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-rw-r--r--src/mesa/shader/prog_execute.c1748
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diff --git a/src/mesa/shader/prog_execute.c b/src/mesa/shader/prog_execute.c
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+++ b/src/mesa/shader/prog_execute.c
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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 prog_execute.c
+ * Software interpreter for vertex/fragment programs.
+ * \author Brian Paul
+ */
+
+/*
+ * NOTE: we do everything in single-precision floating point; we don't
+ * currently observe the single/half/fixed-precision qualifiers.
+ *
+ */
+
+
+#include "glheader.h"
+#include "colormac.h"
+#include "context.h"
+#include "program.h"
+#include "prog_execute.h"
+#include "prog_instruction.h"
+#include "prog_parameter.h"
+#include "prog_print.h"
+#include "slang_library_noise.h"
+
+
+/* See comments below for info about this */
+#define LAMBDA_ZERO 1
+
+/* debug predicate */
+#define DEBUG_PROG 0
+
+
+/**
+ * Set x to positive or negative infinity.
+ */
+#if defined(USE_IEEE) || defined(_WIN32)
+#define SET_POS_INFINITY(x) ( *((GLuint *) (void *)&x) = 0x7F800000 )
+#define SET_NEG_INFINITY(x) ( *((GLuint *) (void *)&x) = 0xFF800000 )
+#elif defined(VMS)
+#define SET_POS_INFINITY(x) x = __MAXFLOAT
+#define SET_NEG_INFINITY(x) x = -__MAXFLOAT
+#else
+#define SET_POS_INFINITY(x) x = (GLfloat) HUGE_VAL
+#define SET_NEG_INFINITY(x) x = (GLfloat) -HUGE_VAL
+#endif
+
+#define SET_FLOAT_BITS(x, bits) ((fi_type *) (void *) &(x))->i = bits
+
+
+static const GLfloat ZeroVec[4] = { 0.0F, 0.0F, 0.0F, 0.0F };
+
+
+
+/**
+ * Return a pointer to the 4-element float vector specified by the given
+ * source register.
+ */
+static INLINE const GLfloat *
+get_register_pointer(const struct prog_src_register *source,
+ const struct gl_program_machine *machine)
+{
+ if (source->RelAddr) {
+ const GLint reg = source->Index + machine->AddressReg[0][0];
+ if (source->File == PROGRAM_ENV_PARAM)
+ if (reg < 0 || reg >= MAX_PROGRAM_ENV_PARAMS)
+ return ZeroVec;
+ else
+ return machine->EnvParams[reg];
+ else {
+ const struct gl_program_parameter_list *params;
+ ASSERT(source->File == PROGRAM_LOCAL_PARAM ||
+ source->File == PROGRAM_STATE_VAR);
+ params = machine->CurProgram->Parameters;
+ if (reg < 0 || reg >= params->NumParameters)
+ return ZeroVec;
+ else
+ return params->ParameterValues[reg];
+ }
+ }
+
+ switch (source->File) {
+ case PROGRAM_TEMPORARY:
+ ASSERT(source->Index < MAX_PROGRAM_TEMPS);
+ return machine->Temporaries[source->Index];
+
+ case PROGRAM_INPUT:
+ if (machine->CurProgram->Target == GL_VERTEX_PROGRAM_ARB) {
+ ASSERT(source->Index < VERT_ATTRIB_MAX);
+ return machine->VertAttribs[source->Index];
+ }
+ else {
+ ASSERT(source->Index < FRAG_ATTRIB_MAX);
+ return machine->Attribs[source->Index][machine->CurElement];
+ }
+
+ case PROGRAM_OUTPUT:
+ ASSERT(source->Index < MAX_PROGRAM_OUTPUTS);
+ return machine->Outputs[source->Index];
+
+ case PROGRAM_LOCAL_PARAM:
+ ASSERT(source->Index < MAX_PROGRAM_LOCAL_PARAMS);
+ return machine->CurProgram->LocalParams[source->Index];
+
+ case PROGRAM_ENV_PARAM:
+ ASSERT(source->Index < MAX_PROGRAM_ENV_PARAMS);
+ return machine->EnvParams[source->Index];
+
+ case PROGRAM_STATE_VAR:
+ /* Fallthrough */
+ case PROGRAM_CONSTANT:
+ /* Fallthrough */
+ case PROGRAM_UNIFORM:
+ /* Fallthrough */
+ case PROGRAM_NAMED_PARAM:
+ ASSERT(source->Index <
+ (GLint) machine->CurProgram->Parameters->NumParameters);
+ return machine->CurProgram->Parameters->ParameterValues[source->Index];
+
+ default:
+ _mesa_problem(NULL,
+ "Invalid input register file %d in get_register_pointer()",
+ source->File);
+ return NULL;
+ }
+}
+
+
+#if FEATURE_MESA_program_debug
+static struct gl_program_machine *CurrentMachine = NULL;
+
+/**
+ * For GL_MESA_program_debug.
+ * Return current value (4*GLfloat) of a program register.
+ * Called via ctx->Driver.GetProgramRegister().
+ */
+void
+_mesa_get_program_register(GLcontext *ctx, enum register_file file,
+ GLuint index, GLfloat val[4])
+{
+ if (CurrentMachine) {
+ struct prog_src_register src;
+ const GLfloat *reg;
+ src.File = file;
+ src.Index = index;
+ reg = get_register_pointer(&src, CurrentMachine);
+ COPY_4V(val, reg);
+ }
+}
+#endif /* FEATURE_MESA_program_debug */
+
+
+/**
+ * Fetch a 4-element float vector from the given source register.
+ * Apply swizzling and negating as needed.
+ */
+static void
+fetch_vector4(const struct prog_src_register *source,
+ const struct gl_program_machine *machine, GLfloat result[4])
+{
+ const GLfloat *src = get_register_pointer(source, machine);
+ ASSERT(src);
+
+ if (source->Swizzle == SWIZZLE_NOOP) {
+ /* no swizzling */
+ COPY_4V(result, src);
+ }
+ else {
+ ASSERT(GET_SWZ(source->Swizzle, 0) <= 3);
+ ASSERT(GET_SWZ(source->Swizzle, 1) <= 3);
+ ASSERT(GET_SWZ(source->Swizzle, 2) <= 3);
+ ASSERT(GET_SWZ(source->Swizzle, 3) <= 3);
+ result[0] = src[GET_SWZ(source->Swizzle, 0)];
+ result[1] = src[GET_SWZ(source->Swizzle, 1)];
+ result[2] = src[GET_SWZ(source->Swizzle, 2)];
+ result[3] = src[GET_SWZ(source->Swizzle, 3)];
+ }
+
+ if (source->NegateBase) {
+ result[0] = -result[0];
+ result[1] = -result[1];
+ result[2] = -result[2];
+ result[3] = -result[3];
+ }
+ if (source->Abs) {
+ result[0] = FABSF(result[0]);
+ result[1] = FABSF(result[1]);
+ result[2] = FABSF(result[2]);
+ result[3] = FABSF(result[3]);
+ }
+ if (source->NegateAbs) {
+ result[0] = -result[0];
+ result[1] = -result[1];
+ result[2] = -result[2];
+ result[3] = -result[3];
+ }
+}
+
+#if 0
+/**
+ * Fetch the derivative with respect to X for the given register.
+ * \return GL_TRUE if it was easily computed or GL_FALSE if we
+ * need to execute another instance of the program (ugh)!
