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/*
* Mesa 3-D graphics library
* Version: 6.5
*
* Copyright (C) 2006 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.
*
* Authors:
* Michal Krol
*/
#include "glheader.h"
#include "imports.h"
#include "macros.h"
#include "shaderobjects.h"
#include "t_pipeline.h"
#include "slang_utility.h"
typedef struct
{
GLvector4f outputs[VERT_RESULT_MAX];
GLvector4f ndc_coords;
GLubyte *clipmask;
GLubyte ormask;
GLubyte andmask;
} arbvs_stage_data;
#define ARBVS_STAGE_DATA(stage) ((arbvs_stage_data *) stage->privatePtr)
static GLboolean construct_arb_vertex_shader (GLcontext *ctx, struct tnl_pipeline_stage *stage)
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *vb = &tnl->vb;
arbvs_stage_data *store;
GLuint size = vb->Size;
GLuint i;
stage->privatePtr = _mesa_malloc (sizeof (arbvs_stage_data));
store = ARBVS_STAGE_DATA(stage);
if (store == NULL)
return GL_FALSE;
for (i = 0; i < VERT_RESULT_MAX; i++)
{
_mesa_vector4f_alloc (&store->outputs[i], 0, size, 32);
store->outputs[i].size = 4;
}
_mesa_vector4f_alloc (&store->ndc_coords, 0, size, 32);
store->clipmask = (GLubyte *) ALIGN_MALLOC (size, 32);
return GL_TRUE;
}
static void destruct_arb_vertex_shader (struct tnl_pipeline_stage *stage)
{
arbvs_stage_data *store = ARBVS_STAGE_DATA(stage);
if (store != NULL)
{
GLuint i;
for (i = 0; i < VERT_RESULT_MAX; i++)
_mesa_vector4f_free (&store->outputs[i]);
_mesa_vector4f_free (&store->ndc_coords);
ALIGN_FREE (store->clipmask);
_mesa_free (store);
stage->privatePtr = NULL;
}
}
static void validate_arb_vertex_shader (GLcontext *ctx, struct tnl_pipeline_stage *stage)
{
}
/* XXX */
extern void exec_vertex_shader (struct gl2_vertex_shader_intf **vs);
extern int _slang_fetch_float (struct gl2_vertex_shader_intf **, const char *, GLfloat *, int);
extern int _slang_fetch_vec3 (struct gl2_vertex_shader_intf **, const char *, GLfloat *, int);
extern int _slang_fetch_vec4 (struct gl2_vertex_shader_intf **, const char *, GLfloat *, GLuint, int);
extern int _slang_fetch_mat3 (struct gl2_vertex_shader_intf **, const char *, GLfloat *, GLuint, int);
extern int _slang_fetch_mat4 (struct gl2_vertex_shader_intf **, const char *, GLfloat *, GLuint, int);
static void fetch_input_float (const char *name, GLuint attr, GLuint i, struct vertex_buffer *vb,
struct gl2_vertex_shader_intf **vs)
{
const GLubyte *ptr = (const GLubyte *) vb->AttribPtr[attr]->data;
const GLuint size = vb->AttribPtr[attr]->size;
const GLuint stride = vb->AttribPtr[attr]->stride;
const GLfloat *data = (const GLfloat *) (ptr + stride * i);
float vec[1];
vec[0] = data[0];
_slang_fetch_float (vs, name, vec, 1);
}
static void fetch_input_vec3 (const char *name, GLuint attr, GLuint i, struct vertex_buffer *vb,
struct gl2_vertex_shader_intf **vs)
{
const GLubyte *ptr = (const GLubyte *) vb->AttribPtr[attr]->data;
const GLuint size = vb->AttribPtr[attr]->size;
const GLuint stride = vb->AttribPtr[attr]->stride;
const GLfloat *data = (const GLfloat *) (ptr + stride * i);
float vec[3];
vec[0] = data[0];
vec[1] = data[1];
vec[2] = data[2];
_slang_fetch_vec3 (vs, name, vec, 1);
}
static void fetch_input_vec4 (const char *name, GLuint attr, GLuint i, struct vertex_buffer *vb,
struct gl2_vertex_shader_intf **vs)
{
const GLubyte *ptr = (const GLubyte *) vb->AttribPtr[attr]->data;
const GLuint size = vb->AttribPtr[attr]->size;
const GLuint stride = vb->AttribPtr[attr]->stride;
const GLfloat *data = (const GLfloat *) (ptr + stride * i);
float vec[4];
switch (size)
{
case 2:
vec[0] = data[0];
vec[1] = data[1];
vec[2] = 0.0f;
vec[3] = 1.0f;
break;
case 3:
vec[0] = data[0];
vec[1] = data[1];
vec[2] = data[2];
vec[3] = 1.0f;
break;
case 4:
vec[0] = data[0];
vec[1] = data[1];
vec[2] = data[2];
vec[3] = data[3];
break;
}
_slang_fetch_vec4 (vs, name, vec, 0, 1);
}
static void fetch_output_float (const char *name, GLuint attr, GLuint i, arbvs_stage_data *store,
struct gl2_vertex_shader_intf **vs)
{
float vec[1];
_slang_fetch_float (vs, name, vec, 0);
_mesa_memcpy (&store->outputs[attr].data[i], vec, 4);
}
static void fetch_output_vec4 (const char *name, GLuint attr, GLuint i, GLuint index,
arbvs_stage_data *store, struct gl2_vertex_shader_intf **vs)
{
float vec[4];
_slang_fetch_vec4 (vs, name, vec, index, 0);
_mesa_memcpy (&store->outputs[attr].data[i], vec, 16);
}
static void fetch_uniform_mat4 (const char *name, GLmatrix *matrix, GLuint index,
struct gl2_vertex_shader_intf **vs)
{
GLuint len;
GLfloat mat[16];
char buffer[64];
_mesa_strcpy (buffer, name);
len = _mesa_strlen (name);
/* we want inverse matrix */
if (!matrix->inv)
{
/* allocate inverse matrix and make it dirty */
_math_matrix_alloc_inv (matrix);
_math_matrix_loadf (matrix, matrix->m);
}
_math_matrix_analyse (matrix);
/* identity */
_slang_fetch_mat4 (vs, name, matrix->m, index, 1);
/* transpose */
_mesa_strcpy (buffer + len, "Transpose");
_math_transposef (mat, matrix->m);
_slang_fetch_mat4 (vs, buffer, mat, index, 1);
/* inverse */
_mesa_strcpy (buffer + len, "Inverse");
_slang_fetch_mat4 (vs, buffer, matrix->inv, index, 1);
/* inverse transpose */
_mesa_strcpy (buffer + len, "InverseTranspose");
_math_transposef (mat, matrix->inv);
_slang_fetch_mat4 (vs, buffer, mat, index, 1);
}
static void fetch_normal_matrix (const char *name, GLmatrix *matrix,
struct gl2_vertex_shader_intf **vs)
{
GLfloat mat[9];
_math_matrix_analyse (matrix);
/* inverse transpose */
mat[0] = matrix->inv[0];
mat[1] = matrix->inv[4];
mat[2] = matrix->inv[8];
mat[3] = matrix->inv[1];
mat[4] = matrix->inv[5];
mat[5] = matrix->inv[9];
mat[6] = matrix->inv[2];
mat[7] = matrix->inv[6];
mat[8] = matrix->inv[10];
_slang_fetch_mat3 (vs, name, mat, 0, 1);
}
static GLboolean run_arb_vertex_shader (GLcontext *ctx, struct tnl_pipeline_stage *stage)
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *vb = &tnl->vb;
arbvs_stage_data *store = ARBVS_STAGE_DATA(stage);
struct gl2_program_intf **prog;
struct gl2_vertex_shader_intf **vs = NULL;
GLsizei count, i, j;
prog = ctx->ShaderObjects.CurrentProgram;
if (prog == NULL)
return GL_TRUE;
count = (**prog)._container.GetAttachedCount ((struct gl2_container_intf **) prog);
for (i = 0; i < count; i++)
{
struct gl2_generic_intf **obj;
struct gl2_unknown_intf **unk;
obj = (**prog)._container.GetAttached ((struct gl2_container_intf **) prog, i);
unk = (**obj)._unknown.QueryInterface ((struct gl2_unknown_intf **) obj, UIID_VERTEX_SHADER);
(**obj)._unknown.Release ((struct gl2_unknown_intf **) obj);
if (unk != NULL)
{
vs = (struct gl2_vertex_shader_intf **) unk;
break;
}
}
if (vs == NULL)
return GL_TRUE;
fetch_uniform_mat4 ("gl_ModelViewMatrix", ctx->ModelviewMatrixStack.Top, 0, vs);
fetch_uniform_mat4 ("gl_ProjectionMatrix", ctx->ProjectionMatrixStack.Top, 0, vs);
fetch_uniform_mat4 ("gl_ModelViewProjectionMatrix", &ctx->_ModelProjectMatrix, 0, vs);
for (j = 0; j < 8; j++)
fetch_uniform_mat4 ("gl_TextureMatrix", ctx->TextureMatrixStack[j].Top, j, vs);
fetch_normal_matrix ("gl_NormalMatrix", ctx->ModelviewMatrixStack.Top, vs);
/* XXX: fetch uniform float gl_NormalScale */
/* XXX: fetch uniform mat4 gl_ClipPlane */
/* XXX: fetch uniform mat4 gl_TextureEnvColor */
/* XXX: fetch uniform mat4 gl_EyePlaneS */
