| /* |
| * Mesa 3-D graphics library |
| * Version: 6.5.3 |
| * |
| * Copyright (C) 2005-2007 Brian Paul 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 |
| * BRIAN PAUL 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 slang_builtin.c |
| * Resolve built-in uniform vars. |
| * \author Brian Paul |
| */ |
| |
| #include "main/imports.h" |
| #include "main/mtypes.h" |
| #include "shader/program.h" |
| #include "shader/prog_instruction.h" |
| #include "shader/prog_parameter.h" |
| #include "shader/prog_statevars.h" |
| #include "shader/slang/slang_ir.h" |
| #include "shader/slang/slang_emit.h" |
| #include "shader/slang/slang_builtin.h" |
| |
| |
| /** |
| * Lookup GL state given a variable name, 0, 1 or 2 indexes and a field. |
| * Allocate room for the state in the given param list and return position |
| * in the list. |
| * Yes, this is kind of ugly, but it works. |
| */ |
| static GLint |
| lookup_statevar(const char *var, GLint index1, GLint index2, const char *field, |
| GLuint *swizzleOut, |
| struct gl_program_parameter_list *paramList) |
| { |
| /* |
| * NOTE: The ARB_vertex_program extension specified that matrices get |
| * loaded in registers in row-major order. With GLSL, we want column- |
| * major order. So, we need to transpose all matrices here... |
| */ |
| static const struct { |
| const char *name; |
| gl_state_index matrix; |
| gl_state_index modifier; |
| } matrices[] = { |
| { "gl_ModelViewMatrix", STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE }, |
| { "gl_ModelViewMatrixInverse", STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVTRANS }, |
| { "gl_ModelViewMatrixTranspose", STATE_MODELVIEW_MATRIX, 0 }, |
| { "gl_ModelViewMatrixInverseTranspose", STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE }, |
| |
| { "gl_ProjectionMatrix", STATE_PROJECTION_MATRIX, STATE_MATRIX_TRANSPOSE }, |
| { "gl_ProjectionMatrixInverse", STATE_PROJECTION_MATRIX, STATE_MATRIX_INVTRANS }, |
| { "gl_ProjectionMatrixTranspose", STATE_PROJECTION_MATRIX, 0 }, |
| { "gl_ProjectionMatrixInverseTranspose", STATE_PROJECTION_MATRIX, STATE_MATRIX_INVERSE }, |
| |
| { "gl_ModelViewProjectionMatrix", STATE_MVP_MATRIX, STATE_MATRIX_TRANSPOSE }, |
| { "gl_ModelViewProjectionMatrixInverse", STATE_MVP_MATRIX, STATE_MATRIX_INVTRANS }, |
| { "gl_ModelViewProjectionMatrixTranspose", STATE_MVP_MATRIX, 0 }, |
| { "gl_ModelViewProjectionMatrixInverseTranspose", STATE_MVP_MATRIX, STATE_MATRIX_INVERSE }, |
| |
| { "gl_TextureMatrix", STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE }, |
| { "gl_TextureMatrixInverse", STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS }, |
| { "gl_TextureMatrixTranspose", STATE_TEXTURE_MATRIX, 0 }, |
| { "gl_TextureMatrixInverseTranspose", STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE }, |
| |
| /* XXX verify these!!! */ |
| { "gl_NormalMatrix", STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE }, |
| { "__NormalMatrixTranspose", STATE_MODELVIEW_MATRIX, 0 }, |
| |
| { NULL, 0, 0 } |
| }; |
| gl_state_index tokens[STATE_LENGTH]; |
| GLuint i; |
| GLboolean isMatrix = GL_FALSE; |
| |
| for (i = 0; i < STATE_LENGTH; i++) { |
| tokens[i] = 0; |
| } |
| *swizzleOut = SWIZZLE_NOOP; |
| |
