1 /**************************************************************************
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **************************************************************************/
29 * \file ffvertex_prog.c
31 * Create a vertex program to execute the current fixed function T&L pipeline.
32 * \author Keith Whitwell
36 #include "main/glheader.h"
37 #include "main/mtypes.h"
38 #include "main/macros.h"
39 #include "main/mfeatures.h"
40 #include "main/enums.h"
41 #include "main/ffvertex_prog.h"
42 #include "program/program.h"
43 #include "program/prog_cache.h"
44 #include "program/prog_instruction.h"
45 #include "program/prog_parameter.h"
46 #include "program/prog_print.h"
47 #include "program/prog_statevars.h"
50 /** Max of number of lights and texture coord units */
51 #define NUM_UNITS MAX2(MAX_TEXTURE_COORD_UNITS, MAX_LIGHTS)
54 unsigned light_color_material_mask:12;
55 unsigned light_global_enabled:1;
56 unsigned light_local_viewer:1;
57 unsigned light_twoside:1;
58 unsigned material_shininess_is_zero:1;
59 unsigned need_eye_coords:1;
61 unsigned rescale_normals:1;
63 unsigned fog_source_is_depth:1;
64 unsigned separate_specular:1;
65 unsigned point_attenuated:1;
66 unsigned point_array:1;
67 unsigned texture_enabled_global:1;
68 unsigned fragprog_inputs_read:12;
70 unsigned varying_vp_inputs;
73 unsigned light_enabled:1;
74 unsigned light_eyepos3_is_zero:1;
75 unsigned light_spotcutoff_is_180:1;
76 unsigned light_attenuated:1;
77 unsigned texunit_really_enabled:1;
78 unsigned texmat_enabled:1;
79 unsigned coord_replace:1;
80 unsigned texgen_enabled:4;
81 unsigned texgen_mode0:4;
82 unsigned texgen_mode1:4;
83 unsigned texgen_mode2:4;
84 unsigned texgen_mode3:4;
90 #define TXG_OBJ_LINEAR 1
91 #define TXG_EYE_LINEAR 2
92 #define TXG_SPHERE_MAP 3
93 #define TXG_REFLECTION_MAP 4
94 #define TXG_NORMAL_MAP 5
96 static GLuint translate_texgen( GLboolean enabled, GLenum mode )
102 case GL_OBJECT_LINEAR: return TXG_OBJ_LINEAR;
103 case GL_EYE_LINEAR: return TXG_EYE_LINEAR;
104 case GL_SPHERE_MAP: return TXG_SPHERE_MAP;
105 case GL_REFLECTION_MAP_NV: return TXG_REFLECTION_MAP;
106 case GL_NORMAL_MAP_NV: return TXG_NORMAL_MAP;
107 default: return TXG_NONE;
113 static GLboolean check_active_shininess( struct gl_context *ctx,
114 const struct state_key *key,
117 GLuint bit = 1 << (MAT_ATTRIB_FRONT_SHININESS + side);
119 if ((key->varying_vp_inputs & VERT_BIT_COLOR0) &&
120 (key->light_color_material_mask & bit))
123 if (key->varying_vp_inputs & (bit << 16))
126 if (ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS + side][0] != 0.0F)
133 static void make_state_key( struct gl_context *ctx, struct state_key *key )
135 const struct gl_fragment_program *fp;
138 memset(key, 0, sizeof(struct state_key));
139 fp = ctx->FragmentProgram._Current;
141 /* This now relies on texenvprogram.c being active:
145 key->need_eye_coords = ctx->_NeedEyeCoords;
147 key->fragprog_inputs_read = fp->Base.InputsRead;
148 key->varying_vp_inputs = ctx->varying_vp_inputs;
150 if (ctx->RenderMode == GL_FEEDBACK) {
151 /* make sure the vertprog emits color and tex0 */
152 key->fragprog_inputs_read |= (FRAG_BIT_COL0 | FRAG_BIT_TEX0);
155 key->separate_specular = (ctx->Light.Model.ColorControl ==
156 GL_SEPARATE_SPECULAR_COLOR);
158 if (ctx->Light.Enabled) {
159 key->light_global_enabled = 1;
161 if (ctx->Light.Model.LocalViewer)
162 key->light_local_viewer = 1;
164 if (ctx->Light.Model.TwoSide)
165 key->light_twoside = 1;
167 if (ctx->Light.ColorMaterialEnabled) {
168 key->light_color_material_mask = ctx->Light.ColorMaterialBitmask;
171 for (i = 0; i < MAX_LIGHTS; i++) {
172 struct gl_light *light = &ctx->Light.Light[i];
174 if (light->Enabled) {
175 key->unit[i].light_enabled = 1;
177 if (light->EyePosition[3] == 0.0)
178 key->unit[i].light_eyepos3_is_zero = 1;
180 if (light->SpotCutoff == 180.0)
181 key->unit[i].light_spotcutoff_is_180 = 1;
183 if (light->ConstantAttenuation != 1.0 ||
184 light->LinearAttenuation != 0.0 ||
185 light->QuadraticAttenuation != 0.0)
186 key->unit[i].light_attenuated = 1;
190 if (check_active_shininess(ctx, key, 0)) {
191 key->material_shininess_is_zero = 0;
193 else if (key->light_twoside &&
194 check_active_shininess(ctx, key, 1)) {
195 key->material_shininess_is_zero = 0;
198 key->material_shininess_is_zero = 1;
202 if (ctx->Transform.Normalize)
205 if (ctx->Transform.RescaleNormals)
206 key->rescale_normals = 1;
208 if (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT)
209 key->fog_source_is_depth = 1;
211 if (ctx->Point._Attenuated)
212 key->point_attenuated = 1;
214 #if FEATURE_point_size_array
215 if (ctx->Array.ArrayObj->PointSize.Enabled)
216 key->point_array = 1;
219 if (ctx->Texture._TexGenEnabled ||
220 ctx->Texture._TexMatEnabled ||
221 ctx->Texture._EnabledUnits)
222 key->texture_enabled_global = 1;
224 for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
225 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
227 if (texUnit->_ReallyEnabled)
228 key->unit[i].texunit_really_enabled = 1;
230 if (ctx->Point.PointSprite)
231 if (ctx->Point.CoordReplace[i])
232 key->unit[i].coord_replace = 1;
234 if (ctx->Texture._TexMatEnabled & ENABLE_TEXMAT(i))
235 key->unit[i].texmat_enabled = 1;
237 if (texUnit->TexGenEnabled) {
238 key->unit[i].texgen_enabled = 1;
240 key->unit[i].texgen_mode0 =
241 translate_texgen( texUnit->TexGenEnabled & (1<<0),
242 texUnit->GenS.Mode );
243 key->unit[i].texgen_mode1 =
244 translate_texgen( texUnit->TexGenEnabled & (1<<1),
245 texUnit->GenT.Mode );
246 key->unit[i].texgen_mode2 =
247 translate_texgen( texUnit->TexGenEnabled & (1<<2),
248 texUnit->GenR.Mode );
249 key->unit[i].texgen_mode3 =
250 translate_texgen( texUnit->TexGenEnabled & (1<<3),
251 texUnit->GenQ.Mode );
258 /* Very useful debugging tool - produces annotated listing of
259 * generated program with line/function references for each
260 * instruction back into this file:
265 /* Use uregs to represent registers internally, translate to Mesa's
266 * expected formats on emit.
