| /************************************************************************** |
| * |
| * Copyright 2007 VMware, Inc. |
| * All Rights Reserved. |
| * Copyright 2009 VMware, Inc. All Rights Reserved. |
| * Copyright © 2010-2011 Intel Corporation |
| * |
| * 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, sub license, 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 (including the |
| * next paragraph) 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 NON-INFRINGEMENT. |
| * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS 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. |
| * |
| **************************************************************************/ |
| |
| #include "main/glheader.h" |
| #include "main/context.h" |
| |
| #include "main/macros.h" |
| #include "main/samplerobj.h" |
| #include "main/shaderobj.h" |
| #include "main/state.h" |
| #include "main/texenvprogram.h" |
| #include "main/texobj.h" |
| #include "main/uniforms.h" |
| #include "compiler/glsl/ir_builder.h" |
| #include "compiler/glsl/ir_optimization.h" |
| #include "compiler/glsl/glsl_parser_extras.h" |
| #include "compiler/glsl/glsl_symbol_table.h" |
| #include "compiler/glsl_types.h" |
| #include "program/ir_to_mesa.h" |
| #include "program/program.h" |
| #include "program/programopt.h" |
| #include "program/prog_cache.h" |
| #include "program/prog_instruction.h" |
| #include "program/prog_parameter.h" |
| #include "program/prog_print.h" |
| #include "program/prog_statevars.h" |
| #include "util/bitscan.h" |
| |
| using namespace ir_builder; |
| |
| /* |
| * Note on texture units: |
| * |
| * The number of texture units supported by fixed-function fragment |
| * processing is MAX_TEXTURE_COORD_UNITS, not MAX_TEXTURE_IMAGE_UNITS. |
| * That's because there's a one-to-one correspondence between texture |
| * coordinates and samplers in fixed-function processing. |
| * |
| * Since fixed-function vertex processing is limited to MAX_TEXTURE_COORD_UNITS |
| * sets of texcoords, so is fixed-function fragment processing. |
| * |
| * We can safely use ctx->Const.MaxTextureUnits for loop bounds. |
| */ |
| |
| |
| static GLboolean |
| texenv_doing_secondary_color(struct gl_context *ctx) |
| { |
| if (ctx->Light.Enabled && |
| (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)) |
| return GL_TRUE; |
| |
| if (ctx->Fog.ColorSumEnabled) |
| return GL_TRUE; |
| |
| return GL_FALSE; |
| } |
| |
| struct state_key { |
| GLuint nr_enabled_units:4; |
| GLuint separate_specular:1; |
| GLuint fog_mode:2; /**< FOG_x */ |
| GLuint inputs_available:12; |
| GLuint num_draw_buffers:4; |
| |
| /* NOTE: This array of structs must be last! (see "keySize" below) */ |
| struct { |
| GLuint enabled:1; |
| GLuint source_index:4; /**< TEXTURE_x_INDEX */ |
| GLuint shadow:1; |
| |
| /*** |
| * These are taken from struct gl_tex_env_combine_packed |
| * @{ |
| */ |
| GLuint ModeRGB:4; |
| GLuint ModeA:4; |
| GLuint ScaleShiftRGB:2; |
| GLuint ScaleShiftA:2; |
| GLuint NumArgsRGB:3; |
| GLuint NumArgsA:3; |
| struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS]; |
| struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS]; |
| /** @} */ |
| } unit[MAX_TEXTURE_COORD_UNITS]; |
| }; |
| |
| |
| /** |
| * Do we need to clamp the results of the given texture env/combine mode? |
| * If the inputs to the mode are in [0,1] we don't always have to clamp |
| * the results. |
| */ |
| static GLboolean |
| need_saturate( GLuint mode ) |
| { |
| switch (mode) { |
| case TEXENV_MODE_REPLACE: |
| case TEXENV_MODE_MODULATE: |
| case TEXENV_MODE_INTERPOLATE: |
| return GL_FALSE; |
| case TEXENV_MODE_ADD: |
| case TEXENV_MODE_ADD_SIGNED: |
| case TEXENV_MODE_SUBTRACT: |
| case TEXENV_MODE_DOT3_RGB: |
| case TEXENV_MODE_DOT3_RGB_EXT: |
| case TEXENV_MODE_DOT3_RGBA: |
| case TEXENV_MODE_DOT3_RGBA_EXT: |
| case TEXENV_MODE_MODULATE_ADD_ATI: |
| case TEXENV_MODE_MODULATE_SIGNED_ADD_ATI: |
| case TEXENV_MODE_MODULATE_SUBTRACT_ATI: |
| case TEXENV_MODE_ADD_PRODUCTS_NV: |
| case TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV: |
| return GL_TRUE; |
| default: |
| assert(0); |
| return GL_FALSE; |
| } |
| } |
| |
| #define VERT_BIT_TEX_ANY (0xff << VERT_ATTRIB_TEX0) |
| |
| /** |
| * Identify all possible varying inputs. The fragment program will |
| * never reference non-varying inputs, but will track them via state |
| * constants instead. |
