diff options
author | Keith Whitwell <keith@tungstengraphics.com> | 2005-04-21 13:13:49 +0000 |
---|---|---|
committer | Keith Whitwell <keith@tungstengraphics.com> | 2005-04-21 13:13:49 +0000 |
commit | f069e5e412eebabe64286d35598173caac5c132e (patch) | |
tree | aef17de099c8e417cdbdc362fc1e4ca79933a442 | |
parent | 0ff98b03c6a54db609c82620d6093dbd24cdaec3 (diff) |
Facility to construct a vertex program which executes the current
fixed function t&l pipeline.
Currently runs most of the Mesa demos OK, but still needs debugging &
polishing.
-rw-r--r-- | src/mesa/tnl/t_vp_build.c | 1047 |
1 files changed, 1047 insertions, 0 deletions
diff --git a/src/mesa/tnl/t_vp_build.c b/src/mesa/tnl/t_vp_build.c new file mode 100644 index 0000000000..7113c3393c --- /dev/null +++ b/src/mesa/tnl/t_vp_build.c @@ -0,0 +1,1047 @@ +/* + * Mesa 3-D graphics library + * Version: 6.3 + * + * Copyright (C) 2005 Tungsten Graphics All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * TUNGSTEN GRAPHICS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + +/** + * \file t_vp_build.c + * Create a vertex program to execute the current fixed function T&L pipeline. + * \author Keith Whitwell + */ + + +#include <strings.h> + +#include "glheader.h" +#include "macros.h" +#include "enums.h" +#include "t_context.h" +#include "t_vp_build.h" + +#include "shader/program.h" +#include "shader/nvvertprog.h" +#include "shader/arbvertparse.h" + + +/* Very useful debugging tool - produces annotated listing of + * generated program with line/function references for each + * instruction back into this file: + */ +#define DISASSEM 1 + +/* Use uregs to represent registers internally, translate to Mesa's + * expected formats on emit. + * + * NOTE: These are passed by value extensively in this file rather + * than as usual by pointer reference. If this disturbs you, try + * remembering they are just 32bits in size. + * + * GCC is smart enough to deal with these dword-sized structures in + * much the same way as if I had defined them as dwords and was using + * macros to access and set the fields. This is much nicer and easier + * to evolve. + */ +struct ureg { + GLuint file:4; + GLuint idx:8; + GLuint negate:1; + GLuint swz:12; + GLuint pad:7; +}; + + +struct tnl_program { + GLcontext *ctx; + struct vertex_program *program; + + GLuint temp_flag; + GLuint temp_reserved; + + struct ureg eye_position; + struct ureg eye_position_normalized; + struct ureg eye_normal; + struct ureg identity; + + GLuint materials; + GLuint color_materials; +}; + + +const static struct ureg undef = { + ~0, + ~0, + 0, + 0, + 0 +}; + +/* Local shorthand: + */ +#define X SWIZZLE_X +#define Y SWIZZLE_Y +#define Z SWIZZLE_Z +#define W SWIZZLE_W + + +/* Construct a ureg: + */ +static struct ureg make_ureg(GLuint file, GLuint idx) +{ + struct ureg reg; + reg.file = file; + reg.idx = idx; + reg.negate = 0; + reg.swz = SWIZZLE_NOOP; + reg.pad = 0; + return reg; +} + + + +static struct ureg negate( struct ureg reg ) +{ + reg.negate ^= 1; + return reg; +} + + +static struct ureg swizzle( struct ureg reg, int x, int y, int z, int w ) +{ + reg.swz = MAKE_SWIZZLE4(GET_SWZ(reg.swz, x), + GET_SWZ(reg.swz, y), + GET_SWZ(reg.swz, z), + GET_SWZ(reg.swz, w)); + + return reg; +} + +static struct ureg swizzle1( struct ureg reg, int x ) +{ + return swizzle(reg, x, x, x, x); +} + +static struct ureg get_temp( struct tnl_program *p ) +{ + int bit = ffs( ~p->temp_flag ); + if (!bit) { + fprintf(stderr, "%s: out of temporaries\n", __FILE__); + exit(1); + } + + p->temp_flag |= 1<<(bit-1); + return