1 /**************************************************************************
2 *
3 * Copyright 2007 VMware, Inc.
4 * All Rights Reserved.
5 *
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:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * 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
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.
25 *
26 **************************************************************************/
27
28 /**
29 * \file ffvertex_prog.c
30 *
31 * Create a vertex program to execute the current fixed function T&L pipeline.
32 * \author Keith Whitwell
33 */
34
35
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"
48
49
50 /** Max of number of lights and texture coord units */
51 #define NUM_UNITS MAX2(MAX_TEXTURE_COORD_UNITS, MAX_LIGHTS)
52
53 struct state_key {
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;
60 unsigned normalize:1;
61 unsigned rescale_normals:1;
62
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;
70
71 GLbitfield64 varying_vp_inputs;
72
73 struct {
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;
86 } unit[NUM_UNITS];
87 };
88
89
90 #define TXG_NONE 0
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
96
translate_texgen(GLboolean enabled,GLenum mode)97 static GLuint translate_texgen( GLboolean enabled, GLenum mode )
98 {
99 if (!enabled)
100 return TXG_NONE;
101
102 switch (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;
109 }
110 }
111
112 #define FDM_EYE_RADIAL 0
113 #define FDM_EYE_PLANE 1
114 #define FDM_EYE_PLANE_ABS 2
115
translate_fog_distance_mode(GLenum mode)116 static GLuint translate_fog_distance_mode( GLenum mode )
117 {
118 switch (mode) {
119 case GL_EYE_RADIAL_NV:
120 return FDM_EYE_RADIAL;
121 case GL_EYE_PLANE:
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;
126 }
127 }
128
check_active_shininess(struct gl_context * ctx,const struct state_key * key,GLuint side)129 static GLboolean check_active_shininess( struct gl_context *ctx,
130 const struct state_key *key,
131 GLuint side )
132 {
133 GLuint attr = MAT_ATTRIB_FRONT_SHININESS + side;
134
135 if ((key->varying_vp_inputs & VERT_BIT_COLOR0) &&
136 (key->light_color_material_mask & (1 << attr)))
137 return GL_TRUE;
138
139 if (key->varying_vp_inputs & VERT_BIT_GENERIC(attr))
140 return GL_TRUE;
141
142 if (ctx->Light.Material.Attrib[attr][0] != 0.0F)
143 return GL_TRUE;
144
145 return GL_FALSE;
146 }
147
148
make_state_key(struct gl_context * ctx,struct state_key * key)149 static void make_state_key( struct gl_context *ctx, struct state_key *key )
150 {
151 const struct gl_program *fp = ctx->FragmentProgram._Current;
152 GLbitfield mask;
153
154 memset(key, 0, sizeof(struct state_key));
155
156 /* This now relies on texenvprogram.c being active:
157 */
158 assert(fp);
159
160 key->need_eye_coords = ctx->_NeedEyeCoords;
161
162 key->fragprog_inputs_read = fp->info.inputs_read;
163 key->varying_vp_inputs = ctx->varying_vp_inputs;
164
165 if (ctx->RenderMode == GL_FEEDBACK) {
166 /* make sure the vertprog emits color and tex0 */
167 key->fragprog_inputs_read |= (VARYING_BIT_COL0 | VARYING_BIT_TEX0);
168 }
169
170 key->separate_specular = (ctx->Light.Model.ColorControl ==
171 GL_SEPARATE_SPECULAR_COLOR);
172
173 if (ctx->Light.Enabled) {
174 key->light_global_enabled = 1;
175
176 if (ctx->Light.Model.LocalViewer)
177 key->light_local_viewer = 1;
178
179 if (ctx->Light.Model.TwoSide)
180 key->light_twoside = 1;
181
182 if (ctx->Light.ColorMaterialEnabled) {
183 key->light_color_material_mask = ctx->Light._ColorMaterialBitmask;
184 }
185
186 mask = ctx->Light._EnabledLights;
187 while (mask) {
188 const int i = u_bit_scan(&mask);
189 struct gl_light *light = &ctx->Light.Light[i];
190
191 key->unit[i].light_enabled = 1;
192
193 if (light->EyePosition[3] == 0.0F)
194 key->unit[i].light_eyepos3_is_zero = 1;
195
196 if (light->SpotCutoff == 180.0F)
197 key->unit[i].light_spotcutoff_is_180 = 1;
198
199 if (light->ConstantAttenuation != 1.0F ||
200 light->LinearAttenuation != 0.0F ||
201 light->QuadraticAttenuation != 0.0F)
202 key->unit[i].light_attenuated = 1;
203 }
204
205 if (check_active_shininess(ctx, key, 0)) {
206 key->material_shininess_is_zero = 0;
207 }
208 else if (key->light_twoside &&
209 check_active_shininess(ctx, key, 1)) {
210 key->material_shininess_is_zero = 0;
211 }
212 else {
213 key->material_shininess_is_zero = 1;
214 }
215 }
216
217 if (ctx->Transform.Normalize)
218 key->normalize = 1;
219
220 if (ctx->Transform.RescaleNormals)
221 key->rescale_normals = 1;
222
223 if (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT) {
224 key->fog_source_is_depth = 1;
225 key->fog_distance_mode = translate_fog_distance_mode(ctx->Fog.FogDistanceMode);
226 }
227
228 if (ctx->Point._Attenuated)
229 key->point_attenuated = 1;
230
231 if (ctx->Array.VAO->VertexAttrib[VERT_ATTRIB_POINT_SIZE].Enabled)
232 key->point_array = 1;
233
234 if (ctx->Texture._TexGenEnabled ||
235 ctx->Texture._TexMatEnabled ||
236 ctx->Texture._MaxEnabledTexImageUnit != -1)
237 key->texture_enabled_global = 1;
238
239 mask = ctx->Texture._EnabledCoordUnits | ctx->Texture._TexGenEnabled
240 | ctx->Texture._TexMatEnabled | ctx->Point.CoordReplace;
241 while (mask) {
242 const int i = u_bit_scan(&mask);
243 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
244
245 if (texUnit->_Current)
246 key->unit[i].texunit_really_enabled = 1;
247
248 if (ctx->Point.PointSprite)
249 if (ctx->Point.CoordReplace & (1u << i))
250 key->unit[i].coord_replace = 1;
251
252 if (ctx->Texture._TexMatEnabled & ENABLE_TEXMAT(i))
253 key->unit[i].texmat_enabled = 1;
254
255 if (texUnit->TexGenEnabled) {
256 key->unit[i].texgen_enabled = 1;
257
258 key->unit[i].texgen_mode0 =
259 translate_texgen( texUnit->TexGenEnabled & (1<<0),
260 texUnit->GenS.Mode );
261 key->unit[i].texgen_mode1 =
262 translate_texgen( texUnit->TexGenEnabled & (1<<1),
263 texUnit->GenT.Mode );
264 key->unit[i].texgen_mode2 =
265 translate_texgen( texUnit->TexGenEnabled & (1<<2),
266 texUnit->GenR.Mode );
267 key->unit[i].texgen_mode3 =
268 translate_texgen( texUnit->TexGenEnabled & (1<<3),
269 texUnit->GenQ.Mode );
270 }
271 }
272 }
273
274
275
276 /* Very useful debugging tool - produces annotated listing of
277 * generated program with line/function references for each
278 * instruction back into this file:
279 */
280 #define DISASSEM 0
281
282
283 /* Use uregs to represent registers internally, translate to Mesa's
284 * expected formats on emit.
285 *
286 * NOTE: These are passed by value extensively in this file rather
287 * than as usual by pointer reference. If this disturbs you, try
288 * remembering they are just 32bits in size.
289 *
290 * GCC is smart enough to deal with these dword-sized structures in
291 * much the same way as if I had defined them as dwords and was using
292 * macros to access and set the fields. This is much nicer and easier
293 * to evolve.
