diff options
Diffstat (limited to 'src/mesa/shader/slang/slang_builtin.c')
-rw-r--r-- | src/mesa/shader/slang/slang_builtin.c | 232 |
1 files changed, 232 insertions, 0 deletions
diff --git a/src/mesa/shader/slang/slang_builtin.c b/src/mesa/shader/slang/slang_builtin.c new file mode 100644 index 00000000000..a92efa875b6 --- /dev/null +++ b/src/mesa/shader/slang/slang_builtin.c @@ -0,0 +1,232 @@ +/* + * Mesa 3-D graphics library + * Version: 6.5.3 + * + * Copyright (C) 2005-2007 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 slang_builtin.c + * Resolve built-in uniform vars. + * \author Brian Paul + */ + +#include "imports.h" +#include "macros.h" +#include "slang_builtin.h" +#include "slang_typeinfo.h" +#include "slang_codegen.h" +#include "slang_compile.h" +#include "slang_ir.h" +#include "mtypes.h" +#include "program.h" +#include "prog_instruction.h" +#include "prog_parameter.h" +#include "prog_statevars.h" +#include "slang_print.h" + + + +/** + * XXX we might consider moving much of this into the prog_statevars.c file + */ + + +/** + * Determine if 'name' is a state variable (pre-defined uniform). + * If so, create a new program parameter for it, and return the + * param's index. + * + * \param swizzleOut returns the swizzle needed to access 'float' values + * \return the state value's position in the parameter list, or -1 if error + */ +GLint +_slang_lookup_statevar(const char *name, GLint index, + struct gl_program_parameter_list *paramList, + GLuint *swizzleOut) +{ + struct state_info { + const char *Name; + const GLuint NumRows; /** for matrices */ + const GLuint Swizzle; + const GLint Indexes[STATE_LENGTH]; + }; + static const struct state_info state[] = { + { "gl_ModelViewMatrix", 4, SWIZZLE_NOOP, + { STATE_MATRIX, STATE_MODELVIEW, 0, 0, 0, 0 } }, + { "gl_NormalMatrix", 3, SWIZZLE_NOOP, + { STATE_MATRIX, STATE_MODELVIEW, 0, 0, 0, 0 } }, + { "gl_ProjectionMatrix", 4, SWIZZLE_NOOP, + { STATE_MATRIX, STATE_PROJECTION, 0, 0, 0, 0 } }, + { "gl_ModelViewProjectionMatrix", 4, SWIZZLE_NOOP, + { STATE_MATRIX, STATE_MVP, 0, 0, 0, 0 } }, + { "gl_TextureMatrix", 4, SWIZZLE_NOOP, + { STATE_MATRIX, STATE_TEXTURE, 0, 0, 0, 0 } }, + { "gl_NormalScale", 1, SWIZZLE_NOOP, + { STATE_INTERNAL, STATE_NORMAL_SCALE, 0, 0, 0, 0} }, + + /* For aggregate/structs we need entries for both the base name + * and base.field. + */ + { "gl_DepthRange", 1, SWIZZLE_NOOP, + { STATE_DEPTH_RANGE, 0, 0, 0, 0, 0 } }, + { "gl_DepthRange.near", 1, SWIZZLE_XXXX, + { STATE_DEPTH_RANGE, 0, 0, 0, 0, 0 } }, + { "gl_DepthRange.far", 1, SWIZZLE_YYYY, + { STATE_DEPTH_RANGE, 0, 0, 0, 0, 0 } }, + { "gl_DepthRange.diff", 1, SWIZZLE_ZZZZ, + { STATE_DEPTH_RANGE, 0, 0, 0, 0, 0 } }, + + { "gl_Point", 1, SWIZZLE_NOOP, + { STATE_POINT_SIZE, 0, 0, 0, 0, 0 } }, + { "gl_Point.size", 1, SWIZZLE_XXXX, + { STATE_POINT_SIZE, 0, 0, 0, 0, 0 } }, + { "gl_Point.sizeMin", 1, SWIZZLE_YYYY, + { STATE_POINT_SIZE, 0, 0, 0, 0, 0 } }, + { "gl_Point.sizeMax", 1, SWIZZLE_ZZZZ, + { STATE_POINT_SIZE, 0, 0, 0, 0, 0 } }, + { "gl_Point.fadeThresholdSize", 1, SWIZZLE_WWWW, + { STATE_POINT_SIZE, 0, 0, 0, 0, 0 } }, + { "gl_Point.distanceConstantAttenuation", 1, SWIZZLE_XXXX, + { STATE_POINT_ATTENUATION, 0, 0, 0, 0, 0 } }, + { "gl_Point.distanceLinearAttenuation", 1, SWIZZLE_YYYY, + { STATE_POINT_ATTENUATION, 0, 0, 0, 0, 0 } }, + { "gl_Point.distanceQuadraticAttenuation", 1, SWIZZLE_ZZZZ, + { STATE_POINT_ATTENUATION, 0, 0, 0, 0, 0 } }, + + { "gl_FrontMaterial", 1, SWIZZLE_NOOP, + { STATE_MATERIAL, 0, STATE_EMISSION, 0, 0, 0 } }, + { "gl_FrontMaterial.emission", 