268 * NOTE: These are passed by value extensively in this file rather
269 * than as usual by pointer reference. If this disturbs you, try
270 * remembering they are just 32bits in size.
272 * GCC is smart enough to deal with these dword-sized structures in
273 * much the same way as if I had defined them as dwords and was using
274 * macros to access and set the fields. This is much nicer and easier
279 GLint idx:9; /* relative addressing may be negative */
280 /* sizeof(idx) should == sizeof(prog_src_reg::Index) */
288 const struct state_key *state;
289 struct gl_vertex_program *program;
290 GLint max_inst; /** number of instructions allocated for program */
291 GLboolean mvp_with_dp4;
294 GLuint temp_reserved;
296 struct ureg eye_position;
297 struct ureg eye_position_z;
298 struct ureg eye_position_normalized;
299 struct ureg transformed_normal;
300 struct ureg identity;
303 GLuint color_materials;
307 static const struct ureg undef = {
325 static struct ureg make_ureg(GLuint file, GLint idx)
331 reg.swz = SWIZZLE_NOOP;
338 static struct ureg negate( struct ureg reg )
345 static struct ureg swizzle( struct ureg reg, int x, int y, int z, int w )
347 reg.swz = MAKE_SWIZZLE4(GET_SWZ(reg.swz, x),
350 GET_SWZ(reg.swz, w));
355 static struct ureg swizzle1( struct ureg reg, int x )
357 return swizzle(reg, x, x, x, x);
361 static struct ureg get_temp( struct tnl_program *p )
363 int bit = _mesa_ffs( ~p->temp_in_use );
365 _mesa_problem(NULL, "%s: out of temporaries\n", __FILE__);
369 if ((GLuint) bit > p->program->Base.NumTemporaries)
370 p->program->Base.NumTemporaries = bit;
372 p->temp_in_use |= 1<<(bit-1);
373 return make_ureg(PROGRAM_TEMPORARY, bit-1);
377 static struct ureg reserve_temp( struct tnl_program *p )
379 struct ureg temp = get_temp( p );
380 p->temp_reserved |= 1<<temp.idx;
385 static void release_temp( struct tnl_program *p, struct ureg reg )
387 if (reg.file == PROGRAM_TEMPORARY) {
388 p->temp_in_use &= ~(1<<reg.idx);
389 p->temp_in_use |= p->temp_reserved; /* can't release reserved temps */
393 static void release_temps( struct tnl_program *p )
395 p->temp_in_use = p->temp_reserved;
399 static struct ureg register_param5(struct tnl_program *p,
406 gl_state_index tokens[STATE_LENGTH];
413 idx = _mesa_add_state_reference( p->program->Base.Parameters, tokens );
414 return make_ureg(PROGRAM_STATE_VAR, idx);
418 #define register_param1(p,s0) register_param5(p,s0,0,0,0,0)
419 #define register_param2(p,s0,s1) register_param5(p,s0,s1,0,0,0)
420 #define register_param3(p,s0,s1,s2) register_param5(p,s0,s1,s2,0,0)
421 #define register_param4(p,s0,s1,s2,s3) register_param5(p,s0,s1,s2,s3,0)
426 * \param input one of VERT_ATTRIB_x tokens.
428 static struct ureg register_input( struct tnl_program *p, GLuint input )
432 if (p->state->varying_vp_inputs & (1<<input)) {
433 p->program->Base.InputsRead |= (1<<input);
434 return make_ureg(PROGRAM_INPUT, input);
437 return register_param3( p, STATE_INTERNAL, STATE_CURRENT_ATTRIB, input );
443 * \param input one of VERT_RESULT_x tokens.