| /* first, look if var is a pre-defined matrix */ |
| for (i = 0; matrices[i].name; i++) { |
| if (strcmp(var, matrices[i].name) == 0) { |
| tokens[0] = matrices[i].matrix; |
| /* tokens[1], [2] and [3] filled below */ |
| tokens[4] = matrices[i].modifier; |
| isMatrix = GL_TRUE; |
| break; |
| } |
| } |
| |
| if (isMatrix) { |
| if (tokens[0] == STATE_TEXTURE_MATRIX) { |
| if (index1 >= 0) { |
| tokens[1] = index1; |
| index1 = 0; /* prevent extra addition at end of function */ |
| } |
| } |
| } |
| else if (strcmp(var, "gl_DepthRange") == 0) { |
| tokens[0] = STATE_DEPTH_RANGE; |
| if (strcmp(field, "near") == 0) { |
| *swizzleOut = SWIZZLE_XXXX; |
| } |
| else if (strcmp(field, "far") == 0) { |
| *swizzleOut = SWIZZLE_YYYY; |
| } |
| else if (strcmp(field, "diff") == 0) { |
| *swizzleOut = SWIZZLE_ZZZZ; |
| } |
| else { |
| return -1; |
| } |
| } |
| else if (strcmp(var, "gl_ClipPlane") == 0) { |
| tokens[0] = STATE_CLIPPLANE; |
| tokens[1] = index1; |
| } |
| else if (strcmp(var, "gl_Point") == 0) { |
| if (strcmp(field, "size") == 0) { |
| tokens[0] = STATE_POINT_SIZE; |
| *swizzleOut = SWIZZLE_XXXX; |
| } |
| else if (strcmp(field, "sizeMin") == 0) { |
| tokens[0] = STATE_POINT_SIZE; |
| *swizzleOut = SWIZZLE_YYYY; |
| } |
| else if (strcmp(field, "sizeMax") == 0) { |
| tokens[0] = STATE_POINT_SIZE; |
| *swizzleOut = SWIZZLE_ZZZZ; |
| } |
| else if (strcmp(field, "fadeThresholdSize") == 0) { |
| tokens[0] = STATE_POINT_SIZE; |
| *swizzleOut = SWIZZLE_WWWW; |
| } |
| else if (strcmp(field, "distanceConstantAttenuation") == 0) { |
| tokens[0] = STATE_POINT_ATTENUATION; |
| *swizzleOut = SWIZZLE_XXXX; |
| } |
| else if (strcmp(field, "distanceLinearAttenuation") == 0) { |
| tokens[0] = STATE_POINT_ATTENUATION; |
| *swizzleOut = SWIZZLE_YYYY; |
| } |
| else if (strcmp(field, "distanceQuadraticAttenuation") == 0) { |
| tokens[0] = STATE_POINT_ATTENUATION; |
| *swizzleOut = SWIZZLE_ZZZZ; |
| } |
| else { |
| return -1; |
| } |
| } |
| else if (strcmp(var, "gl_FrontMaterial") == 0 || |
| strcmp(var, "gl_BackMaterial") == 0) { |
| tokens[0] = STATE_MATERIAL; |
| if (strcmp(var, "gl_FrontMaterial") == 0) |
| tokens[1] = 0; |
| else |
| tokens[1] = 1; |
| if (strcmp(field, "emission") == 0) { |
| tokens[2] = STATE_EMISSION; |
| } |
| else if (strcmp(field, "ambient") == 0) { |
| tokens[2] = STATE_AMBIENT; |
| } |
| else if (strcmp(field, "diffuse") == 0) { |
| tokens[2] = STATE_DIFFUSE; |
| } |
| else if (strcmp(field, "specular") == 0) { |
| tokens[2] = STATE_SPECULAR; |
| } |
| else if (strcmp(field, "shininess") == 0) { |
| tokens[2] = STATE_SHININESS; |
| *swizzleOut = SWIZZLE_XXXX; |
| } |
| else { |
| return -1; |
| } |
| } |
| else if (strcmp(var, "gl_LightSource") == 0) { |
| tokens[0] = STATE_LIGHT; |
| tokens[1] = index1; |
| if (strcmp(field, "ambient") == 0) { |
| tokens[2] = STATE_AMBIENT; |
| } |
| else if (strcmp(field, "diffuse") == 0) { |
| tokens[2] = STATE_DIFFUSE; |
| } |
| else if (strcmp(field, "specular") == 0) { |
| tokens[2] = STATE_SPECULAR; |
| } |
| else if (strcmp(field, "position") == 0) { |
| tokens[2] = STATE_POSITION; |
| } |
| else if (strcmp(field, "halfVector") == 0) { |
| tokens[2] = STATE_HALF_VECTOR; |
| } |
| else if (strcmp(field, "spotDirection") == 0) { |
