swrast: fix typo in partial derivatives parameter passing
[mesa.git] / src / mesa / swrast / s_fragprog.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.0.3
4 *
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 *
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:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
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.
23 */
24
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"
30
31 #include "s_fragprog.h"
32 #include "s_span.h"
33
34
35 /**
36 * Apply texture object's swizzle (X/Y/Z/W/0/1) to incoming 'texel'
37 * and return results in 'colorOut'.
38 */
39 static INLINE void
40 swizzle_texel(const GLfloat texel[4], GLfloat colorOut[4], GLuint swizzle)
41 {
42 if (swizzle == SWIZZLE_NOOP) {
43 COPY_4V(colorOut, texel);
44 }
45 else {
46 GLfloat vector[6];
47 vector[SWIZZLE_X] = texel[0];
48 vector[SWIZZLE_Y] = texel[1];
49 vector[SWIZZLE_Z] = texel[2];
50 vector[SWIZZLE_W] = texel[3];
51 vector[SWIZZLE_ZERO] = 0.0F;
52 vector[SWIZZLE_ONE] = 1.0F;
53 colorOut[0] = vector[GET_SWZ(swizzle, 0)];
54 colorOut[1] = vector[GET_SWZ(swizzle, 1)];
55 colorOut[2] = vector[GET_SWZ(swizzle, 2)];
56 colorOut[3] = vector[GET_SWZ(swizzle, 3)];
57 }
58 }
59
60
61 /**
62 * Fetch a texel with given lod.
63 * Called via machine->FetchTexelLod()
64 */
65 static void
66 fetch_texel_lod( GLcontext *ctx, const GLfloat texcoord[4], GLfloat lambda,
67 GLuint unit, GLfloat color[4] )
68 {
69 const struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current;
70
71 if (texObj) {
72 SWcontext *swrast = SWRAST_CONTEXT(ctx);
73 GLfloat rgba[4];
74
75 lambda = CLAMP(lambda, texObj->MinLod, texObj->MaxLod);
76
77 swrast->TextureSample[unit](ctx, texObj, 1,
78 (const GLfloat (*)[4]) texcoord,
79 &lambda, &rgba);
80 swizzle_texel(rgba, color, texObj->_Swizzle);
81 }
82 else {
83 ASSIGN_4V(color, 0.0F, 0.0F, 0.0F, 1.0F);
84 }
85 }
86
87
88 /**
89 * Fetch a texel with the given partial derivatives to compute a level
90 * of detail in the mipmap.
91 * Called via machine->FetchTexelDeriv()
92 */
93 static void
94 fetch_texel_deriv( GLcontext *ctx, const GLfloat texcoord[4],
95 const GLfloat texdx[4], const GLfloat texdy[4],
96 GLfloat lodBias, GLuint unit, GLfloat color[4] )
97 {
98 SWcontext *swrast = SWRAST_CONTEXT(ctx);
99 const struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current;
100
101 if (texObj) {
102 const struct gl_texture_image *texImg =
103 texObj->Image[0][texObj->BaseLevel];
104 const GLfloat texW = (GLfloat) texImg->WidthScale;
105 const GLfloat texH = (GLfloat) texImg->HeightScale;
106 GLfloat lambda;
107 GLfloat rgba[4];
108
109 lambda = _swrast_compute_lambda(texdx[0], texdy[0], /* ds/dx, ds/dy */
110 texdx[1], texdy[1], /* dt/dx, dt/dy */
111 texdx[3], texdy[3], /* dq/dx, dq/dy */
112 texW, texH,
113 texcoord[0], texcoord[1], texcoord[3],
114 1.0F / texcoord[3]) + lodBias;
115
116 lambda = CLAMP(lambda, texObj->MinLod, texObj->MaxLod);
117
118 swrast->TextureSample[unit](ctx, texObj, 1,
119 (const GLfloat (*)[4]) texcoord,
120 &lambda, &rgba);
121 swizzle_texel(rgba, color, texObj->_Swizzle);
122 }
123 else {
124 ASSIGN_4V(color, 0.0F, 0.0F, 0.0F, 1.0F);
125 }
126 }
127
128
129 /**
130 * Initialize the virtual fragment program machine state prior to running
131 * fragment program on a fragment. This involves initializing the input
132 * registers, condition codes, etc.
