2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
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:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
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.
25 #include "main/glheader.h"
26 #include "main/colormac.h"
27 #include "main/context.h"
28 #include "main/texstate.h"
29 #include "shader/prog_instruction.h"
31 #include "s_fragprog.h"
36 * Fetch a texel with given lod.
37 * Called via machine->FetchTexelLod()
40 fetch_texel_lod( GLcontext
*ctx
, const GLfloat texcoord
[4], GLfloat lambda
,
41 GLuint unit
, GLfloat color
[4] )
44 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
45 const struct gl_texture_object
*texObj
= ctx
->Texture
.Unit
[unit
]._Current
;
47 lambda
= CLAMP(lambda
, texObj
->MinLod
, texObj
->MaxLod
);
49 /* XXX use a float-valued TextureSample routine here!!! */
50 swrast
->TextureSample
[unit
](ctx
, texObj
, 1, (const GLfloat (*)[4]) texcoord
,
52 color
[0] = CHAN_TO_FLOAT(rgba
[0]);
53 color
[1] = CHAN_TO_FLOAT(rgba
[1]);
54 color
[2] = CHAN_TO_FLOAT(rgba
[2]);
55 color
[3] = CHAN_TO_FLOAT(rgba
[3]);
60 * Fetch a texel with the given partial derivatives to compute a level
61 * of detail in the mipmap.
62 * Called via machine->FetchTexelDeriv()
65 fetch_texel_deriv( GLcontext
*ctx
, const GLfloat texcoord
[4],
66 const GLfloat texdx
[4], const GLfloat texdy
[4],
67 GLfloat lodBias
, GLuint unit
, GLfloat color
[4] )
69 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
70 const struct gl_texture_object
*texObj
= ctx
->Texture
.Unit
[unit
]._Current
;
71 const struct gl_texture_image
*texImg
= texObj
->Image
[0][texObj
->BaseLevel
];
72 const GLfloat texW
= (GLfloat
) texImg
->WidthScale
;
73 const GLfloat texH
= (GLfloat
) texImg
->HeightScale
;
77 = _swrast_compute_lambda(texdx
[0], texdy
[0], /* ds/dx, ds/dy */
78 texdx
[1], texdy
[1], /* dt/dx, dt/dy */
79 texdx
[3], texdy
[2], /* dq/dx, dq/dy */
81 texcoord
[0], texcoord
[1], texcoord
[3],
82 1.0F
/ texcoord
[3]) + lodBias
;
84 lambda
= CLAMP(lambda
, texObj
->MinLod
, texObj
->MaxLod
);
86 swrast
->TextureSample
[unit
](ctx
, texObj
, 1, (const GLfloat (*)[4]) texcoord
,
88 color
[0] = CHAN_TO_FLOAT(rgba
[0]);
89 color
[1] = CHAN_TO_FLOAT(rgba
[1]);
90 color
[2] = CHAN_TO_FLOAT(rgba
[2]);
91 color
[3] = CHAN_TO_FLOAT(rgba
[3]);
96 * Initialize the virtual fragment program machine state prior to running
97 * fragment program on a fragment. This involves initializing the input
98 * registers, condition codes, etc.
99 * \param machine the virtual machine state to init
100 * \param program the fragment program we're about to run
101 * \param span the span of pixels we'll operate on
102 * \param col which element (column) of the span we'll operate on
105 init_machine(GLcontext
*ctx
, struct gl_program_machine
*machine
,
106 const struct gl_fragment_program
*program
,
107 const SWspan
*span
, GLuint col
)
109 if (program
->Base
.Target
== GL_FRAGMENT_PROGRAM_NV
) {
110 /* Clear temporary registers (undefined for ARB_f_p) */
111 _mesa_bzero(machine
->Temporaries
,
112 MAX_PROGRAM_TEMPS
* 4 * sizeof(GLfloat
));
115 /* Setup pointer to input attributes */
116 machine
->Attribs
= span
->array
->attribs
;
118 machine
->DerivX
= (GLfloat (*)[4]) span
->attrStepX
;
119 machine
->DerivY
= (GLfloat (*)[4]) span
->attrStepY
;
120 machine
->NumDeriv
= FRAG_ATTRIB_MAX
;
122 machine
->Samplers
= program
->Base
.SamplerUnits
;
124 /* if running a GLSL program (not ARB_fragment_program) */
125 if (ctx
->Shader
.CurrentProgram
) {
126 /* Store front/back facing value in register FOGC.Y */
127 machine
->Attribs
[FRAG_ATTRIB_FOGC
][col
][1] = (GLfloat
) ctx
->_Facing
;
130 machine
->CurElement
= col
;
132 /* init condition codes */
133 machine
->CondCodes
[0] = COND_EQ
;
134 machine
->CondCodes
[1] = COND_EQ
;
135 machine
->CondCodes
[2] = COND_EQ
;
136 machine
->CondCodes
[3] = COND_EQ
;
138 /* init call stack */
139 machine
->StackDepth
= 0;
141 machine
->FetchTexelLod
= fetch_texel_lod
;
142 machine
->FetchTexelDeriv
= fetch_texel_deriv
;
147 * Run fragment program on the pixels in span from 'start' to 'end' - 1.
