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📄 slang_builtin.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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/* * Mesa 3-D graphics library * Version:  6.5.3 * * Copyright (C) 2005-2007  Brian Paul   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 * BRIAN PAUL 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 slang_builtin.c * Resolve built-in uniform vars. * \author Brian Paul */#include "main/imports.h"#include "main/mtypes.h"#include "shader/program.h"#include "shader/prog_instruction.h"#include "shader/prog_parameter.h"#include "shader/prog_statevars.h"#include "shader/slang/slang_ir.h"#include "shader/slang/slang_emit.h"#include "shader/slang/slang_builtin.h"/** * Lookup GL state given a variable name, 0, 1 or 2 indexes and a field. * Allocate room for the state in the given param list and return position * in the list. * Yes, this is kind of ugly, but it works. */static GLintlookup_statevar(const char *var, GLint index1, GLint index2, const char *field,                GLuint *swizzleOut,                struct gl_program_parameter_list *paramList){   /*    * NOTE: The ARB_vertex_program extension specified that matrices get    * loaded in registers in row-major order.  With GLSL, we want column-    * major order.  So, we need to transpose all matrices here...    */   static const struct {      const char *name;      gl_state_index matrix;      gl_state_index modifier;   } matrices[] = {      { "gl_ModelViewMatrix", STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE },      { "gl_ModelViewMatrixInverse", STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVTRANS },      { "gl_ModelViewMatrixTranspose", STATE_MODELVIEW_MATRIX, 0 },      { "gl_ModelViewMatrixInverseTranspose", STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE },      { "gl_ProjectionMatrix", STATE_PROJECTION_MATRIX, STATE_MATRIX_TRANSPOSE },      { "gl_ProjectionMatrixInverse", STATE_PROJECTION_MATRIX, STATE_MATRIX_INVTRANS },      { "gl_ProjectionMatrixTranspose", STATE_PROJECTION_MATRIX, 0 },      { "gl_ProjectionMatrixInverseTranspose", STATE_PROJECTION_MATRIX, STATE_MATRIX_INVERSE },      { "gl_ModelViewProjectionMatrix", STATE_MVP_MATRIX, STATE_MATRIX_TRANSPOSE },      { "gl_ModelViewProjectionMatrixInverse", STATE_MVP_MATRIX, STATE_MATRIX_INVTRANS },      { "gl_ModelViewProjectionMatrixTranspose", STATE_MVP_MATRIX, 0 },      { "gl_ModelViewProjectionMatrixInverseTranspose", STATE_MVP_MATRIX, STATE_MATRIX_INVERSE },      { "gl_TextureMatrix", STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE },      { "gl_TextureMatrixInverse", STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS },      { "gl_TextureMatrixTranspose", STATE_TEXTURE_MATRIX, 0 },      { "gl_TextureMatrixInverseTranspose", STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE },      /* XXX verify these!!! */      { "gl_NormalMatrix", STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE },      { "__NormalMatrixTranspose", STATE_MODELVIEW_MATRIX, 0 },      { NULL, 0, 0 }   };   gl_state_index tokens[STATE_LENGTH];   GLuint i;   GLboolean isMatrix = GL_FALSE;   for (i = 0; i < STATE_LENGTH; i++) {      tokens[i] = 0;   }   *swizzleOut = SWIZZLE_NOOP;   /* first, look if var is a pre-defined matrix */   for (i = 