s_fragprog.c revision 4a49301e
1/* 2 * Mesa 3-D graphics library 3 * Version: 7.0.3 4 * 5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. 6 * 7 * Permission is hereby granted, free of charge, to any person obtaining a 8 * copy of this software and associated documentation files (the "Software"), 9 * to deal in the Software without restriction, including without limitation 10 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 11 * and/or sell copies of the Software, and to permit persons to whom the 12 * Software is furnished to do so, subject to the following conditions: 13 * 14 * The above copyright notice and this permission notice shall be included 15 * in all copies or substantial portions of the Software. 16 * 17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 23 */ 24 25#include "main/glheader.h" 26#include "main/colormac.h" 27#include "main/context.h" 28#include "shader/prog_instruction.h" 29 30#include "s_fragprog.h" 31#include "s_span.h" 32 33 34/** 35 * Apply texture object's swizzle (X/Y/Z/W/0/1) to incoming 'texel' 36 * and return results in 'colorOut'. 37 */ 38static INLINE void 39swizzle_texel(const GLfloat texel[4], GLfloat colorOut[4], GLuint swizzle) 40{ 41 if (swizzle == SWIZZLE_NOOP) { 42 COPY_4V(colorOut, texel); 43 } 44 else { 45 GLfloat vector[6]; 46 vector[SWIZZLE_X] = texel[0]; 47 vector[SWIZZLE_Y] = texel[1]; 48 vector[SWIZZLE_Z] = texel[2]; 49 vector[SWIZZLE_W] = texel[3]; 50 vector[SWIZZLE_ZERO] = 0.0F; 51 vector[SWIZZLE_ONE] = 1.0F; 52 colorOut[0] = vector[GET_SWZ(swizzle, 0)]; 53 colorOut[1] = vector[GET_SWZ(swizzle, 1)]; 54 colorOut[2] = vector[GET_SWZ(swizzle, 2)]; 55 colorOut[3] = vector[GET_SWZ(swizzle, 3)]; 56 } 57} 58 59 60/** 61 * Fetch a texel with given lod. 62 * Called via machine->FetchTexelLod() 63 */ 64static void 65fetch_texel_lod( GLcontext *ctx, const GLfloat texcoord[4], GLfloat lambda, 66 GLuint unit, GLfloat color[4] ) 67{ 68 const struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current; 69 70 if (texObj) { 71 SWcontext *swrast = SWRAST_CONTEXT(ctx); 72 GLfloat rgba[4]; 73 74 lambda = CLAMP(lambda, texObj->MinLod, texObj->MaxLod); 75 76 swrast->TextureSample[unit](ctx, texObj, 1, 77 (const GLfloat (*)[4]) texcoord, 78 &lambda, &rgba); 79 swizzle_texel(rgba, color, texObj->_Swizzle); 80 } 81 else { 82 ASSIGN_4V(color, 0.0F, 0.0F, 0.0F, 1.0F); 83 } 84} 85 86 87/** 88 * Fetch a texel with the given partial derivatives to compute a level 89 * of detail in the mipmap. 90 * Called via machine->FetchTexelDeriv() 91 * \param lodBias the lod bias which may be specified by a TXB instruction, 92 * otherwise zero. 93 */ 94static void 95fetch_texel_deriv( GLcontext *ctx, const GLfloat texcoord[4], 96 const GLfloat texdx[4], const GLfloat texdy[4], 97 GLfloat lodBias, GLuint unit, GLfloat color[4] ) 98{ 99 SWcontext *swrast = SWRAST_CONTEXT(ctx); 100 const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 101 const struct gl_texture_object *texObj = texUnit->_Current; 102 103 if (texObj) { 104 const struct gl_texture_image *texImg = 105 texObj->Image[0][texObj->BaseLevel]; 106 const GLfloat texW = (GLfloat) texImg->WidthScale; 107 const GLfloat texH = (GLfloat) texImg->HeightScale; 108 GLfloat lambda; 109 GLfloat rgba[4]; 110 111 lambda = _swrast_compute_lambda(texdx[0], texdy[0], /* ds/dx, ds/dy */ 112 texdx[1], texdy[1], /* dt/dx, dt/dy */ 113 texdx[3], texdy[3], /* dq/dx, dq/dy */ 114 texW, texH, 115 texcoord[0], texcoord[1], texcoord[3], 116 1.0F / texcoord[3]); 117 118 lambda += lodBias + texUnit->LodBias + texObj->LodBias; 119 120 lambda = CLAMP(lambda, texObj->MinLod, texObj->MaxLod); 121 122 swrast->TextureSample[unit](ctx, texObj, 1, 123 (const GLfloat (*)[4]) texcoord, 124 &lambda, &rgba); 125 swizzle_texel(rgba, color, texObj->_Swizzle); 126 } 127 else { 128 ASSIGN_4V(color, 0.0F, 0.0F, 0.0F, 1.0F); 129 } 130} 131 132 133/** 134 * Initialize the virtual fragment program machine state prior to running 135 * fragment program on a fragment. This involves initializing the input 136 * registers, condition codes, etc. 137 * \param machine the virtual machine state to