/* * 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/macros.h" #include "main/mtypes.h" #include "shader/grammar/grammar_mesa.h" #include "arbprogparse.h" #include "program.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(GLcontext* 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) _mesa_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; 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; switch (state.option.Fog) { case OPTION_FOG_EXP: program->FogOption = GL_EXP; break; case OPTION_FOG_EXP2: program->FogOption = GL_EXP2; break; case OPTION_FOG_LINEAR: program->FogOption = GL_LINEAR; break; default: program->FogOption = GL_NONE; break; } program->UsesKill = state.fragment.UsesKill; if (program->FogOption) program->Base.InputsRead |= FRAG_BIT_FOGC; if (program->Base.Instructions) _mesa_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 (program->FogOption != GL_NONE) { _mesa_append_fog_code(ctx, program); program->FogOption = GL_NONE; } #if DEBUG_FP _mesa_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(GLcontext *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) _mesa_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->IsPositionInvariant = (state.option.PositionInvariant) ? GL_TRUE : GL_FALSE; if (program->Base.Instructions) _mesa_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 _mesa_printf("____________Vertex program %u __________\n", program->Base.Id); _mesa_print_program(&program->Base); #endif }