aboutsummaryrefslogtreecommitdiffstats
path: root/src/mesa/shader/arbprogparse.c
blob: 6373529e4e86c4665e58e38089dd1fcd5a3f22b6 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
/*
 * Mesa 3-D graphics library
 * Version:  7.1
 *
 * 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
 * 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.
 */

#define DEBUG_PARSING 0

/**
 * \file arbprogparse.c
 * ARB_*_program parser core
 * \author Karl Rasche
 */

/**
Notes on program parameters, etc.

The instructions we emit will use six kinds of source registers:

  PROGRAM_INPUT      - input registers
  PROGRAM_TEMPORARY  - temp registers
  PROGRAM_ADDRESS    - address/indirect register
  PROGRAM_SAMPLER    - texture sampler
  PROGRAM_CONSTANT   - indexes into program->Parameters, a known constant/literal
  PROGRAM_STATE_VAR  - indexes into program->Parameters, and may actually be:
                       + a state variable, like "state.fog.color", or
                       + a pointer to a "program.local[k]" parameter, or
                       + a pointer to a "program.env[k]" parameter

Basically, all the program.local[] and program.env[] values will get mapped
into the unified gl_program->Parameters array.  This solves the problem of
having three separate program parameter arrays.
*/


#include "main/glheader.h"
#include "main/imports.h"
#include "main/context.h"
#include "main/mtypes.h"
#include "arbprogparse.h"
#include "programopt.h"
#include "prog_parameter.h"
#include "prog_statevars.h"
#include "prog_instruction.h"
#include "program_parser.h"


void
_mesa_parse_arb_fragment_program(GLcontext* ctx, GLenum target,
                                 const GLvoid *str, GLsizei len,
                                 struct gl_fragment_program *program)
{
   struct gl_program prog;
   struct asm_parser_state state;
   GLuint i;

   ASSERT(target == GL_FRAGMENT_PROGRAM_ARB);

   memset(&prog, 0, sizeof(prog));
   memset(&state, 0, sizeof(state));
   state.prog = &prog;

   if (!_mesa_parse_arb_program(ctx, target, (const GLubyte*) str, len,
				&state)) {
      /* Error in the program. Just return. */
      return;
   }

   if (program->Base.String != NULL)
      free(program->Base.String);

   /* Copy the relevant contents of the arb_program struct into the
    * fragment_program struct.
    */
   program->Base.String          = prog.String;
   program->Base.NumInstructions = prog.NumInstructions;
   program->Base.NumTemporaries  = prog.NumTemporaries;
   program->Base.NumParameters   = prog.NumParameters;
   program->Base.NumAttributes   = prog.NumAttributes;
   program->Base.NumAddressRegs  = prog.NumAddressRegs;
   program->Base.NumNativeInstructions = prog.NumNativeInstructions;
   program->Base.NumNativeTemporaries = prog.NumNativeTemporaries;
   program->Base.NumNativeParameters = prog.NumNativeParameters;
   program->Base.NumNativeAttributes = prog.NumNativeAttributes;
   program->Base.NumNativeAddressRegs = prog.NumNativeAddressRegs;
   program->Base.NumAluInstructions   = prog.NumAluInstructions;
   program->Base.NumTexInstructions   = prog.NumTexInstructions;
   program->Base.NumTexIndirections   = prog.NumTexIndirections;
   program->Base.NumNativeAluInstructions = prog.NumAluInstructions;
   program->Base.NumNativeTexInstructions = prog.NumTexInstructions;
   program->Base.NumNativeTexIndirections = prog.NumTexIndirections;
   program->Base.InputsRead      = prog.InputsRead;
   program->Base.OutputsWritten  = prog.OutputsWritten;
   for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++) {
      program->Base.TexturesUsed[i] = prog.TexturesUsed[i];
      if (prog.TexturesUsed[i])
         program->Base.SamplersUsed |= (1 << i);
   }
   program->Base.ShadowSamplers = prog.ShadowSamplers;
   switch (state.option.Fog) {
   case OPTION_FOG_EXP:    program->FogOption = GL_EXP;    break;
   case OPTION_FOG_EXP2:   program->FogOption = GL_EXP2;   break;
   case OPTION_FOG_LINEAR: program->FogOption = GL_LINEAR; break;
   default:                program->FogOption = GL_NONE;   break;
   }
   program->OriginUpperLeft = state.option.OriginUpperLeft;
   program->PixelCenterInteger = state.option.PixelCenterInteger;

