1 /**************************************************************************
2 *
3 * Copyright 2007 VMware, Inc.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28 /**
29 * \file ffvertex_prog.c
30 *
31 * Create a vertex program to execute the current fixed function T&L pipeline.
32 * \author Keith Whitwell
33 */
34
35
36 #include "main/errors.h"
37 #include "main/glheader.h"
38 #include "main/mtypes.h"
39 #include "main/macros.h"
40 #include "main/enums.h"
41 #include "main/ffvertex_prog.h"
42 #include "program/program.h"
43 #include "program/prog_cache.h"
44 #include "program/prog_instruction.h"
45 #include "program/prog_parameter.h"
46 #include "program/prog_print.h"
47 #include "program/prog_statevars.h"
48 #include "util/bitscan.h"
49
50
51 /** Max of number of lights and texture coord units */
52 #define NUM_UNITS MAX2(MAX_TEXTURE_COORD_UNITS, MAX_LIGHTS)
53
54 struct state_key {
55 GLbitfield varying_vp_inputs;
56
57 unsigned fragprog_inputs_read:12;
58
59 unsigned light_color_material_mask:12;
60 unsigned light_global_enabled:1;
61 unsigned light_local_viewer:1;
62 unsigned light_twoside:1;
63 unsigned material_shininess_is_zero:1;
64 unsigned need_eye_coords:1;
65 unsigned normalize:1;
66 unsigned rescale_normals:1;
67
68 unsigned fog_distance_mode:2;
69 unsigned separate_specular:1;
70 unsigned point_attenuated:1;
71
72 struct {
73 unsigned char light_enabled:1;
74 unsigned char light_eyepos3_is_zero:1;
75 unsigned char light_spotcutoff_is_180:1;
76 unsigned char light_attenuated:1;
77 unsigned char texmat_enabled:1;
78 unsigned char coord_replace:1;
79 unsigned char texgen_enabled:1;
80 unsigned char texgen_mode0:4;
81 unsigned char texgen_mode1:4;
82 unsigned char texgen_mode2:4;
83 unsigned char texgen_mode3:4;
84 } unit[NUM_UNITS];
85 };
86
87
88 #define TXG_NONE 0
89 #define TXG_OBJ_LINEAR 1
90 #define TXG_EYE_LINEAR 2
91 #define TXG_SPHERE_MAP 3
92 #define TXG_REFLECTION_MAP 4
93 #define TXG_NORMAL_MAP 5
94
translate_texgen(GLboolean enabled,GLenum mode)95 static GLuint translate_texgen( GLboolean enabled, GLenum mode )
96 {
97 if (!enabled)
98 return TXG_NONE;
99
100 switch (mode) {
101 case GL_OBJECT_LINEAR: return TXG_OBJ_LINEAR;
102 case GL_EYE_LINEAR: return TXG_EYE_LINEAR;
103 case GL_SPHERE_MAP: return TXG_SPHERE_MAP;
104 case GL_REFLECTION_MAP_NV: return TXG_REFLECTION_MAP;
105 case GL_NORMAL_MAP_NV: return TXG_NORMAL_MAP;
106 default: return TXG_NONE;
107 }
108 }
109
110 #define FDM_EYE_RADIAL 0
111 #define FDM_EYE_PLANE 1
112 #define FDM_EYE_PLANE_ABS 2
113 #define FDM_FROM_ARRAY 3
114
translate_fog_distance_mode(GLenum source,GLenum mode)115 static GLuint translate_fog_distance_mode(GLenum source, GLenum mode)
116 {
117 if (source == GL_FRAGMENT_DEPTH_EXT) {
118 switch (mode) {
119 case GL_EYE_RADIAL_NV:
120 return FDM_EYE_RADIAL;
121 case GL_EYE_PLANE:
122 return FDM_EYE_PLANE;
123 default: /* shouldn't happen; fall through to a sensible default */
124 case GL_EYE_PLANE_ABSOLUTE_NV:
125 return FDM_EYE_PLANE_ABS;
126 }
127 } else {
128 return FDM_FROM_ARRAY;
129 }
130 }
131
check_active_shininess(struct gl_context * ctx,const struct state_key * key,GLuint side)132 static GLboolean check_active_shininess( struct gl_context *ctx,
133 const struct state_key *key,
134 GLuint side )
135 {
136 GLuint attr = MAT_ATTRIB_FRONT_SHININESS + side;
137
138 if ((key->varying_vp_inputs & VERT_BIT_COLOR0) &&
139 (key->light_color_material_mask & (1 << attr)))
140 return GL_TRUE;
141
142 if (key->varying_vp_inputs & VERT_BIT_MAT(attr))
143 return GL_TRUE;
144
145 if (ctx->Light.Material.Attrib[attr][0] != 0.0F)
146 return GL_TRUE;
147
148 return GL_FALSE;
149 }
150
151
make_state_key(struct gl_context * ctx,struct state_key * key)152 static void make_state_key( struct gl_context *ctx, struct state_key *key )
153 {
154 const struct gl_program *fp = ctx->FragmentProgram._Current;
155 GLbitfield mask;
156
157 memset(key, 0, sizeof(struct state_key));
158
159 /* This now relies on texenvprogram.c being active:
160 */
161 assert(fp);
162
163 key->need_eye_coords = ctx->_NeedEyeCoords;
164
165 key->fragprog_inputs_read = fp->info.inputs_read;
166 key->varying_vp_inputs = ctx->VertexProgram._VaryingInputs;
167
168 if (ctx->RenderMode == GL_FEEDBACK) {
169 /* make sure the vertprog emits color and tex0 */
170 key->fragprog_inputs_read |= (VARYING_BIT_COL0 | VARYING_BIT_TEX0);
171 }
172
173 if (ctx->Light.Enabled) {
174 key->light_global_enabled = 1;
175
176 if (ctx->Light.Model.LocalViewer)
177 key->light_local_viewer = 1;
178
179 if (ctx->Light.Model.TwoSide)
180 key->light_twoside = 1;
181
182 if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
183 key->separate_specular = 1;
184
185 if (ctx->Light.ColorMaterialEnabled) {
186 key->light_color_material_mask = ctx->Light._ColorMaterialBitmask;
187 }
188
189 mask = ctx->Light._EnabledLights;
190 while (mask) {
191 const int i = u_bit_scan(&mask);
192 struct gl_light_uniforms *lu = &ctx->Light.LightSource[i];
193
194 key->unit[i].light_enabled = 1;
195
196 if (lu->EyePosition[3] == 0.0F)
197 key->unit[i].light_eyepos3_is_zero = 1;
198
199 if (lu->SpotCutoff == 180.0F)
200 key->unit[i].light_spotcutoff_is_180 = 1;
201
202 if (lu->ConstantAttenuation != 1.0F ||
203 lu->LinearAttenuation != 0.0F ||
204 lu->QuadraticAttenuation != 0.0F)
205 key->unit[i].light_attenuated = 1;
206 }
207
208 if (check_active_shininess(ctx, key, 0)) {
209 key->material_shininess_is_zero = 0;
210 }
211 else if (key->light_twoside &&
212 check_active_shininess(ctx, key, 1)) {
213 key->material_shininess_is_zero = 0;
214 }
215 else {
216 key->material_shininess_is_zero = 1;
217 }
218 }
219
220 if (ctx->Transform.Normalize)
221 key->normalize = 1;
222
223 if (ctx->Transform.RescaleNormals)
224 key->rescale_normals = 1;
225
226 /* Only distinguish fog parameters if we actually need */
227 if (key->fragprog_inputs_read & VARYING_BIT_FOGC)
228 key->fog_distance_mode =
229 translate_fog_distance_mode(ctx->Fog.FogCoordinateSource,
230 ctx->Fog.FogDistanceMode);
231
232 if (ctx->Point._Attenuated)
233 key->point_attenuated = 1;
234
235 mask = ctx->Texture._EnabledCoordUnits | ctx->Texture._TexGenEnabled
236 | ctx->Texture._TexMatEnabled | ctx->Point.CoordReplace;
237 while (mask) {
238 const int i = u_bit_scan(&mask);
239 struct gl_fixedfunc_texture_unit *texUnit =
240 &ctx->Texture.FixedFuncUnit[i];
241
242 if (ctx->Point.PointSprite)
243 if (ctx->Point.CoordReplace & (1u << i))
244 key->unit[i].coord_replace = 1;
245
246 if (ctx->Texture._TexMatEnabled & ENABLE_TEXMAT(i))
247 key->unit[i].texmat_enabled = 1;
248
249 if (texUnit->TexGenEnabled) {
250 key->unit[i].texgen_enabled = 1;
251
252 key->unit[i].texgen_mode0 =
253 translate_texgen( texUnit->TexGenEnabled & (1<<0),
254 texUnit->GenS.Mode );
255 key->unit[i].texgen_mode1 =
256 translate_texgen( texUnit->TexGenEnabled & (1<<1),
257 texUnit->GenT.Mode );
258 key->unit[i].texgen_mode2 =
259 translate_texgen( texUnit->TexGenEnabled & (1<<2),
260 texUnit->GenR.Mode );
261 key->unit[i].texgen_mode3 =
262 translate_texgen( texUnit->TexGenEnabled & (1<<3),
263 texUnit->GenQ.Mode );
264 }
265 }
266 }
267
268
269
270 /* Very useful debugging tool - produces annotated listing of
271 * generated program with line/function references for each
272 * instruction back into this file:
273 */
274 #define DISASSEM 0
275
276
277 /* Use uregs to represent registers internally, translate to Mesa's
278 * expected formats on emit.