| * |
| * This function figures out all the inputs that the fragment program |
| * has access to and filters input bitmask. |
| */ |
| static GLbitfield filter_fp_input_mask( GLbitfield fp_inputs, |
| struct gl_context *ctx ) |
| { |
| if (ctx->VertexProgram._Overriden) { |
| /* Somebody's messing with the vertex program and we don't have |
| * a clue what's happening. Assume that it could be producing |
| * all possible outputs. |
| */ |
| return fp_inputs; |
| } |
| |
| if (ctx->RenderMode == GL_FEEDBACK) { |
| /* _NEW_RENDERMODE */ |
| return fp_inputs & (VARYING_BIT_COL0 | VARYING_BIT_TEX0); |
| } |
| |
| /* _NEW_PROGRAM */ |
| const GLboolean vertexShader = |
| ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] != NULL; |
| const GLboolean vertexProgram = _mesa_arb_vertex_program_enabled(ctx); |
| |
| if (!(vertexProgram || vertexShader)) { |
| /* Fixed function vertex logic */ |
| GLbitfield possible_inputs = 0; |
| |
| /* _NEW_VARYING_VP_INPUTS */ |
| GLbitfield varying_inputs = ctx->varying_vp_inputs; |
| /* We only update ctx->varying_vp_inputs when in VP_MODE_FF _VPMode */ |
| assert(VP_MODE_FF == ctx->VertexProgram._VPMode); |
| |
| /* These get generated in the setup routine regardless of the |
| * vertex program: |
| */ |
| /* _NEW_POINT */ |
| if (ctx->Point.PointSprite) { |
| /* All texture varyings are possible to use */ |
| possible_inputs = VARYING_BITS_TEX_ANY; |
| } |
| else { |
| /* _NEW_TEXTURE_STATE */ |
| const GLbitfield possible_tex_inputs = |
| ctx->Texture._TexGenEnabled | |
| ctx->Texture._TexMatEnabled | |
| ((varying_inputs & VERT_BIT_TEX_ANY) >> VERT_ATTRIB_TEX0); |
| |
| possible_inputs = (possible_tex_inputs << VARYING_SLOT_TEX0); |
| } |
| |
| /* First look at what values may be computed by the generated |
| * vertex program: |
| */ |
| /* _NEW_LIGHT */ |
| if (ctx->Light.Enabled) { |
| possible_inputs |= VARYING_BIT_COL0; |
| |
| if (texenv_doing_secondary_color(ctx)) |
| possible_inputs |= VARYING_BIT_COL1; |
| } |
| |
| /* Then look at what might be varying as a result of enabled |
| * arrays, etc: |
| */ |
| if (varying_inputs & VERT_BIT_COLOR0) |
| possible_inputs |= VARYING_BIT_COL0; |
| if (varying_inputs & VERT_BIT_COLOR1) |
| possible_inputs |= VARYING_BIT_COL1; |
| |
| return fp_inputs & possible_inputs; |
| } |
| |
| /* calculate from vp->outputs */ |
| struct gl_program *vprog; |
| |
| /* Choose GLSL vertex shader over ARB vertex program. Need this |
| * since vertex shader state validation comes after fragment state |
| * validation (see additional comments in state.c). |
| */ |
| if (ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY] != NULL) |
| vprog = ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; |
| else if (ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL] != NULL) |
| vprog = ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; |
| else if (vertexShader) |
| vprog = ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; |
| else |
| vprog = ctx->VertexProgram.Current; |
| |
| GLbitfield possible_inputs = vprog->info.outputs_written; |
| |
| /* These get generated in the setup routine regardless of the |
| * vertex program: |
| */ |
| /* _NEW_POINT */ |
| if (ctx->Point.PointSprite) { |
| /* All texture varyings are possible to use */ |
| possible_inputs |= VARYING_BITS_TEX_ANY; |
| } |
| |
| return fp_inputs & possible_inputs; |
| } |
| |
| |
| /** |
| * Examine current texture environment state and generate a unique |
| * key to identify it. |
| */ |
| static GLuint make_state_key( struct gl_context *ctx, struct state_key *key ) |
| { |
| GLbitfield inputs_referenced = VARYING_BIT_COL0; |
| GLbitfield mask; |
| GLuint keySize; |
| |
| memset(key, 0, sizeof(*key)); |
| |
| /* _NEW_TEXTURE_OBJECT */ |
| mask = ctx->Texture._EnabledCoordUnits; |
| int i = -1; |
| while (mask) { |
| i = u_bit_scan(&mask); |
| const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i]; |
| const struct gl_texture_object *texObj = texUnit->_Current; |
| const struct gl_tex_env_combine_packed *comb = |
| &ctx->Texture.FixedFuncUnit[i]._CurrentCombinePacked; |
| |
| if (!texObj) |
| continue; |
| |
| key->unit[i].enabled = 1; |
| inputs_referenced |= VARYING_BIT_TEX(i); |
| |
| key->unit[i].source_index = texObj->TargetIndex; |
| |
| const struct gl_sampler_object *samp = _mesa_get_samplerobj(ctx, i); |
| if (samp->CompareMode == GL_COMPARE_R_TO_TEXTURE) { |
