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-rw-r--r--src/mesa/program/programopt.c669
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+/*
+ * Mesa 3-D graphics library
+ * Version: 6.5.3
+ *
+ * Copyright (C) 1999-2007 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 programopt.c
+ * Vertex/Fragment program optimizations and transformations for program
+ * options, etc.
+ *
+ * \author Brian Paul
+ */
+
+
+#include "main/glheader.h"
+#include "main/context.h"
+#include "prog_parameter.h"
+#include "prog_statevars.h"
+#include "program.h"
+#include "programopt.h"
+#include "prog_instruction.h"
+
+
+/**
+ * This function inserts instructions for coordinate modelview * projection
+ * into a vertex program.
+ * May be used to implement the position_invariant option.
+ */
+static void
+_mesa_insert_mvp_dp4_code(GLcontext *ctx, struct gl_vertex_program *vprog)
+{
+ struct prog_instruction *newInst;
+ const GLuint origLen = vprog->Base.NumInstructions;
+ const GLuint newLen = origLen + 4;
+ GLuint i;
+
+ /*
+ * Setup state references for the modelview/projection matrix.
+ * XXX we should check if these state vars are already declared.
+ */
+ static const gl_state_index mvpState[4][STATE_LENGTH] = {
+ { STATE_MVP_MATRIX, 0, 0, 0, 0 }, /* state.matrix.mvp.row[0] */
+ { STATE_MVP_MATRIX, 0, 1, 1, 0 }, /* state.matrix.mvp.row[1] */
+ { STATE_MVP_MATRIX, 0, 2, 2, 0 }, /* state.matrix.mvp.row[2] */
+ { STATE_MVP_MATRIX, 0, 3, 3, 0 }, /* state.matrix.mvp.row[3] */
+ };
+ GLint mvpRef[4];
+
+ for (i = 0; i < 4; i++) {
+ mvpRef[i] = _mesa_add_state_reference(vprog->Base.Parameters,
+ mvpState[i]);
+ }
+
+ /* Alloc storage for new instructions */
+ newInst = _mesa_alloc_instructions(newLen);
+ if (!newInst) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY,
+ "glProgramString(inserting position_invariant code)");
+ return;
+ }
+
+ /*
+ * Generated instructions:
+ * newInst[0] = DP4 result.position.x, mvp.row[0], vertex.position;
+ * newInst[1] = DP4 result.position.y, mvp.row[1], vertex.position;
+ * newInst[2] = DP4 result.position.z, mvp.row[2], vertex.position;
+ * newInst[3] = DP4 result.position.w, mvp.row[3], vertex.position;
+ */
+ _mesa_init_instructions(newInst, 4);
+ for (i = 0; i < 4; i++) {
+ newInst[i].Opcode = OPCODE_DP4;
+ newInst[i].DstReg.File = PROGRAM_OUTPUT;
+ newInst[i].DstReg.Index = VERT_RESULT_HPOS;
+ newInst[i].DstReg.WriteMask = (WRITEMASK_X << i);
+ newInst[i].SrcReg[0].File = PROGRAM_STATE_VAR;
+ newInst[i].SrcReg[0].Index = mvpRef[i];
+ newInst[i].SrcReg[0].Swizzle = SWIZZLE_NOOP;
+ newInst[i].SrcReg[1].File = PROGRAM_INPUT;
+ newInst[i].SrcReg[1].Index = VERT_ATTRIB_POS;
+ newInst[i].SrcReg[1].Swizzle = SWIZZLE_NOOP;
+ }
+
+ /* Append original instructions after new instructions */
+ _mesa_copy_instructions (newInst + 4, vprog->Base.Instructions, origLen);
+
+ /* free old instructions */
+ _mesa_free_instructions(vprog->Base.Instructions, origLen);
+
+ /* install new instructions */
+ vprog->Base.Instructions = newInst;
+ vprog->Base.NumInstructions = newLen;
+ vprog->Base.InputsRead |= VERT_BIT_POS;
+ vprog->Base.OutputsWritten |= BITFIELD64_BIT(VERT_RESULT_HPOS);
+}
+
+
+static void
+_mesa_insert_mvp_mad_code(GLcontext *ctx, struct gl_vertex_program *vprog)
+{
+ struct prog_instruction *newInst;
+ const GLuint origLen = vprog->Base.NumInstructions;
+ const GLuint newLen = origLen + 4;
+ GLuint hposTemp;
+ GLuint i;
+
+ /*
+ * Setup state references for the modelview/projection matrix.
