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|
/*
* Mesa 3-D graphics library
* Version: 6.3
*
* Copyright (C) 2005 Tungsten Graphics All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* TUNGSTEN GRAPHICS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/**
* \file t_vp_build.c
* Create a vertex program to execute the current fixed function T&L pipeline.
* \author Keith Whitwell
*/
#include <strings.h>
#include "glheader.h"
#include "macros.h"
#include "enums.h"
#include "t_context.h"
#include "t_vp_build.h"
#include "shader/program.h"
#include "shader/nvvertprog.h"
#include "shader/arbvertparse.h"
/* Very useful debugging tool - produces annotated listing of
* generated program with line/function references for each
* instruction back into this file:
*/
#define DISASSEM 1
/* Should be tunable by the driver - do we want to do matrix
* multiplications with DP4's or with MUL/MAD's? SSE works better
* with the latter, drivers may differ.
*/
#define PREFER_DP4 1
#define MAX_INSN 200
/* Use uregs to represent registers internally, translate to Mesa's
* expected formats on emit.
*
* NOTE: These are passed by value extensively in this file rather
* than as usual by pointer reference. If this disturbs you, try
* remembering they are just 32bits in size.
*
* GCC is smart enough to deal with these dword-sized structures in
* much the same way as if I had defined them as dwords and was using
* macros to access and set the fields. This is much nicer and easier
* to evolve.
*/
struct ureg {
GLuint file:4;
GLuint idx:8;
GLuint negate:1;
GLuint swz:12;
GLuint pad:7;
};
struct tnl_program {
GLcontext *ctx;
struct vertex_program *program;
GLuint temp_in_use;
GLuint temp_reserved;
struct ureg eye_position;
struct ureg eye_position_normalized;
struct ureg eye_normal;
struct ureg identity;
GLuint materials;
GLuint color_materials;
};
const static struct ureg undef = {
~0,
~0,
0,
0,
0
};
/* Local shorthand:
*/
#define X SWIZZLE_X
#define Y SWIZZLE_Y
#define Z SWIZZLE_Z
#define W SWIZZLE_W
/* Construct a ureg:
*/
static struct ureg make_ureg(GLuint file, GLuint idx)
{
struct ureg reg;
reg.file = file;
reg.idx = idx;
reg.negate = 0;
reg.swz = SWIZZLE_NOOP;
reg.pad = 0;
return reg;
}
static struct ureg negate( struct ureg reg )
{
reg.negate ^= 1;
return reg;
}
static struct ureg swizzle( struct ureg reg, int x, int y, int z, int w )
{
reg.swz = MAKE_SWIZZLE4(GET_SWZ(reg.swz, x),
GET_SWZ(reg.swz, y),
GET_SWZ(reg.swz, z),
GET_SWZ(reg.swz, w));
return reg;
}
static struct ureg swizzle1( struct ureg reg, int x )
{
return swizzle(reg, x, x, x, x);
}
static struct ureg get_temp( struct tnl_program *p )
{
int bit = ffs( ~p->temp_in_use );
if (!bit) {
fprintf(stderr, "%s: out of temporaries\n", __FILE__);
exit(1);
}
p->temp_in_use |= 1<<(bit-1);
return make_ureg(PROGRAM_TEMPORARY, bit-1);
}
static struct ureg reserve_temp( struct tnl_program *p )
{
struct ureg temp = get_temp( p );
p->temp_reserved |= 1<<temp.idx;
return temp;
}
static void release_temp( struct tnl_program *p, struct ureg reg )
{
if (reg.file == PROGRAM_TEMPORARY) {
p->temp_in_use &= ~(1<<reg.idx);
p->temp_in_use |= p->temp_reserved; /* can't release reserved temps */
}
}
static void release_temps( struct tnl_program *p )
{
p->temp_in_use = p->temp_reserved;
}
static struct ureg register_input( struct tnl_program *p, GLuint input )
{
p->program->InputsRead |= (1<<input);
return make_ureg(PROGRAM_INPUT, input);
}
static struct ureg register_output( struct tnl_program *p, GLuint output )
{
p->program->OutputsWritten |= (1<<output);
return make_ureg(PROGRAM_OUTPUT, output);
}
static struct ureg register_const4f( struct tnl_program *p,
GLfloat s0,
GLfloat s1,
GLfloat s2,
GLfloat s3)
{
GLfloat values[4];
GLuint idx;
values[0] = s0;
values[1] = s1;
values[2] = s2;
values[3] = s3;
idx = _mesa_add_unnamed_constant( p->program->Parameters, values );
return make_ureg(PROGRAM_STATE_VAR, idx);
}
#define register_const1f(p, s0) register_const4f(p, s0, 0, 0, 1)
