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-rw-r--r--src/mesa/shader/slang/slang_builtin.c937
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diff --git a/src/mesa/shader/slang/slang_builtin.c b/src/mesa/shader/slang/slang_builtin.c
deleted file mode 100644
index b7bf4e06dc8..00000000000
--- a/src/mesa/shader/slang/slang_builtin.c
+++ /dev/null
@@ -1,937 +0,0 @@
-/*
- * Mesa 3-D graphics library
- * Version: 7.3
- *
- * Copyright (C) 2005-2007 Brian Paul All Rights Reserved.
- * Copyright (C) 2008 VMware, Inc. 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 slang_builtin.c
- * Resolve built-in uniform vars.
- * \author Brian Paul
- */
-
-#include "main/imports.h"
-#include "main/mtypes.h"
-#include "shader/program.h"
-#include "shader/prog_instruction.h"
-#include "shader/prog_parameter.h"
-#include "shader/prog_statevars.h"
-#include "shader/slang/slang_ir.h"
-#include "shader/slang/slang_builtin.h"
-
-
-/** special state token (see below) */
-#define STATE_ARRAY ((gl_state_index) 0xfffff)
-
-
-/**
- * Lookup GL state given a variable name, 0, 1 or 2 indexes and a field.
- * Allocate room for the state in the given param list and return position
- * in the list.
- * Yes, this is kind of ugly, but it works.
- */
-static GLint
-lookup_statevar(const char *var, GLint index1, GLint index2, const char *field,
- GLuint *swizzleOut,
- struct gl_program_parameter_list *paramList)
-{
- /*
- * 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;
- gl_state_index matrix;
- gl_state_index 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 },
-
- { NULL, 0, 0 }
- };
- gl_state_index tokens[STATE_LENGTH];
- GLuint i;
- GLboolean isMatrix = GL_FALSE;
-
- for (i = 0; i < STATE_LENGTH; i++) {
- tokens[i] = 0;
- }
- *swizzleOut = SWIZZLE_NOOP;
-
- /* first, look if var is a pre-defined matrix */
- for (i = 0; matrices[i].name; i++) {
- if (strcmp(var, matrices[i].name) == 0) {
- tokens[0] = matrices[i].matrix;
- /* tokens[1], [2] and [3] filled below */
- tokens[4] = matrices[i].modifier;
- isMatrix = GL_TRUE;
- break;
- }
- }
-
- if (isMatrix) {
- if (tokens[0] == STATE_TEXTURE_MATRIX) {
- /* texture_matrix[index1][index2] */
- tokens[1] = index1 >= 0 ? index1 : 0; /* which texture matrix */
- index1 = index2; /* move matrix row value to index1 */
- }
- if (index1 < 0) {
- /* index1 is unused: prevent extra addition at end of function */
- index1 = 0;
- }
- }
- else if (strcmp(var, "gl_DepthRange") == 0) {
- tokens[0] = STATE_DEPTH_RANGE;
- assert(field);
- if (strcmp(field, "near") == 0) {
- *swizzleOut = SWIZZLE_XXXX;
- }
- else if (strcmp(field, "far") == 0) {
- *swizzleOut = SWIZZLE_YYYY;
- }
- else if (strcmp(field, "diff") == 0) {
- *swizzleOut = SWIZZLE_ZZZZ;
- }
- else {
- return -1;
- }
- }
- else if (strcmp(var, "gl_ClipPlane") == 0) {
- if (index1 < 0)
- return -1;
- tokens[0] = STATE_CLIPPLANE;
- tokens[1] = index1;
- }
- else if (strcmp(var, "gl_Point") == 0) {
- assert(field);
- if (strcmp(field, "size") == 0) {