+ * XXX we should check if these state vars are already declared.
+ */
+ static const gl_state_index mvpState[4][STATE_LENGTH] = {
+ { STATE_MVP_MATRIX, 0, 0, 0, STATE_MATRIX_TRANSPOSE },
+ { STATE_MVP_MATRIX, 0, 1, 1, STATE_MATRIX_TRANSPOSE },
+ { STATE_MVP_MATRIX, 0, 2, 2, STATE_MATRIX_TRANSPOSE },
+ { STATE_MVP_MATRIX, 0, 3, 3, STATE_MATRIX_TRANSPOSE },
+ };
+ GLint mvpRef[4];
+
+ for (i = 0; i < 4; i++) {
+ mvpRef[i] = _mesa_add_state_reference(vprog->Base.Parameters,
+ mvpState[i]);
+ }
+
+ /* Alloc storage for new instructions */
+ newInst = _mesa_alloc_instructions(newLen);
+ if (!newInst) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY,
+ "glProgramString(inserting position_invariant code)");
+ return;
+ }
+
+ /* TEMP hposTemp; */
+ hposTemp = vprog->Base.NumTemporaries++;
+
+ /*
+ * Generated instructions:
+ * emit_op2(p, OPCODE_MUL, tmp, 0, swizzle1(src,X), mat[0]);
+ * emit_op3(p, OPCODE_MAD, tmp, 0, swizzle1(src,Y), mat[1], tmp);
+ * emit_op3(p, OPCODE_MAD, tmp, 0, swizzle1(src,Z), mat[2], tmp);
+ * emit_op3(p, OPCODE_MAD, dest, 0, swizzle1(src,W), mat[3], tmp);
+ */
+ _mesa_init_instructions(newInst, 4);
+
+ newInst[0].Opcode = OPCODE_MUL;
+ newInst[0].DstReg.File = PROGRAM_TEMPORARY;
+ newInst[0].DstReg.Index = hposTemp;
+ newInst[0].DstReg.WriteMask = WRITEMASK_XYZW;
+ newInst[0].SrcReg[0].File = PROGRAM_INPUT;
+ newInst[0].SrcReg[0].Index = VERT_ATTRIB_POS;
+ newInst[0].SrcReg[0].Swizzle = SWIZZLE_XXXX;
+ newInst[0].SrcReg[1].File = PROGRAM_STATE_VAR;
+ newInst[0].SrcReg[1].Index = mvpRef[0];
+ newInst[0].SrcReg[1].Swizzle = SWIZZLE_NOOP;
+
+ for (i = 1; i <= 2; i++) {
+ newInst[i].Opcode = OPCODE_MAD;
+ newInst[i].DstReg.File = PROGRAM_TEMPORARY;
+ newInst[i].DstReg.Index = hposTemp;
+ newInst[i].DstReg.WriteMask = WRITEMASK_XYZW;
+ newInst[i].SrcReg[0].File = PROGRAM_INPUT;
+ newInst[i].SrcReg[0].Index = VERT_ATTRIB_POS;
+ newInst[i].SrcReg[0].Swizzle = MAKE_SWIZZLE4(i,i,i,i);
+ newInst[i].SrcReg[1].File = PROGRAM_STATE_VAR;
+ newInst[i].SrcReg[1].Index = mvpRef[i];
+ newInst[i].SrcReg[1].Swizzle = SWIZZLE_NOOP;
+ newInst[i].SrcReg[2].File = PROGRAM_TEMPORARY;
+ newInst[i].SrcReg[2].Index = hposTemp;
+ newInst[1].SrcReg[2].Swizzle = SWIZZLE_NOOP;
+ }
+
+ newInst[3].Opcode = OPCODE_MAD;
+ newInst[3].DstReg.File = PROGRAM_OUTPUT;
+ newInst[3].DstReg.Index = VERT_RESULT_HPOS;
+ newInst[3].DstReg.WriteMask = WRITEMASK_XYZW;
+ newInst[3].SrcReg[0].File = PROGRAM_INPUT;
+ newInst[3].SrcReg[0].Index = VERT_ATTRIB_POS;
+ newInst[3].SrcReg[0].Swizzle = SWIZZLE_WWWW;
+ newInst[3].SrcReg[1].File = PROGRAM_STATE_VAR;
+ newInst[3].SrcReg[1].Index = mvpRef[3];
+ newInst[3].SrcReg[1].Swizzle = SWIZZLE_NOOP;
+ newInst[3].SrcReg[2].File = PROGRAM_TEMPORARY;
+ newInst[3].SrcReg[2].Index = hposTemp;
+ newInst[3].SrcReg[2].Swizzle = SWIZZLE_NOOP;
+
+
+ /* Append original instructions after new instructions */