#define register_const2f(p, s0, s1) register_const4f(p, s0, s1, 0, 1)
#define register_const3f(p, s0, s1, s2) register_const4f(p, s0, s1, s2, 1)
static GLboolean is_undef( struct ureg reg )
{
return reg.file == 0xf;
}
static struct ureg get_identity_param( struct tnl_program *p )
{
if (is_undef(p->identity))
p->identity = register_const4f(p, 0,0,0,1);
return p->identity;
}
static struct ureg register_param6( struct tnl_program *p,
GLint s0,
GLint s1,
GLint s2,
GLint s3,
GLint s4,
GLint s5)
{
GLint tokens[6];
GLuint idx;
tokens[0] = s0;
tokens[1] = s1;
tokens[2] = s2;
tokens[3] = s3;
tokens[4] = s4;
tokens[5] = s5;
idx = _mesa_add_state_reference( p->program->Parameters, tokens );
return make_ureg(PROGRAM_STATE_VAR, idx);
}
#define register_param1(p,s0) register_param6(p,s0,0,0,0,0,0)
#define register_param2(p,s0,s1) register_param6(p,s0,s1,0,0,0,0)
#define register_param3(p,s0,s1,s2) register_param6(p,s0,s1,s2,0,0,0)
#define register_param4(p,s0,s1,s2,s3) register_param6(p,s0,s1,s2,s3,0,0)
static void register_matrix_param6( struct tnl_program *p,
GLint s0,
GLint s1,
GLint s2,
GLint s3,
GLint s4,
GLint s5,
struct ureg *matrix )
{
GLuint i;
/* This is a bit sad as the support is there to pull the whole
* matrix out in one go:
*/
for (i = 0; i <= s4 - s3; i++)
matrix[i] = register_param6( p, s0, s1, s2, i, i, s5 );
}
static void emit_arg( struct vp_src_register *src,
struct ureg reg )
{
src->File = reg.file;
src->Index = reg.idx;
src->Swizzle = reg.swz;
src->Negate = reg.negate;
src->RelAddr = 0;
src->pad = 0;
}
static void emit_dst( struct vp_dst_register *dst,
struct ureg reg, GLuint mask )
{
dst->File = reg.file;
dst->Index = reg.idx;
/* allow zero as a shorthand for xyzw */
dst->WriteMask = mask ? mask : WRITEMASK_XYZW;
dst->pad = 0;
}
static void debug_insn( struct vp_instruction *inst, const char *fn,
GLuint line )
{
#if DISASSEM
static const char *last_fn;
if (fn != last_fn) {
last_fn = fn;
_mesa_printf("%s:\n", fn);
}
_mesa_printf("%d:\t", line);
_mesa_debug_vp_inst(1, inst);
#endif
}
static void emit_op3fn(struct tnl_program *p,
GLuint op,
struct ureg dest,
GLuint mask,
struct ureg src0,
struct ureg src1,
struct ureg src2,
const char *fn,
GLuint line)
{
GLuint nr = p->program->Base.NumInstructions++;
struct vp_instruction *inst = &p->program->Instructions[nr];
if (p->program->Base.NumInstructions > MAX_INSN) {
_mesa_problem(p->ctx, "Out of instructions in emit_op3fn\n");
return;
}
inst->Opcode = op;
inst->StringPos = 0;
inst->Data = 0;
emit_arg( &inst->SrcReg[0], src0 );
emit_arg( &inst->SrcReg[1], src1 );
emit_arg( &inst->SrcReg[2], src2 );
emit_dst( &inst->DstReg, dest, mask );
debug_insn(inst, fn, line);
}
#define emit_op3(p, op, dst, mask, src0, src1, src2) \
emit_op3fn(p, op, dst, mask, src0, src1, src2, __FUNCTION__, __LINE__)
#define emit_op2(p, op, dst, mask, src0, src1) \
emit_op3fn(p, op, dst, mask, src0, src1, undef, __FUNCTION__, __LINE__)
#define emit_op1(p, op, dst, mask, src0) \
emit_op3fn(p, op, dst, mask, src0, undef, undef, __FUNCTION__, __LINE__)
static struct ureg make_temp( struct tnl_program *p, struct ureg reg )
{
if (reg.file == PROGRAM_TEMPORARY &&
!(p->temp_reserved & (1<<reg.idx)))
return reg;
else {
struct ureg temp = get_temp(p);
emit_op1(p, VP_OPCODE_MOV, temp, 0, reg);
return temp;
}
}
/* Currently no tracking performed of input/output/register size or
* active elements. Could be used to reduce these operations, as
* could the matrix type.
*/
static void emit_matrix_transform_vec4( struct tnl_program *p,
struct ureg dest,
const struct ureg *mat,
struct ureg src)
{
emit_op2(p, VP_OPCODE_DP4, dest, WRITEMASK_X, src, mat[0]);
emit_op2(p, VP_OPCODE_DP4, dest, WRITEMASK_Y, src, mat[1]);
emit_op2(p, VP_OPCODE_DP4, dest, WRITEMASK_Z, src, mat[2]);
emit_op2(p, VP_OPCODE_DP4, dest, WRITEMASK_W, src, mat[3]);
}
/* This version is much easier to implement if writemasks are not
* supported natively on the target or (like SSE), the target doesn't
* have a clean/obvious dotproduct implementation.
