/*
* Mesa 3-D graphics library
- * Version: 6.5.2
*
- * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*/
-#include "glheader.h"
-#include "colormac.h"
-#include "context.h"
-#include "prog_execute.h"
-#include "prog_instruction.h"
+#include "main/glheader.h"
+#include "main/colormac.h"
+#include "main/samplerobj.h"
+#include "main/teximage.h"
+#include "program/prog_instruction.h"
+#include "s_context.h"
#include "s_fragprog.h"
#include "s_span.h"
+/**
+ * \brief Should swrast use a fragment program?
+ *
+ * \return true if the current fragment program exists and is not the fixed
+ * function fragment program
+ */
+GLboolean
+_swrast_use_fragment_program(struct gl_context *ctx)
+{
+ struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
+ return fp && !(fp == ctx->FragmentProgram._TexEnvProgram
+ && fp->Base.NumInstructions == 0);
+}
/**
- * Fetch a texel.
+ * Apply texture object's swizzle (X/Y/Z/W/0/1) to incoming 'texel'
+ * and return results in 'colorOut'.
+ */
+static inline void
+swizzle_texel(const GLfloat texel[4], GLfloat colorOut[4], GLuint swizzle)
+{
+ if (swizzle == SWIZZLE_NOOP) {
+ COPY_4V(colorOut, texel);
+ }
+ else {
+ GLfloat vector[6];
+ vector[SWIZZLE_X] = texel[0];
+ vector[SWIZZLE_Y] = texel[1];
+ vector[SWIZZLE_Z] = texel[2];
+ vector[SWIZZLE_W] = texel[3];
+ vector[SWIZZLE_ZERO] = 0.0F;
+ vector[SWIZZLE_ONE] = 1.0F;
+ colorOut[0] = vector[GET_SWZ(swizzle, 0)];
+ colorOut[1] = vector[GET_SWZ(swizzle, 1)];
+ colorOut[2] = vector[GET_SWZ(swizzle, 2)];
+ colorOut[3] = vector[GET_SWZ(swizzle, 3)];
+ }
+}
+
+
+/**
+ * Fetch a texel with given lod.
+ * Called via machine->FetchTexelLod()
*/
static void
-fetch_texel( GLcontext *ctx, const GLfloat texcoord[4], GLfloat lambda,
- GLuint unit, GLfloat color[4] )
+fetch_texel_lod( struct gl_context *ctx, const GLfloat texcoord[4], GLfloat lambda,
+ GLuint unit, GLfloat color[4] )
{
- GLchan rgba[4];
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ const struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current;
- /* XXX use a float-valued TextureSample routine here!!! */
- swrast->TextureSample[unit](ctx, ctx->Texture.Unit[unit]._Current,
- 1, (const GLfloat (*)[4]) texcoord,
- &lambda, &rgba);
- color[0] = CHAN_TO_FLOAT(rgba[0]);
- color[1] = CHAN_TO_FLOAT(rgba[1]);
- color[2] = CHAN_TO_FLOAT(rgba[2]);
- color[3] = CHAN_TO_FLOAT(rgba[3]);
+ if (texObj) {
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GLfloat rgba[4];
+ const struct gl_sampler_object *samp = _mesa_get_samplerobj(ctx, unit);
+
+ lambda = CLAMP(lambda, samp->MinLod, samp->MaxLod);
+
+ swrast->TextureSample[unit](ctx, samp, ctx->Texture.Unit[unit]._Current,
+ 1, (const GLfloat (*)[4]) texcoord,
+ &lambda, &rgba);
+ swizzle_texel(rgba, color, texObj->_Swizzle);
+ }
+ else {
+ ASSIGN_4V(color, 0.0F, 0.0F, 0.0F, 1.0F);
+ }
}
/**
* Fetch a texel with the given partial derivatives to compute a level
* of detail in the mipmap.
+ * Called via machine->FetchTexelDeriv()
+ * \param lodBias the lod bias which may be specified by a TXB instruction,
+ * otherwise zero.