+ _mesa_copy_instructions (newInst + 4, vprog->Base.Instructions, origLen);
+
+ /* free old instructions */
+ _mesa_free_instructions(vprog->Base.Instructions, origLen);
+
+ /* install new instructions */
+ vprog->Base.Instructions = newInst;
+ vprog->Base.NumInstructions = newLen;
+ vprog->Base.InputsRead |= VERT_BIT_POS;
+ vprog->Base.OutputsWritten |= BITFIELD64_BIT(VERT_RESULT_HPOS);
+}
+
+
+void
+_mesa_insert_mvp_code(GLcontext *ctx, struct gl_vertex_program *vprog)
+{
+ if (ctx->mvp_with_dp4)
+ _mesa_insert_mvp_dp4_code( ctx, vprog );
+ else
+ _mesa_insert_mvp_mad_code( ctx, vprog );
+}
+
+
+
+
+
+
+/**
+ * Append extra instructions onto the given fragment program to implement
+ * the fog mode specified by fprog->FogOption.
+ * The fragment.fogcoord input is used to compute the fog blend factor.
+ *
+ * XXX with a little work, this function could be adapted to add fog code
+ * to vertex programs too.
+ */
+void
+_mesa_append_fog_code(GLcontext *ctx, struct gl_fragment_program *fprog)
+{
+ static const gl_state_index fogPStateOpt[STATE_LENGTH]
+ = { STATE_INTERNAL, STATE_FOG_PARAMS_OPTIMIZED, 0, 0, 0 };
+ static const gl_state_index fogColorState[STATE_LENGTH]
+ = { STATE_FOG_COLOR, 0, 0, 0, 0};
+ struct prog_instruction *newInst, *inst;
+ const GLuint origLen = fprog->Base.NumInstructions;
+ const GLuint newLen = origLen + 5;
+ GLuint i;
+ GLint fogPRefOpt, fogColorRef; /* state references */
+ GLuint colorTemp, fogFactorTemp; /* temporary registerss */
+
+ if (fprog->FogOption == GL_NONE) {
+ _mesa_problem(ctx, "_mesa_append_fog_code() called for fragment program"
+ " with FogOption == GL_NONE");
+ return;
+ }
+
+ /* Alloc storage for new instructions */
+ newInst = _mesa_alloc_instructions(newLen);
+ if (!newInst) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY,
+ "glProgramString(inserting fog_option code)");
+ return;
+ }
+
+ /* Copy orig instructions into new instruction buffer */
+ _mesa_copy_instructions(newInst, fprog->Base.Instructions, origLen);
+
+ /* PARAM fogParamsRefOpt = internal optimized fog params; */
+ fogPRefOpt
+ = _mesa_add_state_reference(fprog->Base.Parameters, fogPStateOpt);
+ /* PARAM fogColorRef = state.fog.color; */
+ fogColorRef
+ = _mesa_add_state_reference(fprog->Base.Parameters, fogColorState);
+
+ /* TEMP colorTemp; */
+ colorTemp = fprog->Base.NumTemporaries++;
+ /* TEMP fogFactorTemp; */
+ fogFactorTemp = fprog->Base.NumTemporaries++;
+
+ /* Scan program to find where result.color is written */
+ inst = newInst;
+ for (i = 0; i < fprog->Base.NumInstructions; i++) {
+ if (inst->Opcode == OPCODE_END)
+ break;
+ if (inst->DstReg.File == PROGRAM_OUTPUT &&
+ inst->DstReg.Index == FRAG_RESULT_COLOR) {
+ /* change the instruction to write to colorTemp w/ clamping */
+ inst->DstReg.File = PROGRAM_TEMPORARY;
+ inst->DstReg.Index = colorTemp;