*/
static void emit_transpose_matrix_transform_vec4( struct tnl_program *p,
struct ureg dest,
const struct ureg *mat,
struct ureg src)
{
struct ureg tmp;
if (dest.file != PROGRAM_TEMPORARY)
tmp = get_temp(p);
else
tmp = dest;
emit_op2(p, VP_OPCODE_MUL, tmp, 0, swizzle1(src,X), mat[0]);
emit_op3(p, VP_OPCODE_MAD, tmp, 0, swizzle1(src,Y), mat[1], tmp);
emit_op3(p, VP_OPCODE_MAD, tmp, 0, swizzle1(src,Z), mat[2], tmp);
emit_op3(p, VP_OPCODE_MAD, dest, 0, swizzle1(src,W), mat[3], tmp);
if (dest.file != PROGRAM_TEMPORARY)
release_temp(p, tmp);
}
static void emit_matrix_transform_vec3( struct tnl_program *p,
struct ureg dest,
const struct ureg *mat,
struct ureg src)
{
emit_op2(p, VP_OPCODE_DP3, dest, WRITEMASK_X, src, mat[0]);
emit_op2(p, VP_OPCODE_DP3, dest, WRITEMASK_Y, src, mat[1]);
emit_op2(p, VP_OPCODE_DP3, dest, WRITEMASK_Z, src, mat[2]);
}
static void emit_normalize_vec3( struct tnl_program *p,
struct ureg dest,
struct ureg src )
{
struct ureg tmp = get_temp(p);
emit_op2(p, VP_OPCODE_DP3, tmp, 0, src, src);
emit_op1(p, VP_OPCODE_RSQ, tmp, 0, tmp);
emit_op2(p, VP_OPCODE_MUL, dest, 0, src, tmp);
release_temp(p, tmp);
}
static void emit_passthrough( struct tnl_program *p,
GLuint input,
GLuint output )
{
struct ureg out = register_output(p, output);
emit_op1(p, VP_OPCODE_MOV, out, 0, register_input(p, input));
}
static struct ureg get_eye_position( struct tnl_program *p )
{
if (is_undef(p->eye_position)) {
struct ureg pos = register_input( p, VERT_ATTRIB_POS );
struct ureg modelview[4];
p->eye_position = reserve_temp(p);
if (PREFER_DP4) {
register_matrix_param6( p, STATE_MATRIX, STATE_MODELVIEW, 0, 0, 3,
STATE_MATRIX, modelview );
emit_matrix_transform_vec4(p, p->eye_position, modelview, pos);
}
else {
register_matrix_param6( p, STATE_MATRIX, STATE_MODELVIEW, 0, 0, 3,
STATE_MATRIX_TRANSPOSE, modelview );
emit_transpose_matrix_transform_vec4(p, p->eye_position, modelview, pos);
}
}
return p->eye_position;
}
static struct ureg get_eye_position_normalized( struct tnl_program *p )
{
if (is_undef(p->eye_position_normalized)) {
struct ureg eye = get_eye_position(p);
p->eye_position_normalized = reserve_temp(p);
emit_normalize_vec3(p, p->eye_position_normalized, eye);
}
return p->eye_position_normalized;
}
static struct ureg get_eye_normal( struct tnl_program *p )
{
if (is_undef(p->eye_normal)) {
struct ureg normal = register_input(p, VERT_ATTRIB_NORMAL );
struct ureg mvinv[3];
register_matrix_param6( p, STATE_MATRIX, STATE_MODELVIEW, 0, 0, 2,
STATE_MATRIX_INVTRANS, mvinv );
p->eye_normal = reserve_temp(p);
/* Transform to eye space:
*/
emit_matrix_transform_vec3( p, p->eye_normal, mvinv, normal );
/* Normalize/Rescale:
*/
if (p->ctx->Transform.Normalize) {
emit_normalize_vec3( p, p->eye_normal, p->eye_normal );
}
else if (p->ctx->Transform.RescaleNormals) {
struct ureg rescale = register_param2(p, STATE_INTERNAL,
STATE_NORMAL_SCALE);
emit_op2( p, VP_OPCODE_MUL, p->eye_normal, 0, normal,
swizzle1(rescale, X));
}
}
return p->eye_normal;
}
static void build_hpos( struct tnl_program *p )
{
struct ureg pos = register_input( p, VERT_ATTRIB_POS );
struct ureg hpos = register_output( p, VERT_RESULT_HPOS );
struct ureg mvp[4];
if (PREFER_DP4) {
register_matrix_param6( p, STATE_MATRIX, STATE_MVP, 0, 0, 3,
STATE_MATRIX, mvp );
emit_matrix_transform_vec4( p, hpos, mvp, pos );
}
else {
register_matrix_param6( p, STATE_MATRIX, STATE_MVP, 0, 0, 3,
STATE_MATRIX_TRANSPOSE, mvp );
emit_transpose_matrix_transform_vec4( p, hpos, mvp, pos );
}
}
static GLuint material_attrib( GLuint side, GLuint property )
{
return (_TNL_ATTRIB_MAT_FRONT_AMBIENT +
(property - STATE_AMBIENT) * 2 +
side);
}
static void set_material_flags( struct tnl_program *p )
{
GLcontext *ctx = p->ctx;
TNLcontext *tnl = TNL_CONTEXT(ctx);
GLuint i;
p->color_materials = 0;
p->materials = 0;
if (ctx->Light.ColorMaterialEnabled) {
p->materials =
p->color_materials =
ctx->Light.ColorMaterialBitmask << _TNL_ATTRIB_MAT_FRONT_AMBIENT;
}
for (i = _TNL_ATTRIB_MAT_FRONT_AMBIENT ; i < _TNL_ATTRIB_INDEX ; i++)
if (tnl->vb.AttribPtr[i]->stride)
p->materials |= 1<<i;
}
static struct ureg get_material( struct tnl_program *p, GLuint side,
GLuint property )
{
GLuint attrib = material_attrib(side, property);
if (p->color_materials & (1<<attrib))
return register_input(p, VERT_ATTRIB_COLOR0);
else if (p->materials & (1<<attrib))
return register_input( p, attrib );
else
return register_param3( p, STATE_MATERIAL, side, property );
}
#define SCENE_COLOR_BITS(side) (( _TNL_BIT_MAT_FRONT_EMISSION | \
_TNL_BIT_MAT_FRONT_AMBIENT | \
_TNL_BIT_MAT_FRONT_DIFFUSE) << (side))
/* Either return a precalculated constant value or emit code to
* calculate these values dynamically in the case where material calls
* are present between begin/end pairs.
