t_vp_build.c revision fce8409cbbe6aa5309163f3d63894233b8833308
1/* 2 * Mesa 3-D graphics library 3 * Version: 6.5 4 * 5 * Copyright (C) 2006 Tungsten Graphics All Rights Reserved. 6 * 7 * Permission is hereby granted, free of charge, to any person obtaining a 8 * copy of this software and associated documentation files (the "Software"), 9 * to deal in the Software without restriction, including without limitation 10 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 11 * and/or sell copies of the Software, and to permit persons to whom the 12 * Software is furnished to do so, subject to the following conditions: 13 * 14 * The above copyright notice and this permission notice shall be included 15 * in all copies or substantial portions of the Software. 16 * 17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 20 * TUNGSTEN GRAPHICS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, 21 * WHETHER IN 22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 24 */ 25 26/** 27 * \file t_vp_build.c 28 * Create a vertex program to execute the current fixed function T&L pipeline. 29 * \author Keith Whitwell 30 */ 31 32 33#include "glheader.h" 34#include "macros.h" 35#include "enums.h" 36#include "program.h" 37#include "prog_instruction.h" 38#include "prog_parameter.h" 39#include "prog_print.h" 40#include "prog_statevars.h" 41#include "t_context.h" /* NOTE: very light dependency on this */ 42#include "t_vp_build.h" 43 44 45struct state_key { 46 unsigned light_global_enabled:1; 47 unsigned light_local_viewer:1; 48 unsigned light_twoside:1; 49 unsigned light_color_material:1; 50 unsigned light_color_material_mask:12; 51 unsigned light_material_mask:12; 52 53 unsigned normalize:1; 54 unsigned rescale_normals:1; 55 unsigned fog_source_is_depth:1; 56 unsigned tnl_do_vertex_fog:1; 57 unsigned separate_specular:1; 58 unsigned fog_mode:2; 59 unsigned point_attenuated:1; 60 unsigned texture_enabled_global:1; 61 unsigned fragprog_inputs_read:12; 62 63 struct { 64 unsigned light_enabled:1; 65 unsigned light_eyepos3_is_zero:1; 66 unsigned light_spotcutoff_is_180:1; 67 unsigned light_attenuated:1; 68 unsigned texunit_really_enabled:1; 69 unsigned texmat_enabled:1; 70 unsigned texgen_enabled:4; 71 unsigned texgen_mode0:4; 72 unsigned texgen_mode1:4; 73 unsigned texgen_mode2:4; 74 unsigned texgen_mode3:4; 75 } unit[8]; 76}; 77 78 79 80#define FOG_NONE 0 81#define FOG_LINEAR 1 82#define FOG_EXP 2 83#define FOG_EXP2 3 84 85static GLuint translate_fog_mode( GLenum mode ) 86{ 87 switch (mode) { 88 case GL_LINEAR: return FOG_LINEAR; 89 case GL_EXP: return FOG_EXP; 90 case GL_EXP2: return FOG_EXP2; 91 default: return FOG_NONE; 92 } 93} 94 95#define TXG_NONE 0 96#define TXG_OBJ_LINEAR 1 97#define TXG_EYE_LINEAR 2 98#define TXG_SPHERE_MAP 3 99#define TXG_REFLECTION_MAP 4 100#define TXG_NORMAL_MAP 5 101 102static GLuint translate_texgen( GLboolean enabled, GLenum mode ) 103{ 104 if (!enabled) 105 return TXG_NONE; 106 107 switch (mode) { 108 case GL_OBJECT_LINEAR: return TXG_OBJ_LINEAR; 109 case GL_EYE_LINEAR: return TXG_EYE_LINEAR; 110 case GL_SPHERE_MAP: return TXG_SPHERE_MAP; 111 case GL_REFLECTION_MAP_NV: return TXG_REFLECTION_MAP; 112 case GL_NORMAL_MAP_NV: return TXG_NORMAL_MAP; 113 default: return TXG_NONE; 114 } 115} 116 117static struct state_key *make_state_key( GLcontext *ctx ) 118{ 119 TNLcontext *tnl = TNL_CONTEXT(ctx); 120 struct vertex_buffer *VB = &tnl->vb; 121 const struct gl_fragment_program *fp = ctx->FragmentProgram._Current; 122 struct state_key *key = CALLOC_STRUCT(state_key); 123 GLuint i; 124 125 /* This now relies on texenvprogram.c being active: 126 */ 127 assert(fp); 128 129 key->fragprog_inputs_read = fp->Base.InputsRead; 130 131 key->separate_specular = (ctx->Light.Model.ColorControl == 132 GL_SEPARATE_SPECULAR_COLOR); 133 134 if (ctx->Light.Enabled) { 135 key->light_global_enabled = 1; 136 137 if (ctx->Light.Model.LocalViewer) 138 key->light_local_viewer = 1; 139 140 if (ctx->Light.Model.TwoSide) 141 key->light_twoside = 1; 142 143 if (ctx->Light.ColorMaterialEnabled) { 144 key->light_color_material = 1; 145 key->light_color_material_mask = ctx->Light.ColorMaterialBitmask; 146 } 147 148 for (i = _TNL_FIRST_MAT; i <= _TNL_LAST_MAT; i++) 149 if (VB->AttribPtr[i]->stride) 150 key->light_material_mask |= 1<<(i-_TNL_ATTRIB_MAT_FRONT_AMBIENT); 151 152 for (i = 0; i < MAX_LIGHTS; i++) { 153 struct gl_light *light = &ctx->Light.Light[i]; 154 155 if (light->Enabled) { 156 key->unit[i].light_enabled = 1; 157 158 if (light->EyePosition[3] == 0.0) 159 key->unit[i].light_eyepos3_is_zero = 1; 160 161 if (light->SpotCutoff == 180.0) 162 key->unit[i].light_spotcutoff_is_180 = 1; 163 164 if (light->ConstantAttenuation != 1.0 || 165 light->LinearAttenuation != 0.0 || 166 light->QuadraticAttenuation != 0.0) 167 key->unit[i].light_attenuated = 1; 168 } 169 } 170 } 171 172 if (ctx->Transform.Normalize) 173 key->normalize = 1; 174 175 if (ctx->Transform.RescaleNormals) 176 key->rescale_normals = 1; 177 178 key->fog_mode = translate_fog_mode(fp->FogOption); 179 180 if (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT) 181 key->fog_source_is_depth = 1; 182 183 if (tnl->_DoVertexFog) 184 key->tnl_do_vertex_fog = 1; 185 186 if (ctx->Point._Attenuated) 187 key->point_attenuated = 1; 188 189 if (ctx->Texture._TexGenEnabled || 190 ctx->Texture._TexMatEnabled || 191 ctx->Texture._EnabledUnits) 192 key->texture_enabled_global = 1; 193 194 for (i = 0; i < MAX_TEXTURE_UNITS; i++) { 195 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i]; 196 197 if (texUnit->_ReallyEnabled) 198 key->unit[i].texunit_really_enabled = 1; 199 200 if (ctx->Texture._TexMatEnabled & ENABLE_TEXMAT(i)) 201 key->unit[i].texmat_enabled = 1; 202 203 if (texUnit->TexGenEnabled) { 204 key->unit[i].texgen_enabled = 1; 205 206 key->unit[i].texgen_mode0 = 207 translate_texgen( texUnit->TexGenEnabled & (1<<0), 208 texUnit->GenModeS ); 209 key->unit[i].texgen_mode1 = 210 translate_texgen( texUnit->TexGenEnabled & (1<<1), 211 texUnit->GenModeT ); 212 key->unit[i].texgen_mode2 = 213 translate_texgen( texUnit->TexGenEnabled & (1<<2), 214 texUnit->GenModeR ); 215 key->unit[i].texgen_mode3 = 216 translate_texgen( texUnit->TexGenEnabled & (1<<3), 217 texUnit->GenModeQ ); 218 } 219 } 220 221 return key; 222} 223 224 225 226/* Very useful debugging tool - produces annotated listing of 227 * generated program with line/function references for each 228 * instruction back into this file: 229 */ 230#define DISASSEM (MESA_VERBOSE&VERBOSE_DISASSEM) 231 232/* Should be tunable by the driver - do we want to do matrix 233 * multiplications with DP4's or with MUL/MAD's? SSE works better 234 * with the latter, drivers may differ. 235 */ 236#define PREFER_DP4 0 237 238#define MAX_INSN 256 239 240/* Use uregs to represent registers internally, translate to Mesa's 241 * expected formats on emit. 242 * 243 * NOTE: These are passed by value extensively in this file rather 244 * than as usual by pointer reference. If this disturbs you, try 245 * remembering they are just 32bits in size. 246 * 247 * GCC is smart enough to deal with these dword-sized structures in 248 * much the same way as if I had defined them as dwords and was using 249 * macros to access and set the fields. This is much nicer and easier 250 * to evolve. 251 */ 252struct ureg { 253 GLuint file:4; 254 GLint idx:8; /* relative addressing may be negative */ 255 GLuint negate:1; 256 GLuint swz:12; 257 GLuint pad:7; 258}; 259 260 261struct tnl_program { 262 const struct state_key *state; 263 struct gl_vertex_program *program; 264 265 GLuint temp_in_use; 266 GLuint temp_reserved; 267 268 struct ureg eye_position; 269 struct ureg eye_position_normalized; 270 struct ureg eye_normal; 271 struct ureg identity; 272 273 GLuint materials; 274 GLuint color_materials; 275}; 276 277 278static const struct ureg undef = { 279 PROGRAM_UNDEFINED, 280 ~0, 281 0, 282 0, 283 0 284}; 285 286/* Local shorthand: 287 */ 288#define X SWIZZLE_X 289#define Y SWIZZLE_Y 290#define Z SWIZZLE_Z 291#define W SWIZZLE_W 292 293 294/* Construct a ureg: 295 */ 296static struct ureg make_ureg(GLuint file, GLint idx) 297{ 298 struct ureg reg; 299 reg.file = file; 300 reg.idx = idx; 301 reg.negate = 0; 302 reg.swz = SWIZZLE_NOOP; 303 reg.pad = 0; 304 return reg; 305} 306 307 308 309static struct ureg negate( struct ureg reg ) 310{ 311 reg.negate ^= 1; 312 return reg; 313} 314 315 316static struct ureg swizzle( struct ureg reg, int x, int y, int z, int w ) 317{ 318 reg.swz = MAKE_SWIZZLE4(GET_SWZ(reg.swz, x), 319 GET_SWZ(reg.swz, y), 320 GET_SWZ(reg.swz, z), 321 GET_SWZ(reg.swz, w)); 322 323 return reg; 324} 325 326static struct ureg swizzle1( struct ureg reg, int x ) 327{ 328 return swizzle(reg, x, x, x, x); 329} 330 331static struct ureg get_temp( struct tnl_program *p ) 332{ 333 int bit = _mesa_ffs( ~p->temp_in_use ); 334 if (!bit) { 335 _mesa_problem(NULL, "%s: out of temporaries\n", __FILE__); 336 _mesa_exit(1); 337 } 338 339 if ((GLuint) bit > p->program->Base.NumTemporaries) 340 p->program->Base.NumTemporaries = bit; 341 342 p->temp_in_use |= 1<<(bit-1); 343 return make_ureg(PROGRAM_TEMPORARY, bit-1); 344} 345 346static struct ureg reserve_temp( struct tnl_program *p ) 347{ 348 struct ureg temp = get_temp( p ); 349 p->temp_reserved |= 1<<temp.idx; 350 return temp; 351} 352 353static void release_temp( struct tnl_program *p, struct ureg reg ) 354{ 355 if (reg.file == PROGRAM_TEMPORARY) { 356 p->temp_in_use &= ~(1<<reg.idx); 357 p->temp_in_use |= p->temp_reserved; /* can't release reserved temps */ 358 } 359} 360 361static void release_temps( struct tnl_program *p ) 362{ 363 p->temp_in_use = p->temp_reserved; 364} 365 366 367 368static struct ureg register_input( struct tnl_program *p, GLuint input ) 369{ 370 p->program->Base.InputsRead |= (1<<input); 371 return make_ureg(PROGRAM_INPUT, input); 372} 373 374static struct ureg register_output( struct tnl_program *p, GLuint output ) 375{ 376 p->program->Base.OutputsWritten |= (1<<output); 377 return make_ureg(PROGRAM_OUTPUT, output); 378} 379 380static struct ureg register_const4f( struct tnl_program *p, 381 GLfloat s0, 382 GLfloat s1, 383 GLfloat s2, 384 GLfloat s3) 385{ 386 GLfloat values[4]; 387 GLint idx; 388 GLuint swizzle; 389 values[0] = s0; 390 values[1] = s1; 391 values[2] = s2; 392 values[3] = s3; 393 idx = _mesa_add_unnamed_constant( p->program->Base.Parameters, values, 4, 394 &swizzle ); 395 ASSERT(swizzle == SWIZZLE_NOOP); 396 return make_ureg(PROGRAM_STATE_VAR, idx); 397} 398 399#define register_const1f(p, s0) register_const4f(p, s0, 0, 0, 1) 400#define register_scalar_const(p, s0) register_const4f(p, s0, s0, s0, s0) 401#define register_const2f(p, s0, s1) register_const4f(p, s0, s1, 0, 1) 402#define register_const3f(p, s0, s1, s2) register_const4f(p, s0, s1, s2, 1) 403 404static GLboolean is_undef( struct ureg reg ) 405{ 406 return reg.file == PROGRAM_UNDEFINED; 407} 408 409static struct ureg get_identity_param( struct tnl_program *p ) 410{ 411 if (is_undef(p->identity)) 412 p->identity = register_const4f(p, 0,0,0,1); 413 414 return p->identity; 415} 416 417static struct ureg register_param5(struct tnl_program *p, 418 GLint s0, 419 GLint