+ inst->SaturateMode = SATURATE_ZERO_ONE;
+ /* don't break (may be several writes to result.color) */
+ }
+ inst++;
+ }
+ assert(inst->Opcode == OPCODE_END); /* we'll overwrite this inst */
+
+ _mesa_init_instructions(inst, 5);
+
+ /* emit instructions to compute fog blending factor */
+ if (fprog->FogOption == GL_LINEAR) {
+ /* MAD fogFactorTemp.x, fragment.fogcoord.x, fogPRefOpt.x, fogPRefOpt.y; */
+ inst->Opcode = OPCODE_MAD;
+ inst->DstReg.File = PROGRAM_TEMPORARY;
+ inst->DstReg.Index = fogFactorTemp;
+ inst->DstReg.WriteMask = WRITEMASK_X;
+ inst->SrcReg[0].File = PROGRAM_INPUT;
+ inst->SrcReg[0].Index = FRAG_ATTRIB_FOGC;
+ inst->SrcReg[0].Swizzle = SWIZZLE_XXXX;
+ inst->SrcReg[1].File = PROGRAM_STATE_VAR;
+ inst->SrcReg[1].Index = fogPRefOpt;
+ inst->SrcReg[1].Swizzle = SWIZZLE_XXXX;
+ inst->SrcReg[2].File = PROGRAM_STATE_VAR;
+ inst->SrcReg[2].Index = fogPRefOpt;
+ inst->SrcReg[2].Swizzle = SWIZZLE_YYYY;
+ inst->SaturateMode = SATURATE_ZERO_ONE;
+ inst++;
+ }
+ else {
+ ASSERT(fprog->FogOption == GL_EXP || fprog->FogOption == GL_EXP2);
+ /* fogPRefOpt.z = d/ln(2), fogPRefOpt.w = d/sqrt(ln(2) */
+ /* EXP: MUL fogFactorTemp.x, fogPRefOpt.z, fragment.fogcoord.x; */
+ /* EXP2: MUL fogFactorTemp.x, fogPRefOpt.w, fragment.fogcoord.x; */
+ inst->Opcode = OPCODE_MUL;
+ inst->DstReg.File = PROGRAM_TEMPORARY;
+ inst->DstReg.Index = fogFactorTemp;
+ inst->DstReg.WriteMask = WRITEMASK_X;
+ inst->SrcReg[0].File = PROGRAM_STATE_VAR;
+ inst->SrcReg[0].Index = fogPRefOpt;
+ inst->SrcReg[0].Swizzle
+ = (fprog->FogOption == GL_EXP) ? SWIZZLE_ZZZZ : SWIZZLE_WWWW;
+ inst->SrcReg[1].File = PROGRAM_INPUT;
+ inst->SrcReg[1].Index = FRAG_ATTRIB_FOGC;
+ inst->SrcReg[1].Swizzle = SWIZZLE_XXXX;
+ inst++;
+ if (fprog->FogOption == GL_EXP2) {
+ /* MUL fogFactorTemp.x, fogFactorTemp.x, fogFactorTemp.x; */
+ inst->Opcode = OPCODE_MUL;
+ inst->DstReg.File = PROGRAM_TEMPORARY;
+ inst->DstReg.Index = fogFactorTemp;
+ inst->DstReg.WriteMask = WRITEMASK_X;
+ inst->SrcReg[0].File = PROGRAM_TEMPORARY;
+ inst->SrcReg[0].Index = fogFactorTemp;
+ inst->SrcReg[0].Swizzle = SWIZZLE_XXXX;
+ inst->SrcReg[1].File = PROGRAM_TEMPORARY;
+ inst->SrcReg[1].Index = fogFactorTemp;
+ inst->SrcReg[1].Swizzle = SWIZZLE_XXXX;
+ inst++;
+ }
+ /* EX2_SAT fogFactorTemp.x, -fogFactorTemp.x; */
+ inst->Opcode = OPCODE_EX2;
+ inst->DstReg.File = PROGRAM_TEMPORARY;
+ inst->DstReg.Index = fogFactorTemp;
+ inst->DstReg.WriteMask = WRITEMASK_X;
+ inst->SrcReg[0].File = PROGRAM_TEMPORARY;
+ inst->SrcReg[0].Index = fogFactorTemp;
+ inst->SrcReg[0].Negate = NEGATE_XYZW;
+ inst->SrcReg[0].Swizzle = SWIZZLE_XXXX;
+ inst->SaturateMode = SATURATE_ZERO_ONE;
+ inst++;
+ }
+ /* LRP result.color.xyz, fogFactorTemp.xxxx, colorTemp, fogColorRef; */
+ inst->Opcode = OPCODE_LRP;
+ inst->DstReg.File = PROGRAM_OUTPUT;
+ inst->DstReg.Index = FRAG_RESULT_COLOR;
+ inst->DstReg.WriteMask = WRITEMASK_XYZ;