*/
static void
-fetch_texel_deriv( GLcontext *ctx, const GLfloat texcoord[4],
+fetch_texel_deriv( struct gl_context *ctx, const GLfloat texcoord[4],
const GLfloat texdx[4], const GLfloat texdy[4],
- GLuint unit, GLfloat color[4] )
+ GLfloat lodBias, GLuint unit, GLfloat color[4] )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
- const struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current;
- const struct gl_texture_image *texImg = texObj->Image[0][texObj->BaseLevel];
- const GLfloat texW = (GLfloat) texImg->WidthScale;
- const GLfloat texH = (GLfloat) texImg->HeightScale;
- GLchan rgba[4];
-
- GLfloat lambda = _swrast_compute_lambda(texdx[0], texdy[0], /* ds/dx, ds/dy */
- texdx[1], texdy[1], /* dt/dx, dt/dy */
- texdx[3], texdy[2], /* dq/dx, dq/dy */
- texW, texH,
- texcoord[0], texcoord[1], texcoord[3],
- 1.0F / texcoord[3]);
-
- swrast->TextureSample[unit](ctx, ctx->Texture.Unit[unit]._Current,
- 1, (const GLfloat (*)[4]) texcoord,
- &lambda, &rgba);
- color[0] = CHAN_TO_FLOAT(rgba[0]);
- color[1] = CHAN_TO_FLOAT(rgba[1]);
- color[2] = CHAN_TO_FLOAT(rgba[2]);
- color[3] = CHAN_TO_FLOAT(rgba[3]);
+ const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+ const struct gl_texture_object *texObj = texUnit->_Current;
+
+ if (texObj) {
+ const struct gl_texture_image *texImg = _mesa_base_tex_image(texObj);
+ const struct swrast_texture_image *swImg =
+ swrast_texture_image_const(texImg);
+ const struct gl_sampler_object *samp = _mesa_get_samplerobj(ctx, unit);
+ const GLfloat texW = (GLfloat) swImg->WidthScale;
+ const GLfloat texH = (GLfloat) swImg->HeightScale;
+ GLfloat lambda;
+ GLfloat rgba[4];
+
+ lambda = _swrast_compute_lambda(texdx[0], texdy[0], /* ds/dx, ds/dy */
+ texdx[1], texdy[1], /* dt/dx, dt/dy */
+ texdx[3], texdy[3], /* dq/dx, dq/dy */
+ texW, texH,
+ texcoord[0], texcoord[1], texcoord[3],
+ 1.0F / texcoord[3]);
+
+ lambda += lodBias + texUnit->LodBias + samp->LodBias;
+
+ lambda = CLAMP(lambda, samp->MinLod, samp->MaxLod);
+
+ swrast->TextureSample[unit](ctx, samp, ctx->Texture.Unit[unit]._Current,
+ 1, (const GLfloat (*)[4]) texcoord,
+ &lambda, &rgba);
+ swizzle_texel(rgba, color, texObj->_Swizzle);
+ }
+ else {
+ ASSIGN_4V(color, 0.0F, 0.0F, 0.0F, 1.0F);
+ }
}
* \param col which element (column) of the span we'll operate on
*/
static void
-init_machine(GLcontext *ctx, struct gl_program_machine *machine,
+init_machine(struct gl_context *ctx, struct gl_program_machine *machine,
const struct gl_fragment_program *program,
const SWspan *span, GLuint col)
{
- GLuint inputsRead = program->Base.InputsRead;
-
- if (ctx->FragmentProgram.CallbackEnabled)
- inputsRead = ~0;
-
- if (program->Base.Target == GL_FRAGMENT_PROGRAM_NV) {
- /* Clear temporary registers (undefined for ARB_f_p) */
- _mesa_bzero(machine->Temporaries,
- MAX_PROGRAM_TEMPS * 4 * sizeof(GLfloat));
+ GLfloat *wpos = span->array->attribs[VARYING_SLOT_POS][col];
+
+ /* ARB_fragment_coord_conventions */
+ if (program->OriginUpperLeft)
+ wpos[1] = ctx->DrawBuffer->Height - 1 - wpos[1];
+ if (!program->PixelCenterInteger) {
+ wpos[0] += 0.5F;
+ wpos[1] += 0.5F;
}
/* Setup pointer to input attributes */
machine->Attribs = span->array->attribs;
- /* Store front/back facing value in register FOGC.Y */
- machine->Attribs[FRAG_ATTRIB_FOGC][col][1] = (GLfloat) ctx->_Facing;
+ machine->DerivX = (GLfloat (*)[4]) span->attrStepX;
+ machine->DerivY = (GLfloat (*)[4]) span->attrStepY;
+ machine->NumDeriv = VARYING_SLOT_MAX;
+
+ machine->Samplers = program->Base.SamplerUnits;
+
+ /* if running a GLSL program (not ARB_fragment_program) */
+ if (ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]) {
+ /* Store front/back facing value */
+ machine->Attribs[VARYING_SLOT_FACE][col][0] = 1.0F - span->facing;
+ }
machine->CurElement = col;
/* init call stack */
machine->StackDepth = 0;
- machine->FetchTexelLod = fetch_texel;
+ machine->FetchTexelLod = fetch_texel_lod;
machine->FetchTexelDeriv = fetch_texel_deriv;
}
* Run fragment program on the pixels in span from 'start' to 'end' - 1.