| tokens[2] = STATE_SPOT_DIRECTION; |
| } |
| else if (strcmp(field, "spotCosCutoff") == 0) { |
| tokens[2] = STATE_SPOT_DIRECTION; |
| *swizzleOut = SWIZZLE_WWWW; |
| } |
| else if (strcmp(field, "spotCutoff") == 0) { |
| tokens[2] = STATE_SPOT_CUTOFF; |
| *swizzleOut = SWIZZLE_XXXX; |
| } |
| else if (strcmp(field, "spotExponent") == 0) { |
| tokens[2] = STATE_ATTENUATION; |
| *swizzleOut = SWIZZLE_WWWW; |
| } |
| else if (strcmp(field, "constantAttenuation") == 0) { |
| tokens[2] = STATE_ATTENUATION; |
| *swizzleOut = SWIZZLE_XXXX; |
| } |
| else if (strcmp(field, "linearAttenuation") == 0) { |
| tokens[2] = STATE_ATTENUATION; |
| *swizzleOut = SWIZZLE_YYYY; |
| } |
| else if (strcmp(field, "quadraticAttenuation") == 0) { |
| tokens[2] = STATE_ATTENUATION; |
| *swizzleOut = SWIZZLE_ZZZZ; |
| } |
| else { |
| return -1; |
| } |
| } |
| else if (strcmp(var, "gl_LightModel") == 0) { |
| if (strcmp(field, "ambient") == 0) { |
| tokens[0] = STATE_LIGHTMODEL_AMBIENT; |
| } |
| else { |
| return -1; |
| } |
| } |
| else if (strcmp(var, "gl_FrontLightModelProduct") == 0) { |
| if (strcmp(field, "sceneColor") == 0) { |
| tokens[0] = STATE_LIGHTMODEL_SCENECOLOR; |
| tokens[1] = 0; |
| } |
| else { |
| return -1; |
| } |
| } |
| else if (strcmp(var, "gl_BackLightModelProduct") == 0) { |
| if (strcmp(field, "sceneColor") == 0) { |
| tokens[0] = STATE_LIGHTMODEL_SCENECOLOR; |
| tokens[1] = 1; |
| } |
| else { |
| return -1; |
| } |
| } |
| else if (strcmp(var, "gl_FrontLightProduct") == 0 || |
| strcmp(var, "gl_BackLightProduct") == 0) { |
| tokens[0] = STATE_LIGHTPROD; |
| tokens[1] = index1; /* light number */ |
| if (strcmp(var, "gl_FrontLightProduct") == 0) { |
| tokens[2] = 0; /* front */ |
| } |
| else { |
| tokens[2] = 1; /* back */ |
| } |
| if (strcmp(field, "ambient") == 0) { |
| tokens[3] = STATE_AMBIENT; |
| } |
| else if (strcmp(field, "diffuse") == 0) { |
| tokens[3] = STATE_DIFFUSE; |
| } |
| else if (strcmp(field, "specular") == 0) { |
| tokens[3] = STATE_SPECULAR; |
| } |
| else { |
| return -1; |
| } |
| } |
| else if (strcmp(var, "gl_TextureEnvColor") == 0) { |
| tokens[0] = STATE_TEXENV_COLOR; |
| tokens[1] = index1; |
| } |
| else if (strcmp(var, "gl_EyePlaneS") == 0) { |
| tokens[0] = STATE_TEXGEN; |
| tokens[1] = index1; /* tex unit */ |
| tokens[2] = STATE_TEXGEN_EYE_S; |
| } |
| else if (strcmp(var, "gl_EyePlaneT") == 0) { |
| tokens[0] = STATE_TEXGEN; |
| tokens[1] = index1; /* tex unit */ |
| tokens[2] = STATE_TEXGEN_EYE_T; |
| } |
| else if (strcmp(var, "gl_EyePlaneR") == 0) { |
| tokens[0] = STATE_TEXGEN; |
| tokens[1] = index1; /* tex unit */ |
| tokens[2] = STATE_TEXGEN_EYE_R; |
| } |
| else if (strcmp(var, "gl_EyePlaneQ") == 0) { |
| tokens[0] = STATE_TEXGEN; |
| tokens[1] = index1; /* tex unit */ |
| tokens[2] = STATE_TEXGEN_EYE_Q; |
| } |
| else if (strcmp(var, "gl_ObjectPlaneS") == 0) { |
| tokens[0] = STATE_TEXGEN; |
| tokens[1] = index1; /* tex unit */ |
| tokens[2] = STATE_TEXGEN_OBJECT_S; |
| } |
| else if (strcmp(var, "gl_ObjectPlaneT") == 0) { |
| tokens[0] = STATE_TEXGEN; |
| tokens[1] = index1; /* tex unit */ |
| tokens[2] = STATE_TEXGEN_OBJECT_T; |
| } |
| else if (strcmp(var, "gl_ObjectPlaneR") == 0) { |
| tokens[0] = STATE_TEXGEN; |