445 static struct ureg register_output( struct tnl_program *p, GLuint output )
447 p->program->Base.OutputsWritten |= BITFIELD64_BIT(output);
448 return make_ureg(PROGRAM_OUTPUT, output);
452 static struct ureg register_const4f( struct tnl_program *p,
465 idx = _mesa_add_unnamed_constant( p->program->Base.Parameters, values, 4,
467 ASSERT(swizzle == SWIZZLE_NOOP);
468 return make_ureg(PROGRAM_CONSTANT, idx);
471 #define register_const1f(p, s0) register_const4f(p, s0, 0, 0, 1)
472 #define register_scalar_const(p, s0) register_const4f(p, s0, s0, s0, s0)
473 #define register_const2f(p, s0, s1) register_const4f(p, s0, s1, 0, 1)
474 #define register_const3f(p, s0, s1, s2) register_const4f(p, s0, s1, s2, 1)
476 static GLboolean is_undef( struct ureg reg )
478 return reg.file == PROGRAM_UNDEFINED;
482 static struct ureg get_identity_param( struct tnl_program *p )
484 if (is_undef(p->identity))
485 p->identity = register_const4f(p, 0,0,0,1);
490 static void register_matrix_param5( struct tnl_program *p,
491 GLint s0, /* modelview, projection, etc */
492 GLint s1, /* texture matrix number */
493 GLint s2, /* first row */
494 GLint s3, /* last row */
495 GLint s4, /* inverse, transpose, etc */
496 struct ureg *matrix )
500 /* This is a bit sad as the support is there to pull the whole
501 * matrix out in one go:
503 for (i = 0; i <= s3 - s2; i++)
504 matrix[i] = register_param5( p, s0, s1, i, i, s4 );
508 static void emit_arg( struct prog_src_register *src,
511 src->File = reg.file;
512 src->Index = reg.idx;
513 src->Swizzle = reg.swz;
514 src->Negate = reg.negate ? NEGATE_XYZW : NEGATE_NONE;
517 /* Check that bitfield sizes aren't exceeded */
518 ASSERT(src->Index == reg.idx);
522 static void emit_dst( struct prog_dst_register *dst,
523 struct ureg reg, GLuint mask )
525 dst->File = reg.file;
526 dst->Index = reg.idx;
527 /* allow zero as a shorthand for xyzw */
528 dst->WriteMask = mask ? mask : WRITEMASK_XYZW;
529 dst->CondMask = COND_TR; /* always pass cond test */
530 dst->CondSwizzle = SWIZZLE_NOOP;
532 /* Check that bitfield sizes aren't exceeded */
533 ASSERT(dst->Index == reg.idx);
537 static void debug_insn( struct prog_instruction *inst, const char *fn,
541 static const char *last_fn;
548 printf("%d:\t", line);
549 _mesa_print_instruction(inst);
554 static void emit_op3fn(struct tnl_program *p,
565 struct prog_instruction *inst;
567 assert((GLint) p->program->Base.NumInstructions <= p->max_inst);
569 if (p->program->Base.NumInstructions == p->max_inst) {
570 /* need to extend the program's instruction array */
571 struct prog_instruction *newInst;
573 /* double the size */
576 newInst = _mesa_alloc_instructions(p->max_inst);
578 _mesa_error(NULL, GL_OUT_OF_MEMORY, "vertex program build");
582 _mesa_copy_instructions(newInst,
583 p->program->Base.Instructions,
584 p->program->Base.NumInstructions);
586 _mesa_free_instructions(p->program->Base.Instructions,
587 p->program->Base.NumInstructions);
589 p->program->Base.Instructions = newInst;
592 nr = p->program->Base.NumInstructions++;
594 inst = &p->program->Base.Instructions[nr];
595 inst->Opcode = (enum prog_opcode) op;
598 emit_arg( &inst->SrcReg[0], src0 );
599 emit_arg( &inst->SrcReg[1], src1 );
600 emit_arg( &inst->SrcReg[2], src2 );
602 emit_dst( &inst->DstReg, dest, mask );
604 debug_insn(inst, fn, line);
608 #define emit_op3(p, op, dst, mask, src0, src1, src2) \
609 emit_op3fn(p, op, dst, mask, src0, src1, src2, __FUNCTION__, __LINE__)
611 #define emit_op2(p, op, dst, mask, src0, src1) \
612 emit_op3fn(p, op, dst, mask, src0, src1, undef, __FUNCTION__, __LINE__)
614 #define emit_op1(p, op, dst, mask, src0) \
615 emit_op3fn(p, op, dst, mask, src0, undef, undef, __FUNCTION__, __LINE__)
618 static struct ureg make_temp( struct tnl_program *p, struct ureg reg )
620 if (reg.file == PROGRAM_TEMPORARY &&
621 !(p->temp_reserved & (1<<reg.idx)))
624 struct ureg temp = get_temp(p);
625 emit_op1(p, OPCODE_MOV, temp, 0, reg);
631 /* Currently no tracking performed of input/output/register size or
632 * active elements. Could be used to reduce these operations, as
633 * could the matrix type.
635 static void emit_matrix_transform_vec4( struct tnl_program *p,
637 const struct ureg *mat,
640 emit_op2(p, OPCODE_DP4, dest, WRITEMASK_X, src, mat[0]);
641 emit_op2(p, OPCODE_DP4, dest, WRITEMASK_Y, src, mat[1]);
642 emit_op2(p, OPCODE_DP4, dest, WRITEMASK_Z, src, mat[2]);
643 emit_op2(p, OPCODE_DP4, dest, WRITEMASK_W, src, mat[3]);
647 /* This version is much easier to implement if writemasks are not
648 * supported natively on the target or (like SSE), the target doesn't
649 * have a clean/obvious dotproduct implementation.
651 static void emit_transpose_matrix_transform_vec4( struct tnl_program *p,
653 const struct ureg *mat,
658 if (dest.file != PROGRAM_TEMPORARY)
663 emit_op2(p, OPCODE_MUL, tmp, 0, swizzle1(src,X), mat[0]);
664 emit_op3(p, OPCODE_MAD, tmp, 0, swizzle1(src,Y), mat[1], tmp);
665 emit_op3(p, OPCODE_MAD, tmp, 0, swizzle1(src,Z), mat[2], tmp);
666 emit_op3(p, OPCODE_MAD, dest, 0, swizzle1(src,W), mat[3], tmp);
668 if (dest.file != PROGRAM_TEMPORARY)
669 release_temp(p, tmp);
673 static void emit_matrix_transform_vec3( struct tnl_program *p,
675 const struct ureg *mat,
678 emit_op2(p, OPCODE_DP3, dest, WRITEMASK_X, src, mat[0]);
679 emit_op2(p, OPCODE_DP3, dest, WRITEMASK_Y, src, mat[1]);
680 emit_op2(p, OPCODE_DP3, dest, WRITEMASK_Z, src, mat[2]);
