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