*/
static void
-run_program(GLcontext *ctx, SWspan *span, GLuint start, GLuint end)
+run_program(struct gl_context *ctx, SWspan *span, GLuint start, GLuint end)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
const struct gl_fragment_program *program = ctx->FragmentProgram._Current;
- const GLbitfield outputsWritten = program->Base.OutputsWritten;
- struct gl_program_machine machine;
+ const GLbitfield64 outputsWritten = program->Base.OutputsWritten;
+ struct gl_program_machine *machine = &swrast->FragProgMachine;
GLuint i;
for (i = start; i < end; i++) {
if (span->array->mask[i]) {
- init_machine(ctx, &machine, program, span, i);
+ init_machine(ctx, machine, program, span, i);
- if (_mesa_execute_program(ctx, &program->Base, &machine)) {
+ if (_mesa_execute_program(ctx, &program->Base, machine)) {
/* Store result color */
- if (outputsWritten & (1 << FRAG_RESULT_COLR)) {
- COPY_4V(span->array->attribs[FRAG_ATTRIB_COL0][i],
- machine.Outputs[FRAG_RESULT_COLR]);
+ if (outputsWritten & BITFIELD64_BIT(FRAG_RESULT_COLOR)) {
+ COPY_4V(span->array->attribs[VARYING_SLOT_COL0][i],
+ machine->Outputs[FRAG_RESULT_COLOR]);
}
else {
/* Multiple drawbuffers / render targets
* Note that colors beyond 0 and 1 will overwrite other
* attributes, such as FOGC, TEX0, TEX1, etc. That's OK.
*/
- GLuint output;
- for (output = 0; output < swrast->_NumColorOutputs; output++) {
- if (outputsWritten & (1 << (FRAG_RESULT_DATA0 + output))) {
- COPY_4V(span->array->attribs[FRAG_ATTRIB_COL0+output][i],
- machine.Outputs[FRAG_RESULT_DATA0 + output]);
+ GLuint buf;
+ for (buf = 0; buf < ctx->DrawBuffer->_NumColorDrawBuffers; buf++) {
+ if (outputsWritten & BITFIELD64_BIT(FRAG_RESULT_DATA0 + buf)) {
+ COPY_4V(span->array->attribs[VARYING_SLOT_COL0 + buf][i],
+ machine->Outputs[FRAG_RESULT_DATA0 + buf]);
}
}
}
/* Store result depth/z */
- if (outputsWritten & (1 << FRAG_RESULT_DEPR)) {
- const GLfloat depth = machine.Outputs[FRAG_RESULT_DEPR][2];
+ if (outputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
+ const GLfloat depth = machine->Outputs[FRAG_RESULT_DEPTH][2];
if (depth <= 0.0)
span->array->z[i] = 0;
else if (depth >= 1.0)
span->array->z[i] = ctx->DrawBuffer->_DepthMax;
else
- span->array->z[i] = IROUND(depth * ctx->DrawBuffer->_DepthMaxF);
+ span->array->z[i] =
+ (GLuint) (depth * ctx->DrawBuffer->_DepthMaxF + 0.5F);
}
}
else {
* in the given span.
*/
void
-_swrast_exec_fragment_program( GLcontext *ctx, SWspan *span )
+_swrast_exec_fragment_program( struct gl_context *ctx, SWspan *span )
{
const struct gl_fragment_program *program = ctx->FragmentProgram._Current;
/* incoming colors should be floats */
- if (program->Base.InputsRead & FRAG_BIT_COL0) {
+ if (program->Base.InputsRead & VARYING_BIT_COL0) {
ASSERT(span->array->ChanType == GL_FLOAT);
}
- ctx->_CurrentProgram = GL_FRAGMENT_PROGRAM_ARB; /* or NV, doesn't matter */
-
run_program(ctx, span, 0, span->end);
- if (program->Base.OutputsWritten & (1 << FRAG_RESULT_COLR)) {
+ if (program->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_COLOR)) {
span->interpMask &= ~SPAN_RGBA;
span->arrayMask |= SPAN_RGBA;
}
- if (program->Base.OutputsWritten & (1 << FRAG_RESULT_DEPR)) {
+ if (program->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
span->interpMask &= ~SPAN_Z;
span->arrayMask |= SPAN_Z;
}
-
- ctx->_CurrentProgram = 0;
}