From: Brian Paul Date: Tue, 17 Oct 2006 22:23:32 +0000 (+0000) Subject: Always convert colors to float before running a fragment shader/program. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=c3caaa3dd45809e672177ab322445fe51d03af25;p=mesa.git Always convert colors to float before running a fragment shader/program. --- diff --git a/src/mesa/swrast/s_arbshader.c b/src/mesa/swrast/s_arbshader.c index eeb5cd97ec1..9e41d7c673d 100644 --- a/src/mesa/swrast/s_arbshader.c +++ b/src/mesa/swrast/s_arbshader.c @@ -43,6 +43,8 @@ _swrast_exec_arbshader(GLcontext *ctx, SWspan *span) struct gl2_program_intf **pro; GLuint i; + ASSERT(span->array->ChanType == GL_FLOAT); + if (!ctx->ShaderObjects._FragmentShaderPresent) return; @@ -57,6 +59,9 @@ _swrast_exec_arbshader(GLcontext *ctx, SWspan *span) GLuint j; GLboolean discard; + /* + * Load input attributes + */ vec[0] = (GLfloat) span->x + i; vec[1] = (GLfloat) span->y; vec[2] = (GLfloat) span->array->z[i] / ctx->DrawBuffer->_DepthMaxF; @@ -64,32 +69,22 @@ _swrast_exec_arbshader(GLcontext *ctx, SWspan *span) (**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_FRAGCOORD, vec, 0, 4 * sizeof(GLfloat), GL_TRUE); - vec[0] = CHAN_TO_FLOAT(span->array->rgba[i][RCOMP]); - vec[1] = CHAN_TO_FLOAT(span->array->rgba[i][GCOMP]); - vec[2] = CHAN_TO_FLOAT(span->array->rgba[i][BCOMP]); - vec[3] = CHAN_TO_FLOAT(span->array->rgba[i][ACOMP]); - (**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_COLOR, vec, 0, - 4 * sizeof(GLfloat), GL_TRUE); - - vec[0] = CHAN_TO_FLOAT(span->array->spec[i][RCOMP]); - vec[1] = CHAN_TO_FLOAT(span->array->spec[i][GCOMP]); - vec[2] = CHAN_TO_FLOAT(span->array->spec[i][BCOMP]); - vec[3] = CHAN_TO_FLOAT(span->array->spec[i][ACOMP]); + (**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_COLOR, + span->array->color.sz4.rgba[i], + 0, 4 * sizeof(GLfloat), GL_TRUE); + (**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_SECONDARYCOLOR, - vec, 0, 4 * sizeof(GLfloat), GL_TRUE); + span->array->color.sz4.spec[i], + 0, 4 * sizeof(GLfloat), GL_TRUE); for (j = 0; j < ctx->Const.MaxTextureCoordUnits; j++) { - vec[0] = span->array->texcoords[j][i][0]; - vec[1] = span->array->texcoords[j][i][1]; - vec[2] = span->array->texcoords[j][i][2]; - vec[3] = span->array->texcoords[j][i][3]; (**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_TEXCOORD, - vec, j, 4 * sizeof(GLfloat), GL_TRUE); + span->array->texcoords[j][i], + j, 4 * sizeof(GLfloat), GL_TRUE); } for (j = 0; j < MAX_VARYING_VECTORS; j++) { GLuint k; - for (k = 0; k < VARYINGS_PER_VECTOR; k++) { (**pro).UpdateVarying(pro, j * VARYINGS_PER_VECTOR + k, &span->array->varying[i][j][k], @@ -99,6 +94,9 @@ _swrast_exec_arbshader(GLcontext *ctx, SWspan *span) _slang_exec_fragment_shader(pro); + /* + * Store results + */ _slang_fetch_discard(pro, &discard); if (discard) { span->array->mask[i] = GL_FALSE; @@ -107,10 +105,7 @@ _swrast_exec_arbshader(GLcontext *ctx, SWspan *span) else { (**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_FRAGCOLOR, vec, 0, 4 * sizeof(GLfloat), GL_FALSE); - UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][RCOMP], vec[0]); - UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][GCOMP], vec[1]); - UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][BCOMP], vec[2]); - UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][ACOMP], vec[3]); + COPY_4V(span->array->color.sz4.rgba[i], vec); } } } diff --git