diff options
author | Brian Paul <[email protected]> | 2010-06-23 22:30:26 -0600 |
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committer | Brian Paul <[email protected]> | 2010-06-23 22:30:26 -0600 |
commit | ca12aefdacd22fb42e3f1d3852db4c12de886554 (patch) | |
tree | b7462a02c678d3d755896c22a0f7f8387cb148c0 /src/mesa/program/prog_parameter.c | |
parent | f2122d47248e59a0f23c15d7f647d7e2072c8d79 (diff) | |
parent | ec2b92f98c2e7f161521b447cc1d9a36bce3707c (diff) |
Merge branch 'shader-file-reorg'
1. Move all GL entrypoint functions and files into src/mesa/main/
This includes the ARB vp/vp, NV vp/fp, ATI fragshader and GLSL bits
that were in src/mesa/shader/
2. Move src/mesa/shader/slang/ to src/mesa/slang/ to reduce the tree depth
3. Rename src/mesa/shader/ to src/mesa/program/ since all the
remaining files are concerned with GPU programs.
4. Misc code refactoring. In particular, I got rid of most of the
GLSL-related ctx->Driver hook functions. None of the drivers used
them.
Conflicts:
src/mesa/drivers/dri/i965/brw_context.c
Diffstat (limited to 'src/mesa/program/prog_parameter.c')
-rw-r--r-- | src/mesa/program/prog_parameter.c | 751 |
1 files changed, 751 insertions, 0 deletions
diff --git a/src/mesa/program/prog_parameter.c b/src/mesa/program/prog_parameter.c new file mode 100644 index 00000000000..aac488c79ab --- /dev/null +++ b/src/mesa/program/prog_parameter.c @@ -0,0 +1,751 @@ +/* + * Mesa 3-D graphics library + * Version: 7.3 + * + * 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. + */ + +/** + * \file prog_parameter.c + * Program parameter lists and functions. + * \author Brian Paul + */ + + +#include "main/glheader.h" +#include "main/imports.h" +#include "main/macros.h" +#include "prog_instruction.h" +#include "prog_parameter.h" +#include "prog_statevars.h" + + +struct gl_program_parameter_list * +_mesa_new_parameter_list(void) +{ + return CALLOC_STRUCT(gl_program_parameter_list); +} + + +struct gl_program_parameter_list * +_mesa_new_parameter_list_sized(unsigned size) +{ + struct gl_program_parameter_list *p = _mesa_new_parameter_list(); + + if ((p != NULL) && (size != 0)) { + p->Size = size; + + /* alloc arrays */ + p->Parameters = (struct gl_program_parameter *) + calloc(1, size * sizeof(struct gl_program_parameter)); + + p->ParameterValues = (GLfloat (*)[4]) + _mesa_align_malloc(size * 4 *sizeof(GLfloat), 16); + + + if ((p->Parameters == NULL) || (p->ParameterValues == NULL)) { + free(p->Parameters); + _mesa_align_free(p->ParameterValues); + free(p); + p = NULL; + } + } + + return p; +} + + +/** + * Free a parameter list and all its parameters + */ +void +_mesa_free_parameter_list(struct gl_program_parameter_list *paramList) +{ + GLuint i; + for (i = 0; i < paramList->NumParameters; i++) { + if (paramList->Parameters[i].Name) + free((void *) paramList->Parameters[i].Name); + } + free(paramList->Parameters); + if (paramList->ParameterValues) + _mesa_align_free(paramList->ParameterValues); + free(paramList); +} + + +/** + * Add a new parameter to a parameter list. + * Note that parameter values are usually 4-element GLfloat vectors. + * When size > 4 we'll allocate a sequential block of parameters to + * store all the values (in blocks of 4). + * + * \param paramList the list to add the parameter to + * \param type type of parameter, such as + * \param name the parameter name, will be duplicated/copied! + * \param size number of elements in 'values' vector (1..4, or more) + * \param datatype GL_FLOAT, GL_FLOAT_VECx, GL_INT, GL_INT_VECx or GL_NONE. + * \param values initial parameter value, up to 4 GLfloats, or NULL + * \param state state indexes, or NULL + * \return index of new parameter in the list, or -1 if error (out of mem) + */ +GLint +_mesa_add_parameter(struct gl_program_parameter_list *paramList, + gl_register_file type, const char *name, + GLuint size, GLenum datatype, const GLfloat *values, + const gl_state_index state[STATE_LENGTH], + GLbitfield flags) +{ + const GLuint oldNum = paramList->NumParameters; + const GLuint sz4 = (size + 3) / 4; /* no. of new param slots needed */ + + assert(size > 0); + + if (oldNum + sz4 > paramList->Size) { + /* Need to grow the parameter list array (alloc some extra) */ + paramList->Size = paramList->Size + 4 * sz4; + + /* realloc arrays */ + paramList->Parameters = (struct gl_program_parameter *) + _mesa_realloc(paramList->Parameters, + oldNum * sizeof(struct gl_program_parameter), + paramList->Size * sizeof(struct gl_program_parameter)); + + paramList->ParameterValues = (GLfloat (*)[4]) + _mesa_align_realloc(paramList->ParameterValues, /* old buf */ + oldNum * 4 * sizeof(GLfloat), /* old size */ + paramList->Size * 4 *sizeof(GLfloat), /* new sz */ + 16); + } + + if (!paramList->Parameters || + !paramList->ParameterValues) { + /* out of memory */ + paramList->NumParameters = 0; + paramList->Size = 0; + return -1; + } + else { + GLuint i; + + paramList->NumParameters = oldNum + sz4; + + memset(¶mList->Parameters[oldNum], 0, + sz4 * sizeof(struct gl_program_parameter)); + + for (i = 0; i < sz4; i++) { + struct gl_program_parameter *p = paramList->Parameters + oldNum + i; + p->Name = name ? _mesa_strdup(name) : NULL; + p->Type = type; + p->Size = size; + p->DataType = datatype; + p->Flags = flags; + if (values) { + COPY_4V(paramList->ParameterValues[oldNum + i], values); + values += 4; + p->Initialized = GL_TRUE; + } + else { + /* silence valgrind */ + ASSIGN_4V(paramList->ParameterValues[oldNum + i], 0, 0, 0, 0); + } + size -= 4; + } + + if (state) { + for (i = 0; i < STATE_LENGTH; i++) + paramList->Parameters[oldNum].StateIndexes[i] = state[i]; + } + + return (GLint) oldNum; + } +} + + +/** + * Add a new named program parameter (Ex: NV_fragment_program DEFINE statement) + * \return index of the new entry in the parameter list + */ +GLint +_mesa_add_named_parameter(struct gl_program_parameter_list *paramList, + const char *name, const GLfloat values[4]) +{ + return _mesa_add_parameter(paramList, PROGRAM_NAMED_PARAM, name, + 4, GL_NONE, values, NULL, 0x0); + +} + + +/** + * Add a new named constant to the parameter list. + * This will be used when the program contains something like this: + * PARAM myVals = { 0, 1, 2, 3 }; + * + * \param paramList the parameter list + * \param name the name for the constant + * \param values four float values + * \return index/position of the new parameter in the parameter list + */ +GLint +_mesa_add_named_constant(struct gl_program_parameter_list *paramList, + const char *name, const GLfloat values[4], + GLuint size) +{ + /* first check if this is a duplicate constant */ + GLint pos; + for (pos = 0; pos < (GLint)paramList->NumParameters; pos++) { + const GLfloat *pvals = paramList->ParameterValues[pos]; + if (pvals[0] == values[0] && + pvals[1] == values[1] && + pvals[2] == values[2] && + pvals[3] == values[3] && + strcmp(paramList->Parameters[pos].Name, name) == 