2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2006 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.
28 #include "prog_instruction.h"
30 #include "s_fragprog.h"
38 fetch_texel( GLcontext
*ctx
, const GLfloat texcoord
[4], GLfloat lambda
,
39 GLuint unit
, GLfloat color
[4] )
42 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
44 /* XXX use a float-valued TextureSample routine here!!! */
45 swrast
->TextureSample
[unit
](ctx
, ctx
->Texture
.Unit
[unit
]._Current
,
46 1, (const GLfloat (*)[4]) texcoord
,
48 color
[0] = CHAN_TO_FLOAT(rgba
[0]);
49 color
[1] = CHAN_TO_FLOAT(rgba
[1]);
50 color
[2] = CHAN_TO_FLOAT(rgba
[2]);
51 color
[3] = CHAN_TO_FLOAT(rgba
[3]);
56 * Fetch a texel with the given partial derivatives to compute a level
57 * of detail in the mipmap.
60 fetch_texel_deriv( GLcontext
*ctx
, const GLfloat texcoord
[4],
61 const GLfloat texdx
[4], const GLfloat texdy
[4],
62 GLuint unit
, GLfloat color
[4] )
64 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
65 const struct gl_texture_object
*texObj
= ctx
->Texture
.Unit
[unit
]._Current
;
66 const struct gl_texture_image
*texImg
= texObj
->Image
[0][texObj
->BaseLevel
];
67 const GLfloat texW
= (GLfloat
) texImg
->WidthScale
;
68 const GLfloat texH
= (GLfloat
) texImg
->HeightScale
;
71 GLfloat lambda
= _swrast_compute_lambda(texdx
[0], texdy
[0], /* ds/dx, ds/dy */
72 texdx
[1], texdy
[1], /* dt/dx, dt/dy */
73 texdx
[3], texdy
[2], /* dq/dx, dq/dy */
75 texcoord
[0], texcoord
[1], texcoord
[3],
78 swrast
->TextureSample
[unit
](ctx
, ctx
->Texture
.Unit
[unit
]._Current
,
79 1, (const GLfloat (*)[4]) texcoord
,
81 color
[0] = CHAN_TO_FLOAT(rgba
[0]);
82 color
[1] = CHAN_TO_FLOAT(rgba
[1]);
83 color
[2] = CHAN_TO_FLOAT(rgba
[2]);
84 color
[3] = CHAN_TO_FLOAT(rgba
[3]);
89 * Initialize the virtual fragment program machine state prior to running
90 * fragment program on a fragment. This involves initializing the input
91 * registers, condition codes, etc.
92 * \param machine the virtual machine state to init
93 * \param program the fragment program we're about to run
94 * \param span the span of pixels we'll operate on
95 * \param col which element (column) of the span we'll operate on
98 init_machine(GLcontext
*ctx
, struct gl_program_machine
*machine
,
99 const struct gl_fragment_program
*program
,
100 const SWspan
*span
, GLuint col
)
102 GLuint inputsRead
= program
->Base
.InputsRead
;
104 if (ctx
->FragmentProgram
.CallbackEnabled
)
107 if (program
->Base
.Target
== GL_FRAGMENT_PROGRAM_NV
) {
108 /* Clear temporary registers (undefined for ARB_f_p) */
109 _mesa_bzero(machine
->Temporaries
,
110 MAX_PROGRAM_TEMPS
* 4 * sizeof(GLfloat
));
113 /* Setup pointer to input attributes */
114 machine
->Attribs
= span
->array
->attribs
;
116 machine
->DerivX
= (GLfloat (*)[4]) span
->attrStepX
;
117 machine
->DerivY
= (GLfloat (*)[4]) span
->attrStepY
;
118 machine
->NumDeriv
= FRAG_ATTRIB_MAX
;
120 if (ctx
->Shader
.CurrentProgram
) {
121 /* Store front/back facing value in register FOGC.Y */
122 machine
->Attribs
[FRAG_ATTRIB_FOGC
][col
][1] = (GLfloat
) ctx
->_Facing
;
125 machine
->CurElement
= col
;
127 /* init condition codes */
128 machine
->CondCodes
[0] = COND_EQ
;
129 machine
->CondCodes
[1] = COND_EQ
;
130 machine
->CondCodes
[2] = COND_EQ
;
131 machine
->CondCodes
[3] = COND_EQ
;
133 /* init call stack */
134 machine
->StackDepth
= 0;
136 machine
->FetchTexelLod
= fetch_texel
;
137 machine
->FetchTexelDeriv
= fetch_texel_deriv
;
142 * Run fragment program on the pixels in span from 'start' to 'end' - 1.