a/src/mesa/swrast/s_atifragshader.c b/src/mesa/swrast/s_atifragshader.c index 03f7a9db230..f195b6ee559 100644 --- a/src/mesa/swrast/s_atifragshader.c +++ b/src/mesa/swrast/s_atifragshader.c @@ -574,36 +574,8 @@ init_machine(GLcontext * ctx, struct atifs_machine *machine, machine->Registers[i][j] = 0.0; } - if (span->array->ChanType == GL_UNSIGNED_BYTE) { - GLubyte (*rgba)[4] = span->array->color.sz1.rgba; - GLubyte (*spec)[4] = span->array->color.sz1.spec; - inputs[ATI_FS_INPUT_PRIMARY][0] = UBYTE_TO_FLOAT(rgba[col][0]); - inputs[ATI_FS_INPUT_PRIMARY][1] = UBYTE_TO_FLOAT(rgba[col][1]); - inputs[ATI_FS_INPUT_PRIMARY][2] = UBYTE_TO_FLOAT(rgba[col][2]); - inputs[ATI_FS_INPUT_PRIMARY][3] = UBYTE_TO_FLOAT(rgba[col][3]); - inputs[ATI_FS_INPUT_SECONDARY][0] = UBYTE_TO_FLOAT(spec[col][0]); - inputs[ATI_FS_INPUT_SECONDARY][1] = UBYTE_TO_FLOAT(spec[col][1]); - inputs[ATI_FS_INPUT_SECONDARY][2] = UBYTE_TO_FLOAT(spec[col][2]); - inputs[ATI_FS_INPUT_SECONDARY][3] = UBYTE_TO_FLOAT(spec[col][3]); - } - else if (span->array->ChanType == GL_UNSIGNED_SHORT) { - GLushort (*rgba)[4] = span->array->color.sz2.rgba; - GLushort (*spec)[4] = span->array->color.sz2.spec; - inputs[ATI_FS_INPUT_PRIMARY][0] = USHORT_TO_FLOAT(rgba[col][0]); - inputs[ATI_FS_INPUT_PRIMARY][1] = USHORT_TO_FLOAT(rgba[col][1]); - inputs[ATI_FS_INPUT_PRIMARY][2] = USHORT_TO_FLOAT(rgba[col][2]); - inputs[ATI_FS_INPUT_PRIMARY][3] = USHORT_TO_FLOAT(rgba[col][3]); - inputs[ATI_FS_INPUT_SECONDARY][0] = USHORT_TO_FLOAT(spec[col][0]); - inputs[ATI_FS_INPUT_SECONDARY][1] = USHORT_TO_FLOAT(spec[col][1]); - inputs[ATI_FS_INPUT_SECONDARY][2] = USHORT_TO_FLOAT(spec[col][2]); - inputs[ATI_FS_INPUT_SECONDARY][3] = USHORT_TO_FLOAT(spec[col][3]); - } - else { - GLfloat (*rgba)[4] = span->array->color.sz4.rgba; - GLfloat (*spec)[4] = span->array->color.sz4.spec; - COPY_4V(inputs[ATI_FS_INPUT_PRIMARY], rgba[col]); - COPY_4V(inputs[ATI_FS_INPUT_SECONDARY], spec[col]); - } + 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]); } @@ -618,6 +590,9 @@ _swrast_exec_fragment_shader(GLcontext * ctx, SWspan *span) 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++) { @@ -632,26 +607,9 @@ _swrast_exec_fragment_shader(GLcontext * ctx, SWspan *span) /* store result color */ { const GLfloat *colOut = machine.Registers[0]; - /*fprintf(stderr,"outputs %f %f %f %f\n", + /*fprintf(stderr,"outputs %f %f %f %f\n", colOut[0], colOut[1], colOut[2], colOut[3]); */ - if (span->array->ChanType == GL_UNSIGNED_BYTE) { - GLubyte (*rgba)[4] = span->array->color.sz1.rgba; - UNCLAMPED_FLOAT_TO_UBYTE(rgba[i][RCOMP], colOut[0]); - UNCLAMPED_FLOAT_TO_UBYTE(rgba[i][GCOMP], colOut[1]); - UNCLAMPED_FLOAT_TO_UBYTE(rgba[i][BCOMP], colOut[2]); - UNCLAMPED_FLOAT_TO_UBYTE(rgba[i][ACOMP], colOut[3]); - } - else if (span->array->ChanType == GL_UNSIGNED_SHORT) { - GLushort (*rgba)[4] = span->array->color.sz2.rgba; - UNCLAMPED_FLOAT_TO_USHORT(rgba[i][RCOMP], colOut[0]); - UNCLAMPED_FLOAT_TO_USHORT(rgba[i][GCOMP], colOut[1]); - UNCLAMPED_FLOAT_TO_USHORT(rgba[i][BCOMP], colOut[2]); - UNCLAMPED_FLOAT_TO_USHORT(rgba[i][ACOMP], colOut[3]); - } - else { - GLfloat (*rgba)[4] = span->array->color.sz4.rgba; - COPY_4V(rgba[i], colOut); - } + COPY_4V(span->array->color.sz4.rgba[i], colOut); } } } diff --git a/src/mesa/swrast/s_nvfragprog.c b/src/mesa/swrast/s_nvfragprog.c index 3dc9fdde6f9..20fbd5060b9 100644 --- a/src/mesa/swrast/s_nvfragprog.c +++ b/src/mesa/swrast/s_nvfragprog.c @@ -1466,47 +1466,14 @@ init_machine( GLcontext *ctx, struct fp_machine *machine, wpos[3] = span->w + col * span->dwdx; } if (inputsRead & (1 << FRAG_ATTRIB_COL0)) { - GLfloat *col0 = machine->Inputs[FRAG_ATTRIB_COL0]; ASSERT(span->arrayMask & SPAN_RGBA); - if (span->array->ChanType == GL_UNSIGNED_BYTE) { - GLubyte (*rgba)[4] = span->array->color.sz1.rgba; - col0[0] = UBYTE_TO_FLOAT(rgba[col][RCOMP]); - col0[1] = UBYTE_TO_FLOAT(rgba[col][GCOMP]); - col0[2] = UBYTE_TO_FLOAT(rgba[col][BCOMP]); - col0[3] = UBYTE_TO_FLOAT(rgba[col][ACOMP]); - } - else if (span->array->ChanType == GL_UNSIGNED_SHORT) { - GLushort (*rgba)[4] = span->array->color.sz2.rgba; - col0[0] = USHORT_TO_FLOAT(rgba[col][RCOMP]); - col0[1] = USHORT_TO_FLOAT(rgba[col][GCOMP]); - col0[2] = USHORT_TO_FLOAT(rgba[col][BCOMP]); - col0[3] = USHORT_TO_FLOAT(rgba[col][ACOMP]); - } - else { - GLfloat (*rgba)[4] = span->array->color.sz4.rgba; - COPY_4V(col0, rgba[col]); - } + COPY_4V(machine->Inputs[FRAG_ATTRIB_COL0], + span->array->color.sz4.rgba[col]); } if (inputsRead & (1 << FRAG_ATTRIB_COL1)) { - GLfloat *col1 = machine->Inputs[FRAG_ATTRIB_COL1]; - if (span->array->ChanType == GL_UNSIGNED_BYTE) { - GLubyte (*rgba)[4] = span->array->color.sz1.spec; - col1[0] = UBYTE_TO_FLOAT(rgba[col][RCOMP]); - col1[1] = UBYTE_TO_FLOAT(rgba[col][GCOMP]); - col1[2] = UBYTE_TO_FLOAT(rgba[col][BCOMP]); - col1[3] = UBYTE_TO_FLOAT(rgba[col][ACOMP]); - } - else if (span->array->ChanType == GL_UNSIGNED_SHORT) { - GLushort (*rgba)[4] = span->array->color.sz2.spec; - col1[0] = USHORT_TO_FLOAT(rgba[col][RCOMP]); - col1[1] = USHORT_TO_FLOAT(rgba[col][GCOMP]); - col1[2] = USHORT_TO_FLOAT(rgba[col][BCOMP]); - col1[3] = USHORT_TO_FLOAT(rgba[col][ACOMP]); - } - else { - GLfloat (*rgba)[4] = span->array->color.sz4.spec; - COPY_4V(col1, rgba[col]); - } + ASSERT(span->arrayMask & SPAN_SPEC); + COPY_4V(machine->Inputs[FRAG_ATTRIB_COL1], + span->array->color.sz4.spec[col]); } if (inputsRead & (1 << FRAG_ATTRIB_FOGC)) { GLfloat *fogc = machine->Inputs[FRAG_ATTRIB_FOGC]; @@ -1554,29 +1521,11 @@ run_program(GLcontext *ctx, SWspan *span, GLuint start, GLuint end) span->writeAll = GL_FALSE; } - /* Store output registers */ - { - const GLfloat *colOut = machine.Outputs[FRAG_RESULT_COLR]; - if (span->array->ChanType == GL_UNSIGNED_BYTE) { - GLubyte (*rgba)[4] = span->array->color.sz1.rgba; - UNCLAMPED_FLOAT_TO_UBYTE(rgba[i][RCOMP], colOut[0]); - UNCLAMPED_FLOAT_TO_UBYTE(rgba[i][GCOMP], colOut[1]); - UNCLAMPED_FLOAT_TO_UBYTE(rgba[i][BCOMP], colOut[2]); - UNCLAMPED_FLOAT_TO_UBYTE(rgba[i][ACOMP], colOut[3]); - } - else if (span->array->ChanType == GL_UNSIGNED_BYTE) { - GLushort (*rgba)[4] = span->array->color.sz2.rgba; - UNCLAMPED_FLOAT_TO_USHORT(rgba[i][RCOMP], colOut[0]); - UNCLAMPED_FLOAT_TO_USHORT(rgba[i][GCOMP], colOut[1]); - UNCLAMPED_FLOAT_TO_USHORT(rgba[i][BCOMP], colOut[2]); - UNCLAMPED_FLOAT_TO_USHORT(rgba[i][ACOMP], colOut[3]); - } - else { - GLfloat (*rgba)[4] = span->array->color.sz4.rgba; - COPY_4V(rgba[i], colOut); - } - } - /* depth value */ + /* Store result color */ + COPY_4V(span->array->color.sz4.rgba[i], + machine.Outputs[FRAG_RESULT_COLR]); + + /* Store result depth/z */ if (program->Base.OutputsWritten & (1 << FRAG_RESULT_DEPR)) { const GLfloat depth = machine.Outputs[FRAG_RESULT_DEPR][2]; if (depth <= 0.0) @@ -1602,6 +1551,9 @@ _swrast_exec_fragment_program( GLcontext *ctx, SWspan *span ) { const struct gl_fragment_program *program = ctx->FragmentProgram._Current; + /* incoming colors should be floats */ + ASSERT(span->array->ChanType == GL_FLOAT); + ctx->_CurrentProgram = GL_FRAGMENT_PROGRAM_ARB; /* or NV, doesn't matter */ if (program->Base.Parameters) { diff --git a/src/mesa/swrast/s_span.c b/src/mesa/swrast/s_span.c index cba867cf0a8..040058fe866 100644 --- a/src/mesa/swrast/s_span.c +++ b/src/mesa/swrast/s_span.c @@ -1316,6 +1316,7 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) SWcontext *swrast = SWRAST_CONTEXT(ctx); const GLbitfield origInterpMask = span->interpMask; const GLbitfield origArrayMask = span->arrayMask; + const GLenum chanType = span->array->ChanType; const GLboolean deferredTexture = !(ctx->Color.AlphaEnabled || ctx->FragmentProgram._Enabled || ctx->ShaderObjects._FragmentShaderPresent); @@ -1393,6 +1394,23 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) if (span->interpMask & SPAN_FOG) interpolate_fog(ctx, span); + /* use float colors if running a fragment program or shader */ + if (ctx->ShaderObjects._FragmentShaderPresent || + ctx->FragmentProgram._Enabled || + ctx->ATIFragmentShader._Enabled) { + const GLenum oldType = span->array->ChanType; + /* work with float colors */ + if (oldType != GL_FLOAT) { + GLvoid *src = (oldType == GL_UNSIGNED_BYTE) + ? (GLvoid *) span->array->color.sz1.rgba + : (GLvoid *) span->array->color.sz2.rgba; + _mesa_convert_colors(oldType, src, + GL_FLOAT, span->array->color.sz4.rgba, + span->end, span->array->mask); + span->array->ChanType = GL_FLOAT; + } + } + /* Compute fragment colors with fragment program or texture lookups */ #if FEATURE_ARB_fragment_shader if (ctx->ShaderObjects._FragmentShaderPresent) { @@ -1416,8 +1434,7 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) /* Do the alpha test */ if (ctx->Color.AlphaEnabled) { if (!_swrast_alpha_test(ctx, span)) { - span->arrayMask = origArrayMask; - return; + goto end; } } } @@ -1430,9 +1447,7 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) if (ctx->Stencil.Enabled && ctx->DrawBuffer->Visual.stencilBits > 0) { /* Combined Z/stencil tests */ if (!_swrast_stencil_and_ztest_span(ctx, span)) { - span->interpMask = origInterpMask; - span->arrayMask = origArrayMask; - return; + goto end; } } else if (ctx->DrawBuffer->Visual.depthBits > 0) { @@ -1440,9 +1455,7 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) ASSERT(ctx->Depth.Test); ASSERT(span->arrayMask & SPAN_Z); if (!_swrast_depth_test_span(ctx, span)) { - span->interpMask = origInterpMask; - span->arrayMask = origArrayMask; - return; + goto end; } } } @@ -1461,9 +1474,7 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) * the occlusion test. */ if (colorMask == 0x0) { - span->interpMask = origInterpMask; - span->arrayMask = origArrayMask; - return; + goto end; } /* If we were able to defer fragment color computation to now, there's @@ -1551,7 +1562,6 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) const GLuint numDrawBuffers = fb->_NumColorDrawBuffers[output]; GLchan rgbaSave[MAX_WIDTH][4]; GLuint buf; - const GLenum chanType = span->array->ChanType; /* save */ if (numDrawBuffers > 0) { if (fb->_ColorDrawBuffers[output][0]->DataType @@ -1603,11 +1613,12 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) } } /* for buf */ - span->array->ChanType = chanType; /* restore */ } +end: span->interpMask = origInterpMask; span->arrayMask = origArrayMask; + span->array->ChanType = chanType; /* restore */ }