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authorBrian <brian@yutani.localnet.net>2007-03-08 09:38:35 -0700
committerBrian <brian@yutani.localnet.net>2007-03-08 09:38:35 -0700
commitde8172673e23bad1186553b91a7c22e65d93692a (patch)
tree98d34048bba510acc26f3e420e1bf52942cdde03 /src/mesa/shader/slang/slang_builtin.c
parent6ff0a04f7ccc6a7049bccedb3dc52382e854848b (diff)
Rework matrix-related code.
GLSL matrices are stored in column-major order while GL_ARB_vertex/fragment_program use row-major. So, need to use STATE_MATRIX_TRANSPOSE for built-in matrices. Unfortunately, this means that the expression M * V isn't very efficient since we need to extract the rows out of M. And that's the typical expression for vertex transformation: gl_ModelViewProjectionMatrix * gl_Position. Solve this inefficiency by looking for M*V expressions and replacing them with V*Transpose(M). Also, add support for GLSL 1.20's MatrixTranspose, Inverse and InverseTranspose matrices.
Diffstat (limited to 'src/mesa/shader/slang/slang_builtin.c')
-rw-r--r--src/mesa/shader/slang/slang_builtin.c73
1 files changed, 53 insertions, 20 deletions
diff --git a/src/mesa/shader/slang/slang_builtin.c b/src/mesa/shader/slang/slang_builtin.c
index 8ff54c0e56..cba11b472b 100644
--- a/src/mesa/shader/slang/slang_builtin.c
+++ b/src/mesa/shader/slang/slang_builtin.c
@@ -49,6 +49,42 @@ lookup_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_ProjectionMatrixTranpose", STATE_PROJECTION_MATRIX, 0 },
+ { "gl_ProjectionMatrixInverseTranpose", 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_ModelViewProjectionMatrixInverseTranpose", STATE_MVP_MATRIX, STATE_MATRIX_INVERSE },
+
+ { "gl_TextureMatrix", STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE },
+ { "gl_TextureMatrixInverse", STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS },
+ { "gl_TextureMatrixTranpose", 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;
@@ -58,27 +94,24 @@ lookup_statevar(const char *var, GLint index1, GLint index2, const char *field,
}
*swizzleOut = SWIZZLE_NOOP;
- if (strcmp(var, "gl_ModelViewMatrix") == 0) {
- tokens[0] = STATE_MODELVIEW_MATRIX;
- isMatrix = GL_TRUE;
- }
- else if (strcmp(var, "gl_ProjectionMatrix") == 0) {
- tokens[0] = STATE_PROJECTION_MATRIX;
- isMatrix = GL_TRUE;
- }
- else if (strcmp(var, "gl_ModelViewProjectionMatrix") == 0) {
- tokens[0] = STATE_MVP_MATRIX;
- isMatrix = GL_TRUE;
- }
- else if (strcmp(var, "gl_NormalMatrix") == 0) {
- tokens[0] = STATE_MODELVIEW_MATRIX;
- isMatrix = GL_TRUE;
+ /* 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;
+ }
}
- else if (strcmp(var, "gl_TextureMatrix") == 0) {
- tokens[0] = STATE_TEXTURE_MATRIX;
- if (index1 >= 0)
- tokens[1] = index1;
- isMatrix = GL_TRUE;
+
+ 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;