294 */
295 struct ureg {
296 GLuint file:4;
297 GLint idx:9; /* relative addressing may be negative */
298 /* sizeof(idx) should == sizeof(prog_src_reg::Index) */
299 GLuint negate:1;
300 GLuint swz:12;
301 GLuint pad:6;
302 };
303
304
305 struct tnl_program {
306 const struct state_key *state;
307 struct gl_program *program;
308 GLuint max_inst; /** number of instructions allocated for program */
309 GLboolean mvp_with_dp4;
310
311 GLuint temp_in_use;
312 GLuint temp_reserved;
313
314 struct ureg eye_position;
315 struct ureg eye_position_z;
316 struct ureg eye_position_normalized;
317 struct ureg transformed_normal;
318 struct ureg identity;
319
320 GLuint materials;
321 GLuint color_materials;
322 };
323
324
325 static const struct ureg undef = {
326 PROGRAM_UNDEFINED,
327 0,
328 0,
329 0,
330 0
331 };
332
333 /* Local shorthand:
334 */
335 #define X SWIZZLE_X
336 #define Y SWIZZLE_Y
337 #define Z SWIZZLE_Z
338 #define W SWIZZLE_W
339
340
341 /* Construct a ureg:
342 */
make_ureg(GLuint file,GLint idx)343 static struct ureg make_ureg(GLuint file, GLint idx)
344 {
345 struct ureg reg;
346 reg.file = file;
347 reg.idx = idx;
348 reg.negate = 0;
349 reg.swz = SWIZZLE_NOOP;
350 reg.pad = 0;
351 return reg;
352 }
353
354
negate(struct ureg reg)355 static struct ureg negate( struct ureg reg )
356 {
357 reg.negate ^= 1;
358 return reg;
359 }
360
361
swizzle(struct ureg reg,int x,int y,int z,int w)362 static struct ureg swizzle( struct ureg reg, int x, int y, int z, int w )
363 {
364 reg.swz = MAKE_SWIZZLE4(GET_SWZ(reg.swz, x),
365 GET_SWZ(reg.swz, y),
366 GET_SWZ(reg.swz, z),
367 GET_SWZ(reg.swz, w));
368 return reg;
369 }
370
371
swizzle1(struct ureg reg,int x)372 static struct ureg swizzle1( struct ureg reg, int x )
373 {
374 return swizzle(reg, x, x, x, x);
375 }
376
377
get_temp(struct tnl_program * p)378 static struct ureg get_temp( struct tnl_program *p )
379 {
380 int bit = ffs( ~p->temp_in_use );
381 if (!bit) {
382 _mesa_problem(NULL, "%s: out of temporaries\n", __FILE__);
383 exit(1);
384 }
385
386 if ((GLuint) bit > p->program->arb.NumTemporaries)
387 p->program->arb.NumTemporaries = bit;
388
389 p->temp_in_use |= 1<<(bit-1);
390 return make_ureg(PROGRAM_TEMPORARY, bit-1);
391 }
392
393
reserve_temp(struct tnl_program * p)394 static struct ureg reserve_temp( struct tnl_program *p )
395 {
396 struct ureg temp = get_temp( p );
397 p->temp_reserved |= 1<<temp.idx;
398 return temp;
399 }
400
401
release_temp(struct tnl_program * p,struct ureg reg)402 static void release_temp( struct tnl_program *p, struct ureg reg )
403 {
404 if (reg.file == PROGRAM_TEMPORARY) {
405 p->temp_in_use &= ~(1<<reg.idx);
406 p->temp_in_use |= p->temp_reserved; /* can't release reserved temps */
407 }
408 }
409
release_temps(struct tnl_program * p)410 static void release_temps( struct tnl_program *p )
411 {
412 p->temp_in_use = p->temp_reserved;
413 }
414
415
register_param5(struct tnl_program * p,GLint s0,GLint s1,GLint s2,GLint s3,GLint s4)416 static struct ureg register_param5(struct tnl_program *p,
417 GLint s0,
418 GLint s1,
419 GLint s2,
420 GLint s3,
421 GLint s4)
422 {
423 gl_state_index tokens[STATE_LENGTH];
424 GLint idx;
425 tokens[0] = s0;
426 tokens[1] = s1;
427 tokens[2] = s2;
428 tokens[3] = s3;
429 tokens[4] = s4;
430 idx = _mesa_add_state_reference(p->program->Parameters, tokens );
431 return make_ureg(PROGRAM_STATE_VAR, idx);
432 }
433
434
435 #define register_param1(p,s0) register_param5(p,s0,0,0,0,0)
436 #define register_param2(p,s0,s1) register_param5(p,s0,s1,0,0,0)
437 #define register_param3(p,s0,s1,s2) register_param5(p,s0,s1,s2,0,0)
438 #define register_param4(p,s0,s1,s2,s3) register_param5(p,s0,s1,s2,s3,0)
439
440
441
442 /**
443 * \param input one of VERT_ATTRIB_x tokens.
444 */
register_input(struct tnl_program * p,GLuint input)445 static struct ureg register_input( struct tnl_program *p, GLuint input )
446 {
447 assert(input < VERT_ATTRIB_MAX);
448
449 if (p->state->varying_vp_inputs & VERT_BIT(input)) {
450 p->program->info.inputs_read |= VERT_BIT(input);
451 return make_ureg(PROGRAM_INPUT, input);
452 }
453 else {
454 return register_param3( p, STATE_INTERNAL, STATE_CURRENT_ATTRIB, input );
455 }
456 }
457
458
459 /**
460 * \param input one of VARYING_SLOT_x tokens.
461 */
register_output(struct tnl_program * p,GLuint output)462 static struct ureg register_output( struct tnl_program *p, GLuint output )
463 {
464 p->program->info.outputs_written |= BITFIELD64_BIT(output);
465 return make_ureg(PROGRAM_OUTPUT, output);
466 }
467
468
register_const4f(struct tnl_program * p,GLfloat s0,GLfloat s1,GLfloat s2,GLfloat s3)469 static struct ureg register_const4f( struct tnl_program *p,
470 GLfloat s0,
471 GLfloat s1,
472 GLfloat s2,
473 GLfloat s3)
474 {
475 gl_constant_value values[4];
476 GLint idx;
477 GLuint swizzle;
478 values[0].f = s0;
479 values[1].f = s1;
480 values[2].f = s2;
481 values[3].f = s3;
482 idx = _mesa_add_unnamed_constant(p->program->Parameters, values, 4,
483 &swizzle );
484 assert(swizzle == SWIZZLE_NOOP);
485 return make_ureg(PROGRAM_CONSTANT, idx);
486 }
487
488 #define register_const1f(p, s0) register_const4f(p, s0, 0, 0, 1)
489 #define register_scalar_const(p, s0) register_const4f(p, s0, s0, s0, s0)
490 #define register_const2f(p, s0, s1) register_const4f(p, s0, s1, 0, 1)
491 #define register_const3f(p, s0, s1, s2) register_const4f(p, s0, s1, s2, 1)
492
is_undef(struct ureg reg)493 static GLboolean is_undef( struct ureg reg )
494 {
495 return reg.file == PROGRAM_UNDEFINED;
496 }
497
498
get_identity_param(struct tnl_program * p)499 static struct ureg get_identity_param( struct tnl_program *p )
500 {
501 if (is_undef(p->identity))
502 p->identity = register_const4f(p, 0,0,0,1);
503
504 return p->identity;
505 }
506
register_matrix_param5(struct tnl_program * p,GLint s0,GLint s1,GLint s2,GLint s3,GLint s4,struct ureg * matrix)507 static void register_matrix_param5( struct tnl_program *p,
508 GLint s0, /* modelview, projection, etc */
509 GLint s1, /* texture matrix number */
510 GLint s2, /* first row */
511 GLint s3, /* last row */
512 GLint s4, /* inverse, transpose, etc */