make_ureg(PROGRAM_TEMPORARY, bit-1); +} + +static struct ureg reserve_temp( struct tnl_program *p ) +{ + struct ureg temp = get_temp( p ); + p->temp_reserved |= 1<<temp.idx; + return temp; +} + +static void release_temp( struct tnl_program *p, struct ureg reg ) +{ + if (reg.file == PROGRAM_TEMPORARY) { + p->temp_flag &= ~(1<<reg.idx); + p->temp_flag |= p->temp_reserved; /* can't release reserved temps */ + } +} + +static void release_temps( struct tnl_program *p ) +{ + p->temp_flag = p->temp_reserved; +} + + + +static struct ureg register_input( struct tnl_program *p, GLuint input ) +{ + p->program->InputsRead |= (1<<input); + return make_ureg(PROGRAM_INPUT, input); +} + +static struct ureg register_output( struct tnl_program *p, GLuint output ) +{ + p->program->OutputsWritten |= (1<<output); + return make_ureg(PROGRAM_OUTPUT, output); +} + +static struct ureg register_const4f( struct tnl_program *p, + GLfloat s0, + GLfloat s1, + GLfloat s2, + GLfloat s3) +{ + GLfloat values[4]; + GLuint idx; + values[0] = s0; + values[1] = s1; + values[2] = s2; + values[3] = s3; + idx = _mesa_add_unnamed_constant( p->program->Parameters, values ); + return make_ureg(PROGRAM_STATE_VAR, idx); +} + +#define register_const1f(p, s0) register_const4f(p, s0, 0, 0, 1) +#define register_const2f(p, s0, s1) register_const4f(p, s0, s1, 0, 1) +#define register_const3f(p, s0, s1, s2) register_const4f(p, s0, s1, s2, 1) + +static GLboolean is_undef( struct ureg reg ) +{ + return reg.file == 0xf; +} + +static struct ureg get_identity_param( struct tnl_program *p ) +{ + if (is_undef(p->identity)) + p->identity = register_const4f(p, 0,0,0,1); + + return p->identity; +} + +static struct ureg register_param6( struct tnl_program *p, + GLint s0, + GLint s1, + GLint s2, + GLint s3, + GLint s4, + GLint s5) +{ + GLint tokens[6]; + GLuint idx; + tokens[0] = s0; + tokens[1] = s1; + tokens[2] = s2; + tokens[3] = s3; + tokens[4] = s4; + tokens[5] = s5; + idx = _mesa_add_state_reference( p->program->Parameters, tokens ); + return make_ureg(PROGRAM_STATE_VAR, idx); +} + + +#define register_param1(p,s0) register_param6(p,s0,0,0,0,0,0) +#define register_param2(p,s0,s1) register_param6(p,s0,s1,0,0,0,0) +#define register_param3(p,s0,s1,s2) register_param6(p,s0,s1,s2,0,0,0) +#define register_param4(p,s0,s1,s2,s3) register_param6(p,s0,s1,s2,s3,0,0) + + +static void register_matrix_param6( struct tnl_program *p, + GLint s0, + GLint s1, + GLint s2, + GLint s3, + GLint s4, + GLint s5, + struct ureg *matrix ) +{ + GLuint i; + + /* This is a bit sad as the support is there to pull the whole + * matrix out in one go: + */ + for (i = 0; i <= s4 - s3; i++) + matrix[i] = register_param6( p, s0, s1, s2, i, i, s5 ); +} + + +static void emit_arg( struct vp_src_register *src, + struct ureg reg ) +{ + src->File = reg.file; + src->Index = reg.idx; + src->Swizzle = reg.swz; + src->Negate = reg.negate; + src->RelAddr = 0; + src->pad = 0; +} + +static void emit_dst( struct vp_dst_register *dst, + struct ureg reg, GLuint mask ) +{ + dst->File = reg.file; + dst->Index = reg.idx; + dst->WriteMask = mask ? mask : WRITEMASK_XYZW; /* allow zero as a shorthand for xyzw */ + dst->pad = 0; +} + +static void debug_insn( struct vp_instruction *inst, const char *fn, GLuint line ) +{ +#if DISASSEM + static const char *last_fn; + + if (fn != last_fn) { + last_fn = fn; + _mesa_printf("%s:\n", fn); + } + + _mesa_printf("%d:\t", line); + _mesa_debug_vp_inst(1, inst); +#endif +} + + +static void emit_op3fn(struct tnl_program *p, + GLuint op, + struct ureg dest, + GLuint mask, + struct ureg src0, + struct ureg src1, + struct