s1, 420 GLint s2, 421 GLint s3, 422 GLint s4) 423{ 424 gl_state_index tokens[STATE_LENGTH]; 425 GLint idx; 426 tokens[0] = s0; 427 tokens[1] = s1; 428 tokens[2] = s2; 429 tokens[3] = s3; 430 tokens[4] = s4; 431 idx = _mesa_add_state_reference( p->program->Base.Parameters, tokens ); 432 return make_ureg(PROGRAM_STATE_VAR, idx); 433} 434 435 436#define register_param1(p,s0) register_param5(p,s0,0,0,0,0) 437#define register_param2(p,s0,s1) register_param5(p,s0,s1,0,0,0) 438#define register_param3(p,s0,s1,s2) register_param5(p,s0,s1,s2,0,0) 439#define register_param4(p,s0,s1,s2,s3) register_param5(p,s0,s1,s2,s3,0) 440 441 442static void register_matrix_param5( struct tnl_program *p, 443 GLint s0, /* modelview, projection, etc */ 444 GLint s1, /* texture matrix number */ 445 GLint s2, /* first row */ 446 GLint s3, /* last row */ 447 GLint s4, /* inverse, transpose, etc */ 448 struct ureg *matrix ) 449{ 450 GLint i; 451 452 /* This is a bit sad as the support is there to pull the whole 453 * matrix out in one go: 454 */ 455 for (i = 0; i <= s3 - s2; i++) 456 matrix[i] = register_param5( p, s0, s1, i, i, s4 ); 457} 458 459 460static void emit_arg( struct prog_src_register *src, 461 struct ureg reg ) 462{ 463 src->File = reg.file; 464 src->Index = reg.idx; 465 src->Swizzle = reg.swz; 466 src->NegateBase = reg.negate ? NEGATE_XYZW : 0; 467 src->Abs = 0; 468 src->NegateAbs = 0; 469 src->RelAddr = 0; 470} 471 472static void emit_dst( struct prog_dst_register *dst, 473 struct ureg reg, GLuint mask ) 474{ 475 dst->File = reg.file; 476 dst->Index = reg.idx; 477 /* allow zero as a shorthand for xyzw */ 478 dst->WriteMask = mask ? mask : WRITEMASK_XYZW; 479 dst->CondMask = COND_TR; 480 dst->CondSwizzle = 0; 481 dst->CondSrc = 0; 482 dst->pad = 0; 483} 484 485static void debug_insn( struct prog_instruction *inst, const char *fn, 486 GLuint line ) 487{ 488 if (DISASSEM) { 489 static const char *last_fn; 490 491 if (fn != last_fn) { 492 last_fn = fn; 493 _mesa_printf("%s:\n", fn); 494 } 495 496 _mesa_printf("%d:\t", line); 497 _mesa_print_instruction(inst); 498 } 499} 500 501 502static void emit_op3fn(struct tnl_program *p, 503 GLuint op, 504 struct ureg dest, 505 GLuint mask, 506 struct ureg src0, 507 struct ureg src1, 508 struct ureg src2, 509 const char *fn, 510 GLuint line) 511{ 512 GLuint nr = p->program->Base.NumInstructions++; 513 struct prog_instruction *inst = &p->program->Base.Instructions[nr]; 514 515 if (p->program->Base.NumInstructions > MAX_INSN) { 516 _mesa_problem(0, "Out of instructions in emit_op3fn\n"); 517 return; 518 } 519 520 inst->Opcode = (enum prog_opcode) op; 521 inst->StringPos = 0; 522 inst->Data = 0; 523 524 emit_arg( &inst->SrcReg[0], src0 ); 525 emit_arg( &inst->SrcReg[1], src1 ); 526 emit_arg( &inst->SrcReg[2], src2 ); 527 528 emit_dst( &inst->DstReg, dest, mask ); 529 530 debug_insn(inst, fn, line); 531} 532 533 534#define emit_op3(p, op, dst, mask, src0, src1, src2) \ 535 emit_op3fn(p, op, dst, mask, src0, src1, src2, __FUNCTION__, __LINE__) 536 537#define emit_op2(p, op, dst, mask, src0, src1) \ 538 emit_op3fn(p, op, dst, mask, src0, src1, undef, __FUNCTION__, __LINE__) 539 540#define emit_op1(p, op, dst, mask, src0) \ 541 emit_op3fn(p, op, dst, mask, src0, undef, undef, __FUNCTION__, __LINE__) 542 543 544static struct ureg make_temp( struct tnl_program *p, struct ureg reg ) 545{ 546 if (reg.file == PROGRAM_TEMPORARY && 547 !(p->temp_reserved & (1<<reg.idx))) 548 return reg; 549 else { 550 struct ureg temp = get_temp(p); 551 emit_op1(p, OPCODE_MOV, temp, 0, reg); 552 return temp; 553 } 554} 555 556 557/* Currently no tracking performed of input/output/register size or 558 * active elements. Could be used to reduce these operations, as 559 * could the matrix type. 560 */ 561static void emit_matrix_transform_vec4( struct tnl_program *p, 562 struct ureg dest, 563 const struct ureg *mat, 564 struct ureg src) 565{ 566 emit_op2(p, OPCODE_DP4, dest, WRITEMASK_X, src, mat[0]); 567 emit_op2(p, OPCODE_DP4, dest, WRITEMASK_Y, src, mat[1]); 568 emit_op2(p, OPCODE_DP4, dest, WRITEMASK_Z, src, mat[2]); 569 emit_op2(p, OPCODE_DP4, dest, WRITEMASK_W, src, mat[3]); 570} 571 572/* This version is much easier to implement if writemasks are not 573 * supported natively on the target or (like SSE), the target doesn't 574 * have a clean/obvious dotproduct implementation. 575 */ 576static void emit_transpose_matrix_transform_vec4( struct tnl_program *p, 577 struct ureg dest, 578 const struct ureg *mat, 579 struct ureg src) 580{ 581 struct ureg tmp; 582 583 if (dest.file != PROGRAM_TEMPORARY) 584 tmp = get_temp(p); 585 else 586 tmp = dest; 587 588 emit_op2(p, OPCODE_MUL, tmp, 0, swizzle1(src,X), mat[0]); 589 emit_op3(p, OPCODE_MAD, tmp, 0, swizzle1(src,Y), mat[1], tmp); 590 emit_op3(p, OPCODE_MAD, tmp, 0, swizzle1(src,Z), mat[2], tmp); 591 emit_op3(p, OPCODE_MAD, dest, 0, swizzle1(src,W), mat[3], tmp); 592 593 if (dest.file != PROGRAM_TEMPORARY) 594 release_temp(p, tmp); 595} 596 597static void emit_matrix_transform_vec3( struct tnl_program *p, 598 struct ureg dest, 599 const struct ureg *mat, 600 struct ureg src) 601{ 602 emit_op2(p, OPCODE_DP3, dest, WRITEMASK_X, src, mat[0]); 603 emit_op2(p, OPCODE_DP3, dest, WRITEMASK_Y, src, mat[1]); 604 emit_op2(p, OPCODE_DP3, dest, WRITEMASK_Z, src, mat[2]); 605} 606 607 608static void emit_normalize_vec3( struct tnl_program *p, 609 struct ureg dest, 610 struct ureg src ) 611{ 612 struct ureg tmp = get_temp(p); 613 emit_op2(p, OPCODE_DP3, tmp, 0, src, src); 614 emit_op1(p, OPCODE_RSQ, tmp, 0, tmp); 615 emit_op2(p, OPCODE_MUL, dest, 0, src, tmp); 