0) { + /* Same name and value is already in the param list - reuse it */ + return pos; + } + } + /* not found, add new parameter */ + return _mesa_add_parameter(paramList, PROGRAM_CONSTANT, name, + size, GL_NONE, values, NULL, 0x0); +} + + +/** + * Add a new unnamed constant to the parameter list. This will be used + * when a fragment/vertex program contains something like this: + * MOV r, { 0, 1, 2, 3 }; + * If swizzleOut is non-null we'll search the parameter list for an + * existing instance of the constant which matches with a swizzle. + * + * \param paramList the parameter list + * \param values four float values + * \param swizzleOut returns swizzle mask for accessing the constant + * \return index/position of the new parameter in the parameter list. + */ +GLint +_mesa_add_unnamed_constant(struct gl_program_parameter_list *paramList, + const GLfloat values[4], GLuint size, + GLuint *swizzleOut) +{ + GLint pos; + ASSERT(size >= 1); + ASSERT(size <= 4); + + if (swizzleOut && + _mesa_lookup_parameter_constant(paramList, values, + size, &pos, swizzleOut)) { + return pos; + } + + /* Look for empty space in an already unnamed constant parameter + * to add this constant. This will only work for single-element + * constants because we rely on smearing (i.e. .yyyy or .zzzz). + */ + if (size == 1 && swizzleOut) { + for (pos = 0; pos < (GLint) paramList->NumParameters; pos++) { + struct gl_program_parameter *p = paramList->Parameters + pos; + if (p->Type == PROGRAM_CONSTANT && p->Size + size <= 4) { + /* ok, found room */ + GLfloat *pVal = paramList->ParameterValues[pos]; + GLuint swz = p->Size; /* 1, 2 or 3 for Y, Z, W */ + pVal[p->Size] = values[0]; + p->Size++; + *swizzleOut = MAKE_SWIZZLE4(swz, swz, swz, swz); + return pos; + } + } + } + + /* add a new parameter to store this constant */ + pos = _mesa_add_parameter(paramList, PROGRAM_CONSTANT, NULL, + size, GL_NONE, values, NULL, 0x0); + if (pos >= 0 && swizzleOut) { + if (size == 1) + *swizzleOut = SWIZZLE_XXXX; + else + *swizzleOut = SWIZZLE_NOOP; + } + return pos; +} + + +/** + * Add a uniform to the parameter list. + * Note that if the uniform is an array, size may be greater than + * what's implied by the datatype. + * \param name uniform's name + * \param size number of floats to allocate + * \param datatype GL_FLOAT_VEC3, GL_FLOAT_MAT4, etc. + */ +GLint +_mesa_add_uniform(struct gl_program_parameter_list *paramList, + const char *name, GLuint size, GLenum datatype, + const GLfloat *values) +{ + GLint i = _mesa_lookup_parameter_index(paramList, -1, name); + ASSERT(datatype != GL_NONE); + if (i >= 0 && paramList->Parameters[i].Type == PROGRAM_UNIFORM) { + ASSERT(paramList->Parameters[i].Size == size); + ASSERT(paramList->Parameters[i].DataType == datatype); + /* already in list */ + return i; + } + else { + i = _mesa_add_parameter(paramList, PROGRAM_UNIFORM, name, + size, datatype, values, NULL, 0x0); + return i; + } +} + + +/** + * Mark the named uniform as 'used'. + */ +void +_mesa_use_uniform(struct gl_program_parameter_list *paramList, + const char *name) +{ + GLuint i; + for (i = 0; i < paramList->NumParameters; i++) { + struct gl_program_parameter *p = paramList->Parameters + i; + if ((p->Type == PROGRAM_UNIFORM || p->Type == PROGRAM_SAMPLER) && + strcmp(p->Name, name) == 0) { + p->Used = GL_TRUE; + /* Note that large uniforms may occupy several slots so we're + * not done searching yet. + */ + } + } +} + + +/** + * Add