ureg src2, + const char *fn, + GLuint line) +{ + GLuint nr = p->program->Base.NumInstructions++; + struct vp_instruction *inst = &p->program->Instructions[nr]; + + inst->Opcode = op; + + emit_arg( &inst->SrcReg[0], src0 ); + emit_arg( &inst->SrcReg[1], src1 ); + emit_arg( &inst->SrcReg[2], src2 ); + + emit_dst( &inst->DstReg, dest, mask ); + + debug_insn(inst, fn, line); +} + + + +#define emit_op3(p, op, dst, mask, src0, src1, src2) emit_op3fn(p, op, dst, mask, src0, src1, src2, __FUNCTION__, __LINE__) +#define emit_op2(p, op, dst, mask, src0, src1) emit_op3fn(p, op, dst, mask, src0, src1, undef, __FUNCTION__, __LINE__) +#define emit_op1(p, op, dst, mask, src0) emit_op3fn(p, op, dst, mask, src0, undef, undef, __FUNCTION__, __LINE__) + + +static struct ureg make_temp( struct tnl_program *p, struct ureg reg ) +{ + if (reg.file == PROGRAM_TEMPORARY && + !(p->temp_reserved & (1<<reg.idx))) + return reg; + else { + struct ureg temp = get_temp(p); + emit_op1(p, VP_OPCODE_MOV, temp, 0, reg); + return temp; + } +} + + +/* Currently no tracking performed of input/output/register size or + * active elements. Could be used to reduce these operations, as + * could the matrix type. + */ +static void emit_matrix_transform_vec4( struct tnl_program *p, + struct ureg dest, + const struct ureg *mat, + struct ureg src) +{ + emit_op2(p, VP_OPCODE_DP4, dest, WRITEMASK_X, src, mat[0]); + emit_op2(p, VP_OPCODE_DP4, dest, WRITEMASK_Y, src, mat[1]); + emit_op2(p, VP_OPCODE_DP4, dest, WRITEMASK_Z, src, mat[2]); + emit_op2(p, VP_OPCODE_DP4, dest, WRITEMASK_W, src, mat[3]); + +} + +static void emit_matrix_transform_vec3( struct tnl_program *p, + struct ureg dest, + const struct ureg *mat, + struct ureg src) +{ + emit_op2(p, VP_OPCODE_DP3, dest, WRITEMASK_X, src, mat[0]); + emit_op2(p, VP_OPCODE_DP3, dest, WRITEMASK_Y, src, mat[1]); + emit_op2(p, VP_OPCODE_DP3, dest, WRITEMASK_Z, src, mat[2]); +} + + +static void emit_normalize_vec3( struct tnl_program *p, + struct ureg dest, + struct ureg src ) +{ + struct ureg tmp = get_temp(p); + emit_op2(p, VP_OPCODE_DP3, tmp, 0, src, src); + emit_op1(p, VP_OPCODE_RSQ, tmp, 0, tmp); + emit_op2(p, VP_OPCODE_MUL, dest, 0, src, tmp); + release_temp(p, tmp); +} + +static struct ureg get_eye_position( struct tnl_program *p ) +{ + if (is_undef(p->eye_position)) { + struct ureg pos = register_input( p, VERT_ATTRIB_POS ); + struct ureg modelview[4]; + + register_matrix_param6( p, STATE_MATRIX, STATE_MODELVIEW, 0, 0, 3, 0, modelview ); + p->eye_position = reserve_temp(p); + + emit_matrix_transform_vec4( p, p->eye_position, modelview, pos ); + } + + return p->eye_position; +} + + +static struct ureg get_eye_position_normalized( struct tnl_program *p ) +{ + if (is_undef(p->eye_position_normalized)) { + struct ureg eye = get_eye_position(p); + p->eye_position_normalized = reserve_temp(p); + emit_normalize_vec3(p, p->eye_position_normalized, eye); + } + + return p->eye_position_normalized; +} + + +static struct ureg get_eye_normal( struct tnl_program *p ) +{ + if (is_undef(p->eye_normal)) { + struct ureg normal = register_input(p, VERT_ATTRIB_NORMAL ); + struct ureg mvinv[3]; + + register_matrix_param6( p, STATE_MATRIX, STATE_MODELVIEW, 0, 0, 2, STATE_MATRIX_INVTRANS, mvinv ); + + p->eye_normal = reserve_temp(p); + + /* Transform to eye space: + */ + emit_matrix_transform_vec3( p, p->eye_normal, mvinv, normal ); + + /* Normalize/Rescale: + */ + if (p->ctx->Transform.Normalize) { + emit_normalize_vec3( p, p->eye_normal, p->eye_normal ); + } + else if (p->ctx->Transform.RescaleNormals) { + struct ureg rescale = register_param2(p, STATE_INTERNAL, STATE_NORMAL_SCALE); + emit_op2( p, VP_OPCODE_MUL, p->eye_normal, 0, normal, swizzle1(rescale, X)); + } + } + + return p->eye_normal; +} + + + +static void build_hpos( struct tnl_program *p ) +{ + struct ureg pos = register_input( p, VERT_ATTRIB_POS ); + struct ureg hpos = register_output( p, VERT_RESULT_HPOS ); + struct ureg mvp[4]; + + register_matrix_param6( p, STATE_MATRIX, STATE_MVP, 0, 0, 3, 0, mvp ); + emit_matrix_transform_vec4( p, hpos, mvp, pos ); +} + + +static GLuint material_attrib( GLuint side, GLuint property ) +{ + return _TNL_ATTRIB_MAT_FRONT_AMBIENT + (property - STATE_AMBIENT) * 2 + side; +} + +static void set_material_flags( struct tnl_program *p ) +{ + GLcontext *ctx = p->ctx; + TNLcontext *tnl = TNL_CONTEXT(ctx); + GLuint i; + + p->color_materials = 0; + p->materials = 0; + + if (ctx->Light.ColorMaterialEnabled) { + p->materials = + p->color_materials = + ctx->Light.ColorMaterialBitmask << _TNL_ATTRIB_MAT_FRONT_AMBIENT; + } + + for (i = _TNL_ATTRIB_MAT_FRONT_AMBIENT ; i < _TNL_ATTRIB_INDEX ; i++) + if (tnl->vb.AttribPtr[i]->stride) + p->materials |= 1<<i; +} + + +static struct ureg get_material( struct tnl_program *p, GLuint side, GLuint property ) +{ + GLuint attrib = material_attrib(side, property); + + if (p->color_materials & (1<<attrib)) + return register_input(p, VERT_ATTRIB_COLOR0); + else if (p->materials & (1<<attrib)) + return register_input( p, attrib ); + else + return register_param3( p, STATE_MATERIAL, side, property ); +} + +#define SCENE_COLOR_BITS(side) (( _TNL_BIT_MAT_FRONT_EMISSION | \ + _TNL_BIT_MAT_FRONT_AMBIENT | \ + _TNL_BIT_MAT_FRONT_DIFFUSE) << (side)) + +/* Either return a precalculated constant value or emit code to + * calculate these values dynamically in the case where material calls + * are present between begin/end pairs. + * + * Probably want to shift this to the program compilation phase - if + * we always emitted the calculation here, a smart compiler could + * detect that it was constant (given a certain set of inputs), and + * lift it out of the main loop. That way the programs created here + * would be independent of the vertex_buffer details. + */ +static struct ureg get_scenecolor( struct tnl_program *p, GLuint side ) +{ + if (p->materials & SCENE_COLOR_BITS(side)) { + struct ureg lightmodel_ambient = register_param1(p, STATE_LIGHTMODEL_AMBIENT); + struct ureg material_emission = get_material(p, side, STATE_EMISSION); + struct ureg material_ambient = get_material(p, side, STATE_AMBIENT); + struct ureg material_diffuse = get_material(p, side, STATE_DIFFUSE); + struct ureg tmp = make_temp(p, material_diffuse); + emit_op3(p, VP_OPCODE_MAD, tmp, WRITEMASK_XYZ, lightmodel_ambient, material_ambient, material_emission); + return tmp; + } + else + return register_param2( p, STATE_LIGHTMODEL_SCENECOLOR, side ); +} + + +static struct ureg get_lightprod( struct tnl_program *p, GLuint light, GLuint side, GLuint property ) +{ + GLuint attrib = material_attrib(side, property); + if (p->materials & (1<<attrib)) { + struct ureg light_value = register_param3(p, STATE_LIGHT, light, property); + struct ureg material_value = get_material(p, side, property); + struct ureg tmp = get_temp(p); + emit_op2(p, VP_OPCODE_MUL, tmp, 0, light_value, material_value); + return tmp; + } + else + return register_param4(p, STATE_LIGHTPROD, light, side, property); +} + + + + +/* Need to add some addtional parameters to allow lighting in object + * space - STATE_SPOT_DIRECTION and STATE_HALF implicitly assume eye + * space lighting. + */ +static void build_lighting( struct