Merge branch 'shader-file-reorg'
[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 "program/prog_instruction.h"
29
30 #include "s_fragprog.h"
31 #include "s_span.h"
32
33
34 /**
35 * Apply texture object's swizzle (X/Y/Z/W/0/1) to incoming 'texel'
36 * and return results in 'colorOut'.
37 */
38 static INLINE void
39 swizzle_texel(const GLfloat texel[4], GLfloat colorOut[4], GLuint swizzle)
40 {
41 if (swizzle == SWIZZLE_NOOP) {
42 COPY_4V(colorOut, texel);
43 }
44 else {
45 GLfloat vector[6];
46 vector[SWIZZLE_X] = texel[0];
47 vector[SWIZZLE_Y] = texel[1];
48 vector[SWIZZLE_Z] = texel[2];
49 vector[SWIZZLE_W] = texel[3];
50 vector[SWIZZLE_ZERO] = 0.0F;
51 vector[SWIZZLE_ONE] = 1.0F;
52 colorOut[0] = vector[GET_SWZ(swizzle, 0)];
53 colorOut[1] = vector[GET_SWZ(swizzle, 1)];
54 colorOut[2] = vector[GET_SWZ(swizzle, 2)];
55 colorOut[3] = vector[GET_SWZ(swizzle, 3)];
56 }
57 }
58
59
60 /**
61 * Fetch a texel with given lod.
62 * Called via machine->FetchTexelLod()
63 */
64 static void
65 fetch_texel_lod( GLcontext *ctx, const GLfloat texcoord[4], GLfloat lambda,
66 GLuint unit, GLfloat color[4] )
67 {
68 const struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current;
69
70 if (texObj) {
71 SWcontext *swrast = SWRAST_CONTEXT(ctx);
72 GLfloat rgba[4];
73
74 lambda = CLAMP(lambda, texObj->MinLod, texObj->MaxLod);
75
76 swrast->TextureSample[unit](ctx, texObj, 1,
77 (const GLfloat (*)[4]) texcoord,
78 &lambda, &rgba);
79 swizzle_texel(rgba, color, texObj->_Swizzle);
80 }
81 else {
82 ASSIGN_4V(color, 0.0F, 0.0F, 0.0F, 1.0F);
83 }
84 }
85
86
87 /**
88 * Fetch a texel with the given partial derivatives to compute a level
89 * of detail in the mipmap.
90 * Called via machine->FetchTexelDeriv()
91 * \param lodBias the lod bias which may be specified by a TXB instruction,
92 * otherwise zero.
93 */
94 static void
95 fetch_texel_deriv( GLcontext *ctx, const GLfloat texcoord[4],
96 const GLfloat texdx[4], const GLfloat texdy[4],
97 GLfloat lodBias, GLuint unit, GLfloat color[4] )
98 {
99 SWcontext *swrast = SWRAST_CONTEXT(ctx);
100 const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
101 const struct gl_texture_object *texObj = texUnit->_Current;
102
103 if (texObj) {
104 const struct gl_texture_image *texImg =
105 texObj->Image[0][texObj->BaseLevel];
106 const GLfloat texW = (GLfloat) texImg->WidthScale;
107 const GLfloat texH = (GLfloat) texImg->HeightScale;
108 GLfloat lambda;
109 GLfloat rgba[4];
110
111 lambda = _swrast_compute_lambda(texdx[0], texdy[0], /* ds/dx, ds/dy */
112 texdx[1], texdy[1], /* dt/dx, dt/dy */
113 texdx[3], texdy[3], /* dq/dx, dq/dy */
114 texW, texH,
115 texcoord[0], texcoord[1], texcoord[3],
116 1.0F / texcoord[3]);
117
118 lambda += lodBias + texUnit->LodBias + texObj->LodBias;
119
120 lambda = CLAMP(lambda, texObj->MinLod, texObj->MaxLod);
121
122 swrast->TextureSample[unit](ctx, texObj, 1,
123 (const GLfloat (*)[4]) texcoord,
124 &lambda, &rgba);
125 swizzle_texel(rgba, color, texObj->_Swizzle);
126 }
127 else {
128 ASSIGN_4V(color, 0.0F, 0.0F, 0.0F, 1.0F);
129 }
130 }
131
132
133 /**
134 * Initialize the virtual fragment program machine state prior to running
135 * fragment program on a fragment. This involves initializing the input
136 * registers, condition codes, etc.