684 static void emit_normalize_vec3( struct tnl_program *p,
689 /* XXX use this when drivers are ready for NRM3 */
690 emit_op1(p, OPCODE_NRM3, dest, WRITEMASK_XYZ, src);
692 struct ureg tmp = get_temp(p);
693 emit_op2(p, OPCODE_DP3, tmp, WRITEMASK_X, src, src);
694 emit_op1(p, OPCODE_RSQ, tmp, WRITEMASK_X, tmp);
695 emit_op2(p, OPCODE_MUL, dest, 0, src, swizzle1(tmp, X));
696 release_temp(p, tmp);
701 static void emit_passthrough( struct tnl_program *p,
705 struct ureg out = register_output(p, output);
706 emit_op1(p, OPCODE_MOV, out, 0, register_input(p, input));
710 static struct ureg get_eye_position( struct tnl_program *p )
712 if (is_undef(p->eye_position)) {
713 struct ureg pos = register_input( p, VERT_ATTRIB_POS );
714 struct ureg modelview[4];
716 p->eye_position = reserve_temp(p);
718 if (p->mvp_with_dp4) {
719 register_matrix_param5( p, STATE_MODELVIEW_MATRIX, 0, 0, 3,
722 emit_matrix_transform_vec4(p, p->eye_position, modelview, pos);
725 register_matrix_param5( p, STATE_MODELVIEW_MATRIX, 0, 0, 3,
726 STATE_MATRIX_TRANSPOSE, modelview );
728 emit_transpose_matrix_transform_vec4(p, p->eye_position, modelview, pos);
732 return p->eye_position;
736 static struct ureg get_eye_position_z( struct tnl_program *p )
738 if (!is_undef(p->eye_position))
739 return swizzle1(p->eye_position, Z);
741 if (is_undef(p->eye_position_z)) {
742 struct ureg pos = register_input( p, VERT_ATTRIB_POS );
743 struct ureg modelview[4];
745 p->eye_position_z = reserve_temp(p);
747 register_matrix_param5( p, STATE_MODELVIEW_MATRIX, 0, 0, 3,
750 emit_op2(p, OPCODE_DP4, p->eye_position_z, 0, pos, modelview[2]);
753 return p->eye_position_z;
757 static struct ureg get_eye_position_normalized( struct tnl_program *p )
759 if (is_undef(p->eye_position_normalized)) {
760 struct ureg eye = get_eye_position(p);
761 p->eye_position_normalized = reserve_temp(p);
762 emit_normalize_vec3(p, p->eye_position_normalized, eye);
765 return p->eye_position_normalized;
769 static struct ureg get_transformed_normal( struct tnl_program *p )
771 if (is_undef(p->transformed_normal) &&
772 !p->state->need_eye_coords &&
773 !p->state->normalize &&
774 !(p->state->need_eye_coords == p->state->rescale_normals))
776 p->transformed_normal = register_input(p, VERT_ATTRIB_NORMAL );
778 else if (is_undef(p->transformed_normal))
780 struct ureg normal = register_input(p, VERT_ATTRIB_NORMAL );
781 struct ureg mvinv[3];
782 struct ureg transformed_normal = reserve_temp(p);
784 if (p->state->need_eye_coords) {
785 register_matrix_param5( p, STATE_MODELVIEW_MATRIX, 0, 0, 2,
786 STATE_MATRIX_INVTRANS, mvinv );
788 /* Transform to eye space:
790 emit_matrix_transform_vec3( p, transformed_normal, mvinv, normal );
791 normal = transformed_normal;
794 /* Normalize/Rescale:
796 if (p->state->normalize) {
797 emit_normalize_vec3( p, transformed_normal, normal );
798 normal = transformed_normal;
800 else if (p->state->need_eye_coords == p->state->rescale_normals) {
801 /* This is already adjusted for eye/non-eye rendering:
803 struct ureg rescale = register_param2(p, STATE_INTERNAL,
806 emit_op2( p, OPCODE_MUL, transformed_normal, 0, normal, rescale );
807 normal = transformed_normal;
810 assert(normal.file == PROGRAM_TEMPORARY);
811 p->transformed_normal = normal;
814 return p->transformed_normal;
818 static void build_hpos( struct tnl_program *p )
820 struct ureg pos = register_input( p, VERT_ATTRIB_POS );
821 struct ureg hpos = register_output( p, VERT_RESULT_HPOS );
824 if (p->mvp_with_dp4) {
825 register_matrix_param5( p, STATE_MVP_MATRIX, 0, 0, 3,
827 emit_matrix_transform_vec4( p, hpos, mvp, pos );
830 register_matrix_param5( p, STATE_MVP_MATRIX, 0, 0, 3,
831 STATE_MATRIX_TRANSPOSE, mvp );
832 emit_transpose_matrix_transform_vec4( p, hpos, mvp, pos );
837 static GLuint material_attrib( GLuint side, GLuint property )
839 return (property - STATE_AMBIENT) * 2 + side;
844 * Get a bitmask of which material values vary on a per-vertex basis.
846 static void set_material_flags( struct tnl_program *p )
848 p->color_materials = 0;
851 if (p->state->varying_vp_inputs & VERT_BIT_COLOR0) {
853 p->color_materials = p->state->light_color_material_mask;
856 p->materials |= (p->state->varying_vp_inputs >> 16);
860 static struct ureg get_material( struct tnl_program *p, GLuint side,
863 GLuint attrib = material_attrib(side, property);
865 if (p->color_materials & (1<<attrib))
866 return register_input(p, VERT_ATTRIB_COLOR0);
867 else if (p->materials & (1<<attrib)) {
868 /* Put material values in the GENERIC slots -- they are not used
869 * for anything in fixed function mode.
871 return register_input( p, attrib + VERT_ATTRIB_GENERIC0 );
874 return register_param3( p, STATE_MATERIAL, side, property );
877 #define SCENE_COLOR_BITS(side) (( MAT_BIT_FRONT_EMISSION | \
878 MAT_BIT_FRONT_AMBIENT | \
879 MAT_BIT_FRONT_DIFFUSE) << (side))
883 * Either return a precalculated constant value or emit code to
884 * calculate these values dynamically in the case where material calls
885 * are present between begin/end pairs.
887 * Probably want to shift this to the program compilation phase - if
888 * we always emitted the calculation here, a smart compiler could
889 * detect that it was constant (given a certain set of inputs), and
890 * lift it out of the main loop. That way the programs created here
891 * would be independent of the vertex_buffer details.