0; matrices[i].name; i++) {      if (strcmp(var, matrices[i].name) == 0) {         tokens[0] = matrices[i].matrix;         /* tokens[1], [2] and [3] filled below */         tokens[4] = matrices[i].modifier;         isMatrix = GL_TRUE;         break;      }   }   if (isMatrix) {      if (tokens[0] == STATE_TEXTURE_MATRIX) {         if (index1 >= 0) {            tokens[1] = index1;            index1 = 0; /* prevent extra addition at end of function */         }      }   }   else if (strcmp(var, "gl_DepthRange") == 0) {      tokens[0] = STATE_DEPTH_RANGE;      if (strcmp(field, "near") == 0) {         *swizzleOut = SWIZZLE_XXXX;      }      else if (strcmp(field, "far") == 0) {         *swizzleOut = SWIZZLE_YYYY;      }      else if (strcmp(field, "diff") == 0) {         *swizzleOut = SWIZZLE_ZZZZ;      }      else {         return -1;      }   }   else if (strcmp(var, "gl_ClipPlane") == 0) {      tokens[0] = STATE_CLIPPLANE;      tokens[1] = index1;   }   else if (strcmp(var, "gl_Point") == 0) {      if (strcmp(field, "size") == 0) {         tokens[0] = STATE_POINT_SIZE;         *swizzleOut = SWIZZLE_XXXX;      }      else if (strcmp(field, "sizeMin") == 0) {         tokens[0] = STATE_POINT_SIZE;         *swizzleOut = SWIZZLE_YYYY;      }      else if (strcmp(field, "sizeMax") == 0) {         tokens[0] = STATE_POINT_SIZE;         *swizzleOut = SWIZZLE_ZZZZ;      }      else if (strcmp(field, "fadeThresholdSize") == 0) {         tokens[0] = STATE_POINT_SIZE;         *swizzleOut = SWIZZLE_WWWW;      }      else if (strcmp(field, "distanceConstantAttenuation") == 0) {         tokens[0] = STATE_POINT_ATTENUATION;         *swizzleOut = SWIZZLE_XXXX;      }      else if (strcmp(field, "distanceLinearAttenuation") == 0) {         tokens[0] = STATE_POINT_ATTENUATION;         *swizzleOut = SWIZZLE_YYYY;      }      else if (strcmp(field, "distanceQuadraticAttenuation") == 0) {         tokens[0] = STATE_POINT_ATTENUATION;         *swizzleOut = SWIZZLE_ZZZZ;      }      else {         return -1;      }   }   else if (strcmp(var, "gl_FrontMaterial") == 0 ||            strcmp(var, "gl_BackMaterial") == 0) {      tokens[0] = STATE_MATERIAL;      if (strcmp(var, "gl_FrontMaterial") == 0)         tokens[1] = 0;      else         tokens[1] = 1;      if (strcmp(field, "emission") == 0) {         tokens[2] = STATE_EMISSION;      }      else if (strcmp(field, "ambient") == 0) {         tokens[2] = STATE_AMBIENT;      }      else if (strcmp(field, "diffuse") == 0) {         tokens[2] = STATE_DIFFUSE;      }      else if (strcmp(field, "specular") == 0) {         tokens[2] = STATE_SPECULAR;      }      else if (strcmp(field, "shininess") == 0) {         tokens[2] = STATE_SHININESS;         *swizzleOut = SWIZZLE_XXXX;      }      else {         return -1;      }   }   else if (strcmp(var, "gl_LightSource") == 0) {      tokens[0] = STATE_LIGHT;      tokens[1] = index1;      if (strcmp(field, "ambient") == 0) {         tokens[2] = STATE_AMBIENT;      }      else if (strcmp(field, "diffuse") == 0) {         tokens[2] = STATE_DIFFUSE;      }      else if (strcmp(field, "specular") == 0) {         tokens[2] = STATE_SPECULAR;      }      else if (strcmp(field, "position") == 0) {         tokens[2] = STATE_POSITION;      }      else if (strcmp(field, "halfVector") == 0) {         tokens[2] = STATE_HALF_VECTOR;      }      else if (strcmp(field, "spotDirection") == 0) {         tokens[2] = STATE_SPOT_DIRECTION;      }      else if (strcmp(field, "spotCosCutoff") == 0) {         tokens[2] = STATE_SPOT_DIRECTION;         *swizzleOut = SWIZZLE_WWWW;      }      else if (strcmp(field, "spotCutoff") == 0) {         tokens[2] = STATE_SPOT_CUTOFF;         *swizzleOut = SWIZZLE_XXXX;      }      else if (strcmp(field, "spotExponent") == 0) {         tokens[2] = STATE_ATTENUATION;         *swizzleOut = SWIZZLE_WWWW;      }      else if (strcmp(field, "constantAttenuation") == 0) {         tokens[2] = STATE_ATTENUATION;         *swizzleOut = SWIZZLE_XXXX;      }      else if (strcmp(field, "linearAttenuation") == 0) {         tokens[2] = STATE_ATTENUATION;         *swizzleOut = SWIZZLE_YYYY;      }      else if (strcmp(field, "quadraticAttenuation") == 0) {         tokens[2] = STATE_ATTENUATION;         *swizzleOut = SWIZZLE_ZZZZ;      }      else {         return -1;      }   }   else if (strcmp(var, "gl_LightModel") == 0) {      if (strcmp(field, "ambient") == 0) {         tokens[0] = STATE_LIGHTMODEL_AMBIENT;      }      else {         return -1;      }   }   else if (strcmp(var, "gl_FrontLightModelProduct") == 0) {      if (strcmp(field, "sceneColor") == 0) {         tokens[0] = STATE_LIGHTMODEL_SCENECOLOR;         tokens[1] = 0;      }      else {         return -1;      }   }   else if (strcmp(var, "gl_BackLightModelProduct") == 0) {      if (strcmp(field, "sceneColor") == 0) {         tokens[0] = STATE_LIGHTMODEL_SCENECOLOR;         tokens[1] = 1;      }      else {         return -1;      }   }   else if (strcmp(var, "gl_FrontLightProduct") == 0 ||            strcmp(var, "gl_BackLightProduct") == 0) {      tokens[0] = STATE_LIGHTPROD;      tokens[1] = index1; /* light number */      if (strcmp(var, "gl_FrontLightProduct") == 0) {         tokens[2] = 0; /* front */      }      else {         tokens[2] = 1; /* back */      }      if (strcmp(field, "ambient") == 0) {         tokens[3] = STATE_AMBIENT;      }      else if (strcmp(field, "diffuse") == 0) {         tokens[3] = STATE_DIFFUSE;      }      else if (strcmp(field, "specular") == 0) {         tokens[3] = STATE_SPECULAR;      }      else {         return -1;      }   }   else if (strcmp(var, "gl_TextureEnvColor") == 0) {      tokens[0] = STATE_TEXENV_COLOR;      tokens[1] = index1;   }   else if (strcmp(var, "gl_EyePlaneS") == 0) {      tokens[0] = STATE_TEXGEN;      tokens[1] = index1; /* tex unit */      tokens[2] = STATE_TEXGEN_EYE_S;   }   else if (strcmp(var, "gl_EyePlaneT") == 0) {      tokens[0] = STATE_TEXGEN;      tokens[1] = index1; /* tex unit */      tokens[2] = STATE_TEXGEN_EYE_T;   }   else if (strcmp(var, "gl_EyePlaneR") == 0) {      tokens[0] = STATE_TEXGEN;      tokens[1] = index1; /* tex unit */      tokens[2] = STATE_TEXGEN_EYE_R;   }   else if (strcmp(var, "gl_EyePlaneQ") == 0) {      tokens[0] = STATE_TEXGEN;      tokens[1] = index1; /* tex unit */      tokens[2] = STATE_TEXGEN_EYE_Q;   }   else if (strcmp(var, "gl_ObjectPlaneS") == 0) {      tokens[0] = STATE_TEXGEN;      tokens[1] = index1; /* tex unit */      tokens[2] = STATE_TEXGEN_OBJECT_S;   }   else if (strcmp(var, "gl_ObjectPlaneT") == 0) {      tokens[0] = STATE_TEXGEN;      tokens[1] = index1; /* tex unit */      tokens[2] = STATE_TEXGEN_OBJECT_T;   }   