279 *
280 * NOTE: These are passed by value extensively in this file rather
281 * than as usual by pointer reference. If this disturbs you, try
282 * remembering they are just 32bits in size.
283 *
284 * GCC is smart enough to deal with these dword-sized structures in
285 * much the same way as if I had defined them as dwords and was using
286 * macros to access and set the fields. This is much nicer and easier
287 * to evolve.
288 */
289 struct ureg {
290 GLuint file:4;
291 GLint idx:9; /* relative addressing may be negative */
292 /* sizeof(idx) should == sizeof(prog_src_reg::Index) */
293 GLuint negate:1;
294 GLuint swz:12;
295 GLuint pad:6;
296 };
297
298
299 struct tnl_program {
300 const struct state_key *state;
301 struct gl_program *program;
302 struct gl_program_parameter_list *state_params;
303 GLuint max_inst; /** number of instructions allocated for program */
304 GLboolean mvp_with_dp4;
305
306 GLuint temp_in_use;
307 GLuint temp_reserved;
308
309 struct ureg eye_position;
310 struct ureg eye_position_z;
311 struct ureg eye_position_normalized;
312 struct ureg transformed_normal;
313 struct ureg identity;
314
315 GLuint materials;
316 GLuint color_materials;
317 };
318
319
320 static const struct ureg undef = {
321 PROGRAM_UNDEFINED,
322 0,
323 0,
324 0,
325 0
326 };
327
328 /* Local shorthand:
329 */
330 #define X SWIZZLE_X
331 #define Y SWIZZLE_Y
332 #define Z SWIZZLE_Z
333 #define W SWIZZLE_W
334
335
336 /* Construct a ureg:
337 */
make_ureg(GLuint file,GLint idx)338 static struct ureg make_ureg(GLuint file, GLint idx)
339 {
340 struct ureg reg;
341 reg.file = file;
342 reg.idx = idx;
343 reg.negate = 0;
344 reg.swz = SWIZZLE_NOOP;
345 reg.pad = 0;
346 return reg;
347 }
348
349
negate(struct ureg reg)350 static struct ureg negate( struct ureg reg )
351 {
352 reg.negate ^= 1;
353 return reg;
354 }
355
356
swizzle(struct ureg reg,int x,int y,int z,int w)357 static struct ureg swizzle( struct ureg reg, int x, int y, int z, int w )
358 {
359 reg.swz = MAKE_SWIZZLE4(GET_SWZ(reg.swz, x),
360 GET_SWZ(reg.swz, y),
361 GET_SWZ(reg.swz, z),
362 GET_SWZ(reg.swz, w));
363 return reg;
364 }
365
366
swizzle1(struct ureg reg,int x)367 static struct ureg swizzle1( struct ureg reg, int x )
368 {
369 return swizzle(reg, x, x, x, x);
370 }
371
372
get_temp(struct tnl_program * p)373 static struct ureg get_temp( struct tnl_program *p )
374 {
375 int bit = ffs( ~p->temp_in_use );
376 if (!bit) {
377 _mesa_problem(NULL, "%s: out of temporaries\n", __FILE__);
378 exit(1);
379 }
380
381 if ((GLuint) bit > p->program->arb.NumTemporaries)
382 p->program->arb.NumTemporaries = bit;
383
384 p->temp_in_use |= 1<<(bit-1);
385 return make_ureg(PROGRAM_TEMPORARY, bit-1);
386 }
387
388
reserve_temp(struct tnl_program * p)389 static struct ureg reserve_temp( struct tnl_program *p )
390 {
391 struct ureg temp = get_temp( p );
392 p->temp_reserved |= 1<<temp.idx;
393 return temp;
394 }
395
396
release_temp(struct tnl_program * p,struct ureg reg)397 static void release_temp( struct tnl_program *p, struct ureg reg )
398 {
399 if (reg.file == PROGRAM_TEMPORARY) {
400 p->temp_in_use &= ~(1<<reg.idx);
401 p->temp_in_use |= p->temp_reserved; /* can't release reserved temps */
402 }
403 }
404
release_temps(struct tnl_program * p)405 static void release_temps( struct tnl_program *p )
406 {
407 p->temp_in_use = p->temp_reserved;
408 }
409
410
register_param4(struct tnl_program * p,GLint s0,GLint s1,GLint s2,GLint s3)411 static struct ureg register_param4(struct tnl_program *p,
412 GLint s0,
413 GLint s1,
414 GLint s2,
415 GLint s3)
416 {
417 gl_state_index16 tokens[STATE_LENGTH];
418 GLint idx;
419 tokens[0] = s0;
420 tokens[1] = s1;
421 tokens[2] = s2;
422 tokens[3] = s3;
423 idx = _mesa_add_state_reference(p->state_params, tokens);
424 return make_ureg(PROGRAM_STATE_VAR, idx);
425 }
426
427
428 #define register_param1(p,s0) register_param4(p,s0,0,0,0)
429 #define register_param2(p,s0,s1) register_param4(p,s0,s1,0,0)
430 #define register_param3(p,s0,s1,s2) register_param4(p,s0,s1,s2,0)
431
432
433
434 /**
435 * \param input one of VERT_ATTRIB_x tokens.
436 */
register_input(struct tnl_program * p,GLuint input)437 static struct ureg register_input( struct tnl_program *p, GLuint input )
438 {
439 assert(input < VERT_ATTRIB_MAX);
440
441 if (p->state->varying_vp_inputs & VERT_BIT(input)) {
442 p->program->info.inputs_read |= (uint64_t)VERT_BIT(input);
443 return make_ureg(PROGRAM_INPUT, input);
444 }
445 else {
446 return register_param2(p, STATE_CURRENT_ATTRIB, input);
447 }
448 }
449
450
451 /**
452 * \param input one of VARYING_SLOT_x tokens.
