diff options
author | Eric Anholt <[email protected]> | 2010-06-27 20:36:41 -0700 |
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committer | Eric Anholt <[email protected]> | 2010-06-28 11:14:47 -0700 |
commit | bd3b835e7c32e093f91f636330fd93b3dedd8362 (patch) | |
tree | 0dca01f32c2a542006710c1a1b08ccb09850c5dc /src | |
parent | 81b7b79c472cbc15cb044656bd37b101a941f358 (diff) |
glsl2: Add support for some builtin matrices.
Diffstat (limited to 'src')
-rw-r--r-- | src/mesa/shader/ir_to_mesa.cpp | 86 |
1 files changed, 86 insertions, 0 deletions
diff --git a/src/mesa/shader/ir_to_mesa.cpp b/src/mesa/shader/ir_to_mesa.cpp index af5237f697c..a0217bf8d92 100644 --- a/src/mesa/shader/ir_to_mesa.cpp +++ b/src/mesa/shader/ir_to_mesa.cpp @@ -1,4 +1,6 @@ /* + * Copyright (C) 2005-2007 Brian Paul All Rights Reserved. + * Copyright (C) 2008 VMware, Inc. All Rights Reserved. * Copyright © 2010 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a @@ -760,6 +762,86 @@ ir_to_mesa_visitor::visit(ir_swizzle *ir) this->result = src_reg; } +static temp_entry * +get_builtin_matrix_ref(void *mem_ctx, struct gl_program *prog, ir_variable *var) +{ + /* + * NOTE: The ARB_vertex_program extension specified that matrices get + * loaded in registers in row-major order. With GLSL, we want column- + * major order. So, we need to transpose all matrices here... + */ + static const struct { + const char *name; + int matrix; + int modifier; + } matrices[] = { + { "gl_ModelViewMatrix", STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE }, + { "gl_ModelViewMatrixInverse", STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVTRANS }, + { "gl_ModelViewMatrixTranspose", STATE_MODELVIEW_MATRIX, 0 }, + { "gl_ModelViewMatrixInverseTranspose", STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE }, + + { "gl_ProjectionMatrix", STATE_PROJECTION_MATRIX, STATE_MATRIX_TRANSPOSE }, + { "gl_ProjectionMatrixInverse", STATE_PROJECTION_MATRIX, STATE_MATRIX_INVTRANS }, + { "gl_ProjectionMatrixTranspose", STATE_PROJECTION_MATRIX, 0 }, + { "gl_ProjectionMatrixInverseTranspose", STATE_PROJECTION_MATRIX, STATE_MATRIX_INVERSE }, + + { "gl_ModelViewProjectionMatrix", STATE_MVP_MATRIX, STATE_MATRIX_TRANSPOSE }, + { "gl_ModelViewProjectionMatrixInverse", STATE_MVP_MATRIX, STATE_MATRIX_INVTRANS }, + { "gl_ModelViewProjectionMatrixTranspose", STATE_MVP_MATRIX, 0 }, + { "gl_ModelViewProjectionMatrixInverseTranspose", STATE_MVP_MATRIX, STATE_MATRIX_INVERSE }, + + { "gl_TextureMatrix", STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE }, + { "gl_TextureMatrixInverse", STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS }, + { "gl_TextureMatrixTranspose", STATE_TEXTURE_MATRIX, 0 }, + { "gl_TextureMatrixInverseTranspose", STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE }, + + { "gl_NormalMatrix", STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE }, + + }; + unsigned int i; + temp_entry *entry; + + /* C++ gets angry when we try to use an int as a gl_state_index, so we use + * ints for gl_state_index. Make sure they're compatible. + */ + assert(sizeof(gl_state_index) == sizeof(int)); + + for (i = 0; i < Elements(matrices); i++) { + if (strcmp(var->name, matrices[i].name) == 0) { + int j; + int last_pos = -1, base_pos = -1; + int tokens[STATE_LENGTH]; + + tokens[0] = matrices[i].matrix; + tokens[1] = 0; /* array index! */ + tokens[4] = matrices[i].modifier; + + /* Add a ref for each column. It looks like the reason we do + * it this way is that _mesa_add_state_reference doesn't work + * for things that aren't vec4s, so the tokens[2]/tokens[3] + * range has to be equal. + */ + for (j = 0; j < 4; j++) { + tokens[2] = j; + tokens[3] = j; + int pos = _mesa_add_state_reference(prog->Parameters, + (gl_state_index *)tokens); + assert(last_pos == -1 || last_pos == base_pos + j); + if (base_pos == -1) + base_pos = pos; + } + + entry = new(mem_ctx) temp_entry(var, + PROGRAM_STATE_VAR, + base_pos); + + return entry; + } + } + + return NULL; +} + void ir_to_mesa_visitor::visit(ir_dereference_variable *ir) { @@ -771,6 +853,10 @@ ir_to_mesa_visitor::visit(ir_dereference_variable *ir) if (!entry) { switch (ir->var->mode) { case ir_var_uniform: + entry = get_builtin_matrix_ref(this->mem_ctx, this->prog, ir->var); + if (entry) + break; + /* FINISHME: Fix up uniform name for arrays and things */ assert(ir->var->type->gl_type != 0 && ir->var->type->gl_type != GL_INVALID_ENUM); |