+ inst->SrcReg[0].File = PROGRAM_TEMPORARY;
+ inst->SrcReg[0].Index = fogFactorTemp;
+ inst->SrcReg[0].Swizzle = SWIZZLE_XXXX;
+ inst->SrcReg[1].File = PROGRAM_TEMPORARY;
+ inst->SrcReg[1].Index = colorTemp;
+ inst->SrcReg[1].Swizzle = SWIZZLE_NOOP;
+ inst->SrcReg[2].File = PROGRAM_STATE_VAR;
+ inst->SrcReg[2].Index = fogColorRef;
+ inst->SrcReg[2].Swizzle = SWIZZLE_NOOP;
+ inst++;
+ /* MOV result.color.w, colorTemp.x; # copy alpha */
+ inst->Opcode = OPCODE_MOV;
+ inst->DstReg.File = PROGRAM_OUTPUT;
+ inst->DstReg.Index = FRAG_RESULT_COLOR;
+ inst->DstReg.WriteMask = WRITEMASK_W;
+ inst->SrcReg[0].File = PROGRAM_TEMPORARY;
+ inst->SrcReg[0].Index = colorTemp;
+ inst->SrcReg[0].Swizzle = SWIZZLE_NOOP;
+ inst++;
+ /* END; */
+ inst->Opcode = OPCODE_END;
+ inst++;
+
+ /* free old instructions */
+ _mesa_free_instructions(fprog->Base.Instructions, origLen);
+
+ /* install new instructions */
+ fprog->Base.Instructions = newInst;
+ fprog->Base.NumInstructions = inst - newInst;
+ fprog->Base.InputsRead |= FRAG_BIT_FOGC;
+ /* XXX do this? fprog->FogOption = GL_NONE; */
+}
+
+
+
+static GLboolean
+is_texture_instruction(const struct prog_instruction *inst)
+{
+ switch (inst->Opcode) {
+ case OPCODE_TEX:
+ case OPCODE_TXB:
+ case OPCODE_TXD:
+ case OPCODE_TXL:
+ case OPCODE_TXP:
+ case OPCODE_TXP_NV:
+ return GL_TRUE;
+ default:
+ return GL_FALSE;
+ }
+}
+
+
+/**
+ * Count the number of texure indirections in the given program.
+ * The program's NumTexIndirections field will be updated.
+ * See the GL_ARB_fragment_program spec (issue 24) for details.
+ * XXX we count texture indirections in texenvprogram.c (maybe use this code
+ * instead and elsewhere).
+ */
+void
+_mesa_count_texture_indirections(struct gl_program *prog)
+{
+ GLuint indirections = 1;
+ GLbitfield tempsOutput = 0x0;
+ GLbitfield aluTemps = 0x0;
+ GLuint i;
+
+ for (i = 0; i < prog->NumInstructions; i++) {
+ const struct prog_instruction *inst = prog->Instructions + i;
+
+ if (is_texture_instruction(inst)) {
+ if (((inst->SrcReg[0].File == PROGRAM_TEMPORARY) &&
+ (tempsOutput & (1 << inst->SrcReg[0].Index))) ||
+ ((inst->Opcode != OPCODE_KIL) &&
+ (inst->DstReg.File == PROGRAM_TEMPORARY) &&
+ (aluTemps & (1 << inst->DstReg.Index))))
+ {
+ indirections++;
+ tempsOutput = 0x0;
+ aluTemps = 0x0;
+ }
+ }
+ else {
+ GLuint j;
+ for (j = 0; j < 3; j++) {
+ if (inst->SrcReg[j].File == PROGRAM_TEMPORARY)
+ aluTemps |= (1 << inst->SrcReg[j].Index);
+ }
+ if (inst->DstReg.File == PROGRAM_TEMPORARY)
+ aluTemps |= (1 << inst->DstReg.Index);
+ }
+
+ if ((inst->Opcode != OPCODE_KIL) && (inst->DstReg.File == PROGRAM_TEMPORARY))
+ tempsOutput |= (1 << inst->DstReg.Index);
+ }
+
+ prog->NumTexIndirections = indirections;
+}
+
+
+/**
+ * Count number of texture instructions in given program and update the
+ * program's NumTexInstructions field.
