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/*
* 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;
}