| const GLenum format = _mesa_texture_base_format(texObj); |
| key->unit[i].shadow = (format == GL_DEPTH_COMPONENT || |
| format == GL_DEPTH_STENCIL_EXT); |
| } |
| |
| key->unit[i].ModeRGB = comb->ModeRGB; |
| key->unit[i].ModeA = comb->ModeA; |
| key->unit[i].ScaleShiftRGB = comb->ScaleShiftRGB; |
| key->unit[i].ScaleShiftA = comb->ScaleShiftA; |
| key->unit[i].NumArgsRGB = comb->NumArgsRGB; |
| key->unit[i].NumArgsA = comb->NumArgsA; |
| |
| memcpy(key->unit[i].ArgsRGB, comb->ArgsRGB, sizeof comb->ArgsRGB); |
| memcpy(key->unit[i].ArgsA, comb->ArgsA, sizeof comb->ArgsA); |
| } |
| |
| key->nr_enabled_units = i + 1; |
| |
| /* _NEW_LIGHT | _NEW_FOG */ |
| if (texenv_doing_secondary_color(ctx)) { |
| key->separate_specular = 1; |
| inputs_referenced |= VARYING_BIT_COL1; |
| } |
| |
| /* _NEW_FOG */ |
| key->fog_mode = ctx->Fog._PackedEnabledMode; |
| |
| /* _NEW_BUFFERS */ |
| key->num_draw_buffers = ctx->DrawBuffer->_NumColorDrawBuffers; |
| |
| /* _NEW_COLOR */ |
| if (ctx->Color.AlphaEnabled && key->num_draw_buffers == 0) { |
| /* if alpha test is enabled we need to emit at least one color */ |
| key->num_draw_buffers = 1; |
| } |
| |
| key->inputs_available = filter_fp_input_mask(inputs_referenced, ctx); |
| |
| /* compute size of state key, ignoring unused texture units */ |
| keySize = sizeof(*key) - sizeof(key->unit) |
| + key->nr_enabled_units * sizeof(key->unit[0]); |
| |
| return keySize; |
| } |
| |
| |
| /** State used to build the fragment program: |
| */ |
| class texenv_fragment_program : public ir_factory { |
| public: |
| struct gl_shader_program *shader_program; |
| struct gl_shader *shader; |
| exec_list *top_instructions; |
| struct state_key *state; |
| |
| ir_variable *src_texture[MAX_TEXTURE_COORD_UNITS]; |
| /* Reg containing each texture unit's sampled texture color, |
| * else undef. |
| */ |
| |
| /* Texcoord override from bumpmapping. */ |
| ir_variable *texcoord_tex[MAX_TEXTURE_COORD_UNITS]; |
| |
| /* Reg containing texcoord for a texture unit, |
| * needed for bump mapping, else undef. |
| */ |
| |
| ir_rvalue *src_previous; /**< Reg containing color from previous |
| * stage. May need to be decl'd. |
| */ |
| }; |
| |
| static ir_rvalue * |
| get_current_attrib(texenv_fragment_program *p, GLuint attrib) |
| { |
| ir_variable *current; |
| ir_rvalue *val; |
| |
| current = p->shader->symbols->get_variable("gl_CurrentAttribFragMESA"); |
| assert(current); |
| current->data.max_array_access = MAX2(current->data.max_array_access, (int)attrib); |
| val = new(p->mem_ctx) ir_dereference_variable(current); |
| ir_rvalue *index = new(p->mem_ctx) ir_constant(attrib); |
| return new(p->mem_ctx) ir_dereference_array(val, index); |
| } |
| |
| static ir_rvalue * |
| get_gl_Color(texenv_fragment_program *p) |
| { |
| if (p->state->inputs_available & VARYING_BIT_COL0) { |
| ir_variable *var = p->shader->symbols->get_variable("gl_Color"); |
| assert(var); |
| return new(p->mem_ctx) ir_dereference_variable(var); |
| } else { |
| return get_current_attrib(p, VERT_ATTRIB_COLOR0); |
| } |
| } |
| |
| static ir_rvalue * |
| get_source(texenv_fragment_program *p, |
| GLuint src, GLuint unit) |
| { |
| ir_variable *var; |
| ir_dereference *deref; |
| |
| switch (src) { |
| case TEXENV_SRC_TEXTURE: |
| return new(p->mem_ctx) ir_dereference_variable(p->src_texture[unit]); |
| |
| case TEXENV_SRC_TEXTURE0: |
| case TEXENV_SRC_TEXTURE1: |
| case TEXENV_SRC_TEXTURE2: |
| case TEXENV_SRC_TEXTURE3: |
| case TEXENV_SRC_TEXTURE4: |
| case TEXENV_SRC_TEXTURE5: |
| case TEXENV_SRC_TEXTURE6: |
| case TEXENV_SRC_TEXTURE7: |
| return new(p->mem_ctx) |
| ir_dereference_variable(p->src_texture[src - TEXENV_SRC_TEXTURE0]); |
| |
| case TEXENV_SRC_CONSTANT: |
| var = p->shader->symbols->get_variable("gl_TextureEnvColor"); |
| assert(var); |
| deref = new(p->mem_ctx) ir_dereference_variable(var); |
| var->data.max_array_access = MAX2(var->data.max_array_access, (int)unit); |
| return new(p->mem_ctx) ir_dereference_array(deref, |
| new(p->mem_ctx) ir_constant(unit)); |
| |
| case TEXENV_SRC_PRIMARY_COLOR: |
| var = p->shader->symbols->get_variable("gl_Color"); |
| assert(var); |
| return new(p->mem_ctx) ir_dereference_variable(var); |
| |
| case TEXENV_SRC_ZERO: |
| return new(p->mem_ctx) ir_constant(0.0f); |
| |
| case TEXENV_SRC_ONE: |
| return new(p->mem_ctx) ir_constant(1.0f); |
| |