/* XXX: fetch uniform mat4 gl_EyePlaneT */
/* XXX: fetch uniform mat4 gl_EyePlaneR */
/* XXX: fetch uniform mat4 gl_EyePlaneQ */
/* XXX: fetch uniform mat4 gl_ObjectPlaneS */
/* XXX: fetch uniform mat4 gl_ObjectPlaneT */
/* XXX: fetch uniform mat4 gl_ObjectPlaneR */
/* XXX: fetch uniform mat4 gl_ObjectPlaneQ */
for (i = 0; i < vb->Count; i++)
{
fetch_input_vec4 ("gl_Vertex", _TNL_ATTRIB_POS, i, vb, vs);
fetch_input_vec3 ("gl_Normal", _TNL_ATTRIB_NORMAL, i, vb, vs);
fetch_input_vec4 ("gl_Color", _TNL_ATTRIB_COLOR0, i, vb, vs);
fetch_input_vec4 ("gl_SecondaryColor", _TNL_ATTRIB_COLOR1, i, vb, vs);
fetch_input_float ("gl_FogCoord", _TNL_ATTRIB_FOG, i, vb, vs);
fetch_input_vec4 ("gl_MultiTexCoord0", _TNL_ATTRIB_TEX0, i, vb, vs);
fetch_input_vec4 ("gl_MultiTexCoord1", _TNL_ATTRIB_TEX1, i, vb, vs);
fetch_input_vec4 ("gl_MultiTexCoord2", _TNL_ATTRIB_TEX2, i, vb, vs);
fetch_input_vec4 ("gl_MultiTexCoord3", _TNL_ATTRIB_TEX3, i, vb, vs);
fetch_input_vec4 ("gl_MultiTexCoord4", _TNL_ATTRIB_TEX4, i, vb, vs);
fetch_input_vec4 ("gl_MultiTexCoord5", _TNL_ATTRIB_TEX5, i, vb, vs);
fetch_input_vec4 ("gl_MultiTexCoord6", _TNL_ATTRIB_TEX6, i, vb, vs);
fetch_input_vec4 ("gl_MultiTexCoord7", _TNL_ATTRIB_TEX7, i, vb, vs);
exec_vertex_shader (vs);
fetch_output_vec4 ("gl_Position", VERT_RESULT_HPOS, i, 0, store, vs);
fetch_output_vec4 ("gl_FrontColor", VERT_RESULT_COL0, i, 0, store, vs);
fetch_output_vec4 ("gl_FrontSecondaryColor", VERT_RESULT_COL1, i, 0, store, vs);
fetch_output_float ("gl_FogFragCoord", VERT_RESULT_FOGC, i, store, vs);
for (j = 0; j < 8; j++)
fetch_output_vec4 ("gl_TexCoord", VERT_RESULT_TEX0 + j, i, j, store, vs);
fetch_output_float ("gl_PointSize", VERT_RESULT_PSIZ, i, store, vs);
fetch_output_vec4 ("gl_BackColor", VERT_RESULT_BFC0, i, 0, store, vs);
fetch_output_vec4 ("gl_BackSecondaryColor", VERT_RESULT_BFC1, i, 0, store, vs);
/* XXX: fetch output gl_ClipVertex */
}
(**vs)._shader._generic._unknown.Release ((struct gl2_unknown_intf **) vs);
vb->ClipPtr = &store->outputs[VERT_RESULT_HPOS];
vb->ClipPtr->count = vb->Count;
vb->ColorPtr[0] = &store->outputs[VERT_RESULT_COL0];
vb->SecondaryColorPtr[0] = &store->outputs[VERT_RESULT_COL1];
for (i = 0; i < ctx->Const.MaxTextureUnits; i++)
vb->TexCoordPtr[i] = &store->outputs[VERT_RESULT_TEX0 + i];
vb->ColorPtr[1] = &store->outputs[VERT_RESULT_BFC0];
vb->SecondaryColorPtr[1] = &store->outputs[VERT_RESULT_BFC1];
vb->FogCoordPtr = &store->outputs[VERT_RESULT_FOGC];
vb->PointSizePtr = &store->outputs[VERT_RESULT_PSIZ];
vb->AttribPtr[VERT_ATTRIB_COLOR0] = vb->ColorPtr[0];
vb->AttribPtr[VERT_ATTRIB_COLOR1] = vb->SecondaryColorPtr[0];
vb->AttribPtr[VERT_ATTRIB_FOG] = vb->FogCoordPtr;
for (i = 0; i < ctx->Const.MaxTextureUnits; i++)
vb->AttribPtr[VERT_ATTRIB_TEX0 + i] = vb->TexCoordPtr[i];
vb->AttribPtr[_TNL_ATTRIB_POINTSIZE] = &store->outputs[VERT_RESULT_PSIZ];
store->ormask = 0;
store->andmask = CLIP_ALL_BITS;
if (tnl->NeedNdcCoords)
{
vb->NdcPtr = _mesa_clip_tab[vb->ClipPtr->size] (vb->ClipPtr, &store->ndc_coords,
store->clipmask, &store->ormask, &store->andmask);
}
else
{
vb->NdcPtr = NULL;
_mesa_clip_np_tab[vb->ClipPtr->size] (vb->ClipPtr, NULL, store->clipmask, &store->ormask,
&store->andmask);
}
if (store->andmask)
return GL_FALSE;
vb->ClipAndMask = store->andmask;
vb->ClipOrMask = store->ormask;
vb->ClipMask = store->clipmask;
return GL_TRUE;
}
const struct tnl_pipeline_stage _tnl_arb_vertex_shader_stage = {
"ARB_vertex_shader",
NULL,
construct_arb_vertex_shader,
destruct_arb_vertex_shader,
validate_arb_vertex_shader,
run_arb_vertex_shader
};
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