+ */
+static GLboolean
+fetch_vector4_deriv(GLcontext * ctx,
+ const struct prog_src_register *source,
+ const SWspan * span,
+ char xOrY, GLint column, GLfloat result[4])
+{
+ GLfloat src[4];
+
+ ASSERT(xOrY == 'X' || xOrY == 'Y');
+
+ switch (source->Index) {
+ case FRAG_ATTRIB_WPOS:
+ if (xOrY == 'X') {
+ src[0] = 1.0;
+ src[1] = 0.0;
+ src[2] = span->attrStepX[FRAG_ATTRIB_WPOS][2]
+ / ctx->DrawBuffer->_DepthMaxF;
+ src[3] = span->attrStepX[FRAG_ATTRIB_WPOS][3];
+ }
+ else {
+ src[0] = 0.0;
+ src[1] = 1.0;
+ src[2] = span->attrStepY[FRAG_ATTRIB_WPOS][2]
+ / ctx->DrawBuffer->_DepthMaxF;
+ src[3] = span->attrStepY[FRAG_ATTRIB_WPOS][3];
+ }
+ break;
+ case FRAG_ATTRIB_COL0:
+ case FRAG_ATTRIB_COL1:
+ if (xOrY == 'X') {
+ src[0] = span->attrStepX[source->Index][0] * (1.0F / CHAN_MAXF);
+ src[1] = span->attrStepX[source->Index][1] * (1.0F / CHAN_MAXF);
+ src[2] = span->attrStepX[source->Index][2] * (1.0F / CHAN_MAXF);
+ src[3] = span->attrStepX[source->Index][3] * (1.0F / CHAN_MAXF);
+ }
+ else {
+ src[0] = span->attrStepY[source->Index][0] * (1.0F / CHAN_MAXF);
+ src[1] = span->attrStepY[source->Index][1] * (1.0F / CHAN_MAXF);
+ src[2] = span->attrStepY[source->Index][2] * (1.0F / CHAN_MAXF);
+ src[3] = span->attrStepY[source->Index][3] * (1.0F / CHAN_MAXF);
+ }
+ break;
+ case FRAG_ATTRIB_FOGC:
+ if (xOrY == 'X') {
+ src[0] = span->attrStepX[FRAG_ATTRIB_FOGC][0] * (1.0F / CHAN_MAXF);
+ src[1] = 0.0;
+ src[2] = 0.0;
+ src[3] = 0.0;
+ }
+ else {
+ src[0] = span->attrStepY[FRAG_ATTRIB_FOGC][0] * (1.0F / CHAN_MAXF);
+ src[1] = 0.0;
+ src[2] = 0.0;
+ src[3] = 0.0;
+ }
+ break;
+ default:
+ assert(source->Index < FRAG_ATTRIB_MAX);
+ /* texcoord or varying */
+ if (xOrY == 'X') {
+ /* this is a little tricky - I think I've got it right */
+ const GLfloat invQ = 1.0f / (span->attrStart[source->Index][3]
+ +
+ span->attrStepX[source->Index][3] *
+ column);
+ src[0] = span->attrStepX[source->Index][0] * invQ;
+ src[1] = span->attrStepX[source->Index][1] * invQ;
+ src[2] = span->attrStepX[source->Index][2] * invQ;
+ src[3] = span->attrStepX[source->Index][3] * invQ;
+ }
+ else {
+ /* Tricky, as above, but in Y direction */
+ const GLfloat invQ = 1.0f / (span->attrStart[source->Index][3]
+ + span->attrStepY[source->Index][3]);
+ src[0] = span->attrStepY[source->Index][0] * invQ;
+ src[1] = span->attrStepY[source->Index][1] * invQ;
+ src[2] = span->attrStepY[source->Index][2] * invQ;
+ src[3] = span->attrStepY[source->Index][3] * invQ;
+ }
+ break;
+ }
+
+ result[0] = src[GET_SWZ(source->Swizzle, 0)];
+ result[1] = src[GET_SWZ(source->Swizzle, 1)];
+ result[2] = src[GET_SWZ(source->Swizzle, 2)];
+ result[3] = src[GET_SWZ(source->Swizzle, 3)];
+
+ if (source->NegateBase) {
+ result[0] = -result[0];
+ result[1] = -result[1];
+ result[2] = -result[2];
+ result[3] = -result[3];
+ }
+ if (source->Abs) {
+ result[0] = FABSF(result[0]);
+ result[1] = FABSF(result[1]);
+ result[2] = FABSF(result[2]);
+ result[3] = FABSF(result[3]);
+ }
+ if (source->NegateAbs) {
+ result[0] = -result[0];
+ result[1] = -result[1];
+ result[2] = -result[2];
+ result[3] = -result[3];
+ }
+ return GL_TRUE;
+}
+#endif
+
+
+/**
+ * As above, but only return result[0] element.
+ */
+static void
+fetch_vector1(const struct prog_src_register *source,
+ const struct gl_program_machine *machine, GLfloat result[4])
+{
+ const GLfloat *src = get_register_pointer(source, machine);
+ ASSERT(src);
+
+ result[0] = src[GET_SWZ(source->Swizzle, 0)];
+
+ if (source->NegateBase) {
+ result[0] = -result[0];
+ }
+ if (source->Abs) {
+ result[0] = FABSF(result[0]);
+ }
+ if (source->NegateAbs) {
+ result[0] = -result[0];
+ }
+}
+
+
+/**
+ * Test value against zero and return GT, LT, EQ or UN if NaN.
+ */
+static INLINE GLuint
+generate_cc(float value)
+{
+ if (value != value)
+ return COND_UN; /* NaN */
+ if (value > 0.0F)
+ return COND_GT;
+ if (value < 0.0F)
+ return COND_LT;
+ return COND_EQ;
+}
+
+
+/**
+ * Test if the ccMaskRule is satisfied by the given condition code.
+ * Used to mask destination writes according to the current condition code.
+ */
+static INLINE GLboolean
+test_cc(GLuint condCode, GLuint ccMaskRule)
+{
+ switch (ccMaskRule) {
+ case COND_EQ: return (condCode == COND_EQ);
+ case COND_NE: return (condCode != COND_EQ);
+ case COND_LT: return (condCode == COND_LT);
+ case COND_GE: return (condCode == COND_GT || condCode == COND_EQ);
+ case COND_LE: return (condCode == COND_LT || condCode == COND_EQ);
+ case COND_GT: return (condCode == COND_GT);
+ case COND_TR: return GL_TRUE;
+ case COND_FL: return GL_FALSE;
+ default: return GL_TRUE;
+ }
+}
+
+
+/**
+ * Evaluate the 4 condition codes against a predicate and return GL_TRUE
+ * or GL_FALSE to indicate result.
+ */
+static INLINE GLboolean
+eval_condition(const struct gl_program_machine *machine,
+ const struct prog_instruction *inst)
+{
+ const GLuint swizzle = inst->DstReg.CondSwizzle;
+ const GLuint condMask = inst->DstReg.CondMask;
+ if (test_cc(machine->CondCodes[GET_SWZ(swizzle, 0)], condMask) ||
+ test_cc(machine->CondCodes[GET_SWZ(swizzle, 1)], condMask) ||
+ test_cc(machine->CondCodes[GET_SWZ(swizzle, 2)], condMask) ||
+ test_cc(machine->CondCodes[GET_SWZ(swizzle, 3)], condMask)) {
+ return GL_TRUE;
+ }
+ else {
+ return GL_FALSE;
+ }
+}
+
+
+
+/**
+ * Store 4 floats into a register. Observe the instructions saturate and
+ * set-condition-code flags.