1, SWIZZLE_NOOP, + { STATE_MATERIAL, 0, STATE_EMISSION, 0, 0, 0 } }, + { "gl_FrontMaterial.ambient", 1, SWIZZLE_NOOP, + { STATE_MATERIAL, 0, STATE_AMBIENT, 0, 0, 0 } }, + { "gl_FrontMaterial.diffuse", 1, SWIZZLE_NOOP, + { STATE_MATERIAL, 0, STATE_DIFFUSE, 0, 0, 0 } }, + { "gl_FrontMaterial.specular", 1, SWIZZLE_NOOP, + { STATE_MATERIAL, 0, STATE_SPECULAR, 0, 0, 0 } }, + { "gl_FrontMaterial.shininess", 1, SWIZZLE_XXXX, + { STATE_MATERIAL, 0, STATE_SHININESS, 0, 0, 0 } }, + + { "gl_BackMaterial", 1, SWIZZLE_NOOP, + { STATE_MATERIAL, 1, STATE_EMISSION, 0, 0, 0 } }, + { "gl_BackMaterial.emission", 1, SWIZZLE_NOOP, + { STATE_MATERIAL, 1, STATE_EMISSION, 0, 0, 0 } }, + { "gl_BackMaterial.ambient", 1, SWIZZLE_NOOP, + { STATE_MATERIAL, 1, STATE_AMBIENT, 0, 0, 0 } }, + { "gl_BackMaterial.diffuse", 1, SWIZZLE_NOOP, + { STATE_MATERIAL, 1, STATE_DIFFUSE, 0, 0, 0 } }, + { "gl_BackMaterial.specular", 1, SWIZZLE_NOOP, + { STATE_MATERIAL, 1, STATE_SPECULAR, 0, 0, 0 } }, + { "gl_BackMaterial.shininess", 1, SWIZZLE_XXXX, + { STATE_MATERIAL, 1, STATE_SHININESS, 0, 0, 0 } }, + + { "gl_LightModel", 1, SWIZZLE_NOOP, + { STATE_LIGHTMODEL_AMBIENT, 0, 0, 0, 0, 0 } }, + { "gl_LightModel.ambient", 1, SWIZZLE_NOOP, + { STATE_LIGHTMODEL_AMBIENT, 0, 0, 0, 0, 0 } }, + + { "gl_FrontLightModelProduct", 1, SWIZZLE_NOOP, + { STATE_LIGHTMODEL_SCENECOLOR, 0, 0, 0, 0, 0 } }, + { "gl_FrontLightModelProduct.sceneColor", 1, SWIZZLE_NOOP, + { STATE_LIGHTMODEL_SCENECOLOR, 0, 0, 0, 0, 0 } }, + + { "gl_BackLightModelProduct", 1, SWIZZLE_NOOP, + { STATE_LIGHTMODEL_SCENECOLOR, 1, 0, 0, 0, 0 } }, + { "gl_BackLightModelProduct.sceneColor", 1, SWIZZLE_NOOP, + { STATE_LIGHTMODEL_SCENECOLOR, 1, 0, 0, 0, 0 } }, + + { "gl_Fog", 1, SWIZZLE_NOOP, + { STATE_FOG_COLOR, 0, 0, 0, 0, 0 } }, + { "gl_Fog.color", 1, SWIZZLE_NOOP, + { STATE_FOG_COLOR, 0, 0, 0, 0, 0 } }, + { "gl_Fog.density", 1, SWIZZLE_XXXX, + { STATE_FOG_PARAMS, 0, 0, 0, 0, 0 } }, + { "gl_Fog.start", 1, SWIZZLE_YYYY, + { STATE_FOG_PARAMS, 0, 0, 0, 0, 0 } }, + { "gl_Fog.end", 1, SWIZZLE_ZZZZ, + { STATE_FOG_PARAMS, 0, 0, 0, 0, 0 } }, + { "gl_Fog.scale", 1, SWIZZLE_WWWW, + { STATE_FOG_PARAMS, 0, 0, 0, 0, 0 } }, + + + { NULL, 0, 0, {0, 0, 0, 0, 0, 0} } + }; + GLuint i; + + for (i = 0; state[i].Name; i++) { + if (strcmp(state[i].Name, name) == 0) { + /* found */ + *swizzleOut = state[i].Swizzle; + if (paramList) { + if (state[i].NumRows > 1) { + /* a matrix */ + GLuint j; + GLint pos[4], indexesCopy[STATE_LENGTH]; + /* make copy of state tokens */ + for (j = 0; j < STATE_LENGTH; j++) + indexesCopy[j] = state[i].Indexes[j]; + /* load rows */ + for (j = 0; j < state[i].NumRows; j++) { + indexesCopy[3] = indexesCopy[4] = j; /* jth row of matrix */ + pos[j] = _mesa_add_state_reference(paramList, indexesCopy); + assert(pos[j] >= 0); + } + return pos[0]; + } + else { + /* non-matrix state */ + GLint pos + = _mesa_add_state_reference(paramList, state[i].Indexes); + assert(pos >= 0); + return pos; + } + } + } + } + return -1; +} + + +GLint +_slang_lookup_statevar_field(const char *base, const char *field, + struct gl_program_parameter_list *paramList, + GLuint *swizzleOut) +{ + GLint pos = -1; + const GLint len = _mesa_strlen(base) + + _mesa_strlen(field) + 2; + char *name = (char *) _mesa_malloc(len); + + if (!name) + return -1; + + _mesa_strcpy(name, base); + /*_mesa_*/strcat(name, "."); + /*_mesa_*/strcat(name, field); + printf("FULL NAME: %s\n", name); + + pos = _slang_lookup_statevar(name, 0, paramList, swizzleOut); + + _mesa_free(name); + + return pos; +} + + |