2 * Mesa 3-D graphics library
4 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
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:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
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.
25 #include "main/glheader.h"
26 #include "main/macros.h"
27 #include "main/samplerobj.h"
28 #include "main/teximage.h"
29 #include "program/prog_instruction.h"
31 #include "s_context.h"
32 #include "s_fragprog.h"
36 * \brief Should swrast use a fragment program?
38 * \return true if the current fragment program exists and is not the fixed
39 * function fragment program
42 _swrast_use_fragment_program(struct gl_context
*ctx
)
44 struct gl_fragment_program
*fp
= ctx
->FragmentProgram
._Current
;
45 return fp
&& !(fp
== ctx
->FragmentProgram
._TexEnvProgram
46 && fp
->Base
.NumInstructions
== 0);
50 * Apply texture object's swizzle (X/Y/Z/W/0/1) to incoming 'texel'
51 * and return results in 'colorOut'.
54 swizzle_texel(const GLfloat texel
[4], GLfloat colorOut
[4], GLuint swizzle
)
56 if (swizzle
== SWIZZLE_NOOP
) {
57 COPY_4V(colorOut
, texel
);
61 vector
[SWIZZLE_X
] = texel
[0];
62 vector
[SWIZZLE_Y
] = texel
[1];
63 vector
[SWIZZLE_Z
] = texel
[2];
64 vector
[SWIZZLE_W
] = texel
[3];
65 vector
[SWIZZLE_ZERO
] = 0.0F
;
66 vector
[SWIZZLE_ONE
] = 1.0F
;
67 colorOut
[0] = vector
[GET_SWZ(swizzle
, 0)];
68 colorOut
[1] = vector
[GET_SWZ(swizzle
, 1)];
69 colorOut
[2] = vector
[GET_SWZ(swizzle
, 2)];
70 colorOut
[3] = vector
[GET_SWZ(swizzle
, 3)];
76 * Fetch a texel with given lod.
77 * Called via machine->FetchTexelLod()
80 fetch_texel_lod( struct gl_context
*ctx
, const GLfloat texcoord
[4], GLfloat lambda
,
81 GLuint unit
, GLfloat color
[4] )
83 const struct gl_texture_object
*texObj
= ctx
->Texture
.Unit
[unit
]._Current
;
86 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
88 const struct gl_sampler_object
*samp
= _mesa_get_samplerobj(ctx
, unit
);
90 lambda
= CLAMP(lambda
, samp
->MinLod
, samp
->MaxLod
);
92 swrast
->TextureSample
[unit
](ctx
, samp
, ctx
->Texture
.Unit
[unit
]._Current
,
93 1, (const GLfloat (*)[4]) texcoord
,
95 swizzle_texel(rgba
, color
, texObj
->_Swizzle
);
98 ASSIGN_4V(color
, 0.0F
, 0.0F
, 0.0F
, 1.0F
);
104 * Fetch a texel with the given partial derivatives to compute a level
105 * of detail in the mipmap.
106 * Called via machine->FetchTexelDeriv()
107 * \param lodBias the lod bias which may be specified by a TXB instruction,
111 fetch_texel_deriv( struct gl_context
*ctx
, const GLfloat texcoord
[4],
112 const GLfloat texdx
[4], const GLfloat texdy
[4],
113 GLfloat lodBias
, GLuint unit
, GLfloat color
[4] )
115 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
116 const struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
117 const struct gl_texture_object
*texObj
= texUnit
->_Current
;
120 const struct gl_texture_image
*texImg
= _mesa_base_tex_image(texObj
);
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
;
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 */
133 texcoord
[0], texcoord
[1], texcoord
[3],
136 lambda
+= lodBias
+ texUnit
->LodBias
+ samp
->LodBias
;
138 lambda
= CLAMP(lambda
, samp
->MinLod
, samp
->MaxLod
);
140 swrast
->TextureSample
[unit
](ctx
, samp
, ctx
->Texture
.Unit
[unit
]._Current
,
141 1, (const GLfloat (*)[4]) texcoord
,
143 swizzle_texel(rgba
, color
, texObj
->_Swizzle
);
146 ASSIGN_4V(color
, 0.0F
, 0.0F
, 0.0F
, 1.0F
);
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
161 init_machine(struct gl_context
*ctx
, struct gl_program_machine
*machine
,
162 const struct gl_fragment_program
*program
,
163 const SWspan
*span
, GLuint col
)
165 GLfloat
*wpos
= span
->array
->attribs
[VARYING_SLOT_POS
][col
];
167 /* ARB_fragment_coord_conventions */
168 if (program
->OriginUpperLeft
)
169 wpos
[1] = ctx
->DrawBuffer
->Height
- 1 - wpos
[1];
170 if (!program
->PixelCenterInteger
) {
175 /* Setup pointer to input attributes */
176 machine
->Attribs
= span
->array
->attribs
;
178 machine
->DerivX
= (GLfloat (*)[4]) span
->attrStepX
;
179 machine
->DerivY
= (GLfloat (*)[4]) span
->attrStepY
;
180 machine
->NumDeriv
= VARYING_SLOT_MAX
;
182 machine
->Samplers
= program
->Base
.SamplerUnits
;
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
;
190 machine
->CurElement
= col
;
192 /* init call stack */
193 machine
->StackDepth
= 0;
195 machine
->FetchTexelLod
= fetch_texel_lod
;
196 machine
->FetchTexelDeriv
= fetch_texel_deriv
;
201 * Run fragment program on the pixels in span from 'start' to 'end' - 1.