- tokens[0] = STATE_POINT_SIZE;
- *swizzleOut = SWIZZLE_XXXX;
- }
- else if (strcmp(field, "sizeMin") == 0) {
- tokens[0] = STATE_POINT_SIZE;
- *swizzleOut = SWIZZLE_YYYY;
- }
- else if (strcmp(field, "sizeMax") == 0) {
- tokens[0] = STATE_POINT_SIZE;
- *swizzleOut = SWIZZLE_ZZZZ;
- }
- else if (strcmp(field, "fadeThresholdSize") == 0) {
- tokens[0] = STATE_POINT_SIZE;
- *swizzleOut = SWIZZLE_WWWW;
- }
- else if (strcmp(field, "distanceConstantAttenuation") == 0) {
- tokens[0] = STATE_POINT_ATTENUATION;
- *swizzleOut = SWIZZLE_XXXX;
- }
- else if (strcmp(field, "distanceLinearAttenuation") == 0) {
- tokens[0] = STATE_POINT_ATTENUATION;
- *swizzleOut = SWIZZLE_YYYY;
- }
- else if (strcmp(field, "distanceQuadraticAttenuation") == 0) {
- tokens[0] = STATE_POINT_ATTENUATION;
- *swizzleOut = SWIZZLE_ZZZZ;
- }
- else {
- return -1;
- }
- }
- else if (strcmp(var, "gl_FrontMaterial") == 0 ||
- strcmp(var, "gl_BackMaterial") == 0) {
- tokens[0] = STATE_MATERIAL;
- if (strcmp(var, "gl_FrontMaterial") == 0)
- tokens[1] = 0;
- else
- tokens[1] = 1;
- assert(field);
- if (strcmp(field, "emission") == 0) {
- tokens[2] = STATE_EMISSION;
- }
- else if (strcmp(field, "ambient") == 0) {
- tokens[2] = STATE_AMBIENT;
- }
- else if (strcmp(field, "diffuse") == 0) {
- tokens[2] = STATE_DIFFUSE;
- }
- else if (strcmp(field, "specular") == 0) {
- tokens[2] = STATE_SPECULAR;
- }
- else if (strcmp(field, "shininess") == 0) {
- tokens[2] = STATE_SHININESS;
- *swizzleOut = SWIZZLE_XXXX;
- }
- else {
- return -1;
- }
- }
- else if (strcmp(var, "gl_LightSource") == 0) {
- if (!field || index1 < 0)
- return -1;
-
- tokens[0] = STATE_LIGHT;
- tokens[1] = index1;
-
- if (strcmp(field, "ambient") == 0) {
- tokens[2] = STATE_AMBIENT;
- }
- else if (strcmp(field, "diffuse") == 0) {
- tokens[2] = STATE_DIFFUSE;
- }
- else if (strcmp(field, "specular") == 0) {
- tokens[2] = STATE_SPECULAR;
- }
- else if (strcmp(field, "position") == 0) {
- tokens[2] = STATE_POSITION;
- }
- else if (strcmp(field, "halfVector") == 0) {
- tokens[2] = STATE_HALF_VECTOR;
- }
- else if (strcmp(field, "spotDirection") == 0) {
- tokens[2] = STATE_SPOT_DIRECTION;
- }
- else if (strcmp(field, "spotCosCutoff") == 0) {
- tokens[2] = STATE_SPOT_DIRECTION;
- *swizzleOut = SWIZZLE_WWWW;
- }
- else if (strcmp(field, "spotCutoff") == 0) {
- tokens[2] = STATE_SPOT_CUTOFF;
- *swizzleOut = SWIZZLE_XXXX;
- }
- else if (strcmp(field, "spotExponent") == 0) {
- tokens[2] = STATE_ATTENUATION;
- *swizzleOut = SWIZZLE_WWWW;
- }
- else if (strcmp(field, "constantAttenuation") == 0) {
- tokens[2] = STATE_ATTENUATION;
- *swizzleOut = SWIZZLE_XXXX;
- }
- else if (strcmp(field, "linearAttenuation") == 0) {
- tokens[2] = STATE_ATTENUATION;
- *swizzleOut = SWIZZLE_YYYY;
- }
- else if (strcmp(field, "quadraticAttenuation") == 0) {
- tokens[2] = STATE_ATTENUATION;
- *swizzleOut = SWIZZLE_ZZZZ;
- }
- else {
- return -1;
- }
- }
- else if (strcmp(var, "gl_LightModel") == 0) {
- if (strcmp(field, "ambient") == 0) {
- tokens[0] = STATE_LIGHTMODEL_AMBIENT;