   program->UsesKill            = state.fragment.UsesKill;

   if (program->FogOption)
      program->Base.InputsRead |= FRAG_BIT_FOGC;

   if (program->Base.Instructions)
      free(program->Base.Instructions);
   program->Base.Instructions = prog.Instructions;

   if (program->Base.Parameters)
      _mesa_free_parameter_list(program->Base.Parameters);
   program->Base.Parameters    = prog.Parameters;

   /* Append fog instructions now if the program has "OPTION ARB_fog_exp"
    * or similar.  We used to leave this up to drivers, but it appears
    * there's no hardware that wants to do fog in a discrete stage separate
    * from the fragment shader.
    */
   if (program->FogOption != GL_NONE) {
      _mesa_append_fog_code(ctx, program);
      program->FogOption = GL_NONE;
   }

#if DEBUG_FP
   printf("____________Fragment program %u ________\n", program->Base.Id);
   _mesa_print_program(&program->Base);
#endif
}



/**
 * Parse the vertex program string.  If success, update the given
 * vertex_program object with the new program.  Else, leave the vertex_program
 * object unchanged.
 */
void
_mesa_parse_arb_vertex_program(GLcontext *ctx, GLenum target,
			       const GLvoid *str, GLsizei len,
			       struct gl_vertex_program *program)
{
   struct gl_program prog;
   struct asm_parser_state state;

   ASSERT(target == GL_VERTEX_PROGRAM_ARB);

   memset(&prog, 0, sizeof(prog));
   memset(&state, 0, sizeof(state));
   state.prog = &prog;

   if (!_mesa_parse_arb_program(ctx, target, (const GLubyte*) str, len,
				&state)) {
      _mesa_error(ctx, GL_INVALID_OPERATION, "glProgramString(bad program)");
      return;
   }

   if (program->Base.String != NULL)
      free(program->Base.String);

   /* Copy the relevant contents of the arb_program struct into the 
    * vertex_program struct.
    */
   program->Base.String          = prog.String;
   program->Base.NumInstructions = prog.NumInstructions;
   program->Base.NumTemporaries  = prog.NumTemporaries;
   program->Base.NumParameters   = prog.NumParameters;
   program->Base.NumAttributes   = prog.NumAttributes;
   program->Base.NumAddressRegs  = prog.NumAddressRegs;
   program->Base.NumNativeInstructions = prog.NumNativeInstructions;
   program->Base.NumNativeTemporaries = prog.NumNativeTemporaries;
   program->Base.NumNativeParameters = prog.NumNativeParameters;
   program->Base.NumNativeAttributes = prog.NumNativeAttributes;
   program->Base.NumNativeAddressRegs = prog.NumNativeAddressRegs;
   program->Base.InputsRead     = prog.InputsRead;
   program->Base.OutputsWritten = prog.OutputsWritten;
   program->IsPositionInvariant = (state.option.PositionInvariant)
      ? GL_TRUE : GL_FALSE;

   if (program->Base.Instructions)
      free(program->Base.Instructions);
   program->Base.Instructions = prog.Instructions;

   if (program->Base.Parameters)
      _mesa_free_parameter_list(program->Base.Parameters);
   program->Base.Parameters = prog.Parameters; 

#if DEBUG_VP
   printf("____________Vertex program %u __________\n", program->Base.Id);
   _mesa_print_program(&program->Base);
#endif
}