453 */
register_output(struct tnl_program * p,GLuint output)454 static struct ureg register_output( struct tnl_program *p, GLuint output )
455 {
456 p->program->info.outputs_written |= BITFIELD64_BIT(output);
457 return make_ureg(PROGRAM_OUTPUT, output);
458 }
459
460
register_const4f(struct tnl_program * p,GLfloat s0,GLfloat s1,GLfloat s2,GLfloat s3)461 static struct ureg register_const4f( struct tnl_program *p,
462 GLfloat s0,
463 GLfloat s1,
464 GLfloat s2,
465 GLfloat s3)
466 {
467 gl_constant_value values[4];
468 GLint idx;
469 GLuint swizzle;
470 values[0].f = s0;
471 values[1].f = s1;
472 values[2].f = s2;
473 values[3].f = s3;
474 idx = _mesa_add_unnamed_constant(p->program->Parameters, values, 4,
475 &swizzle );
476 assert(swizzle == SWIZZLE_NOOP);
477 return make_ureg(PROGRAM_CONSTANT, idx);
478 }
479
480 #define register_const1f(p, s0) register_const4f(p, s0, 0, 0, 1)
481 #define register_scalar_const(p, s0) register_const4f(p, s0, s0, s0, s0)
482 #define register_const2f(p, s0, s1) register_const4f(p, s0, s1, 0, 1)
483 #define register_const3f(p, s0, s1, s2) register_const4f(p, s0, s1, s2, 1)
484
is_undef(struct ureg reg)485 static GLboolean is_undef( struct ureg reg )
486 {
487 return reg.file == PROGRAM_UNDEFINED;
488 }
489
490
get_identity_param(struct tnl_program * p)491 static struct ureg get_identity_param( struct tnl_program *p )
492 {
493 if (is_undef(p->identity))
494 p->identity = register_const4f(p, 0,0,0,1);
495
496 return p->identity;
497 }
498
register_matrix_param5(struct tnl_program * p,GLint s0,GLint s1,GLint s2,GLint s3,struct ureg * matrix)499 static void register_matrix_param5( struct tnl_program *p,
500 GLint s0, /* modelview, projection, etc */
501 GLint s1, /* texture matrix number */
502 GLint s2, /* first row */
503 GLint s3, /* last row */
504 struct ureg *matrix )
505 {
506 GLint i;
507
508 /* This is a bit sad as the support is there to pull the whole
509 * matrix out in one go:
510 */
511 for (i = 0; i <= s3 - s2; i++)
512 matrix[i] = register_param4(p, s0, s1, i, i);
513 }
514
515
emit_arg(struct prog_src_register * src,struct ureg reg)516 static void emit_arg( struct prog_src_register *src,
517 struct ureg reg )
518 {
519 src->File = reg.file;
520 src->Index = reg.idx;
521 src->Swizzle = reg.swz;
522 src->Negate = reg.negate ? NEGATE_XYZW : NEGATE_NONE;
523 src->RelAddr = 0;
524 /* Check that bitfield sizes aren't exceeded */
525 assert(src->Index == reg.idx);
526 }
527
528
emit_dst(struct prog_dst_register * dst,struct ureg reg,GLuint mask)529 static void emit_dst( struct prog_dst_register *dst,
530 struct ureg reg, GLuint mask )
531 {
532 dst->File = reg.file;
533 dst->Index = reg.idx;
534 /* allow zero as a shorthand for xyzw */
535 dst->WriteMask = mask ? mask : WRITEMASK_XYZW;
536 /* Check that bitfield sizes aren't exceeded */
537 assert(dst->Index == reg.idx);
538 }
539
540
debug_insn(struct prog_instruction * inst,const char * fn,GLuint line)541 static void debug_insn( struct prog_instruction *inst, const char *fn,
542 GLuint line )
543 {
544 if (DISASSEM) {
545 static const char *last_fn;
546
547 if (fn != last_fn) {
548 last_fn = fn;
549 printf("%s:\n", fn);
550 }
551
552 printf("%d:\t", line);
553 _mesa_print_instruction(inst);
554 }
555 }
556
557
emit_op3fn(struct tnl_program * p,enum prog_opcode op,struct ureg dest,GLuint mask,struct ureg src0,struct ureg src1,struct ureg src2,const char * fn,GLuint line)558 static void emit_op3fn(struct tnl_program *p,
559 enum prog_opcode op,
560 struct ureg dest,
561 GLuint mask,
562 struct ureg src0,
563 struct ureg src1,
564 struct ureg src2,
565 const char *fn,
566 GLuint line)
567 {
568 GLuint nr;
569 struct prog_instruction *inst;
570
571 assert(p->program->arb.NumInstructions <= p->max_inst);
572
573 if (p->program->arb.NumInstructions == p->max_inst) {
574 /* need to extend the program's instruction array */
575 struct prog_instruction *newInst;
576
577 /* double the size */
578 p->max_inst *= 2;
579
580 newInst =
581 rzalloc_array(p->program, struct prog_instruction, p->max_inst);
582 if (!newInst) {
583 _mesa_error(NULL, GL_OUT_OF_MEMORY, "vertex program build");
584 return;
585 }
586
587 _mesa_copy_instructions(newInst, p->program->arb.Instructions,
588 p->program->arb.NumInstructions);
589
590 ralloc_free(p->program->arb.Instructions);
591
592 p->program->arb.Instructions = newInst;
593 }
594
595 nr = p->program->arb.NumInstructions++;
596
597 inst = &p->program->arb.Instructions[nr];
598 inst->Opcode = (enum prog_opcode) op;
599
600 emit_arg( &inst->SrcReg[0], src0 );
601 emit_arg( &inst->SrcReg[1], src1 );
602 emit_arg( &inst->SrcReg[2], src2 );
603
604 emit_dst( &inst->DstReg, dest, mask );
605
606 debug_insn(inst, fn, line);
607 }
608
609
610 #define emit_op3(p, op, dst, mask, src0, src1, src2) \
611 emit_op3fn(p, op, dst, mask, src0, src1, src2, __func__, __LINE__)
612
613 #define emit_op2(p, op, dst, mask, src0, src1) \
614 emit_op3fn(p, op, dst, mask, src0, src1, undef, __func__, __LINE__)
615
616 #define emit_op1(p, op, dst, mask, src0) \
617 emit_op3fn(p, op, dst, mask, src0, undef, undef, __func__, __LINE__)
618
619
make_temp(struct tnl_program * p,struct ureg reg)620 static struct ureg make_temp( struct tnl_program *p, struct ureg reg )
621 {
622 if (reg.file == PROGRAM_TEMPORARY &&
623 !(p->temp_reserved & (1<<reg.idx)))
624 return reg;
625 else {
626 struct ureg temp = get_temp(p);
627 emit_op1(p, OPCODE_MOV, temp, 0, reg);
628 return temp;
629 }
630 }
631
632
633 /* Currently no tracking performed of input/output/register size or
634 * active elements. Could be used to reduce these operations, as
635 * could the matrix type.
636 */
emit_matrix_transform_vec4(struct tnl_program * p,struct ureg dest,const struct ureg * mat,struct ureg src)637 static void emit_matrix_transform_vec4( struct tnl_program *p,
638 struct ureg dest,
639 const struct ureg *mat,
640 struct ureg src)
641 {
642 emit_op2(p, OPCODE_DP4, dest, WRITEMASK_X, src, mat[0]);
643 emit_op2(p, OPCODE_DP4, dest, WRITEMASK_Y, src, mat[1]);
644 emit_op2(p, OPCODE_DP4, dest, WRITEMASK_Z, src, mat[2]);
645 emit_op2(p, OPCODE_DP4, dest, WRITEMASK_W, src, mat[3]);
646 }
647
648
649 /* This version is much easier to implement if writemasks are not
650 * supported natively on the target or (like SSE), the target doesn't
651 * have a clean/obvious dotproduct implementation.
652 */
emit_transpose_matrix_transform_vec4(struct tnl_program * p,struct ureg dest,const struct ureg * mat,struct ureg src)653 static void emit_transpose_matrix_transform_vec4( struct tnl_program *p,
654 struct ureg dest,
655 const struct ureg *mat,
656 struct ureg src)
657 {
658 struct ureg tmp;
659
660 if (dest.file != PROGRAM_TEMPORARY)
661 tmp = get_temp(p);
662 else
663 tmp = dest;
664
665 emit_op2(p, OPCODE_MUL, tmp, 0, swizzle1(src,X), mat[0]);
666 emit_op3(p, OPCODE_MAD, tmp, 0, swizzle1(src,Y), mat[1], tmp);
667 emit_op3(p, OPCODE_MAD, tmp, 0, swizzle1(src,Z), mat[2], tmp);
668 emit_op3(p, OPCODE_MAD, dest, 0, swizzle1(src,W), mat[3], tmp);
669
670 if (dest.file != PROGRAM_TEMPORARY)
671 release_temp(p, tmp);
672 }
673
674
