/*
* Mesa 3-D graphics library
* Version: 7.1
*
* Copyright (C) 1999-2008 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.
*/
#define DEBUG_PARSING 0
/**
* \file arbprogparse.c
* ARB_*_program parser core
* \author Karl Rasche
*/
/**
Notes on program parameters, etc.
The instructions we emit will use six kinds of source registers:
PROGRAM_INPUT - input registers
PROGRAM_TEMPORARY - temp registers
PROGRAM_ADDRESS - address/indirect register
PROGRAM_SAMPLER - texture sampler
PROGRAM_CONSTANT - indexes into program->Parameters, a known constant/literal
PROGRAM_STATE_VAR - indexes into program->Parameters, and may actually be:
+ a state variable, like "state.fog.color", or
+ a pointer to a "program.local[k]" parameter, or
+ a pointer to a "program.env[k]" parameter
Basically, all the program.local[] and program.env[] values will get mapped
into the unified gl_program->Parameters array. This solves the problem of
having three separate program parameter arrays.
*/
#include "main/glheader.h"
#include "main/imports.h"
#include "main/context.h"
#include "main/mtypes.h"
#include "arbprogparse.h"
#include "programopt.h"
#include "prog_parameter.h"
#include "prog_statevars.h"
#include "prog_instruction.h"
#include "program_parser.h"
void
_mesa_parse_arb_fragment_program(struct gl_context* ctx, GLenum target,
const GLvoid *str, GLsizei len,
struct gl_fragment_program *program)
{
struct gl_program prog;
struct asm_parser_state state;
GLuint i;
ASSERT(target == GL_FRAGMENT_PROGRAM_ARB);
memset(&prog, 0, sizeof(prog));
memset(&state, 0, sizeof(state));
state.prog = &prog;
if (!_mesa_parse_arb_program(ctx, target, (const GLubyte*) str, len,
&state)) {
/* Error in the program. Just return. */
return;
}
if (program->Base.String != NULL)
free(program->Base.String);
/* Copy the relevant contents of the arb_program struct into the
* fragment_program struct.
*/
program->Base.String = prog.String;
program->Base.NumInstructions = prog.NumInstructions;
program->Base.NumTemporaries = prog.NumTemporaries;
program->Base.NumParameters = prog.NumParameters;
program->Base.NumAttributes = prog.NumAttributes;
program->Base.NumAddressRegs = prog.NumAddressRegs;
program->Base.NumNativeInstructions = prog.NumNativeInstructions;
program->Base.NumNativeTemporaries = prog.NumNativeTemporaries;
program->Base.NumNativeParameters = prog.NumNativeParameters;
program->Base.NumNativeAttributes = prog.NumNativeAttributes;
program->Base.NumNativeAddressRegs = prog.NumNativeAddressRegs;
program->Base.NumAluInstructions = prog.NumAluInstructions;
program->Base.NumTexInstructions = prog.NumTexInstructions;
program->Base.NumTexIndirections = prog.NumTexIndirections;
program->Base.NumNativeAluInstructions = prog.NumAluInstructions;
program->Base.NumNativeTexInstructions = prog.NumTexInstructions;
program->Base.NumNativeTexIndirections = prog.NumTexIndirections;
program->Base.InputsRead = prog.InputsRead;
program->Base.OutputsWritten = prog.OutputsWritten;
program->Base.IndirectRegisterFiles = prog.IndirectRegisterFiles;
for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++) {
program->Base.TexturesUsed[i] = prog.TexturesUsed[i];
if (prog.TexturesUsed[i])
program->Base.SamplersUsed |= (1 << i);
}
program->Base.ShadowSamplers = prog.ShadowSamplers;
program->OriginUpperLeft = state.option.OriginUpperLeft;
program->PixelCenterInteger = state.option.PixelCenterInteger;
program->UsesKill = state.fragment.UsesKill;
program->UsesDFdy = state.fragment.UsesDFdy;
if (program->Base.Instructions)
free(program->Base.Instructions);
program->Base.Instructions = prog.Instructions;
if (program->Base.Parameters)
_mesa_free_parameter_list(program->Base.Parameters);
program->Base.Parameters = prog.Parameters;
/* Append fog instructions now if the program has "OPTION ARB_fog_exp"
* or similar. We used to leave this up to drivers, but it appears
* there's no hardware that wants to do fog in a discrete stage separate
* from the fragment shader.
*/
if (state.option.Fog != OPTION_NONE) {
static const GLenum fog_modes[4] = {
GL_NONE, GL_EXP, GL_EXP2, GL_LINEAR
};
/* XXX: we should somehow recompile this to remove clamping if disabled
* On the ATI driver, this is unclampled if fragment clamping is disabled
*/
_mesa_append_fog_code(ctx, program, fog_modes[state.option.Fog], GL_TRUE);
}
#if DEBUG_FP
printf("____________Fragment program %u ________\n", program->Base.Id);
_mesa_print_program(&program->Base);
#endif
}
/**
* Parse the vertex program string. If success, update the given
* vertex_program object with the new program. Else, leave the vertex_program
* object unchanged.
*/
void
_mesa_parse_arb_vertex_program(struct gl_context *ctx, GLenum target,
const GLvoid *str, GLsizei len,
struct gl_vertex_program *program)
{
struct gl_program prog;
struct asm_parser_state state;
ASSERT(target == GL_VERTEX_PROGRAM_ARB);
memset(&prog, 0, sizeof(prog));
memset(&state, 0, sizeof(state));
state.prog = &prog;
if (!_mesa_parse_arb_program(ctx, target, (const GLubyte*) str, len,
&state)) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glProgramString(bad program)");
return;
}
if (program->Base.String != NULL)
free(program->Base.String);
/* Copy the relevant contents of the arb_program struct into the
* vertex_program struct.
*/
program->Base.String = prog.String;
program->Base.NumInstructions = prog.NumInstructions;
program->Base.NumTemporaries = prog.NumTemporaries;
program->Base.NumParameters = prog.NumParameters;
program->Base.NumAttributes = prog.NumAttributes;
program->Base.NumAddressRegs = prog.NumAddressRegs;
program->Base.NumNativeInstructions = prog.NumNativeInstructions;
program->Base.NumNativeTemporaries = prog.NumNativeTemporaries;
program->Base.NumNativeParameters = prog.NumNativeParameters;
program->Base.NumNativeAttributes = prog.NumNativeAttributes;
program->Base.NumNativeAddressRegs = prog.NumNativeAddressRegs;
program->Base.InputsRead = prog.InputsRead;
program->Base.OutputsWritten = prog.OutputsWritten;
program->Base.IndirectRegisterFiles = prog.IndirectRegisterFiles;
program->IsPositionInvariant = (state.option.PositionInvariant)
? GL_TRUE : GL_FALSE;
if (program->Base.Instructions)
free(program->Base.Instructions);
program->Base.Instructions = prog.Instructions;
if (program->Base.Parameters)
_mesa_free_parameter_list(program->Base.Parameters);
program->Base.Parameters = prog.Parameters;
#if DEBUG_VP
printf("____________Vertex program %u __________\n", program->Base.Id);
_mesa_print_program(&program->Base);
#endif
}