+ */
+void
+_mesa_count_texture_instructions(struct gl_program *prog)
+{
+ GLuint i;
+ prog->NumTexInstructions = 0;
+ for (i = 0; i < prog->NumInstructions; i++) {
+ prog->NumTexInstructions += is_texture_instruction(prog->Instructions + i);
+ }
+}
+
+
+/**
+ * Scan/rewrite program to remove reads of custom (output) registers.
+ * The passed type has to be either PROGRAM_OUTPUT or PROGRAM_VARYING
+ * (for vertex shaders).
+ * In GLSL shaders, varying vars can be read and written.
+ * On some hardware, trying to read an output register causes trouble.
+ * So, rewrite the program to use a temporary register in this case.
+ */
+void
+_mesa_remove_output_reads(struct gl_program *prog, gl_register_file type)
+{
+ GLuint i;
+ GLint outputMap[VERT_RESULT_MAX];
+ GLuint numVaryingReads = 0;
+ GLboolean usedTemps[MAX_PROGRAM_TEMPS];
+ GLuint firstTemp = 0;
+
+ _mesa_find_used_registers(prog, PROGRAM_TEMPORARY,
+ usedTemps, MAX_PROGRAM_TEMPS);
+
+ assert(type == PROGRAM_VARYING || type == PROGRAM_OUTPUT);
+ assert(prog->Target == GL_VERTEX_PROGRAM_ARB || type != PROGRAM_VARYING);
+
+ for (i = 0; i < VERT_RESULT_MAX; i++)
+ outputMap[i] = -1;
+
+ /* look for instructions which read from varying vars */
+ for (i = 0; i < prog->NumInstructions; i++) {
+ struct prog_instruction *inst = prog->Instructions + i;
+ const GLuint numSrc = _mesa_num_inst_src_regs(inst->Opcode);
+ GLuint j;
+ for (j = 0; j < numSrc; j++) {
+ if (inst->SrcReg[j].File == type) {
+ /* replace the read with a temp reg */
+ const GLuint var = inst->SrcReg[j].Index;
+ if (outputMap[var] == -1) {
+ numVaryingReads++;
+ outputMap[var] = _mesa_find_free_register(usedTemps,
+ MAX_PROGRAM_TEMPS,
+ firstTemp);
+ firstTemp = outputMap[var] + 1;
+ }
+ inst->SrcReg[j].File = PROGRAM_TEMPORARY;
+ inst->SrcReg[j].Index = outputMap[var];
+ }
+ }
+ }
+
+ if (numVaryingReads == 0)
+ return; /* nothing to be done */
+
+ /* look for instructions which write to the varying vars identified above */
+ for (i = 0; i < prog->NumInstructions; i++) {
+ struct prog_instruction *inst = prog->Instructions + i;
+ if (inst->DstReg.File == type &&
+ outputMap[inst->DstReg.Index] >= 0) {
+ /* change inst to write to the temp reg, instead of the varying */
+ inst->DstReg.File = PROGRAM_TEMPORARY;
+ inst->DstReg.Index = outputMap[inst->DstReg.Index];
+ }
+ }
+
+ /* insert new instructions to copy the temp vars to the varying vars */
+ {
+ struct prog_instruction *inst;
+ GLint endPos, var;
+
+ /* Look for END instruction and insert the new varying writes */
+ endPos = -1;
+ for (i = 0; i < prog->NumInstructions; i++) {
+ struct prog_instruction *inst = prog->Instructions + i;
+ if (inst->Opcode == OPCODE_END) {
+ endPos = i;
+ _mesa_insert_instructions(prog, i, numVaryingReads);
+ break;
+ }
+ }
+
+ assert(endPos >= 0);
+
+ /* insert new MOV instructions here */
+ inst = prog->Instructions + endPos;
+ for (var = 0; var < VERT_RESULT_MAX; var++) {
+ if (outputMap[var] >= 0) {
+ /* MOV VAR[var], TEMP[tmp]; */
+ inst->Opcode = OPCODE_MOV;
+ inst->DstReg.File = type;
+ inst->DstReg.Index = var;
+ inst->SrcReg[0].File = PROGRAM_TEMPORARY;
+ inst->SrcReg[0].Index = outputMap[var];
+ inst++;
+ }
+ }
+ }
+}
+
+
+/**
+ * Make the given fragment program into a "no-op" shader.