| case TEXENV_SRC_PREVIOUS: |
| if (!p->src_previous) { |
| return get_gl_Color(p); |
| } else { |
| return p->src_previous->clone(p->mem_ctx, NULL); |
| } |
| |
| default: |
| assert(0); |
| return NULL; |
| } |
| } |
| |
| static ir_rvalue * |
| emit_combine_source(texenv_fragment_program *p, |
| GLuint unit, |
| GLuint source, |
| GLuint operand) |
| { |
| ir_rvalue *src; |
| |
| src = get_source(p, source, unit); |
| |
| switch (operand) { |
| case TEXENV_OPR_ONE_MINUS_COLOR: |
| return sub(new(p->mem_ctx) ir_constant(1.0f), src); |
| |
| case TEXENV_OPR_ALPHA: |
| return src->type->is_scalar() ? src : swizzle_w(src); |
| |
| case TEXENV_OPR_ONE_MINUS_ALPHA: { |
| ir_rvalue *const scalar = src->type->is_scalar() ? src : swizzle_w(src); |
| |
| return sub(new(p->mem_ctx) ir_constant(1.0f), scalar); |
| } |
| |
| case TEXENV_OPR_COLOR: |
| return src; |
| |
| default: |
| assert(0); |
| return src; |
| } |
| } |
| |
| /** |
| * Check if the RGB and Alpha sources and operands match for the given |
| * texture unit's combinder state. When the RGB and A sources and |
| * operands match, we can emit fewer instructions. |
| */ |
| static GLboolean args_match( const struct state_key *key, GLuint unit ) |
| { |
| GLuint i, numArgs = key->unit[unit].NumArgsRGB; |
| |
| for (i = 0; i < numArgs; i++) { |
| if (key->unit[unit].ArgsA[i].Source != key->unit[unit].ArgsRGB[i].Source) |
| return GL_FALSE; |
| |
| switch (key->unit[unit].ArgsA[i].Operand) { |
| case TEXENV_OPR_ALPHA: |
| switch (key->unit[unit].ArgsRGB[i].Operand) { |
| case TEXENV_OPR_COLOR: |
| case TEXENV_OPR_ALPHA: |
| break; |
| default: |
| return GL_FALSE; |
| } |
| break; |
| case TEXENV_OPR_ONE_MINUS_ALPHA: |
| switch (key->unit[unit].ArgsRGB[i].Operand) { |
| case TEXENV_OPR_ONE_MINUS_COLOR: |
| case TEXENV_OPR_ONE_MINUS_ALPHA: |
| break; |
| default: |
| return GL_FALSE; |
| } |
| break; |
| default: |
| return GL_FALSE; /* impossible */ |
| } |
| } |
| |
| return GL_TRUE; |
| } |
| |
| static ir_rvalue * |
| smear(ir_rvalue *val) |
| { |
| if (!val->type->is_scalar()) |
| return val; |
| |
| return swizzle_xxxx(val); |
| } |
| |
| static ir_rvalue * |
| emit_combine(texenv_fragment_program *p, |
| GLuint unit, |
| GLuint nr, |
| GLuint mode, |
| const struct gl_tex_env_argument *opt) |
| { |
| ir_rvalue *src[MAX_COMBINER_TERMS]; |
| ir_rvalue *tmp0, *tmp1; |
| GLuint i; |
| |
| assert(nr <= MAX_COMBINER_TERMS); |
| |
| for (i = 0; i < nr; i++) |
| src[i] = emit_combine_source( p, unit, opt[i].Source, opt[i].Operand ); |
| |
| switch (mode) { |
| case TEXENV_MODE_REPLACE: |
| return src[0]; |
| |
| case TEXENV_MODE_MODULATE: |
| return mul(src[0], src[1]); |
| |
| case TEXENV_MODE_ADD: |
| return add(src[0], src[1]); |
| |
| case TEXENV_MODE_ADD_SIGNED: |
| return add(add(src[0], src[1]), new(p->mem_ctx) ir_constant(-0.5f)); |
| |
| case TEXENV_MODE_INTERPOLATE: |
| /* Arg0 * (Arg2) + Arg1 * (1-Arg2) */ |
| tmp0 = mul(src[0], src[2]); |
| tmp1 = mul(src[1], sub(new(p->mem_ctx) ir_constant(1.0f), |
| src[2]->clone(p->mem_ctx, NULL))); |
| return add(tmp0, tmp1); |
| |
| case TEXENV_MODE_SUBTRACT: |
| return sub(src[0], src[1]); |
| |
| case TEXENV_MODE_DOT3_RGBA: |
| case TEXENV_MODE_DOT3_RGBA_EXT: |
| case TEXENV_MODE_DOT3_RGB_EXT: |
| case TEXENV_MODE_DOT3_RGB: { |
| tmp0 = mul(src[0], new(p->mem_ctx) ir_constant(2.0f)); |
| tmp0 = add(tmp0, new(p->mem_ctx) ir_constant(-1.0f)); |
| |
| tmp1 = mul(src[1], new(p->mem_ctx) ir_constant(2.0f)); |
| tmp1 = add(tmp1, new(p->mem_ctx) ir_constant(-1.0f)); |
| |
| return dot(swizzle_xyz(smear(tmp0)), swizzle_xyz(smear(tmp1))); |
| } |
| case TEXENV_MODE_MODULATE_ADD_ATI: |
| return add(mul(src[0], src[2]), src[1]); |
| |
| case TEXENV_MODE_MODULATE_SIGNED_ADD_ATI: |
| return add(add(mul(src[0], src[2]), src[1]), |
| new(p->mem_ctx) ir_constant(-0.5f)); |
| |
| case TEXENV_MODE_MODULATE_SUBTRACT_ATI: |
| return sub(mul(src[0], src[2]), src[1]); |
| |
| case TEXENV_MODE_ADD_PRODUCTS_NV: |
| return add(mul(src[0], src[1]), mul(src[2], src[3])); |
| |
| case TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV: |
| return add(add(mul(src[0], src[1]), mul(src[2], src[3])), |
| new(p->mem_ctx) ir_constant(-0.5f)); |
| default: |
| assert(0); |
| return src[0]; |
| } |
| } |
| |
| /** |
| * Generate instructions for one texture unit's env/combiner mode. |
| */ |
| static ir_rvalue * |
