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_execute.h"
29 #include "prog_instruction.h"
31 #include "s_fragprog.h"
39 fetch_texel( GLcontext
*ctx
, const GLfloat texcoord
[4], GLfloat lambda
,
40 GLuint unit
, GLfloat color
[4] )
43 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
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
,
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]);
57 * Fetch a texel with the given partial derivatives to compute a level
58 * of detail in the mipmap.
61 fetch_texel_deriv( GLcontext
*ctx
, const GLfloat texcoord
[4],
62 const GLfloat texdx
[4], const GLfloat texdy
[4],
63 GLuint unit
, GLfloat color
[4] )
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
;
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 */
76 texcoord
[0], texcoord
[1], texcoord
[3],
79 swrast
->TextureSample
[unit
](ctx
, ctx
->Texture
.Unit
[unit
]._Current
,
80 1, (const GLfloat (*)[4]) texcoord
,
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]);
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
99 init_machine(GLcontext
*ctx
, struct gl_program_machine
*machine
,
100 const struct gl_fragment_program
*program
,
101 const SWspan
*span
, GLuint col
)
103 GLuint inputsRead
= program
->Base
.InputsRead
;
105 if (ctx
->FragmentProgram
.CallbackEnabled
)
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
));
114 /* Setup pointer to input attributes */
115 machine
->Attribs
= span
->array
->attribs
;
116 machine
->CurElement
= col
;
118 /* init condition codes */
119 machine
->CondCodes
[0] = COND_EQ
;
120 machine
->CondCodes
[1] = COND_EQ
;
121 machine
->CondCodes
[2] = COND_EQ
;
122 machine
->CondCodes
[3] = COND_EQ
;
124 /* init call stack */
125 machine
->StackDepth
= 0;
127 machine
->FetchTexelLod
= fetch_texel
;
128 machine
->FetchTexelDeriv
= fetch_texel_deriv
;
133 * Run fragment program on the pixels in span from 'start' to 'end' - 1.
136 run_program(GLcontext
*ctx
, SWspan
*span
, GLuint start
, GLuint end
)
138 const struct gl_fragment_program
*program
= ctx
->FragmentProgram
._Current
;
139 struct gl_program_machine machine
;
142 for (i
= start
; i
< end
; i
++) {
143 if (span
->array
->mask
[i
]) {
144 init_machine(ctx
, &machine
, program
, span
, i
);
146 if (_mesa_execute_program(ctx
, &program
->Base
, &machine
)) {
147 /* Store result color */
148 COPY_4V(span
->array
->attribs
[FRAG_ATTRIB_COL0
][i
],
149 machine
.Outputs
[FRAG_RESULT_COLR
]);
151 /* Store result depth/z */
152 if (program
->Base
.OutputsWritten
& (1 << FRAG_RESULT_DEPR
)) {
153 const GLfloat depth
= machine
.Outputs
[FRAG_RESULT_DEPR
][2];
155 span
->array
->z
[i
] = 0;
156 else if (depth
>= 1.0)
157 span
->array
->z
[i
] = ctx
->DrawBuffer
->_DepthMax
;
159 span
->array
->z
[i
] = IROUND(depth
* ctx
->DrawBuffer
->_DepthMaxF
);
163 /* killed fragment */
164 span
->array
->mask
[i
] = GL_FALSE
;
165 span
->writeAll
= GL_FALSE
;
173 * Execute the current fragment program for all the fragments
177 _swrast_exec_fragment_program( GLcontext
*ctx
, SWspan
*span
)
179 const struct gl_fragment_program
*program
= ctx
->FragmentProgram
._Current
;
181 /* incoming colors should be floats */
182 ASSERT(span
->array
->ChanType
== GL_FLOAT
);
184 ctx
->_CurrentProgram
= GL_FRAGMENT_PROGRAM_ARB
; /* or NV, doesn't matter */
186 run_program(ctx
, span
, 0, span
->end
);
188 if (program
->Base
.OutputsWritten
& (1 << FRAG_RESULT_DEPR
)) {
189 span
->interpMask
&= ~SPAN_Z
;
190 span
->arrayMask
|= SPAN_Z
;
193 ctx
->_CurrentProgram
= 0;