s_fragprog.c revision af69d88d
1/* 2 * Mesa 3-D graphics library 3 * 4 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. 5 * 6 * Permission is hereby granted, free of charge, to any person obtaining a 7 * copy of this software and associated documentation files (the "Software"), 8 * to deal in the Software without restriction, including without limitation 9 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 10 * and/or sell copies of the Software, and to permit persons to whom the 11 * Software is furnished to do so, subject to the following conditions: 12 * 13 * The above copyright notice and this permission notice shall be included 14 * in all copies or substantial portions of the Software. 15 * 16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR 20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 22 * OTHER DEALINGS IN THE SOFTWARE. 23 */ 24 25#include "main/glheader.h" 26#include "main/colormac.h" 27#include "main/samplerobj.h" 28#include "program/prog_instruction.h" 29 30#include "s_context.h" 31#include "s_fragprog.h" 32#include "s_span.h" 33 34/** 35 * \brief Should swrast use a fragment program? 36 * 37 * \return true if the current fragment program exists and is not the fixed 38 * function fragment program 39 */ 40GLboolean 41_swrast_use_fragment_program(struct gl_context *ctx) 42{ 43 struct gl_fragment_program *fp = ctx->FragmentProgram._Current; 44 return fp && !(fp == ctx->FragmentProgram._TexEnvProgram 45 && fp->Base.NumInstructions == 0); 46} 47 48/** 49 * Apply texture object's swizzle (X/Y/Z/W/0/1) to incoming 'texel' 50 * and return results in 'colorOut'. 51 */ 52static inline void 53swizzle_texel(const GLfloat texel[4], GLfloat colorOut[4], GLuint swizzle) 54{ 55 if (swizzle == SWIZZLE_NOOP) { 56 COPY_4V(colorOut, texel); 57 } 58 else { 59 GLfloat vector[6]; 60 vector[SWIZZLE_X] = texel[0]; 61 vector[SWIZZLE_Y] = texel[1]; 62 vector[SWIZZLE_Z] = texel[2]; 63 vector[SWIZZLE_W] = texel[3]; 64 vector[SWIZZLE_ZERO] = 0.0F; 65 vector[SWIZZLE_ONE] = 1.0F; 66 colorOut[0] = vector[GET_SWZ(swizzle, 0)]; 67 colorOut[1] = vector[GET_SWZ(swizzle, 1)]; 68 colorOut[2] = vector[GET_SWZ(swizzle, 2)]; 69 colorOut[3] = vector[GET_SWZ(swizzle, 3)]; 70 } 71} 72 73 74/** 75 * Fetch a texel with given lod. 76 * Called via machine->FetchTexelLod() 77 */ 78static void 79fetch_texel_lod( struct gl_context *ctx, const GLfloat texcoord[4], GLfloat lambda, 80 GLuint unit, GLfloat color[4] ) 81{ 82 const struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current; 83 84 if (texObj) { 85 SWcontext *swrast = SWRAST_CONTEXT(ctx); 86 GLfloat rgba[4]; 87 const struct gl_sampler_object *samp = _mesa_get_samplerobj(ctx, unit); 88 89 lambda = CLAMP(lambda, samp->MinLod, samp->MaxLod); 90 91 swrast->TextureSample[unit](ctx, samp, ctx->Texture.Unit[unit]._Current, 92 1, (const GLfloat (*)[4]) texcoord, 93 &lambda, &rgba); 94 swizzle_texel(rgba, color, texObj->_Swizzle); 95 } 96 else { 97 ASSIGN_4V(color, 0.0F, 0.0F, 0.0F, 1.0F); 98 } 99} 100 101 102/** 103 * Fetch a texel with the given partial derivatives to compute a level 104 * of detail in the mipmap. 105 * Called via machine->FetchTexelDeriv() 106 * \param lodBias the lod bias which may be specified by a TXB instruction, 107 * otherwise zero. 108 */ 109static void 110fetch_texel_deriv( struct gl_context *ctx, const GLfloat texcoord[4], 111 const GLfloat texdx[4], const GLfloat texdy[4], 112 GLfloat lodBias, GLuint unit, GLfloat color[4] ) 113{ 114 SWcontext *swrast = SWRAST_CONTEXT(ctx); 115 const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 116 const struct gl_texture_object *texObj = texUnit->_Current; 117 118 if (texObj) { 119 const struct gl_texture_image *texImg = 120 texObj->Image[0][texObj->BaseLevel]; 121 const struct swrast_texture_image *swImg = 122 swrast_texture_image_const(texImg); 123 const struct gl_sampler_object *samp = _mesa_get_samplerobj(ctx, unit); 124 const GLfloat texW = (GLfloat) swImg->WidthScale; 125 const GLfloat texH = (GLfloat) swImg->HeightScale; 126 GLfloat lambda; 127 GLfloat rgba[4]; 128 129 lambda = _swrast_compute_lambda(texdx[0], texdy[0], /* ds/dx, ds/dy */ 130 texdx[1], texdy[1], /* dt/dx, dt/dy */ 131 texdx[3], texdy[3], /* dq/dx, dq/dy */ 132 texW, texH, 133 texcoord[0], texcoord[1], texcoord[3], 134 1.0F / texcoord[3]); 135 136 lambda += lodBias + texUnit->LodBias + samp->LodBias; 137 138 lambda = CLAMP(lambda, samp->MinLod, samp->MaxLod); 139 140 swrast->TextureSample[unit](ctx, samp, ctx->Texture.Unit[unit]._Current, 141 1, (const GLfloat (*)[4]) texcoord, 142 &lambda, &rgba); 143 swizzle_texel(rgba, color, texObj->_Swizzle); 