513 struct ureg *matrix )
514 {
515 GLint i;
516
517 /* This is a bit sad as the support is there to pull the whole
518 * matrix out in one go:
519 */
520 for (i = 0; i <= s3 - s2; i++)
521 matrix[i] = register_param5( p, s0, s1, i, i, s4 );
522 }
523
524
emit_arg(struct prog_src_register * src,struct ureg reg)525 static void emit_arg( struct prog_src_register *src,
526 struct ureg reg )
527 {
528 src->File = reg.file;
529 src->Index = reg.idx;
530 src->Swizzle = reg.swz;
531 src->Negate = reg.negate ? NEGATE_XYZW : NEGATE_NONE;
532 src->RelAddr = 0;
533 /* Check that bitfield sizes aren't exceeded */
534 assert(src->Index == reg.idx);
535 }
536
537
emit_dst(struct prog_dst_register * dst,struct ureg reg,GLuint mask)538 static void emit_dst( struct prog_dst_register *dst,
539 struct ureg reg, GLuint mask )
540 {
541 dst->File = reg.file;
542 dst->Index = reg.idx;
543 /* allow zero as a shorthand for xyzw */
544 dst->WriteMask = mask ? mask : WRITEMASK_XYZW;
545 /* Check that bitfield sizes aren't exceeded */
546 assert(dst->Index == reg.idx);
547 }
548
549
debug_insn(struct prog_instruction * inst,const char * fn,GLuint line)550 static void debug_insn( struct prog_instruction *inst, const char *fn,
551 GLuint line )
552 {
553 if (DISASSEM) {
554 static const char *last_fn;
555
556 if (fn != last_fn) {
557 last_fn = fn;
558 printf("%s:\n", fn);
559 }
560
561 printf("%d:\t", line);
562 _mesa_print_instruction(inst);
563 }
564 }
565
566
emit_op3fn(struct tnl_program * p,enum prog_opcode op,struct ureg dest,GLuint mask,struct ureg src0,struct ureg src1,struct ureg src2,const char * fn,GLuint line)567 static void emit_op3fn(struct tnl_program *p,
568 enum prog_opcode op,
569 struct ureg dest,
570 GLuint mask,
571 struct ureg src0,
572 struct ureg src1,
573 struct ureg src2,
574 const char *fn,
575 GLuint line)
576 {
577 GLuint nr;
578 struct prog_instruction *inst;
579
580 assert(p->program->arb.NumInstructions <= p->max_inst);
581
582 if (p->program->arb.NumInstructions == p->max_inst) {
583 /* need to extend the program's instruction array */
584 struct prog_instruction *newInst;
585
586 /* double the size */
587 p->max_inst *= 2;
588
589 newInst =
590 rzalloc_array(p->program, struct prog_instruction, p->max_inst);
591 if (!newInst) {
592 _mesa_error(NULL, GL_OUT_OF_MEMORY, "vertex program build");
593 return;
594 }
595
596 _mesa_copy_instructions(newInst, p->program->arb.Instructions,
597 p->program->arb.NumInstructions);
598
599 ralloc_free(p->program->arb.Instructions);
600
601 p->program->arb.Instructions = newInst;
602 }
603
604 nr = p->program->arb.NumInstructions++;
605
606 inst = &p->program->arb.Instructions[nr];
607 inst->Opcode = (enum prog_opcode) op;
608
609 emit_arg( &inst->SrcReg[0], src0 );
610 emit_arg( &inst->SrcReg[1], src1 );
611 emit_arg( &inst->SrcReg[2], src2 );
612
613 emit_dst( &inst->DstReg, dest, mask );
614
615 debug_insn(inst, fn, line);
616 }
617
618
619 #define emit_op3(p, op, dst, mask, src0, src1, src2) \
620 emit_op3fn(p, op, dst, mask, src0, src1, src2, __func__, __LINE__)
621
622 #define emit_op2(p, op, dst, mask, src0, src1) \
623 emit_op3fn(p, op, dst, mask, src0, src1, undef, __func__, __LINE__)
624
625 #define emit_op1(p, op, dst, mask, src0) \
626 emit_op3fn(p, op, dst, mask, src0, undef, undef, __func__, __LINE__)
627
628
make_temp(struct tnl_program * p,struct ureg reg)629 static struct ureg make_temp( struct tnl_program *p, struct ureg reg )
630 {
631 if (reg.file == PROGRAM_TEMPORARY &&
632 !(p->temp_reserved & (1<<reg.idx)))
633 return reg;
634 else {
635 struct ureg temp = get_temp(p);
636 emit_op1(p, OPCODE_MOV, temp, 0, reg);
637 return temp;
638 }
639 }
640
641
642 /* Currently no tracking performed of input/output/register size or
643 * active elements. Could be used to reduce these operations, as
644 * could the matrix type.
645 */
emit_matrix_transform_vec4(struct tnl_program * p,struct ureg dest,const struct ureg * mat,struct ureg src)646 static void emit_matrix_transform_vec4( struct tnl_program *p,
647 struct ureg dest,
648 const struct ureg *mat,
649 struct ureg src)
650 {
651 emit_op2(p, OPCODE_DP4, dest, WRITEMASK_X, src, mat[0]);
652 emit_op2(p, OPCODE_DP4, dest, WRITEMASK_Y, src, mat[1]);
653 emit_op2(p, OPCODE_DP4, dest, WRITEMASK_Z, src, mat[2]);
654 emit_op2(p, OPCODE_DP4, dest, WRITEMASK_W, src, mat[3]);
655 }
656
657
658 /* This version is much easier to implement if writemasks are not
659 * supported natively on the target or (like SSE), the target doesn't
660 * have a clean/obvious dotproduct implementation.
661 */
emit_transpose_matrix_transform_vec4(struct tnl_program * p,struct ureg dest,const struct ureg * mat,struct ureg src)662 static void emit_transpose_matrix_transform_vec4( struct tnl_program *p,
663 struct ureg dest,
664 const struct ureg *mat,
665 struct ureg src)
666 {
667 struct ureg tmp;
668
669 if (dest.file != PROGRAM_TEMPORARY)
670 tmp = get_temp(p);
671 else
672 tmp = dest;
673
674 emit_op2(p, OPCODE_MUL, tmp, 0, swizzle1(src,X), mat[0]);
675 emit_op3(p, OPCODE_MAD, tmp, 0, swizzle1(src,Y), mat[1], tmp);
676 emit_op3(p, OPCODE_MAD, tmp, 0, swizzle1(src,Z), mat[2], tmp);
677 emit_op3(p, OPCODE_MAD, dest, 0, swizzle1(src,W), mat[3], tmp);
678
679 if (dest.file != PROGRAM_TEMPORARY)
680 release_temp(p, tmp);
681 }
682
683
emit_matrix_transform_vec3(struct tnl_program * p,struct ureg dest,const struct ureg * mat,struct ureg src)684 static void emit_matrix_transform_vec3( struct tnl_program *p,
685 struct ureg dest,
686 const struct ureg *mat,
687 struct ureg src)
688 {
689 emit_op2(p, OPCODE_DP3, dest, WRITEMASK_X, src, mat[0]);
690 emit_op2(p, OPCODE_DP3, dest, WRITEMASK_Y, src, mat[1]);
691 emit_op2(p, OPCODE_DP3, dest, WRITEMASK_Z, src, mat[2]);
692 }
693
694
emit_normalize_vec3(struct tnl_program * p,struct ureg dest,struct ureg src)695 static void emit_normalize_vec3( struct tnl_program *p,
696 struct ureg dest,
697 struct ureg src )
698 {
699 struct ureg tmp = get_temp(p);
700 emit_op2(p, OPCODE_DP3, tmp, WRITEMASK_X, src, src);
701 emit_op1(p, OPCODE_RSQ, tmp, WRITEMASK_X, tmp);
702 emit_op2(p, OPCODE_MUL, dest, 0, src, swizzle1(tmp, X));