*
* Probably want to shift this to the program compilation phase - if
* we always emitted the calculation here, a smart compiler could
* detect that it was constant (given a certain set of inputs), and
* lift it out of the main loop. That way the programs created here
* would be independent of the vertex_buffer details.
*/
static struct ureg get_scenecolor( struct tnl_program *p, GLuint side )
{
if (p->materials & SCENE_COLOR_BITS(side)) {
struct ureg lm_ambient = register_param1(p, STATE_LIGHTMODEL_AMBIENT);
struct ureg material_emission = get_material(p, side, STATE_EMISSION);
struct ureg material_ambient = get_material(p, side, STATE_AMBIENT);
struct ureg material_diffuse = get_material(p, side, STATE_DIFFUSE);
struct ureg tmp = make_temp(p, material_diffuse);
emit_op3(p, VP_OPCODE_MAD, tmp, WRITEMASK_XYZ, lm_ambient,
material_ambient, material_emission);
return tmp;
}
else
return register_param2( p, STATE_LIGHTMODEL_SCENECOLOR, side );
}
static struct ureg get_lightprod( struct tnl_program *p, GLuint light,
GLuint side, GLuint property )
{
GLuint attrib = material_attrib(side, property);
if (p->materials & (1<<attrib)) {
struct ureg light_value =
register_param3(p, STATE_LIGHT, light, property);
struct ureg material_value = get_material(p, side, property);
struct ureg tmp = get_temp(p);
emit_op2(p, VP_OPCODE_MUL, tmp, 0, light_value, material_value);
return tmp;
}
else
return register_param4(p, STATE_LIGHTPROD, light, side, property);
}
static struct ureg calculate_light_attenuation( struct tnl_program *p,
GLuint i,
struct gl_light *light,
struct ureg VPpli,
struct ureg dist )
{
struct ureg attenuation = register_param3(p, STATE_LIGHT, i,
STATE_ATTENUATION);
struct ureg att = get_temp(p);
/* Calculate spot attenuation:
*/
if (light->SpotCutoff != 180.0F) {
struct ureg spot_dir = register_param3(p, STATE_LIGHT, i,
STATE_SPOT_DIRECTION);
struct ureg spot = get_temp(p);
struct ureg slt = get_temp(p);
emit_normalize_vec3( p, spot, spot_dir ); /* XXX: precompute! */
emit_op2(p, VP_OPCODE_DP3, spot, 0, negate(VPpli), spot_dir);
emit_op2(p, VP_OPCODE_SLT, slt, 0, swizzle1(spot_dir,W), spot);
emit_op2(p, VP_OPCODE_POW, spot, 0, spot, swizzle1(attenuation, W));
emit_op2(p, VP_OPCODE_MUL, att, 0, slt, spot);
release_temp(p, spot);
release_temp(p, slt);
}
/* Calculate distance attenuation:
*/
if (light->ConstantAttenuation != 1.0 ||
light->LinearAttenuation != 1.0 ||
light->QuadraticAttenuation != 1.0) {
/* 1/d,d,d,1/d */
emit_op1(p, VP_OPCODE_RCP, dist, WRITEMASK_YZ, dist);
/* 1,d,d*d,1/d */
emit_op2(p, VP_OPCODE_MUL, dist, WRITEMASK_XZ, dist, swizzle1(dist,Y));
/* 1/dist-atten */
emit_op2(p, VP_OPCODE_DP3, dist, 0, attenuation, dist);
if (light->SpotCutoff != 180.0F) {
/* dist-atten */
emit_op1(p, VP_OPCODE_RCP, dist, 0, dist);
/* spot-atten * dist-atten */
emit_op2(p, VP_OPCODE_MUL, att, 0, dist, att);
} else {
/* dist-atten */
emit_op1(p, VP_OPCODE_RCP, att, 0, dist);
}
}
return att;
}
/* Need to add some addtional parameters to allow lighting in object
* space - STATE_SPOT_DIRECTION and STATE_HALF implicitly assume eye
* space lighting.