- }
- else {
- return -1;
- }
- }
- else if (strcmp(var, "gl_FrontLightModelProduct") == 0) {
- if (strcmp(field, "sceneColor") == 0) {
- tokens[0] = STATE_LIGHTMODEL_SCENECOLOR;
- tokens[1] = 0;
- }
- else {
- return -1;
- }
- }
- else if (strcmp(var, "gl_BackLightModelProduct") == 0) {
- if (strcmp(field, "sceneColor") == 0) {
- tokens[0] = STATE_LIGHTMODEL_SCENECOLOR;
- tokens[1] = 1;
- }
- else {
- return -1;
- }
- }
- else if (strcmp(var, "gl_FrontLightProduct") == 0 ||
- strcmp(var, "gl_BackLightProduct") == 0) {
- if (index1 < 0 || !field)
- return -1;
-
- tokens[0] = STATE_LIGHTPROD;
- tokens[1] = index1; /* light number */
- if (strcmp(var, "gl_FrontLightProduct") == 0) {
- tokens[2] = 0; /* front */
- }
- else {
- tokens[2] = 1; /* back */
- }
- if (strcmp(field, "ambient") == 0) {
- tokens[3] = STATE_AMBIENT;
- }
- else if (strcmp(field, "diffuse") == 0) {
- tokens[3] = STATE_DIFFUSE;
- }
- else if (strcmp(field, "specular") == 0) {
- tokens[3] = STATE_SPECULAR;
- }
- else {
- return -1;
- }
- }
- else if (strcmp(var, "gl_TextureEnvColor") == 0) {
- if (index1 < 0)
- return -1;
- tokens[0] = STATE_TEXENV_COLOR;
- tokens[1] = index1;
- }
- else if (strcmp(var, "gl_EyePlaneS") == 0) {
- if (index1 < 0)
- return -1;
- tokens[0] = STATE_TEXGEN;
- tokens[1] = index1; /* tex unit */
- tokens[2] = STATE_TEXGEN_EYE_S;
- }
- else if (strcmp(var, "gl_EyePlaneT") == 0) {
- if (index1 < 0)
- return -1;
- tokens[0] = STATE_TEXGEN;
- tokens[1] = index1; /* tex unit */
- tokens[2] = STATE_TEXGEN_EYE_T;
- }
- else if (strcmp(var, "gl_EyePlaneR") == 0) {
- if (index1 < 0)
- return -1;
- tokens[0] = STATE_TEXGEN;
- tokens[1] = index1; /* tex unit */
- tokens[2] = STATE_TEXGEN_EYE_R;
- }
- else if (strcmp(var, "gl_EyePlaneQ") == 0) {
- if (index1 < 0)
- return -1;
- tokens[0] = STATE_TEXGEN;
- tokens[1] = index1; /* tex unit */
- tokens[2] = STATE_TEXGEN_EYE_Q;
- }
- else if (strcmp(var, "gl_ObjectPlaneS") == 0) {
- if (index1 < 0)
- return -1;
- tokens[0] = STATE_TEXGEN;
- tokens[1] = index1; /* tex unit */
- tokens[2] = STATE_TEXGEN_OBJECT_S;
- }
- else if (strcmp(var, "gl_ObjectPlaneT") == 0) {
- if (index1 < 0)
- return -1;
- tokens[0] = STATE_TEXGEN;
- tokens[1] = index1; /* tex unit */
- tokens[2] = STATE_TEXGEN_OBJECT_T;
- }
- else if (strcmp(var, "gl_ObjectPlaneR") == 0) {
- if (index1 < 0)
- return -1;
- tokens[0] = STATE_TEXGEN;
- tokens[1] = index1; /* tex unit */
- tokens[2] = STATE_TEXGEN_OBJECT_R;
- }
- else if (strcmp(var, "gl_ObjectPlaneQ") == 0) {
- if (index1 < 0)
- return -1;
- tokens[0] = STATE_TEXGEN;
- tokens[1] = index1; /* tex unit */
- tokens[2] = STATE_TEXGEN_OBJECT_Q;
- }
- else if (strcmp(var, "gl_Fog") == 0) {
- if (strcmp(field, "color") == 0) {
- tokens[0] = STATE_FOG_COLOR;
- }
- else if (strcmp(field, "density") == 0) {
- tokens[0] = STATE_FOG_PARAMS;
- *swizzleOut = SWIZZLE_XXXX;
- }
- else if (strcmp(field, "start") == 0) {
- tokens[0] = STATE_FOG_PARAMS;
- *swizzleOut = SWIZZLE_YYYY;
- }
- else if (strcmp(field, "end") == 0) {