703 release_temp(p, tmp);
704 }
705
706
emit_passthrough(struct tnl_program * p,GLuint input,GLuint output)707 static void emit_passthrough( struct tnl_program *p,
708 GLuint input,
709 GLuint output )
710 {
711 struct ureg out = register_output(p, output);
712 emit_op1(p, OPCODE_MOV, out, 0, register_input(p, input));
713 }
714
715
get_eye_position(struct tnl_program * p)716 static struct ureg get_eye_position( struct tnl_program *p )
717 {
718 if (is_undef(p->eye_position)) {
719 struct ureg pos = register_input( p, VERT_ATTRIB_POS );
720 struct ureg modelview[4];
721
722 p->eye_position = reserve_temp(p);
723
724 if (p->mvp_with_dp4) {
725 register_matrix_param5( p, STATE_MODELVIEW_MATRIX, 0, 0, 3,
726 0, modelview );
727
728 emit_matrix_transform_vec4(p, p->eye_position, modelview, pos);
729 }
730 else {
731 register_matrix_param5( p, STATE_MODELVIEW_MATRIX, 0, 0, 3,
732 STATE_MATRIX_TRANSPOSE, modelview );
733
734 emit_transpose_matrix_transform_vec4(p, p->eye_position, modelview, pos);
735 }
736 }
737
738 return p->eye_position;
739 }
740
741
get_eye_position_z(struct tnl_program * p)742 static struct ureg get_eye_position_z( struct tnl_program *p )
743 {
744 if (!is_undef(p->eye_position))
745 return swizzle1(p->eye_position, Z);
746
747 if (is_undef(p->eye_position_z)) {
748 struct ureg pos = register_input( p, VERT_ATTRIB_POS );
749 struct ureg modelview[4];
750
751 p->eye_position_z = reserve_temp(p);
752
753 register_matrix_param5( p, STATE_MODELVIEW_MATRIX, 0, 0, 3,
754 0, modelview );
755
756 emit_op2(p, OPCODE_DP4, p->eye_position_z, 0, pos, modelview[2]);
757 }
758
759 return p->eye_position_z;
760 }
761
762
get_eye_position_normalized(struct tnl_program * p)763 static struct ureg get_eye_position_normalized( struct tnl_program *p )
764 {
765 if (is_undef(p->eye_position_normalized)) {
766 struct ureg eye = get_eye_position(p);
767 p->eye_position_normalized = reserve_temp(p);
768 emit_normalize_vec3(p, p->eye_position_normalized, eye);
769 }
770
771 return p->eye_position_normalized;
772 }
773
774
get_transformed_normal(struct tnl_program * p)775 static struct ureg get_transformed_normal( struct tnl_program *p )
776 {
777 if (is_undef(p->transformed_normal) &&
778 !p->state->need_eye_coords &&
779 !p->state->normalize &&
780 !(p->state->need_eye_coords == p->state->rescale_normals))
781 {
782 p->transformed_normal = register_input(p, VERT_ATTRIB_NORMAL );
783 }
784 else if (is_undef(p->transformed_normal))
785 {
786 struct ureg normal = register_input(p, VERT_ATTRIB_NORMAL );
787 struct ureg mvinv[3];
788 struct ureg transformed_normal = reserve_temp(p);
789
790 if (p->state->need_eye_coords) {
791 register_matrix_param5( p, STATE_MODELVIEW_MATRIX, 0, 0, 2,
792 STATE_MATRIX_INVTRANS, mvinv );
793
794 /* Transform to eye space:
795 */
796 emit_matrix_transform_vec3( p, transformed_normal, mvinv, normal );
797 normal = transformed_normal;
798 }
799
800 /* Normalize/Rescale:
801 */
802 if (p->state->normalize) {
803 emit_normalize_vec3( p, transformed_normal, normal );
804 normal = transformed_normal;
805 }
806 else if (p->state->need_eye_coords == p->state->rescale_normals) {
807 /* This is already adjusted for eye/non-eye rendering:
808 */
809 struct ureg rescale = register_param2(p, STATE_INTERNAL,
810 STATE_NORMAL_SCALE);
811
812 emit_op2( p, OPCODE_MUL, transformed_normal, 0, normal, rescale );
813 normal = transformed_normal;
814 }
815
816 assert(normal.file == PROGRAM_TEMPORARY);
817 p->transformed_normal = normal;
818 }
819
820 return p->transformed_normal;
821 }
822
823
build_hpos(struct tnl_program * p)824 static void build_hpos( struct tnl_program *p )
825 {
826 struct ureg pos = register_input( p, VERT_ATTRIB_POS );
827 struct ureg hpos = register_output( p, VARYING_SLOT_POS );
828 struct ureg mvp[4];
829
830 if (p->mvp_with_dp4) {
831 register_matrix_param5( p, STATE_MVP_MATRIX, 0, 0, 3,
832 0, mvp );
833 emit_matrix_transform_vec4( p, hpos, mvp, pos );
834 }
835 else {
836 register_matrix_param5( p, STATE_MVP_MATRIX, 0, 0, 3,
837 STATE_MATRIX_TRANSPOSE, mvp );
838 emit_transpose_matrix_transform_vec4( p, hpos, mvp, pos );
839 }
840 }
841
842
material_attrib(GLuint side,GLuint property)843 static GLuint material_attrib( GLuint side, GLuint property )
844 {
845 return (property - STATE_AMBIENT) * 2 + side;
846 }
847
848
849 /**
850 * Get a bitmask of which material values vary on a per-vertex basis.
851 */
set_material_flags(struct tnl_program * p)852 static void set_material_flags( struct tnl_program *p )
853 {
854 p->color_materials = 0;
855 p->materials = 0;
856
857 if (p->state->varying_vp_inputs & VERT_BIT_COLOR0) {
858 p->materials =
859 p->color_materials = p->state->light_color_material_mask;
860 }
861
862 p->materials |= (p->state->varying_vp_inputs >> VERT_ATTRIB_GENERIC0);
863 }
864
865
get_material(struct tnl_program * p,GLuint side,GLuint property)866 static struct ureg get_material( struct tnl_program *p, GLuint side,
867 GLuint property )
868 {
869 GLuint attrib = material_attrib(side, property);
870
871 if (p->color_materials & (1<<attrib))
872 return register_input(p, VERT_ATTRIB_COLOR0);
873 else if (p->materials & (1<<attrib)) {
874 /* Put material values in the GENERIC slots -- they are not used
875 * for anything in fixed function mode.
876 */
877 return register_input( p, attrib + VERT_ATTRIB_GENERIC0 );
878 }
879 else
880 return register_param3( p, STATE_MATERIAL, side, property );
881 }
882
883 #define SCENE_COLOR_BITS(side) (( MAT_BIT_FRONT_EMISSION | \
884 MAT_BIT_FRONT_AMBIENT | \
885 MAT_BIT_FRONT_DIFFUSE) << (side))
886
887
888 /**
889 * Either return a precalculated constant value or emit code to
890 * calculate these values dynamically in the case where material calls
891 * are present between begin/end pairs.
892 *
893 * Probably want to shift this to the program compilation phase - if
894 * we always emitted the calculation here, a smart compiler could
895 * detect that it was constant (given a certain set of inputs), and
896 * lift it out of the main loop. That way the programs created here
897 * would be independent of the vertex_buffer details.