*/
static void build_lighting( struct tnl_program *p )
{
GLcontext *ctx = p->ctx;
const GLboolean twoside = ctx->Light.Model.TwoSide;
const GLboolean separate = (ctx->Light.Model.ColorControl ==
GL_SEPARATE_SPECULAR_COLOR);
GLuint nr_lights = 0, count = 0;
struct ureg normal = get_eye_normal(p);
struct ureg lit = get_temp(p);
struct ureg dots = get_temp(p);
struct ureg _col0 = undef, _col1 = undef;
struct ureg _bfc0 = undef, _bfc1 = undef;
GLuint i;
for (i = 0; i < MAX_LIGHTS; i++)
if (ctx->Light.Light[i].Enabled)
nr_lights++;
set_material_flags(p);
{
struct ureg shininess = get_material(p, 0, STATE_SHININESS);
emit_op1(p, VP_OPCODE_MOV, dots, WRITEMASK_W, swizzle1(shininess,X));
release_temp(p, shininess);
_col0 = make_temp(p, get_scenecolor(p, 0));
if (separate)
_col1 = make_temp(p, get_identity_param(p));
else
_col1 = _col0;
}
if (twoside) {
struct ureg shininess = get_material(p, 1, STATE_SHININESS);
emit_op1(p, VP_OPCODE_MOV, dots, WRITEMASK_Z,
negate(swizzle1(shininess,X)));
release_temp(p, shininess);
_bfc0 = make_temp(p, get_scenecolor(p, 1));
if (separate)
_bfc1 = make_temp(p, get_identity_param(p));
else
_bfc1 = _bfc0;
}
/* If no lights, still need to emit the scenecolor.
*/
if (nr_lights == 0) {
{
struct ureg res0 = register_output( p, VERT_RESULT_COL0 );
emit_op1(p, VP_OPCODE_MOV, res0, 0, _col0);
}
if (separate) {
struct ureg res1 = register_output( p, VERT_RESULT_COL1 );
emit_op1(p, VP_OPCODE_MOV, res1, 0, _col1);
}
if (twoside) {
struct ureg res0 = register_output( p, VERT_RESULT_BFC0 );
emit_op1(p, VP_OPCODE_MOV, res0, 0, _bfc0);
}
if (twoside && separate) {
struct ureg res1 = register_output( p, VERT_RESULT_BFC1 );
emit_op1(p, VP_OPCODE_MOV, res1, 0, _bfc1);
}
release_temps(p);
return;
}
for (i = 0; i < MAX_LIGHTS; i++) {
struct gl_light *light = &ctx->Light.Light[i];
if (light->Enabled) {
struct ureg half = undef;
struct ureg att = undef, VPpli = undef;
count++;
if (light->EyePosition[3] == 0) {
/* Can used precomputed constants in this case.
* Attenuation never applies to infinite lights.
*/
VPpli = register_param3(p, STATE_LIGHT, i,
STATE_POSITION_NORMALIZED);
half = register_param3(p, STATE_LIGHT, i, STATE_HALF);
}
else {
struct ureg Ppli = register_param3(p, STATE_LIGHT, i,
STATE_POSITION);
struct ureg V = get_eye_position(p);
struct ureg dist = get_temp(p);
VPpli = get_temp(p);
half = get_temp(p);
/* Calulate VPpli vector
*/
emit_op2(p, VP_OPCODE_SUB, VPpli, 0, Ppli, V);
/* Normalize VPpli. The dist value also used in
* attenuation below.
*/
emit_op2(p, VP_OPCODE_DP3, dist, 0, VPpli, VPpli);
emit_op1(p, VP_OPCODE_RSQ, dist, 0, dist);
emit_op2(p, VP_OPCODE_MUL, VPpli, 0, VPpli, dist);
/* Calculate attenuation:
*/
if (light->SpotCutoff != 180.0 ||
light->ConstantAttenuation != 1.0 ||
light->LinearAttenuation != 1.0 ||
light->QuadraticAttenuation != 1.0) {
att = calculate_light_attenuation(p, i, light, VPpli, dist);
}
/* Calculate viewer direction, or use infinite viewer:
*/
if (ctx->Light.Model.LocalViewer) {
struct ureg eye_hat = get_eye_position_normalized(p);
emit_op2(p, VP_OPCODE_SUB, half, 0, VPpli, eye_hat);
}
else {
struct ureg z_dir = swizzle(get_identity_param(p),X,Y,W,Z);
emit_op2(p, VP_OPCODE_ADD, half, 0, VPpli, z_dir);
}
emit_normalize_vec3(p, half, half);
release_temp(p, dist);
}
/* Calculate dot products:
*/
emit_op2(p, VP_OPCODE_DP3, dots, WRITEMASK_X, normal, VPpli);
