIZZLE_W, SWIZZLE_W, SWIZZLE_W)
752
753
754 /** Predefined shader inputs */
755 struct input_info
756 {
757 const char *Name;
758 GLuint Attrib;
759 GLenum Type;
760 GLuint Swizzle;
761 GLboolean Array;
762 };
763
764 /** Predefined vertex shader inputs/attributes */
765 static const struct input_info vertInputs[] = {
766 { "gl_Vertex", VERT_ATTRIB_POS, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
767 { "gl_Normal", VERT_ATTRIB_NORMAL, GL_FLOAT_VEC3, SWIZZLE_NOOP, GL_FALSE },
768 { "gl_Color", VERT_ATTRIB_COLOR0, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
769 { "gl_SecondaryColor", VERT_ATTRIB_COLOR1, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
770 { "gl_FogCoord", VERT_ATTRIB_FOG, GL_FLOAT, SWIZZLE_XXXX, GL_FALSE },
771 { "gl_MultiTexCoord0", VERT_ATTRIB_TEX0, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
772 { "gl_MultiTexCoord1", VERT_ATTRIB_TEX1, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
773 { "gl_MultiTexCoord2", VERT_ATTRIB_TEX2, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
774 { "gl_MultiTexCoord3", VERT_ATTRIB_TEX3, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
775 { "gl_MultiTexCoord4", VERT_ATTRIB_TEX4, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
776 { "gl_MultiTexCoord5", VERT_ATTRIB_TEX5, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
777 { "gl_MultiTexCoord6", VERT_ATTRIB_TEX6, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
778 { "gl_MultiTexCoord7", VERT_ATTRIB_TEX7, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE }
779 };
780
781 static const struct input_info geomInputs[] = {
782 { "gl_PrimitiveIDIn", GEOM_ATTRIB_PRIMITIVE_ID, GL_FLOAT, SWIZZLE_NOOP, GL_FALSE },
783 { "gl_FrontColorIn", GEOM_ATTRIB_COLOR0, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_TRUE },
784 { "gl_BackColorIn", GEOM_ATTRIB_COLOR1, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_TRUE },
785 { "gl_FrontSecondaryColorIn", GEOM_ATTRIB_SECONDARY_COLOR0, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_TRUE },
786 { "gl_BackSecondaryColorIn", GEOM_ATTRIB_SECONDARY_COLOR1, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_TRUE },
787 { "gl_TexCoordIn", GEOM_ATTRIB_TEX_COORD, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_TRUE },
788 { "gl_FogFragCoordIn", GEOM_ATTRIB_FOG_FRAG_COORD, GL_FLOAT, SWIZZLE_NOOP, GL_TRUE },
789 { "gl_PositionIn", GEOM_ATTRIB_POSITION, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_TRUE },
790 { "gl_ClipVertexIn", GEOM_ATTRIB_CLIP_VERTEX, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_TRUE },
791 { "gl_PointSizeIn", GEOM_ATTRIB_POINT_SIZE, GL_FLOAT, SWIZZLE_NOOP, GL_TRUE }
792 };
793
794 /** Predefined fragment shader inputs */
795 static const struct input_info fragInputs[] = {
796 { "gl_FragCoord", FRAG_ATTRIB_WPOS, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
797 { "gl_Color", FRAG_ATTRIB_COL0, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
798 { "gl_SecondaryColor", FRAG_ATTRIB_COL1, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
799 { "gl_TexCoord", FRAG_ATTRIB_TEX0, GL_FLOAT_VEC4, SWIZZLE_NOOP, GL_FALSE },
800 { "gl_FogFragCoord", FRAG_ATTRIB_FOGC, GL_FLOAT, SWIZZLE_XXXX, GL_FALSE },
801 { "gl_FrontFacing", FRAG_ATTRIB_FACE, GL_FLOAT, SWIZZLE_XXXX, GL_FALSE },
802 { "gl_PointCoord", FRAG_ATTRIB_PNTC, GL_FLOAT_VEC2, SWIZZLE_XYZW, GL_FALSE }
803 };
804
805
806 /**
807 * Return the VERT_ATTRIB_* or FRAG_ATTRIB_* value that corresponds to
808 * a vertex or fragment program input variable. Return -1 if the input
809 * name is invalid.
