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 * Apply texture object's swizzle (X/Y/Z/W/0/1) to incoming 'texel'
37 * and return results in 'colorOut'.
40 swizzle_texel(const GLchan texel
[4], GLfloat colorOut
[4], GLuint swizzle
)
42 if (swizzle
== SWIZZLE_NOOP
) {
43 colorOut
[0] = CHAN_TO_FLOAT(texel
[0]);
44 colorOut
[1] = CHAN_TO_FLOAT(texel
[1]);
45 colorOut
[2] = CHAN_TO_FLOAT(texel
[2]);
46 colorOut
[3] = CHAN_TO_FLOAT(texel
[3]);
50 vector
[SWIZZLE_X
] = CHAN_TO_FLOAT(texel
[0]);
51 vector
[SWIZZLE_Y
] = CHAN_TO_FLOAT(texel
[1]);
52 vector
[SWIZZLE_Z
] = CHAN_TO_FLOAT(texel
[2]);
53 vector
[SWIZZLE_W
] = CHAN_TO_FLOAT(texel
[3]);
54 vector
[SWIZZLE_ZERO
] = 0.0F
;
55 vector
[SWIZZLE_ONE
] = 1.0F
;
56 colorOut
[0] = vector
[GET_SWZ(swizzle
, 0)];
57 colorOut
[1] = vector
[GET_SWZ(swizzle
, 1)];
58 colorOut
[2] = vector
[GET_SWZ(swizzle
, 2)];
59 colorOut
[3] = vector
[GET_SWZ(swizzle
, 3)];
65 * Fetch a texel with given lod.
66 * Called via machine->FetchTexelLod()
69 fetch_texel_lod( GLcontext
*ctx
, const GLfloat texcoord
[4], GLfloat lambda
,
70 GLuint unit
, GLfloat color
[4] )
72 const struct gl_texture_object
*texObj
= ctx
->Texture
.Unit
[unit
]._Current
;
75 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
78 lambda
= CLAMP(lambda
, texObj
->MinLod
, texObj
->MaxLod
);
80 /* XXX use a float-valued TextureSample routine here!!! */
81 swrast
->TextureSample
[unit
](ctx
, texObj
, 1,
82 (const GLfloat (*)[4]) texcoord
,
84 swizzle_texel(rgba
, color
, texObj
->_Swizzle
);
87 ASSIGN_4V(color
, 0.0F
, 0.0F
, 0.0F
, 1.0F
);
93 * Fetch a texel with the given partial derivatives to compute a level
94 * of detail in the mipmap.
95 * Called via machine->FetchTexelDeriv()
98 fetch_texel_deriv( GLcontext
*ctx
, const GLfloat texcoord
[4],
99 const GLfloat texdx
[4], const GLfloat texdy
[4],
100 GLfloat lodBias
, GLuint unit
, GLfloat color
[4] )
102 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
103 const struct gl_texture_object
*texObj
= ctx
->Texture
.Unit
[unit
]._Current
;
106 const struct gl_texture_image
*texImg
=
107 texObj
->Image
[0][texObj
->BaseLevel
];
108 const GLfloat texW
= (GLfloat
) texImg
->WidthScale
;
109 const GLfloat texH
= (GLfloat
) texImg
->HeightScale
;
113 lambda
= _swrast_compute_lambda(texdx
[0], texdy
[0], /* ds/dx, ds/dy */
114 texdx
[1], texdy
[1], /* dt/dx, dt/dy */
115 texdx
[3], texdy
[2], /* dq/dx, dq/dy */
117 texcoord
[0], texcoord
[1], texcoord
[3],
118 1.0F
/ texcoord
[3]) + lodBias
;
120 lambda
= CLAMP(lambda
, texObj
->MinLod
, texObj
->MaxLod
);
122 /* XXX use a float-valued TextureSample routine here!!! */
123 swrast
->TextureSample
[unit
](ctx
, texObj
, 1,
124 (const GLfloat (*)[4]) texcoord
,
126 swizzle_texel(rgba
, color
, texObj
->_Swizzle
);
129 ASSIGN_4V(color
, 0.0F
, 0.0F
, 0.0F
, 1.0F
);
135 * Initialize the virtual fragment program machine state prior to running
136 * fragment program on a fragment. This involves initializing the input
137 * registers, condition codes, etc.