616 release_temp(p, tmp); 617} 618 619static void emit_passthrough( struct tnl_program *p, 620 GLuint input, 621 GLuint output ) 622{ 623 struct ureg out = register_output(p, output); 624 emit_op1(p, OPCODE_MOV, out, 0, register_input(p, input)); 625} 626 627static struct ureg get_eye_position( struct tnl_program *p ) 628{ 629 if (is_undef(p->eye_position)) { 630 struct ureg pos = register_input( p, VERT_ATTRIB_POS ); 631 struct ureg modelview[4]; 632 633 p->eye_position = reserve_temp(p); 634 635 if (PREFER_DP4) { 636 register_matrix_param5( p, STATE_MODELVIEW_MATRIX, 0, 0, 3, 637 0, modelview ); 638 639 emit_matrix_transform_vec4(p, p->eye_position, modelview, pos); 640 } 641 else { 642 register_matrix_param5( p, STATE_MODELVIEW_MATRIX, 0, 0, 3, 643 STATE_MATRIX_TRANSPOSE, modelview ); 644 645 emit_transpose_matrix_transform_vec4(p, p->eye_position, modelview, pos); 646 } 647 } 648 649 return p->eye_position; 650} 651 652 653static struct ureg get_eye_position_normalized( struct tnl_program *p ) 654{ 655 if (is_undef(p->eye_position_normalized)) { 656 struct ureg eye = get_eye_position(p); 657 p->eye_position_normalized = reserve_temp(p); 658 emit_normalize_vec3(p, p->eye_position_normalized, eye); 659 } 660 661 return p->eye_position_normalized; 662} 663 664 665static struct ureg get_eye_normal( struct tnl_program *p ) 666{ 667 if (is_undef(p->eye_normal)) { 668 struct ureg normal = register_input(p, VERT_ATTRIB_NORMAL ); 669 struct ureg mvinv[3]; 670 671 register_matrix_param5( p, STATE_MODELVIEW_MATRIX, 0, 0, 2, 672 STATE_MATRIX_INVTRANS, mvinv ); 673 674 p->eye_normal = reserve_temp(p); 675 676 /* Transform to eye space: 677 */ 678 emit_matrix_transform_vec3( p, p->eye_normal, mvinv, normal ); 679 680 /* Normalize/Rescale: 681 */ 682 if (p->state->normalize) { 683 emit_normalize_vec3( p, p->eye_normal, p->eye_normal ); 684 } 685 else if (p->state->rescale_normals) { 686 struct ureg rescale = register_param2(p, STATE_INTERNAL, 687 STATE_NORMAL_SCALE); 688 689 emit_op2( p, OPCODE_MUL, p->eye_normal, 0, normal, 690 swizzle1(rescale, X)); 691 } 692 } 693 694 return p->eye_normal; 695} 696 697 698 699static void build_hpos( struct tnl_program *p ) 700{ 701 struct ureg pos = register_input( p, VERT_ATTRIB_POS ); 702 struct ureg hpos = register_output( p, VERT_RESULT_HPOS ); 703 struct ureg mvp[4]; 704 705 if (PREFER_DP4) { 706 register_matrix_param5( p, STATE_MVP_MATRIX, 0, 0, 3, 707 0, mvp ); 708 emit_matrix_transform_vec4( p, hpos, mvp, pos ); 709 } 710 else { 711 register_matrix_param5( p, STATE_MVP_MATRIX, 0, 0, 3, 712 STATE_MATRIX_TRANSPOSE, mvp ); 713 emit_transpose_matrix_transform_vec4( p, hpos, mvp, pos ); 714 } 715} 716 717 718static GLuint material_attrib( GLuint side, GLuint property ) 719{ 720 return ((property - STATE_AMBIENT) * 2 + 721 side); 722} 723 724/* Get a bitmask of which material values vary on a per-vertex basis. 725 */ 726static void set_material_flags( struct tnl_program *p ) 727{ 728 p->color_materials = 0; 729 p->materials = 0; 730 731 if (p->state->light_color_material) { 732 p->materials = 733 p->color_materials = p->state->light_color_material_mask; 734 } 735 736 p->materials |= p->state->light_material_mask; 737} 738 739 740static struct ureg get_material( struct tnl_program *p, GLuint side, 741 GLuint property ) 742{ 743 GLuint attrib = material_attrib(side, property); 744 745 if (p->color_materials & (1<<attrib)) 746 return register_input(p, VERT_ATTRIB_COLOR0); 747 else if (p->materials & (1<<attrib)) 748 return register_input( p, attrib + _TNL_ATTRIB_MAT_FRONT_AMBIENT ); 749 else 750 return register_param3( p, STATE_MATERIAL, side, property ); 751} 752 753#define SCENE_COLOR_BITS(side) (( MAT_BIT_FRONT_EMISSION | \ 754 MAT_BIT_FRONT_AMBIENT | \ 755 MAT_BIT_FRONT_DIFFUSE) << (side)) 756 757/* Either return a precalculated constant value or emit code to 758 * calculate these values dynamically in the case where material calls 759 * are present between begin/end pairs. 760 * 761 * Probably want to shift this to the program compilation phase - if 762 * we always emitted the calculation here, a smart compiler could 763 * detect that it was constant (given a certain set of inputs), and 764 * lift it out of the main loop. That way the programs created here 765 * would be independent of the vertex_buffer details. 766 */ 767static struct ureg get_scenecolor( struct tnl_program *p, GLuint side ) 768{ 769 if (p->materials & SCENE_COLOR_BITS(side)) { 770 struct ureg lm_ambient = register_param1(p, STATE_LIGHTMODEL_AMBIENT); 771 struct ureg material_emission = get_material(p, side, STATE_EMISSION); 772 struct ureg material_ambient = get_material(p, side, STATE_AMBIENT); 773 struct ureg material_diffuse = get_material(p, side, STATE_DIFFUSE); 774 struct ureg tmp = make_temp(p, material_diffuse); 775 emit_op3(p, OPCODE_MAD, tmp, WRITEMASK_XYZ, lm_ambient, 776 material_ambient, material_emission); 777 return tmp; 778 } 779 else 780 return register_param2( p, STATE_LIGHTMODEL_SCENECOLOR, side ); 781} 782 783 784static struct ureg get_lightprod( struct tnl_program *p, GLuint light, 785 GLuint side, GLuint property ) 786{ 787 GLuint attrib = material_attrib(side, property); 788 if (p->materials & (1<<attrib)) { 789 struct ureg light_value = 790 register_param3(p, STATE_LIGHT, light, property); 791 struct ureg material_value = get_material(p, side, property); 792 struct ureg tmp = get_temp(p); 793 emit_op2(p, OPCODE_MUL, tmp, 0, light_value, material_value); 794 return tmp; 795 } 796 else 797 return register_param4(p, STATE_LIGHTPROD, light, side, property); 