| tokens[1] = index1; /* tex unit */ |
| tokens[2] = STATE_TEXGEN_OBJECT_R; |
| } |
| else if (strcmp(var, "gl_ObjectPlaneQ") == 0) { |
| tokens[0] = STATE_TEXGEN; |
| tokens[1] = index1; /* tex unit */ |
| tokens[2] = STATE_TEXGEN_OBJECT_Q; |
| } |
| else if (strcmp(var, "gl_Fog") == 0) { |
| if (strcmp(field, "color") == 0) { |
| tokens[0] = STATE_FOG_COLOR; |
| } |
| else if (strcmp(field, "density") == 0) { |
| tokens[0] = STATE_FOG_PARAMS; |
| *swizzleOut = SWIZZLE_XXXX; |
| } |
| else if (strcmp(field, "start") == 0) { |
| tokens[0] = STATE_FOG_PARAMS; |
| *swizzleOut = SWIZZLE_YYYY; |
| } |
| else if (strcmp(field, "end") == 0) { |
| tokens[0] = STATE_FOG_PARAMS; |
| *swizzleOut = SWIZZLE_ZZZZ; |
| } |
| else if (strcmp(field, "scale") == 0) { |
| tokens[0] = STATE_FOG_PARAMS; |
| *swizzleOut = SWIZZLE_WWWW; |
| } |
| else { |
| return -1; |
| } |
| } |
| else { |
| return -1; |
| } |
| |
| if (isMatrix) { |
| /* load all four columns of matrix */ |
| GLint pos[4]; |
| GLuint j; |
| for (j = 0; j < 4; j++) { |
| tokens[2] = tokens[3] = j; /* jth row of matrix */ |
| pos[j] = _mesa_add_state_reference(paramList, tokens); |
| assert(pos[j] >= 0); |
| ASSERT(pos[j] >= 0); |
| } |
| return pos[0] + index1; |
| } |
| else { |
| /* allocate a single register */ |
| GLint pos = _mesa_add_state_reference(paramList, tokens); |
| ASSERT(pos >= 0); |
| return pos; |
| } |
| } |
| |
| |
| /** |
| * Allocate storage for a pre-defined uniform (a GL state variable). |
| * As a memory-saving optimization, we try to only allocate storage for |
| * state vars that are actually used. |
| * For example, the "gl_LightSource" uniform is huge. If we only use |
| * a handful of gl_LightSource fields, we don't want to allocate storage |
| * for all of gl_LightSource. |
| * |
| * Currently, all pre-defined uniforms are in one of these forms: |
| * var |
| * var[i] |
| * var.field |
| * var[i].field |
| * var[i][j] |
| * |
| * \return -1 upon error, else position in paramList of the state var/data |
| */ |
| GLint |
| _slang_alloc_statevar(slang_ir_node *n, |
| struct gl_program_parameter_list *paramList) |
| { |
| slang_ir_node *n0 = n; |
| const char *field = NULL, *var; |
| GLint index1 = -1, index2 = -1, pos; |
| GLuint swizzle; |
| |
| if (n->Opcode == IR_FIELD) { |
| field = n->Field; |
| n = n->Children[0]; |
| } |
| |
| if (n->Opcode == IR_ELEMENT) { |
| /* XXX can only handle constant indexes for now */ |
| if (n->Children[1]->Opcode == IR_FLOAT) { |
| index1 = (GLint) n->Children[1]->Value[0]; |
| n = n->Children[0]; |
| } |
| else { |
| return -1; |
| } |
| } |
| |
| if (n->Opcode == IR_ELEMENT) { |
| /* XXX can only handle constant indexes for now */ |
| assert(n->Children[1]->Opcode == IR_FLOAT); |
| index2 = (GLint) n->Children[1]->Value[0]; |
| n = n->Children[0]; |
| } |
| |
| assert(n->Opcode == IR_VAR); |
| var = (char *) n->Var->a_name; |
| |
| pos = lookup_statevar(var, index1, index2, field, &swizzle, paramList); |
| assert(pos >= 0); |
| if (pos >= 0) { |
| /* newly resolved storage for the statevar/constant/uniform */ |
| n0->Store->File = PROGRAM_STATE_VAR; |
| n0->Store->Index = pos; |
| n0->Store->Swizzle = swizzle; |
| n0->Store->Parent = NULL; |
| } |
| return pos; |
| } |
| |