893 static struct ureg get_scenecolor( struct tnl_program *p, GLuint side )
895 if (p->materials & SCENE_COLOR_BITS(side)) {
896 struct ureg lm_ambient = register_param1(p, STATE_LIGHTMODEL_AMBIENT);
897 struct ureg material_emission = get_material(p, side, STATE_EMISSION);
898 struct ureg material_ambient = get_material(p, side, STATE_AMBIENT);
899 struct ureg material_diffuse = get_material(p, side, STATE_DIFFUSE);
900 struct ureg tmp = make_temp(p, material_diffuse);
901 emit_op3(p, OPCODE_MAD, tmp, WRITEMASK_XYZ, lm_ambient,
902 material_ambient, material_emission);
906 return register_param2( p, STATE_LIGHTMODEL_SCENECOLOR, side );
910 static struct ureg get_lightprod( struct tnl_program *p, GLuint light,
911 GLuint side, GLuint property )
913 GLuint attrib = material_attrib(side, property);
914 if (p->materials & (1<<attrib)) {
915 struct ureg light_value =
916 register_param3(p, STATE_LIGHT, light, property);
917 struct ureg material_value = get_material(p, side, property);
918 struct ureg tmp = get_temp(p);
919 emit_op2(p, OPCODE_MUL, tmp, 0, light_value, material_value);
923 return register_param4(p, STATE_LIGHTPROD, light, side, property);
927 static struct ureg calculate_light_attenuation( struct tnl_program *p,
932 struct ureg attenuation = register_param3(p, STATE_LIGHT, i,
934 struct ureg att = get_temp(p);
936 /* Calculate spot attenuation:
938 if (!p->state->unit[i].light_spotcutoff_is_180) {
939 struct ureg spot_dir_norm = register_param3(p, STATE_INTERNAL,
940 STATE_LIGHT_SPOT_DIR_NORMALIZED, i);
941 struct ureg spot = get_temp(p);
942 struct ureg slt = get_temp(p);
944 emit_op2(p, OPCODE_DP3, spot, 0, negate(VPpli), spot_dir_norm);
945 emit_op2(p, OPCODE_SLT, slt, 0, swizzle1(spot_dir_norm,W), spot);
946 emit_op2(p, OPCODE_POW, spot, 0, spot, swizzle1(attenuation, W));
947 emit_op2(p, OPCODE_MUL, att, 0, slt, spot);
949 release_temp(p, spot);
950 release_temp(p, slt);
953 /* Calculate distance attenuation:
955 if (p->state->unit[i].light_attenuated) {
957 emit_op1(p, OPCODE_RCP, dist, WRITEMASK_YZ, dist);
959 emit_op2(p, OPCODE_MUL, dist, WRITEMASK_XZ, dist, swizzle1(dist,Y));
961 emit_op2(p, OPCODE_DP3, dist, 0, attenuation, dist);
963 if (!p->state->unit[i].light_spotcutoff_is_180) {
965 emit_op1(p, OPCODE_RCP, dist, 0, dist);
966 /* spot-atten * dist-atten */
967 emit_op2(p, OPCODE_MUL, att, 0, dist, att);
971 emit_op1(p, OPCODE_RCP, att, 0, dist);
981 * lit.y = MAX(0, dots.x)
982 * lit.z = SLT(0, dots.x)
984 static void emit_degenerate_lit( struct tnl_program *p,
988 struct ureg id = get_identity_param(p); /* id = {0,0,0,1} */
990 /* Note that lit.x & lit.w will not be examined. Note also that
991 * dots.xyzw == dots.xxxx.
994 /* MAX lit, id, dots;
996 emit_op2(p, OPCODE_MAX, lit, WRITEMASK_XYZW, id, dots);
998 /* result[2] = (in > 0 ? 1 : 0)
999 * SLT lit.z, id.z, dots; # lit.z = (0 < dots.z) ? 1 : 0
1001 emit_op2(p, OPCODE_SLT, lit, WRITEMASK_Z, swizzle1(id,Z), dots);
1005 /* Need to add some addtional parameters to allow lighting in object
1006 * space - STATE_SPOT_DIRECTION and STATE_HALF_VECTOR implicitly assume eye
1009 static void build_lighting( struct tnl_program *p )
1011 const GLboolean twoside = p->state->light_twoside;
1012 const GLboolean separate = p->state->separate_specular;
1013 GLuint nr_lights = 0, count = 0;
1014 struct ureg normal = get_transformed_normal(p);
1015 struct ureg lit = get_temp(p);
1016 struct ureg dots = get_temp(p);
1017 struct ureg _col0 = undef, _col1 = undef;
1018 struct ureg _bfc0 = undef, _bfc1 = undef;
1023 * dots.x = dot(normal, VPpli)
1024 * dots.y = dot(normal, halfAngle)
1025 * dots.z = back.shininess
1026 * dots.w = front.shininess
1029 for (i = 0; i < MAX_LIGHTS; i++)
1030 if (p->state->unit[i].light_enabled)
1033 set_material_flags(p);
1036 if (!p->state->material_shininess_is_zero) {
1037 struct ureg shininess = get_material(p, 0, STATE_SHININESS);
1038 emit_op1(p, OPCODE_MOV, dots, WRITEMASK_W, swizzle1(shininess,X));
1039 release_temp(p, shininess);
1042 _col0 = make_temp(p, get_scenecolor(p, 0));
1044 _col1 = make_temp(p, get_identity_param(p));
1050 if (!p->state->material_shininess_is_zero) {
1051 /* Note that we negate the back-face specular exponent here.
1052 * The negation will be un-done later in the back-face code below.
1054 struct ureg shininess = get_material(p, 1, STATE_SHININESS);
1055 emit_op1(p, OPCODE_MOV, dots, WRITEMASK_Z,
1056 negate(swizzle1(shininess,X)));
1057 release_temp(p, shininess);
1060 _bfc0 = make_temp(p, get_scenecolor(p, 1));
1062 _bfc1 = make_temp(p, get_identity_param(p));
1067 /* If no lights, still need to emit the scenecolor.
1070 struct ureg res0 = register_output( p, VERT_RESULT_COL0 );
1071 emit_op1(p, OPCODE_MOV, res0, 0, _col0);
1075 struct ureg res1 = register_output( p, VERT_RESULT_COL1 );
1076 emit_op1(p, OPCODE_MOV, res1, 0, _col1);
1080 struct ureg res0 = register_output( p, VERT_RESULT_BFC0 );
1081 emit_op1(p, OPCODE_MOV, res0, 0, _bfc0);
1084 if (twoside && separate) {
1085 struct ureg res1 = register_output( p, VERT_RESULT_BFC1 );
1086 emit_op1(p, OPCODE_MOV, res1, 0, _bfc1);
1089 if (nr_lights == 0) {
1094 for (i = 0; i < MAX_LIGHTS; i++) {
1095 if (p->state->unit[i].light_enabled) {
1096 struct ureg half = undef;
1097 struct ureg att = undef, VPpli = undef;
1101 if (p->state->unit[i].light_eyepos3_is_zero) {
1102 /* Can used precomputed constants in this case.
1103 * Attenuation never applies to infinite lights.
