mesa: flatten STATE_MATERIAL and STATE_LIGHTPROD tokens
Flattening continue to get optimal code in fetch_state. This merges the "face" field with the "attrib" field using the combined MAT_ATTRIB_* enums. The outcome is that the inner switch statements can be flatten because we can use MAT_ATTRIB_* to index into the attrib array directly. With LightSource attributes that don't have two sides, more math is involved to get the correct index but it works out nicely too. Reviewed-by: Eric Anholt <eric@anholt.net> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8183>
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@@ -74,19 +74,19 @@ static const struct gl_builtin_uniform_element gl_Point_elements[] = {
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};
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static const struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = {
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{"emission", {STATE_MATERIAL, 0, STATE_EMISSION}, SWIZZLE_XYZW},
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{"ambient", {STATE_MATERIAL, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
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{"diffuse", {STATE_MATERIAL, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
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{"specular", {STATE_MATERIAL, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
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{"shininess", {STATE_MATERIAL, 0, STATE_SHININESS}, SWIZZLE_XXXX},
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{"emission", {STATE_MATERIAL, MAT_ATTRIB_FRONT_EMISSION}, SWIZZLE_XYZW},
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{"ambient", {STATE_MATERIAL, MAT_ATTRIB_FRONT_AMBIENT}, SWIZZLE_XYZW},
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{"diffuse", {STATE_MATERIAL, MAT_ATTRIB_FRONT_DIFFUSE}, SWIZZLE_XYZW},
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{"specular", {STATE_MATERIAL, MAT_ATTRIB_FRONT_SPECULAR}, SWIZZLE_XYZW},
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{"shininess", {STATE_MATERIAL, MAT_ATTRIB_FRONT_SHININESS}, SWIZZLE_XXXX},
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};
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static const struct gl_builtin_uniform_element gl_BackMaterial_elements[] = {
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{"emission", {STATE_MATERIAL, 1, STATE_EMISSION}, SWIZZLE_XYZW},
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{"ambient", {STATE_MATERIAL, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
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{"diffuse", {STATE_MATERIAL, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
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{"specular", {STATE_MATERIAL, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
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{"shininess", {STATE_MATERIAL, 1, STATE_SHININESS}, SWIZZLE_XXXX},
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{"emission", {STATE_MATERIAL, MAT_ATTRIB_BACK_EMISSION}, SWIZZLE_XYZW},
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{"ambient", {STATE_MATERIAL, MAT_ATTRIB_BACK_AMBIENT}, SWIZZLE_XYZW},
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{"diffuse", {STATE_MATERIAL, MAT_ATTRIB_BACK_DIFFUSE}, SWIZZLE_XYZW},
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{"specular", {STATE_MATERIAL, MAT_ATTRIB_BACK_SPECULAR}, SWIZZLE_XYZW},
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{"shininess", {STATE_MATERIAL, MAT_ATTRIB_BACK_SHININESS}, SWIZZLE_XXXX},
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};
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static const struct gl_builtin_uniform_element gl_LightSource_elements[] = {
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@@ -121,15 +121,15 @@ static const struct gl_builtin_uniform_element gl_BackLightModelProduct_elements
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};
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static const struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = {
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{"ambient", {STATE_LIGHTPROD, 0, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
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{"diffuse", {STATE_LIGHTPROD, 0, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
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{"specular", {STATE_LIGHTPROD, 0, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
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{"ambient", {STATE_LIGHTPROD, 0, MAT_ATTRIB_FRONT_AMBIENT}, SWIZZLE_XYZW},
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{"diffuse", {STATE_LIGHTPROD, 0, MAT_ATTRIB_FRONT_DIFFUSE}, SWIZZLE_XYZW},
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{"specular", {STATE_LIGHTPROD, 0, MAT_ATTRIB_FRONT_SPECULAR}, SWIZZLE_XYZW},
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};
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static const struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = {
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{"ambient", {STATE_LIGHTPROD, 0, 1, STATE_AMBIENT}, SWIZZLE_XYZW},
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{"diffuse", {STATE_LIGHTPROD, 0, 1, STATE_DIFFUSE}, SWIZZLE_XYZW},
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{"specular", {STATE_LIGHTPROD, 0, 1, STATE_SPECULAR}, SWIZZLE_XYZW},
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{"ambient", {STATE_LIGHTPROD, 0, MAT_ATTRIB_BACK_AMBIENT}, SWIZZLE_XYZW},
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{"diffuse", {STATE_LIGHTPROD, 0, MAT_ATTRIB_BACK_DIFFUSE}, SWIZZLE_XYZW},
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{"specular", {STATE_LIGHTPROD, 0, MAT_ATTRIB_BACK_SPECULAR}, SWIZZLE_XYZW},
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};
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static const struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = {
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@@ -881,7 +881,7 @@ static struct ureg get_material( struct tnl_program *p, GLuint side,
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return register_input( p, VERT_ATTRIB_MAT(attrib) );
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}
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else
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return register_param3( p, STATE_MATERIAL, side, property );
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return register_param2(p, STATE_MATERIAL, attrib);
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}
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#define SCENE_COLOR_BITS(side) (( MAT_BIT_FRONT_EMISSION | \
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@@ -930,7 +930,7 @@ static struct ureg get_lightprod( struct tnl_program *p, GLuint light,