tnl_program *p ) +{ + GLcontext *ctx = p->ctx; + const GLboolean twoside = ctx->Light.Model.TwoSide; + const GLboolean separate = (ctx->Light.Model.ColorControl == + GL_SEPARATE_SPECULAR_COLOR); + GLuint nr_lights = 0, count = 0; + struct ureg normal = get_eye_normal(p); + struct ureg lit = get_temp(p); + struct ureg dots = get_temp(p); + struct ureg _col0 = undef, _col1 = undef; + struct ureg _bfc0 = undef, _bfc1 = undef; + GLuint i; + + for (i = 0; i < MAX_LIGHTS; i++) + if (ctx->Light.Light[i].Enabled) + nr_lights++; + + set_material_flags(p); + + { + struct ureg shininess = get_material(p, 0, STATE_SHININESS); + emit_op1(p, VP_OPCODE_MOV, dots, WRITEMASK_W, swizzle1(shininess,X)); + release_temp(p, shininess); + + _col0 = make_temp(p, get_scenecolor(p, 0)); + if (separate) + _col1 = make_temp(p, get_identity_param(p)); + else + _col1 = _col0; + + } + + if (twoside) { + struct ureg shininess = get_material(p, 1, STATE_SHININESS); + emit_op1(p, VP_OPCODE_MOV, dots, WRITEMASK_Z, negate(swizzle1(shininess,X))); + release_temp(p, shininess); + + _bfc0 = make_temp(p, get_scenecolor(p, 1)); + if (separate) + _bfc1 = make_temp(p, get_identity_param(p)); + else + _bfc1 = _bfc0; + } + + for (i = 0; i < MAX_LIGHTS; i++) { + struct gl_light *light = &ctx->Light.Light[i]; + + if (light->Enabled) { + struct ureg half = undef; + struct ureg att = undef, VPpli = undef; + + count++; + + if (light->EyePosition[3] == 0) { + /* Can used precomputed constants in this case: + */ + VPpli = register_param3(p, STATE_LIGHT, i, STATE_POSITION_NORMALIZED); + half = register_param3(p, STATE_LIGHT, i, STATE_HALF); + + /* Spot attenuation maybe applies to this case? Could precompute if so? */ + } + else { + struct ureg Ppli = register_param3(p, STATE_LIGHT, i, STATE_POSITION); + struct ureg V = get_eye_position(p); + struct ureg dst = get_temp(p); + + VPpli = get_temp(p); + half = get_temp(p); + + /* Calulate VPpli vector + */ + emit_op2(p, VP_OPCODE_SUB, VPpli, 0, Ppli, V); + + /* Normalize VPpli. The dst value also used in + * attenuation below. + */ + emit_op2(p, VP_OPCODE_DP3, dst, 0, VPpli, VPpli); + emit_op1(p, VP_OPCODE_RSQ, dst, 0, dst); + emit_op2(p, VP_OPCODE_MUL, VPpli, 0, VPpli, dst); + + + /* Calculate attenuation: + */ + if (light->SpotCutoff != 180.0 || + light->ConstantAttenuation != 1.0 || + light->LinearAttenuation != 1.0 || + light->QuadraticAttenuation != 1.0) { + + struct ureg attenuation = register_param3(p, STATE_LIGHT, i, STATE_ATTENUATION); + att = get_temp(p); + + /* Calculate spot attenuation: + */ + if (light->SpotCutoff != 180.0F) { + struct ureg spot_dir = register_param3(p, STATE_LIGHT, i, STATE_SPOT_DIRECTION); + struct ureg spot = get_temp(p); + struct ureg slt = get_temp(p); + + emit_normalize_vec3( p, spot, spot_dir ); /* XXX: precompute! */ + emit_op2(p, VP_OPCODE_DP3, spot, 0, negate(VPpli), spot_dir); + emit_op2(p, VP_OPCODE_SLT, slt, 0, swizzle1(spot_dir,W), spot); + emit_op2(p, VP_OPCODE_POW, spot, 0, spot, swizzle1(attenuation, W)); + emit_op2(p, VP_OPCODE_MUL, att, 0, slt, spot); + + release_temp(p, spot); + release_temp(p, slt); + } + + /* Calculate distance attenuation: + */ + if (light->ConstantAttenuation != 1.0 || + light->LinearAttenuation != 1.0 || + light->QuadraticAttenuation != 1.0) { + + emit_op1(p, VP_OPCODE_RCP, dst, WRITEMASK_YZ, dst); /* 1/d,d,d,1/d */ + emit_op2(p, VP_OPCODE_MUL, dst, WRITEMASK_XZ, dst, swizzle1(dst,Y)); /* 1,d,d*d,1/d */ + emit_op2(p, VP_OPCODE_DP3, dst, 0, attenuation, dst); /* 1/dist-atten */ + + if (light->SpotCutoff != 180.0F) { + emit_op1(p, VP_OPCODE_RCP, dst, 