- tokens[0] = STATE_FOG_PARAMS;
- *swizzleOut = SWIZZLE_ZZZZ;
- }
- else if (strcmp(field, "scale") == 0) {
- tokens[0] = STATE_FOG_PARAMS;
- *swizzleOut = SWIZZLE_WWWW;
- }
- else {
- return -1;
- }
- }
- else {
- return -1;
- }
-
- if (isMatrix) {
- /* load all four columns of matrix */
- GLint pos[4];
- GLuint j;
- for (j = 0; j < 4; j++) {
- tokens[2] = tokens[3] = j; /* jth row of matrix */
- pos[j] = _mesa_add_state_reference(paramList, tokens);
- assert(pos[j] >= 0);
- ASSERT(pos[j] >= 0);
- }
- return pos[0] + index1;
- }
- else {
- /* allocate a single register */
- GLint pos = _mesa_add_state_reference(paramList, tokens);
- ASSERT(pos >= 0);
- return pos;
- }
-}
-
-
-
-/**
- * Given a variable name and datatype, emit uniform/constant buffer
- * entries which will store that state variable.
- * For example, if name="gl_LightSource" we'll emit 64 state variable
- * vectors/references and return position where that data starts. This will
- * allow run-time array indexing into the light source array.
- *
- * Note that this is a recursive function.
- *
- * \return -1 if error, else index of start of data in the program parameter list
- */
-static GLint
-emit_statevars(const char *name, int array_len,
- const slang_type_specifier *type,
- gl_state_index tokens[STATE_LENGTH],
- struct gl_program_parameter_list *paramList)
-{
- if (type->type == SLANG_SPEC_ARRAY) {
- GLint i, pos = -1;
- assert(array_len > 0);
- if (strcmp(name, "gl_ClipPlane") == 0) {
- tokens[0] = STATE_CLIPPLANE;
- }
- else if (strcmp(name, "gl_LightSource") == 0) {
- tokens[0] = STATE_LIGHT;
- }
- else if (strcmp(name, "gl_FrontLightProduct") == 0) {
- tokens[0] = STATE_LIGHTPROD;
- tokens[2] = 0; /* front */
- }
- else if (strcmp(name, "gl_BackLightProduct") == 0) {
- tokens[0] = STATE_LIGHTPROD;
- tokens[2] = 1; /* back */
- }
- else if (strcmp(name, "gl_TextureEnvColor") == 0) {
- tokens[0] = STATE_TEXENV_COLOR;
- }
- else if (strcmp(name, "gl_EyePlaneS") == 0) {
- tokens[0] = STATE_TEXGEN;
- tokens[2] = STATE_TEXGEN_EYE_S;
- }
- else if (strcmp(name, "gl_EyePlaneT") == 0) {
- tokens[0] = STATE_TEXGEN;
- tokens[2] = STATE_TEXGEN_EYE_T;
- }
- else if (strcmp(name, "gl_EyePlaneR") == 0) {
- tokens[0] = STATE_TEXGEN;
- tokens[2] = STATE_TEXGEN_EYE_R;
- }
- else if (strcmp(name, "gl_EyePlaneQ") == 0) {
- tokens[0] = STATE_TEXGEN;
- tokens[2] = STATE_TEXGEN_EYE_Q;
- }
- else if (strcmp(name, "gl_ObjectPlaneS") == 0) {
- tokens[0] = STATE_TEXGEN;
- tokens[2] = STATE_TEXGEN_OBJECT_S;
- }
- else if (strcmp(name, "gl_ObjectPlaneT") == 0) {
- tokens[0] = STATE_TEXGEN;
- tokens[2] = STATE_TEXGEN_OBJECT_T;
- }
- else if (strcmp(name, "gl_ObjectPlaneR") == 0) {
- tokens[0] = STATE_TEXGEN;
- tokens[2] = STATE_TEXGEN_OBJECT_R;
- }
- else if (strcmp(name, "gl_ObjectPlaneQ") == 0) {
- tokens[0] = STATE_TEXGEN;
- tokens[2] = STATE_TEXGEN_OBJECT_Q;
- }
- else {
- return -1; /* invalid array name */
- }
- for (i = 0; i < array_len; i++) {
- GLint p;
- tokens[1] = i;