emit_op2(p, VP_OPCODE_DP3, dots, WRITEMASK_Y, normal, half);
/* Front face lighting:
*/
{
struct ureg ambient = get_lightprod(p, i, 0, STATE_AMBIENT);
struct ureg diffuse = get_lightprod(p, i, 0, STATE_DIFFUSE);
struct ureg specular = get_lightprod(p, i, 0, STATE_SPECULAR);
struct ureg res0, res1;
emit_op1(p, VP_OPCODE_LIT, lit, 0, dots);
if (!is_undef(att))
emit_op2(p, VP_OPCODE_MUL, lit, 0, lit, att);
if (count == nr_lights) {
if (separate) {
res0 = register_output( p, VERT_RESULT_COL0 );
res1 = register_output( p, VERT_RESULT_COL1 );
}
else {
res0 = _col0;
res1 = register_output( p, VERT_RESULT_COL0 );
}
} else {
res0 = _col0;
res1 = _col1;
}
emit_op3(p, VP_OPCODE_MAD, _col0, 0, swizzle1(lit,X), ambient, _col0);
emit_op3(p, VP_OPCODE_MAD, res0, 0, swizzle1(lit,Y), diffuse, _col0);
emit_op3(p, VP_OPCODE_MAD, res1, 0, swizzle1(lit,Z), specular, _col1);
release_temp(p, ambient);
release_temp(p, diffuse);
release_temp(p, specular);
}
/* Back face lighting:
*/
if (twoside) {
struct ureg ambient = get_lightprod(p, i, 1, STATE_AMBIENT);
struct ureg diffuse = get_lightprod(p, i, 1, STATE_DIFFUSE);
struct ureg specular = get_lightprod(p, i, 1, STATE_SPECULAR);
struct ureg res0, res1;
emit_op1(p, VP_OPCODE_LIT, lit, 0, negate(swizzle(dots,X,Y,W,Z)));
if (!is_undef(att))
emit_op2(p, VP_OPCODE_MUL, lit, 0, lit, att);
if (count == nr_lights) {
if (separate) {
res0 = register_output( p, VERT_RESULT_BFC0 );
res1 = register_output( p, VERT_RESULT_BFC1 );
}
else {
res0 = _bfc0;
res1 = register_output( p, VERT_RESULT_BFC0 );
}
} else {
res0 = _bfc0;
res1 = _bfc1;
}
emit_op3(p, VP_OPCODE_MAD, _bfc0, 0, swizzle1(lit,X), ambient, _bfc0);
emit_op3(p, VP_OPCODE_MAD, res0, 0, swizzle1(lit,Y), diffuse, _bfc0);
emit_op3(p, VP_OPCODE_MAD, res1, 0, swizzle1(lit,Z), specular, _bfc1);
release_temp(p, ambient);
release_temp(p, diffuse);
release_temp(p, specular);
}
release_temp(p, half);
release_temp(p, VPpli);
release_temp(p, att);
}
}
release_temps( p );
}
static void build_fog( struct tnl_program *p )
{
GLcontext *ctx = p->ctx;
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct ureg fog = register_output(p, VERT_RESULT_FOGC);
struct ureg input;
if (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT) {
input = swizzle1(get_eye_position(p), Z);
}
else {
input = swizzle1(register_input(p, VERT_ATTRIB_FOG), X);
}
if (tnl->_DoVertexFog) {
struct ureg params = register_param1(p, STATE_FOG_PARAMS);
struct ureg tmp = get_temp(p);
switch (ctx->Fog.Mode) {
case GL_LINEAR: {
struct ureg id = get_identity_param(p);
emit_op2(p, VP_OPCODE_SUB, tmp, 0, swizzle1(params,Z), input);
emit_op2(p, VP_OPCODE_MUL, tmp, 0, tmp, swizzle1(params,W));
emit_op2(p, VP_OPCODE_MAX, tmp, 0, tmp, swizzle1(id,X)); /* saturate */
emit_op2(p, VP_OPCODE_MIN, fog, WRITEMASK_X, tmp, swizzle1(id,W));
break;
}
case GL_EXP:
emit_op1(p, VP_OPCODE_ABS, tmp, 0, input);
emit_op2(p, VP_OPCODE_MUL, tmp, 0, tmp, swizzle1(params,X));
emit_op2(p, VP_OPCODE_POW, fog, WRITEMASK_X,
register_const1f(p, M_E), negate(tmp));
break;
case GL_EXP2:
emit_op2(p, VP_OPCODE_MUL, tmp, 0, input, swizzle1(params,X));
emit_op2(p, VP_OPCODE_MUL, tmp, 0, tmp, tmp);
emit_op2(p, VP_OPCODE_POW, fog, WRITEMASK_X,
register_const1f(p, M_E), negate(tmp));
break;
}
release_temp(p, tmp);
}
else {
/* results = incoming fog coords (compute fog per-fragment later)
*
* KW: Is it really necessary to do anything in this case?