150 run_program(GLcontext
*ctx
, SWspan
*span
, GLuint start
, GLuint end
)
152 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
153 const struct gl_fragment_program
*program
= ctx
->FragmentProgram
._Current
;
154 const GLbitfield outputsWritten
= program
->Base
.OutputsWritten
;
155 struct gl_program_machine
*machine
= &swrast
->FragProgMachine
;
158 for (i
= start
; i
< end
; i
++) {
159 if (span
->array
->mask
[i
]) {
160 init_machine(ctx
, machine
, program
, span
, i
);
162 if (_mesa_execute_program(ctx
, &program
->Base
, machine
)) {
164 /* Store result color */
165 if (outputsWritten
& (1 << FRAG_RESULT_COLR
)) {
166 COPY_4V(span
->array
->attribs
[FRAG_ATTRIB_COL0
][i
],
167 machine
->Outputs
[FRAG_RESULT_COLR
]);
170 /* Multiple drawbuffers / render targets
171 * Note that colors beyond 0 and 1 will overwrite other
172 * attributes, such as FOGC, TEX0, TEX1, etc. That's OK.
175 for (output
= 0; output
< swrast
->_NumColorOutputs
; output
++) {
176 if (outputsWritten
& (1 << (FRAG_RESULT_DATA0
+ output
))) {
177 COPY_4V(span
->array
->attribs
[FRAG_ATTRIB_COL0
+output
][i
],
178 machine
->Outputs
[FRAG_RESULT_DATA0
+ output
]);
183 /* Store result depth/z */
184 if (outputsWritten
& (1 << FRAG_RESULT_DEPR
)) {
185 const GLfloat depth
= machine
->Outputs
[FRAG_RESULT_DEPR
][2];
187 span
->array
->z
[i
] = 0;
188 else if (depth
>= 1.0)
189 span
->array
->z
[i
] = ctx
->DrawBuffer
->_DepthMax
;
191 span
->array
->z
[i
] = IROUND(depth
* ctx
->DrawBuffer
->_DepthMaxF
);
195 /* killed fragment */
196 span
->array
->mask
[i
] = GL_FALSE
;
197 span
->writeAll
= GL_FALSE
;
205 * Execute the current fragment program for all the fragments
209 _swrast_exec_fragment_program( GLcontext
*ctx
, SWspan
*span
)
211 const struct gl_fragment_program
*program
= ctx
->FragmentProgram
._Current
;
213 /* incoming colors should be floats */
214 if (program
->Base
.InputsRead
& FRAG_BIT_COL0
) {
215 ASSERT(span
->array
->ChanType
== GL_FLOAT
);
218 ctx
->_CurrentProgram
= GL_FRAGMENT_PROGRAM_ARB
; /* or NV, doesn't matter */
220 run_program(ctx
, span
, 0, span
->end
);
222 if (program
->Base
.OutputsWritten
& (1 << FRAG_RESULT_COLR
)) {
223 span
->interpMask
&= ~SPAN_RGBA
;
224 span
->arrayMask
|= SPAN_RGBA
;
227 if (program
->Base
.OutputsWritten
& (1 << FRAG_RESULT_DEPR
)) {
228 span
->interpMask
&= ~SPAN_Z
;
229 span
->arrayMask
|= SPAN_Z
;
232 ctx
->_CurrentProgram
= 0;