else if (strcmp(var, "gl_ObjectPlaneR") == 0) {      tokens[0] = STATE_TEXGEN;      tokens[1] = index1; /* tex unit */      tokens[2] = STATE_TEXGEN_OBJECT_R;   }   else if (strcmp(var, "gl_ObjectPlaneQ") == 0) {      tokens[0] = STATE_TEXGEN;      tokens[1] = index1; /* tex unit */      tokens[2] = STATE_TEXGEN_OBJECT_Q;   }   else if (strcmp(var, "gl_Fog") == 0) {      if (strcmp(field, "color") == 0) {         tokens[0] = STATE_FOG_COLOR;      }      else if (strcmp(field, "density") == 0) {         tokens[0] = STATE_FOG_PARAMS;         *swizzleOut = SWIZZLE_XXXX;      }      else if (strcmp(field, "start") == 0) {         tokens[0] = STATE_FOG_PARAMS;         *swizzleOut = SWIZZLE_YYYY;      }      else if (strcmp(field, "end") == 0) {         tokens[0] = STATE_FOG_PARAMS;         *swizzleOut = SWIZZLE_ZZZZ;      }      else if (strcmp(field, "scale") == 0) {         tokens[0] = STATE_FOG_PARAMS;         *swizzleOut = SWIZZLE_WWWW;      }      else {         return -1;      }   }   else {      return -1;   }   if (isMatrix) {      /* load all four columns of matrix */      GLint pos[4];      GLuint j;      for (j = 0; j < 4; j++) {         tokens[2] = tokens[3] = j; /* jth row of matrix */         pos[j] = _mesa_add_state_reference(paramList, tokens);         assert(pos[j] >= 0);         ASSERT(pos[j] >= 0);      }      return pos[0] + index1;   }   else {      /* allocate a single register */      GLint pos = _mesa_add_state_reference(paramList, tokens);      ASSERT(pos >= 0);      return pos;   }}/** * Allocate storage for a pre-defined uniform (a GL state variable). * As a memory-saving optimization, we try to only allocate storage for * state vars that are actually used. * For example, the "gl_LightSource" uniform is huge.  If we only use * a handful of gl_LightSource fields, we don't want to allocate storage * for all of gl_LightSource. * * Currently, all pre-defined uniforms are in one of these forms: *   var *   var[i] *   var.field *   var[i].field *   var[i][j] * * \return -1 upon error, else position in paramList of the state var/data */GLint_slang_alloc_statevar(slang_ir_node *n,                      struct gl_program_parameter_list *paramList){   slang_ir_node *n0 = n;   const char *field = NULL, *var;   GLint index1 = -1, index2 = -1, pos;   GLuint swizzle;   if (n->Opcode == IR_FIELD) {      field = n->Field;      n = n->Children[0];   }   if (n->Opcode == IR_ELEMENT) {      /* XXX can only handle constant indexes for now */      if (n->Children[1]->Opcode == IR_FLOAT) {         index1 = (GLint) n->Children[1]->Value[0];         n = n->Children[0];      }      else {         return -1;      }   }   if (n->Opcode == IR_ELEMENT) {      /* XXX can only handle constant indexes for now */      assert(n->Children[1]->Opcode == IR_FLOAT);      index2 = (GLint) n->Children[1]->Value[0];      n = n->Children[0];   }   assert(n->Opcode == IR_VAR);   var = (char *) n->Var->a_name;   pos = lookup_statevar(var, index1, index2, field, &swizzle, paramList);   assert(pos >= 0);   if (pos >= 0) {      /* newly resolved storage for the statevar/constant/uniform */      n0->Store->File = PROGRAM_STATE_VAR;      n0->Store->Index = pos;      n0->Store->Swizzle = swizzle;      n0->Store->Parent = NULL;   }   return pos;}

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