+ */
+static void
+store_vector4(const struct prog_instruction *inst,
+ struct gl_program_machine *machine, const GLfloat value[4])
+{
+ const struct prog_dst_register *dest = &(inst->DstReg);
+ const GLboolean clamp = inst->SaturateMode == SATURATE_ZERO_ONE;
+ GLfloat *dstReg;
+ GLfloat dummyReg[4];
+ GLfloat clampedValue[4];
+ GLuint writeMask = dest->WriteMask;
+
+ switch (dest->File) {
+ case PROGRAM_OUTPUT:
+ ASSERT(dest->Index < MAX_PROGRAM_OUTPUTS);
+ dstReg = machine->Outputs[dest->Index];
+ break;
+ case PROGRAM_TEMPORARY:
+ ASSERT(dest->Index < MAX_PROGRAM_TEMPS);
+ dstReg = machine->Temporaries[dest->Index];
+ break;
+ case PROGRAM_WRITE_ONLY:
+ dstReg = dummyReg;
+ return;
+ default:
+ _mesa_problem(NULL, "bad register file in store_vector4(fp)");
+ return;
+ }
+
+#if 0
+ if (value[0] > 1.0e10 ||
+ IS_INF_OR_NAN(value[0]) ||
+ IS_INF_OR_NAN(value[1]) ||
+ IS_INF_OR_NAN(value[2]) || IS_INF_OR_NAN(value[3]))
+ printf("store %g %g %g %g\n", value[0], value[1], value[2], value[3]);
+#endif
+
+ if (clamp) {
+ clampedValue[0] = CLAMP(value[0], 0.0F, 1.0F);
+ clampedValue[1] = CLAMP(value[1], 0.0F, 1.0F);
+ clampedValue[2] = CLAMP(value[2], 0.0F, 1.0F);
+ clampedValue[3] = CLAMP(value[3], 0.0F, 1.0F);
+ value = clampedValue;
+ }
+
+ if (dest->CondMask != COND_TR) {
+ /* condition codes may turn off some writes */
+ if (writeMask & WRITEMASK_X) {
+ if (!test_cc(machine->CondCodes[GET_SWZ(dest->CondSwizzle, 0)],
+ dest->CondMask))
+ writeMask &= ~WRITEMASK_X;
+ }
+ if (writeMask & WRITEMASK_Y) {
+ if (!test_cc(machine->CondCodes[GET_SWZ(dest->CondSwizzle, 1)],
+ dest->CondMask))
+ writeMask &= ~WRITEMASK_Y;
+ }
+ if (writeMask & WRITEMASK_Z) {
+ if (!test_cc(machine->CondCodes[GET_SWZ(dest->CondSwizzle, 2)],
+ dest->CondMask))
+ writeMask &= ~WRITEMASK_Z;
+ }
+ if (writeMask & WRITEMASK_W) {
+ if (!test_cc(machine->CondCodes[GET_SWZ(dest->CondSwizzle, 3)],
+ dest->CondMask))
+ writeMask &= ~WRITEMASK_W;
+ }
+ }
+
+ if (writeMask & WRITEMASK_X)
+ dstReg[0] = value[0];
+ if (writeMask & WRITEMASK_Y)
+ dstReg[1] = value[1];
+ if (writeMask & WRITEMASK_Z)
+ dstReg[2] = value[2];
+ if (writeMask & WRITEMASK_W)
+ dstReg[3] = value[3];
+
+ if (inst->CondUpdate) {
+ if (writeMask & WRITEMASK_X)
+ machine->CondCodes[0] = generate_cc(value[0]);
+ if (writeMask & WRITEMASK_Y)
+ machine->CondCodes[1] = generate_cc(value[1]);
+ if (writeMask & WRITEMASK_Z)
+ machine->CondCodes[2] = generate_cc(value[2]);
+ if (writeMask & WRITEMASK_W)
+ machine->CondCodes[3] = generate_cc(value[3]);
+ }
+}
+
+
+#if 0
+/**
+ * Initialize a new machine state instance from an existing one, adding
+ * the partial derivatives onto the input registers.
+ * Used to implement DDX and DDY instructions in non-trivial cases.
+ */
+static void
+init_machine_deriv(GLcontext * ctx,
+ const struct gl_program_machine *machine,
+ const struct gl_fragment_program *program,
+ const SWspan * span, char xOrY,
+ struct gl_program_machine *dMachine)
+{
+ GLuint attr;
+
+ ASSERT(xOrY == 'X' || xOrY == 'Y');
+
+ /* copy existing machine */
+ _mesa_memcpy(dMachine, machine, sizeof(struct gl_program_machine));
+
+ if (program->Base.Target == GL_FRAGMENT_PROGRAM_NV) {
+ /* XXX also need to do this when using valgrind */
+ /* Clear temporary registers (undefined for ARB_f_p) */
+ _mesa_bzero((void *) machine->Temporaries,
+ MAX_PROGRAM_TEMPS * 4 * sizeof(GLfloat));
+ }
+
+ /* Add derivatives */
+ if (program->Base.InputsRead & FRAG_BIT_WPOS) {
+ GLfloat *wpos = machine->Attribs[FRAG_ATTRIB_WPOS][machine->CurElement];
+ if (xOrY == 'X') {
+ wpos[0] += 1.0F;
+ wpos[1] += 0.0F;
+ wpos[2] += span->attrStepX[FRAG_ATTRIB_WPOS][2];
+ wpos[3] += span->attrStepX[FRAG_ATTRIB_WPOS][3];
+ }
+ else {
+ wpos[0] += 0.0F;
+ wpos[1] += 1.0F;
+ wpos[2] += span->attrStepY[FRAG_ATTRIB_WPOS][2];
+ wpos[3] += span->attrStepY[FRAG_ATTRIB_WPOS][3];
+ }
+ }
+
+ /* primary, secondary colors */
+ for (attr = FRAG_ATTRIB_COL0; attr <= FRAG_ATTRIB_COL1; attr++) {
+ if (program->Base.InputsRead & (1 << attr)) {
+ GLfloat *col = machine->Attribs[attr][machine->CurElement];
+ if (xOrY == 'X') {
+ col[0] += span->attrStepX[attr][0] * (1.0F / CHAN_MAXF);
+ col[1] += span->attrStepX[attr][1] * (1.0F / CHAN_MAXF);
+ col[2] += span->attrStepX[attr][2] * (1.0F / CHAN_MAXF);
+ col[3] += span->attrStepX[attr][3] * (1.0F / CHAN_MAXF);
+ }
+ else {
+ col[0] += span->attrStepY[attr][0] * (1.0F / CHAN_MAXF);
+ col[1] += span->attrStepY[attr][1] * (1.0F / CHAN_MAXF);
+ col[2] += span->attrStepY[attr][2] * (1.0F / CHAN_MAXF);
+ col[3] += span->attrStepY[attr][3] * (1.0F / CHAN_MAXF);
+ }
+ }
+ }
+ if (program->Base.InputsRead & FRAG_BIT_FOGC) {
+ GLfloat *fogc = machine->Attribs[FRAG_ATTRIB_FOGC][machine->CurElement];
+ if (xOrY == 'X') {
+ fogc[0] += span->attrStepX[FRAG_ATTRIB_FOGC][0];
+ }
+ else {
+ fogc[0] += span->attrStepY[FRAG_ATTRIB_FOGC][0];
+ }
+ }
+ /* texcoord and varying vars */
+ for (attr = FRAG_ATTRIB_TEX0; attr < FRAG_ATTRIB_MAX; attr++) {
+ if (program->Base.InputsRead & (1 << attr)) {
+ GLfloat *val = machine->Attribs[attr][machine->CurElement];
+ /* XXX perspective-correct interpolation */
+ if (xOrY == 'X') {
+ val[0] += span->attrStepX[attr][0];
+ val[1] += span->attrStepX[attr][1];
+ val[2] += span->attrStepX[attr][2];
+ val[3] += span->attrStepX[attr][3];
+ }
+ else {
+ val[0] += span->attrStepY[attr][0];
+ val[1] += span->attrStepY[attr][1];
+ val[2] += span->attrStepY[attr][2];
+ val[3] += span->attrStepY[attr][3];
+ }
+ }
+ }
+
+ /* init condition codes */
+ dMachine->CondCodes[0] = COND_EQ;
+ dMachine->CondCodes[1] = COND_EQ;
+ dMachine->CondCodes[2] = COND_EQ;
+ dMachine->CondCodes[3] = COND_EQ;
+}
+#endif
+
+
+/**
+ * Execute the given vertex/fragment program.
+ *
+ * \param ctx rendering context
+ * \param program the program to execute
+ * \param machine machine state (must be initialized)
+ * \return GL_TRUE if program completed or GL_FALSE if program executed KIL.