145 run_program(GLcontext
*ctx
, SWspan
*span
, GLuint start
, GLuint end
)
147 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
148 const struct gl_fragment_program
*program
= ctx
->FragmentProgram
._Current
;
149 const GLbitfield outputsWritten
= program
->Base
.OutputsWritten
;
150 struct gl_program_machine
*machine
= &swrast
->FragProgMachine
;
153 for (i
= start
; i
< end
; i
++) {
154 if (span
->array
->mask
[i
]) {
155 init_machine(ctx
, machine
, program
, span
, i
);
157 if (_mesa_execute_program(ctx
, &program
->Base
, machine
)) {
159 /* Store result color */
160 if (outputsWritten
& (1 << FRAG_RESULT_COLR
)) {
161 COPY_4V(span
->array
->attribs
[FRAG_ATTRIB_COL0
][i
],
162 machine
->Outputs
[FRAG_RESULT_COLR
]);
165 /* Multiple drawbuffers / render targets
166 * Note that colors beyond 0 and 1 will overwrite other
167 * attributes, such as FOGC, TEX0, TEX1, etc. That's OK.
170 for (output
= 0; output
< swrast
->_NumColorOutputs
; output
++) {
171 if (outputsWritten
& (1 << (FRAG_RESULT_DATA0
+ output
))) {
172 COPY_4V(span
->array
->attribs
[FRAG_ATTRIB_COL0
+output
][i
],
173 machine
->Outputs
[FRAG_RESULT_DATA0
+ output
]);
178 /* Store result depth/z */
179 if (outputsWritten
& (1 << FRAG_RESULT_DEPR
)) {
180 const GLfloat depth
= machine
->Outputs
[FRAG_RESULT_DEPR
][2];
182 span
->array
->z
[i
] = 0;
183 else if (depth
>= 1.0)
184 span
->array
->z
[i
] = ctx
->DrawBuffer
->_DepthMax
;
186 span
->array
->z
[i
] = IROUND(depth
* ctx
->DrawBuffer
->_DepthMaxF
);
190 /* killed fragment */
191 span
->array
->mask
[i
] = GL_FALSE
;
192 span
->writeAll
= GL_FALSE
;
200 * Execute the current fragment program for all the fragments
204 _swrast_exec_fragment_program( GLcontext
*ctx
, SWspan
*span
)
206 const struct gl_fragment_program
*program
= ctx
->FragmentProgram
._Current
;
208 /* incoming colors should be floats */
209 if (program
->Base
.InputsRead
& FRAG_BIT_COL0
) {
210 ASSERT(span
->array
->ChanType
== GL_FLOAT
);
213 ctx
->_CurrentProgram
= GL_FRAGMENT_PROGRAM_ARB
; /* or NV, doesn't matter */
215 run_program(ctx
, span
, 0, span
->end
);
217 if (program
->Base
.OutputsWritten
& (1 << FRAG_RESULT_COLR
)) {
218 span
->interpMask
&= ~SPAN_RGBA
;
219 span
->arrayMask
|= SPAN_RGBA
;
222 if (program
->Base
.OutputsWritten
& (1 << FRAG_RESULT_DEPR
)) {
223 span
->interpMask
&= ~SPAN_Z
;
224 span
->arrayMask
|= SPAN_Z
;
227 ctx
->_CurrentProgram
= 0;