810 * XXX return size too
811 */
812 GLint
813 _slang_input_index(const char *name, GLenum target, GLuint *swizzleOut,
814 GLboolean *is_array)
815 {
816 const struct input_info *inputs;
817 GLuint i, n;
818
819 switch (target) {
820 case GL_VERTEX_PROGRAM_ARB:
821 inputs = vertInputs;
822 n = Elements(vertInputs);
823 break;
824 case GL_FRAGMENT_PROGRAM_ARB:
825 inputs = fragInputs;
826 n = Elements(fragInputs);
827 break;
828 case MESA_GEOMETRY_PROGRAM:
829 inputs = geomInputs;
830 n = Elements(geomInputs);
831 break;
832 default:
833 _mesa_problem(NULL, "bad target in _slang_input_index");
834 return -1;
835 }
836
837 ASSERT(MAX_TEXTURE_COORD_UNITS == 8); /* if this fails, fix vertInputs above */
838
839 for (i = 0; i < n; i++) {
840 if (strcmp(inputs[i].Name, name) == 0) {
841 /* found */
842 *swizzleOut = inputs[i].Swizzle;
843 if (is_array)
844 *is_array = inputs[i].Array;
845 return inputs[i].Attrib;
846 }
847 }
848 return -1;
849 }
850
851
852 /**
853 * Return name of the given vertex attribute (VERT_ATTRIB_x).
854 */
855 const char *
856 _slang_vert_attrib_name(GLuint attrib)
857 {
858 GLuint i;
859 assert(attrib < VERT_ATTRIB_GENERIC0);
860 for (i = 0; Elements(vertInputs); i++) {
861 if (vertInputs[i].Attrib == attrib)
862 return vertInputs[i].Name;
863 }
864 return NULL;
865 }
866
867
868 /**
869 * Return type (GL_FLOAT, GL_FLOAT_VEC2, etc) of the given vertex
870 * attribute (VERT_ATTRIB_x).
871 */
872 GLenum
873 _slang_vert_attrib_type(GLuint attrib)
874 {
875 GLuint i;
876 assert(attrib < VERT_ATTRIB_GENERIC0);
877 for (i = 0; Elements(vertInputs); i++) {
878 if (vertInputs[i].Attrib == attrib)
879 return vertInputs[i].Type;
880 }
881 return GL_NONE;
882 }
883
884
885
886
887
888 /** Predefined shader output info */
889 struct output_info
890 {
891 const char *Name;
892 GLuint Attrib;
893 GLenum Type;
894 };
895
896 /** Predefined vertex shader outputs */
897 static const struct output_info vertOutputs[] = {
898 { "gl_Position", VERT_RESULT_HPOS, GL_FLOAT_VEC4 },
899 { "gl_FrontColor", VERT_RESULT_COL0, GL_FLOAT_VEC4 },
900 { "gl_BackColor", VERT_RESULT_BFC0, GL_FLOAT_VEC4 },
901 { "gl_FrontSecondaryColor", VERT_RESULT_COL1, GL_FLOAT_VEC4 },
902 { "gl_BackSecondaryColor", VERT_RESULT_BFC1, GL_FLOAT_VEC4 },
903 { "gl_TexCoord", VERT_RESULT_TEX0, GL_FLOAT_VEC4 },
904 { "gl_FogFragCoord", VERT_RESULT_FOGC, GL_FLOAT },
905 { "gl_PointSize", VERT_RESULT_PSIZ, GL_FLOAT }
906 };
907
908 /** Predefined geometry shader outputs */
909 static const struct output_info geomOutputs[] = {
910 { "gl_Position", GEOM_RESULT_POS, GL_FLOAT_VEC4 },
911 { "gl_FrontColor", GEOM_RESULT_COL0, GL_FLOAT_VEC4 },
912 { "gl_BackColor", GEOM_RESULT_COL1, GL_FLOAT_VEC4 },
913 { "gl_FrontSecondaryColor", GEOM_RESULT_SCOL0, GL_FLOAT_VEC4 },