898 */
get_scenecolor(struct tnl_program * p,GLuint side)899 static struct ureg get_scenecolor( struct tnl_program *p, GLuint side )
900 {
901 if (p->materials & SCENE_COLOR_BITS(side)) {
902 struct ureg lm_ambient = register_param1(p, STATE_LIGHTMODEL_AMBIENT);
903 struct ureg material_emission = get_material(p, side, STATE_EMISSION);
904 struct ureg material_ambient = get_material(p, side, STATE_AMBIENT);
905 struct ureg material_diffuse = get_material(p, side, STATE_DIFFUSE);
906 struct ureg tmp = make_temp(p, material_diffuse);
907 emit_op3(p, OPCODE_MAD, tmp, WRITEMASK_XYZ, lm_ambient,
908 material_ambient, material_emission);
909 return tmp;
910 }
911 else
912 return register_param2( p, STATE_LIGHTMODEL_SCENECOLOR, side );
913 }
914
915
get_lightprod(struct tnl_program * p,GLuint light,GLuint side,GLuint property)916 static struct ureg get_lightprod( struct tnl_program *p, GLuint light,
917 GLuint side, GLuint property )
918 {
919 GLuint attrib = material_attrib(side, property);
920 if (p->materials & (1<<attrib)) {
921 struct ureg light_value =
922 register_param3(p, STATE_LIGHT, light, property);
923 struct ureg material_value = get_material(p, side, property);
924 struct ureg tmp = get_temp(p);
925 emit_op2(p, OPCODE_MUL, tmp, 0, light_value, material_value);
926 return tmp;
927 }
928 else
929 return register_param4(p, STATE_LIGHTPROD, light, side, property);
930 }
931
932
calculate_light_attenuation(struct tnl_program * p,GLuint i,struct ureg VPpli,struct ureg dist)933 static struct ureg calculate_light_attenuation( struct tnl_program *p,
934 GLuint i,
935 struct ureg VPpli,
936 struct ureg dist )
937 {
938 struct ureg attenuation = register_param3(p, STATE_LIGHT, i,
939 STATE_ATTENUATION);
940 struct ureg att = undef;
941
942 /* Calculate spot attenuation:
943 */
944 if (!p->state->unit[i].light_spotcutoff_is_180) {
945 struct ureg spot_dir_norm = register_param3(p, STATE_INTERNAL,
946 STATE_LIGHT_SPOT_DIR_NORMALIZED, i);
947 struct ureg spot = get_temp(p);
948 struct ureg slt = get_temp(p);
949
950 att = get_temp(p);
951
952 emit_op2(p, OPCODE_DP3, spot, 0, negate(VPpli), spot_dir_norm);
953 emit_op2(p, OPCODE_SLT, slt, 0, swizzle1(spot_dir_norm,W), spot);
954 emit_op1(p, OPCODE_ABS, spot, 0, spot);
955 emit_op2(p, OPCODE_POW, spot, 0, spot, swizzle1(attenuation, W));
956 emit_op2(p, OPCODE_MUL, att, 0, slt, spot);
957
958 release_temp(p, spot);
959 release_temp(p, slt);
960 }
961
962 /* Calculate distance attenuation(See formula (2.4) at glspec 2.1 page 62):
963 *
964 * Skip the calucation when _dist_ is undefined(light_eyepos3_is_zero)
965 */
966 if (p->state->unit[i].light_attenuated && !is_undef(dist)) {
967 if (is_undef(att))
968 att = get_temp(p);
969 /* 1/d,d,d,1/d */
970 emit_op1(p, OPCODE_RCP, dist, WRITEMASK_YZ, dist);
971 /* 1,d,d*d,1/d */
972 emit_op2(p, OPCODE_MUL, dist, WRITEMASK_XZ, dist, swizzle1(dist,Y));
973 /* 1/dist-atten */
974 emit_op2(p, OPCODE_DP3, dist, 0, attenuation, dist);
975
976 if (!p->state->unit[i].light_spotcutoff_is_180) {
977 /* dist-atten */
978 emit_op1(p, OPCODE_RCP, dist, 0, dist);
979 /* spot-atten * dist-atten */
980 emit_op2(p, OPCODE_MUL, att, 0, dist, att);
981 }
982 else {
983 /* dist-atten */
984 emit_op1(p, OPCODE_RCP, att, 0, dist);
985 }
986 }
987
988 return att;
989 }
990
991
992 /**
993 * Compute:
994 * lit.y = MAX(0, dots.x)
995 * lit.z = SLT(0, dots.x)
996 */
emit_degenerate_lit(struct tnl_program * p,struct ureg lit,struct ureg dots)997 static void emit_degenerate_lit( struct tnl_program *p,
998 struct ureg lit,
999 struct ureg dots )
1000 {
1001 struct ureg id = get_identity_param(p); /* id = {0,0,0,1} */
1002
1003 /* Note that lit.x & lit.w will not be examined. Note also that
1004 * dots.xyzw == dots.xxxx.
1005 */
1006
1007 /* MAX lit, id, dots;
1008 */
1009 emit_op2(p, OPCODE_MAX, lit, WRITEMASK_XYZW, id, dots);
1010
1011 /* result[2] = (in > 0 ? 1 : 0)
1012 * SLT lit.z, id.z, dots; # lit.z = (0 < dots.z) ? 1 : 0
1013 */
1014 emit_op2(p, OPCODE_SLT, lit, WRITEMASK_Z, swizzle1(id,Z), dots);
1015 }
1016
1017
1018 /* Need to add some addtional parameters to allow lighting in object
1019 * space - STATE_SPOT_DIRECTION and STATE_HALF_VECTOR implicitly assume eye
1020 * space lighting.
1021 */
build_lighting(struct tnl_program * p)1022 static void build_lighting( struct tnl_program *p )
1023 {
1024 const GLboolean twoside = p->state->light_twoside;
1025 const GLboolean separate = p->state->separate_specular;
1026 GLuint nr_lights = 0, count = 0;
1027 struct ureg normal = get_transformed_normal(p);
1028 struct ureg lit = get_temp(p);
1029 struct ureg dots = get_temp(p);
1030 struct ureg _col0 = undef, _col1 = undef;
1031 struct ureg _bfc0 = undef, _bfc1 = undef;
1032 GLuint i;
1033
1034 /*
1035 * NOTE:
1036 * dots.x = dot(normal, VPpli)
1037 * dots.y = dot(normal, halfAngle)
1038 * dots.z = back.shininess
1039 * dots.w = front.shininess
1040 */
1041
1042 for (i = 0; i < MAX_LIGHTS; i++)
1043 if (p->state->unit[i].light_enabled)
1044 nr_lights++;
1045
1046 set_material_flags(p);
1047
1048 {
1049 if (!p->state->material_shininess_is_zero) {
1050 struct ureg shininess = get_material(p, 0, STATE_SHININESS);
1051 emit_op1(p, OPCODE_MOV, dots, WRITEMASK_W, swizzle1(shininess,X));
1052 release_temp(p, shininess);
1053 }
1054
1055 _col0 = make_temp(p, get_scenecolor(p, 0));
1056 if (separate)
1057 _col1 = make_temp(p, get_identity_param(p));
1058 else
1059 _col1 = _col0;
1060 }
1061
1062 if (twoside) {
1063 if (!p->state->material_shininess_is_zero) {
1064 /* Note that we negate the back-face specular exponent here.
1065 * The negation will be un-done later in the back-face code below.
1066 */
1067 struct ureg shininess = get_material(p, 1, STATE_SHININESS);
1068 emit_op1(p, OPCODE_MOV, dots, WRITEMASK_Z,
1069 negate(swizzle1(shininess,X)));
1070 release_temp(p, shininess);
1071 }
1072
1073 _bfc0 = make_temp(p, get_scenecolor(p, 1));
1074 if (separate)
1075 _bfc1 = make_temp(p, get_identity_param(p));
1076 else
1077 _bfc1 = _bfc0;
1078 }
1079
1080 /* If no lights, still need to emit the scenecolor.
1081 */
1082 {
1083 struct ureg res0 = register_output( p, VARYING_SLOT_COL0 );
1084 emit_op1(p, OPCODE_MOV, res0, 0, _col0);
1085 }
1086
1087 if (separate) {
1088 struct ureg res1 = register_output( p, VARYING_SLOT_COL1 );
1089 emit_op1(p, OPCODE_MOV, res1, 0, _col1);
1090 }
1091
1092 if (twoside) {
1093 struct ureg res0 = register_output( p, VARYING_SLOT_BFC0 );
1094 emit_op1(p, OPCODE_MOV, res0, 0, _bfc0);
1095 }
1096
1097 if (twoside && separate) {
1098 struct ureg res1 = register_output( p, VARYING_SLOT_BFC1 );
1099 emit_op1(p, OPCODE_MOV, res1, 0, _bfc1);
1100 }
1101
1102 if (nr_lights == 0) {
1103 release_temps(p);
1104 return;
1105 }
1106
1107 for (i = 0; i < MAX_LIGHTS; i++) {
1108 if (p->state->unit[i].light_enabled) {
1109 struct ureg half = undef;
1110 struct ureg att = undef, VPpli = undef;
1111 struct ureg dist = undef;
1112
1113 count++;
1114 if (p->state->unit[i].light_eyepos3_is_zero) {
1115 VPpli = register_param3(p, STATE_INTERNAL,
1116 STATE_LIGHT_POSITION_NORMALIZED, i);
1117 } else {
1118 struct ureg Ppli = register_param3(p, STATE_INTERNAL,
1119 STATE_LIGHT_POSITION, i);
1120 struct ureg V = get_eye_position(p);
1121
1122 VPpli = get_temp(p);
1123 dist = get_temp(p);
1124
1125 /* Calculate VPpli vector
1126 */
1127 emit_op2(p, OPCODE_SUB, VPpli, 0, Ppli, V);
1128
1129 /* Normalize VPpli. The dist value also used in
1130 * attenuation below.
