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authorKeith Whitwell <[email protected]>2005-04-21 13:13:49 +0000
committerKeith Whitwell <[email protected]>2005-04-21 13:13:49 +0000
commitf069e5e412eebabe64286d35598173caac5c132e (patch)
treeaef17de099c8e417cdbdc362fc1e4ca79933a442
parent0ff98b03c6a54db609c82620d6093dbd24cdaec3 (diff)
Facility to construct a vertex program which executes the current
fixed function t&l pipeline. Currently runs most of the Mesa demos OK, but still needs debugging & polishing.
-rw-r--r--src/mesa/tnl/t_vp_build.c1047
1 files changed, 1047 insertions, 0 deletions
diff --git a/src/mesa/tnl/t_vp_build.c b/src/mesa/tnl/t_vp_build.c
new file mode 100644
index 00000000000..7113c3393ca
--- /dev/null
+++ b/src/mesa/tnl/t_vp_build.c
@@ -0,0 +1,1047 @@
+/*
+ * 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
+
+/* 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_flag;
+ 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_flag );
+ if (!bit) {
+ fprintf(stderr, "%s: out of temporaries\n", __FILE__);
+ exit(1);
+ }
+
+ p->temp_flag |= 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_flag &= ~(1<<reg.idx);
+ p->temp_flag |= p->temp_reserved; /* can't release reserved temps */
+ }
+}
+
+static void release_temps( struct tnl_program *p )
+{
+ p->temp_flag = 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;
+ dst->WriteMask = mask ? mask : WRITEMASK_XYZW; /* allow zero as a shorthand for 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];
+
+ inst->Opcode = op;
+
+ 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]);
+
+}
+
+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 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];
+
+ register_matrix_param6( p, STATE_MATRIX, STATE_MODELVIEW, 0, 0, 3, 0, modelview );
+ p->eye_position = reserve_temp(p);
+
+ emit_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];
+
+ register_matrix_param6( p, STATE_MATRIX, STATE_MVP, 0, 0, 3, 0, mvp );
+ emit_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 lightmodel_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, lightmodel_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);
+}
+
+
+
+
+/* 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;
+ }
+
+ 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:
+ */
+ VPpli = register_param3(p, STATE_LIGHT, i, STATE_POSITION_NORMALIZED);
+ half = register_param3(p, STATE_LIGHT, i, STATE_HALF);
+
+ /* Spot attenuation maybe applies to this case? Could precompute if so? */
+ }
+ else {
+ struct ureg Ppli = register_param3(p, STATE_LIGHT, i, STATE_POSITION);
+ struct ureg V = get_eye_position(p);
+ struct ureg dst = 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 dst value also used in
+ * attenuation below.
+ */
+ emit_op2(p, VP_OPCODE_DP3, dst, 0, VPpli, VPpli);
+ emit_op1(p, VP_OPCODE_RSQ, dst, 0, dst);
+ emit_op2(p, VP_OPCODE_MUL, VPpli, 0, VPpli, dst);
+
+
+ /* Calculate attenuation:
+ */
+ if (light->SpotCutoff != 180.0 ||
+ light->ConstantAttenuation != 1.0 ||
+ light->LinearAttenuation != 1.0 ||
+ light->QuadraticAttenuation != 1.0) {
+
+ struct ureg attenuation = register_param3(p, STATE_LIGHT, i, STATE_ATTENUATION);
+ 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) {
+
+ emit_op1(p, VP_OPCODE_RCP, dst, WRITEMASK_YZ, dst); /* 1/d,d,d,1/d */