*/
emit_op1(p, VP_OPCODE_MOV, fog, WRITEMASK_X, input);
}
}
static void build_reflect_texgen( struct tnl_program *p,
struct ureg dest,
GLuint writemask )
{
struct ureg normal = get_eye_normal(p);
struct ureg eye_hat = get_eye_position_normalized(p);
struct ureg tmp = get_temp(p);
/* n.u */
emit_op2(p, VP_OPCODE_DP3, tmp, 0, normal, eye_hat);
/* 2n.u */
emit_op2(p, VP_OPCODE_ADD, tmp, 0, tmp, tmp);
/* (-2n.u)n + u */
emit_op3(p, VP_OPCODE_MAD, dest, writemask, negate(tmp), normal, eye_hat);
}
static void build_sphere_texgen( struct tnl_program *p,
struct ureg dest,
GLuint writemask )
{
struct ureg normal = get_eye_normal(p);
struct ureg eye_hat = get_eye_position_normalized(p);
struct ureg tmp = get_temp(p);
struct ureg half = register_const1f(p, .5);
struct ureg r = get_temp(p);
struct ureg inv_m = get_temp(p);
struct ureg id = get_identity_param(p);
/* Could share the above calculations, but it would be
* a fairly odd state for someone to set (both sphere and
* reflection active for different texture coordinate
* components. Of course - if two texture units enable
* reflect and/or sphere, things start to tilt in favour
* of seperating this out:
*/
/* n.u */
emit_op2(p, VP_OPCODE_DP3, tmp, 0, normal, eye_hat);
/* 2n.u */
emit_op2(p, VP_OPCODE_ADD, tmp, 0, tmp, tmp);
/* (-2n.u)n + u */
emit_op3(p, VP_OPCODE_MAD, r, 0, negate(tmp), normal, eye_hat);
/* r + 0,0,1 */
emit_op2(p, VP_OPCODE_ADD, tmp, 0, r, swizzle(id,X,Y,W,Z));
/* rx^2 + ry^2 + (rz+1)^2 */
emit_op2(p, VP_OPCODE_DP3, tmp, 0, tmp, tmp);
/* 2/m */
emit_op1(p, VP_OPCODE_RSQ, tmp, 0, tmp);
/* 1/m */
emit_op2(p, VP_OPCODE_MUL, inv_m, 0, tmp, swizzle1(half,X));
/* r/m + 1/2 */
emit_op3(p, VP_OPCODE_MAD, dest, writemask, r, inv_m, swizzle1(half,X));
release_temp(p, tmp);
release_temp(p, r);
release_temp(p, inv_m);
}
static void build_texture_transform( struct tnl_program *p )
{
GLcontext *ctx = p->ctx;
GLuint i, j;
for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
GLuint texmat_enabled = ctx->Texture._TexMatEnabled & ENABLE_TEXMAT(i);
if (texUnit->TexGenEnabled || texmat_enabled) {
struct ureg out = register_output(p, VERT_RESULT_TEX0 + i);
struct ureg out_texgen = undef;
if (texUnit->TexGenEnabled) {
GLuint copy_mask = 0;
GLuint sphere_mask = 0;
GLuint reflect_mask = 0;
GLuint normal_mask = 0;
GLuint modes[4];
if (texmat_enabled)
out_texgen = get_temp(p);
else
out_texgen = out;
modes[0] = texUnit->GenModeS;
modes[1] = texUnit->GenModeT;
modes[2] = texUnit->GenModeR;
modes[3] = texUnit->GenModeQ;
for (j = 0; j < 4; j++) {
if (texUnit->TexGenEnabled & (1<<j)) {
switch (modes[j]) {
case GL_OBJECT_LINEAR: {
struct ureg obj = register_input(p, VERT_ATTRIB_POS);
struct ureg plane =
register_param3(p, STATE_TEXGEN, i,
STATE_TEXGEN_OBJECT_S + j);
emit_op2(p, VP_OPCODE_DP4, out_texgen, WRITEMASK_X << j,
obj, plane );
break;
}
case GL_EYE_LINEAR: {
struct ureg eye = get_eye_position(p);
struct ureg plane =
register_param3(p, STATE_TEXGEN, i,
STATE_TEXGEN_EYE_S + j);
emit_op2(p, VP_OPCODE_DP4, out_texgen, WRITEMASK_X << j,
eye, plane );
break;
}
case GL_SPHERE_MAP:
sphere_mask |= WRITEMASK_X << j;
break;
case GL_REFLECTION_MAP_NV:
reflect_mask |= WRITEMASK_X << j;
break;
case GL_NORMAL_MAP_NV:
normal_mask |= WRITEMASK_X << j;
break;
}
}
else
copy_mask |= WRITEMASK_X << j;
}
if (sphere_mask) {
build_sphere_texgen(p, out_texgen, sphere_mask);
}
if (reflect_mask) {
build_reflect_texgen(p, out_texgen, reflect_mask);
}
if (normal_mask) {
struct ureg normal = get_eye_normal(p);
emit_op1(p, VP_OPCODE_MOV, out_texgen, normal_mask, normal );
}
if (copy_mask) {
struct ureg in = register_input(p, VERT_ATTRIB_TEX0+i);
emit_op1(p, VP_OPCODE_MOV, out_texgen, copy_mask, in );
}
}
if (texmat_enabled) {
struct ureg texmat[4];
struct ureg in = (!is_undef(out_texgen) ?
out_texgen :
register_input(p, VERT_ATTRIB_TEX0+i));
if (PREFER_DP4) {
register_matrix_param6( p, STATE_MATRIX, STATE_TEXTURE, i,
0, 3, STATE_MATRIX, texmat );
emit_matrix_transform_vec4( p, out, texmat, in );
}
else {
register_matrix_param6( p, STATE_MATRIX, STATE_TEXTURE, i,
0, 3, STATE_MATRIX_TRANSPOSE, texmat );
emit_matrix_transform_vec4( p, out, texmat, in );
}
}
release_temps(p);
}
else if (texUnit->_ReallyEnabled) {
/* KW: _ReallyEnabled isn't sufficient? Need to know whether
* this texture unit is referenced by the fragment shader.