+ */
+GLboolean
+_mesa_execute_program(GLcontext * ctx,
+ const struct gl_program *program,
+ struct gl_program_machine *machine)
+{
+ const GLuint numInst = program->NumInstructions;
+ const GLuint maxExec = 10000;
+ GLint pc, numExec = 0;
+
+ machine->CurProgram = program;
+
+ if (DEBUG_PROG) {
+ printf("execute program %u --------------------\n", program->Id);
+ }
+
+#if FEATURE_MESA_program_debug
+ CurrentMachine = machine;
+#endif
+
+ if (program->Target == GL_VERTEX_PROGRAM_ARB) {
+ machine->EnvParams = ctx->VertexProgram.Parameters;
+ }
+ else {
+ machine->EnvParams = ctx->FragmentProgram.Parameters;
+ }
+
+ for (pc = 0; pc < numInst; pc++) {
+ const struct prog_instruction *inst = program->Instructions + pc;
+
+#if FEATURE_MESA_program_debug
+ if (ctx->FragmentProgram.CallbackEnabled &&
+ ctx->FragmentProgram.Callback) {
+ ctx->FragmentProgram.CurrentPosition = inst->StringPos;
+ ctx->FragmentProgram.Callback(program->Target,
+ ctx->FragmentProgram.CallbackData);
+ }
+#endif
+
+ if (DEBUG_PROG) {
+ _mesa_print_instruction(inst);
+ }
+
+ switch (inst->Opcode) {
+ case OPCODE_ABS:
+ {
+ GLfloat a[4], result[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ result[0] = FABSF(a[0]);
+ result[1] = FABSF(a[1]);
+ result[2] = FABSF(a[2]);
+ result[3] = FABSF(a[3]);
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_ADD:
+ {
+ GLfloat a[4], b[4], result[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ fetch_vector4(&inst->SrcReg[1], machine, b);
+ result[0] = a[0] + b[0];
+ result[1] = a[1] + b[1];
+ result[2] = a[2] + b[2];
+ result[3] = a[3] + b[3];
+ store_vector4(inst, machine, result);
+ if (DEBUG_PROG) {
+ printf("ADD (%g %g %g %g) = (%g %g %g %g) + (%g %g %g %g)\n",
+ result[0], result[1], result[2], result[3],
+ a[0], a[1], a[2], a[3], b[0], b[1], b[2], b[3]);
+ }
+ }
+ break;
+ case OPCODE_ARL:
+ {
+ GLfloat t[4];
+ fetch_vector4(&inst->SrcReg[0], machine, t);
+ machine->AddressReg[0][0] = (GLint) FLOORF(t[0]);
+ }
+ break;
+ case OPCODE_BGNLOOP:
+ /* no-op */
+ break;
+ case OPCODE_ENDLOOP:
+ /* subtract 1 here since pc is incremented by for(pc) loop */
+ pc = inst->BranchTarget - 1; /* go to matching BNGLOOP */
+ break;
+ case OPCODE_BGNSUB: /* begin subroutine */
+ break;
+ case OPCODE_ENDSUB: /* end subroutine */
+ break;
+ case OPCODE_BRA: /* branch (conditional) */
+ /* fall-through */
+ case OPCODE_BRK: /* break out of loop (conditional) */
+ /* fall-through */
+ case OPCODE_CONT: /* continue loop (conditional) */
+ if (eval_condition(machine, inst)) {
+ /* take branch */
+ /* Subtract 1 here since we'll do pc++ at end of for-loop */
+ pc = inst->BranchTarget - 1;
+ }
+ break;
+ case OPCODE_BRK0: /* Break if zero */
+ /* fall-through */
+ case OPCODE_CONT0: /* Continue if zero */
+ {
+ GLfloat a[4];
+ fetch_vector1(&inst->SrcReg[0], machine, a);
+ if (a[0] == 0.0) {
+ /* take branch */
+ /* Subtract 1 here since we'll do pc++ at end of for-loop */
+ pc = inst->BranchTarget - 1;
+ }
+ }
+ break;
+ case OPCODE_BRK1: /* Break if non-zero */
+ /* fall-through */
+ case OPCODE_CONT1: /* Continue if non-zero */
+ {
+ GLfloat a[4];
+ fetch_vector1(&inst->SrcReg[0], machine, a);
+ if (a[0] != 0.0) {
+ /* take branch */
+ /* Subtract 1 here since we'll do pc++ at end of for-loop */
+ pc = inst->BranchTarget - 1;
+ }
+ }
+ break;
+ case OPCODE_CAL: /* Call subroutine (conditional) */
+ if (eval_condition(machine, inst)) {
+ /* call the subroutine */
+ if (machine->StackDepth >= MAX_PROGRAM_CALL_DEPTH) {
+ return GL_TRUE; /* Per GL_NV_vertex_program2 spec */
+ }
+ machine->CallStack[machine->StackDepth++] = pc + 1;
+ pc = inst->BranchTarget; /* XXX - 1 ??? */
+ }
+ break;
+ case OPCODE_CMP:
+ {
+ GLfloat a[4], b[4], c[4], result[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ fetch_vector4(&inst->SrcReg[1], machine, b);
+ fetch_vector4(&inst->SrcReg[2], machine, c);
+ result[0] = a[0] < 0.0F ? b[0] : c[0];
+ result[1] = a[1] < 0.0F ? b[1] : c[1];
+ result[2] = a[2] < 0.0F ? b[2] : c[2];
+ result[3] = a[3] < 0.0F ? b[3] : c[3];
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_COS:
+ {
+ GLfloat a[4], result[4];
+ fetch_vector1(&inst->SrcReg[0], machine, a);
+ result[0] = result[1] = result[2] = result[3]
+ = (GLfloat) _mesa_cos(a[0]);
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_DDX: /* Partial derivative with respect to X */
+ {
+#if 0
+ GLfloat a[4], aNext[4], result[4];
+ struct gl_program_machine dMachine;
+ if (!fetch_vector4_deriv(ctx, &inst->SrcReg[0], span, 'X',
+ column, result)) {
+ /* This is tricky. Make a copy of the current machine state,
+ * increment the input registers by the dx or dy partial
+ * derivatives, then re-execute the program up to the
+ * preceeding instruction, then fetch the source register.
+ * Finally, find the difference in the register values for
+ * the original and derivative runs.
+ */
+ fetch_vector4(&inst->SrcReg[0], machine, program, a);
+ init_machine_deriv(ctx, machine, program, span,
+ 'X', &dMachine);
+ execute_program(ctx, program, pc, &dMachine, span, column);
+ fetch_vector4(&inst->SrcReg[0], &dMachine, program,
+ aNext);
+ result[0] = aNext[0] - a[0];
+ result[1] = aNext[1] - a[1];
+ result[2] = aNext[2] - a[2];
+ result[3] = aNext[3] - a[3];
+ }
+ store_vector4(inst, machine, result);
+#else
+ store_vector4(inst, machine, ZeroVec);
+#endif
+ }
+ break;
+ case OPCODE_DDY: /* Partial derivative with respect to Y */
+ {
+#if 0
+ GLfloat a[4], aNext[4], result[4];
+ struct gl_program_machine dMachine;
+ if (!fetch_vector4_deriv(ctx, &inst->SrcReg[0], span, 'Y',
+ column, result)) {
+ init_machine_deriv(ctx, machine, program, span,
+ 'Y', &dMachine);
+ fetch_vector4(&inst->SrcReg[0], machine, program, a);
+ execute_program(ctx, program, pc, &dMachine, span, column);
+ fetch_vector4(&inst->SrcReg[0], &dMachine, program,
+ aNext);
+ result[0] = aNext[0] - a[0];
+ result[1] = aNext[1] - a[1];
+ result[2] = aNext[2] - a[2];
+ result[3] = aNext[3] - a[3];
+ }
+ store_vector4(inst, machine, result);
+#else
+ store_vector4(inst, machine, ZeroVec);
+#endif
+ }
+ break;
+ case OPCODE_DP3:
+ {
+ GLfloat a[4], b[4], result[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ fetch_vector4(&inst->SrcReg[1], machine, b);
+ result[0] = result[1] = result[2] = result[3] = DOT3(a, b);
+ store_vector4(inst, machine, result);
+ if (DEBUG_PROG) {
+ printf("DP3 %g = (%g %g %g) . (%g %g %g)\n",
+ result[0], a[0], a[1], a[2], b[0], b[1], b[2]);
+ }
+ }
+ break;
+ case OPCODE_DP4:
+ {
+ GLfloat a[4], b[4], result[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ fetch_vector4(&inst->SrcReg[1], machine, b);
+ result[0] = result[1] = result[2] = result[3] = DOT4(a, b);
+ store_vector4(inst, machine, result);
+ if (DEBUG_PROG) {
+ printf("DP4 %g = (%g, %g %g %g) . (%g, %g %g %g)\n",
+ result[0], a[0], a[1], a[2], a[3],
+ b[0], b[1], b[2], b[3]);
+ }
+ }
+ break;
+ case OPCODE_DPH:
+ {
+ GLfloat a[4], b[4], result[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ fetch_vector4(&inst->SrcReg[1], machine, b);
+ result[0] = result[1] = result[2] = result[3] =
+ a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + b[3];
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_DST: /* Distance vector */
+ {
+ GLfloat a[4], b[4], result[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ fetch_vector4(&inst->SrcReg[1], machine, b);
+ result[0] = 1.0F;
+ result[1] = a[1] * b[1];
+ result[2] = a[2];
+ result[3] = b[3];
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_EXP:
+ {
+ GLfloat t[4], q[4], floor_t0;
+ fetch_vector1(&inst->SrcReg[0], machine, t);
+ floor_t0 = FLOORF(t[0]);
+ if (floor_t0 > FLT_MAX_EXP) {
+ SET_POS_INFINITY(q[0]);
+ SET_POS_INFINITY(q[2]);
+ }
+ else if (floor_t0 < FLT_MIN_EXP) {
+ q[0] = 0.0F;
+ q[2] = 0.0F;
+ }
+ else {
+ q[0] = LDEXPF(1.0, (int) floor_t0);
+ /* Note: GL_NV_vertex_program expects
+ * result.z = result.x * APPX(result.y)
+ * We do what the ARB extension says.
