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authorEric Anholt <[email protected]>2010-07-26 17:47:59 -0700
committerEric Anholt <[email protected]>2010-07-26 17:53:27 -0700
commitafe125e0a18ac3886c45c7e6b02b122fb2d327b5 (patch)
tree78621707e71154c0b388b0baacffc26432b7e992 /src/mesa/program/arbprogparse.c
parentd64343f1ae84979bd154475badf11af8a9bfc2eb (diff)
parent5403ca79b225605c79f49866a6497c97da53be3b (diff)
Merge remote branch 'origin/master' into glsl2
This pulls in multiple i965 driver fixes which will help ensure better testing coverage during development, and also gets past the conflicts of the src/mesa/shader -> src/mesa/program move. Conflicts: src/mesa/Makefile src/mesa/main/shaderapi.c src/mesa/main/shaderobj.h
Diffstat (limited to 'src/mesa/program/arbprogparse.c')
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1 files changed, 217 insertions, 0 deletions
diff --git a/src/mesa/program/arbprogparse.c b/src/mesa/program/arbprogparse.c
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+++ b/src/mesa/program/arbprogparse.c
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+/*
+ * Mesa 3-D graphics library
+ * Version: 7.1
+ *
+ * Copyright (C) 1999-2008 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.
+ */
+
+#define DEBUG_PARSING 0
+
+/**
+ * \file arbprogparse.c
+ * ARB_*_program parser core
+ * \author Karl Rasche
+ */
+
+/**
+Notes on program parameters, etc.
+
+The instructions we emit will use six kinds of source registers:
+
+ PROGRAM_INPUT - input registers
+ PROGRAM_TEMPORARY - temp registers
+ PROGRAM_ADDRESS - address/indirect register
+ PROGRAM_SAMPLER - texture sampler
+ PROGRAM_CONSTANT - indexes into program->Parameters, a known constant/literal
+ PROGRAM_STATE_VAR - indexes into program->Parameters, and may actually be:
+ + a state variable, like "state.fog.color", or
+ + a pointer to a "program.local[k]" parameter, or
+ + a pointer to a "program.env[k]" parameter
+
+Basically, all the program.local[] and program.env[] values will get mapped
+into the unified gl_program->Parameters array. This solves the problem of
+having three separate program parameter arrays.
+*/
+
+
+#include "main/glheader.h"
+#include "main/imports.h"
+#include "main/context.h"
+#include "main/mtypes.h"
+#include "arbprogparse.h"
+#include "programopt.h"
+#include "prog_parameter.h"
+#include "prog_statevars.h"
+#include "prog_instruction.h"
+#include "program_parser.h"
+
+
+void
+_mesa_parse_arb_fragment_program(GLcontext* ctx, GLenum target,
+ const GLvoid *str, GLsizei len,
+ struct gl_fragment_program *program)
+{
+ struct gl_program prog;
+ struct asm_parser_state state;
+ GLuint i;
+
+ ASSERT(target == GL_FRAGMENT_PROGRAM_ARB);
+
+ memset(&prog, 0, sizeof(prog));
+ memset(&state, 0, sizeof(state));
+ state.prog = &prog;
+
+ if (!_mesa_parse_arb_program(ctx, target, (const GLubyte*) str, len,
+ &state)) {
+ /* Error in the program. Just return. */
+ return;
+ }
+
+ if (program->Base.String != NULL)
+ free(program->Base.String);
+
+ /* Copy the relevant contents of the arb_program struct into the
+ * fragment_program struct.