init 138 * \param program the fragment program we're about to run 139 * \param span the span of pixels we'll operate on 140 * \param col which element (column) of the span we'll operate on 141 */ 142static void 143init_machine(GLcontext *ctx, struct gl_program_machine *machine, 144 const struct gl_fragment_program *program, 145 const SWspan *span, GLuint col) 146{ 147 if (program->Base.Target == GL_FRAGMENT_PROGRAM_NV) { 148 /* Clear temporary registers (undefined for ARB_f_p) */ 149 _mesa_bzero(machine->Temporaries, 150 MAX_PROGRAM_TEMPS * 4 * sizeof(GLfloat)); 151 } 152 153 /* Setup pointer to input attributes */ 154 machine->Attribs = span->array->attribs; 155 156 machine->DerivX = (GLfloat (*)[4]) span->attrStepX; 157 machine->DerivY = (GLfloat (*)[4]) span->attrStepY; 158 machine->NumDeriv = FRAG_ATTRIB_MAX; 159 160 machine->Samplers = program->Base.SamplerUnits; 161 162 /* if running a GLSL program (not ARB_fragment_program) */ 163 if (ctx->Shader.CurrentProgram) { 164 /* Store front/back facing value */ 165 machine->Attribs[FRAG_ATTRIB_FACE][col][0] = 1.0 - span->facing; 166 } 167 168 machine->CurElement = col; 169 170 /* init condition codes */ 171 machine->CondCodes[0] = COND_EQ; 172 machine->CondCodes[1] = COND_EQ; 173 machine->CondCodes[2] = COND_EQ; 174 machine->CondCodes[3] = COND_EQ; 175 176 /* init call stack */ 177 machine->StackDepth = 0; 178 179 machine->FetchTexelLod = fetch_texel_lod; 180 machine->FetchTexelDeriv = fetch_texel_deriv; 181} 182 183 184/** 185 * Run fragment program on the pixels in span from 'start' to 'end' - 1. 186 */ 187static void 188run_program(GLcontext *ctx, SWspan *span, GLuint start, GLuint end) 189{ 190 SWcontext *swrast = SWRAST_CONTEXT(ctx); 191 const struct gl_fragment_program *program = ctx->FragmentProgram._Current; 192 const GLbitfield64 outputsWritten = program->Base.OutputsWritten; 193 struct gl_program_machine *machine = &swrast->FragProgMachine; 194 GLuint i; 195 196 for (i = start; i < end; i++) { 197 if (span->array->mask[i]) { 198 init_machine(ctx, machine, program, span, i); 199 200 if (_mesa_execute_program(ctx, &program->Base, machine)) { 201 202 /* Store result color */ 203 if (outputsWritten & BITFIELD64_BIT(FRAG_RESULT_COLOR)) { 204 COPY_4V(span->array->attribs[FRAG_ATTRIB_COL0][i], 205 machine->Outputs[FRAG_RESULT_COLOR]); 206 } 207 else { 208 /* Multiple drawbuffers / render targets 209 * Note that colors beyond 0 and 1 will overwrite other 210 * attributes, such as FOGC, TEX0, TEX1, etc. That's OK. 211 */ 212 GLuint buf; 213 for (buf = 0; buf < ctx->DrawBuffer->_NumColorDrawBuffers; buf++) { 214 if (outputsWritten & BITFIELD64_BIT(FRAG_RESULT_DATA0 + buf)) { 215 COPY_4V(span->array->attribs[FRAG_ATTRIB_COL0 + buf][i], 216 machine->Outputs[FRAG_RESULT_DATA0 + buf]); 217 } 218 } 219 } 220 221 /* Store result depth/z */ 222 if (outputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) { 223 const GLfloat depth = machine->Outputs[FRAG_RESULT_DEPTH][2]; 224 if (depth <= 0.0) 225 span->array->z[i] = 0; 226 else if (depth >= 1.0) 227 span->array->z[i] = ctx->DrawBuffer->_DepthMax; 228 else 229 span->array->z[i] = IROUND(depth * ctx->DrawBuffer->_DepthMaxF); 230 } 231 } 232 else { 233 /* killed fragment */ 234 span->array->mask[i] = GL_FALSE; 235 span->writeAll = GL_FALSE; 236 } 237 } 238 } 239} 240 241 242/** 243 * Execute the current fragment program for all the fragments 244 * in the given span. 245 */ 246void 247_swrast_exec_fragment_program( GLcontext *ctx, SWspan *span ) 248{ 249 const struct gl_fragment_program *program = ctx->FragmentProgram._Current; 250 251 /* incoming colors should be floats */ 252 if (program->Base.InputsRead & FRAG_BIT_COL0) { 253 ASSERT(span->array->ChanType == GL_FLOAT); 254 } 255 256 run_program(ctx, span, 0, span->end); 257 258 if (program->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_COLOR)) { 259 span->interpMask &= ~SPAN_RGBA; 260 span->arrayMask |= SPAN_RGBA; 261 } 262 263 if (program->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) { 264 span->interpMask &= ~SPAN_Z; 265 span->arrayMask |= SPAN_Z; 266 } 267} 268 269