- p = emit_statevars(NULL, 0, type->_array, tokens, paramList);
- if (i == 0)
- pos = p;
- }
- return pos;
- }
- else if (type->type == SLANG_SPEC_STRUCT) {
- const slang_variable_scope *fields = type->_struct->fields;
- GLuint i, pos = 0;
- for (i = 0; i < fields->num_variables; i++) {
- const slang_variable *var = fields->variables[i];
- GLint p = emit_statevars(var->a_name, 0, &var->type.specifier,
- tokens, paramList);
- if (i == 0)
- pos = p;
- }
- return pos;
- }
- else {
- GLint pos;
- assert(type->type == SLANG_SPEC_VEC4 ||
- type->type == SLANG_SPEC_VEC3 ||
- type->type == SLANG_SPEC_VEC2 ||
- type->type == SLANG_SPEC_FLOAT ||
- type->type == SLANG_SPEC_IVEC4 ||
- type->type == SLANG_SPEC_IVEC3 ||
- type->type == SLANG_SPEC_IVEC2 ||
- type->type == SLANG_SPEC_INT);
- if (name) {
- GLint t;
-
- if (tokens[0] == STATE_LIGHT)
- t = 2;
- else if (tokens[0] == STATE_LIGHTPROD)
- t = 3;
- else
- return -1; /* invalid array name */
-
- if (strcmp(name, "ambient") == 0) {
- tokens[t] = STATE_AMBIENT;
- }
- else if (strcmp(name, "diffuse") == 0) {
- tokens[t] = STATE_DIFFUSE;
- }
- else if (strcmp(name, "specular") == 0) {
- tokens[t] = STATE_SPECULAR;
- }
- else if (strcmp(name, "position") == 0) {
- tokens[t] = STATE_POSITION;
- }
- else if (strcmp(name, "halfVector") == 0) {
- tokens[t] = STATE_HALF_VECTOR;
- }
- else if (strcmp(name, "spotDirection") == 0) {
- tokens[t] = STATE_SPOT_DIRECTION; /* xyz components */
- }
- else if (strcmp(name, "spotCosCutoff") == 0) {
- tokens[t] = STATE_SPOT_DIRECTION; /* w component */
- }
-
- else if (strcmp(name, "constantAttenuation") == 0) {
- tokens[t] = STATE_ATTENUATION; /* x component */
- }
- else if (strcmp(name, "linearAttenuation") == 0) {
- tokens[t] = STATE_ATTENUATION; /* y component */
- }
- else if (strcmp(name, "quadraticAttenuation") == 0) {
- tokens[t] = STATE_ATTENUATION; /* z component */
- }
- else if (strcmp(name, "spotExponent") == 0) {
- tokens[t] = STATE_ATTENUATION; /* w = spot exponent */
- }
-
- else if (strcmp(name, "spotCutoff") == 0) {
- tokens[t] = STATE_SPOT_CUTOFF; /* x component */
- }
-
- else {
- return -1; /* invalid field name */
- }
- }
-
- pos = _mesa_add_state_reference(paramList, tokens);
- return pos;
- }
-
- return 1;
-}
-
-
-/**
- * Unroll the named built-in uniform variable into a sequence of state
- * vars in the given parameter list.
- */
-static GLint
-alloc_state_var_array(const slang_variable *var,
- struct gl_program_parameter_list *paramList)
-{
- gl_state_index tokens[STATE_LENGTH];
- GLuint i;
- GLint pos;
-
- /* Initialize the state tokens array. This is very important.
- * When we call _mesa_add_state_reference() it'll searches the parameter
- * list to see if the given statevar token sequence is already present.
- * This is normally a good thing since it prevents redundant values in the
- * constant buffer.
- *
- * But when we're building arrays of state this can be bad. For example,
- * consider this fragment of GLSL code:
- * foo = gl_LightSource[3].diffuse;
- * ...