| emit_texenv(texenv_fragment_program *p, GLuint unit) |
| { |
| const struct state_key *key = p->state; |
| GLboolean rgb_saturate, alpha_saturate; |
| GLuint rgb_shift, alpha_shift; |
| |
| if (!key->unit[unit].enabled) { |
| return get_source(p, TEXENV_SRC_PREVIOUS, 0); |
| } |
| |
| switch (key->unit[unit].ModeRGB) { |
| case TEXENV_MODE_DOT3_RGB_EXT: |
| alpha_shift = key->unit[unit].ScaleShiftA; |
| rgb_shift = 0; |
| break; |
| case TEXENV_MODE_DOT3_RGBA_EXT: |
| alpha_shift = 0; |
| rgb_shift = 0; |
| break; |
| default: |
| rgb_shift = key->unit[unit].ScaleShiftRGB; |
| alpha_shift = key->unit[unit].ScaleShiftA; |
| break; |
| } |
| |
| /* If we'll do rgb/alpha shifting don't saturate in emit_combine(). |
| * We don't want to clamp twice. |
| */ |
| if (rgb_shift) |
| rgb_saturate = GL_FALSE; /* saturate after rgb shift */ |
| else if (need_saturate(key->unit[unit].ModeRGB)) |
| rgb_saturate = GL_TRUE; |
| else |
| rgb_saturate = GL_FALSE; |
| |
| if (alpha_shift) |
| alpha_saturate = GL_FALSE; /* saturate after alpha shift */ |
| else if (need_saturate(key->unit[unit].ModeA)) |
| alpha_saturate = GL_TRUE; |
| else |
| alpha_saturate = GL_FALSE; |
| |
| ir_variable *temp_var = p->make_temp(glsl_type::vec4_type, "texenv_combine"); |
| ir_dereference *deref; |
| ir_rvalue *val; |
| |
| /* Emit the RGB and A combine ops |
| */ |
| if (key->unit[unit].ModeRGB == key->unit[unit].ModeA && |
| args_match(key, unit)) { |
| val = emit_combine(p, unit, |
| key->unit[unit].NumArgsRGB, |
| key->unit[unit].ModeRGB, |
| key->unit[unit].ArgsRGB); |
| val = smear(val); |
| if (rgb_saturate) |
| val = saturate(val); |
| |
| p->emit(assign(temp_var, val)); |
| } |
| else if (key->unit[unit].ModeRGB == TEXENV_MODE_DOT3_RGBA_EXT || |
| key->unit[unit].ModeRGB == TEXENV_MODE_DOT3_RGBA) { |
| ir_rvalue *val = emit_combine(p, unit, |
| key->unit[unit].NumArgsRGB, |
| key->unit[unit].ModeRGB, |
| key->unit[unit].ArgsRGB); |
| val = smear(val); |
| if (rgb_saturate) |
| val = saturate(val); |
| p->emit(assign(temp_var, val)); |
| } |
| else { |
| /* Need to do something to stop from re-emitting identical |
| * argument calculations here: |
| */ |
| val = emit_combine(p, unit, |
| key->unit[unit].NumArgsRGB, |
| key->unit[unit].ModeRGB, |
| key->unit[unit].ArgsRGB); |
| val = swizzle_xyz(smear(val)); |
| if (rgb_saturate) |
| val = saturate(val); |
| p->emit(assign(temp_var, val, WRITEMASK_XYZ)); |
| |
| val = emit_combine(p, unit, |
| key->unit[unit].NumArgsA, |
| key->unit[unit].ModeA, |
| key->unit[unit].ArgsA); |
| val = swizzle_w(smear(val)); |
| if (alpha_saturate) |
| val = saturate(val); |
| p->emit(assign(temp_var, val, WRITEMASK_W)); |
| } |
| |
| deref = new(p->mem_ctx) ir_dereference_variable(temp_var); |
| |
| /* Deal with the final shift: |
| */ |
| if (alpha_shift || rgb_shift) { |
| ir_constant *shift; |
| |
| if (rgb_shift == alpha_shift) { |
| shift = new(p->mem_ctx) ir_constant((float)(1 << rgb_shift)); |
| } |
| else { |
| ir_constant_data const_data; |
| |
| const_data.f[0] = float(1 << rgb_shift); |
| const_data.f[1] = float(1 << rgb_shift); |
| const_data.f[2] = float(1 << rgb_shift); |
| const_data.f[3] = float(1 << alpha_shift); |
| |
| shift = new(p->mem_ctx) ir_constant(glsl_type::vec4_type, |
| &const_data); |
| } |
| |
| return saturate(mul(deref, shift)); |
| } |
| else |
| return deref; |
| } |
| |
| |
| /** |
| * Generate instruction for getting a texture source term. |
| */ |
| static void load_texture( texenv_fragment_program *p, GLuint unit ) |
| { |
| ir_dereference *deref; |
| |
| if (p->src_texture[unit]) |
| return; |
| |
| const GLuint texTarget = p->state->unit[unit].source_index; |
| ir_rvalue *texcoord; |
| |
| if (!(p->state->inputs_available & (VARYING_BIT_TEX0 << unit))) { |
| texcoord = get_current_attrib(p, VERT_ATTRIB_TEX0 + unit); |
| } else if (p->texcoord_tex[unit]) { |
| texcoord = new(p->mem_ctx) ir_dereference_variable(p->texcoord_tex[unit]); |
| } else { |
| ir_variable *tc_array = p->shader->symbols->get_variable("gl_TexCoord"); |
| assert(tc_array); |
| texcoord = new(p->mem_ctx) ir_dereference_variable(tc_array); |
| ir_rvalue *index = new(p->mem_ctx) ir_constant(unit); |
| texcoord = new(p->mem_ctx) ir_dereference_array(texcoord, index); |
| tc_array->data.max_array_access = MAX2(tc_array->data.max_array_access, (int)unit); |
| } |
| |
| if (!p->state->unit[unit].enabled) { |
