From c2074645cd23e23ff86ed7f0a71845a3209f0bea Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Tue, 17 Oct 2006 21:12:32 +0000 Subject: [PATCH] Move struct atifs_machine into s_atifragshader.c Add support for runtime colorbuffer types. --- src/mesa/main/mtypes.h | 12 ---- src/mesa/swrast/s_atifragshader.c | 105 +++++++++++++++++++++--------- src/mesa/swrast/s_nvfragprog.c | 67 +++++++++++++++---- 3 files changed, 129 insertions(+), 55 deletions(-) diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h index b7ab0bc36f5..bedc8605992 100644 --- a/src/mesa/main/mtypes.h +++ b/src/mesa/main/mtypes.h @@ -1988,17 +1988,6 @@ struct gl_fragment_program_state struct atifs_instruction; struct atifs_setupinst; -/** - * 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 */ -}; - - /** * ATI fragment shader */ @@ -2029,7 +2018,6 @@ struct gl_ati_fragment_shader_state GLboolean _Enabled; /** enabled and valid shader? */ GLboolean Compiling; GLfloat GlobalConstants[8][4]; - struct atifs_machine Machine; /* machine state */ struct ati_fragment_shader *Current; }; diff --git a/src/mesa/swrast/s_atifragshader.c b/src/mesa/swrast/s_atifragshader.c index 286239400b3..03f7a9db230 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. */ @@ -545,70 +557,101 @@ 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 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]); + 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]); + } } /** - * 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, SWspan *span) { const struct ati_fragment_shader *shader = ctx->ATIFragmentShader.Current; + struct atifs_machine machine; GLuint i; 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); + init_machine(ctx, &machine, shader, span, i); /* can't really happen... */ - if (!execute_shader(ctx, shader, ~0, - &ctx->ATIFragmentShader.Machine, span, i)) { + if (!execute_shader(ctx, shader, ~0, &machine, span, i)) { span->array->mask[i] = GL_FALSE; span->writeAll = GL_FALSE; } + /* 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]); */ + 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); + } } } } diff --git a/src/mesa/swrast/s_nvfragprog.c b/src/mesa/swrast/s_nvfragprog.c index d3525320764..3dc9fdde6f9 100644 --- a/src/mesa/swrast/s_nvfragprog.c +++ b/src/mesa/swrast/s_nvfragprog.c @@ -1468,17 +1468,45 @@ init_machine( GLcontext *ctx, struct fp_machine *machine, if (inputsRead & (1 << FRAG_ATTRIB_COL0)) { GLfloat *col0 = machine->Inputs[FRAG_ATTRIB_COL0]; ASSERT(span->arrayMask & SPAN_RGBA); - col0[0] = CHAN_TO_FLOAT(span->array->rgba[col][RCOMP]); - col0[1] = CHAN_TO_FLOAT(span->array->rgba[col][GCOMP]); - col0[2] = CHAN_TO_FLOAT(span->array->rgba[col][BCOMP]); - col0[3] = CHAN_TO_FLOAT(span->array->rgba[col][ACOMP]); + 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]); + } } if (inputsRead & (1 << FRAG_ATTRIB_COL1)) { GLfloat *col1 = machine->Inputs[FRAG_ATTRIB_COL1]; - col1[0] = CHAN_TO_FLOAT(span->array->spec[col][RCOMP]); - col1[1] = CHAN_TO_FLOAT(span->array->spec[col][GCOMP]); - col1[2] = CHAN_TO_FLOAT(span->array->spec[col][BCOMP]); - col1[3] = CHAN_TO_FLOAT(span->array->spec[col][ACOMP]); + 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]); + } } if (inputsRead & (1 << FRAG_ATTRIB_FOGC)) { GLfloat *fogc = machine->Inputs[FRAG_ATTRIB_FOGC]; @@ -1529,10 +1557,24 @@ run_program(GLcontext *ctx, SWspan *span, GLuint start, GLuint end) /* Store output registers */ { const GLfloat *colOut = machine.Outputs[FRAG_RESULT_COLR]; - 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]); + 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 */ if (program->Base.OutputsWritten & (1 << FRAG_RESULT_DEPR)) { @@ -1546,6 +1588,7 @@ run_program(GLcontext *ctx, SWspan *span, GLuint start, GLuint end) } } } + CurrentMachine = NULL; } -- 2.30.2