0, dst); /* dist-atten */ + emit_op2(p, VP_OPCODE_MUL, att, 0, dst, att); /* spot-atten * dist-atten */ + } else { + emit_op1(p, VP_OPCODE_RCP, att, 0, dst); /* dist-atten */ + } + } + } + + + /* Calculate viewer direction, or use infinite viewer: + */ + if (ctx->Light.Model.LocalViewer) { + struct ureg eye_hat = get_eye_position_normalized(p); + emit_op2(p, VP_OPCODE_SUB, half, 0, VPpli, eye_hat); + } + else { + struct ureg z_dir = swizzle(get_identity_param(p),X,Y,W,Z); /* 0,0,1,0 */ + emit_op2(p, VP_OPCODE_ADD, half, 0, VPpli, z_dir); + } + + emit_normalize_vec3(p, half, half); + + release_temp(p, dst); + } + + /* Calculate dot products: + */ + emit_op2(p, VP_OPCODE_DP3, dots, WRITEMASK_X, normal, VPpli); + emit_op2(p, VP_OPCODE_DP3, dots, WRITEMASK_Y, normal, half); + + + /* Front face lighting: + */ + { + struct ureg ambient = get_lightprod(p, i, 0, STATE_AMBIENT); + struct ureg diffuse = get_lightprod(p, i, 0, STATE_DIFFUSE); + struct ureg specular = get_lightprod(p, i, 0, STATE_SPECULAR); + struct ureg res0, res1; + + emit_op1(p, VP_OPCODE_LIT, lit, 0, dots); + + if (!is_undef(att)) + emit_op2(p, VP_OPCODE_MUL, lit, 0, lit, att); + + + if (count == nr_lights) { + if (separate) { + res0 = register_output( p, VERT_RESULT_COL0 ); + res1 = register_output( p, VERT_RESULT_COL1 ); + } + else { + res0 = _col0; + res1 = register_output( p, VERT_RESULT_COL0 ); + } + } else { + res0 = _col0; + res1 = _col1; + } + + emit_op3(p, VP_OPCODE_MAD, _col0, 0, swizzle1(lit,X), ambient, _col0); + emit_op3(p, VP_OPCODE_MAD, res0, 0, swizzle1(lit,Y), diffuse, _col0); + emit_op3(p, VP_OPCODE_MAD, res1, 0, swizzle1(lit,Z), specular, _col1); + + release_temp(p, ambient); + release_temp(p, diffuse); + release_temp(p, specular); + } + + /* Back face lighting: + */ + if (twoside) { + struct ureg ambient = get_lightprod(p, i, 1, STATE_AMBIENT); + struct ureg diffuse = get_lightprod(p, i, 1, STATE_DIFFUSE); + struct ureg specular = get_lightprod(p, i, 1, STATE_SPECULAR); + struct ureg res0, res1; + + emit_op1(p, VP_OPCODE_LIT, lit, 0, negate(swizzle(dots,X,Y,W,Z))); + + if (!is_undef(att)) + emit_op2(p, VP_OPCODE_MUL, lit, 0, lit, att); + + if (count == nr_lights) { + if (separate) { + res0 = register_output( p, VERT_RESULT_BFC0 ); + res1 = register_output( p, VERT_RESULT_BFC1 ); + } + else { + res0 = _bfc0; + res1 = register_output( p, VERT_RESULT_BFC0 ); + } + } else { + res0 = _bfc0; + res1 = _bfc1; + } + + + emit_op3(p, VP_OPCODE_MAD, _bfc0, 0, swizzle1(lit,X), ambient, _bfc0); + emit_op3(p, VP_OPCODE_MAD, res0, 0, swizzle1(lit,Y), diffuse, _bfc0); + emit_op3(p, VP_OPCODE_MAD, res1, 0, swizzle1(lit,Z), specular, _bfc1); + + release_temp(p, ambient); + release_temp(p, diffuse); + release_temp(p, specular); + } + + release_temp(p, half); + release_temp(p, VPpli); + release_temp(p, att); + } + } + + release_temps( p ); +} + + +static void build_fog( struct tnl_program *p ) +{ + GLcontext *ctx = p->ctx; + TNLcontext *tnl = TNL_CONTEXT(ctx); + struct ureg fog = register_output(p, VERT_RESULT_FOGC); + struct ureg input; + + if (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT) { + input = swizzle1(get_eye_position(p), Z); + } + else { + input = swizzle1(register_input(p, VERT_ATTRIB_FOG), X); + } + + if (tnl->_DoVertexFog) { + struct ureg params = register_param1(p, STATE_FOG_PARAMS); + struct ureg tmp = get_temp(p); + + switch (ctx->Fog.Mode) { + case GL_LINEAR: { + struct ureg id = get_identity_param(p); + emit_op2(p, VP_OPCODE_SUB, tmp, 0, swizzle1(params,Z), input); + emit_op2(p, VP_OPCODE_MUL, tmp, 