- * bar = gl_LightSource[i].diffuse;
- *
- * When we unroll the gl_LightSource array (for "bar") we want to re-emit
- * gl_LightSource[3].diffuse and not re-use the first instance (from "foo")
- * since that would upset the array layout. We handle this situation by
- * setting the last token in the state var token array to the special
- * value STATE_ARRAY.
- * This token will only be set for array state. We can hijack the last
- * element in the array for this since it's never used for light, clipplane
- * or texture env array state.
- */
- for (i = 0; i < STATE_LENGTH; i++)
- tokens[i] = 0;
- tokens[STATE_LENGTH - 1] = STATE_ARRAY;
-
- pos = emit_statevars(var->a_name, var->array_len, &var->type.specifier,
- tokens, paramList);
-
- return pos;
-}
-
-
-
-/**
- * Allocate storage for a pre-defined uniform (a GL state variable).
- * As a memory-saving optimization, we try to only allocate storage for
- * state vars that are actually used.
- *
- * Arrays such as gl_LightSource are handled specially. For an expression
- * like "gl_LightSource[2].diffuse", we can allocate a single uniform/constant
- * slot and return the index. In this case, we return direct=TRUE.
- *
- * Buf for something like "gl_LightSource[i].diffuse" we don't know the value
- * of 'i' at compile time so we need to "unroll" the gl_LightSource array
- * into a consecutive sequence of uniform/constant slots so it can be indexed
- * at runtime. In this case, we return direct=FALSE.
- *
- * Currently, all pre-defined uniforms are in one of these forms:
- * var
- * var[i]
- * var.field
- * var[i].field
- * var[i][j]
- *
- * \return -1 upon error, else position in paramList of the state variable/data
- */
-GLint
-_slang_alloc_statevar(slang_ir_node *n,
- struct gl_program_parameter_list *paramList,
- GLboolean *direct)
-{
- slang_ir_node *n0 = n;
- const char *field = NULL;
- GLint index1 = -1, index2 = -1;
- GLuint swizzle;
-
- *direct = GL_TRUE;
-
- if (n->Opcode == IR_FIELD) {
- field = n->Field;
- n = n->Children[0];
- }
-
- if (n->Opcode == IR_ELEMENT) {
- if (n->Children[1]->Opcode == IR_FLOAT) {
- index1 = (GLint) n->Children[1]->Value[0];
- }
- else {
- *direct = GL_FALSE;
- }
- n = n->Children[0];
- }
-
- if (n->Opcode == IR_ELEMENT) {
- /* XXX can only handle constant indexes for now */
- if (n->Children[1]->Opcode == IR_FLOAT) {
- /* two-dimensional array index: mat[i][j] */
- index2 = index1;
- index1 = (GLint) n->Children[1]->Value[0];
- }
- else {
- *direct = GL_FALSE;
- }
- n = n->Children[0];
- }
-
- assert(n->Opcode == IR_VAR);
-
- if (*direct) {
- const char *var = (const char *) n->Var->a_name;
- GLint pos =
- lookup_statevar(var, index1, index2, field, &swizzle, paramList);
- if (pos >= 0) {
- /* newly resolved storage for the statevar/constant/uniform */
- n0->Store->File = PROGRAM_STATE_VAR;
- n0->Store->Index = pos;
- n0->Store->Swizzle = swizzle;
- n0->Store->Parent = NULL;
- return pos;