emit_matrix_transform_vec3(struct tnl_program * p,struct ureg dest,const struct ureg * mat,struct ureg src)675 static void emit_matrix_transform_vec3( struct tnl_program *p,
676 struct ureg dest,
677 const struct ureg *mat,
678 struct ureg src)
679 {
680 emit_op2(p, OPCODE_DP3, dest, WRITEMASK_X, src, mat[0]);
681 emit_op2(p, OPCODE_DP3, dest, WRITEMASK_Y, src, mat[1]);
682 emit_op2(p, OPCODE_DP3, dest, WRITEMASK_Z, src, mat[2]);
683 }
684
685
emit_normalize_vec3(struct tnl_program * p,struct ureg dest,struct ureg src)686 static void emit_normalize_vec3( struct tnl_program *p,
687 struct ureg dest,
688 struct ureg src )
689 {
690 struct ureg tmp = get_temp(p);
691 emit_op2(p, OPCODE_DP3, tmp, WRITEMASK_X, src, src);
692 emit_op1(p, OPCODE_RSQ, tmp, WRITEMASK_X, tmp);
693 emit_op2(p, OPCODE_MUL, dest, 0, src, swizzle1(tmp, X));
694 release_temp(p, tmp);
695 }
696
697
emit_passthrough(struct tnl_program * p,GLuint input,GLuint output)698 static void emit_passthrough( struct tnl_program *p,
699 GLuint input,
700 GLuint output )
701 {
702 struct ureg out = register_output(p, output);
703 emit_op1(p, OPCODE_MOV, out, 0, register_input(p, input));
704 }
705
706
get_eye_position(struct tnl_program * p)707 static struct ureg get_eye_position( struct tnl_program *p )
708 {
709 if (is_undef(p->eye_position)) {
710 struct ureg pos = register_input( p, VERT_ATTRIB_POS );
711 struct ureg modelview[4];
712
713 p->eye_position = reserve_temp(p);
714
715 if (p->mvp_with_dp4) {
716 register_matrix_param5( p, STATE_MODELVIEW_MATRIX, 0, 0, 3,
717 modelview );
718
719 emit_matrix_transform_vec4(p, p->eye_position, modelview, pos);
720 }
721 else {
722 register_matrix_param5( p, STATE_MODELVIEW_MATRIX_TRANSPOSE, 0, 0, 3,
723 modelview );
724
725 emit_transpose_matrix_transform_vec4(p, p->eye_position, modelview, pos);
726 }
727 }
728
729 return p->eye_position;
730 }
731
732
get_eye_position_z(struct tnl_program * p)733 static struct ureg get_eye_position_z( struct tnl_program *p )
734 {
735 if (!is_undef(p->eye_position))
736 return swizzle1(p->eye_position, Z);
737
738 if (is_undef(p->eye_position_z)) {
739 struct ureg pos = register_input( p, VERT_ATTRIB_POS );
740 struct ureg modelview[4];
741
742 p->eye_position_z = reserve_temp(p);
743
744 register_matrix_param5( p, STATE_MODELVIEW_MATRIX, 0, 0, 3,
745 modelview );
746
747 emit_op2(p, OPCODE_DP4, p->eye_position_z, 0, pos, modelview[2]);
748 }
749
750 return p->eye_position_z;
751 }
752
753
get_eye_position_normalized(struct tnl_program * p)754 static struct ureg get_eye_position_normalized( struct tnl_program *p )
755 {
756 if (is_undef(p->eye_position_normalized)) {
757 struct ureg eye = get_eye_position(p);
758 p->eye_position_normalized = reserve_temp(p);
759 emit_normalize_vec3(p, p->eye_position_normalized, eye);
760 }
761
762 return p->eye_position_normalized;
763 }
764
765
get_transformed_normal(struct tnl_program * p)766 static struct ureg get_transformed_normal( struct tnl_program *p )
767 {
768 if (is_undef(p->transformed_normal) &&
769 !p->state->need_eye_coords &&
770 !p->state->normalize &&
771 !(p->state->need_eye_coords == p->state->rescale_normals))
772 {
773 p->transformed_normal = register_input(p, VERT_ATTRIB_NORMAL );
774 }
775 else if (is_undef(p->transformed_normal))
776 {
777 struct ureg normal = register_input(p, VERT_ATTRIB_NORMAL );
778 struct ureg mvinv[3];
779 struct ureg transformed_normal = reserve_temp(p);
780
781 if (p->state->need_eye_coords) {
782 register_matrix_param5( p, STATE_MODELVIEW_MATRIX_INVTRANS, 0, 0, 2,
783 mvinv );
784
785 /* Transform to eye space:
786 */
787 emit_matrix_transform_vec3( p, transformed_normal, mvinv, normal );
788 normal = transformed_normal;
789 }
790
791 /* Normalize/Rescale:
792 */
793 if (p->state->normalize) {
794 emit_normalize_vec3( p, transformed_normal, normal );
795 normal = transformed_normal;
796 }
797 else if (p->state->need_eye_coords == p->state->rescale_normals) {
798 /* This is already adjusted for eye/non-eye rendering:
799 */
800 struct ureg rescale = register_param1(p, STATE_NORMAL_SCALE);
801
802 emit_op2( p, OPCODE_MUL, transformed_normal, 0, normal, rescale );
803 normal = transformed_normal;
804 }
805
806 assert(normal.file == PROGRAM_TEMPORARY);
807 p->transformed_normal = normal;
808 }
809
810 return p->transformed_normal;
811 }
812
813
build_hpos(struct tnl_program * p)814 static void build_hpos( struct tnl_program *p )
815 {
816 struct ureg pos = register_input( p, VERT_ATTRIB_POS );
817 struct ureg hpos = register_output( p, VARYING_SLOT_POS );
818 struct ureg mvp[4];
819
820 if (p->mvp_with_dp4) {
821 register_matrix_param5( p, STATE_MVP_MATRIX, 0, 0, 3,
822 mvp );
823 emit_matrix_transform_vec4( p, hpos, mvp, pos );
824 }
825 else {
826 register_matrix_param5( p, STATE_MVP_MATRIX_TRANSPOSE, 0, 0, 3,
827 mvp );
828 emit_transpose_matrix_transform_vec4( p, hpos, mvp, pos );
829 }
830 }
831
832
material_attrib(GLuint side,GLuint property)833 static GLuint material_attrib( GLuint side, GLuint property )
834 {
835 switch (property) {
836 case STATE_AMBIENT:
837 return MAT_ATTRIB_FRONT_AMBIENT + side;
838 case STATE_DIFFUSE:
839 return MAT_ATTRIB_FRONT_DIFFUSE + side;
840 case STATE_SPECULAR:
841 return MAT_ATTRIB_FRONT_SPECULAR + side;
842 case STATE_EMISSION:
843 return MAT_ATTRIB_FRONT_EMISSION + side;
844 case STATE_SHININESS:
845 return MAT_ATTRIB_FRONT_SHININESS + side;
846 default:
847 unreachable("invalid value");
848 }
849 }
850
851
852 /**
853 * Get a bitmask of which material values vary on a per-vertex basis.
854 */
set_material_flags(struct tnl_program * p)855 static void set_material_flags( struct tnl_program *p )
856 {
857 p->color_materials = 0;
858 p->materials = 0;
859
860 if (p->state->varying_vp_inputs & VERT_BIT_COLOR0) {
861 p->materials =
862 p->color_materials = p->state->light_color_material_mask;
863 }
864
865 p->materials |= ((p->state->varying_vp_inputs & VERT_BIT_MAT_ALL)
866 >> VERT_ATTRIB_MAT(0));
867 }
868
869
get_material(struct tnl_program * p,GLuint side,GLuint property)870 static struct ureg get_material( struct tnl_program *p, GLuint side,
871 GLuint property )
872 {
873 GLuint attrib = material_attrib(side, property);
874
875 if (p->color_materials & (1<<attrib))
876 return register_input(p, VERT_ATTRIB_COLOR0);
877 else if (p->materials & (1<<attrib)) {
878 /* Put material values in the GENERIC slots -- they are not used
879 * for anything in fixed function mode.
880 */
881 return register_input( p, VERT_ATTRIB_MAT(attrib) );
882 }
883 else
884 return register_param2(p, STATE_MATERIAL, attrib);
885 }
886
887 #define SCENE_COLOR_BITS(side) (( MAT_BIT_FRONT_EMISSION | \
888 MAT_BIT_FRONT_AMBIENT | \
889 MAT_BIT_FRONT_DIFFUSE) << (side))
890
891
892 /**
893 * Either return a precalculated constant value or emit code to
894 * calculate these values dynamically in the case where material calls
895 * are present between begin/end pairs.
896 *
897 * Probably want to shift this to the program compilation phase - if
898 * we always emitted the calculation here, a smart compiler could
899 * detect that it was constant (given a certain set of inputs), and
900 * lift it out of the main loop. That way the programs created here
901 * would be independent of the vertex_buffer details.