1131 */
1132 emit_op2(p, OPCODE_DP3, dist, 0, VPpli, VPpli);
1133 emit_op1(p, OPCODE_RSQ, dist, 0, dist);
1134 emit_op2(p, OPCODE_MUL, VPpli, 0, VPpli, dist);
1135 }
1136
1137 /* Calculate attenuation:
1138 */
1139 att = calculate_light_attenuation(p, i, VPpli, dist);
1140 release_temp(p, dist);
1141
1142 /* Calculate viewer direction, or use infinite viewer:
1143 */
1144 if (!p->state->material_shininess_is_zero) {
1145 if (p->state->light_local_viewer) {
1146 struct ureg eye_hat = get_eye_position_normalized(p);
1147 half = get_temp(p);
1148 emit_op2(p, OPCODE_SUB, half, 0, VPpli, eye_hat);
1149 emit_normalize_vec3(p, half, half);
1150 } else if (p->state->unit[i].light_eyepos3_is_zero) {
1151 half = register_param3(p, STATE_INTERNAL,
1152 STATE_LIGHT_HALF_VECTOR, i);
1153 } else {
1154 struct ureg z_dir = swizzle(get_identity_param(p),X,Y,W,Z);
1155 half = get_temp(p);
1156 emit_op2(p, OPCODE_ADD, half, 0, VPpli, z_dir);
1157 emit_normalize_vec3(p, half, half);
1158 }
1159 }
1160
1161 /* Calculate dot products:
1162 */
1163 if (p->state->material_shininess_is_zero) {
1164 emit_op2(p, OPCODE_DP3, dots, 0, normal, VPpli);
1165 }
1166 else {
1167 emit_op2(p, OPCODE_DP3, dots, WRITEMASK_X, normal, VPpli);
1168 emit_op2(p, OPCODE_DP3, dots, WRITEMASK_Y, normal, half);
1169 }
1170
1171 /* Front face lighting:
1172 */
1173 {
1174 struct ureg ambient = get_lightprod(p, i, 0, STATE_AMBIENT);
1175 struct ureg diffuse = get_lightprod(p, i, 0, STATE_DIFFUSE);
1176 struct ureg specular = get_lightprod(p, i, 0, STATE_SPECULAR);
1177 struct ureg res0, res1;
1178 GLuint mask0, mask1;
1179
1180 if (count == nr_lights) {
1181 if (separate) {
1182 mask0 = WRITEMASK_XYZ;
1183 mask1 = WRITEMASK_XYZ;
1184 res0 = register_output( p, VARYING_SLOT_COL0 );
1185 res1 = register_output( p, VARYING_SLOT_COL1 );
1186 }
1187 else {
1188 mask0 = 0;
1189 mask1 = WRITEMASK_XYZ;
1190 res0 = _col0;
1191 res1 = register_output( p, VARYING_SLOT_COL0 );
1192 }
1193 }
1194 else {
1195 mask0 = 0;
1196 mask1 = 0;
1197 res0 = _col0;
1198 res1 = _col1;
1199 }
1200
1201 if (!is_undef(att)) {
1202 /* light is attenuated by distance */
1203 emit_op1(p, OPCODE_LIT, lit, 0, dots);
1204 emit_op2(p, OPCODE_MUL, lit, 0, lit, att);
1205 emit_op3(p, OPCODE_MAD, _col0, 0, swizzle1(lit,X), ambient, _col0);
1206 }
1207 else if (!p->state->material_shininess_is_zero) {
1208 /* there's a non-zero specular term */
1209 emit_op1(p, OPCODE_LIT, lit, 0, dots);
1210 emit_op2(p, OPCODE_ADD, _col0, 0, ambient, _col0);
1211 }
1212 else {
1213 /* no attenutation, no specular */
1214 emit_degenerate_lit(p, lit, dots);
1215 emit_op2(p, OPCODE_ADD, _col0, 0, ambient, _col0);
1216 }
1217
1218 emit_op3(p, OPCODE_MAD, res0, mask0, swizzle1(lit,Y), diffuse, _col0);
1219 emit_op3(p, OPCODE_MAD, res1, mask1, swizzle1(lit,Z), specular, _col1);
1220
1221 release_temp(p, ambient);
1222 release_temp(p, diffuse);
1223 release_temp(p, specular);
1224 }
1225
1226 /* Back face lighting:
1227 */
1228 if (twoside) {
1229 struct ureg ambient = get_lightprod(p, i, 1, STATE_AMBIENT);
1230 struct ureg diffuse = get_lightprod(p, i, 1, STATE_DIFFUSE);
1231 struct ureg specular = get_lightprod(p, i, 1, STATE_SPECULAR);
1232 struct ureg res0, res1;
1233 GLuint mask0, mask1;
1234
1235 if (count == nr_lights) {
1236 if (separate) {
1237 mask0 = WRITEMASK_XYZ;
1238 mask1 = WRITEMASK_XYZ;
1239 res0 = register_output( p, VARYING_SLOT_BFC0 );
1240 res1 = register_output( p, VARYING_SLOT_BFC1 );
1241 }
1242 else {
1243 mask0 = 0;
1244 mask1 = WRITEMASK_XYZ;
1245 res0 = _bfc0;
1246 res1 = register_output( p, VARYING_SLOT_BFC0 );
1247 }
1248 }
1249 else {
1250 res0 = _bfc0;
1251 res1 = _bfc1;
1252 mask0 = 0;
1253 mask1 = 0;
1254 }
1255
1256 /* For the back face we need to negate the X and Y component
1257 * dot products. dots.Z has the negated back-face specular
1258 * exponent. We swizzle that into the W position. This
1259 * negation makes the back-face specular term positive again.
1260 */
1261 dots = negate(swizzle(dots,X,Y,W,Z));
1262
1263 if (!is_undef(att)) {
1264 emit_op1(p, OPCODE_LIT, lit, 0, dots);
1265 emit_op2(p, OPCODE_MUL, lit, 0, lit, att);
1266 emit_op3(p, OPCODE_MAD, _bfc0, 0, swizzle1(lit,X), ambient, _bfc0);
1267 }
1268 else if (!p->state->material_shininess_is_zero) {
1269 emit_op1(p, OPCODE_LIT, lit, 0, dots);
1270 emit_op2(p, OPCODE_ADD, _bfc0, 0, ambient, _bfc0); /**/
1271 }
1272 else {
1273 emit_degenerate_lit(p, lit, dots);
1274 emit_op2(p, OPCODE_ADD, _bfc0, 0, ambient, _bfc0);
1275 }
1276
1277 emit_op3(p, OPCODE_MAD, res0, mask0, swizzle1(lit,Y), diffuse, _bfc0);
1278 emit_op3(p, OPCODE_MAD, res1, mask1, swizzle1(lit,Z), specular, _bfc1);
1279 /* restore dots to its original state for subsequent lights
1280 * by negating and swizzling again.