1105 VPpli = register_param3(p, STATE_INTERNAL,
1106 STATE_LIGHT_POSITION_NORMALIZED, i);
1108 if (!p->state->material_shininess_is_zero) {
1109 if (p->state->light_local_viewer) {
1110 struct ureg eye_hat = get_eye_position_normalized(p);
1112 emit_op2(p, OPCODE_SUB, half, 0, VPpli, eye_hat);
1113 emit_normalize_vec3(p, half, half);
1116 half = register_param3(p, STATE_INTERNAL,
1117 STATE_LIGHT_HALF_VECTOR, i);
1122 struct ureg Ppli = register_param3(p, STATE_INTERNAL,
1123 STATE_LIGHT_POSITION, i);
1124 struct ureg V = get_eye_position(p);
1125 struct ureg dist = get_temp(p);
1127 VPpli = get_temp(p);
1129 /* Calculate VPpli vector
1131 emit_op2(p, OPCODE_SUB, VPpli, 0, Ppli, V);
1133 /* Normalize VPpli. The dist value also used in
1134 * attenuation below.
1136 emit_op2(p, OPCODE_DP3, dist, 0, VPpli, VPpli);
1137 emit_op1(p, OPCODE_RSQ, dist, 0, dist);
1138 emit_op2(p, OPCODE_MUL, VPpli, 0, VPpli, dist);
1140 /* Calculate attenuation:
1142 if (!p->state->unit[i].light_spotcutoff_is_180 ||
1143 p->state->unit[i].light_attenuated) {
1144 att = calculate_light_attenuation(p, i, VPpli, dist);
1147 /* Calculate viewer direction, or use infinite viewer:
1149 if (!p->state->material_shininess_is_zero) {
1152 if (p->state->light_local_viewer) {
1153 struct ureg eye_hat = get_eye_position_normalized(p);
1154 emit_op2(p, OPCODE_SUB, half, 0, VPpli, eye_hat);
1157 struct ureg z_dir = swizzle(get_identity_param(p),X,Y,W,Z);
1158 emit_op2(p, OPCODE_ADD, half, 0, VPpli, z_dir);
1161 emit_normalize_vec3(p, half, half);
1164 release_temp(p, dist);
1167 /* Calculate dot products:
1169 if (p->state->material_shininess_is_zero) {
1170 emit_op2(p, OPCODE_DP3, dots, 0, normal, VPpli);
1173 emit_op2(p, OPCODE_DP3, dots, WRITEMASK_X, normal, VPpli);
1174 emit_op2(p, OPCODE_DP3, dots, WRITEMASK_Y, normal, half);
1177 /* Front face lighting:
1180 struct ureg ambient = get_lightprod(p, i, 0, STATE_AMBIENT);
1181 struct ureg diffuse = get_lightprod(p, i, 0, STATE_DIFFUSE);
1182 struct ureg specular = get_lightprod(p, i, 0, STATE_SPECULAR);
1183 struct ureg res0, res1;
1184 GLuint mask0, mask1;
1186 if (count == nr_lights) {
1188 mask0 = WRITEMASK_XYZ;
1189 mask1 = WRITEMASK_XYZ;
1190 res0 = register_output( p, VERT_RESULT_COL0 );
1191 res1 = register_output( p, VERT_RESULT_COL1 );
1195 mask1 = WRITEMASK_XYZ;
1197 res1 = register_output( p, VERT_RESULT_COL0 );
1207 if (!is_undef(att)) {
1208 /* light is attenuated by distance */
1209 emit_op1(p, OPCODE_LIT, lit, 0, dots);
1210 emit_op2(p, OPCODE_MUL, lit, 0, lit, att);
1211 emit_op3(p, OPCODE_MAD, _col0, 0, swizzle1(lit,X), ambient, _col0);
1213 else if (!p->state->material_shininess_is_zero) {
1214 /* there's a non-zero specular term */
1215 emit_op1(p, OPCODE_LIT, lit, 0, dots);
1216 emit_op2(p, OPCODE_ADD, _col0, 0, ambient, _col0);
1219 /* no attenutation, no specular */
1220 emit_degenerate_lit(p, lit, dots);
1221 emit_op2(p, OPCODE_ADD, _col0, 0, ambient, _col0);
1224 emit_op3(p, OPCODE_MAD, res0, mask0, swizzle1(lit,Y), diffuse, _col0);
1225 emit_op3(p, OPCODE_MAD, res1, mask1, swizzle1(lit,Z), specular, _col1);
1227 release_temp(p, ambient);
1228 release_temp(p, diffuse);
1229 release_temp(p, specular);
1232 /* Back face lighting:
1235 struct ureg ambient = get_lightprod(p, i, 1, STATE_AMBIENT);
1236 struct ureg diffuse = get_lightprod(p, i, 1, STATE_DIFFUSE);
1237 struct ureg specular = get_lightprod(p, i, 1, STATE_SPECULAR);
1238 struct ureg res0, res1;
1239 GLuint mask0, mask1;
1241 if (count == nr_lights) {
1243 mask0 = WRITEMASK_XYZ;
1244 mask1 = WRITEMASK_XYZ;
1245 res0 = register_output( p, VERT_RESULT_BFC0 );
1246 res1 = register_output( p, VERT_RESULT_BFC1 );
1250 mask1 = WRITEMASK_XYZ;
1252 res1 = register_output( p, VERT_RESULT_BFC0 );
1262 /* For the back face we need to negate the X and Y component
1263 * dot products. dots.Z has the negated back-face specular
1264 * exponent. We swizzle that into the W position. This
1265 * negation makes the back-face specular term positive again.
1267 dots = negate(swizzle(dots,X,Y,W,Z));
1269 if (!is_undef(att)) {
1270 emit_op1(p, OPCODE_LIT, lit, 0, dots);
1271 emit_op2(p, OPCODE_MUL, lit, 0, lit, att);
1272 emit_op3(p, OPCODE_MAD, _bfc0, 0, swizzle1(lit,X), ambient, _bfc0);
1274 else if (!p->state->material_shininess_is_zero) {
1275 emit_op1(p, OPCODE_LIT, lit, 0, dots);
1276 emit_op2(p, OPCODE_ADD, _bfc0, 0, ambient, _bfc0); /**/
1279 emit_degenerate_lit(p, lit, dots);
1280 emit_op2(p, OPCODE_ADD, _bfc0, 0, ambient, _bfc0);
1283 emit_op3(p, OPCODE_MAD, res0, mask0, swizzle1(lit,Y), diffuse, _bfc0);
1284 emit_op3(p, OPCODE_MAD, res1, mask1, swizzle1(lit,Z), specular, _bfc1);
1285 /* restore dots to its original state for subsequent lights
1286 * by negating and swizzling again.