133 * \param machine the virtual machine state to init
134 * \param program the fragment program we're about to run
135 * \param span the span of pixels we'll operate on
136 * \param col which element (column) of the span we'll operate on
137 */
138 static void
139 init_machine(GLcontext *ctx, struct gl_program_machine *machine,
140 const struct gl_fragment_program *program,
141 const SWspan *span, GLuint col)
142 {
143 if (program->Base.Target == GL_FRAGMENT_PROGRAM_NV) {
144 /* Clear temporary registers (undefined for ARB_f_p) */
145 _mesa_bzero(machine->Temporaries,
146 MAX_PROGRAM_TEMPS * 4 * sizeof(GLfloat));
147 }
148
149 /* Setup pointer to input attributes */
150 machine->Attribs = span->array->attribs;
151
152 machine->DerivX = (GLfloat (*)[4]) span->attrStepX;
153 machine->DerivY = (GLfloat (*)[4]) span->attrStepY;
154 machine->NumDeriv = FRAG_ATTRIB_MAX;
155
156 machine->Samplers = program->Base.SamplerUnits;
157
158 /* if running a GLSL program (not ARB_fragment_program) */
159 if (ctx->Shader.CurrentProgram) {
160 /* Store front/back facing value in register FOGC.Y */
161 machine->Attribs[FRAG_ATTRIB_FOGC][col][1] = 1.0 - span->facing;
162 /* Note FOGC.ZW is gl_PointCoord if drawing a sprite */
163 }
164
165 machine->CurElement = col;
166
167 /* init condition codes */
168 machine->CondCodes[0] = COND_EQ;
169 machine->CondCodes[1] = COND_EQ;
170 machine->CondCodes[2] = COND_EQ;
171 machine->CondCodes[3] = COND_EQ;
172
173 /* init call stack */
174 machine->StackDepth = 0;
175
176 machine->FetchTexelLod = fetch_texel_lod;
177 machine->FetchTexelDeriv = fetch_texel_deriv;
178 }
179
180
181 /**
182 * Run fragment program on the pixels in span from 'start' to 'end' - 1.
183 */
184 static void
185 run_program(GLcontext *ctx, SWspan *span, GLuint start, GLuint end)
186 {
187 SWcontext *swrast = SWRAST_CONTEXT(ctx);
188 const struct gl_fragment_program *program = ctx->FragmentProgram._Current;
189 const GLbitfield outputsWritten = program->Base.OutputsWritten;
190 struct gl_program_machine *machine = &swrast->FragProgMachine;
191 GLuint i;
192
193 for (i = start; i < end; i++) {
194 if (span->array->mask[i]) {
195 init_machine(ctx, machine, program, span, i);
196
197 if (_mesa_execute_program(ctx, &program->Base, machine)) {
198
199 /* Store result color */
200 if (outputsWritten & (1 << FRAG_RESULT_COLOR)) {
201 COPY_4V(span->array->attribs[FRAG_ATTRIB_COL0][i],
202 machine->Outputs[FRAG_RESULT_COLOR]);
203 }
204 else {
205 /* Multiple drawbuffers / render targets
206 * Note that colors beyond 0 and 1 will overwrite other
207 * attributes, such as FOGC, TEX0, TEX1, etc. That's OK.
208 */
209 GLuint buf;
210 for (buf = 0; buf < ctx->DrawBuffer->_NumColorDrawBuffers; buf++) {
211 if (outputsWritten & (1 << (FRAG_RESULT_DATA0 + buf))) {
212 COPY_4V(span->array->attribs[FRAG_ATTRIB_COL0 + buf][i],
213 machine->Outputs[FRAG_RESULT_DATA0 + buf]);
214 }
215 }
216 }
217
218 /* Store result depth/z */
219 if (outputsWritten & (1 << FRAG_RESULT_DEPTH)) {
220 const GLfloat depth = machine->Outputs[FRAG_RESULT_DEPTH][2];
221 if (depth <= 0.0)
222 span->array->z[i] = 0;
223 else if (depth >= 1.0)
224 span->array->z[i] = ctx->DrawBuffer->_DepthMax;
225 else
226 span->array->z[i] = IROUND(depth * ctx->DrawBuffer->_DepthMaxF);
227 }
228 }
229 else {
230 /* killed fragment */
231 span->array->mask[i] = GL_FALSE;
232 span->writeAll = GL_FALSE;
233 }
234 }
235 }
236 }
237
238
239 /**
240 * Execute the current fragment program for all the fragments
241 * in the given span.
242 */
243 void
244 _swrast_exec_fragment_program( GLcontext *ctx, SWspan *span )
245 {
246 const struct gl_fragment_program *program = ctx->FragmentProgram._Current;
247
248 /* incoming colors should be floats */
249 if (program->Base.InputsRead & FRAG_BIT_COL0) {
250 ASSERT(span->array->ChanType == GL_FLOAT);
251 }
252
253 run_program(ctx, span, 0, span->end);
254
255 if (program->Base.OutputsWritten & (1 << FRAG_RESULT_COLOR)) {
256 span->interpMask &= ~SPAN_RGBA;
257 span->arrayMask |= SPAN_RGBA;
258 }
259
260 if (program->Base.OutputsWritten & (1 << FRAG_RESULT_DEPTH)) {
261 span->interpMask &= ~SPAN_Z;
262 span->arrayMask |= SPAN_Z;
263 }
264 }
265