1281 */
1282 dots = negate(swizzle(dots,X,Y,W,Z));
1283
1284 release_temp(p, ambient);
1285 release_temp(p, diffuse);
1286 release_temp(p, specular);
1287 }
1288
1289 release_temp(p, half);
1290 release_temp(p, VPpli);
1291 release_temp(p, att);
1292 }
1293 }
1294
1295 release_temps( p );
1296 }
1297
1298
build_fog(struct tnl_program * p)1299 static void build_fog( struct tnl_program *p )
1300 {
1301 struct ureg fog = register_output(p, VARYING_SLOT_FOGC);
1302 struct ureg input;
1303
1304 if (p->state->fog_source_is_depth) {
1305
1306 switch (p->state->fog_distance_mode) {
1307 case FDM_EYE_RADIAL: /* Z = sqrt(Xe*Xe + Ye*Ye + Ze*Ze) */
1308 input = get_eye_position(p);
1309 emit_op2(p, OPCODE_DP3, fog, WRITEMASK_X, input, input);
1310 emit_op1(p, OPCODE_RSQ, fog, WRITEMASK_X, fog);
1311 emit_op1(p, OPCODE_RCP, fog, WRITEMASK_X, fog);
1312 break;
1313 case FDM_EYE_PLANE: /* Z = Ze */
1314 input = get_eye_position_z(p);
1315 emit_op1(p, OPCODE_MOV, fog, WRITEMASK_X, input);
1316 break;
1317 case FDM_EYE_PLANE_ABS: /* Z = abs(Ze) */
1318 input = get_eye_position_z(p);
1319 emit_op1(p, OPCODE_ABS, fog, WRITEMASK_X, input);
1320 break;
1321 default:
1322 assert(!"Bad fog mode in build_fog()");
1323 break;
1324 }
1325
1326 }
1327 else {
1328 input = swizzle1(register_input(p, VERT_ATTRIB_FOG), X);
1329 emit_op1(p, OPCODE_ABS, fog, WRITEMASK_X, input);
1330 }
1331
1332 emit_op1(p, OPCODE_MOV, fog, WRITEMASK_YZW, get_identity_param(p));
1333 }
1334
1335
build_reflect_texgen(struct tnl_program * p,struct ureg dest,GLuint writemask)1336 static void build_reflect_texgen( struct tnl_program *p,
1337 struct ureg dest,
1338 GLuint writemask )
1339 {
1340 struct ureg normal = get_transformed_normal(p);
1341 struct ureg eye_hat = get_eye_position_normalized(p);
1342 struct ureg tmp = get_temp(p);
1343
1344 /* n.u */
1345 emit_op2(p, OPCODE_DP3, tmp, 0, normal, eye_hat);
1346 /* 2n.u */
1347 emit_op2(p, OPCODE_ADD, tmp, 0, tmp, tmp);
1348 /* (-2n.u)n + u */
1349 emit_op3(p, OPCODE_MAD, dest, writemask, negate(tmp), normal, eye_hat);
1350
1351 release_temp(p, tmp);
1352 }
1353
1354
build_sphere_texgen(struct tnl_program * p,struct ureg dest,GLuint writemask)1355 static void build_sphere_texgen( struct tnl_program *p,
1356 struct ureg dest,
1357 GLuint writemask )
1358 {
1359 struct ureg normal = get_transformed_normal(p);
1360 struct ureg eye_hat = get_eye_position_normalized(p);
1361 struct ureg tmp = get_temp(p);
1362 struct ureg half = register_scalar_const(p, .5);
1363 struct ureg r = get_temp(p);
1364 struct ureg inv_m = get_temp(p);
1365 struct ureg id = get_identity_param(p);
1366
1367 /* Could share the above calculations, but it would be
1368 * a fairly odd state for someone to set (both sphere and
1369 * reflection active for different texture coordinate
1370 * components. Of course - if two texture units enable
1371 * reflect and/or sphere, things start to tilt in favour
1372 * of seperating this out:
1373 */
1374
1375 /* n.u */
1376 emit_op2(p, OPCODE_DP3, tmp, 0, normal, eye_hat);
1377 /* 2n.u */
1378 emit_op2(p, OPCODE_ADD, tmp, 0, tmp, tmp);
1379 /* (-2n.u)n + u */
1380 emit_op3(p, OPCODE_MAD, r, 0, negate(tmp), normal, eye_hat);
1381 /* r + 0,0,1 */
1382 emit_op2(p, OPCODE_ADD, tmp, 0, r, swizzle(id,X,Y,W,Z));
1383 /* rx^2 + ry^2 + (rz+1)^2 */
1384 emit_op2(p, OPCODE_DP3, tmp, 0, tmp, tmp);
1385 /* 2/m */
1386 emit_op1(p, OPCODE_RSQ, tmp, 0, tmp);
1387 /* 1/m */
1388 emit_op2(p, OPCODE_MUL, inv_m, 0, tmp, half);
1389 /* r/m + 1/2 */
1390 emit_op3(p, OPCODE_MAD, dest, writemask, r, inv_m, half);
1391
1392 release_temp(p, tmp);
1393 release_temp(p, r);
1394 release_temp(p, inv_m);
1395 }
1396
1397
build_texture_transform(struct tnl_program * p)1398 static void build_texture_transform( struct tnl_program *p )
1399 {
1400 GLuint i, j;
1401
1402 for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
1403
1404 if (!(p->state->fragprog_inputs_read & VARYING_BIT_TEX(i)))
1405 continue;
1406
1407 if (p->state->unit[i].coord_replace)
1408 continue;
1409
1410 if (p->state->unit[i].texgen_enabled ||
1411 p->state->unit[i].texmat_enabled) {
1412
1413 GLuint texmat_enabled = p->state->unit[i].texmat_enabled;
1414 struct ureg out = register_output(p, VARYING_SLOT_TEX0 + i);
1415 struct ureg out_texgen = undef;
1416
1417 if (p->state->unit[i].texgen_enabled) {
1418 GLuint copy_mask = 0;
1419 GLuint sphere_mask = 0;
1420 GLuint reflect_mask = 0;
1421 GLuint normal_mask = 0;
1422 GLuint modes[4];
1423
1424 if (texmat_enabled)
1425 out_texgen = get_temp(p);
1426 else
1427 out_texgen = out;
1428
1429 modes[0] = p->state->unit[i].texgen_mode0;
1430 modes[1] = p->state->unit[i].texgen_mode1;
1431 modes[2] = p->state->unit[i].texgen_mode2;
1432 modes[3] = p->state->unit[i].texgen_mode3;
1433
1434 for (j = 0; j < 4; j++) {
1435 switch (modes[j]) {
1436 case TXG_OBJ_LINEAR: {
1437 struct ureg obj = register_input(p, VERT_ATTRIB_POS);
1438 struct ureg plane =
1439 register_param3(p, STATE_TEXGEN, i,
1440 STATE_TEXGEN_OBJECT_S + j);
1441
1442 emit_op2(p, OPCODE_DP4, out_texgen, WRITEMASK_X << j,
1443 obj, plane );
1444 break;
1445 }
1446 case TXG_EYE_LINEAR: {
1447 struct ureg eye = get_eye_position(p);
1448 struct ureg plane =
1449 register_param3(p, STATE_TEXGEN, i,
1450 STATE_TEXGEN_EYE_S + j);
1451
1452 emit_op2(p, OPCODE_DP4, out_texgen, WRITEMASK_X << j,
1453 eye, plane );
1454 break;
1455 }
1456 case TXG_SPHERE_MAP:
1457 sphere_mask |= WRITEMASK_X << j;
1458 break;
1459 case TXG_REFLECTION_MAP:
1460 reflect_mask |= WRITEMASK_X << j;
1461 break;
1462 case TXG_NORMAL_MAP:
1463 normal_mask |= WRITEMASK_X << j;
1464 break;
1465 case TXG_NONE:
1466 copy_mask |= WRITEMASK_X << j;
1467 }
1468 }
1469
1470 if (sphere_mask) {
1471 build_sphere_texgen(p, out_texgen, sphere_mask);
1472 }
1473
1474 if (reflect_mask) {
1475 build_reflect_texgen(p, out_texgen, reflect_mask);
1476 }
1477
1478 if (normal_mask) {
1479 struct ureg normal = get_transformed_normal(p);
1480 emit_op1(p, OPCODE_MOV, out_texgen, normal_mask, normal );
1481 }
1482
1483 if (copy_mask) {
1484 struct ureg in = register_input(p, VERT_ATTRIB_TEX0+i);
1485 emit_op1(p, OPCODE_MOV, out_texgen, copy_mask, in );
1486 }
1487 }
1488
1489 if (texmat_enabled) {
1490 struct ureg texmat[4];
1491 struct ureg in = (!is_undef(out_texgen) ?
