s_fragprog.c revision 17ad1d12ebf04ebf4b2b35c1c37d36bb4d2bb550
1/* 2 * Mesa 3-D graphics library 3 * Version: 6.5.2 4 * 5 * Copyright (C) 1999-2006 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 "glheader.h" 26#include "colormac.h" 27#include "context.h" 28#include "prog_execute.h" 29#include "prog_instruction.h" 30 31#include "s_fragprog.h" 32#include "s_span.h" 33 34 35/** 36 * Fetch a texel. 37 */ 38static void 39fetch_texel( GLcontext *ctx, const GLfloat texcoord[4], GLfloat lambda, 40 GLuint unit, GLfloat color[4] ) 41{ 42 GLchan rgba[4]; 43 SWcontext *swrast = SWRAST_CONTEXT(ctx); 44 45 /* XXX use a float-valued TextureSample routine here!!! */ 46 swrast->TextureSample[unit](ctx, ctx->Texture.Unit[unit]._Current, 47 1, (const GLfloat (*)[4]) texcoord, 48 &lambda, &rgba); 49 color[0] = CHAN_TO_FLOAT(rgba[0]); 50 color[1] = CHAN_TO_FLOAT(rgba[1]); 51 color[2] = CHAN_TO_FLOAT(rgba[2]); 52 color[3] = CHAN_TO_FLOAT(rgba[3]); 53} 54 55 56/** 57 * Fetch a texel with the given partial derivatives to compute a level 58 * of detail in the mipmap. 59 */ 60static void 61fetch_texel_deriv( GLcontext *ctx, const GLfloat texcoord[4], 62 const GLfloat texdx[4], const GLfloat texdy[4], 63 GLuint unit, GLfloat color[4] ) 64{ 65 SWcontext *swrast = SWRAST_CONTEXT(ctx); 66 const struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current; 67 const struct gl_texture_image *texImg = texObj->Image[0][texObj->BaseLevel]; 68 const GLfloat texW = (GLfloat) texImg->WidthScale; 69 const GLfloat texH = (GLfloat) texImg->HeightScale; 70 GLchan rgba[4]; 71 72 GLfloat lambda = _swrast_compute_lambda(texdx[0], texdy[0], /* ds/dx, ds/dy */ 73 texdx[1], texdy[1], /* dt/dx, dt/dy */ 74 texdx[3], texdy[2], /* dq/dx, dq/dy */ 75 texW, texH, 76 texcoord[0], texcoord[1], texcoord[3], 77 1.0F / texcoord[3]); 78 79 swrast->TextureSample[unit](ctx, ctx->Texture.Unit[unit]._Current, 80 1, (const GLfloat (*)[4]) texcoord, 81 &lambda, &rgba); 82 color[0] = CHAN_TO_FLOAT(rgba[0]); 83 color[1] = CHAN_TO_FLOAT(rgba[1]); 84 color[2] = CHAN_TO_FLOAT(rgba[2]); 85 color[3] = CHAN_TO_FLOAT(rgba[3]); 86} 87 88 89/** 90 * Initialize the virtual fragment program machine state prior to running 91 * fragment program on a fragment. This involves initializing the input 92 * registers, condition codes, etc. 93 * \param machine the virtual machine state to init 94 * \param program the fragment program we're about to run 95 * \param span the span of pixels we'll operate on 96 * \param col which element (column) of the span we'll operate on 97 */ 98static void 99init_machine(GLcontext *ctx, struct gl_program_machine *machine, 100 const struct gl_fragment_program *program, 101 const SWspan *span, GLuint col) 102{ 103 GLuint inputsRead = program->Base.InputsRead; 104 105 if (ctx->FragmentProgram.CallbackEnabled) 106 inputsRead = ~0; 107 108 if (program->Base.Target == GL_FRAGMENT_PROGRAM_NV) { 109 /* Clear temporary registers (undefined for ARB_f_p) */ 110 _mesa_bzero(machine->Temporaries, 111 MAX_PROGRAM_TEMPS * 4 * sizeof(GLfloat)); 112 } 113 114 /* Setup pointer to input attributes */ 115 machine->Attribs = span->array->attribs; 116 117 /* Store