a sampler to the parameter list. + * \param name uniform's name + * \param datatype GL_SAMPLER_2D, GL_SAMPLER_2D_RECT_ARB, etc. + * \param index the sampler number (as seen in TEX instructions) + * \return sampler index (starting at zero) or -1 if error + */ +GLint +_mesa_add_sampler(struct gl_program_parameter_list *paramList, + const char *name, GLenum datatype) +{ + GLint i = _mesa_lookup_parameter_index(paramList, -1, name); + if (i >= 0 && paramList->Parameters[i].Type == PROGRAM_SAMPLER) { + ASSERT(paramList->Parameters[i].Size == 1); + ASSERT(paramList->Parameters[i].DataType == datatype); + /* already in list */ + return (GLint) paramList->ParameterValues[i][0]; + } + else { + GLuint i; + const GLint size = 1; /* a sampler is basically a texture unit number */ + GLfloat value[4]; + GLint numSamplers = 0; + for (i = 0; i < paramList->NumParameters; i++) { + if (paramList->Parameters[i].Type == PROGRAM_SAMPLER) + numSamplers++; + } + value[0] = (GLfloat) numSamplers; + value[1] = value[2] = value[3] = 0.0F; + (void) _mesa_add_parameter(paramList, PROGRAM_SAMPLER, name, + size, datatype, value, NULL, 0x0); + return numSamplers; + } +} + + +/** + * Add parameter representing a varying variable. + */ +GLint +_mesa_add_varying(struct gl_program_parameter_list *paramList, + const char *name, GLuint size, GLenum datatype, + GLbitfield flags) +{ + GLint i = _mesa_lookup_parameter_index(paramList, -1, name); + if (i >= 0 && paramList->Parameters[i].Type == PROGRAM_VARYING) { + /* already in list */ + return i; + } + else { + /*assert(size == 4);*/ + i = _mesa_add_parameter(paramList, PROGRAM_VARYING, name, + size, datatype, NULL, NULL, flags); + return i; + } +} + + +/** + * Add parameter representing a vertex program attribute. + * \param size size of attribute (in floats), may be -1 if unknown + * \param attrib the attribute index, or -1 if unknown + */ +GLint +_mesa_add_attribute(struct gl_program_parameter_list *paramList, + const char *name, GLint size, GLenum datatype, GLint attrib) +{ + GLint i = _mesa_lookup_parameter_index(paramList, -1, name); + if (i >= 0) { + /* replace */ + if (attrib < 0) + attrib = i; + paramList->Parameters[i].StateIndexes[0] = attrib; + } + else { + /* add */ + gl_state_index state[STATE_LENGTH]; + state[0] = (gl_state_index) attrib; + if (size < 0) + size = 4; + i = _mesa_add_parameter(paramList, PROGRAM_INPUT, name, + size, datatype, NULL, state, 0x0); + } + return i; +} + + + +#if 0 /* not used yet */ +/** + * Returns the number of 4-component registers needed to store a piece + * of GL state. For matrices this may be as many as 4 registers, + * everything else needs + * just 1 register. + */ +static GLuint +sizeof_state_reference(const GLint *stateTokens) +{ + if (stateTokens[0] == STATE_MATRIX) { + GLuint rows = stateTokens[4] - stateTokens[3] + 1; + assert(rows >= 1); + assert(rows <= 4); + return rows; + } + else { + return 1; + } +} +#endif + + +/** + * Add a new state reference to the parameter list. + * This will be used when the program contains something like this: + * PARAM ambient = state.material.front.ambient; + * + * \param paramList the parameter list + * \param stateTokens an array of 5 (STATE_LENGTH) state tokens + * \return index of the new parameter. + */ +GLint +_mesa_add_state_reference(struct gl_program_parameter_list *paramList, + const gl_state_index stateTokens[STATE_LENGTH]) +{ + const GLuint size = 4; /* XXX fix */ + char *name; + GLint index; + + /* Check if the state reference is already in the list */ + for (index = 0; index < (GLint) paramList->NumParameters; index++) { + GLuint i, match = 0; + for (i = 0; i < STATE_LENGTH; i++) { + if (paramList->Parameters[index].StateIndexes[i] == stateTokens[i]) { + match++; + } + else { + break; + } + } + if (match == STATE_LENGTH) { + /* this state reference is already in the parameter list */ + return index; + } + } + + name = _mesa_program_state_string(stateTokens); + index = _mesa_add_parameter(paramList, PROGRAM_STATE_VAR, name, + size, GL_NONE, + NULL, (gl_state_index *) stateTokens, 0x0); + paramList->StateFlags |= _mesa_program_state_flags(stateTokens); + + /* free name string here since we duplicated it in add_parameter() */ + free(name); + + return index; +} + + +/** + * Lookup a parameter value by name in the given parameter list. + * \return pointer to the float[4] values. + */ +GLfloat * +_mesa_lookup_parameter_value(const struct gl_program_parameter_list *paramList, + GLsizei nameLen, const char *name) +{ + GLint i = _mesa_lookup_parameter_index(paramList, nameLen, name); + if (i < 0) + return NULL; + else + return paramList->ParameterValues[i]; +} + + +/** + * Given a program parameter name, find its position in the list of parameters. + * \param paramList the parameter list to search + * \param nameLen length of name (in chars). + * If length is negative, assume that name is null-terminated. + * \param name the name to search for + * \return index of parameter in the list. + */ +GLint +_mesa_lookup_parameter_index(const struct gl_program_parameter_list *paramList, + GLsizei nameLen, const char *name) +{ + GLint i; + + if (!paramList) + return -1; + + if (nameLen == -1) { + /* name is null-terminated */ + for (i = 0; i < (GLint) paramList->NumParameters; i++) { + if (paramList->Parameters[i].Name && + strcmp(paramList->Parameters[i].Name, name) == 0) + return i; + } + } + else { + /* name is not null-terminated, use nameLen */ + for (i = 0; i < (GLint) paramList->NumParameters; i++) { + if (paramList->Parameters[i].Name && + strncmp(paramList->Parameters[i].Name, name, nameLen) == 0 + && strlen(paramList->Parameters[i].Name) == (size_t)nameLen) + return i; + } + } + return -1; +} + + +/** + * Look for a float vector in the given parameter list. The float vector + * may be of length 1, 2, 3 or 4. If swizzleOut is non-null, we'll try + * swizzling to find a match. + * \param list the parameter list to search + * \param v the float vector to search for + * \param vSize number of element in v + * \param posOut returns the position of the constant, if found + * \param swizzleOut returns a swizzle mask describing location of the + * vector elements if found. + * \return GL_TRUE if found, GL_FALSE if not found + */ +GLboolean +_mesa_lookup_parameter_constant(const struct gl_program_parameter_list *list, + const GLfloat v[], GLuint vSize, + GLint *posOut, GLuint *swizzleOut) +{ + GLuint i; + + assert(vSize >= 1); + assert(vSize <= 4); + + if (!list) + return -1; + + for (i = 0; i < list->NumParameters; i++) { + if (list->Parameters[i].Type == PROGRAM_CONSTANT) { + if (!swizzleOut) { + /* swizzle not allowed */ + GLuint j, match = 0; + for (j = 0; j < vSize; j++) { + if (v[j] == list->ParameterValues[i][j]) + match++; + } + if (match == vSize) { + *posOut = i; + return GL_TRUE; + } + } + else { + /* try matching w/ swizzle */ + if (vSize == 1) { + /* look