798} 799 800static struct ureg calculate_light_attenuation( struct tnl_program *p, 801 GLuint i, 802 struct ureg VPpli, 803 struct ureg dist ) 804{ 805 struct ureg attenuation = register_param3(p, STATE_LIGHT, i, 806 STATE_ATTENUATION); 807 struct ureg att = get_temp(p); 808 809 /* Calculate spot attenuation: 810 */ 811 if (!p->state->unit[i].light_spotcutoff_is_180) { 812 struct ureg spot_dir_norm = register_param3(p, STATE_INTERNAL, 813 STATE_SPOT_DIR_NORMALIZED, i); 814 struct ureg spot = get_temp(p); 815 struct ureg slt = get_temp(p); 816 817 emit_op2(p, OPCODE_DP3, spot, 0, negate(VPpli), spot_dir_norm); 818 emit_op2(p, OPCODE_SLT, slt, 0, swizzle1(spot_dir_norm,W), spot); 819 emit_op2(p, OPCODE_POW, spot, 0, spot, swizzle1(attenuation, W)); 820 emit_op2(p, OPCODE_MUL, att, 0, slt, spot); 821 822 release_temp(p, spot); 823 release_temp(p, slt); 824 } 825 826 /* Calculate distance attenuation: 827 */ 828 if (p->state->unit[i].light_attenuated) { 829 830 /* 1/d,d,d,1/d */ 831 emit_op1(p, OPCODE_RCP, dist, WRITEMASK_YZ, dist); 832 /* 1,d,d*d,1/d */ 833 emit_op2(p, OPCODE_MUL, dist, WRITEMASK_XZ, dist, swizzle1(dist,Y)); 834 /* 1/dist-atten */ 835 emit_op2(p, OPCODE_DP3, dist, 0, attenuation, dist); 836 837 if (!p->state->unit[i].light_spotcutoff_is_180) { 838 /* dist-atten */ 839 emit_op1(p, OPCODE_RCP, dist, 0, dist); 840 /* spot-atten * dist-atten */ 841 emit_op2(p, OPCODE_MUL, att, 0, dist, att); 842 } else { 843 /* dist-atten */ 844 emit_op1(p, OPCODE_RCP, att, 0, dist); 845 } 846 } 847 848 return att; 849} 850 851 852 853 854 855/* Need to add some addtional parameters to allow lighting in object 856 * space - STATE_SPOT_DIRECTION and STATE_HALF implicitly assume eye 857 * space lighting. 858 */ 859static void build_lighting( struct tnl_program *p ) 860{ 861 const GLboolean twoside = p->state->light_twoside; 862 const GLboolean separate = p->state->separate_specular; 863 GLuint nr_lights = 0, count = 0; 864 struct ureg normal = get_eye_normal(p); 865 struct ureg lit = get_temp(p); 866 struct ureg dots = get_temp(p); 867 struct ureg _col0 = undef, _col1 = undef; 868 struct ureg _bfc0 = undef, _bfc1 = undef; 869 GLuint i; 870 871 for (i = 0; i < MAX_LIGHTS; i++) 872 if (p->state->unit[i].light_enabled) 873 nr_lights++; 874 875 set_material_flags(p); 876 877 { 878 struct ureg shininess = get_material(p, 0, STATE_SHININESS); 879 emit_op1(p, OPCODE_MOV, dots, WRITEMASK_W, swizzle1(shininess,X)); 880 release_temp(p, shininess); 881 882 _col0 = make_temp(p, get_scenecolor(p, 0)); 883 if (separate) 884 _col1 = make_temp(p, get_identity_param(p)); 885 else 886 _col1 = _col0; 887 888 } 889 890 if (twoside) { 891 struct ureg shininess = get_material(p, 1, STATE_SHININESS); 892 emit_op1(p, OPCODE_MOV, dots, WRITEMASK_Z, 893 negate(swizzle1(shininess,X))); 894 release_temp(p, shininess); 895 896 _bfc0 = make_temp(p, get_scenecolor(p, 1)); 897 if (separate) 898 _bfc1 = make_temp(p, get_identity_param(p)); 899 else 900 _bfc1 = _bfc0; 901 } 902 903 904 /* If no lights, still need to emit the scenecolor. 905 */ 906 { 907 struct ureg res0 = register_output( p, VERT_RESULT_COL0 ); 908 emit_op1(p, OPCODE_MOV, res0, 0, _col0); 909 } 910 911 if (separate) { 912 struct ureg res1 = register_output( p, VERT_RESULT_COL1 ); 913 emit_op1(p, OPCODE_MOV, res1, 0, _col1); 914 } 915 916 if (twoside) { 917 struct ureg res0 = register_output( p, VERT_RESULT_BFC0 ); 918 emit_op1(p, OPCODE_MOV, res0, 0, _bfc0); 919 } 920 921 if (twoside && separate) { 922 struct ureg res1 = register_output( p, VERT_RESULT_BFC1 ); 923 emit_op1(p, OPCODE_MOV, res1, 0, _bfc1); 924 } 925 926 if (nr_lights == 0) { 927 release_temps(p); 928 return; 929 } 930 931 932 for (i = 0; i < MAX_LIGHTS; i++) { 933 if (p->state->unit[i].light_enabled) { 934 struct ureg half = undef; 935 struct ureg att = undef, VPpli = undef; 936 937 count++; 938 939 if (p->state->unit[i].light_eyepos3_is_zero) { 940 /* Can used precomputed constants in this case. 941 * Attenuation never applies to infinite lights. 942 */ 943 VPpli = register_param3(p, STATE_LIGHT, i, 944 STATE_POSITION_NORMALIZED); 945 half = register_param3(p, STATE_LIGHT, i, STATE_HALF_VECTOR); 946 } 947 else { 948 struct ureg Ppli = register_param3(p, STATE_LIGHT, i, 949 STATE_POSITION); 950 struct ureg V = get_eye_position(p); 951 struct ureg dist = get_temp(p); 952 953 VPpli = get_temp(p); 954 half = get_temp(p); 955 956 /* Calulate VPpli vector 957 */ 958 emit_op2(p, OPCODE_SUB, VPpli, 0, Ppli, V); 959 960 /* Normalize VPpli. The dist value also used in 961 * attenuation below. 962 */ 963 emit_op2(p, OPCODE_DP3, dist, 0, VPpli, VPpli); 964 emit_op1(p, OPCODE_RSQ, dist, 0, dist); 965 emit_op2(p, OPCODE_MUL, VPpli, 0, VPpli, dist); 966 967 968 /* Calculate attenuation: 969 */ 970 if (!p->state->unit[i].light_spotcutoff_is_180 || 971 p->state->unit[i].light_attenuated) { 972 att = calculate_light_attenuation(p, i, VPpli, dist); 973 } 974 975 976 /* Calculate viewer direction, or use infinite viewer: 977 */ 978 if (p->state->light_local_viewer) { 979 struct ureg eye_hat = get_eye_position_normalized(p); 980 emit_op2(p, OPCODE_SUB, half, 0, VPpli, eye_hat); 981 } 982 else { 983 struct ureg z_dir = swizzle(get_identity_param(p),X,Y,W,Z); 984 emit_op2(p, OPCODE_ADD, half, 0, VPpli, z_dir); 985 } 986 987 emit_normalize_vec3(p, half, half); 988 989 release_temp(p, dist); 990 } 991 992 /* Calculate dot products: 993 */ 994 emit_op2(p, OPCODE_DP3, dots, WRITEMASK_X, normal, VPpli); 995 emit_op2(p, OPCODE_DP3, dots, WRITEMASK_Y, normal, half); 996 997 998 /* Front face lighting: 999 */ 1000 { 1001 struct ureg ambient = get_lightprod(p, i, 0, STATE_AMBIENT); 1002 struct ureg diffuse = get_lightprod(p, i, 0, STATE_DIFFUSE); 1003 struct ureg specular = get_lightprod(p, i, 0, STATE_SPECULAR); 1004 struct ureg res0, res1; 1005 GLuint mask0, mask1; 1006 1007 emit_op1(p, OPCODE_LIT, lit, 0, dots); 1008 1009 if (!is_undef(att)) 1010 emit_op2(p, OPCODE_MUL, lit, 0, lit, att); 1011 1012 1013 if (count == nr_lights) { 1014 if (separate) { 1015 mask0 = WRITEMASK_XYZ; 1016 mask1 = WRITEMASK_XYZ; 1017 res0 = register_output( p, VERT_RESULT_COL0 ); 1018 res1 = register_output( p, VERT_RESULT_COL1 ); 1019 } 1020 else { 1021 mask0 = 0; 1022 mask1 = WRITEMASK_XYZ; 1023 res0 = _col0; 1024 res1 = register_output( p, VERT_RESULT_COL0 ); 1025 } 1026 } else { 1027 mask0 = 0; 1028 mask1 = 0; 1029 res0 = _col0; 1030 res1 = _col1; 1031 } 1032 1033 emit_op3(p, OPCODE_MAD, _col0, 0, swizzle1(lit,X), ambient, _col0); 1034 emit_op3(p, OPCODE_MAD, res0, mask0, swizzle1(lit,Y), diffuse, _col0); 1035 emit_op3(p, OPCODE_MAD, res1, mask1, swizzle1(lit,Z), specular, _col1); 1036 1037 release_temp(p, ambient); 1038 release_temp(p, diffuse); 1039 release_temp(p, specular); 1040 } 1041 1042 /* Back face lighting: 1043 */ 1044 if (twoside) { 1045 struct ureg ambient = get_lightprod(p, i, 1, STATE_AMBIENT); 1046 struct ureg diffuse = get_lightprod(p, i, 1, STATE_DIFFUSE); 1047 struct ureg specular = get_lightprod(p, i, 1, STATE_SPECULAR); 1048 struct ureg res0, res1; 1049 GLuint mask0, mask1; 1050 1051 emit_op1(p, OPCODE_LIT, lit, 0, negate(swizzle(dots,X,Y,W,Z))); 1052 1053 if (!is_undef(att)) 1054 emit_op2(p, OPCODE_MUL, lit, 0, lit, att); 1055 1056 if (count == nr_lights) { 1057 if (separate) { 1058 mask0 = WRITEMASK_XYZ; 1059 mask1 = WRITEMASK_XYZ; 1060 res0 = register_output( p, VERT_RESULT_BFC0 ); 1061 res1 = register_output( p, VERT_RESULT_BFC1 ); 1062 } 1063 else { 1064 mask0 = 0; 1065 mask1 = WRITEMASK_XYZ; 1066 res0 = _bfc0; 1067 res1 = register_output( p, VERT_RESULT_BFC0 ); 1068 } 1069 } else { 1070 res0 = _bfc0; 1071 res1 = _bfc1; 1072 mask0 = 0; 1073 mask1 = 0; 1074 } 1075 1076 emit_op3(p, OPCODE_MAD, _bfc0, 0, swizzle1(lit,X), ambient, _bfc0); 1077 emit_op3(p, OPCODE_MAD, res0, mask0, swizzle1(lit,Y), diffuse, _bfc0); 1078 emit_op3(p, OPCODE_MAD, res1, mask1, swizzle1(lit,Z), specular, _bfc1); 1079 1080 release_temp(p, ambient); 1081 release_temp(p, diffuse); 1082 release_temp(p, specular); 1083 } 1084 1085 release_temp(p, half); 1086 release_temp(p, VPpli); 1087 release_temp(p, att); 1088 } 1089 } 1090 1091 release_temps( p ); 1092} 1093 1094 1095static void build_fog( struct tnl_program *p ) 1096{ 1097 struct ureg fog = register_output(p, VERT_RESULT_FOGC); 1098 struct ureg input; 1099 1100 if (p->state->fog_source_is_depth) { 1101 input = swizzle1(get_eye_position(p), Z); 1102 } 1103 else { 1104 input = swizzle1(register_input(p, VERT_ATTRIB_FOG), X); 1105 } 1106 1107 if (p->state->tnl_do_vertex_fog) { 1108 struct ureg params = register_param2(p, STATE_INTERNAL, 1109 STATE_FOG_PARAMS_OPTIMIZED); 1110 struct ureg tmp = get_temp(p); 1111 1112 switch (p->state->fog_mode) { 1113 case FOG_LINEAR: { 1114 struct ureg id = get_identity_param(p); 1115 emit_op3(p, OPCODE_MAD, tmp, 0, input, swizzle1(params,X), swizzle1(params,Y)); 1116 emit_op2(p, OPCODE_MAX, tmp, 0, tmp, swizzle1(id,X)); /* saturate */ 1117 emit_op2(p, OPCODE_MIN, fog, WRITEMASK_X, tmp, swizzle1(id,W)); 1118 break; 1119 } 1120 case FOG_EXP: 1121 emit_op1(p, OPCODE_ABS, tmp, 0, input); 1122 emit_op2(p, OPCODE_MUL, tmp, 0, tmp, swizzle1(params,Z)); 1123 emit_op1(p, OPCODE_EX2, fog, WRITEMASK_X, negate(tmp)); 1124 break; 1125 case FOG_EXP2: 1126 emit_op2(p, OPCODE_MUL, tmp, 0, input, swizzle1(params,W)); 1127 emit_op2(p, OPCODE_MUL, tmp, 0, tmp, tmp); 1128 emit_op1(p, OPCODE_EX2, fog, WRITEMASK_X, negate(tmp)); 1129 break; 1130 } 1131 1132 release_temp(p, tmp); 1133 } 1134 else { 1135 /* results = incoming fog coords (compute fog per-fragment later) 1136 * 1137 * KW: Is it really necessary to do anything in this case? 1138 */ 1139 emit_op1(p, OPCODE_MOV, fog, WRITEMASK_X, input); 1140 } 1141} 1142 1143static void build_reflect_texgen( struct tnl_program *p, 1144 struct ureg dest, 1145 GLuint writemask ) 1146{ 1147 struct ureg normal = get_eye_normal(p); 1148 struct ureg eye_hat = get_eye_position_normalized(p); 1149 struct ureg tmp = get_temp(p); 1150 1151 /* n.u */ 1152 emit_op2(p, OPCODE_DP3, tmp, 0, normal, eye_hat); 1153 /* 2n.u */ 1154 emit_op2(p, OPCODE_ADD, tmp, 0, tmp, tmp); 1155 /* (-2n.u)n + u */ 1156 emit_op3(p, OPCODE_MAD, dest, writemask, negate(tmp), normal, eye_hat); 1157 1158 release_temp(p, tmp); 1159} 1160 1161static void build_sphere_texgen( struct tnl_program *p, 1162 struct ureg dest, 1163 GLuint writemask ) 1164{ 1165 struct ureg normal = get_eye_normal(p); 1166 struct ureg eye_hat = get_eye_position_normalized(p); 1167 struct ureg tmp = get_temp(p); 1168 struct ureg half = register_scalar_const(p, .5); 1169 struct ureg r = get_temp(p); 1170 struct ureg inv_m = get_temp(p); 1171 struct ureg id = get_identity_param(p); 1172 1173 /* Could share the above calculations, but it would be 1174 * a fairly odd state for someone to set (both sphere and 1175 * reflection active for different texture coordinate 1176 * components. Of course - if two texture units enable 1177 * reflect and/or sphere, things start to tilt in favour 1178 * of seperating this out: 1179 */ 1180 1181 /* n.u */ 1182 emit_op2(p, OPCODE_DP3, tmp, 0, normal, eye_hat); 1183 /* 2n.u */ 1184 emit_op2(p, OPCODE_ADD, tmp, 0, tmp, tmp); 1185 /* (-2n.u)n + u */ 1186 emit_op3(p, OPCODE_MAD, r, 0, negate(tmp), normal, eye_hat); 1187 /* r + 0,0,1 */ 1188 emit_op2(p, OPCODE_ADD, tmp, 0, r, swizzle(id,X,Y,W,Z)); 1189 /* rx^2 + ry^2 + (rz+1)^2 */ 1190 emit_op2(p, OPCODE_DP3, tmp, 0, tmp, tmp); 1191 /* 2/m */ 1192 emit_op1(p, OPCODE_RSQ, tmp, 0, tmp); 1193 /* 1/m */ 1194 emit_op2(p, OPCODE_MUL, inv_m, 0, tmp, half); 1195 /* r/m + 1/2 */ 1196 emit_op3(p, OPCODE_MAD, dest, writemask, r, inv_m, half); 1197 1198 release_temp(p, tmp); 1199 release_temp(p, r); 1200 release_temp(p, inv_m); 1201} 1202 1203 1204static void build_texture_transform( struct tnl_program *p ) 1205{ 1206 GLuint i, j; 1207 1208 for (i = 0; i < MAX_TEXTURE_UNITS; i++) { 1209 1210 if (!