1492 out_texgen :
1493 register_input(p, VERT_ATTRIB_TEX0+i));
1494 if (p->mvp_with_dp4) {
1495 register_matrix_param5( p, STATE_TEXTURE_MATRIX, i, 0, 3,
1496 0, texmat );
1497 emit_matrix_transform_vec4( p, out, texmat, in );
1498 }
1499 else {
1500 register_matrix_param5( p, STATE_TEXTURE_MATRIX, i, 0, 3,
1501 STATE_MATRIX_TRANSPOSE, texmat );
1502 emit_transpose_matrix_transform_vec4( p, out, texmat, in );
1503 }
1504 }
1505
1506 release_temps(p);
1507 }
1508 else {
1509 emit_passthrough(p, VERT_ATTRIB_TEX0+i, VARYING_SLOT_TEX0+i);
1510 }
1511 }
1512 }
1513
1514
1515 /**
1516 * Point size attenuation computation.
1517 */
build_atten_pointsize(struct tnl_program * p)1518 static void build_atten_pointsize( struct tnl_program *p )
1519 {
1520 struct ureg eye = get_eye_position_z(p);
1521 struct ureg state_size = register_param2(p, STATE_INTERNAL, STATE_POINT_SIZE_CLAMPED);
1522 struct ureg state_attenuation = register_param1(p, STATE_POINT_ATTENUATION);
1523 struct ureg out = register_output(p, VARYING_SLOT_PSIZ);
1524 struct ureg ut = get_temp(p);
1525
1526 /* dist = |eyez| */
1527 emit_op1(p, OPCODE_ABS, ut, WRITEMASK_Y, swizzle1(eye, Z));
1528 /* p1 + dist * (p2 + dist * p3); */
1529 emit_op3(p, OPCODE_MAD, ut, WRITEMASK_X, swizzle1(ut, Y),
1530 swizzle1(state_attenuation, Z), swizzle1(state_attenuation, Y));
1531 emit_op3(p, OPCODE_MAD, ut, WRITEMASK_X, swizzle1(ut, Y),
1532 ut, swizzle1(state_attenuation, X));
1533
1534 /* 1 / sqrt(factor) */
1535 emit_op1(p, OPCODE_RSQ, ut, WRITEMASK_X, ut );
1536
1537 #if 0
1538 /* out = pointSize / sqrt(factor) */
1539 emit_op2(p, OPCODE_MUL, out, WRITEMASK_X, ut, state_size);
1540 #else
1541 /* this is a good place to clamp the point size since there's likely
1542 * no hardware registers to clamp point size at rasterization time.
1543 */
1544 emit_op2(p, OPCODE_MUL, ut, WRITEMASK_X, ut, state_size);
1545 emit_op2(p, OPCODE_MAX, ut, WRITEMASK_X, ut, swizzle1(state_size, Y));
1546 emit_op2(p, OPCODE_MIN, out, WRITEMASK_X, ut, swizzle1(state_size, Z));
1547 #endif
1548
1549 release_temp(p, ut);
1550 }
1551
1552
1553 /**
1554 * Pass-though per-vertex point size, from user's point size array.
1555 */
build_array_pointsize(struct tnl_program * p)1556 static void build_array_pointsize( struct tnl_program *p )
1557 {
1558 struct ureg in = register_input(p, VERT_ATTRIB_POINT_SIZE);
1559 struct ureg out = register_output(p, VARYING_SLOT_PSIZ);
1560 emit_op1(p, OPCODE_MOV, out, WRITEMASK_X, in);
1561 }
1562
1563
build_tnl_program(struct tnl_program * p)1564 static void build_tnl_program( struct tnl_program *p )
1565 {
1566 /* Emit the program, starting with the modelview, projection transforms:
1567 */
1568 build_hpos(p);
1569
1570 /* Lighting calculations:
1571 */
1572 if (p->state->fragprog_inputs_read & (VARYING_BIT_COL0|VARYING_BIT_COL1)) {
1573 if (p->state->light_global_enabled)
1574 build_lighting(p);
1575 else {
1576 if (p->state->fragprog_inputs_read & VARYING_BIT_COL0)
1577 emit_passthrough(p, VERT_ATTRIB_COLOR0, VARYING_SLOT_COL0);
1578
1579 if (p->state->fragprog_inputs_read & VARYING_BIT_COL1)
1580 emit_passthrough(p, VERT_ATTRIB_COLOR1, VARYING_SLOT_COL1);
1581 }
1582 }
1583
1584 if (p->state->fragprog_inputs_read & VARYING_BIT_FOGC)
1585 build_fog(p);
1586
1587 if (p->state->fragprog_inputs_read & VARYING_BITS_TEX_ANY)
1588 build_texture_transform(p);
1589
1590 if (p->state->point_attenuated)
1591 build_atten_pointsize(p);
1592 else if (p->state->point_array)
1593 build_array_pointsize(p);
1594
1595 /* Finish up:
1596 */
1597 emit_op1(p, OPCODE_END, undef, 0, undef);
1598
1599 /* Disassemble:
1600 */
1601 if (DISASSEM) {
1602 printf ("\n");
1603 }
1604 }
1605
1606
1607 static void
create_new_program(const struct state_key * key,struct gl_program * program,GLboolean mvp_with_dp4,GLuint max_temps)1608 create_new_program( const struct state_key *key,
1609 struct gl_program *program,
1610 GLboolean mvp_with_dp4,
1611 GLuint max_temps)
1612 {
1613 struct tnl_program p;
1614
1615 memset(&p, 0, sizeof(p));
1616 p.state = key;
1617 p.program = program;
1618 p.eye_position = undef;
1619 p.eye_position_z = undef;
1620 p.eye_position_normalized = undef;
1621 p.transformed_normal = undef;
1622 p.identity = undef;
1623 p.temp_in_use = 0;
1624 p.mvp_with_dp4 = mvp_with_dp4;
1625
1626 if (max_temps >= sizeof(int) * 8)
1627 p.temp_reserved = 0;
1628 else
1629 p.temp_reserved = ~((1<<max_temps)-1);
1630
1631 /* Start by allocating 32 instructions.
1632 * If we need more, we'll grow the instruction array as needed.
1633 */
1634 p.max_inst = 32;
1635 p.program->arb.Instructions =
1636 rzalloc_array(program, struct prog_instruction, p.max_inst);
1637 p.program->String = NULL;
1638 p.program->arb.NumInstructions =
1639 p.program->arb.NumTemporaries =
1640 p.program->arb.NumParameters =
1641 p.program->arb.NumAttributes = p.program->arb.NumAddressRegs = 0;
1642 p.program->Parameters = _mesa_new_parameter_list();
1643 p.program->info.inputs_read = 0;
1644 p.program->info.outputs_written = 0;
1645
1646 build_tnl_program( &p );
1647 }
1648
1649
1650 /**
1651 * Return a vertex program which implements the current fixed-function
1652 * transform/lighting/texgen operations.
1653 */
1654 struct gl_program *
_mesa_get_fixed_func_vertex_program(struct gl_context * ctx)1655 _mesa_get_fixed_func_vertex_program(struct gl_context *ctx)
1656 {
1657 struct gl_program *prog;
1658 struct state_key key;
1659
1660 /* Grab all the relevant state and put it in a single structure:
1661 */
1662 make_state_key(ctx, &key);
1663
1664 /* Look for an already-prepared program for this state:
1665 */
1666 prog = _mesa_search_program_cache(ctx->VertexProgram.Cache, &key,
1667 sizeof(key));
1668
1669 if (!prog) {
1670 /* OK, we'll have to build a new one */
1671 if (0)
1672 printf("Build new TNL program\n");
1673
1674 prog = ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0, true);
1675 if (!prog)
1676 return NULL;
1677
1678 create_new_program( &key, prog,
1679 ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS,
1680 ctx->Const.Program[MESA_SHADER_VERTEX].MaxTemps );
1681
1682 if (ctx->Driver.ProgramStringNotify)
1683 ctx->Driver.ProgramStringNotify(ctx, GL_VERTEX_PROGRAM_ARB, prog);
1684
1685 _mesa_program_cache_insert(ctx, ctx->VertexProgram.Cache, &key,
1686 sizeof(key), prog);
1687 }
1688
1689 return prog;
1690 }
1691