902 */
get_scenecolor(struct tnl_program * p,GLuint side)903 static struct ureg get_scenecolor( struct tnl_program *p, GLuint side )
904 {
905 if (p->materials & SCENE_COLOR_BITS(side)) {
906 struct ureg lm_ambient = register_param1(p, STATE_LIGHTMODEL_AMBIENT);
907 struct ureg material_emission = get_material(p, side, STATE_EMISSION);
908 struct ureg material_ambient = get_material(p, side, STATE_AMBIENT);
909 struct ureg material_diffuse = get_material(p, side, STATE_DIFFUSE);
910 struct ureg tmp = make_temp(p, material_diffuse);
911 emit_op3(p, OPCODE_MAD, tmp, WRITEMASK_XYZ, lm_ambient,
912 material_ambient, material_emission);
913 return tmp;
914 }
915 else
916 return register_param2( p, STATE_LIGHTMODEL_SCENECOLOR, side );
917 }
918
919
get_lightprod(struct tnl_program * p,GLuint light,GLuint side,GLuint property,bool * is_state_light)920 static struct ureg get_lightprod( struct tnl_program *p, GLuint light,
921 GLuint side, GLuint property, bool *is_state_light )
922 {
923 GLuint attrib = material_attrib(side, property);
924 if (p->materials & (1<<attrib)) {
925 struct ureg light_value =
926 register_param3(p, STATE_LIGHT, light, property);
927 *is_state_light = true;
928 return light_value;
929 }
930 else {
931 *is_state_light = false;
932 return register_param3(p, STATE_LIGHTPROD, light, attrib);
933 }
934 }
935
936
calculate_light_attenuation(struct tnl_program * p,GLuint i,struct ureg VPpli,struct ureg dist)937 static struct ureg calculate_light_attenuation( struct tnl_program *p,
938 GLuint i,
939 struct ureg VPpli,
940 struct ureg dist )
941 {
942 struct ureg attenuation = register_param3(p, STATE_LIGHT, i,
943 STATE_ATTENUATION);
944 struct ureg att = undef;
945
946 /* Calculate spot attenuation:
947 */
948 if (!p->state->unit[i].light_spotcutoff_is_180) {
949 struct ureg spot_dir_norm = register_param2(p, STATE_LIGHT_SPOT_DIR_NORMALIZED, i);
950 struct ureg spot = get_temp(p);
951 struct ureg slt = get_temp(p);
952
953 att = get_temp(p);
954
955 emit_op2(p, OPCODE_DP3, spot, 0, negate(VPpli), spot_dir_norm);
956 emit_op2(p, OPCODE_SLT, slt, 0, swizzle1(spot_dir_norm,W), spot);
957 emit_op1(p, OPCODE_ABS, spot, 0, spot);
958 emit_op2(p, OPCODE_POW, spot, 0, spot, swizzle1(attenuation, W));
959 emit_op2(p, OPCODE_MUL, att, 0, slt, spot);
960
961 release_temp(p, spot);
962 release_temp(p, slt);
963 }
964
965 /* Calculate distance attenuation(See formula (2.4) at glspec 2.1 page 62):
966 *
967 * Skip the calucation when _dist_ is undefined(light_eyepos3_is_zero)
968 */
969 if (p->state->unit[i].light_attenuated && !is_undef(dist)) {
970 if (is_undef(att))
971 att = get_temp(p);
972 /* 1/d,d,d,1/d */
973 emit_op1(p, OPCODE_RCP, dist, WRITEMASK_YZ, dist);
974 /* 1,d,d*d,1/d */
975 emit_op2(p, OPCODE_MUL, dist, WRITEMASK_XZ, dist, swizzle1(dist,Y));
976 /* 1/dist-atten */
977 emit_op2(p, OPCODE_DP3, dist, 0, attenuation, dist);
978
979 if (!p->state->unit[i].light_spotcutoff_is_180) {
980 /* dist-atten */
981 emit_op1(p, OPCODE_RCP, dist, 0, dist);
982 /* spot-atten * dist-atten */
983 emit_op2(p, OPCODE_MUL, att, 0, dist, att);
984 }
985 else {
986 /* dist-atten */
987 emit_op1(p, OPCODE_RCP, att, 0, dist);
988 }
989 }
990
991 return att;
992 }
993
994
995 /**
996 * Compute:
997 * lit.y = MAX(0, dots.x)
998 * lit.z = SLT(0, dots.x)
999 */
emit_degenerate_lit(struct tnl_program * p,struct ureg lit,struct ureg dots)1000 static void emit_degenerate_lit( struct tnl_program *p,
1001 struct ureg lit,
1002 struct ureg dots )
1003 {
1004 struct ureg id = get_identity_param(p); /* id = {0,0,0,1} */
1005
1006 /* Note that lit.x & lit.w will not be examined. Note also that
1007 * dots.xyzw == dots.xxxx.
1008 */
1009
1010 /* MAX lit, id, dots;
1011 */
1012 emit_op2(p, OPCODE_MAX, lit, WRITEMASK_XYZW, id, dots);
1013
1014 /* result[2] = (in > 0 ? 1 : 0)
1015 * SLT lit.z, id.z, dots; # lit.z = (0 < dots.z) ? 1 : 0
1016 */
1017 emit_op2(p, OPCODE_SLT, lit, WRITEMASK_Z, swizzle1(id,Z), dots);
1018 }
1019
1020
1021 /* Need to add some addtional parameters to allow lighting in object
1022 * space - STATE_SPOT_DIRECTION and STATE_HALF_VECTOR implicitly assume eye
1023 * space lighting.
1024 */
build_lighting(struct tnl_program * p)1025 static void build_lighting( struct tnl_program *p )
1026 {
1027 const GLboolean twoside = p->state->light_twoside;
1028 const GLboolean separate = p->state->separate_specular;
1029 GLuint nr_lights = 0, count = 0;
1030 struct ureg normal = get_transformed_normal(p);
1031 struct ureg lit = get_temp(p);
1032 struct ureg dots = get_temp(p);
1033 struct ureg _col0 = undef, _col1 = undef;
1034 struct ureg _bfc0 = undef, _bfc1 = undef;
1035 GLuint i;
1036
1037 /*
1038 * NOTE:
1039 * dots.x = dot(normal, VPpli)
1040 * dots.y = dot(normal, halfAngle)
1041 * dots.z = back.shininess
1042 * dots.w = front.shininess
1043 */
1044
1045 for (i = 0; i < MAX_LIGHTS; i++)
1046 if (p->state->unit[i].light_enabled)
1047 nr_lights++;
1048
1049 set_material_flags(p);
1050
1051 {
1052 if (!p->state->material_shininess_is_zero) {
1053 struct ureg shininess = get_material(p, 0, STATE_SHININESS);
1054 emit_op1(p, OPCODE_MOV, dots, WRITEMASK_W, swizzle1(shininess,X));
1055 release_temp(p, shininess);
1056 }
1057
1058 _col0 = make_temp(p, get_scenecolor(p, 0));
1059 if (separate)
1060 _col1 = make_temp(p, get_identity_param(p));
1061 else
1062 _col1 = _col0;
1063 }
1064
1065 if (twoside) {
1066 if (!p->state->material_shininess_is_zero) {
1067 /* Note that we negate the back-face specular exponent here.
1068 * The negation will be un-done later in the back-face code below.
1069 */
1070 struct ureg shininess = get_material(p, 1, STATE_SHININESS);
1071 emit_op1(p, OPCODE_MOV, dots, WRITEMASK_Z,
1072 negate(swizzle1(shininess,X)));
1073 release_temp(p, shininess);
1074 }
1075
1076 _bfc0 = make_temp(p, get_scenecolor(p, 1));
1077 if (separate)
1078 _bfc1 = make_temp(p, get_identity_param(p));
1079 else
1080 _bfc1 = _bfc0;
1081 }
1082
1083 /* If no lights, still need to emit the scenecolor.
1084 */
1085 {
1086 struct ureg res0 = register_output( p, VARYING_SLOT_COL0 );
1087 emit_op1(p, OPCODE_MOV, res0, 0, _col0);
1088 }
1089
1090 if (separate) {
1091 struct ureg res1 = register_output( p, VARYING_SLOT_COL1 );
1092 emit_op1(p, OPCODE_MOV, res1, 0, _col1);
1093 }
1094
1095 if (twoside) {
1096 struct ureg res0 = register_output( p, VARYING_SLOT_BFC0 );
1097 emit_op1(p, OPCODE_MOV, res0, 0, _bfc0);
1098 }
1099
1100 if (twoside && separate) {
1101 struct ureg res1 = register_output( p, VARYING_SLOT_BFC1 );
1102 emit_op1(p, OPCODE_MOV, res1, 0, _bfc1);
1103 }
1104
1105 if (nr_lights == 0) {
1106 release_temps(p);
1107 return;
1108 }
1109
1110 /* Declare light products first to place them sequentially next to each
1111 * other for optimal constant uploads.
1112 */
1113 struct ureg lightprod_front[MAX_LIGHTS][3];
1114 struct ureg lightprod_back[MAX_LIGHTS][3];
1115 bool lightprod_front_is_state_light[MAX_LIGHTS][3];
1116 bool lightprod_back_is_state_light[MAX_LIGHTS][3];
1117
1118 for (i = 0; i < MAX_LIGHTS; i++) {
1119 if (p->state->unit[i].light_enabled) {
1120 lightprod_front[i][0] = get_lightprod(p, i, 0, STATE_AMBIENT,
1121 &lightprod_front_is_state_light[i][0]);
1122 if (twoside)
1123 lightprod_back[i][0] = get_lightprod(p, i, 1, STATE_AMBIENT,
1124 &lightprod_back_is_state_light[i][0]);
1125
1126 lightprod_front[i][1] = get_lightprod(p, i, 0, STATE_DIFFUSE,
1127 &lightprod_front_is_state_light[i][1]);
1128 if (twoside)
1129 lightprod_back[i][1] = get_lightprod(p, i, 1, STATE_DIFFUSE,
1130 &lightprod_back_is_state_light[i][1]);
1131
1132 lightprod_front[i][2] = get_lightprod(p, i, 0, STATE_SPECULAR,
1133 &lightprod_front_is_state_light[i][2]);
1134 if (twoside)
1135 lightprod_back[i][2] = get_lightprod(p, i, 1, STATE_SPECULAR,
1136 &lightprod_back_is_state_light[i][2]);
1137 }
1138 }
1139
1140 /* Add more variables now that we'll use later, so that they are nicely
1141 * sorted in the parameter list.