0, tmp, swizzle1(params,W)); + emit_op2(p, VP_OPCODE_MAX, tmp, 0, tmp, swizzle1(id,X)); /* saturate */ + emit_op2(p, VP_OPCODE_MIN, fog, WRITEMASK_X, tmp, swizzle1(id,W)); /* saturate */ + break; + } + case GL_EXP: + emit_op1(p, VP_OPCODE_ABS, tmp, 0, input); + emit_op2(p, VP_OPCODE_MUL, tmp, 0, tmp, swizzle1(params,X)); + emit_op2(p, VP_OPCODE_POW, fog, WRITEMASK_X, register_const1f(p, M_E), negate(tmp)); + break; + case GL_EXP2: + emit_op2(p, VP_OPCODE_MUL, tmp, 0, input, swizzle1(params,X)); + emit_op2(p, VP_OPCODE_MUL, tmp, 0, tmp, tmp); + emit_op2(p, VP_OPCODE_POW, fog, WRITEMASK_X, register_const1f(p, M_E), negate(tmp)); + break; + } + + release_temp(p, tmp); + } + else { + /* results = incoming fog coords (compute fog per-fragment later) + * + * KW: Is it really necessary to do anything in this case? + */ + emit_op1(p, VP_OPCODE_MOV, fog, WRITEMASK_X, input); + } +} + + + +static void build_texture_transform( struct tnl_program *p ) +{ + GLcontext *ctx = p->ctx; + GLuint i, j; + + for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) { + struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i]; + GLuint texmat_enabled = ctx->Texture._TexMatEnabled & ENABLE_TEXMAT(i); + struct ureg out = register_output(p, VERT_RESULT_TEX0 + i); + + if (texUnit->TexGenEnabled || texmat_enabled) { + struct ureg out_texgen = undef; + + if (texUnit->TexGenEnabled) { + GLuint copy_mask = 0; + GLuint sphere_mask = 0; + GLuint reflect_mask = 0; + GLuint normal_mask = 0; + GLuint modes[4]; + + if (texmat_enabled) + out_texgen = get_temp(p); + else + out_texgen = out; + + modes[0] = texUnit->GenModeS; + modes[1] = texUnit->GenModeT; + modes[2] = texUnit->GenModeR; + modes[3] = texUnit->GenModeQ; + + for (j = 0; j < 4; j++) { + if (texUnit->TexGenEnabled & (1<<j)) { + switch (modes[j]) { + case GL_OBJECT_LINEAR: { + struct ureg obj = register_input(p, VERT_ATTRIB_POS); + struct ureg plane = register_param3(p, STATE_TEXGEN, i, STATE_TEXGEN_OBJECT_S + j); + emit_op2(p, VP_OPCODE_DP4, out_texgen, WRITEMASK_X << j, obj, plane ); + break; + } + case GL_EYE_LINEAR: { + struct ureg eye = get_eye_position(p); + struct ureg plane = register_param3(p, STATE_TEXGEN, i, STATE_TEXGEN_EYE_S + j); + emit_op2(p, VP_OPCODE_DP4, out_texgen, WRITEMASK_X << j, eye, plane ); + break; + } + case GL_SPHERE_MAP: + sphere_mask |= WRITEMASK_X << j; + break; + case GL_REFLECTION_MAP_NV: + reflect_mask |= WRITEMASK_X << j; + break; + case GL_NORMAL_MAP_NV: + normal_mask |= WRITEMASK_X << j; + break; + } + } + else + copy_mask |= WRITEMASK_X << j; + } + + + if (sphere_mask) { + struct ureg normal = get_eye_normal(p); + struct ureg eye_hat = get_eye_position_normalized(p); + struct ureg tmp = get_temp(p); + struct ureg half = register_const1f(p, .5); + struct ureg r = get_temp(p); + struct ureg inv_m = get_temp(p); + + emit_op2(p, VP_OPCODE_DP3, tmp, 0, normal, eye_hat); /* n.u */ + emit_op2(p, VP_OPCODE_ADD, tmp, 0, tmp, tmp); /* 2n.u */ + emit_op3(p, VP_OPCODE_MAD, r, 0, negate(tmp), normal, eye_hat); /* (-2n.u)n + u */ + emit_op2(p, VP_OPCODE_ADD, tmp, 0, r, swizzle(get_identity_param(p),X,Y,W,Z)); /* r + 0,0,1 */ + emit_op2(p, VP_OPCODE_DP3, tmp, 0, tmp, tmp); /* rx^2 + ry^2 + (rz+1)^2 */ + emit_op1(p, VP_OPCODE_RSQ, tmp, 0, tmp); /* 2/m */ + emit_op2(p, VP_OPCODE_MUL, inv_m, 0, tmp, swizzle1(half,X)); /* 1/m */ + emit_op3(p, VP_OPCODE_MAD, out_texgen, sphere_mask, r, inv_m, swizzle1(half,X)); /* r/m + 1/2 */ + + release_temp(p, tmp); + release_temp(p, r); + release_temp(p, inv_m); + } + + /* Could duplicate the above calculations, but it would be + * a fairly odd state for someone