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return tmp;
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}
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else
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return register_param4(p, STATE_LIGHTPROD, light, side, property);
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return register_param3(p, STATE_LIGHTPROD, light, attrib);
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}
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@@ -30,6 +30,7 @@
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#include <stdio.h>
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#include <stddef.h>
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#include "main/glheader.h"
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#include "main/context.h"
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#include "main/blend.h"
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@@ -87,39 +88,20 @@ fetch_state(struct gl_context *ctx, const gl_state_index16 state[],
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switch (state[0]) {
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case STATE_MATERIAL:
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{
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/* state[1] is either 0=front or 1=back side */
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const GLuint face = (GLuint) state[1];
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/* state[1] is MAT_ATTRIB_FRONT_* */
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const GLuint index = (GLuint) state[1];
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const struct gl_material *mat = &ctx->Light.Material;
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assert(face == 0 || face == 1);
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/* we rely on tokens numbered so that _BACK_ == _FRONT_+ 1 */
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assert(MAT_ATTRIB_FRONT_AMBIENT + 1 == MAT_ATTRIB_BACK_AMBIENT);
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/* XXX we could get rid of this switch entirely with a little
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* work in arbprogparse.c's parse_state_single_item().
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*/
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/* state[2] is the material attribute */
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switch (state[2]) {
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case STATE_AMBIENT:
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COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_AMBIENT + face]);
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return;
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case STATE_DIFFUSE:
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COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_DIFFUSE + face]);
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return;
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case STATE_SPECULAR:
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COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_SPECULAR + face]);
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return;
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case STATE_EMISSION:
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COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_EMISSION + face]);
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return;
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case STATE_SHININESS:
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value[0] = mat->Attrib[MAT_ATTRIB_FRONT_SHININESS + face][0];
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assert(index >= MAT_ATTRIB_FRONT_AMBIENT &&
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index <= MAT_ATTRIB_BACK_SHININESS);
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if (index >= MAT_ATTRIB_FRONT_SHININESS) {
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value[0] = mat->Attrib[index][0];
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value[1] = 0.0F;
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value[2] = 0.0F;
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value[3] = 1.0F;
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return;
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default:
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unreachable("Invalid material state in fetch_state");
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return;
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} else {
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COPY_4V(value, mat->Attrib[index]);
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}
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return;
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}
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case STATE_LIGHT:
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{
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@@ -175,38 +157,26 @@ fetch_state(struct gl_context *ctx, const gl_state_index16 state[],
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case STATE_LIGHTPROD:
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{
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const GLuint ln = (GLuint) state[1];
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const GLuint face = (GLuint) state[2];
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GLint i;
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assert(face == 0 || face == 1);
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switch (state[3]) {
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case STATE_AMBIENT:
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for (i = 0; i < 3; i++) {
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value[i] = ctx->Light.LightSource[ln].Ambient[i] *
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ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][i];
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const GLuint index = (GLuint) state[2];
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const GLuint attr = (index / 2) * 4;
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assert(index >= MAT_ATTRIB_FRONT_AMBIENT &&
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index <= MAT_ATTRIB_BACK_SPECULAR);
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for (int i = 0; i < 3; i++) {
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/* We want attr to access out of bounds into the following Diffuse
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* and Specular fields. This is guaranteed to work because
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* STATE_LIGHT and STATE_LIGHT_ATTRIBS also rely on this memory
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* layout.