138 * \param machine the virtual machine state to init
139 * \param program the fragment program we're about to run
140 * \param span the span of pixels we'll operate on
141 * \param col which element (column) of the span we'll operate on
144 init_machine(GLcontext
*ctx
, struct gl_program_machine
*machine
,
145 const struct gl_fragment_program
*program
,
146 const SWspan
*span
, GLuint col
)
148 if (program
->Base
.Target
== GL_FRAGMENT_PROGRAM_NV
) {
149 /* Clear temporary registers (undefined for ARB_f_p) */
150 _mesa_bzero(machine
->Temporaries
,
151 MAX_PROGRAM_TEMPS
* 4 * sizeof(GLfloat
));
154 /* Setup pointer to input attributes */
155 machine
->Attribs
= span
->array
->attribs
;
157 machine
->DerivX
= (GLfloat (*)[4]) span
->attrStepX
;
158 machine
->DerivY
= (GLfloat (*)[4]) span
->attrStepY
;
159 machine
->NumDeriv
= FRAG_ATTRIB_MAX
;
161 machine
->Samplers
= program
->Base
.SamplerUnits
;
163 /* if running a GLSL program (not ARB_fragment_program) */
164 if (ctx
->Shader
.CurrentProgram
) {
165 /* Store front/back facing value in register FOGC.Y */
166 machine
->Attribs
[FRAG_ATTRIB_FOGC
][col
][1] = 1.0 - span
->facing
;
167 /* Note FOGC.ZW is gl_PointCoord if drawing a sprite */
170 machine
->CurElement
= col
;
172 /* init condition codes */
173 machine
->CondCodes
[0] = COND_EQ
;
174 machine
->CondCodes
[1] = COND_EQ
;
175 machine
->CondCodes
[2] = COND_EQ
;
176 machine
->CondCodes
[3] = COND_EQ
;
178 /* init call stack */
179 machine
->StackDepth
= 0;
181 machine
->FetchTexelLod
= fetch_texel_lod
;
182 machine
->FetchTexelDeriv
= fetch_texel_deriv
;
187 * Run fragment program on the pixels in span from 'start' to 'end' - 1.
190 run_program(GLcontext
*ctx
, SWspan
*span
, GLuint start
, GLuint end
)
192 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
193 const struct gl_fragment_program
*program
= ctx
->FragmentProgram
._Current
;
194 const GLbitfield outputsWritten
= program
->Base
.OutputsWritten
;
195 struct gl_program_machine
*machine
= &swrast
->FragProgMachine
;
198 for (i
= start
; i
< end
; i
++) {
199 if (span
->array
->mask
[i
]) {
200 init_machine(ctx
, machine
, program
, span
, i
);
202 if (_mesa_execute_program(ctx
, &program
->Base
, machine
)) {
204 /* Store result color */
205 if (outputsWritten
& (1 << FRAG_RESULT_COLOR
)) {
206 COPY_4V(span
->array
->attribs
[FRAG_ATTRIB_COL0
][i
],
207 machine
->Outputs
[FRAG_RESULT_COLOR
]);
210 /* Multiple drawbuffers / render targets
211 * Note that colors beyond 0 and 1 will overwrite other
212 * attributes, such as FOGC, TEX0, TEX1, etc. That's OK.
215 for (buf
= 0; buf
< ctx
->DrawBuffer
->_NumColorDrawBuffers
; buf
++) {
216 if (outputsWritten
& (1 << (FRAG_RESULT_DATA0
+ buf
))) {
217 COPY_4V(span
->array
->attribs
[FRAG_ATTRIB_COL0
+ buf
][i
],
218 machine
->Outputs
[FRAG_RESULT_DATA0
+ buf
]);
223 /* Store result depth/z */
224 if (outputsWritten
& (1 << FRAG_RESULT_DEPTH
)) {
225 const GLfloat depth
= machine
->Outputs
[FRAG_RESULT_DEPTH
][2];
227 span
->array
->z
[i
] = 0;
228 else if (depth
>= 1.0)
229 span
->array
->z
[i
] = ctx
->DrawBuffer
->_DepthMax
;
231 span
->array
->z
[i
] = IROUND(depth
* ctx
->DrawBuffer
->_DepthMaxF
);
235 /* killed fragment */
236 span
->array
->mask
[i
] = GL_FALSE
;
237 span
->writeAll
= GL_FALSE
;
245 * Execute the current fragment program for all the fragments
249 _swrast_exec_fragment_program( GLcontext
*ctx
, SWspan
*span
)
251 const struct gl_fragment_program
*program
= ctx
->FragmentProgram
._Current
;
253 /* incoming colors should be floats */
254 if (program
->Base
.InputsRead
& FRAG_BIT_COL0
) {
255 ASSERT(span
->array
->ChanType
== GL_FLOAT
);
258 ctx
->_CurrentProgram
= GL_FRAGMENT_PROGRAM_ARB
; /* or NV, doesn't matter */
260 run_program(ctx
, span
, 0, span
->end
);
262 if (program
->Base
.OutputsWritten
& (1 << FRAG_RESULT_COLOR
)) {
263 span
->interpMask
&= ~SPAN_RGBA
;
264 span
->arrayMask
|= SPAN_RGBA
;
267 if (program
->Base
.OutputsWritten
& (1 << FRAG_RESULT_DEPTH
)) {
268 span
->interpMask
&= ~SPAN_Z
;
269 span
->arrayMask
|= SPAN_Z
;
272 ctx
->_CurrentProgram
= 0;