- }
- }
-
- *direct = GL_FALSE;
- return alloc_state_var_array(n->Var, paramList);
-}
-
-
-
-
-#define SWIZZLE_ZWWW MAKE_SWIZZLE4(SWIZZLE_Z, SWIZZLE_W, SWIZZLE_W, SWIZZLE_W)
-
-
-/** Predefined shader inputs */
-struct input_info
-{
- const char *Name;
- GLuint Attrib;
- GLenum Type;
- GLuint Swizzle;
-};
-
-/** Predefined vertex shader inputs/attributes */
-static const struct input_info vertInputs[] = {
- { "gl_Vertex", VERT_ATTRIB_POS, GL_FLOAT_VEC4, SWIZZLE_NOOP },
- { "gl_Normal", VERT_ATTRIB_NORMAL, GL_FLOAT_VEC3, SWIZZLE_NOOP },
- { "gl_Color", VERT_ATTRIB_COLOR0, GL_FLOAT_VEC4, SWIZZLE_NOOP },
- { "gl_SecondaryColor", VERT_ATTRIB_COLOR1, GL_FLOAT_VEC4, SWIZZLE_NOOP },
- { "gl_FogCoord", VERT_ATTRIB_FOG, GL_FLOAT, SWIZZLE_XXXX },
- { "gl_MultiTexCoord0", VERT_ATTRIB_TEX0, GL_FLOAT_VEC4, SWIZZLE_NOOP },
- { "gl_MultiTexCoord1", VERT_ATTRIB_TEX1, GL_FLOAT_VEC4, SWIZZLE_NOOP },
- { "gl_MultiTexCoord2", VERT_ATTRIB_TEX2, GL_FLOAT_VEC4, SWIZZLE_NOOP },
- { "gl_MultiTexCoord3", VERT_ATTRIB_TEX3, GL_FLOAT_VEC4, SWIZZLE_NOOP },
- { "gl_MultiTexCoord4", VERT_ATTRIB_TEX4, GL_FLOAT_VEC4, SWIZZLE_NOOP },
- { "gl_MultiTexCoord5", VERT_ATTRIB_TEX5, GL_FLOAT_VEC4, SWIZZLE_NOOP },
- { "gl_MultiTexCoord6", VERT_ATTRIB_TEX6, GL_FLOAT_VEC4, SWIZZLE_NOOP },
- { "gl_MultiTexCoord7", VERT_ATTRIB_TEX7, GL_FLOAT_VEC4, SWIZZLE_NOOP },
- { NULL, 0, GL_NONE, SWIZZLE_NOOP }
-};
-
-/** Predefined fragment shader inputs */
-static const struct input_info fragInputs[] = {
- { "gl_FragCoord", FRAG_ATTRIB_WPOS, GL_FLOAT_VEC4, SWIZZLE_NOOP },
- { "gl_Color", FRAG_ATTRIB_COL0, GL_FLOAT_VEC4, SWIZZLE_NOOP },
- { "gl_SecondaryColor", FRAG_ATTRIB_COL1, GL_FLOAT_VEC4, SWIZZLE_NOOP },
- { "gl_TexCoord", FRAG_ATTRIB_TEX0, GL_FLOAT_VEC4, SWIZZLE_NOOP },
- { "gl_FogFragCoord", FRAG_ATTRIB_FOGC, GL_FLOAT, SWIZZLE_XXXX },
- { "gl_FrontFacing", FRAG_ATTRIB_FACE, GL_FLOAT, SWIZZLE_XXXX },
- { "gl_PointCoord", FRAG_ATTRIB_PNTC, GL_FLOAT_VEC2, SWIZZLE_XYZW },
- { NULL, 0, GL_NONE, SWIZZLE_NOOP }
-};
-
-
-/**
- * Return the VERT_ATTRIB_* or FRAG_ATTRIB_* value that corresponds to
- * a vertex or fragment program input variable. Return -1 if the input
- * name is invalid.
- * XXX return size too
- */
-GLint
-_slang_input_index(const char *name, GLenum target, GLuint *swizzleOut)
-{
- const struct input_info *inputs;
- GLuint i;
-
- switch (target) {
- case GL_VERTEX_PROGRAM_ARB:
- inputs = vertInputs;
- break;
- case GL_FRAGMENT_PROGRAM_ARB:
- inputs = fragInputs;
- break;
- /* XXX geom program */
- default:
- _mesa_problem(NULL, "bad target in _slang_input_index");
- return -1;
- }
-
- ASSERT(MAX_TEXTURE_COORD_UNITS == 8); /* if this fails, fix vertInputs above */
-
- for (i = 0; inputs[i].Name; i++) {
- if (strcmp(inputs[i].Name, name) == 0) {
- /* found */
- *swizzleOut = inputs[i].Swizzle;
- return inputs[i].Attrib;
- }
- }
- return -1;
-}
-
-
-/**
- * Return name of the given vertex attribute (VERT_ATTRIB_x).