to set (both sphere and + * reflection active for different texture coordinate + * components. Of course - if two texture units enable + * reflect and/or sphere, things start to tilt in favour + * of seperating this out: + */ + if (reflect_mask) { + struct ureg normal = get_eye_normal(p); + struct ureg eye_hat = get_eye_position_normalized(p); + struct ureg tmp = get_temp(p); + + emit_op2(p, VP_OPCODE_DP3, tmp, 0, normal, eye_hat); + emit_op2(p, VP_OPCODE_ADD, tmp, 0, tmp, tmp); + emit_op3(p, VP_OPCODE_MAD, out_texgen, reflect_mask, negate(tmp), normal, eye_hat); + } + + if (normal_mask) { + struct ureg normal = get_eye_normal(p); + emit_op1(p, VP_OPCODE_MOV, out_texgen, normal_mask, normal ); + } + + if (copy_mask) { + struct ureg in = register_input(p, VERT_ATTRIB_TEX0+i); + emit_op1(p, VP_OPCODE_MOV, out_texgen, copy_mask, in ); + } + } + + if (texmat_enabled) { + struct ureg texmat[4]; + struct ureg in = !is_undef(out_texgen) ? out_texgen : register_input(p, VERT_ATTRIB_TEX0+i); + register_matrix_param6( p, STATE_MATRIX, STATE_TEXTURE, i, 0, 3, 0, texmat ); + emit_matrix_transform_vec4( p, out, texmat, in ); + } + + release_temps(p); + } + } +} + + +/* Seems like it could be tighter: + */ +static void build_pointsize( struct tnl_program *p ) +{ + struct ureg eye = get_eye_position(p); + struct ureg state_size = register_param1( p, STATE_POINT_SIZE ); + struct ureg state_attenuation = register_param1( p, STATE_POINT_ATTENUATION ); + struct ureg out = register_output( p, VERT_RESULT_PSIZ ); + struct ureg ut = get_temp(p); + + /* 1, -Z, Z * Z, 1 */ + emit_op1(p, VP_OPCODE_MOV, ut, 0, swizzle1(get_identity_param(p), W)); + emit_op2(p, VP_OPCODE_MUL, ut, WRITEMASK_YZ, ut, negate(swizzle1(eye, Z))); + emit_op2(p, VP_OPCODE_MUL, ut, WRITEMASK_Z, ut, negate(swizzle1(eye, Z))); + + + /* p1 + p2 * dst + p3 * dst * dst, 0 */ + emit_op2(p, VP_OPCODE_DP3, ut, 0, ut, state_attenuation); + + /* 1 / factor */ + emit_op1(p, VP_OPCODE_RCP, ut, 0, ut ); + + /* out = pointSize / factor */ + emit_op2(p, VP_OPCODE_MUL, out, WRITEMASK_X, ut, state_size); + + release_temp(p, ut); +} + + + +void _tnl_UpdateFixedFunctionProgram( GLcontext *ctx ) +{ + struct tnl_program p; + + if (ctx->VertexProgram._Enabled) + return; + + memset(&p, 0, sizeof(p)); + p.ctx = ctx; + p.program = &ctx->_TnlProgram; + + p.eye_position = undef; + p.eye_position_normalized = undef; + p.eye_normal = undef; + p.identity = undef; + + p.temp_flag = 0; + p.temp_reserved = ~((1<<MAX_NV_VERTEX_PROGRAM_TEMPS)-1); + + if (p.program->Instructions == NULL) { + p.program->Instructions = MALLOC(sizeof(struct vp_instruction) * 100); + } + + /* Initialize the arb_program struct */ + p.program->Base.String = 0; + p.program->Base.NumInstructions = + p.program->Base.NumTemporaries = + p.program->Base.NumParameters = + p.program->Base.NumAttributes = p.program->Base.NumAddressRegs = 0; + if (p.program->Parameters) + _mesa_free_parameter_list(p.program->Parameters); + p.program->Parameters = _mesa_new_parameter_list (); + p.program->InputsRead = 0; + p.program->OutputsWritten = 0; + + /* Emit the program, starting with modelviewproject: + */ + build_hpos(&p); + + /* Lighting calculations: + */ + if (ctx->Light.Enabled) + build_lighting(&p); + + if (ctx->Fog.Enabled) + build_fog(&p); + + if (ctx->Texture._TexGenEnabled || ctx->Texture._TexMatEnabled) + build_texture_transform(&p); + + if (ctx->Point._Attenuated) + build_pointsize(&p); + + + /* Finish up: + */ + emit_op1(&p, VP_OPCODE_END, undef, 0, undef); + + /* Disassemble: + */ + if (DISASSEM) { + _mesa_printf ("\n"); + } +} |