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|
/*
* Mesa 3-D graphics library
* Version: 7.1
*
* Copyright (C) 2007 Tungsten Graphics 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
* TUNGSTEN GRAPHICS 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 t_vp_build.c
* Create a vertex program to execute the current fixed function T&L pipeline.
* \author Keith Whitwell
*/
#include "main/glheader.h"
#include "main/ffvertex_prog.h"
#include "t_vp_build.h"
struct state_key {
unsigned light_global_enabled:1;
unsigned light_local_viewer:1;
unsigned light_twoside:1;
unsigned light_color_material:1;
unsigned light_color_material_mask:12;
unsigned light_material_mask:12;
unsigned normalize:1;
unsigned rescale_normals:1;
unsigned fog_source_is_depth:1;
unsigned tnl_do_vertex_fog:1;
unsigned separate_specular:1;
unsigned fog_mode:2;
unsigned point_attenuated:1;
unsigned texture_enabled_global:1;
unsigned fragprog_inputs_read:12;
struct {
unsigned light_enabled:1;
unsigned light_eyepos3_is_zero:1;
unsigned light_spotcutoff_is_180:1;
unsigned light_attenuated:1;
unsigned texunit_really_enabled:1;
unsigned texmat_enabled:1;
unsigned texgen_enabled:4;
unsigned texgen_mode0:4;
unsigned texgen_mode1:4;
unsigned texgen_mode2:4;
unsigned texgen_mode3:4;
} unit[8];
};
#define FOG_NONE 0
#define FOG_LINEAR 1
#define FOG_EXP 2
#define FOG_EXP2 3
static GLuint translate_fog_mode( GLenum mode )
{
switch (mode) {
case GL_LINEAR: return FOG_LINEAR;
case GL_EXP: return FOG_EXP;
case GL_EXP2: return FOG_EXP2;
default: return FOG_NONE;
}
}
#define TXG_NONE 0
#define TXG_OBJ_LINEAR 1
#define TXG_EYE_LINEAR 2
#define TXG_SPHERE_MAP 3
#define TXG_REFLECTION_MAP 4
#define TXG_NORMAL_MAP 5
static GLuint translate_texgen( GLboolean enabled, GLenum mode )
{
if (!enabled)
return TXG_NONE;
switch (mode) {
case GL_OBJECT_LINEAR: return TXG_OBJ_LINEAR;
case GL_EYE_LINEAR: return TXG_EYE_LINEAR;
case GL_SPHERE_MAP: return TXG_SPHERE_MAP;
case GL_REFLECTION_MAP_NV: return TXG_REFLECTION_MAP;
case GL_NORMAL_MAP_NV: return TXG_NORMAL_MAP;
default: return TXG_NONE;
}
}
static struct state_key *make_state_key( GLcontext *ctx )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
struct state_key *key = CALLOC_STRUCT(state_key);
GLuint i;
/* This now relies on texenvprogram.c being active:
*/
assert(fp);
key->fragprog_inputs_read = fp->Base.InputsRead;
key->separate_specular = (ctx->Light.Model.ColorControl ==
GL_SEPARATE_SPECULAR_COLOR);
if (ctx->Light.Enabled) {
key->light_global_enabled = 1;
if (ctx->Light.Model.LocalViewer)
key->light_local_viewer = 1;
if (ctx->Light.Model.TwoSide)
key->light_twoside = 1;
if (ctx->Light.ColorMaterialEnabled) {
key->light_color_material = 1;
key->light_color_material_mask = ctx->Light.ColorMaterialBitmask;
}
for (i = _TNL_FIRST_MAT; i <= _TNL_LAST_MAT; i++)
if (VB->AttribPtr[i]->stride)
key->light_material_mask |= 1<<(i-_TNL_ATTRIB_MAT_FRONT_AMBIENT);
for (i = 0; i < MAX_LIGHTS; i++) {
struct gl_light *light = &ctx->Light.Light[i];
if (light->Enabled) {
key->unit[i].light_enabled = 1;
if (light->EyePosition[3] == 0.0)
key->unit[i].light_eyepos3_is_zero = 1;
if (light->SpotCutoff == 180.0)
key->unit[i].light_spotcutoff_is_180 = 1;
if (light->ConstantAttenuation != 1.0 ||
light->LinearAttenuation != 0.0 ||
light->QuadraticAttenuation != 0.0)
key->unit[i].light_attenuated = 1;
}
}
}
if (ctx->Transform.Normalize)
key->normalize = 1;
if (ctx->Transform.RescaleNormals)
key->rescale_normals = 1;
key->fog_mode = translate_fog_mode(fp->FogOption);
if (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT)
key->fog_source_is_depth = 1;
if (tnl->_DoVertexFog)