(p->state->fragprog_inputs_read & FRAG_BIT_TEX(i))) 1211 continue; 1212 1213 if (p->state->unit[i].texgen_enabled || 1214 p->state->unit[i].texmat_enabled) { 1215 1216 GLuint texmat_enabled = p->state->unit[i].texmat_enabled; 1217 struct ureg out = register_output(p, VERT_RESULT_TEX0 + i); 1218 struct ureg out_texgen = undef; 1219 1220 if (p->state->unit[i].texgen_enabled) { 1221 GLuint copy_mask = 0; 1222 GLuint sphere_mask = 0; 1223 GLuint reflect_mask = 0; 1224 GLuint normal_mask = 0; 1225 GLuint modes[4]; 1226 1227 if (texmat_enabled) 1228 out_texgen = get_temp(p); 1229 else 1230 out_texgen = out; 1231 1232 modes[0] = p->state->unit[i].texgen_mode0; 1233 modes[1] = p->state->unit[i].texgen_mode1; 1234 modes[2] = p->state->unit[i].texgen_mode2; 1235 modes[3] = p->state->unit[i].texgen_mode3; 1236 1237 for (j = 0; j < 4; j++) { 1238 switch (modes[j]) { 1239 case TXG_OBJ_LINEAR: { 1240 struct ureg obj = register_input(p, VERT_ATTRIB_POS); 1241 struct ureg plane = 1242 register_param3(p, STATE_TEXGEN, i, 1243 STATE_TEXGEN_OBJECT_S + j); 1244 1245 emit_op2(p, OPCODE_DP4, out_texgen, WRITEMASK_X << j, 1246 obj, plane ); 1247 break; 1248 } 1249 case TXG_EYE_LINEAR: { 1250 struct ureg eye = get_eye_position(p); 1251 struct ureg plane = 1252 register_param3(p, STATE_TEXGEN, i, 1253 STATE_TEXGEN_EYE_S + j); 1254 1255 emit_op2(p, OPCODE_DP4, out_texgen, WRITEMASK_X << j, 1256 eye, plane ); 1257 break; 1258 } 1259 case TXG_SPHERE_MAP: 1260 sphere_mask |= WRITEMASK_X << j; 1261 break; 1262 case TXG_REFLECTION_MAP: 1263 reflect_mask |= WRITEMASK_X << j; 1264 break; 1265 case TXG_NORMAL_MAP: 1266 normal_mask |= WRITEMASK_X << j; 1267 break; 1268 case TXG_NONE: 1269 copy_mask |= WRITEMASK_X << j; 1270 } 1271 1272 } 1273 1274 1275 if (sphere_mask) { 1276 build_sphere_texgen(p, out_texgen, sphere_mask); 1277 } 1278 1279 if (reflect_mask) { 1280 build_reflect_texgen(p, out_texgen, reflect_mask); 1281 } 1282 1283 if (normal_mask) { 1284 struct ureg normal = get_eye_normal(p); 1285 emit_op1(p, OPCODE_MOV, out_texgen, normal_mask, normal ); 1286 } 1287 1288 if (copy_mask) { 1289 struct ureg in = register_input(p, VERT_ATTRIB_TEX0+i); 1290 emit_op1(p, OPCODE_MOV, out_texgen, copy_mask, in ); 1291 } 1292 } 1293 1294 if (texmat_enabled) { 1295 struct ureg texmat[4]; 1296 struct ureg in = (!is_undef(out_texgen) ? 1297 out_texgen : 1298 register_input(p, VERT_ATTRIB_TEX0+i)); 1299 if (PREFER_DP4) { 1300 register_matrix_param5( p, STATE_TEXTURE_MATRIX, i, 0, 3, 1301 0, texmat ); 1302 emit_matrix_transform_vec4( p, out, texmat, in ); 1303 } 1304 else { 1305 register_matrix_param5( p, STATE_TEXTURE_MATRIX, i, 0, 3, 1306 STATE_MATRIX_TRANSPOSE, texmat ); 1307 emit_transpose_matrix_transform_vec4( p, out, texmat, in ); 1308 } 1309 } 1310 1311 release_temps(p); 1312 } 1313 else { 1314 emit_passthrough(p, VERT_ATTRIB_TEX0+i, VERT_RESULT_TEX0+i); 1315 } 1316 } 1317} 1318 1319 1320static void build_pointsize( struct tnl_program *p ) 1321{ 1322 struct ureg eye = get_eye_position(p); 1323 struct ureg state_size = register_param1(p, STATE_POINT_SIZE); 1324 struct ureg state_attenuation = register_param1(p, STATE_POINT_ATTENUATION); 1325 struct ureg out = register_output(p, VERT_RESULT_PSIZ); 1326 struct ureg ut = get_temp(p); 1327 1328 /* p1 + dist * (p2 + dist * p3); */ 1329 emit_op3(p, OPCODE_MAD, ut, 0, negate(swizzle1(eye, Z)), 1330 swizzle1(state_attenuation, Z), swizzle1(state_attenuation, Y)); 1331 emit_op3(p, OPCODE_MAD, ut, 0, negate(swizzle1(eye, Z)), 1332 ut, swizzle1(state_attenuation, X)); 1333 1334 /* 1 / sqrt(factor) */ 1335 emit_op1(p, OPCODE_RSQ, ut, 0, ut ); 1336 1337#if 1 1338 /* out = pointSize / sqrt(factor) */ 1339 emit_op2(p, OPCODE_MUL, out, WRITEMASK_X, ut, state_size); 1340#else 1341 /* not sure, might make sense to do clamping here, 1342 but it's not done in t_vb_points neither */ 1343 emit_op2(p, OPCODE_MUL, ut, 0, ut, state_size); 1344 emit_op2(p, OPCODE_MAX, ut, 0, ut, swizzle1(state_size, Y)); 1345 emit_op2(p, OPCODE_MIN, out, WRITEMASK_X, ut, swizzle1(state_size, Z)); 1346#endif 1347 1348 release_temp(p, ut); 1349} 1350 1351static void build_tnl_program( struct tnl_program *p ) 1352{ /* Emit the program, starting with modelviewproject: 1353 */ 1354 build_hpos(p); 1355 1356 /* Lighting calculations: 1357 */ 1358 if (p->state->fragprog_inputs_read & (FRAG_BIT_COL0|FRAG_BIT_COL1)) { 1359 if (p->state->light_global_enabled) 1360 build_lighting(p); 1361 else { 1362 if (p->state->fragprog_inputs_read & FRAG_BIT_COL0) 1363 emit_passthrough(p, VERT_ATTRIB_COLOR0, VERT_RESULT_COL0); 1364 1365 if (p->state->fragprog_inputs_read & FRAG_BIT_COL1) 1366 emit_passthrough(p, VERT_ATTRIB_COLOR1, VERT_RESULT_COL1); 1367 } 1368 } 1369 1370 if ((p->state->fragprog_inputs_read & FRAG_BIT_FOGC) || 1371 p->state->fog_mode != FOG_NONE) 1372 build_fog(p); 1373 1374 if (p->state->fragprog_inputs_read & FRAG_BITS_TEX_ANY) 