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/*
* Copyright (C) 2009 Maciej Cencora <m.cencora@gmail.com>
*
* 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 (including the
* next paragraph) 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 COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS 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
*
* Fragment program compiler. Perform transformations on the intermediate
* representation until the program is in a form where we can translate
* it more or less directly into machine-readable form.
*
* \author Ben Skeggs <darktama@iinet.net.au>
* \author Jerome Glisse <j.glisse@gmail.com>
*/
#include "r300_fragprog_common.h"
#include "shader/program.h"
#include "shader/prog_parameter.h"
#include "shader/prog_print.h"
#include "r300_state.h"
static GLuint build_dtm(GLuint depthmode)
{
switch(depthmode) {
default:
case GL_LUMINANCE: return 0;
case GL_INTENSITY: return 1;
case GL_ALPHA: return 2;
}
}
static GLuint build_func(GLuint comparefunc)
{
return comparefunc - GL_NEVER;
}
/**
* Collect all external state that is relevant for compiling the given
* fragment program.
*/
static void build_state(
r300ContextPtr r300,
struct gl_fragment_program *fp,
struct r300_fragment_program_external_state *state)
{
int unit;
_mesa_bzero(state, sizeof(*state));
for(unit = 0; unit < 16; ++unit) {
if (fp->Base.ShadowSamplers & (1 << unit)) {
struct gl_texture_object* tex = r300->radeon.glCtx->Texture.Unit[unit]._Current;
state->unit[unit].depth_texture_mode = build_dtm(tex->DepthMode);
state->unit[unit].texture_compare_func = build_func(tex->CompareFunc);
}
}
}
static void translate_fragment_program(GLcontext *ctx, struct r300_fragment_program_cont *cont, struct r300_fragment_program *fp)
{
r300ContextPtr r300 = R300_CONTEXT(ctx);
struct r300_fragment_program_compiler compiler;
rc_init(&compiler.Base);
compiler.Base.Debug = (RADEON_DEBUG & DEBUG_PIXEL) ? GL_TRUE : GL_FALSE;
compiler.code = &fp->code;
compiler.state = fp->state;
compiler.program = _mesa_clone_program(ctx, &cont->Base.Base);
compiler.is_r500 = (r300->radeon.radeonScreen->chip_family >= CHIP_FAMILY_RV515) ? GL_TRUE : GL_FALSE;
if (!r3xx_compile_fragment_program(&compiler))
fp->error = GL_TRUE;
fp->InputsRead = compiler.Base.Program.InputsRead;
fp->Base = compiler.program;
rc_destroy(&compiler.Base);
}
struct r300_fragment_program *r300SelectAndTranslateFragmentShader(GLcontext *ctx)
{
r300ContextPtr r300 = R300_CONTEXT(ctx);
struct r300_fragment_program_cont *fp_list;
struct r300_fragment_program *fp;
struct r300_fragment_program_external_state state;
fp_list = (struct r300_fragment_program_cont *)ctx->FragmentProgram._Current;
build_state(r300, ctx->FragmentProgram._Current, &state);
fp = fp_list->progs;
while (fp) {
if (_mesa_memcmp(&fp->state, &state, sizeof(state)) == 0) {
return r300->selected_fp = fp;
}
fp = fp->next;
}
fp = _mesa_calloc(sizeof(struct r300_fragment_program));
fp->state = state;
fp->next = fp_list->progs;
fp_list->progs = fp;
translate_fragment_program(ctx, fp_list, fp);
return r300->selected_fp = fp;
}
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