| p->src_texture[unit] = p->make_temp(glsl_type::vec4_type, |
| "dummy_tex"); |
| p->emit(p->src_texture[unit]); |
| |
| p->emit(assign(p->src_texture[unit], new(p->mem_ctx) ir_constant(0.0f))); |
| return ; |
| } |
| |
| const glsl_type *sampler_type = NULL; |
| int coords = 0; |
| |
| switch (texTarget) { |
| case TEXTURE_1D_INDEX: |
| if (p->state->unit[unit].shadow) |
| sampler_type = glsl_type::sampler1DShadow_type; |
| else |
| sampler_type = glsl_type::sampler1D_type; |
| coords = 1; |
| break; |
| case TEXTURE_1D_ARRAY_INDEX: |
| if (p->state->unit[unit].shadow) |
| sampler_type = glsl_type::sampler1DArrayShadow_type; |
| else |
| sampler_type = glsl_type::sampler1DArray_type; |
| coords = 2; |
| break; |
| case TEXTURE_2D_INDEX: |
| if (p->state->unit[unit].shadow) |
| sampler_type = glsl_type::sampler2DShadow_type; |
| else |
| sampler_type = glsl_type::sampler2D_type; |
| coords = 2; |
| break; |
| case TEXTURE_2D_ARRAY_INDEX: |
| if (p->state->unit[unit].shadow) |
| sampler_type = glsl_type::sampler2DArrayShadow_type; |
| else |
| sampler_type = glsl_type::sampler2DArray_type; |
| coords = 3; |
| break; |
| case TEXTURE_RECT_INDEX: |
| if (p->state->unit[unit].shadow) |
| sampler_type = glsl_type::sampler2DRectShadow_type; |
| else |
| sampler_type = glsl_type::sampler2DRect_type; |
| coords = 2; |
| break; |
| case TEXTURE_3D_INDEX: |
| assert(!p->state->unit[unit].shadow); |
| sampler_type = glsl_type::sampler3D_type; |
| coords = 3; |
| break; |
| case TEXTURE_CUBE_INDEX: |
| if (p->state->unit[unit].shadow) |
| sampler_type = glsl_type::samplerCubeShadow_type; |
| else |
| sampler_type = glsl_type::samplerCube_type; |
| coords = 3; |
| break; |
| case TEXTURE_EXTERNAL_INDEX: |
| assert(!p->state->unit[unit].shadow); |
| sampler_type = glsl_type::samplerExternalOES_type; |
| coords = 2; |
| break; |
| } |
| |
| p->src_texture[unit] = p->make_temp(glsl_type::vec4_type, |
| "tex"); |
| |
| ir_texture *tex = new(p->mem_ctx) ir_texture(ir_tex); |
| |
| |
| char *sampler_name = ralloc_asprintf(p->mem_ctx, "sampler_%d", unit); |
| ir_variable *sampler = new(p->mem_ctx) ir_variable(sampler_type, |
| sampler_name, |
| ir_var_uniform); |
| p->top_instructions->push_head(sampler); |
| |
| /* Set the texture unit for this sampler in the same way that |
| * layout(binding=X) would. |
| */ |
| sampler->data.explicit_binding = true; |
| sampler->data.binding = unit; |
| |
| deref = new(p->mem_ctx) ir_dereference_variable(sampler); |
| tex->set_sampler(deref, glsl_type::vec4_type); |
| |
| tex->coordinate = new(p->mem_ctx) ir_swizzle(texcoord, 0, 1, 2, 3, coords); |
| |
| if (p->state->unit[unit].shadow) { |
| texcoord = texcoord->clone(p->mem_ctx, NULL); |
| tex->shadow_comparator = new(p->mem_ctx) ir_swizzle(texcoord, |
| coords, 0, 0, 0, |
| 1); |
| coords++; |
| } |
| |
| texcoord = texcoord->clone(p->mem_ctx, NULL); |
| tex->projector = swizzle_w(texcoord); |
| |
| p->emit(assign(p->src_texture[unit], tex)); |
| } |
| |
| static void |
| load_texenv_source(texenv_fragment_program *p, |
| GLuint src, GLuint unit) |
| { |
| switch (src) { |
| case TEXENV_SRC_TEXTURE: |
| load_texture(p, unit); |
| break; |
| |
| case TEXENV_SRC_TEXTURE0: |
| case TEXENV_SRC_TEXTURE1: |
| case TEXENV_SRC_TEXTURE2: |
| case TEXENV_SRC_TEXTURE3: |
| case TEXENV_SRC_TEXTURE4: |
| case TEXENV_SRC_TEXTURE5: |
| case TEXENV_SRC_TEXTURE6: |
| case TEXENV_SRC_TEXTURE7: |
| load_texture(p, src - TEXENV_SRC_TEXTURE0); |
| break; |
| |
| default: |
| /* not a texture src - do nothing */ |
| break; |
| } |
| } |
| |
| |
| /** |
| * Generate instructions for loading all texture source terms. |
| */ |
| static GLboolean |
| load_texunit_sources( texenv_fragment_program *p, GLuint unit ) |
| { |
| const struct state_key *key = p->state; |
| GLuint i; |
| |
| for (i = 0; i < key->unit[unit].NumArgsRGB; i++) { |
| load_texenv_source( p, key->unit[unit].ArgsRGB[i].Source, unit ); |
| } |
| |
| for (i = 0; i < key->unit[unit].NumArgsA; i++) { |
| load_texenv_source( p, key->unit[unit].ArgsA[i].Source, unit ); |
| } |
| |
| return GL_TRUE; |
| } |
| |
| /** |
| * Applies the fog calculations. |
| * |
| * This is basically like the ARB_fragment_prorgam fog options. Note |
| * that ffvertex_prog.c produces fogcoord for us when |
| * GL_FOG_COORDINATE_EXT is set to GL_FRAGMENT_DEPTH_EXT. |
| */ |
| static ir_rvalue * |
