/* * Mesa 3-D graphics library * Version: 7.0.3 * * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "main/glheader.h" #include "main/colormac.h" #include "main/context.h" #include "main/texstate.h" #include "shader/prog_instruction.h" #include "s_fragprog.h" #include "s_span.h" /** * Apply texture object's swizzle (X/Y/Z/W/0/1) to incoming 'texel' * and return results in 'colorOut'. */ static INLINE void swizzle_texel(const GLfloat texel[4], GLfloat colorOut[4], GLuint swizzle) { if (swizzle == SWIZZLE_NOOP) { COPY_4V(colorOut, texel); } else { GLfloat vector[6]; vector[SWIZZLE_X] = texel[0]; vector[SWIZZLE_Y] = texel[1]; vector[SWIZZLE_Z] = texel[2]; vector[SWIZZLE_W] = texel[3]; vector[SWIZZLE_ZERO] = 0.0F; vector[SWIZZLE_ONE] = 1.0F; colorOut[0] = vector[GET_SWZ(swizzle, 0)]; colorOut[1] = vector[GET_SWZ(swizzle, 1)]; colorOut[2] = vector[GET_SWZ(swizzle, 2)]; colorOut[3] = vector[GET_SWZ(swizzle, 3)]; } } /** * Fetch a texel with given lod. * Called via machine->FetchTexelLod() */ static void fetch_texel_lod( GLcontext *ctx, const GLfloat texcoord[4], GLfloat lambda, GLuint unit, GLfloat color[4] ) { const struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current; if (texObj) { SWcontext *swrast = SWRAST_CONTEXT(ctx); GLfloat rgba[4]; lambda = CLAMP(lambda, texObj->MinLod, texObj->MaxLod); swrast->TextureSample[unit](ctx, texObj, 1, (const GLfloat (*)[4]) texcoord, &lambda, &rgba); swizzle_texel(rgba, color, texObj->_Swizzle); } else { ASSIGN_4V(color, 0.0F, 0.0F, 0.0F, 1.0F); } } /** * Fetch a texel with the given partial derivatives to compute a level * of detail in the mipmap. * Called via machine->FetchTexelDeriv() */ static void fetch_texel_deriv( GLcontext *ctx, const GLfloat texcoord[4], const GLfloat texdx[4], const GLfloat texdy[4], GLfloat lodBias, GLuint unit, GLfloat color[4] ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); const struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current; if (texObj) { const struct gl_texture_image *texImg = texObj->Image[0][texObj->BaseLevel]; const GLfloat texW = (GLfloat) texImg->WidthScale; const GLfloat texH = (GLfloat) texImg->HeightScale; GLfloat lambda; GLfloat rgba[4]; lambda = _swrast_compute_lambda(texdx[0], texdy[0], /* ds/dx, ds/dy */ texdx[1], texdy[1], /* dt/dx, dt/dy */ texdx[3], texdy[2], /* dq/dx, dq/dy */ texW, texH, texcoord[0], texcoord[1], texcoord[3], 1.0F / texcoord[3]) + lodBias; lambda = CLAMP(lambda, texObj->MinLod, texObj->MaxLod); swrast->TextureSample[unit](ctx, texObj, 1, (const GLfloat (*)[4]) texcoord, &lambda, &rgba); swizzle_texel(rgba, color, texObj->_Swizzle); } else { ASSIGN_4V(color, 0.0F, 0.0F, 0.0F, 1.0F); } } /** * Initialize the virtual fragment program machine state prior to running * fragment program on a fragment. This involves initializing the input * registers, condition codes, etc. * \param machine the virtual machine state to init * \param program the fragment program we're about to run * \param span the span of pixels we'll operate on * \param col which element (column) of the span we'll operate on */ static void init_machine(GLcontext *ctx, struct gl_program_machine *machine, const struct gl_fragment_program *program, const SWspan *span, GLuint col) { if (program->Base.Target == GL_FRAGMENT_PROGRAM_NV) { /* Clear temporary registers (undefined for ARB_f_p) */ _mesa_bzero(machine->Temporaries, MAX_PROGRAM_TEMPS * 4 * sizeof(GLfloat)); } /* Setup pointer to input attributes */ machine->Attribs = span->array->attribs; machine->DerivX = (GLfloat (*)[4]) span->attrStepX; machine->DerivY = (GLfloat (*)[4]) span->attrStepY; machine->NumDeriv = FRAG_ATTRIB_MAX; machine->Samplers = program->Base.SamplerUnits; /* if running a GLSL program (not ARB_fragment_program) */ if (ctx->Shader.CurrentProgram) { /* Store front/back facing value in register FOGC.Y */ machine->Attribs[FRAG_ATTRIB_FOGC][col][1] = 1.0 - span->facing; /* Note FOGC.ZW is gl_PointCoord if drawing a sprite */ } machine->CurElement = col; /* init condition codes */ machine->CondCodes[0] = COND_EQ; machine->CondCodes[1] = COND_EQ; machine->CondCodes[2] = COND_EQ; machine->CondCodes[3] = COND_EQ; /* init call stack */ machine->StackDepth = 0; machine->FetchTexelLod = fetch_texel_lod; machine->FetchTexelDeriv = fetch_texel_deriv; } /** * Run fragment program on the pixels in span from 'start' to 'end' - 1. */ static void run_program(GLcontext *ctx, SWspan *span, GLuint start, GLuint end) { SWcontext *swrast = SWRAST_CONTEXT(ctx); const struct gl_fragment_program *program = ctx->FragmentProgram._Current; const GLbitfield outputsWritten = program->Base.OutputsWritten; struct gl_program_machine *machine = &swrast->FragProgMachine; GLuint i; for (i = start; i < end; i++) { if (span->array->mask[i]) { init_machine(ctx, machine, program, span, i); if (_mesa_execute_program(ctx, &program->Base, machine)) { /* Store result color */ if (outputsWritten & (1 << FRAG_RESULT_COLOR)) { COPY_4V(span->array->attribs[FRAG_ATTRIB_COL0][i], machine->Outputs[FRAG_RESULT_COLOR]); } else { /* Multiple drawbuffers / render targets * Note that colors beyond 0 and 1 will overwrite other * attributes, such as FOGC, TEX0, TEX1, etc. That's OK. */ GLuint buf; for (buf = 0; buf < ctx->DrawBuffer->_NumColorDrawBuffers; buf++) { if (outputsWritten & (1 << (FRAG_RESULT_DATA0 + buf))) { COPY_4V(span->array->attribs[FRAG_ATTRIB_COL0 + buf][i], machine->Outputs[FRAG_RESULT_DATA0 + buf]); } } } /* Store result depth/z */ if (outputsWritten & (1 << FRAG_RESULT_DEPTH)) { const GLfloat depth = machine->Outputs[FRAG_RESULT_DEPTH][2]; if (depth <= 0.0) span->array->z[i] = 0; else if (depth >= 1.0) span->array->z[i] = ctx->DrawBuffer->_DepthMax; else span->array->z[i] = IROUND(depth * ctx->DrawBuffer->_DepthMaxF); } } else { /* killed fragment */ span->array->mask[i] = GL_FALSE; span->writeAll = GL_FALSE; } } } } /** * Execute the current fragment program for all the fragments * in the given span. */ void _swrast_exec_fragment_program( GLcontext *ctx, SWspan *span ) { const struct gl_fragment_program *program = ctx->FragmentProgram._Current; /* incoming colors should be floats */ if (program->Base.InputsRead & FRAG_BIT_COL0) { ASSERT(span->array->ChanType == GL_FLOAT); } run_program(ctx, span, 0, span->end); if (program->Base.OutputsWritten & (1 << FRAG_RESULT_COLOR)) { span->interpMask &= ~SPAN_RGBA; span->arrayMask |= SPAN_RGBA; } if (program->Base.OutputsWritten & (1 << FRAG_RESULT_DEPTH)) { span->interpMask &= ~SPAN_Z; span->arrayMask |= SPAN_Z; } }