1288 dots = negate(swizzle(dots,X,Y,W,Z));
1290 release_temp(p, ambient);
1291 release_temp(p, diffuse);
1292 release_temp(p, specular);
1295 release_temp(p, half);
1296 release_temp(p, VPpli);
1297 release_temp(p, att);
1305 static void build_fog( struct tnl_program *p )
1307 struct ureg fog = register_output(p, VERT_RESULT_FOGC);
1310 if (p->state->fog_source_is_depth) {
1311 input = get_eye_position_z(p);
1314 input = swizzle1(register_input(p, VERT_ATTRIB_FOG), X);
1317 /* result.fog = {abs(f),0,0,1}; */
1318 emit_op1(p, OPCODE_ABS, fog, WRITEMASK_X, input);
1319 emit_op1(p, OPCODE_MOV, fog, WRITEMASK_YZW, get_identity_param(p));
1323 static void build_reflect_texgen( struct tnl_program *p,
1327 struct ureg normal = get_transformed_normal(p);
1328 struct ureg eye_hat = get_eye_position_normalized(p);
1329 struct ureg tmp = get_temp(p);
1332 emit_op2(p, OPCODE_DP3, tmp, 0, normal, eye_hat);
1334 emit_op2(p, OPCODE_ADD, tmp, 0, tmp, tmp);
1336 emit_op3(p, OPCODE_MAD, dest, writemask, negate(tmp), normal, eye_hat);
1338 release_temp(p, tmp);
1342 static void build_sphere_texgen( struct tnl_program *p,
1346 struct ureg normal = get_transformed_normal(p);
1347 struct ureg eye_hat = get_eye_position_normalized(p);
1348 struct ureg tmp = get_temp(p);
1349 struct ureg half = register_scalar_const(p, .5);
1350 struct ureg r = get_temp(p);
1351 struct ureg inv_m = get_temp(p);
1352 struct ureg id = get_identity_param(p);
1354 /* Could share the above calculations, but it would be
1355 * a fairly odd state for someone to set (both sphere and
1356 * reflection active for different texture coordinate
1357 * components. Of course - if two texture units enable
1358 * reflect and/or sphere, things start to tilt in favour
1359 * of seperating this out:
1363 emit_op2(p, OPCODE_DP3, tmp, 0, normal, eye_hat);
1365 emit_op2(p, OPCODE_ADD, tmp, 0, tmp, tmp);
1367 emit_op3(p, OPCODE_MAD, r, 0, negate(tmp), normal, eye_hat);
1369 emit_op2(p, OPCODE_ADD, tmp, 0, r, swizzle(id,X,Y,W,Z));
1370 /* rx^2 + ry^2 + (rz+1)^2 */
1371 emit_op2(p, OPCODE_DP3, tmp, 0, tmp, tmp);
1373 emit_op1(p, OPCODE_RSQ, tmp, 0, tmp);
1375 emit_op2(p, OPCODE_MUL, inv_m, 0, tmp, half);
1377 emit_op3(p, OPCODE_MAD, dest, writemask, r, inv_m, half);
1379 release_temp(p, tmp);
1381 release_temp(p, inv_m);
1385 static void build_texture_transform( struct tnl_program *p )
1389 for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
1391 if (!(p->state->fragprog_inputs_read & FRAG_BIT_TEX(i)))
1394 if (p->state->unit[i].coord_replace)
1397 if (p->state->unit[i].texgen_enabled ||
1398 p->state->unit[i].texmat_enabled) {
1400 GLuint texmat_enabled = p->state->unit[i].texmat_enabled;
1401 struct ureg out = register_output(p, VERT_RESULT_TEX0 + i);
1402 struct ureg out_texgen = undef;
1404 if (p->state->unit[i].texgen_enabled) {
1405 GLuint copy_mask = 0;
1406 GLuint sphere_mask = 0;
1407 GLuint reflect_mask = 0;
1408 GLuint normal_mask = 0;
1412 out_texgen = get_temp(p);
1416 modes[0] = p->state->unit[i].texgen_mode0;
1417 modes[1] = p->state->unit[i].texgen_mode1;
1418 modes[2] = p->state->unit[i].texgen_mode2;
1419 modes[3] = p->state->unit[i].texgen_mode3;
1421 for (j = 0; j < 4; j++) {
1423 case TXG_OBJ_LINEAR: {
1424 struct ureg obj = register_input(p, VERT_ATTRIB_POS);
1426 register_param3(p, STATE_TEXGEN, i,
1427 STATE_TEXGEN_OBJECT_S + j);
1429 emit_op2(p, OPCODE_DP4, out_texgen, WRITEMASK_X << j,
1433 case TXG_EYE_LINEAR: {
1434 struct ureg eye = get_eye_position(p);
1436 register_param3(p, STATE_TEXGEN, i,
1437 STATE_TEXGEN_EYE_S + j);
1439 emit_op2(p, OPCODE_DP4, out_texgen, WRITEMASK_X << j,
1443 case TXG_SPHERE_MAP:
1444 sphere_mask |= WRITEMASK_X << j;
1446 case TXG_REFLECTION_MAP:
1447 reflect_mask |= WRITEMASK_X << j;
1449 case TXG_NORMAL_MAP:
1450 normal_mask |= WRITEMASK_X << j;
1453 copy_mask |= WRITEMASK_X << j;
1458 build_sphere_texgen(p, out_texgen, sphere_mask);
1462 build_reflect_texgen(p, out_texgen, reflect_mask);
1466 struct ureg normal = get_transformed_normal(p);
1467 emit_op1(p, OPCODE_MOV, out_texgen, normal_mask, normal );
1471 struct ureg in = register_input(p, VERT_ATTRIB_TEX0+i);
1472 emit_op1(p, OPCODE_MOV, out_texgen, copy_mask, in );
1476 if (texmat_enabled) {
1477 struct ureg texmat[4];
1478 struct ureg in = (!is_undef(out_texgen) ?