+ */
+ q[2] = pow(2.0, t[0]);
+ }
+ q[1] = t[0] - floor_t0;
+ q[3] = 1.0F;
+ store_vector4( inst, machine, q );
+ }
+ break;
+ case OPCODE_EX2: /* Exponential base 2 */
+ {
+ GLfloat a[4], result[4];
+ fetch_vector1(&inst->SrcReg[0], machine, a);
+ result[0] = result[1] = result[2] = result[3] =
+ (GLfloat) _mesa_pow(2.0, a[0]);
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_FLR:
+ {
+ GLfloat a[4], result[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ result[0] = FLOORF(a[0]);
+ result[1] = FLOORF(a[1]);
+ result[2] = FLOORF(a[2]);
+ result[3] = FLOORF(a[3]);
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_FRC:
+ {
+ GLfloat a[4], result[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ result[0] = a[0] - FLOORF(a[0]);
+ result[1] = a[1] - FLOORF(a[1]);
+ result[2] = a[2] - FLOORF(a[2]);
+ result[3] = a[3] - FLOORF(a[3]);
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_IF:
+ {
+ GLboolean cond;
+ /* eval condition */
+ if (inst->SrcReg[0].File != PROGRAM_UNDEFINED) {
+ GLfloat a[4];
+ fetch_vector1(&inst->SrcReg[0], machine, a);
+ cond = (a[0] != 0.0);
+ }
+ else {
+ cond = eval_condition(machine, inst);
+ }
+ /* do if/else */
+ if (cond) {
+ /* do if-clause (just continue execution) */
+ }
+ else {
+ /* go to the instruction after ELSE or ENDIF */
+ assert(inst->BranchTarget >= 0);
+ pc = inst->BranchTarget - 1;
+ }
+ }
+ break;
+ case OPCODE_ELSE:
+ /* goto ENDIF */
+ assert(inst->BranchTarget >= 0);
+ pc = inst->BranchTarget - 1;
+ break;
+ case OPCODE_ENDIF:
+ /* nothing */
+ break;
+ case OPCODE_INT: /* float to int */
+ {
+ GLfloat a[4], result[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ result[0] = (GLfloat) (GLint) a[0];
+ result[1] = (GLfloat) (GLint) a[1];
+ result[2] = (GLfloat) (GLint) a[2];
+ result[3] = (GLfloat) (GLint) a[3];
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_KIL_NV: /* NV_f_p only (conditional) */
+ if (eval_condition(machine, inst)) {
+ return GL_FALSE;
+ }
+ break;
+ case OPCODE_KIL: /* ARB_f_p only */
+ {
+ GLfloat a[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ if (a[0] < 0.0F || a[1] < 0.0F || a[2] < 0.0F || a[3] < 0.0F) {
+ return GL_FALSE;
+ }
+ }
+ break;
+ case OPCODE_LG2: /* log base 2 */
+ {
+ GLfloat a[4], result[4];
+ fetch_vector1(&inst->SrcReg[0], machine, a);
+ result[0] = result[1] = result[2] = result[3] = LOG2(a[0]);
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_LIT:
+ {
+ const GLfloat epsilon = 1.0F / 256.0F; /* from NV VP spec */
+ GLfloat a[4], result[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ a[0] = MAX2(a[0], 0.0F);
+ a[1] = MAX2(a[1], 0.0F);
+ /* XXX ARB version clamps a[3], NV version doesn't */
+ a[3] = CLAMP(a[3], -(128.0F - epsilon), (128.0F - epsilon));
+ result[0] = 1.0F;
+ result[1] = a[0];
+ /* XXX we could probably just use pow() here */
+ if (a[0] > 0.0F) {
+ if (a[1] == 0.0 && a[3] == 0.0)
+ result[2] = 1.0;
+ else
+ result[2] = EXPF(a[3] * LOGF(a[1]));
+ }
+ else {
+ result[2] = 0.0;
+ }
+ result[3] = 1.0F;
+ store_vector4(inst, machine, result);
+ if (DEBUG_PROG) {
+ printf("LIT (%g %g %g %g) : (%g %g %g %g)\n",
+ result[0], result[1], result[2], result[3],
+ a[0], a[1], a[2], a[3]);
+ }
+ }
+ break;
+ case OPCODE_LOG:
+ {
+ GLfloat t[4], q[4], abs_t0;
+ fetch_vector1(&inst->SrcReg[0], machine, t);
+ abs_t0 = FABSF(t[0]);
+ if (abs_t0 != 0.0F) {
+ /* Since we really can't handle infinite values on VMS
+ * like other OSes we'll use __MAXFLOAT to represent
+ * infinity. This may need some tweaking.
+ */
+#ifdef VMS
+ if (abs_t0 == __MAXFLOAT)
+#else
+ if (IS_INF_OR_NAN(abs_t0))
+#endif
+ {
+ SET_POS_INFINITY(q[0]);
+ q[1] = 1.0F;
+ SET_POS_INFINITY(q[2]);
+ }
+ else {
+ int exponent;
+ GLfloat mantissa = FREXPF(t[0], &exponent);
+ q[0] = (GLfloat) (exponent - 1);
+ q[1] = (GLfloat) (2.0 * mantissa); /* map [.5, 1) -> [1, 2) */
+ q[2] = (GLfloat) (q[0] + LOG2(q[1]));
+ }
+ }
+ else {
+ SET_NEG_INFINITY(q[0]);
+ q[1] = 1.0F;
+ SET_NEG_INFINITY(q[2]);
+ }
+ q[3] = 1.0;
+ store_vector4(inst, machine, q);
+ }
+ break;
+ case OPCODE_LRP:
+ {
+ GLfloat a[4], b[4], c[4], result[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ fetch_vector4(&inst->SrcReg[1], machine, b);
+ fetch_vector4(&inst->SrcReg[2], machine, c);
+ result[0] = a[0] * b[0] + (1.0F - a[0]) * c[0];
+ result[1] = a[1] * b[1] + (1.0F - a[1]) * c[1];
+ result[2] = a[2] * b[2] + (1.0F - a[2]) * c[2];
+ result[3] = a[3] * b[3] + (1.0F - a[3]) * c[3];
+ store_vector4(inst, machine, result);
+ if (DEBUG_PROG) {
+ printf("LRP (%g %g %g %g) = (%g %g %g %g), "
+ "(%g %g %g %g), (%g %g %g %g)\n",
+ result[0], result[1], result[2], result[3],
+ a[0], a[1], a[2], a[3],
+ b[0], b[1], b[2], b[3], c[0], c[1], c[2], c[3]);
+ }
+ }
+ break;
+ case OPCODE_MAD:
+ {
+ GLfloat a[4], b[4], c[4], result[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ fetch_vector4(&inst->SrcReg[1], machine, b);
+ fetch_vector4(&inst->SrcReg[2], machine, c);
+ result[0] = a[0] * b[0] + c[0];
+ result[1] = a[1] * b[1] + c[1];
+ result[2] = a[2] * b[2] + c[2];
+ result[3] = a[3] * b[3] + c[3];
+ store_vector4(inst, machine, result);
+ if (DEBUG_PROG) {
+ printf("MAD (%g %g %g %g) = (%g %g %g %g) * "
+ "(%g %g %g %g) + (%g %g %g %g)\n",
+ result[0], result[1], result[2], result[3],
+ a[0], a[1], a[2], a[3],
+ b[0], b[1], b[2], b[3], c[0], c[1], c[2], c[3]);
+ }
+ }
+ break;
+ case OPCODE_MAX:
+ {
+ GLfloat a[4], b[4], result[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ fetch_vector4(&inst->SrcReg[1], machine, b);
+ result[0] = MAX2(a[0], b[0]);
+ result[1] = MAX2(a[1], b[1]);
+ result[2] = MAX2(a[2], b[2]);
+ result[3] = MAX2(a[3], b[3]);
+ store_vector4(inst, machine, result);
+ if (DEBUG_PROG) {
+ printf("MAX (%g %g %g %g) = (%g %g %g %g), (%g %g %g %g)\n",
+ result[0], result[1], result[2], result[3],
+ a[0], a[1], a[2], a[3], b[0], b[1], b[2], b[3]);
+ }
+ }
+ break;
+ case OPCODE_MIN:
+ {
