/* * Mesa 3-D graphics library * * Copyright (C) 1999-2008 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 * THE AUTHORS OR COPYRIGHT HOLDERS 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_parameter.c * Program parameter lists and functions. * \author Brian Paul */ #include "main/glheader.h" #include "main/imports.h" #include "main/macros.h" #include "prog_instruction.h" #include "prog_parameter.h" #include "prog_statevars.h" /** * Look for a float vector in the given parameter list. The float vector * may be of length 1, 2, 3 or 4. If swizzleOut is non-null, we'll try * swizzling to find a match. * \param list the parameter list to search * \param v the float vector to search for * \param vSize number of element in v * \param posOut returns the position of the constant, if found * \param swizzleOut returns a swizzle mask describing location of the * vector elements if found. * \return GL_TRUE if found, GL_FALSE if not found */ static GLboolean lookup_parameter_constant(const struct gl_program_parameter_list *list, const gl_constant_value v[], GLuint vSize, GLint *posOut, GLuint *swizzleOut) { GLuint i; assert(vSize >= 1); assert(vSize <= 4); if (!list) { *posOut = -1; return GL_FALSE; } for (i = 0; i < list->NumParameters; i++) { if (list->Parameters[i].Type == PROGRAM_CONSTANT) { if (!swizzleOut) { /* swizzle not allowed */ GLuint j, match = 0; for (j = 0; j < vSize; j++) { if (v[j].u == list->ParameterValues[i][j].u) match++; } if (match == vSize) { *posOut = i; return GL_TRUE; } } else { /* try matching w/ swizzle */ if (vSize == 1) { /* look for v[0] anywhere within float[4] value */ GLuint j; for (j = 0; j < list->Parameters[i].Size; j++) { if (list->ParameterValues[i][j].u == v[0].u) { /* found it */ *posOut = i; *swizzleOut = MAKE_SWIZZLE4(j, j, j, j); return GL_TRUE; } } } else if (vSize <= list->Parameters[i].Size) { /* see if we can match this constant (with a swizzle) */ GLuint swz[4]; GLuint match = 0, j, k; for (j = 0; j < vSize; j++) { if (v[j].u == list->ParameterValues[i][j].u) { swz[j] = j; match++; } else { for (k = 0; k < list->Parameters[i].Size; k++) { if (v[j].u == list->ParameterValues[i][k].u) { swz[j] = k; match++; break; } } } } /* smear last value to remaining positions */ for (; j < 4; j++) swz[j] = swz[j-1]; if (match == vSize) { *posOut = i; *swizzleOut = MAKE_SWIZZLE4(swz[0], swz[1], swz[2], swz[3]); return GL_TRUE; } } } } } *posOut = -1; return GL_FALSE; } struct gl_program_parameter_list * _mesa_new_parameter_list(void) { return CALLOC_STRUCT(gl_program_parameter_list); } struct gl_program_parameter_list * _mesa_new_parameter_list_sized(unsigned size) { struct gl_program_parameter_list *p = _mesa_new_parameter_list(); if ((p != NULL) && (size != 0)) { p->Size = size; /* alloc arrays */ p->Parameters = (struct gl_program_parameter *) calloc(size, sizeof(struct gl_program_parameter)); p->ParameterValues = (gl_constant_value (*)[4]) _mesa_align_malloc(size * 4 *sizeof(gl_constant_value), 16); if ((p->Parameters == NULL) || (p->ParameterValues == NULL)) { free(p->Parameters); _mesa_align_free(p->ParameterValues); free(p); p = NULL; } } return p; } /** * Free a parameter list and all its parameters */ void _mesa_free_parameter_list(struct gl_program_parameter_list *paramList) { GLuint i; for (i = 0; i < paramList->NumParameters; i++) { free((void *)paramList->Parameters[i].Name); } free(paramList->Parameters); _mesa_align_free(paramList->ParameterValues); free(paramList); } /** * Make sure there are enough unused parameter slots. Reallocate the list * if needed. * * \param paramList where to reserve parameter slots * \param reserve_slots number of slots to reserve */ void _mesa_reserve_parameter_storage(struct gl_program_parameter_list *paramList, unsigned reserve_slots) { const GLuint oldNum = paramList->NumParameters; if (oldNum + reserve_slots > paramList->Size) { /* Need to grow the parameter list array (alloc some extra) */ paramList->Size = paramList->Size + 4 * reserve_slots; /* realloc arrays */ paramList->Parameters = realloc(paramList->Parameters, paramList->Size * sizeof(struct gl_program_parameter)); paramList->ParameterValues = (gl_constant_value (*)[4]) _mesa_align_realloc(paramList->ParameterValues, /* old buf */ oldNum * 4 * sizeof(gl_constant_value),/* old sz */ paramList->Size*4*sizeof(gl_constant_value),/*new*/ 16); } } /** * Add a new parameter to a parameter list. * Note that parameter values are usually 4-element GLfloat vectors. * When size > 4 we'll allocate a sequential block of parameters to * store all the values (in blocks of 4). * * \param paramList the list to add the parameter to * \param type type of parameter, such as * \param name the parameter name, will be duplicated/copied! * \param size number of elements in 'values' vector (1..4, or more) * \param datatype GL_FLOAT, GL_FLOAT_VECx, GL_INT, GL_INT_VECx or GL_NONE. * \param values initial parameter value, up to 4 gl_constant_values, or NULL * \param state state indexes, or NULL * \return index of new parameter in the list, or -1 if error (out of mem) */ GLint _mesa_add_parameter(struct gl_program_parameter_list *paramList, gl_register_file type, const char *name, GLuint size, GLenum datatype, const gl_constant_value *values, const gl_state_index state[STATE_LENGTH]) { const GLuint oldNum = paramList->NumParameters; const GLuint sz4 = (size + 3) / 4; /* no. of new param slots needed */ assert(size > 0); _mesa_reserve_parameter_storage(paramList, sz4); if (!paramList->Parameters || !paramList->ParameterValues) { /* out of memory */ paramList->NumParameters = 0; paramList->Size = 0; return -1; } else { GLuint i, j; paramList->NumParameters = oldNum + sz4; memset(¶mList->Parameters[oldNum], 0, sz4 * sizeof(struct gl_program_parameter)); for (i = 0; i < sz4; i++) { struct gl_program_parameter *p = paramList->Parameters + oldNum + i; p->Name = name ? strdup(name) : NULL; p->Type = type; p->Size = size; p->DataType = datatype; if (values) { if (size >= 4) { COPY_4V(paramList->ParameterValues[oldNum + i], values); } else { /* copy 1, 2 or 3 values */ GLuint remaining = size % 4; assert(remaining < 4); for (j = 0; j < remaining; j++) { paramList->ParameterValues[oldNum + i][j].f = values[j].f; } /* fill in remaining positions with zeros */ for (; j < 4; j++) { paramList->ParameterValues[oldNum + i][j].f = 0.0f; } } values += 4; p->Initialized = GL_TRUE; } else { /* silence valgrind */ for (j = 0; j < 4; j++) paramList->ParameterValues[oldNum + i][j].f = 0; } size -= 4; } if (state) { for (i = 0; i < STATE_LENGTH; i++) paramList->Parameters[oldNum].StateIndexes[i] = state[i]; } return (GLint) oldNum; } } /** * Add a new unnamed constant to the parameter list. This will be used * when a fragment/vertex program contains something like this: * MOV r, { 0, 1, 2, 3 }; * If swizzleOut is non-null we'll search the parameter list for an * existing instance of the constant which matches with a swizzle. * * \param paramList the parameter list * \param values four float values * \param swizzleOut returns swizzle mask for accessing the constant * \return index/position of the new parameter in the parameter list. */ GLint _mesa_add_typed_unnamed_constant(struct gl_program_parameter_list *paramList, const gl_constant_value values[4], GLuint size, GLenum datatype, GLuint *swizzleOut) { GLint pos; assert(size >= 1); assert(size <= 4); if (swizzleOut && lookup_parameter_constant(paramList, values, size, &pos, swizzleOut)) { return pos; } /* Look for empty space in an already unnamed constant parameter * to add this constant. This will only work for single-element * constants because we rely on smearing (i.e. .yyyy or .zzzz). */ if (size == 1 && swizzleOut) { for (pos = 0; pos < (GLint) paramList->NumParameters; pos++) { struct gl_program_parameter *p = paramList->Parameters + pos; if (p->Type == PROGRAM_CONSTANT && p->Size + size <= 4) { /* ok, found room */ gl_constant_value *pVal = paramList->ParameterValues[pos]; GLuint swz = p->Size; /* 1, 2 or 3 for Y, Z, W */ pVal[p->Size] = values[0]; p->Size++; *swizzleOut = MAKE_SWIZZLE4(swz, swz, swz, swz); return pos; } } } /* add a new parameter to store this constant */ pos = _mesa_add_parameter(paramList, PROGRAM_CONSTANT, NULL, size, datatype, values, NULL); if (pos >= 0 && swizzleOut) { if (size == 1) *swizzleOut = SWIZZLE_XXXX; else *swizzleOut = SWIZZLE_NOOP; } return pos; } /** * Add a new unnamed constant to the parameter list. This will be used * when a fragment/vertex program contains something like this: * MOV r, { 0, 1, 2, 3 }; * If swizzleOut is non-null we'll search the parameter list for an * existing instance of the constant which matches with a swizzle. * * \param paramList the parameter list * \param values four float values * \param swizzleOut returns swizzle mask for accessing the constant * \return index/position of the new parameter in the parameter list. * \sa _mesa_add_typed_unnamed_constant */ GLint _mesa_add_unnamed_constant(struct gl_program_parameter_list *paramList, const gl_constant_value values[4], GLuint size, GLuint *swizzleOut) { return _mesa_add_typed_unnamed_constant(paramList, values, size, GL_NONE, swizzleOut); } /** * Add a new state reference to the parameter list. * This will be used when the program contains something like this: * PARAM ambient = state.material.front.ambient; * * \param paramList the parameter list * \param stateTokens an array of 5 (STATE_LENGTH) state tokens * \return index of the new parameter. */ GLint _mesa_add_state_reference(struct gl_program_parameter_list *paramList, const gl_state_index stateTokens[STATE_LENGTH]) { const GLuint size = 4; /* XXX fix */ char *name; GLint index; /* Check if the state reference is already in the list */ for (index = 0; index < (GLint) paramList->NumParameters; index++) { if (!memcmp(paramList->Parameters[index].StateIndexes, stateTokens, STATE_LENGTH * sizeof(gl_state_index))) { return index; } } name = _mesa_program_state_string(stateTokens); index = _mesa_add_parameter(paramList, PROGRAM_STATE_VAR, name, size, GL_NONE, NULL, (gl_state_index *) stateTokens); paramList->StateFlags |= _mesa_program_state_flags(stateTokens); /* free name string here since we duplicated it in add_parameter() */ free(name); return index; }