144 } 145 else { 146 ASSIGN_4V(color, 0.0F, 0.0F, 0.0F, 1.0F); 147 } 148} 149 150 151/** 152 * Initialize the virtual fragment program machine state prior to running 153 * fragment program on a fragment. This involves initializing the input 154 * registers, condition codes, etc. 155 * \param machine the virtual machine state to init 156 * \param program the fragment program we're about to run 157 * \param span the span of pixels we'll operate on 158 * \param col which element (column) of the span we'll operate on 159 */ 160static void 161init_machine(struct gl_context *ctx, struct gl_program_machine *machine, 162 const struct gl_fragment_program *program, 163 const SWspan *span, GLuint col) 164{ 165 GLfloat *wpos = span->array->attribs[VARYING_SLOT_POS][col]; 166 167 /* ARB_fragment_coord_conventions */ 168 if (program->OriginUpperLeft) 169 wpos[1] = ctx->DrawBuffer->Height - 1 - wpos[1]; 170 if (!program->PixelCenterInteger) { 171 wpos[0] += 0.5F; 172 wpos[1] += 0.5F; 173 } 174 175 /* Setup pointer to input attributes */ 176 machine->Attribs = span->array->attribs; 177 178 machine->DerivX = (GLfloat (*)[4]) span->attrStepX; 179 machine->DerivY = (GLfloat (*)[4]) span->attrStepY; 180 machine->NumDeriv = VARYING_SLOT_MAX; 181 182 machine->Samplers = program->Base.SamplerUnits; 183 184 /* if running a GLSL program (not ARB_fragment_program) */ 185 if (ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]) { 186 /* Store front/back facing value */ 187 machine->Attribs[VARYING_SLOT_FACE][col][0] = 1.0F - span->facing; 188 } 189 190 machine->CurElement = col; 191 192 /* init condition codes */ 193 machine->CondCodes[0] = COND_EQ; 194 machine->CondCodes[1] = COND_EQ; 195 machine->CondCodes[2] = COND_EQ; 196 machine->CondCodes[3] = COND_EQ; 197 198 /* init call stack */ 199 machine->StackDepth = 0; 200 201 machine->FetchTexelLod = fetch_texel_lod; 202 machine->FetchTexelDeriv = fetch_texel_deriv; 203} 204 205 206/** 207 * Run fragment program on the pixels in span from 'start' to 'end' - 1. 208 */ 209static void 210run_program(struct gl_context *ctx, SWspan *span, GLuint start, GLuint end) 211{ 212 SWcontext *swrast = SWRAST_CONTEXT(ctx); 213 const struct gl_fragment_program *program = ctx->FragmentProgram._Current; 214 const GLbitfield64 outputsWritten = program->Base.OutputsWritten; 215 struct gl_program_machine *machine = &swrast->FragProgMachine; 216 GLuint i; 217 218 for (i = start; i < end; i++) { 219 if (span->array->mask[i]) { 220 init_machine(ctx, machine, program, span, i); 221 222 if (_mesa_execute_program(ctx, &program->Base, machine)) { 223 224 /* Store result color */ 225 if (outputsWritten & BITFIELD64_BIT(FRAG_RESULT_COLOR)) { 226 COPY_4V(span->array->attribs[VARYING_SLOT_COL0][i], 227 machine->Outputs[FRAG_RESULT_COLOR]); 228 } 229 else { 230 /* Multiple drawbuffers / render targets 231 * Note that colors beyond 0 and 1 will overwrite other 232 * attributes, such as FOGC, TEX0, TEX1, etc. That's OK. 233 */ 234 GLuint buf; 235 for (buf = 0; buf < ctx->DrawBuffer->_NumColorDrawBuffers; buf++) { 236 if (outputsWritten & BITFIELD64_BIT(FRAG_RESULT_DATA0 + buf)) { 237 COPY_4V(span->array->attribs[VARYING_SLOT_COL0 + buf][i], 238 machine->Outputs[FRAG_RESULT_DATA0 + buf]); 239 } 240 } 241 } 242 243 /* Store result depth/z */ 244 if (outputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) { 245 const GLfloat depth = machine->Outputs[FRAG_RESULT_DEPTH][2]; 246 if (depth <= 0.0) 247 span->array->z[i] = 0; 248 else if (depth >= 1.0) 249 span->array->z[i] = ctx->DrawBuffer->_DepthMax; 250 else 251 span->array->z[i] = 252 (GLuint) (depth * ctx->DrawBuffer->_DepthMaxF + 0.5F); 253 } 254 } 255 else { 256 /* killed fragment */ 257 span->array->mask[i] = GL_FALSE; 258 span->writeAll = GL_FALSE; 259 } 260 } 261 } 262} 263 264 265/** 266 * Execute the current fragment program for all the fragments 267 * in the given span. 268 */ 269void 270_swrast_exec_fragment_program( struct gl_context *ctx, SWspan *span ) 271{ 272 const struct gl_fragment_program *program = ctx->FragmentProgram._Current; 273 274 /* incoming colors should be floats */ 275 if (program->Base.InputsRead & VARYING_BIT_COL0) { 276 ASSERT(span->array->ChanType == GL_FLOAT); 277 } 278 279 run_program(ctx, span, 0, span->end); 280 281 if (program->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_COLOR)) { 282 span->interpMask &= ~SPAN_RGBA; 283 span->arrayMask |= SPAN_RGBA; 284 } 285 286 if (program->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) { 287 span->interpMask &= ~SPAN_Z; 288 span->arrayMask |= SPAN_Z; 289 } 290} 291 292