+ emit_op2(p, VP_OPCODE_MUL, dst, WRITEMASK_XZ, dst, swizzle1(dst,Y)); /* 1,d,d*d,1/d */
+ emit_op2(p, VP_OPCODE_DP3, dst, 0, attenuation, dst); /* 1/dist-atten */
+
+ if (light->SpotCutoff != 180.0F) {
+ emit_op1(p, VP_OPCODE_RCP, dst, 0, dst); /* dist-atten */
+ emit_op2(p, VP_OPCODE_MUL, att, 0, dst, att); /* spot-atten * dist-atten */
+ } else {
+ emit_op1(p, VP_OPCODE_RCP, att, 0, dst); /* dist-atten */
+ }
+ }
+ }
+
+
+ /* 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); /* 0,0,1,0 */
+ emit_op2(p, VP_OPCODE_ADD, half, 0, VPpli, z_dir);
+ }
+
+ emit_normalize_vec3(p, half, half);
+
+ release_temp(p, dst);
+ }
+
+ /* 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)); /* saturate */
+ 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_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);
+ struct ureg out = register_output(p, VERT_RESULT_TEX0 + i);
+
+ if (texUnit->TexGenEnabled || texmat_enabled) {
+ 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) {
+ 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);
+
+ emit_op2(p, VP_OPCODE_DP3, tmp, 0, normal, eye_hat); /* n.u */
+ emit_op2(p, VP_OPCODE_ADD, tmp, 0, tmp, tmp); /* 2n.u */
+ emit_op3(p, VP_OPCODE_MAD, r, 0, negate(tmp), normal, eye_hat); /* (-2n.u)n + u */
+ emit_op2(p, VP_OPCODE_ADD, tmp, 0, r, swizzle(get_identity_param(p),X,Y,W,Z)); /* r + 0,0,1 */
+ emit_op2(p, VP_OPCODE_DP3, tmp, 0, tmp, tmp); /* rx^2 + ry^2 + (rz+1)^2 */
+ emit_op1(p, VP_OPCODE_RSQ, tmp, 0, tmp); /* 2/m */
+ emit_op2(p, VP_OPCODE_MUL, inv_m, 0, tmp, swizzle1(half,X)); /* 1/m */
+ emit_op3(p, VP_OPCODE_MAD, out_texgen, sphere_mask, r, inv_m, swizzle1(half,X)); /* r/m + 1/2 */
+
+ release_temp(p, tmp);
+ release_temp(p, r);
+ release_temp(p, inv_m);
+ }
+
+ /* Could duplicate 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:
+ */
+ if (reflect_mask) {
+ struct ureg normal = get_eye_normal(p);
+ struct ureg eye_hat = get_eye_position_normalized(p);
+ struct ureg tmp = get_temp(p);
+
+ emit_op2(p, VP_OPCODE_DP3, tmp, 0, normal, eye_hat);
+ emit_op2(p, VP_OPCODE_ADD, tmp, 0, tmp, tmp);
+ emit_op3(p, VP_OPCODE_MAD, out_texgen, reflect_mask, negate(tmp), normal, eye_hat);
+ }
+
+ 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);
+ register_matrix_param6( p, STATE_MATRIX, STATE_TEXTURE, i, 0, 3, 0, texmat );
+ emit_matrix_transform_vec4( p, out, texmat, in );
+ }
+
+ release_temps(p);
+ }
+ }
+}
+
+
+/* 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 * dst + p3 * dst * dst, 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);
+}
+
+
+
+void _tnl_UpdateFixedFunctionProgram( GLcontext *ctx )
+{
+ struct tnl_program p;
+
+ if (ctx->VertexProgram._Enabled)
+ return;
+
+ memset(&p, 0, sizeof(p));
+ p.ctx = ctx;
+ p.program = &ctx->_TnlProgram;
+
+ p.eye_position = undef;
+ p.eye_position_normalized = undef;
+ p.eye_normal = undef;
+ p.identity = undef;
+
+ p.temp_flag = 0;
+ p.temp_reserved = ~((1<<MAX_NV_VERTEX_PROGRAM_TEMPS)-1);
+
+ if (p.program->Instructions == NULL) {
+ p.program->Instructions = MALLOC(sizeof(struct vp_instruction) * 100);
+ }
+
+ /* 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_parameter_list(p.program->Parameters);
+ 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);
+
+ 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");
+ }
+}