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