key->tnl_do_vertex_fog = 1;
if (ctx->Point._Attenuated)
key->point_attenuated = 1;
if (ctx->Texture._TexGenEnabled ||
ctx->Texture._TexMatEnabled ||
ctx->Texture._EnabledUnits)
key->texture_enabled_global = 1;
for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
if (texUnit->_ReallyEnabled)
key->unit[i].texunit_really_enabled = 1;
if (ctx->Texture._TexMatEnabled & ENABLE_TEXMAT(i))
key->unit[i].texmat_enabled = 1;
if (texUnit->TexGenEnabled) {
key->unit[i].texgen_enabled = 1;
key->unit[i].texgen_mode0 =
translate_texgen( texUnit->TexGenEnabled & (1<<0),
texUnit->GenModeS );
key->unit[i].texgen_mode1 =
translate_texgen( texUnit->TexGenEnabled & (1<<1),
texUnit->GenModeT );
key->unit[i].texgen_mode2 =
translate_texgen( texUnit->TexGenEnabled & (1<<2),
texUnit->GenModeR );
key->unit[i].texgen_mode3 =
translate_texgen( texUnit->TexGenEnabled & (1<<3),
texUnit->GenModeQ );
}
}
return key;
}
/* Very useful debugging tool - produces annotated listing of
* generated program with line/function references for each
* instruction back into this file:
*/
#define DISASSEM (MESA_VERBOSE&VERBOSE_DISASSEM)
/* Should be tunable by the driver - do we want to do matrix
* multiplications with DP4's or with MUL/MAD's? SSE works better
* with the latter, drivers may differ.
*/
#define PREFER_DP4 0
#define MAX_INSN 350
/* Use uregs to represent registers internally, translate to Mesa's
* expected formats on emit.
*
* NOTE: These are passed by value extensively in this file rather
* than as usual by pointer reference. If this disturbs you, try
* remembering they are just 32bits in size.
*
* GCC is smart enough to deal with these dword-sized structures in
* much the same way as if I had defined them as dwords and was using
* macros to access and set the fields. This is much nicer and easier
* to evolve.
*/
struct ureg {
GLuint file:4;
GLint idx:8; /* relative addressing may be negative */
GLuint negate:1;
GLuint swz:12;
GLuint pad:7;
};
struct tnl_program {
const struct state_key *state;
struct gl_vertex_program *program;
GLuint temp_in_use;
GLuint temp_reserved;
struct ureg eye_position;
struct ureg eye_position_normalized;
struct ureg eye_normal;
struct ureg identity;
GLuint materials;
GLuint color_materials;
};
static const struct ureg undef = {
PROGRAM_UNDEFINED,
~0,
0,
0,
0
};
/* Local shorthand:
*/
#define X SWIZZLE_X
#define Y SWIZZLE_Y
#define Z SWIZZLE_Z
#define W SWIZZLE_W
/* Construct a ureg:
*/
static struct ureg make_ureg(GLuint file, GLint idx)
{
struct ureg reg;
reg.file = file;
reg.idx = idx;
reg.negate = 0;
reg.swz = SWIZZLE_NOOP;
reg.pad = 0;
return reg;
}
static struct ureg negate( struct ureg reg )
{
reg.negate ^= 1;
return reg;
}
static struct ureg swizzle( struct ureg reg, int x, int y, int z, int w )
{
reg.swz = MAKE_SWIZZLE4(GET_SWZ(reg.swz, x),
GET_SWZ(reg.swz, y),
GET_SWZ(reg.swz, z),
GET_SWZ(reg.swz, w));
return reg;
}
static struct ureg swizzle1( struct ureg reg, int x )
{
return swizzle(reg, x, x, x, x);
}
static struct ureg get_temp( struct tnl_program *p )
{
int bit = _mesa_ffs( ~p->temp_in_use );
if (!bit) {
_mesa_problem(NULL, "%s: out of temporaries\n", __FILE__);
_mesa_exit(1);
}
if ((GLuint) bit > p->program->Base.NumTemporaries)
p->program->Base.NumTemporaries = bit;
p->temp_in_use |= 1<<(bit-1);
return make_ureg(PROGRAM_TEMPORARY, bit-1);
}
static struct ureg reserve_temp( struct tnl_program *p )
{
struct ureg temp = get_temp( p );
p->temp_reserved |= 1<<temp.idx;
return temp;
}
static void release_temp( struct tnl_program *p, struct ureg reg )
{
if (reg.file == PROGRAM_TEMPORARY) {
p->temp_in_use &= ~(1<<reg.idx);