for v[0] anywhere within float[4] value */ + GLuint j; + for (j = 0; j < 4; j++) { + if (list->ParameterValues[i][j] == v[0]) { + /* found it */ + *posOut = i; + *swizzleOut = MAKE_SWIZZLE4(j, j, j, j); + return GL_TRUE; + } + } + } + else if (vSize <= list->Parameters[i].Size) { + /* see if we can match this constant (with a swizzle) */ + GLuint swz[4]; + GLuint match = 0, j, k; + for (j = 0; j < vSize; j++) { + if (v[j] == list->ParameterValues[i][j]) { + swz[j] = j; + match++; + } + else { + for (k = 0; k < list->Parameters[i].Size; k++) { + if (v[j] == list->ParameterValues[i][k]) { + swz[j] = k; + match++; + break; + } + } + } + } + /* smear last value to remaining positions */ + for (; j < 4; j++) + swz[j] = swz[j-1]; + + if (match == vSize) { + *posOut = i; + *swizzleOut = MAKE_SWIZZLE4(swz[0], swz[1], swz[2], swz[3]); + return GL_TRUE; + } + } + } + } + } + + *posOut = -1; + return GL_FALSE; +} + + +struct gl_program_parameter_list * +_mesa_clone_parameter_list(const struct gl_program_parameter_list *list) +{ + struct gl_program_parameter_list *clone; + GLuint i; + + clone = _mesa_new_parameter_list(); + if (!clone) + return NULL; + + /** Not too efficient, but correct */ + for (i = 0; i < list->NumParameters; i++) { + struct gl_program_parameter *p = list->Parameters + i; + struct gl_program_parameter *pCopy; + GLuint size = MIN2(p->Size, 4); + GLint j = _mesa_add_parameter(clone, p->Type, p->Name, size, p->DataType, + list->ParameterValues[i], NULL, 0x0); + ASSERT(j >= 0); + pCopy = clone->Parameters + j; + pCopy->Used = p->Used; + pCopy->Flags = p->Flags; + /* copy state indexes */ + if (p->Type == PROGRAM_STATE_VAR) { + GLint k; + for (k = 0; k < STATE_LENGTH; k++) { + pCopy->StateIndexes[k] = p->StateIndexes[k]; + } + } + else { + clone->Parameters[j].Size = p->Size; + } + + } + + clone->StateFlags = list->StateFlags; + + return clone; +} + + +/** + * Return a new parameter list which is listA + listB. + */ +struct gl_program_parameter_list * +_mesa_combine_parameter_lists(const struct gl_program_parameter_list *listA, + const struct gl_program_parameter_list *listB) +{ + struct gl_program_parameter_list *list; + + if (listA) { + list = _mesa_clone_parameter_list(listA); + if (list && listB) { + GLuint i; + for (i = 0; i < listB->NumParameters; i++) { + struct gl_program_parameter *param = listB->Parameters + i; + _mesa_add_parameter(list, param->Type, param->Name, param->Size, + param->DataType, + listB->ParameterValues[i], + param->StateIndexes, + param->Flags); + } + } + } + else if (listB) { + list = _mesa_clone_parameter_list(listB); + } + else { + list = NULL; + } + return list; +} + + + +/** + * Find longest name of all uniform parameters in list. + */ +GLuint +_mesa_longest_parameter_name(const struct gl_program_parameter_list *list, + gl_register_file type) +{ + GLuint i, maxLen = 0; + if (!list) + return 0; + for (i = 0; i < list->NumParameters; i++) { + if (list->Parameters[i].Type == type) { + GLuint len = strlen(list->Parameters[i].Name); + if (len > maxLen) + maxLen = len; + } + } + return maxLen; +} + + +/** + * Count the number of parameters in the last that match the given type. + */ +GLuint +_mesa_num_parameters_of_type(const struct gl_program_parameter_list *list, + gl_register_file type) +{ + GLuint i, count = 0; + if (list) { + for (i = 0; i < list->NumParameters; i++) { + if (list->Parameters[i].Type == type) + count++; + } + } + return count; +} |