1375 build_texture_transform(p); 1376 1377 if (p->state->point_attenuated) 1378 build_pointsize(p); 1379 1380 /* Finish up: 1381 */ 1382 emit_op1(p, OPCODE_END, undef, 0, undef); 1383 1384 /* Disassemble: 1385 */ 1386 if (DISASSEM) { 1387 _mesa_printf ("\n"); 1388 } 1389} 1390 1391 1392static void 1393create_new_program( const struct state_key *key, 1394 struct gl_vertex_program *program, 1395 GLuint max_temps) 1396{ 1397 struct tnl_program p; 1398 1399 _mesa_memset(&p, 0, sizeof(p)); 1400 p.state = key; 1401 p.program = program; 1402 p.eye_position = undef; 1403 p.eye_position_normalized = undef; 1404 p.eye_normal = undef; 1405 p.identity = undef; 1406 p.temp_in_use = 0; 1407 1408 if (max_temps >= sizeof(int) * 8) 1409 p.temp_reserved = 0; 1410 else 1411 p.temp_reserved = ~((1<<max_temps)-1); 1412 1413 p.program->Base.Instructions 1414 = (struct prog_instruction*) MALLOC(sizeof(struct prog_instruction) * MAX_INSN); 1415 p.program->Base.String = 0; 1416 p.program->Base.NumInstructions = 1417 p.program->Base.NumTemporaries = 1418 p.program->Base.NumParameters = 1419 p.program->Base.NumAttributes = p.program->Base.NumAddressRegs = 0; 1420 p.program->Base.Parameters = _mesa_new_parameter_list(); 1421 p.program->Base.InputsRead = 0; 1422 p.program->Base.OutputsWritten = 0; 1423 1424 build_tnl_program( &p ); 1425} 1426 1427static void *search_cache( struct tnl_cache *cache, 1428 GLuint hash, 1429 const void *key, 1430 GLuint keysize) 1431{ 1432 struct tnl_cache_item *c; 1433 1434 for (c = cache->items[hash % cache->size]; c; c = c->next) { 1435 if (c->hash == hash && _mesa_memcmp(c->key, key, keysize) == 0) 1436 return c->data; 1437 } 1438 1439 return NULL; 1440} 1441 1442static void rehash( struct tnl_cache *cache ) 1443{ 1444 struct tnl_cache_item **items; 1445 struct tnl_cache_item *c, *next; 1446 GLuint size, i; 1447 1448 size = cache->size * 3; 1449 items = (struct tnl_cache_item**) _mesa_malloc(size * sizeof(*items)); 1450 _mesa_memset(items, 0, size * sizeof(*items)); 1451 1452 for (i = 0; i < cache->size; i++) 1453 for (c = cache->items[i]; c; c = next) { 1454 next = c->next; 1455 c->next = items[c->hash % size]; 1456 items[c->hash % size] = c; 1457 } 1458 1459 FREE(cache->items); 1460 cache->items = items; 1461 cache->size = size; 1462} 1463 1464static void cache_item( struct tnl_cache *cache, 1465 GLuint hash, 1466 void *key, 1467 void *data ) 1468{ 1469 struct tnl_cache_item *c = (struct tnl_cache_item*) _mesa_malloc(sizeof(*c)); 1470 c->hash = hash; 1471 c->key = key; 1472 c->data = data; 1473 1474 if (++cache->n_items > cache->size * 1.5) 1475 rehash(cache); 1476 1477 c->next = cache->items[hash % cache->size]; 1478 cache->items[hash % cache->size] = c; 1479} 1480 1481static GLuint hash_key( struct state_key *key ) 1482{ 1483 GLuint *ikey = (GLuint *)key; 1484 GLuint hash = 0, i; 1485 1486 /* I'm sure this can be improved on, but speed is important: 1487 */ 1488 for (i = 0; i < sizeof(*key)/sizeof(GLuint); i++) 1489 hash ^= ikey[i]; 1490 1491 return hash; 1492} 1493 1494void _tnl_UpdateFixedFunctionProgram( GLcontext *ctx ) 1495{ 1496 TNLcontext *tnl = TNL_CONTEXT(ctx); 1497 struct state_key *key; 1498 GLuint hash; 1499 const struct gl_vertex_program *prev = ctx->VertexProgram._Current; 1500 1501 if (!ctx->VertexProgram._Current) { 1502 /* Grab all the relevent state and put it in a single structure: 1503 */ 1504 key = make_state_key(ctx); 1505 hash = hash_key(key); 1506 1507 /* Look for an already-prepared program for this state: 1508 */ 1509 ctx->VertexProgram._TnlProgram = (struct gl_vertex_program *) 1510 search_cache( tnl->vp_cache, hash, key, sizeof(*key) ); 1511 1512 /* OK, we'll have to build a new one: 1513 */ 1514 if (!ctx->VertexProgram._TnlProgram) { 1515 if (0) 1516 _mesa_printf("Build new TNL program\n"); 1517 1518 ctx->VertexProgram._TnlProgram = (struct gl_vertex_program *) 1519 ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0); 1520 1521 create_new_program( key, ctx->VertexProgram._TnlProgram, 1522 ctx->Const.VertexProgram.MaxTemps ); 1523 1524 if (ctx->Driver.ProgramStringNotify) 1525 ctx->Driver.ProgramStringNotify( ctx, GL_VERTEX_PROGRAM_ARB, 1526 &ctx->VertexProgram._TnlProgram->Base ); 1527 1528 cache_item(tnl->vp_cache, hash, key, ctx->VertexProgram._TnlProgram ); 1529 } 1530 else { 1531 FREE(key); 1532 if (0) 1533 _mesa_printf("Found existing TNL program for key %x\n", hash); 1534 } 1535 ctx->VertexProgram._Current = ctx->VertexProgram._TnlProgram; 1536 } 1537 1538 /* Tell the driver about the change. Could define a new target for 1539 * this? 1540 */ 1541 if (ctx->VertexProgram._Current != prev && ctx->Driver.BindProgram) { 1542 ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB, 1543 (struct gl_program *) ctx->VertexProgram._Current); 1544 } 1545} 1546 1547void _tnl_ProgramCacheInit( GLcontext *ctx ) 1548{ 1549 TNLcontext *tnl = TNL_CONTEXT(ctx); 1550 1551 tnl->vp_cache = (struct tnl_cache *) MALLOC(sizeof(*tnl->vp_cache)); 1552 tnl->vp_cache->size = 17; 1553 tnl->vp_cache->n_items = 0; 1554 tnl->vp_cache->items = (struct tnl_cache_item**) 1555 _mesa_calloc(tnl->vp_cache->size * sizeof(*tnl->vp_cache->items)); 1556} 1557 1558void _tnl_ProgramCacheDestroy( GLcontext *ctx ) 1559{ 1560 TNLcontext *tnl = TNL_CONTEXT(ctx); 1561 struct tnl_cache_item *c, *next; 1562 GLuint i; 1563 1564 for (i = 0; i < tnl->vp_cache->size; i++) 1565 for (c = tnl->vp_cache->items[i]; c; c = next) { 1566 next = c->next; 1567 FREE(c->key); 1568 FREE(c->data); 1569 FREE(c); 1570 } 1571 1572 FREE(tnl->vp_cache->items); 1573 FREE(tnl->vp_cache); 1574} 1575