+ GLfloat a[4], b[4], result[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ fetch_vector4(&inst->SrcReg[1], machine, b);
+ result[0] = MIN2(a[0], b[0]);
+ result[1] = MIN2(a[1], b[1]);
+ result[2] = MIN2(a[2], b[2]);
+ result[3] = MIN2(a[3], b[3]);
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_MOV:
+ {
+ GLfloat result[4];
+ fetch_vector4(&inst->SrcReg[0], machine, result);
+ store_vector4(inst, machine, result);
+ if (DEBUG_PROG) {
+ printf("MOV (%g %g %g %g)\n",
+ result[0], result[1], result[2], result[3]);
+ }
+ }
+ break;
+ case OPCODE_MUL:
+ {
+ GLfloat a[4], b[4], result[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ fetch_vector4(&inst->SrcReg[1], machine, b);
+ result[0] = a[0] * b[0];
+ result[1] = a[1] * b[1];
+ result[2] = a[2] * b[2];
+ result[3] = a[3] * b[3];
+ store_vector4(inst, machine, result);
+ if (DEBUG_PROG) {
+ printf("MUL (%g %g %g %g) = (%g %g %g %g) * (%g %g %g %g)\n",
+ result[0], result[1], result[2], result[3],
+ a[0], a[1], a[2], a[3], b[0], b[1], b[2], b[3]);
+ }
+ }
+ break;
+ case OPCODE_NOISE1:
+ {
+ GLfloat a[4], result[4];
+ fetch_vector1(&inst->SrcReg[0], machine, a);
+ result[0] =
+ result[1] =
+ result[2] = result[3] = _slang_library_noise1(a[0]);
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_NOISE2:
+ {
+ GLfloat a[4], result[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ result[0] =
+ result[1] =
+ result[2] = result[3] = _slang_library_noise2(a[0], a[1]);
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_NOISE3:
+ {
+ GLfloat a[4], result[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ result[0] =
+ result[1] =
+ result[2] =
+ result[3] = _slang_library_noise3(a[0], a[1], a[2]);
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_NOISE4:
+ {
+ GLfloat a[4], result[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ result[0] =
+ result[1] =
+ result[2] =
+ result[3] = _slang_library_noise4(a[0], a[1], a[2], a[3]);
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_NOP:
+ break;
+ case OPCODE_PK2H: /* pack two 16-bit floats in one 32-bit float */
+ {
+ GLfloat a[4], result[4];
+ GLhalfNV hx, hy;
+ GLuint *rawResult = (GLuint *) result;
+ GLuint twoHalves;
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ hx = _mesa_float_to_half(a[0]);
+ hy = _mesa_float_to_half(a[1]);
+ twoHalves = hx | (hy << 16);
+ rawResult[0] = rawResult[1] = rawResult[2] = rawResult[3]
+ = twoHalves;
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_PK2US: /* pack two GLushorts into one 32-bit float */
+ {
+ GLfloat a[4], result[4];
+ GLuint usx, usy, *rawResult = (GLuint *) result;
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ a[0] = CLAMP(a[0], 0.0F, 1.0F);
+ a[1] = CLAMP(a[1], 0.0F, 1.0F);
+ usx = IROUND(a[0] * 65535.0F);
+ usy = IROUND(a[1] * 65535.0F);
+ rawResult[0] = rawResult[1] = rawResult[2] = rawResult[3]
+ = usx | (usy << 16);
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_PK4B: /* pack four GLbytes into one 32-bit float */
+ {
+ GLfloat a[4], result[4];
+ GLuint ubx, uby, ubz, ubw, *rawResult = (GLuint *) result;
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ a[0] = CLAMP(a[0], -128.0F / 127.0F, 1.0F);
+ a[1] = CLAMP(a[1], -128.0F / 127.0F, 1.0F);
+ a[2] = CLAMP(a[2], -128.0F / 127.0F, 1.0F);
+ a[3] = CLAMP(a[3], -128.0F / 127.0F, 1.0F);
+ ubx = IROUND(127.0F * a[0] + 128.0F);
+ uby = IROUND(127.0F * a[1] + 128.0F);
+ ubz = IROUND(127.0F * a[2] + 128.0F);
+ ubw = IROUND(127.0F * a[3] + 128.0F);
+ rawResult[0] = rawResult[1] = rawResult[2] = rawResult[3]
+ = ubx | (uby << 8) | (ubz << 16) | (ubw << 24);
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_PK4UB: /* pack four GLubytes into one 32-bit float */
+ {
+ GLfloat a[4], result[4];
+ GLuint ubx, uby, ubz, ubw, *rawResult = (GLuint *) result;
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ a[0] = CLAMP(a[0], 0.0F, 1.0F);
+ a[1] = CLAMP(a[1], 0.0F, 1.0F);
+ a[2] = CLAMP(a[2], 0.0F, 1.0F);
+ a[3] = CLAMP(a[3], 0.0F, 1.0F);
+ ubx = IROUND(255.0F * a[0]);
+ uby = IROUND(255.0F * a[1]);
+ ubz = IROUND(255.0F * a[2]);
+ ubw = IROUND(255.0F * a[3]);
+ rawResult[0] = rawResult[1] = rawResult[2] = rawResult[3]
+ = ubx | (uby << 8) | (ubz << 16) | (ubw << 24);
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_POW:
+ {
+ GLfloat a[4], b[4], result[4];
+ fetch_vector1(&inst->SrcReg[0], machine, a);
+ fetch_vector1(&inst->SrcReg[1], machine, b);
+ result[0] = result[1] = result[2] = result[3]
+ = (GLfloat) _mesa_pow(a[0], b[0]);
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_RCP:
+ {
+ GLfloat a[4], result[4];
+ fetch_vector1(&inst->SrcReg[0], machine, a);
+ if (DEBUG_PROG) {
+ if (a[0] == 0)
+ printf("RCP(0)\n");
+ else if (IS_INF_OR_NAN(a[0]))
+ printf("RCP(inf)\n");
+ }
+ result[0] = result[1] = result[2] = result[3] = 1.0F / a[0];
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_RET: /* return from subroutine (conditional) */
+ if (eval_condition(machine, inst)) {
+ if (machine->StackDepth == 0) {
+ return GL_TRUE; /* Per GL_NV_vertex_program2 spec */
+ }
+ pc = machine->CallStack[--machine->StackDepth];
+ }
+ break;
+ case OPCODE_RFL: /* reflection vector */
+ {
+ GLfloat axis[4], dir[4], result[4], tmpX, tmpW;
+ fetch_vector4(&inst->SrcReg[0], machine, axis);
+ fetch_vector4(&inst->SrcReg[1], machine, dir);
+ tmpW = DOT3(axis, axis);
+ tmpX = (2.0F * DOT3(axis, dir)) / tmpW;
+ result[0] = tmpX * axis[0] - dir[0];
+ result[1] = tmpX * axis[1] - dir[1];
+ result[2] = tmpX * axis[2] - dir[2];
+ /* result[3] is never written! XXX enforce in parser! */
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_RSQ: /* 1 / sqrt() */
+ {
+ GLfloat a[4], result[4];
+ fetch_vector1(&inst->SrcReg[0], machine, a);
+ a[0] = FABSF(a[0]);
+ result[0] = result[1] = result[2] = result[3] = INV_SQRTF(a[0]);
+ store_vector4(inst, machine, result);
+ if (DEBUG_PROG) {
+ printf("RSQ %g = 1/sqrt(|%g|)\n", result[0], a[0]);
+ }
+ }
