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diff --git a/src/mesa/shader/slang/slang_builtin.c b/src/mesa/shader/slang/slang_builtin.c
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+/*
+ * 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;
+}
+
+