1480 register_input(p, VERT_ATTRIB_TEX0+i));
1481 if (p->mvp_with_dp4) {
1482 register_matrix_param5( p, STATE_TEXTURE_MATRIX, i, 0, 3,
1484 emit_matrix_transform_vec4( p, out, texmat, in );
1487 register_matrix_param5( p, STATE_TEXTURE_MATRIX, i, 0, 3,
1488 STATE_MATRIX_TRANSPOSE, texmat );
1489 emit_transpose_matrix_transform_vec4( p, out, texmat, in );
1496 emit_passthrough(p, VERT_ATTRIB_TEX0+i, VERT_RESULT_TEX0+i);
1503 * Point size attenuation computation.
1505 static void build_atten_pointsize( struct tnl_program *p )
1507 struct ureg eye = get_eye_position_z(p);
1508 struct ureg state_size = register_param2(p, STATE_INTERNAL, STATE_POINT_SIZE_CLAMPED);
1509 struct ureg state_attenuation = register_param1(p, STATE_POINT_ATTENUATION);
1510 struct ureg out = register_output(p, VERT_RESULT_PSIZ);
1511 struct ureg ut = get_temp(p);
1514 emit_op1(p, OPCODE_ABS, ut, WRITEMASK_Y, swizzle1(eye, Z));
1515 /* p1 + dist * (p2 + dist * p3); */
1516 emit_op3(p, OPCODE_MAD, ut, WRITEMASK_X, swizzle1(ut, Y),
1517 swizzle1(state_attenuation, Z), swizzle1(state_attenuation, Y));
1518 emit_op3(p, OPCODE_MAD, ut, WRITEMASK_X, swizzle1(ut, Y),
1519 ut, swizzle1(state_attenuation, X));
1521 /* 1 / sqrt(factor) */
1522 emit_op1(p, OPCODE_RSQ, ut, WRITEMASK_X, ut );
1525 /* out = pointSize / sqrt(factor) */
1526 emit_op2(p, OPCODE_MUL, out, WRITEMASK_X, ut, state_size);
1528 /* this is a good place to clamp the point size since there's likely
1529 * no hardware registers to clamp point size at rasterization time.
1531 emit_op2(p, OPCODE_MUL, ut, WRITEMASK_X, ut, state_size);
1532 emit_op2(p, OPCODE_MAX, ut, WRITEMASK_X, ut, swizzle1(state_size, Y));
1533 emit_op2(p, OPCODE_MIN, out, WRITEMASK_X, ut, swizzle1(state_size, Z));
1536 release_temp(p, ut);
1541 * Pass-though per-vertex point size, from user's point size array.
1543 static void build_array_pointsize( struct tnl_program *p )
1545 struct ureg in = register_input(p, VERT_ATTRIB_POINT_SIZE);
1546 struct ureg out = register_output(p, VERT_RESULT_PSIZ);
1547 emit_op1(p, OPCODE_MOV, out, WRITEMASK_X, in);
1551 static void build_tnl_program( struct tnl_program *p )
1553 /* Emit the program, starting with modelviewproject:
1557 /* Lighting calculations:
1559 if (p->state->fragprog_inputs_read & (FRAG_BIT_COL0|FRAG_BIT_COL1)) {
1560 if (p->state->light_global_enabled)
1563 if (p->state->fragprog_inputs_read & FRAG_BIT_COL0)
1564 emit_passthrough(p, VERT_ATTRIB_COLOR0, VERT_RESULT_COL0);
1566 if (p->state->fragprog_inputs_read & FRAG_BIT_COL1)
1567 emit_passthrough(p, VERT_ATTRIB_COLOR1, VERT_RESULT_COL1);
1571 if (p->state->fragprog_inputs_read & FRAG_BIT_FOGC)
1574 if (p->state->fragprog_inputs_read & FRAG_BITS_TEX_ANY)
1575 build_texture_transform(p);
1577 if (p->state->point_attenuated)
1578 build_atten_pointsize(p);
1579 else if (p->state->point_array)
1580 build_array_pointsize(p);
1584 emit_op1(p, OPCODE_END, undef, 0, undef);
1595 create_new_program( const struct state_key *key,
1596 struct gl_vertex_program *program,
1597 GLboolean mvp_with_dp4,
1600 struct tnl_program p;
1602 memset(&p, 0, sizeof(p));
1604 p.program = program;
1605 p.eye_position = undef;
1606 p.eye_position_z = undef;
1607 p.eye_position_normalized = undef;
1608 p.transformed_normal = undef;
1611 p.mvp_with_dp4 = mvp_with_dp4;
1613 if (max_temps >= sizeof(int) * 8)
1614 p.temp_reserved = 0;
1616 p.temp_reserved = ~((1<<max_temps)-1);
1618 /* Start by allocating 32 instructions.
1619 * If we need more, we'll grow the instruction array as needed.
1622 p.program->Base.Instructions = _mesa_alloc_instructions(p.max_inst);
1623 p.program->Base.String = NULL;
1624 p.program->Base.NumInstructions =
1625 p.program->Base.NumTemporaries =
1626 p.program->Base.NumParameters =
1627 p.program->Base.NumAttributes = p.program->Base.NumAddressRegs = 0;
1628 p.program->Base.Parameters = _mesa_new_parameter_list();
1629 p.program->Base.InputsRead = 0;
1630 p.program->Base.OutputsWritten = 0;
1632 build_tnl_program( &p );
1637 * Return a vertex program which implements the current fixed-function
1638 * transform/lighting/texgen operations.
1639 * XXX move this into core mesa (main/)
1641 struct gl_vertex_program *
1642 _mesa_get_fixed_func_vertex_program(struct gl_context *ctx)
1644 struct gl_vertex_program *prog;
1645 struct state_key key;
1647 /* Grab all the relevent state and put it in a single structure:
1649 make_state_key(ctx, &key);
1651 /* Look for an already-prepared program for this state:
1653 prog = (struct gl_vertex_program *)
1654 _mesa_search_program_cache(ctx->VertexProgram.Cache, &key, sizeof(key));
1657 /* OK, we'll have to build a new one */
1659 printf("Build new TNL program\n");
1661 prog = (struct gl_vertex_program *)
1662 ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
1666 create_new_program( &key, prog,
1668 ctx->Const.VertexProgram.MaxTemps );
1671 if (ctx->Driver.ProgramStringNotify)
1672 ctx->Driver.ProgramStringNotify( ctx, GL_VERTEX_PROGRAM_ARB,
1675 _mesa_program_cache_insert(ctx, ctx->VertexProgram.Cache,
1676 &key, sizeof(key), &prog->Base);