1142 */
1143 for (i = 0; i < MAX_LIGHTS; i++) {
1144 if (p->state->unit[i].light_enabled) {
1145 if (p->state->unit[i].light_eyepos3_is_zero)
1146 register_param2(p, STATE_LIGHT_POSITION_NORMALIZED, i);
1147 else
1148 register_param2(p, STATE_LIGHT_POSITION, i);
1149 }
1150 }
1151 for (i = 0; i < MAX_LIGHTS; i++) {
1152 if (p->state->unit[i].light_enabled)
1153 register_param3(p, STATE_LIGHT, i, STATE_ATTENUATION);
1154 }
1155
1156 for (i = 0; i < MAX_LIGHTS; i++) {
1157 if (p->state->unit[i].light_enabled) {
1158 struct ureg half = undef;
1159 struct ureg att = undef, VPpli = undef;
1160 struct ureg dist = undef;
1161
1162 count++;
1163 if (p->state->unit[i].light_eyepos3_is_zero) {
1164 VPpli = register_param2(p, STATE_LIGHT_POSITION_NORMALIZED, i);
1165 } else {
1166 struct ureg Ppli = register_param2(p, STATE_LIGHT_POSITION, i);
1167 struct ureg V = get_eye_position(p);
1168
1169 VPpli = get_temp(p);
1170 dist = get_temp(p);
1171
1172 /* Calculate VPpli vector
1173 */
1174 emit_op2(p, OPCODE_SUB, VPpli, 0, Ppli, V);
1175
1176 /* Normalize VPpli. The dist value also used in
1177 * attenuation below.
1178 */
1179 emit_op2(p, OPCODE_DP3, dist, 0, VPpli, VPpli);
1180 emit_op1(p, OPCODE_RSQ, dist, 0, dist);
1181 emit_op2(p, OPCODE_MUL, VPpli, 0, VPpli, dist);
1182 }
1183
1184 /* Calculate attenuation:
1185 */
1186 att = calculate_light_attenuation(p, i, VPpli, dist);
1187 release_temp(p, dist);
1188
1189 /* Calculate viewer direction, or use infinite viewer:
1190 */
1191 if (!p->state->material_shininess_is_zero) {
1192 if (p->state->light_local_viewer) {
1193 struct ureg eye_hat = get_eye_position_normalized(p);
1194 half = get_temp(p);
1195 emit_op2(p, OPCODE_SUB, half, 0, VPpli, eye_hat);
1196 emit_normalize_vec3(p, half, half);
1197 } else if (p->state->unit[i].light_eyepos3_is_zero) {
1198 half = register_param2(p, STATE_LIGHT_HALF_VECTOR, i);
1199 } else {
1200 struct ureg z_dir = swizzle(get_identity_param(p),X,Y,W,Z);
1201 half = get_temp(p);
1202 emit_op2(p, OPCODE_ADD, half, 0, VPpli, z_dir);
1203 emit_normalize_vec3(p, half, half);
1204 }
1205 }
1206
1207 /* Calculate dot products:
1208 */
1209 if (p->state->material_shininess_is_zero) {
1210 emit_op2(p, OPCODE_DP3, dots, 0, normal, VPpli);
1211 }
1212 else {
1213 emit_op2(p, OPCODE_DP3, dots, WRITEMASK_X, normal, VPpli);
1214 emit_op2(p, OPCODE_DP3, dots, WRITEMASK_Y, normal, half);
1215 }
1216
1217 /* Front face lighting:
1218 */
1219 {
1220 /* Transform STATE_LIGHT into STATE_LIGHTPROD if needed. This isn't done in
1221 * get_lightprod to avoid using too many temps.
1222 */
1223 for (int j = 0; j < 3; j++) {
1224 if (lightprod_front_is_state_light[i][j]) {
1225 struct ureg material_value = get_material(p, 0, STATE_AMBIENT + j);
1226 struct ureg tmp = get_temp(p);
1227 emit_op2(p, OPCODE_MUL, tmp, 0, lightprod_front[i][j], material_value);
1228 lightprod_front[i][j] = tmp;
1229 }
1230 }
1231
1232 struct ureg ambient = lightprod_front[i][0];
1233 struct ureg diffuse = lightprod_front[i][1];
1234 struct ureg specular = lightprod_front[i][2];
1235 struct ureg res0, res1;
1236 GLuint mask0, mask1;
1237
1238 if (count == nr_lights) {
1239 if (separate) {
1240 mask0 = WRITEMASK_XYZ;
1241 mask1 = WRITEMASK_XYZ;
1242 res0 = register_output( p, VARYING_SLOT_COL0 );
1243 res1 = register_output( p, VARYING_SLOT_COL1 );
1244 }
1245 else {
1246 mask0 = 0;
1247 mask1 = WRITEMASK_XYZ;
1248 res0 = _col0;
1249 res1 = register_output( p, VARYING_SLOT_COL0 );
1250 }
1251 }
1252 else {
1253 mask0 = 0;
1254 mask1 = 0;
1255 res0 = _col0;
1256 res1 = _col1;
1257 }
1258
1259 if (!is_undef(att)) {
1260 /* light is attenuated by distance */
1261 emit_op1(p, OPCODE_LIT, lit, 0, dots);
1262 emit_op2(p, OPCODE_MUL, lit, 0, lit, att);
1263 emit_op3(p, OPCODE_MAD, _col0, 0, swizzle1(lit,X), ambient, _col0);
1264 }
1265 else if (!p->state->material_shininess_is_zero) {
1266 /* there's a non-zero specular term */
1267 emit_op1(p, OPCODE_LIT, lit, 0, dots);
1268 emit_op2(p, OPCODE_ADD, _col0, 0, ambient, _col0);
1269 }
1270 else {
1271 /* no attenutation, no specular */
1272 emit_degenerate_lit(p, lit, dots);
1273 emit_op2(p, OPCODE_ADD, _col0, 0, ambient, _col0);
1274 }
1275
1276 emit_op3(p, OPCODE_MAD, res0, mask0, swizzle1(lit,Y), diffuse, _col0);
1277 emit_op3(p, OPCODE_MAD, res1, mask1, swizzle1(lit,Z), specular, _col1);
1278
1279 release_temp(p, ambient);
1280 release_temp(p, diffuse);
1281 release_temp(p, specular);
1282 }
1283
1284 /* Back face lighting:
1285 */
1286 if (twoside) {
1287 /* Transform STATE_LIGHT into STATE_LIGHTPROD if needed. This isn't done in
1288 * get_lightprod to avoid using too many temps.
1289 */
1290 for (int j = 0; j < 3; j++) {
1291 if (lightprod_back_is_state_light[i][j]) {
1292 struct ureg material_value = get_material(p, 1, STATE_AMBIENT + j);
1293 struct ureg tmp = get_temp(p);
1294 emit_op2(p, OPCODE_MUL, tmp, 1, lightprod_back[i][j], material_value);
1295 lightprod_back[i][j] = tmp;
1296 }
1297 }
1298
1299 struct ureg ambient = lightprod_back[i][0];
1300 struct ureg diffuse = lightprod_back[i][1];
1301 struct ureg specular = lightprod_back[i][2];
1302 struct ureg res0, res1;
1303 GLuint mask0, mask1;
1304
1305 if (count == nr_lights) {
1306 if (separate) {
1307 mask0 = WRITEMASK_XYZ;
1308 mask1 = WRITEMASK_XYZ;
1309 res0 = register_output( p, VARYING_SLOT_BFC0 );
1310 res1 = register_output( p, VARYING_SLOT_BFC1 );
1311 }
1312 else {
1313 mask0 = 0;
1314 mask1 = WRITEMASK_XYZ;
1315 res0 = _bfc0;
1316 res1 = register_output( p, VARYING_SLOT_BFC0 );
1317 }
1318 }
1319 else {
1320 res0 = _bfc0;
1321 res1 = _bfc1;
1322 mask0 = 0;
1323 mask1 = 0;
1324 }
1325
1326 /* For the back face we need to negate the X and Y component
1327 * dot products. dots.Z has the negated back-face specular
1328 * exponent. We swizzle that into the W position. This
1329 * negation makes the back-face specular term positive again.
1330 */
1331 dots = negate(swizzle(dots,X,Y,W,Z));
1332
1333 if (!is_undef(att)) {
1334 emit_op1(p, OPCODE_LIT, lit, 0, dots);
1335 emit_op2(p, OPCODE_MUL, lit, 0, lit, att);
1336 emit_op3(p, OPCODE_MAD, _bfc0, 0, swizzle1(lit,X), ambient, _bfc0);
1337 }
1338 else if (!p->state->material_shininess_is_zero) {
1339 emit_op1(p, OPCODE_LIT, lit, 0, dots);
1340 emit_op2(p, OPCODE_ADD, _bfc0, 0, ambient, _bfc0); /**/
1341 }
1342 else {
1343 emit_degenerate_lit(p, lit, dots);
1344 emit_op2(p, OPCODE_ADD, _bfc0, 0, ambient, _bfc0);
1345 }
1346
1347 emit_op3(p, OPCODE_MAD, res0, mask0, swizzle1(lit,Y), diffuse, _bfc0);
1348 emit_op3(p, OPCODE_MAD, res1, mask1, swizzle1(lit,Z), specular, _bfc1);
1349 /* restore dots to its original state for subsequent lights
1350 * by negating and swizzling again.