- */
-const char *
-_slang_vert_attrib_name(GLuint attrib)
-{
- GLuint i;
- assert(attrib < VERT_ATTRIB_GENERIC0);
- for (i = 0; vertInputs[i].Name; i++) {
- if (vertInputs[i].Attrib == attrib)
- return vertInputs[i].Name;
- }
- return NULL;
-}
-
-
-/**
- * Return type (GL_FLOAT, GL_FLOAT_VEC2, etc) of the given vertex
- * attribute (VERT_ATTRIB_x).
- */
-GLenum
-_slang_vert_attrib_type(GLuint attrib)
-{
- GLuint i;
- assert(attrib < VERT_ATTRIB_GENERIC0);
- for (i = 0; vertInputs[i].Name; i++) {
- if (vertInputs[i].Attrib == attrib)
- return vertInputs[i].Type;
- }
- return GL_NONE;
-}
-
-
-
-
-
-/** Predefined shader output info */
-struct output_info
-{
- const char *Name;
- GLuint Attrib;
- GLenum Type;
-};
-
-/** Predefined vertex shader outputs */
-static const struct output_info vertOutputs[] = {
- { "gl_Position", VERT_RESULT_HPOS, GL_FLOAT_VEC4 },
- { "gl_FrontColor", VERT_RESULT_COL0, GL_FLOAT_VEC4 },
- { "gl_BackColor", VERT_RESULT_BFC0, GL_FLOAT_VEC4 },
- { "gl_FrontSecondaryColor", VERT_RESULT_COL1, GL_FLOAT_VEC4 },
- { "gl_BackSecondaryColor", VERT_RESULT_BFC1, GL_FLOAT_VEC4 },
- { "gl_TexCoord", VERT_RESULT_TEX0, GL_FLOAT_VEC4 },
- { "gl_FogFragCoord", VERT_RESULT_FOGC, GL_FLOAT },
- { "gl_PointSize", VERT_RESULT_PSIZ, GL_FLOAT },
- { NULL, 0, GL_NONE }
-};
-
-/** Predefined fragment shader outputs */
-static const struct output_info fragOutputs[] = {
- { "gl_FragColor", FRAG_RESULT_COLOR, GL_FLOAT_VEC4 },
- { "gl_FragDepth", FRAG_RESULT_DEPTH, GL_FLOAT },
- { "gl_FragData", FRAG_RESULT_DATA0, GL_FLOAT_VEC4 },
- { NULL, 0, GL_NONE }
-};
-
-
-/**
- * Return the VERT_RESULT_* or FRAG_RESULT_* value that corresponds to
- * a vertex or fragment program output variable. Return -1 for an invalid
- * output name.
- */
-GLint
-_slang_output_index(const char *name, GLenum target)
-{
- const struct output_info *outputs;
- GLuint i;
-
- switch (target) {
- case GL_VERTEX_PROGRAM_ARB:
- outputs = vertOutputs;
- break;
- case GL_FRAGMENT_PROGRAM_ARB:
- outputs = fragOutputs;
- break;
- /* XXX geom program */
- default:
- _mesa_problem(NULL, "bad target in _slang_output_index");
- return -1;
- }
-
- for (i = 0; outputs[i].Name; i++) {
- if (strcmp(outputs[i].Name, name) == 0) {
- /* found */
- return outputs[i].Attrib;
- }
- }
- return -1;
-}
-
-
-/**
- * Given a VERT_RESULT_x index, return the corresponding string name.
- */
-const char *
-_slang_vertex_output_name(gl_vert_result index)
-{
- if (index < Elements(vertOutputs))
- return vertOutputs[index].Name;
- else
- return NULL;
-}
-
-
-/**
- * Given a FRAG_RESULT_x index, return the corresponding string name.
- */
-const char *
-_slang_fragment_output_name(gl_frag_result index)
-{
- if (index < Elements(fragOutputs))
- return fragOutputs[index].Name;
- else
- return NULL;
-}
-
-
-/**
- * Given a VERT_RESULT_x index, return the corresponding varying
- * var's datatype.
- */
-GLenum
-_slang_vertex_output_type(gl_vert_result index)
-{
- if (index < Elements(vertOutputs))
- return vertOutputs[index].Type;
- else
- return GL_NONE;
-}