+ break;
+ case OPCODE_SCS: /* sine and cos */
+ {
+ GLfloat a[4], result[4];
+ fetch_vector1(&inst->SrcReg[0], machine, a);
+ result[0] = (GLfloat) _mesa_cos(a[0]);
+ result[1] = (GLfloat) _mesa_sin(a[0]);
+ result[2] = 0.0; /* undefined! */
+ result[3] = 0.0; /* undefined! */
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_SEQ: /* set on equal */
+ {
+ GLfloat a[4], b[4], result[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ fetch_vector4(&inst->SrcReg[1], machine, b);
+ result[0] = (a[0] == b[0]) ? 1.0F : 0.0F;
+ result[1] = (a[1] == b[1]) ? 1.0F : 0.0F;
+ result[2] = (a[2] == b[2]) ? 1.0F : 0.0F;
+ result[3] = (a[3] == b[3]) ? 1.0F : 0.0F;
+ store_vector4(inst, machine, result);
+ if (DEBUG_PROG) {
+ printf("SEQ (%g %g %g %g) = (%g %g %g %g) == (%g %g %g %g)\n",
+ result[0], result[1], result[2], result[3],
+ a[0], a[1], a[2], a[3],
+ b[0], b[1], b[2], b[3]);
+ }
+ }
+ break;
+ case OPCODE_SFL: /* set false, operands ignored */
+ {
+ static const GLfloat result[4] = { 0.0F, 0.0F, 0.0F, 0.0F };
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_SGE: /* set on greater or equal */
+ {
+ GLfloat a[4], b[4], result[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ fetch_vector4(&inst->SrcReg[1], machine, b);
+ result[0] = (a[0] >= b[0]) ? 1.0F : 0.0F;
+ result[1] = (a[1] >= b[1]) ? 1.0F : 0.0F;
+ result[2] = (a[2] >= b[2]) ? 1.0F : 0.0F;
+ result[3] = (a[3] >= b[3]) ? 1.0F : 0.0F;
+ store_vector4(inst, machine, result);
+ if (DEBUG_PROG) {
+ printf("SGE (%g %g %g %g) = (%g %g %g %g) >= (%g %g %g %g)\n",
+ result[0], result[1], result[2], result[3],
+ a[0], a[1], a[2], a[3],
+ b[0], b[1], b[2], b[3]);
+ }
+ }
+ break;
+ case OPCODE_SGT: /* set on greater */
+ {
+ GLfloat a[4], b[4], result[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ fetch_vector4(&inst->SrcReg[1], machine, b);
+ result[0] = (a[0] > b[0]) ? 1.0F : 0.0F;
+ result[1] = (a[1] > b[1]) ? 1.0F : 0.0F;
+ result[2] = (a[2] > b[2]) ? 1.0F : 0.0F;
+ result[3] = (a[3] > b[3]) ? 1.0F : 0.0F;
+ store_vector4(inst, machine, result);
+ if (DEBUG_PROG) {
+ printf("SGT (%g %g %g %g) = (%g %g %g %g) > (%g %g %g %g)\n",
+ result[0], result[1], result[2], result[3],
+ a[0], a[1], a[2], a[3],
+ b[0], b[1], b[2], b[3]);
+ }
+ }
+ break;
+ case OPCODE_SIN:
+ {
+ GLfloat a[4], result[4];
+ fetch_vector1(&inst->SrcReg[0], machine, a);
+ result[0] = result[1] = result[2] = result[3]
+ = (GLfloat) _mesa_sin(a[0]);
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_SLE: /* set on less or equal */
+ {
+ GLfloat a[4], b[4], result[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ fetch_vector4(&inst->SrcReg[1], machine, b);
+ result[0] = (a[0] <= b[0]) ? 1.0F : 0.0F;
+ result[1] = (a[1] <= b[1]) ? 1.0F : 0.0F;
+ result[2] = (a[2] <= b[2]) ? 1.0F : 0.0F;
+ result[3] = (a[3] <= b[3]) ? 1.0F : 0.0F;
+ store_vector4(inst, machine, result);
+ if (DEBUG_PROG) {
+ printf("SLE (%g %g %g %g) = (%g %g %g %g) <= (%g %g %g %g)\n",
+ result[0], result[1], result[2], result[3],
+ a[0], a[1], a[2], a[3],
+ b[0], b[1], b[2], b[3]);
+ }
+ }
+ break;
+ case OPCODE_SLT: /* set on less */
+ {
+ GLfloat a[4], b[4], result[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ fetch_vector4(&inst->SrcReg[1], machine, b);
+ result[0] = (a[0] < b[0]) ? 1.0F : 0.0F;
+ result[1] = (a[1] < b[1]) ? 1.0F : 0.0F;
+ result[2] = (a[2] < b[2]) ? 1.0F : 0.0F;
+ result[3] = (a[3] < b[3]) ? 1.0F : 0.0F;
+ store_vector4(inst, machine, result);
+ if (DEBUG_PROG) {
+ printf("SLT (%g %g %g %g) = (%g %g %g %g) < (%g %g %g %g)\n",
+ result[0], result[1], result[2], result[3],
+ a[0], a[1], a[2], a[3],
+ b[0], b[1], b[2], b[3]);
+ }
+ }
+ break;
+ case OPCODE_SNE: /* set on not equal */
+ {
+ GLfloat a[4], b[4], result[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ fetch_vector4(&inst->SrcReg[1], machine, b);
+ result[0] = (a[0] != b[0]) ? 1.0F : 0.0F;
+ result[1] = (a[1] != b[1]) ? 1.0F : 0.0F;
+ result[2] = (a[2] != b[2]) ? 1.0F : 0.0F;
+ result[3] = (a[3] != b[3]) ? 1.0F : 0.0F;
+ store_vector4(inst, machine, result);
+ if (DEBUG_PROG) {
+ printf("SNE (%g %g %g %g) = (%g %g %g %g) != (%g %g %g %g)\n",
+ result[0], result[1], result[2], result[3],
+ a[0], a[1], a[2], a[3],
+ b[0], b[1], b[2], b[3]);
+ }
+ }
+ break;
+ case OPCODE_STR: /* set true, operands ignored */
+ {
+ static const GLfloat result[4] = { 1.0F, 1.0F, 1.0F, 1.0F };
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_SUB:
+ {
+ GLfloat a[4], b[4], result[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ fetch_vector4(&inst->SrcReg[1], machine, b);
+ result[0] = a[0] - b[0];
+ result[1] = a[1] - b[1];
+ result[2] = a[2] - b[2];
+ result[3] = a[3] - b[3];
+ store_vector4(inst, machine, result);
+ if (DEBUG_PROG) {
+ printf("SUB (%g %g %g %g) = (%g %g %g %g) - (%g %g %g %g)\n",
+ result[0], result[1], result[2], result[3],
+ a[0], a[1], a[2], a[3], b[0], b[1], b[2], b[3]);
+ }
+ }
+ break;
+ case OPCODE_SWZ: /* extended swizzle */
+ {
+ const struct prog_src_register *source = &inst->SrcReg[0];
+ const GLfloat *src = get_register_pointer(source, machine);
+ GLfloat result[4];
+ GLuint i;
+ for (i = 0; i < 4; i++) {
+ const GLuint swz = GET_SWZ(source->Swizzle, i);
+ if (swz == SWIZZLE_ZERO)
+ result[i] = 0.0;
+ else if (swz == SWIZZLE_ONE)
+ result[i] = 1.0;
+ else {
+ ASSERT(swz >= 0);
+ ASSERT(swz <= 3);
+ result[i] = src[swz];
+ }
+ if (source->NegateBase & (1 << i))
+ result[i] = -result[i];
+ }
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_TEX: /* Both ARB and NV frag prog */
+ /* Texel lookup */
+ {
+ /* Note: only use the precomputed lambda value when we're
+ * sampling texture unit [K] with texcoord[K].
+ * Otherwise, the lambda value may have no relation to the
+ * instruction's texcoord or texture image. Using the wrong
+ * lambda is usually bad news.
+ * The rest of the time, just use zero (until we get a more
+ * sophisticated way of computing lambda).