1351 */
1352 dots = negate(swizzle(dots,X,Y,W,Z));
1353
1354 release_temp(p, ambient);
1355 release_temp(p, diffuse);
1356 release_temp(p, specular);
1357 }
1358
1359 release_temp(p, half);
1360 release_temp(p, VPpli);
1361 release_temp(p, att);
1362 }
1363 }
1364
1365 release_temps( p );
1366 }
1367
1368
build_fog(struct tnl_program * p)1369 static void build_fog( struct tnl_program *p )
1370 {
1371 struct ureg fog = register_output(p, VARYING_SLOT_FOGC);
1372 struct ureg input;
1373
1374 switch (p->state->fog_distance_mode) {
1375 case FDM_EYE_RADIAL: { /* Z = sqrt(Xe*Xe + Ye*Ye + Ze*Ze) */
1376 struct ureg tmp = get_temp(p);
1377 input = get_eye_position(p);
1378 emit_op2(p, OPCODE_DP3, tmp, WRITEMASK_X, input, input);
1379 emit_op1(p, OPCODE_RSQ, tmp, WRITEMASK_X, tmp);
1380 emit_op1(p, OPCODE_RCP, fog, WRITEMASK_X, tmp);
1381 break;
1382 }
1383 case FDM_EYE_PLANE: /* Z = Ze */
1384 input = get_eye_position_z(p);
1385 emit_op1(p, OPCODE_MOV, fog, WRITEMASK_X, input);
1386 break;
1387 case FDM_EYE_PLANE_ABS: /* Z = abs(Ze) */
1388 input = get_eye_position_z(p);
1389 emit_op1(p, OPCODE_ABS, fog, WRITEMASK_X, input);
1390 break;
1391 case FDM_FROM_ARRAY:
1392 input = swizzle1(register_input(p, VERT_ATTRIB_FOG), X);
1393 emit_op1(p, OPCODE_ABS, fog, WRITEMASK_X, input);
1394 break;
1395 default:
1396 assert(!"Bad fog mode in build_fog()");
1397 break;
1398 }
1399
1400 emit_op1(p, OPCODE_MOV, fog, WRITEMASK_YZW, get_identity_param(p));
1401 }
1402
1403
build_reflect_texgen(struct tnl_program * p,struct ureg dest,GLuint writemask)1404 static void build_reflect_texgen( struct tnl_program *p,
1405 struct ureg dest,
1406 GLuint writemask )
1407 {
1408 struct ureg normal = get_transformed_normal(p);
1409 struct ureg eye_hat = get_eye_position_normalized(p);
1410 struct ureg tmp = get_temp(p);
1411
1412 /* n.u */
1413 emit_op2(p, OPCODE_DP3, tmp, 0, normal, eye_hat);
1414 /* 2n.u */
1415 emit_op2(p, OPCODE_ADD, tmp, 0, tmp, tmp);
1416 /* (-2n.u)n + u */
1417 emit_op3(p, OPCODE_MAD, dest, writemask, negate(tmp), normal, eye_hat);
1418
1419 release_temp(p, tmp);
1420 }
1421
1422
build_sphere_texgen(struct tnl_program * p,struct ureg dest,GLuint writemask)1423 static void build_sphere_texgen( struct tnl_program *p,
1424 struct ureg dest,
1425 GLuint writemask )
1426 {
1427 struct ureg normal = get_transformed_normal(p);
1428 struct ureg eye_hat = get_eye_position_normalized(p);
1429 struct ureg tmp = get_temp(p);
1430 struct ureg half = register_scalar_const(p, .5);
1431 struct ureg r = get_temp(p);
1432 struct ureg inv_m = get_temp(p);
1433 struct ureg id = get_identity_param(p);
1434
1435 /* Could share the above calculations, but it would be
1436 * a fairly odd state for someone to set (both sphere and
1437 * reflection active for different texture coordinate
1438 * components. Of course - if two texture units enable
1439 * reflect and/or sphere, things start to tilt in favour
1440 * of seperating this out:
1441 */
1442
1443 /* n.u */
1444 emit_op2(p, OPCODE_DP3, tmp, 0, normal, eye_hat);
1445 /* 2n.u */
1446 emit_op2(p, OPCODE_ADD, tmp, 0, tmp, tmp);
1447 /* (-2n.u)n + u */
1448 emit_op3(p, OPCODE_MAD, r, 0, negate(tmp), normal, eye_hat);
1449 /* r + 0,0,1 */
1450 emit_op2(p, OPCODE_ADD, tmp, 0, r, swizzle(id,X,Y,W,Z));
1451 /* rx^2 + ry^2 + (rz+1)^2 */
1452 emit_op2(p, OPCODE_DP3, tmp, 0, tmp, tmp);
1453 /* 2/m */
1454 emit_op1(p, OPCODE_RSQ, tmp, 0, tmp);
1455 /* 1/m */
1456 emit_op2(p, OPCODE_MUL, inv_m, 0, tmp, half);
1457 /* r/m + 1/2 */
1458 emit_op3(p, OPCODE_MAD, dest, writemask, r, inv_m, half);
1459
1460 release_temp(p, tmp);
1461 release_temp(p, r);
1462 release_temp(p, inv_m);
1463 }
1464
1465
build_texture_transform(struct tnl_program * p)1466 static void build_texture_transform( struct tnl_program *p )
1467 {
1468 GLuint i, j;
1469
1470 for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
1471
1472 if (!(p->state->fragprog_inputs_read & VARYING_BIT_TEX(i)))
1473 continue;
1474
1475 if (p->state->unit[i].coord_replace)
1476 continue;
1477
1478 if (p->state->unit[i].texgen_enabled ||
1479 p->state->unit[i].texmat_enabled) {
1480
1481 GLuint texmat_enabled = p->state->unit[i].texmat_enabled;
1482 struct ureg out = register_output(p, VARYING_SLOT_TEX0 + i);
1483 struct ureg out_texgen = undef;
1484
1485 if (p->state->unit[i].texgen_enabled) {
1486 GLuint copy_mask = 0;
1487 GLuint sphere_mask = 0;
1488 GLuint reflect_mask = 0;
1489 GLuint normal_mask = 0;
1490 GLuint modes[4];
1491
1492 if (texmat_enabled)
1493 out_texgen = get_temp(p);
1494 else
1495 out_texgen = out;
1496
1497 modes[0] = p->state->unit[i].texgen_mode0;
1498 modes[1] = p->state->unit[i].texgen_mode1;
1499 modes[2] = p->state->unit[i].texgen_mode2;
1500 modes[3] = p->state->unit[i].texgen_mode3;
1501
1502 for (j = 0; j < 4; j++) {
1503 switch (modes[j]) {
1504 case TXG_OBJ_LINEAR: {
1505 struct ureg obj = register_input(p, VERT_ATTRIB_POS);
1506 struct ureg plane =
1507 register_param3(p, STATE_TEXGEN, i,
1508 STATE_TEXGEN_OBJECT_S + j);
1509
1510 emit_op2(p, OPCODE_DP4, out_texgen, WRITEMASK_X << j,
1511 obj, plane );
1512 break;
1513 }
1514 case TXG_EYE_LINEAR: {
1515 struct ureg eye = get_eye_position(p);
1516 struct ureg plane =
1517 register_param3(p, STATE_TEXGEN, i,
1518 STATE_TEXGEN_EYE_S + j);
1519
1520 emit_op2(p, OPCODE_DP4, out_texgen, WRITEMASK_X << j,
1521 eye, plane );
1522 break;
1523 }
1524 case TXG_SPHERE_MAP:
1525 sphere_mask |= WRITEMASK_X << j;
1526 break;
1527 case TXG_REFLECTION_MAP:
1528 reflect_mask |= WRITEMASK_X << j;
1529 break;
1530 case TXG_NORMAL_MAP:
1531 normal_mask |= WRITEMASK_X << j;
1532 break;
1533 case TXG_NONE:
1534 copy_mask |= WRITEMASK_X << j;
1535 }
1536 }
1537
1538 if (sphere_mask) {
1539 build_sphere_texgen(p, out_texgen, sphere_mask);
1540 }
1541
1542 if (reflect_mask) {
1543 build_reflect_texgen(p, out_texgen, reflect_mask);
1544 }
1545
1546 if (normal_mask) {
1547 struct ureg normal = get_transformed_normal(p);
1548 emit_op1(p, OPCODE_MOV, out_texgen, normal_mask, normal );
1549 }
1550
1551 if (copy_mask) {
1552 struct ureg in = register_input(p, VERT_ATTRIB_TEX0+i);
1553 emit_op1(p, OPCODE_MOV, out_texgen, copy_mask, in );
1554 }
1555 }
1556
1557 if (texmat_enabled) {
1558 struct ureg texmat[4];
1559 struct ureg in = (!is_undef(out_texgen) ?