| emit_fog_instructions(texenv_fragment_program *p, |
| ir_rvalue *fragcolor) |
| { |
| struct state_key *key = p->state; |
| ir_rvalue *f, *temp; |
| ir_variable *params, *oparams; |
| ir_variable *fogcoord; |
| |
| /* Temporary storage for the whole fog result. Fog calculations |
| * only affect rgb so we're hanging on to the .a value of fragcolor |
| * this way. |
| */ |
| ir_variable *fog_result = p->make_temp(glsl_type::vec4_type, "fog_result"); |
| p->emit(assign(fog_result, fragcolor)); |
| |
| fragcolor = swizzle_xyz(fog_result); |
| |
| oparams = p->shader->symbols->get_variable("gl_FogParamsOptimizedMESA"); |
| assert(oparams); |
| fogcoord = p->shader->symbols->get_variable("gl_FogFragCoord"); |
| assert(fogcoord); |
| params = p->shader->symbols->get_variable("gl_Fog"); |
| assert(params); |
| f = new(p->mem_ctx) ir_dereference_variable(fogcoord); |
| |
| ir_variable *f_var = p->make_temp(glsl_type::float_type, "fog_factor"); |
| |
| switch (key->fog_mode) { |
| case FOG_LINEAR: |
| /* f = (end - z) / (end - start) |
| * |
| * gl_MesaFogParamsOptimized gives us (-1 / (end - start)) and |
| * (end / (end - start)) so we can generate a single MAD. |
| */ |
| f = add(mul(f, swizzle_x(oparams)), swizzle_y(oparams)); |
| break; |
| case FOG_EXP: |
| /* f = e^(-(density * fogcoord)) |
| * |
| * gl_MesaFogParamsOptimized gives us density/ln(2) so we can |
| * use EXP2 which is generally the native instruction without |
| * having to do any further math on the fog density uniform. |
| */ |
| f = mul(f, swizzle_z(oparams)); |
| f = new(p->mem_ctx) ir_expression(ir_unop_neg, f); |
| f = new(p->mem_ctx) ir_expression(ir_unop_exp2, f); |
| break; |
| case FOG_EXP2: |
| /* f = e^(-(density * fogcoord)^2) |
| * |
| * gl_MesaFogParamsOptimized gives us density/sqrt(ln(2)) so we |
| * can do this like FOG_EXP but with a squaring after the |
| * multiply by density. |
| */ |
| ir_variable *temp_var = p->make_temp(glsl_type::float_type, "fog_temp"); |
| p->emit(assign(temp_var, mul(f, swizzle_w(oparams)))); |
| |
| f = mul(temp_var, temp_var); |
| f = new(p->mem_ctx) ir_expression(ir_unop_neg, f); |
| f = new(p->mem_ctx) ir_expression(ir_unop_exp2, f); |
| break; |
| } |
| |
| p->emit(assign(f_var, saturate(f))); |
| |
| f = sub(new(p->mem_ctx) ir_constant(1.0f), f_var); |
| temp = new(p->mem_ctx) ir_dereference_variable(params); |
| temp = new(p->mem_ctx) ir_dereference_record(temp, "color"); |
| temp = mul(swizzle_xyz(temp), f); |
| |
| p->emit(assign(fog_result, add(temp, mul(fragcolor, f_var)), WRITEMASK_XYZ)); |
| |
| return new(p->mem_ctx) ir_dereference_variable(fog_result); |
| } |
| |
| static void |
| emit_instructions(texenv_fragment_program *p) |
| { |
| struct state_key *key = p->state; |
| GLuint unit; |
| |
| if (key->nr_enabled_units) { |
| /* First pass - to support texture_env_crossbar, first identify |
| * all referenced texture sources and emit texld instructions |
| * for each: |
| */ |
| for (unit = 0; unit < key->nr_enabled_units; unit++) |
| if (key->unit[unit].enabled) { |
| load_texunit_sources(p, unit); |
| } |
| |
| /* Second pass - emit combine instructions to build final color: |
| */ |
| for (unit = 0; unit < key->nr_enabled_units; unit++) { |
| if (key->unit[unit].enabled) { |
| p->src_previous = emit_texenv(p, unit); |
| } |
| } |
| } |
| |
| ir_rvalue *cf = get_source(p, TEXENV_SRC_PREVIOUS, 0); |
| |
| if (key->separate_specular) { |
| ir_variable *spec_result = p->make_temp(glsl_type::vec4_type, |
| "specular_add"); |
| p->emit(assign(spec_result, cf)); |
| |
| ir_rvalue *secondary; |
| if (p->state->inputs_available & VARYING_BIT_COL1) { |
| ir_variable *var = |
| p->shader->symbols->get_variable("gl_SecondaryColor"); |
| assert(var); |
| secondary = swizzle_xyz(var); |
| } else { |
| secondary = swizzle_xyz(get_current_attrib(p, VERT_ATTRIB_COLOR1)); |
| } |
| |
| p->emit(assign(spec_result, add(swizzle_xyz(spec_result), secondary), |
| WRITEMASK_XYZ)); |
| |
| cf = new(p->mem_ctx) ir_dereference_variable(spec_result); |
| } |
| |
| if (key->fog_mode) { |
| cf = emit_fog_instructions(p, cf); |
| } |
| |
| ir_variable *frag_color = p->shader->symbols->get_variable("gl_FragColor"); |
| assert(frag_color); |
| p->emit(assign(frag_color, cf)); |
| } |
| |
| /** |
| * Generate a new fragment program which implements the context's |
| * current texture env/combine mode. |
| */ |