+ */
+ GLfloat coord[4], color[4], lambda;
+#if 0
+ if (inst->SrcReg[0].File == PROGRAM_INPUT &&
+ inst->SrcReg[0].Index == FRAG_ATTRIB_TEX0 + inst->TexSrcUnit)
+ lambda = span->array->lambda[inst->TexSrcUnit][column];
+ else
+#endif
+ lambda = 0.0;
+ fetch_vector4(&inst->SrcReg[0], machine, coord);
+ machine->FetchTexelLod(ctx, coord, lambda, inst->TexSrcUnit,
+ color);
+ if (DEBUG_PROG) {
+ printf("TEX (%g, %g, %g, %g) = texture[%d][%g, %g, %g, %g], "
+ "lod %f\n",
+ color[0], color[1], color[2], color[3],
+ inst->TexSrcUnit,
+ coord[0], coord[1], coord[2], coord[3], lambda);
+ }
+ store_vector4(inst, machine, color);
+ }
+ break;
+ case OPCODE_TXB: /* GL_ARB_fragment_program only */
+ /* Texel lookup with LOD bias */
+ {
+ const struct gl_texture_unit *texUnit
+ = &ctx->Texture.Unit[inst->TexSrcUnit];
+ GLfloat coord[4], color[4], lambda, bias;
+#if 0
+ if (inst->SrcReg[0].File == PROGRAM_INPUT &&
+ inst->SrcReg[0].Index == FRAG_ATTRIB_TEX0 + inst->TexSrcUnit)
+ lambda = span->array->lambda[inst->TexSrcUnit][column];
+ else
+#endif
+ lambda = 0.0;
+ fetch_vector4(&inst->SrcReg[0], machine, coord);
+ /* coord[3] is the bias to add to lambda */
+ bias = texUnit->LodBias + coord[3];
+ if (texUnit->_Current)
+ bias += texUnit->_Current->LodBias;
+ machine->FetchTexelLod(ctx, coord, lambda + bias,
+ inst->TexSrcUnit, color);
+ store_vector4(inst, machine, color);
+ }
+ break;
+ case OPCODE_TXD: /* GL_NV_fragment_program only */
+ /* Texture lookup w/ partial derivatives for LOD */
+ {
+ GLfloat texcoord[4], dtdx[4], dtdy[4], color[4];
+ fetch_vector4(&inst->SrcReg[0], machine, texcoord);
+ fetch_vector4(&inst->SrcReg[1], machine, dtdx);
+ fetch_vector4(&inst->SrcReg[2], machine, dtdy);
+ machine->FetchTexelDeriv(ctx, texcoord, dtdx, dtdy,
+ inst->TexSrcUnit, color);
+ store_vector4(inst, machine, color);
+ }
+ break;
+ case OPCODE_TXP: /* GL_ARB_fragment_program only */
+ /* Texture lookup w/ projective divide */
+ {
+ GLfloat texcoord[4], color[4], lambda;
+#if 0
+ if (inst->SrcReg[0].File == PROGRAM_INPUT &&
+ inst->SrcReg[0].Index == FRAG_ATTRIB_TEX0 + inst->TexSrcUnit)
+ lambda = span->array->lambda[inst->TexSrcUnit][column];
+ else
+#endif
+ lambda = 0.0;
+ fetch_vector4(&inst->SrcReg[0], machine, texcoord);
+ /* Not so sure about this test - if texcoord[3] is
+ * zero, we'd probably be fine except for an ASSERT in
+ * IROUND_POS() which gets triggered by the inf values created.
+ */
+ if (texcoord[3] != 0.0) {
+ texcoord[0] /= texcoord[3];
+ texcoord[1] /= texcoord[3];
+ texcoord[2] /= texcoord[3];
+ }
+ machine->FetchTexelLod(ctx, texcoord, lambda,
+ inst->TexSrcUnit, color);
+ store_vector4(inst, machine, color);
+ }
+ break;
+ case OPCODE_TXP_NV: /* GL_NV_fragment_program only */
+ /* Texture lookup w/ projective divide */
+ {
+ GLfloat texcoord[4], color[4], lambda;
+#if 0
+ if (inst->SrcReg[0].File == PROGRAM_INPUT &&
+ inst->SrcReg[0].Index == FRAG_ATTRIB_TEX0 + inst->TexSrcUnit)
+ lambda = span->array->lambda[inst->TexSrcUnit][column];
+ else
+#endif
+ lambda = 0.0;
+ fetch_vector4(&inst->SrcReg[0], machine, texcoord);
+ if (inst->TexSrcTarget != TEXTURE_CUBE_INDEX &&
+ texcoord[3] != 0.0) {
+ texcoord[0] /= texcoord[3];
+ texcoord[1] /= texcoord[3];
+ texcoord[2] /= texcoord[3];
+ }
+ machine->FetchTexelLod(ctx, texcoord, lambda,
+ inst->TexSrcUnit, color);
+ store_vector4(inst, machine, color);
+ }
+ break;
+ case OPCODE_UP2H: /* unpack two 16-bit floats */
+ {
+ GLfloat a[4], result[4];
+ const GLuint *rawBits = (const GLuint *) a;
+ GLhalfNV hx, hy;
+ fetch_vector1(&inst->SrcReg[0], machine, a);
+ hx = rawBits[0] & 0xffff;
+ hy = rawBits[0] >> 16;
+ result[0] = result[2] = _mesa_half_to_float(hx);
+ result[1] = result[3] = _mesa_half_to_float(hy);
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_UP2US: /* unpack two GLushorts */
+ {
+ GLfloat a[4], result[4];
+ const GLuint *rawBits = (const GLuint *) a;
+ GLushort usx, usy;
+ fetch_vector1(&inst->SrcReg[0], machine, a);
+ usx = rawBits[0] & 0xffff;
+ usy = rawBits[0] >> 16;
+ result[0] = result[2] = usx * (1.0f / 65535.0f);
+ result[1] = result[3] = usy * (1.0f / 65535.0f);
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_UP4B: /* unpack four GLbytes */
+ {
+ GLfloat a[4], result[4];
+ const GLuint *rawBits = (const GLuint *) a;
+ fetch_vector1(&inst->SrcReg[0], machine, a);
+ result[0] = (((rawBits[0] >> 0) & 0xff) - 128) / 127.0F;
+ result[1] = (((rawBits[0] >> 8) & 0xff) - 128) / 127.0F;
+ result[2] = (((rawBits[0] >> 16) & 0xff) - 128) / 127.0F;
+ result[3] = (((rawBits[0] >> 24) & 0xff) - 128) / 127.0F;
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_UP4UB: /* unpack four GLubytes */
+ {
+ GLfloat a[4], result[4];
+ const GLuint *rawBits = (const GLuint *) a;
+ fetch_vector1(&inst->SrcReg[0], machine, a);
+ result[0] = ((rawBits[0] >> 0) & 0xff) / 255.0F;
+ result[1] = ((rawBits[0] >> 8) & 0xff) / 255.0F;
+ result[2] = ((rawBits[0] >> 16) & 0xff) / 255.0F;
+ result[3] = ((rawBits[0] >> 24) & 0xff) / 255.0F;
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_XPD: /* cross product */
+ {
+ GLfloat a[4], b[4], result[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ fetch_vector4(&inst->SrcReg[1], machine, b);
+ result[0] = a[1] * b[2] - a[2] * b[1];
+ result[1] = a[2] * b[0] - a[0] * b[2];
+ result[2] = a[0] * b[1] - a[1] * b[0];
+ result[3] = 1.0;
+ store_vector4(inst, machine, result);
+ if (DEBUG_PROG) {
+ printf("XPD (%g %g %g %g) = (%g %g %g) X (%g %g %g)\n",
+ result[0], result[1], result[2], result[3],
+ a[0], a[1], a[2], b[0], b[1], b[2]);
+ }
+ }
+ break;
+ case OPCODE_X2D: /* 2-D matrix transform */
+ {
+ GLfloat a[4], b[4], c[4], result[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ fetch_vector4(&inst->SrcReg[1], machine, b);
+ fetch_vector4(&inst->SrcReg[2], machine, c);
+ result[0] = a[0] + b[0] * c[0] + b[1] * c[1];
+ result[1] = a[1] + b[0] * c[2] + b[1] * c[3];
+ result[2] = a[2] + b[0] * c[0] + b[1] * c[1];
+ result[3] = a[3] + b[0] * c[2] + b[1] * c[3];
+ store_vector4(inst, machine, result);
+ }
+ break;
+ case OPCODE_PRINT:
+ {
+ if (inst->SrcReg[0].File != -1) {
+ GLfloat a[4];
+ fetch_vector4(&inst->SrcReg[0], machine, a);
+ _mesa_printf("%s%g, %g, %g, %g\n", (const char *) inst->Data,
+ a[0], a[1], a[2], a[3]);
+ }
+ else {
+ _mesa_printf("%s\n", (const char *) inst->Data);
+ }
+ }
+ break;
+ case OPCODE_END:
+ return GL_TRUE;
+ default:
+ _mesa_problem(ctx, "Bad opcode %d in _mesa_exec_fragment_program",
+ inst->Opcode);
+ return GL_TRUE; /* return value doesn't matter */
+
+ }
+
+ numExec++;
+ if (numExec > maxExec) {
+ _mesa_problem(ctx, "Infinite loop detected in fragment program");
+ return GL_TRUE;
+ }
+
+ } /* for pc */
+
+#if FEATURE_MESA_program_debug
+ CurrentMachine = NULL;
+#endif
+
+ return GL_TRUE;
+}