X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fswrast%2Fs_atifragshader.c;h=75df50b0baa0a60cc4001cef8dc90d983a54fccf;hb=6aa62ba43f64f617c608e52b63c7eaa7aae16fb4;hp=08640e146b59ff2afd54a5a26f59a33763685da4;hpb=5e01f9a11489079d8509927774d8239c1857224a;p=mesa.git diff --git a/src/mesa/swrast/s_atifragshader.c b/src/mesa/swrast/s_atifragshader.c index 08640e146b5..75df50b0baa 100644 --- a/src/mesa/swrast/s_atifragshader.c +++ b/src/mesa/swrast/s_atifragshader.c @@ -30,6 +30,18 @@ #include "s_atifragshader.h" +/** + * State for executing ATI fragment shader. + */ +struct atifs_machine +{ + GLfloat Registers[6][4]; /** six temporary registers */ + GLfloat PrevPassRegisters[6][4]; + GLfloat Inputs[2][4]; /** Primary, secondary input colors */ +}; + + + /** * Fetch a texel. */ @@ -230,17 +242,6 @@ finish_pass(struct atifs_machine *machine) } } -/** - * Execute the given fragment shader - * NOTE: we do everything in single-precision floating point; we don't - * currently observe the single/half/fixed-precision qualifiers. - * \param ctx - rendering context - * \param program - the fragment program to execute - * \param machine - machine state (register file) - * \param maxInst - max number of instructions to execute - * \return GL_TRUE if program completed or GL_FALSE if program executed KIL. - */ - struct ati_fs_opcode_st ati_fs_opcodes[] = { {GL_ADD_ATI, 2}, {GL_SUB_ATI, 2}, @@ -259,7 +260,7 @@ struct ati_fs_opcode_st ati_fs_opcodes[] = { static void handle_pass_op(struct atifs_machine *machine, struct atifs_setupinst *texinst, - const struct sw_span *span, GLuint column, GLuint idx) + const SWspan *span, GLuint column, GLuint idx) { GLuint swizzle = texinst->swizzle; GLuint pass_tex = texinst->src; @@ -279,7 +280,7 @@ handle_pass_op(struct atifs_machine *machine, struct atifs_setupinst *texinst, static void handle_sample_op(GLcontext * ctx, struct atifs_machine *machine, - struct atifs_setupinst *texinst, const struct sw_span *span, + struct atifs_setupinst *texinst, const SWspan *span, GLuint column, GLuint idx) { /* sample from unit idx using texinst->src as coords */ @@ -304,11 +305,21 @@ do { \ COPY_4V(src[optype][i], x); \ } while (0) -static GLboolean -execute_shader(GLcontext * ctx, - const struct ati_fragment_shader *shader, GLuint maxInst, - struct atifs_machine *machine, const struct sw_span *span, - GLuint column) + + +/** + * Execute the given fragment shader. + * NOTE: we do everything in single-precision floating point + * \param ctx - rendering context + * \param shader - the shader to execute + * \param machine - virtual machine state + * \param span - the SWspan we're operating on + * \param column - which pixel [i] we're operating on in the span + */ +static void +execute_shader(GLcontext *ctx, const struct ati_fragment_shader *shader, + struct atifs_machine *machine, const SWspan *span, + GLuint column) { GLuint pc; struct atifs_instruction *inst; @@ -542,73 +553,58 @@ execute_shader(GLcontext * ctx, } } } - return GL_TRUE; } + +/** + * Init fragment shader virtual machine state. + */ static void init_machine(GLcontext * ctx, struct atifs_machine *machine, const struct ati_fragment_shader *shader, - const struct sw_span *span, GLuint col) + const SWspan *span, GLuint col) { + GLfloat (*inputs)[4] = machine->Inputs; GLint i, j; for (i = 0; i < 6; i++) { for (j = 0; j < 4; j++) - ctx->ATIFragmentShader.Machine.Registers[i][j] = 0.0; + machine->Registers[i][j] = 0.0; } - ctx->ATIFragmentShader.Machine.Inputs[ATI_FS_INPUT_PRIMARY][0] = - CHAN_TO_FLOAT(span->array->rgba[col][0]); - ctx->ATIFragmentShader.Machine.Inputs[ATI_FS_INPUT_PRIMARY][1] = - CHAN_TO_FLOAT(span->array->rgba[col][1]); - ctx->ATIFragmentShader.Machine.Inputs[ATI_FS_INPUT_PRIMARY][2] = - CHAN_TO_FLOAT(span->array->rgba[col][2]); - ctx->ATIFragmentShader.Machine.Inputs[ATI_FS_INPUT_PRIMARY][3] = - CHAN_TO_FLOAT(span->array->rgba[col][3]); - - ctx->ATIFragmentShader.Machine.Inputs[ATI_FS_INPUT_SECONDARY][0] = - CHAN_TO_FLOAT(span->array->spec[col][0]); - ctx->ATIFragmentShader.Machine.Inputs[ATI_FS_INPUT_SECONDARY][1] = - CHAN_TO_FLOAT(span->array->spec[col][1]); - ctx->ATIFragmentShader.Machine.Inputs[ATI_FS_INPUT_SECONDARY][2] = - CHAN_TO_FLOAT(span->array->spec[col][2]); - ctx->ATIFragmentShader.Machine.Inputs[ATI_FS_INPUT_SECONDARY][3] = - CHAN_TO_FLOAT(span->array->spec[col][3]); + COPY_4V(inputs[ATI_FS_INPUT_PRIMARY], span->array->color.sz4.rgba[col]); + COPY_4V(inputs[ATI_FS_INPUT_SECONDARY], span->array->color.sz4.spec[col]); } /** - * Execute the current fragment program, operating on the given span. + * Execute the current ATI shader program, operating on the given span. */ void -_swrast_exec_fragment_shader(GLcontext * ctx, struct sw_span *span) +_swrast_exec_fragment_shader(GLcontext * ctx, SWspan *span) { const struct ati_fragment_shader *shader = ctx->ATIFragmentShader.Current; + struct atifs_machine machine; GLuint i; + /* incoming colors should be floats */ + ASSERT(span->array->ChanType == GL_FLOAT); + ctx->_CurrentProgram = GL_FRAGMENT_SHADER_ATI; for (i = 0; i < span->end; i++) { if (span->array->mask[i]) { - init_machine(ctx, &ctx->ATIFragmentShader.Machine, - ctx->ATIFragmentShader.Current, span, i); - /* can't really happen... */ - if (!execute_shader(ctx, shader, ~0, - &ctx->ATIFragmentShader.Machine, span, i)) { - span->array->mask[i] = GL_FALSE; - span->writeAll = GL_FALSE; - } + init_machine(ctx, &machine, shader, span, i); + + execute_shader(ctx, shader, &machine, span, i); + /* store result color */ { - const GLfloat *colOut = - ctx->ATIFragmentShader.Machine.Registers[0]; - - /*fprintf(stderr,"outputs %f %f %f %f\n", colOut[0], colOut[1], colOut[2], colOut[3]); */ - UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][RCOMP], colOut[0]); - UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][GCOMP], colOut[1]); - UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][BCOMP], colOut[2]); - UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][ACOMP], colOut[3]); + const GLfloat *colOut = machine.Registers[0]; + /*fprintf(stderr,"outputs %f %f %f %f\n", + colOut[0], colOut[1], colOut[2], colOut[3]); */ + COPY_4V(span->array->color.sz4.rgba[i], colOut); } } }