p->temp_in_use |= p->temp_reserved; /* can't release reserved temps */
}
}
static void release_temps( struct tnl_program *p )
{
p->temp_in_use = p->temp_reserved;
}
static struct ureg register_input( struct tnl_program *p, GLuint input )
{
p->program->Base.InputsRead |= (1<<input);
return make_ureg(PROGRAM_INPUT, input);
}
static struct ureg register_output( struct tnl_program *p, GLuint output )
{
p->program->Base.OutputsWritten |= (1<<output);
return make_ureg(PROGRAM_OUTPUT, output);
}
static struct ureg register_const4f( struct tnl_program *p,
GLfloat s0,
GLfloat s1,
GLfloat s2,
GLfloat s3)
{
GLfloat values[4];
GLint idx;
GLuint swizzle;
values[0] = s0;
values[1] = s1;
values[2] = s2;
values[3] = s3;
idx = _mesa_add_unnamed_constant( p->program->Base.Parameters, values, 4,
&swizzle );
ASSERT(swizzle == SWIZZLE_NOOP);
return make_ureg(PROGRAM_STATE_VAR, idx);
}
#define register_const1f(p, s0) register_const4f(p, s0, 0, 0, 1)
#define register_scalar_const(p, s0) register_const4f(p, s0, s0, s0, s0)
#define register_const2f(p, s0, s1) register_const4f(p, s0, s1, 0, 1)
#define register_const3f(p, s0, s1, s2) register_const4f(p, s0, s1, s2, 1)
static GLboolean is_undef( struct ureg reg )
{
return reg.file == PROGRAM_UNDEFINED;
}
static struct ureg get_identity_param( struct tnl_program *p )
{
if (is_undef(p->identity))
p->identity = register_const4f(p, 0,0,0,1);
return p->identity;
}
static struct ureg register_param5(struct tnl_program *p,
GLint s0,
GLint s1,
GLint s2,
GLint s3,
GLint s4)
{
gl_state_index tokens[STATE_LENGTH];
GLint idx;
tokens[0] = s0;
tokens[1] = s1;
tokens[2] = s2;
tokens[3] = s3;
tokens[4] = s4;
idx = _mesa_add_state_reference( p->program->Base.Parameters, tokens );
return make_ureg(PROGRAM_STATE_VAR, idx);
}
#define register_param1(p,s0) register_param5(p,s0,0,0,0,0)
#define register_param2(p,s0,s1) register_param5(p,s0,s1,0,0,0)
#define register_param3(p,s0,s1,s2) register_param5(p,s0,s1,s2,0,0)
#define register_param4(p,s0,s1,s2,s3) register_param5(p,s0,s1,s2,s3,0)
static void register_matrix_param5( struct tnl_program *p,
GLint s0, /* modelview, projection, etc */
GLint s1, /* texture matrix number */
GLint s2, /* first row */
GLint s3, /* last row */
GLint s4, /* inverse, transpose, etc */
struct ureg *matrix )
{
GLint i;
/* This is a bit sad as the support is there to pull the whole
* matrix out in one go:
*/
for (i = 0; i <= s3 - s2; i++)
matrix[i] = register_param5( p, s0, s1, i, i, s4 );
}
/**
* Convert a ureg source register to a prog_src_register.
*/
static void emit_arg( struct prog_src_register *src,
struct ureg reg )
{
assert(reg.file != PROGRAM_OUTPUT);
src->File = reg.file;
src->Index = reg.idx;
src->Swizzle = reg.swz;
src->NegateBase = reg.negate ? NEGATE_XYZW : 0;
src->Abs = 0;
src->NegateAbs = 0;
src->RelAddr = 0;
}
/**
* XXX This should go away someday, but still referenced by some drivers...
*/
void _tnl_UpdateFixedFunctionProgram( GLcontext *ctx )
{
const struct gl_vertex_program *prev = ctx->VertexProgram._Current;
if (!ctx->VertexProgram._Current ||
ctx->VertexProgram._Current == ctx->VertexProgram._TnlProgram) {
struct gl_vertex_program *newProg;
newProg = _mesa_get_fixed_func_vertex_program(ctx);
_mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, newProg);
_mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, newProg);
}
/* Tell the driver about the change. Could define a new target for
* this?
*/
if (ctx->VertexProgram._Current != prev && ctx->Driver.BindProgram) {
ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB,
(struct gl_program *) ctx->VertexProgram._Current);
}
}
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