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*/
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STATIC_ASSERT(offsetof(struct gl_light_uniforms, Ambient) + 16 ==
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offsetof(struct gl_light_uniforms, Diffuse));
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STATIC_ASSERT(offsetof(struct gl_light_uniforms, Diffuse) + 16 ==
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offsetof(struct gl_light_uniforms, Specular));
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value[i] = ctx->Light.LightSource[ln].Ambient[attr + i] *
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ctx->Light.Material.Attrib[index][i];
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}
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/* [3] = material alpha */
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value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][3];
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value[3] = ctx->Light.Material.Attrib[index][3];
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return;
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case STATE_DIFFUSE:
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for (i = 0; i < 3; i++) {
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value[i] = ctx->Light.LightSource[ln].Diffuse[i] *
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ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][i];
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}
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/* [3] = material alpha */
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value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
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return;
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case STATE_SPECULAR:
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for (i = 0; i < 3; i++) {
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value[i] = ctx->Light.LightSource[ln].Specular[i] *
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ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][i];
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}
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/* [3] = material alpha */
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value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][3];
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return;
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default:
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unreachable("Invalid lightprod state in fetch_state");
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return;
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}
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}
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case STATE_TEXGEN:
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{
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@@ -835,7 +805,7 @@ append_token(char *dst, gl_state_index k)
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{
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switch (k) {
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case STATE_MATERIAL:
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append(dst, "material.");
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append(dst, "material");
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break;
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case STATE_LIGHT:
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append(dst, "light");
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@@ -1061,15 +1031,6 @@ append_token(char *dst, gl_state_index k)
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}
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}
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static void
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append_face(char *dst, GLint face)
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{
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if (face == 0)
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append(dst, "front.");
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else
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append(dst, "back.");
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}
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static void
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append_index(char *dst, GLint index, bool structure)
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{
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@@ -1094,8 +1055,7 @@ _mesa_program_state_string(const gl_state_index16 state[STATE_LENGTH])
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switch (state[0]) {
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case STATE_MATERIAL:
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append_face(str, state[1]);
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append_token(str, state[2]);
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append_index(str, state[1], false);
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break;
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case STATE_LIGHT:
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append_index(str, state[1], true); /* light number [i]. */
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@@ -1116,9 +1076,8 @@ _mesa_program_state_string(const gl_state_index16 state[STATE_LENGTH])
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}
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break;
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case STATE_LIGHTPROD:
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append_index(str, state[1], true); /* light number [i]. */
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append_face(str, state[2]);
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append_token(str, state[3]);
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append_index(str, state[1], false); /* light number [i] */
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append_index(str, state[2], false);
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break;
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case STATE_TEXGEN:
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append_index(str, state[1], true); /* tex unit [i] */
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@@ -260,7 +260,8 @@ static struct asm_instruction *asm_instruction_copy_ctor(
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%type <integer> stateOptModMatNum stateModMatNum statePaletteMatNum
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%type <integer> stateProgramMatNum
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%type <integer> ambDiffSpecProperty
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%type <integer> ambDiffSpecPropertyMaterial
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%type <integer> ambDiffSpecPropertyLight
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%type <state> programSingleItem progEnvParam progLocalParam
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%type <state> programMultipleItem progEnvParams progLocalParams
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@@ -1240,22 +1241,22 @@ stateMaterialItem: MATERIAL optFaceType stateMatProperty
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{
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memset($$, 0, sizeof($$));
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$$[0] = STATE_MATERIAL;
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$$[1] = $2;
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$$[2] = $3;
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$$[1] = $3 + $2;
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$$[2] = 0;
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}
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;
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stateMatProperty: ambDiffSpecProperty
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stateMatProperty: ambDiffSpecPropertyMaterial
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{
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$$ = $1;
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}
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| EMISSION
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{
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$$ = STATE_EMISSION;
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$$ = MAT_ATTRIB_FRONT_EMISSION;
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}
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| SHININESS
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{
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$$ = STATE_SHININESS;
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$$ = MAT_ATTRIB_FRONT_SHININESS;
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}
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;
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@@ -1268,7 +1269,7 @@ stateLightItem: LIGHT '[' stateLightNumber ']' stateLightProperty
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}
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;
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stateLightProperty: ambDiffSpecProperty
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stateLightProperty: ambDiffSpecPropertyLight
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{
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$$ = $1;
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}
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@@ -1326,12 +1327,12 @@ stateLightProdItem: LIGHTPROD '[' stateLightNumber ']' optFaceType stateLProdPro
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memset($$, 0, sizeof($$));
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$$[0] = STATE_LIGHTPROD;
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$$[1] = $3;
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$$[2] = $5;
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$$[3] = $6;
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$$[2] = $6 + $5;
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$$[3] = 0;
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}
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;
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stateLProdProperty: ambDiffSpecProperty;
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stateLProdProperty: ambDiffSpecPropertyMaterial;
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stateTexEnvItem: TEXENV optLegacyTexUnitNum stateTexEnvProperty
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{
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@@ -1347,7 +1348,21 @@ stateTexEnvProperty: COLOR
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}
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;
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ambDiffSpecProperty: AMBIENT
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ambDiffSpecPropertyMaterial: AMBIENT
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{
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$$ = MAT_ATTRIB_FRONT_AMBIENT;
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}
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| DIFFUSE
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{
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$$ = MAT_ATTRIB_FRONT_DIFFUSE;
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}
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| SPECULAR
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{
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$$ = MAT_ATTRIB_FRONT_SPECULAR;
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}
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;
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ambDiffSpecPropertyLight: AMBIENT
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{
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$$ = STATE_AMBIENT;
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}
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