+ */
+ program->Base.String = prog.String;
+ program->Base.NumInstructions = prog.NumInstructions;
+ program->Base.NumTemporaries = prog.NumTemporaries;
+ program->Base.NumParameters = prog.NumParameters;
+ program->Base.NumAttributes = prog.NumAttributes;
+ program->Base.NumAddressRegs = prog.NumAddressRegs;
+ program->Base.NumNativeInstructions = prog.NumNativeInstructions;
+ program->Base.NumNativeTemporaries = prog.NumNativeTemporaries;
+ program->Base.NumNativeParameters = prog.NumNativeParameters;
+ program->Base.NumNativeAttributes = prog.NumNativeAttributes;
+ program->Base.NumNativeAddressRegs = prog.NumNativeAddressRegs;
+ program->Base.NumAluInstructions = prog.NumAluInstructions;
+ program->Base.NumTexInstructions = prog.NumTexInstructions;
+ program->Base.NumTexIndirections = prog.NumTexIndirections;
+ program->Base.NumNativeAluInstructions = prog.NumAluInstructions;
+ program->Base.NumNativeTexInstructions = prog.NumTexInstructions;
+ program->Base.NumNativeTexIndirections = prog.NumTexIndirections;
+ program->Base.InputsRead = prog.InputsRead;
+ program->Base.OutputsWritten = prog.OutputsWritten;
+ for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++) {
+ program->Base.TexturesUsed[i] = prog.TexturesUsed[i];
+ if (prog.TexturesUsed[i])
+ program->Base.SamplersUsed |= (1 << i);
+ }
+ program->Base.ShadowSamplers = prog.ShadowSamplers;
+ switch (state.option.Fog) {
+ case OPTION_FOG_EXP: program->FogOption = GL_EXP; break;
+ case OPTION_FOG_EXP2: program->FogOption = GL_EXP2; break;
+ case OPTION_FOG_LINEAR: program->FogOption = GL_LINEAR; break;
+ default: program->FogOption = GL_NONE; break;
+ }
+ program->OriginUpperLeft = state.option.OriginUpperLeft;
+ program->PixelCenterInteger = state.option.PixelCenterInteger;
+
+ program->UsesKill = state.fragment.UsesKill;
+
+ if (program->FogOption)
+ program->Base.InputsRead |= FRAG_BIT_FOGC;
+
+ if (program->Base.Instructions)
+ free(program->Base.Instructions);
+ program->Base.Instructions = prog.Instructions;
+
+ if (program->Base.Parameters)
+ _mesa_free_parameter_list(program->Base.Parameters);
+ program->Base.Parameters = prog.Parameters;
+
+ /* Append fog instructions now if the program has "OPTION ARB_fog_exp"
+ * or similar. We used to leave this up to drivers, but it appears
+ * there's no hardware that wants to do fog in a discrete stage separate
+ * from the fragment shader.
+ */
+ if (program->FogOption != GL_NONE) {
+ _mesa_append_fog_code(ctx, program);
+ program->FogOption = GL_NONE;
+ }
+
+#if DEBUG_FP
+ printf("____________Fragment program %u ________\n", program->Base.Id);
+ _mesa_print_program(&program->Base);
+#endif
+}
+
+
+
+/**
+ * Parse the vertex program string. If success, update the given
+ * vertex_program object with the new program. Else, leave the vertex_program
+ * object unchanged.
+ */
+void
+_mesa_parse_arb_vertex_program(GLcontext *ctx, GLenum target,
+ const GLvoid *str, GLsizei len,
+ struct gl_vertex_program *program)
+{
+ struct gl_program prog;
+ struct asm_parser_state state;
+
+ ASSERT(target == GL_VERTEX_PROGRAM_ARB);
+
+ memset(&prog, 0, sizeof(prog));
+ memset(&state, 0, sizeof(state));
+ state.prog = &prog;
+
+ if (!_mesa_parse_arb_program(ctx, target, (const GLubyte*) str, len,
+ &state)) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glProgramString(bad program)");
+ return;
+ }
+
+ if (program->Base.String != NULL)
+ free(program->Base.String);
+
+ /* Copy the relevant contents of the arb_program struct into the
+ * vertex_program struct.
+ */
+ program->Base.String = prog.String;
+ program->Base.NumInstructions = prog.NumInstructions;
+ program->Base.NumTemporaries = prog.NumTemporaries;
+ program->Base.NumParameters = prog.NumParameters;
+ program->Base.NumAttributes = prog.NumAttributes;
+ program->Base.NumAddressRegs = prog.NumAddressRegs;
+ program->Base.NumNativeInstructions = prog.NumNativeInstructions;
+ program->Base.NumNativeTemporaries = prog.NumNativeTemporaries;
+ program->Base.NumNativeParameters = prog.NumNativeParameters;
+ program->Base.NumNativeAttributes = prog.NumNativeAttributes;
+ program->Base.NumNativeAddressRegs = prog.NumNativeAddressRegs;
+ program->Base.InputsRead = prog.InputsRead;
+ program->Base.OutputsWritten = prog.OutputsWritten;
+ program->IsPositionInvariant = (state.option.PositionInvariant)
+ ? GL_TRUE : GL_FALSE;
+
+ if (program->Base.Instructions)
+ free(program->Base.Instructions);
+ program->Base.Instructions = prog.Instructions;
+
+ if (program->Base.Parameters)
+ _mesa_free_parameter_list(program->Base.Parameters);
+ program->Base.Parameters = prog.Parameters;
+
+#if DEBUG_VP
+ printf("____________Vertex program %u __________\n", program->Base.Id);
+ _mesa_print_program(&program->Base);
+#endif
+}