914 { "gl_BackSecondaryColor", GEOM_RESULT_SCOL1, GL_FLOAT_VEC4 },
915 { "gl_TexCoord", GEOM_RESULT_TEX0, GL_FLOAT_VEC4 },
916 { "gl_FogFragCoord", GEOM_RESULT_FOGC, GL_FLOAT },
917 { "gl_ClipVertex", GEOM_RESULT_CLPV, GL_FLOAT_VEC4 },
918 { "gl_PointSize", GEOM_RESULT_PSIZ, GL_FLOAT },
919 { "gl_PrimitiveID", GEOM_RESULT_PRID, GL_FLOAT },
920 { "gl_Layer", GEOM_RESULT_LAYR, GL_FLOAT }
921 };
922
923 /** Predefined fragment shader outputs */
924 static const struct output_info fragOutputs[] = {
925 { "gl_FragColor", FRAG_RESULT_COLOR, GL_FLOAT_VEC4 },
926 { "gl_FragDepth", FRAG_RESULT_DEPTH, GL_FLOAT },
927 { "gl_FragData", FRAG_RESULT_DATA0, GL_FLOAT_VEC4 }
928 };
929
930
931 /**
932 * Return the VERT_RESULT_*, GEOM_RESULT_* or FRAG_RESULT_* value that corresponds
933 * to a vertex or fragment program output variable. Return -1 for an invalid
934 * output name.
935 */
936 GLint
937 _slang_output_index(const char *name, GLenum target)
938 {
939 const struct output_info *outputs;
940 GLuint i, n;
941
942 switch (target) {
943 case GL_VERTEX_PROGRAM_ARB:
944 outputs = vertOutputs;
945 n = Elements(vertOutputs);
946 break;
947 case GL_FRAGMENT_PROGRAM_ARB:
948 outputs = fragOutputs;
949 n = Elements(fragOutputs);
950 break;
951 case MESA_GEOMETRY_PROGRAM:
952 outputs = geomOutputs;
953 n = Elements(geomOutputs);
954 break;
955 default:
956 _mesa_problem(NULL, "bad target in _slang_output_index");
957 return -1;
958 }
959
960 for (i = 0; i < n; i++) {
961 if (strcmp(outputs[i].Name, name) == 0) {
962 /* found */
963 return outputs[i].Attrib;
964 }
965 }
966 return -1;
967 }
968
969
970 /**
971 * Given a VERT_RESULT_x index, return the corresponding string name.
972 */
973 const char *
974 _slang_vertex_output_name(gl_vert_result index)
975 {
976 if (index < Elements(vertOutputs))
977 return vertOutputs[index].Name;
978 else
979 return NULL;
980 }
981
982
983 /**
984 * Given a GEOM_RESULT_x index, return the corresponding string name.
985 */
986 const char *
987 _slang_geometry_output_name(gl_geom_result index)
988 {
989 if (index < Elements(geomOutputs))
990 return geomOutputs[index].Name;
991 else
992 return NULL;
993 }
994
995
996 /**
997 * Given a FRAG_RESULT_x index, return the corresponding string name.
998 */
999 const char *
1000 _slang_fragment_output_name(gl_frag_result index)
1001 {
1002 if (index < Elements(fragOutputs))
1003 return fragOutputs[index].Name;
1004 else
1005 return NULL;
1006 }
1007
1008
1009 /**
1010 * Given a VERT_RESULT_x index, return the corresponding varying
1011 * var's datatype.
1012 */
1013 GLenum
1014 _slang_vertex_output_type(gl_vert_result index)
1015 {
1016 if (index < Elements(vertOutputs))
1017 return vertOutputs[index].Type;
1018 else
1019 return GL_NONE;
1020 }