front/back facing value in register FOGC.Y */ 118 machine->Attribs[FRAG_ATTRIB_FOGC][col][1] = (GLfloat) ctx->_Facing; 119 120 machine->CurElement = col; 121 122 /* init condition codes */ 123 machine->CondCodes[0] = COND_EQ; 124 machine->CondCodes[1] = COND_EQ; 125 machine->CondCodes[2] = COND_EQ; 126 machine->CondCodes[3] = COND_EQ; 127 128 /* init call stack */ 129 machine->StackDepth = 0; 130 131 machine->FetchTexelLod = fetch_texel; 132 machine->FetchTexelDeriv = fetch_texel_deriv; 133} 134 135 136/** 137 * Run fragment program on the pixels in span from 'start' to 'end' - 1. 138 */ 139static void 140run_program(GLcontext *ctx, SWspan *span, GLuint start, GLuint end) 141{ 142 SWcontext *swrast = SWRAST_CONTEXT(ctx); 143 const struct gl_fragment_program *program = ctx->FragmentProgram._Current; 144 const GLbitfield outputsWritten = program->Base.OutputsWritten; 145 struct gl_program_machine machine; 146 GLuint i; 147 148 for (i = start; i < end; i++) { 149 if (span->array->mask[i]) { 150 init_machine(ctx, &machine, program, span, i); 151 152 if (_mesa_execute_program(ctx, &program->Base, &machine)) { 153 154 /* Store result color */ 155 if (outputsWritten & (1 << FRAG_RESULT_COLR)) { 156 COPY_4V(span->array->attribs[FRAG_ATTRIB_COL0][i], 157 machine.Outputs[FRAG_RESULT_COLR]); 158 } 159 else { 160 /* Multiple drawbuffers / render targets 161 * Note that colors beyond 0 and 1 will overwrite other 162 * attributes, such as FOGC, TEX0, TEX1, etc. That's OK. 163 */ 164 GLuint output; 165 for (output = 0; output < swrast->_NumColorOutputs; output++) { 166 if (outputsWritten & (1 << (FRAG_RESULT_DATA0 + output))) { 167 COPY_4V(span->array->attribs[FRAG_ATTRIB_COL0+output][i], 168 machine.Outputs[FRAG_RESULT_DATA0 + output]); 169 } 170 } 171 } 172 173 /* Store result depth/z */ 174 if (outputsWritten & (1 << FRAG_RESULT_DEPR)) { 175 const GLfloat depth = machine.Outputs[FRAG_RESULT_DEPR][2]; 176 if (depth <= 0.0) 177 span->array->z[i] = 0; 178 else if (depth >= 1.0) 179 span->array->z[i] = ctx->DrawBuffer->_DepthMax; 180 else 181 span->array->z[i] = IROUND(depth * ctx->DrawBuffer->_DepthMaxF); 182 } 183 } 184 else { 185 /* killed fragment */ 186 span->array->mask[i] = GL_FALSE; 187 span->writeAll = GL_FALSE; 188 } 189 } 190 } 191} 192 193 194/** 195 * Execute the current fragment program for all the fragments 196 * in the given span. 197 */ 198void 199_swrast_exec_fragment_program( GLcontext *ctx, SWspan *span ) 200{ 201 const struct gl_fragment_program *program = ctx->FragmentProgram._Current; 202 203 /* incoming colors should be floats */ 204 if (program->Base.InputsRead & FRAG_BIT_COL0) { 205 ASSERT(span->array->ChanType == GL_FLOAT); 206 } 207 208 ctx->_CurrentProgram = GL_FRAGMENT_PROGRAM_ARB; /* or NV, doesn't matter */ 209 210 run_program(ctx, span, 0, span->end); 211 212 if (program->Base.OutputsWritten & (1 << FRAG_RESULT_COLR)) { 213 span->interpMask &= ~SPAN_RGBA; 214 span->arrayMask |= SPAN_RGBA; 215 } 216 217 if (program->Base.OutputsWritten & (1 << FRAG_RESULT_DEPR)) { 218 span->interpMask &= ~SPAN_Z; 219 span->arrayMask |= SPAN_Z; 220 } 221 222 ctx->_CurrentProgram = 0; 223} 224 225