1560 out_texgen :
1561 register_input(p, VERT_ATTRIB_TEX0+i));
1562 if (p->mvp_with_dp4) {
1563 register_matrix_param5( p, STATE_TEXTURE_MATRIX, i, 0, 3,
1564 texmat );
1565 emit_matrix_transform_vec4( p, out, texmat, in );
1566 }
1567 else {
1568 register_matrix_param5( p, STATE_TEXTURE_MATRIX_TRANSPOSE, i, 0, 3,
1569 texmat );
1570 emit_transpose_matrix_transform_vec4( p, out, texmat, in );
1571 }
1572 }
1573
1574 release_temps(p);
1575 }
1576 else {
1577 emit_passthrough(p, VERT_ATTRIB_TEX0+i, VARYING_SLOT_TEX0+i);
1578 }
1579 }
1580 }
1581
1582
1583 /**
1584 * Point size attenuation computation.
1585 */
build_atten_pointsize(struct tnl_program * p)1586 static void build_atten_pointsize( struct tnl_program *p )
1587 {
1588 struct ureg eye = get_eye_position_z(p);
1589 struct ureg state_size = register_param1(p, STATE_POINT_SIZE_CLAMPED);
1590 struct ureg state_attenuation = register_param1(p, STATE_POINT_ATTENUATION);
1591 struct ureg out = register_output(p, VARYING_SLOT_PSIZ);
1592 struct ureg ut = get_temp(p);
1593
1594 /* dist = |eyez| */
1595 emit_op1(p, OPCODE_ABS, ut, WRITEMASK_Y, swizzle1(eye, Z));
1596 /* p1 + dist * (p2 + dist * p3); */
1597 emit_op3(p, OPCODE_MAD, ut, WRITEMASK_X, swizzle1(ut, Y),
1598 swizzle1(state_attenuation, Z), swizzle1(state_attenuation, Y));
1599 emit_op3(p, OPCODE_MAD, ut, WRITEMASK_X, swizzle1(ut, Y),
1600 ut, swizzle1(state_attenuation, X));
1601
1602 /* 1 / sqrt(factor) */
1603 emit_op1(p, OPCODE_RSQ, ut, WRITEMASK_X, ut );
1604
1605 #if 0
1606 /* out = pointSize / sqrt(factor) */
1607 emit_op2(p, OPCODE_MUL, out, WRITEMASK_X, ut, state_size);
1608 #else
1609 /* this is a good place to clamp the point size since there's likely
1610 * no hardware registers to clamp point size at rasterization time.
1611 */
1612 emit_op2(p, OPCODE_MUL, ut, WRITEMASK_X, ut, state_size);
1613 emit_op2(p, OPCODE_MAX, ut, WRITEMASK_X, ut, swizzle1(state_size, Y));
1614 emit_op2(p, OPCODE_MIN, out, WRITEMASK_X, ut, swizzle1(state_size, Z));
1615 #endif
1616
1617 release_temp(p, ut);
1618 }
1619
1620
1621 /**
1622 * Pass-though per-vertex point size, from user's point size array.
1623 */
build_array_pointsize(struct tnl_program * p)1624 static void build_array_pointsize( struct tnl_program *p )
1625 {
1626 struct ureg in = register_input(p, VERT_ATTRIB_POINT_SIZE);
1627 struct ureg out = register_output(p, VARYING_SLOT_PSIZ);
1628 emit_op1(p, OPCODE_MOV, out, WRITEMASK_X, in);
1629 }
1630
1631
build_tnl_program(struct tnl_program * p)1632 static void build_tnl_program( struct tnl_program *p )
1633 {
1634 /* Emit the program, starting with the modelview, projection transforms:
1635 */
1636 build_hpos(p);
1637
1638 /* Lighting calculations:
1639 */
1640 if (p->state->fragprog_inputs_read & (VARYING_BIT_COL0|VARYING_BIT_COL1)) {
1641 if (p->state->light_global_enabled)
1642 build_lighting(p);
1643 else {
1644 if (p->state->fragprog_inputs_read & VARYING_BIT_COL0)
1645 emit_passthrough(p, VERT_ATTRIB_COLOR0, VARYING_SLOT_COL0);
1646
1647 if (p->state->fragprog_inputs_read & VARYING_BIT_COL1)
1648 emit_passthrough(p, VERT_ATTRIB_COLOR1, VARYING_SLOT_COL1);
1649 }
1650 }
1651
1652 if (p->state->fragprog_inputs_read & VARYING_BIT_FOGC)
1653 build_fog(p);
1654
1655 if (p->state->fragprog_inputs_read & VARYING_BITS_TEX_ANY)
1656 build_texture_transform(p);
1657
1658 if (p->state->point_attenuated)
1659 build_atten_pointsize(p);
1660 else if (p->state->varying_vp_inputs & VERT_BIT_POINT_SIZE)
1661 build_array_pointsize(p);
1662
1663 /* Finish up:
1664 */
1665 emit_op1(p, OPCODE_END, undef, 0, undef);
1666
1667 /* Disassemble:
1668 */
1669 if (DISASSEM) {
1670 printf ("\n");
1671 }
1672 }
1673
1674
1675 static void
create_new_program(const struct state_key * key,struct gl_program * program,GLboolean mvp_with_dp4,GLuint max_temps)1676 create_new_program( const struct state_key *key,
1677 struct gl_program *program,
1678 GLboolean mvp_with_dp4,
1679 GLuint max_temps)
1680 {
1681 struct tnl_program p;
1682
1683 memset(&p, 0, sizeof(p));
1684 p.state = key;
1685 p.program = program;
1686 p.eye_position = undef;
1687 p.eye_position_z = undef;
1688 p.eye_position_normalized = undef;
1689 p.transformed_normal = undef;
1690 p.identity = undef;
1691 p.temp_in_use = 0;
1692 p.mvp_with_dp4 = mvp_with_dp4;
1693
1694 if (max_temps >= sizeof(int) * 8)
1695 p.temp_reserved = 0;
1696 else
1697 p.temp_reserved = ~((1<<max_temps)-1);
1698
1699 /* Start by allocating 32 instructions.
1700 * If we need more, we'll grow the instruction array as needed.
1701 */
1702 p.max_inst = 32;
1703 p.program->arb.Instructions =
1704 rzalloc_array(program, struct prog_instruction, p.max_inst);
1705 p.program->String = NULL;
1706 p.program->arb.NumInstructions =
1707 p.program->arb.NumTemporaries =
1708 p.program->arb.NumParameters =
1709 p.program->arb.NumAttributes = p.program->arb.NumAddressRegs = 0;
1710 p.program->Parameters = _mesa_new_parameter_list();
1711 p.program->info.inputs_read = 0;
1712 p.program->info.outputs_written = 0;
1713 p.state_params = _mesa_new_parameter_list();
1714
1715 build_tnl_program( &p );
1716
1717 _mesa_add_separate_state_parameters(p.program, p.state_params);
1718 _mesa_free_parameter_list(p.state_params);
1719 }
1720
1721
1722 /**
1723 * Return a vertex program which implements the current fixed-function
1724 * transform/lighting/texgen operations.
1725 */
1726 struct gl_program *
_mesa_get_fixed_func_vertex_program(struct gl_context * ctx)1727 _mesa_get_fixed_func_vertex_program(struct gl_context *ctx)
1728 {
1729 struct gl_program *prog;
1730 struct state_key key;
1731
1732 /* We only update ctx->VertexProgram._VaryingInputs when in VP_MODE_FF _VPMode */
1733 assert(VP_MODE_FF == ctx->VertexProgram._VPMode);
1734
1735 /* Grab all the relevant state and put it in a single structure:
1736 */
1737 make_state_key(ctx, &key);
1738
1739 /* Look for an already-prepared program for this state:
1740 */
1741 prog = _mesa_search_program_cache(ctx->VertexProgram.Cache, &key,
1742 sizeof(key));
1743
1744 if (!prog) {
1745 /* OK, we'll have to build a new one */
1746 if (0)
1747 printf("Build new TNL program\n");
1748
1749 prog = ctx->Driver.NewProgram(ctx, MESA_SHADER_VERTEX, 0, true);
1750 if (!prog)
1751 return NULL;
1752
1753 create_new_program( &key, prog,
1754 ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS,
1755 ctx->Const.Program[MESA_SHADER_VERTEX].MaxTemps );
1756
1757 if (ctx->Driver.ProgramStringNotify)
1758 ctx->Driver.ProgramStringNotify(ctx, GL_VERTEX_PROGRAM_ARB, prog);
1759
1760 _mesa_program_cache_insert(ctx, ctx->VertexProgram.Cache, &key,
1761 sizeof(key), prog);
1762 }
1763
1764 return prog;
1765 }
1766