| static struct gl_shader_program * |
| create_new_program(struct gl_context *ctx, struct state_key *key) |
| { |
| texenv_fragment_program p; |
| unsigned int unit; |
| _mesa_glsl_parse_state *state; |
| |
| p.mem_ctx = ralloc_context(NULL); |
| p.shader = _mesa_new_shader(0, MESA_SHADER_FRAGMENT); |
| #ifdef DEBUG |
| p.shader->SourceChecksum = 0xf18ed; /* fixed */ |
| #endif |
| p.shader->ir = new(p.shader) exec_list; |
| state = new(p.shader) _mesa_glsl_parse_state(ctx, MESA_SHADER_FRAGMENT, |
| p.shader); |
| p.shader->symbols = state->symbols; |
| p.top_instructions = p.shader->ir; |
| p.instructions = p.shader->ir; |
| p.state = key; |
| p.shader_program = _mesa_new_shader_program(0); |
| |
| /* Tell the linker to ignore the fact that we're building a |
| * separate shader, in case we're in a GLES2 context that would |
| * normally reject that. The real problem is that we're building a |
| * fixed function program in a GLES2 context at all, but that's a |
| * big mess to clean up. |
| */ |
| p.shader_program->SeparateShader = GL_TRUE; |
| |
| /* The legacy GLSL shadow functions follow the depth texture |
| * mode and return vec4. The GLSL 1.30 shadow functions return float and |
| * ignore the depth texture mode. That's a shader and state dependency |
| * that's difficult to deal with. st/mesa uses a simple but not |
| * completely correct solution: if the shader declares GLSL >= 1.30 and |
| * the depth texture mode is GL_ALPHA (000X), it sets the XXXX swizzle |
| * instead. Thus, the GLSL 1.30 shadow function will get the result in .x |
| * and legacy shadow functions will get it in .w as expected. |
| * For the fixed-function fragment shader, use 120 to get correct behavior |
| * for GL_ALPHA. |
| */ |
| state->language_version = 120; |
| |
| state->es_shader = false; |
| if (_mesa_is_gles(ctx) && ctx->Extensions.OES_EGL_image_external) |
| state->OES_EGL_image_external_enable = true; |
| _mesa_glsl_initialize_types(state); |
| _mesa_glsl_initialize_variables(p.instructions, state); |
| |
| for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { |
| p.src_texture[unit] = NULL; |
| p.texcoord_tex[unit] = NULL; |
| } |
| |
| p.src_previous = NULL; |
| |
| ir_function *main_f = new(p.mem_ctx) ir_function("main"); |
| p.emit(main_f); |
| state->symbols->add_function(main_f); |
| |
| ir_function_signature *main_sig = |
| new(p.mem_ctx) ir_function_signature(glsl_type::void_type); |
| main_sig->is_defined = true; |
| main_f->add_signature(main_sig); |
| |
| p.instructions = &main_sig->body; |
| if (key->num_draw_buffers) |
| emit_instructions(&p); |
| |
| validate_ir_tree(p.shader->ir); |
| |
| const struct gl_shader_compiler_options *options = |
| &ctx->Const.ShaderCompilerOptions[MESA_SHADER_FRAGMENT]; |
| |
| /* Conservative approach: Don't optimize here, the linker does it too. */ |
| if (!ctx->Const.GLSLOptimizeConservatively) { |
| while (do_common_optimization(p.shader->ir, false, false, options, |
| ctx->Const.NativeIntegers)) |
| ; |
| } |
| |
| reparent_ir(p.shader->ir, p.shader->ir); |
| |
| p.shader->CompileStatus = COMPILE_SUCCESS; |
| p.shader->Version = state->language_version; |
| p.shader_program->Shaders = |
| (gl_shader **)malloc(sizeof(*p.shader_program->Shaders)); |
| p.shader_program->Shaders[0] = p.shader; |
| p.shader_program->NumShaders = 1; |
| |
| _mesa_glsl_link_shader(ctx, p.shader_program); |
| |
| if (!p.shader_program->data->LinkStatus) |
| _mesa_problem(ctx, "Failed to link fixed function fragment shader: %s\n", |
| p.shader_program->data->InfoLog); |
| |
| ralloc_free(p.mem_ctx); |
| return p.shader_program; |
| } |
| |
| extern "C" { |
| |
| /** |
| * Return a fragment program which implements the current |
| * fixed-function texture, fog and color-sum operations. |
| */ |
| struct gl_shader_program * |
| _mesa_get_fixed_func_fragment_program(struct gl_context *ctx) |
| { |
| struct gl_shader_program *shader_program; |
| struct state_key key; |
| GLuint keySize; |
| |
| keySize = make_state_key(ctx, &key); |
| |
| shader_program = (struct gl_shader_program *) |
| _mesa_search_program_cache(ctx->FragmentProgram.Cache, |
| &key, keySize); |
| |
| if (!shader_program) { |
| shader_program = create_new_program(ctx, &key); |
| |
| _mesa_shader_cache_insert(ctx, ctx->FragmentProgram.Cache, |
| &key, keySize, shader_program); |
| } |
| |
| return shader_program; |
| } |
| |
| } |