+ * Actually, just copy the incoming fragment color (or texcoord)
+ * to the output color.
+ * This is for debug/test purposes.
+ */
+void
+_mesa_nop_fragment_program(GLcontext *ctx, struct gl_fragment_program *prog)
+{
+ struct prog_instruction *inst;
+ GLuint inputAttr;
+
+ inst = _mesa_alloc_instructions(2);
+ if (!inst) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "_mesa_nop_fragment_program");
+ return;
+ }
+
+ _mesa_init_instructions(inst, 2);
+
+ inst[0].Opcode = OPCODE_MOV;
+ inst[0].DstReg.File = PROGRAM_OUTPUT;
+ inst[0].DstReg.Index = FRAG_RESULT_COLOR;
+ inst[0].SrcReg[0].File = PROGRAM_INPUT;
+ if (prog->Base.InputsRead & FRAG_BIT_COL0)
+ inputAttr = FRAG_ATTRIB_COL0;
+ else
+ inputAttr = FRAG_ATTRIB_TEX0;
+ inst[0].SrcReg[0].Index = inputAttr;
+
+ inst[1].Opcode = OPCODE_END;
+
+ _mesa_free_instructions(prog->Base.Instructions,
+ prog->Base.NumInstructions);
+
+ prog->Base.Instructions = inst;
+ prog->Base.NumInstructions = 2;
+ prog->Base.InputsRead = 1 << inputAttr;
+ prog->Base.OutputsWritten = BITFIELD64_BIT(FRAG_RESULT_COLOR);
+}
+
+
+/**
+ * \sa _mesa_nop_fragment_program
+ * Replace the given vertex program with a "no-op" program that just
+ * transforms vertex position and emits color.
+ */
+void
+_mesa_nop_vertex_program(GLcontext *ctx, struct gl_vertex_program *prog)
+{
+ struct prog_instruction *inst;
+ GLuint inputAttr;
+
+ /*
+ * Start with a simple vertex program that emits color.
+ */
+ inst = _mesa_alloc_instructions(2);
+ if (!inst) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "_mesa_nop_vertex_program");
+ return;
+ }
+
+ _mesa_init_instructions(inst, 2);
+
+ inst[0].Opcode = OPCODE_MOV;
+ inst[0].DstReg.File = PROGRAM_OUTPUT;
+ inst[0].DstReg.Index = VERT_RESULT_COL0;
+ inst[0].SrcReg[0].File = PROGRAM_INPUT;
+ if (prog->Base.InputsRead & VERT_BIT_COLOR0)
+ inputAttr = VERT_ATTRIB_COLOR0;
+ else
+ inputAttr = VERT_ATTRIB_TEX0;
+ inst[0].SrcReg[0].Index = inputAttr;
+
+ inst[1].Opcode = OPCODE_END;
+
+ _mesa_free_instructions(prog->Base.Instructions,
+ prog->Base.NumInstructions);
+
+ prog->Base.Instructions = inst;
+ prog->Base.NumInstructions = 2;
+ prog->Base.InputsRead = 1 << inputAttr;
+ prog->Base.OutputsWritten = BITFIELD64_BIT(VERT_RESULT_COL0);
+
+ /*
+ * Now insert code to do standard modelview/projection transformation.
+ */
+ _mesa_insert_mvp_code(ctx, prog);
+}