204 run_program(struct gl_context
*ctx
, SWspan
*span
, GLuint start
, GLuint end
)
206 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
207 const struct gl_fragment_program
*program
= ctx
->FragmentProgram
._Current
;
208 const GLbitfield64 outputsWritten
= program
->Base
.OutputsWritten
;
209 struct gl_program_machine
*machine
= &swrast
->FragProgMachine
;
212 for (i
= start
; i
< end
; i
++) {
213 if (span
->array
->mask
[i
]) {
214 init_machine(ctx
, machine
, program
, span
, i
);
216 if (_mesa_execute_program(ctx
, &program
->Base
, machine
)) {
218 /* Store result color */
219 if (outputsWritten
& BITFIELD64_BIT(FRAG_RESULT_COLOR
)) {
220 COPY_4V(span
->array
->attribs
[VARYING_SLOT_COL0
][i
],
221 machine
->Outputs
[FRAG_RESULT_COLOR
]);
224 /* Multiple drawbuffers / render targets
225 * Note that colors beyond 0 and 1 will overwrite other
226 * attributes, such as FOGC, TEX0, TEX1, etc. That's OK.
229 for (buf
= 0; buf
< ctx
->DrawBuffer
->_NumColorDrawBuffers
; buf
++) {
230 if (outputsWritten
& BITFIELD64_BIT(FRAG_RESULT_DATA0
+ buf
)) {
231 COPY_4V(span
->array
->attribs
[VARYING_SLOT_COL0
+ buf
][i
],
232 machine
->Outputs
[FRAG_RESULT_DATA0
+ buf
]);
237 /* Store result depth/z */
238 if (outputsWritten
& BITFIELD64_BIT(FRAG_RESULT_DEPTH
)) {
239 const GLfloat depth
= machine
->Outputs
[FRAG_RESULT_DEPTH
][2];
241 span
->array
->z
[i
] = 0;
242 else if (depth
>= 1.0F
)
243 span
->array
->z
[i
] = ctx
->DrawBuffer
->_DepthMax
;
246 (GLuint
) (depth
* ctx
->DrawBuffer
->_DepthMaxF
+ 0.5F
);
250 /* killed fragment */
251 span
->array
->mask
[i
] = GL_FALSE
;
252 span
->writeAll
= GL_FALSE
;
260 * Execute the current fragment program for all the fragments
264 _swrast_exec_fragment_program( struct gl_context
*ctx
, SWspan
*span
)
266 const struct gl_fragment_program
*program
= ctx
->FragmentProgram
._Current
;
268 /* incoming colors should be floats */
269 if (program
->Base
.InputsRead
& VARYING_BIT_COL0
) {
270 assert(span
->array
->ChanType
== GL_FLOAT
);
273 run_program(ctx
, span
, 0, span
->end
);
275 if (program
->Base
.OutputsWritten
& BITFIELD64_BIT(FRAG_RESULT_COLOR
)) {
276 span
->interpMask
&= ~SPAN_RGBA
;
277 span
->arrayMask
|= SPAN_RGBA
;
280 if (program
->Base
.OutputsWritten
& BITFIELD64_BIT(FRAG_RESULT_DEPTH
)) {
281 span
->interpMask
&= ~SPAN_Z
;
282 span
->arrayMask
|= SPAN_Z
;