*/
emit_passthrough(p, VERT_ATTRIB_TEX0+i, VERT_RESULT_TEX0+i);
}
}
}
/* Seems like it could be tighter:
*/
static void build_pointsize( struct tnl_program *p )
{
struct ureg eye = get_eye_position(p);
struct ureg state_size = register_param1(p, STATE_POINT_SIZE);
struct ureg state_attenuation = register_param1(p, STATE_POINT_ATTENUATION);
struct ureg out = register_output(p, VERT_RESULT_PSIZ);
struct ureg ut = get_temp(p);
/* 1, -Z, Z * Z, 1 */
emit_op1(p, VP_OPCODE_MOV, ut, 0, swizzle1(get_identity_param(p), W));
emit_op2(p, VP_OPCODE_MUL, ut, WRITEMASK_YZ, ut, negate(swizzle1(eye, Z)));
emit_op2(p, VP_OPCODE_MUL, ut, WRITEMASK_Z, ut, negate(swizzle1(eye, Z)));
/* p1 + p2 * dist + p3 * dist * dist, 0 */
emit_op2(p, VP_OPCODE_DP3, ut, 0, ut, state_attenuation);
/* 1 / factor */
emit_op1(p, VP_OPCODE_RCP, ut, 0, ut );
/* out = pointSize / factor */
emit_op2(p, VP_OPCODE_MUL, out, WRITEMASK_X, ut, state_size);
release_temp(p, ut);
}
static GLboolean programs_eq( struct vertex_program *a,
struct vertex_program *b )
{
if (!a || !b)
return GL_FALSE;
if (a->Base.NumInstructions != b->Base.NumInstructions ||
a->Parameters->NumParameters != b->Parameters->NumParameters)
return GL_FALSE;
if (memcmp(a->Instructions, b->Instructions,
a->Base.NumInstructions * sizeof(struct vp_instruction)) != 0)
return GL_FALSE;
if (memcmp(a->Parameters->Parameters, b->Parameters->Parameters,
a->Parameters->NumParameters *
sizeof(struct program_parameter)) != 0)
return GL_FALSE;
return GL_TRUE;
}
void _tnl_UpdateFixedFunctionProgram( GLcontext *ctx )
{
struct tnl_program p;
if (ctx->VertexProgram._Enabled)
return;
_mesa_memset(&p, 0, sizeof(p));
p.ctx = ctx;
p.program = (struct vertex_program *)ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
p.eye_position = undef;
p.eye_position_normalized = undef;
p.eye_normal = undef;
p.identity = undef;
p.temp_in_use = 0;
if (ctx->Const.MaxVertexProgramTemps >= sizeof(int) * 8)
p.temp_reserved = 0;
else
p.temp_reserved = ~((1<<ctx->Const.MaxVertexProgramTemps)-1);
p.program->Instructions = MALLOC(sizeof(struct vp_instruction) * MAX_INSN);
/* Initialize the arb_program struct */
p.program->Base.String = 0;
p.program->Base.NumInstructions =
p.program->Base.NumTemporaries =
p.program->Base.NumParameters =
p.program->Base.NumAttributes = p.program->Base.NumAddressRegs = 0;
if (p.program->Parameters)
_mesa_free_parameters(p.program->Parameters);
else
p.program->Parameters = _mesa_new_parameter_list();
p.program->InputsRead = 0;
p.program->OutputsWritten = 0;
/* Emit the program, starting with modelviewproject:
*/
build_hpos(&p);
/* Lighting calculations:
*/
if (ctx->Light.Enabled)
build_lighting(&p);
else
emit_passthrough(&p, VERT_ATTRIB_COLOR0, VERT_RESULT_COL0);
if (ctx->Fog.Enabled)
build_fog(&p);
if (ctx->Texture._TexGenEnabled || ctx->Texture._TexMatEnabled)
build_texture_transform(&p);
if (ctx->Point._Attenuated)
build_pointsize(&p);
/* Finish up:
*/
emit_op1(&p, VP_OPCODE_END, undef, 0, undef);
/* Disassemble:
*/
if (DISASSEM) {
_mesa_printf ("\n");
}
/* Notify driver the fragment program has (actually) changed.
*/
if (!programs_eq(ctx->_TnlProgram, p.program) != 0) {
if (ctx->_TnlProgram)
ctx->Driver.DeleteProgram( ctx, &ctx->_TnlProgram->Base );
ctx->_TnlProgram = p.program;
}
else if (p.program) {
/* Nothing changed...
*/
ctx->Driver.DeleteProgram( ctx, &p.program->Base );
}
}
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