137 * \param machine the virtual machine state to init
138 * \param program the fragment program we're about to run
139 * \param span the span of pixels we'll operate on
140 * \param col which element (column) of the span we'll operate on
141 */
142 static void
143 init_machine(GLcontext *ctx, struct gl_program_machine *machine,
144 const struct gl_fragment_program *program,
145 const SWspan *span, GLuint col)
146 {
147 GLfloat *wpos = span->array->attribs[FRAG_ATTRIB_WPOS][col];
148
149 if (program->Base.Target == GL_FRAGMENT_PROGRAM_NV) {
150 /* Clear temporary registers (undefined for ARB_f_p) */
151 memset(machine->Temporaries, 0, MAX_PROGRAM_TEMPS * 4 * sizeof(GLfloat));
152 }
153
154 /* ARB_fragment_coord_conventions */
155 if (program->OriginUpperLeft)
156 wpos[1] = ctx->DrawBuffer->Height - 1 - wpos[1];
157 if (!program->PixelCenterInteger) {
158 wpos[0] += 0.5F;
159 wpos[1] += 0.5F;
160 }
161
162 /* Setup pointer to input attributes */
163 machine->Attribs = span->array->attribs;
164
165 machine->DerivX = (GLfloat (*)[4]) span->attrStepX;
166 machine->DerivY = (GLfloat (*)[4]) span->attrStepY;
167 machine->NumDeriv = FRAG_ATTRIB_MAX;
168
169 machine->Samplers = program->Base.SamplerUnits;
170
171 /* if running a GLSL program (not ARB_fragment_program) */
172 if (ctx->Shader.CurrentProgram) {
173 /* Store front/back facing value */
174 machine->Attribs[FRAG_ATTRIB_FACE][col][0] = 1.0F - span->facing;
175 }
176
177 machine->CurElement = col;
178
179 /* init condition codes */
180 machine->CondCodes[0] = COND_EQ;
181 machine->CondCodes[1] = COND_EQ;
182 machine->CondCodes[2] = COND_EQ;
183 machine->CondCodes[3] = COND_EQ;
184
185 /* init call stack */
186 machine->StackDepth = 0;
187
188 machine->FetchTexelLod = fetch_texel_lod;
189 machine->FetchTexelDeriv = fetch_texel_deriv;
190 }
191
192
193 /**
194 * Run fragment program on the pixels in span from 'start' to 'end' - 1.
195 */
196 static void
197 run_program(GLcontext *ctx, SWspan *span, GLuint start, GLuint end)
198 {
199 SWcontext *swrast = SWRAST_CONTEXT(ctx);
200 const struct gl_fragment_program *program = ctx->FragmentProgram._Current;
201 const GLbitfield64 outputsWritten = program->Base.OutputsWritten;
202 struct gl_program_machine *machine = &swrast->FragProgMachine;
203 GLuint i;
204
205 for (i = start; i < end; i++) {
206 if (span->array->mask[i]) {
207 init_machine(ctx, machine, program, span, i);
208
209 if (_mesa_execute_program(ctx, &program->Base, machine)) {
210
211 /* Store result color */
212 if (outputsWritten & BITFIELD64_BIT(FRAG_RESULT_COLOR)) {
213 COPY_4V(span->array->attribs[FRAG_ATTRIB_COL0][i],
214 machine->Outputs[FRAG_RESULT_COLOR]);
215 }
216 else {
217 /* Multiple drawbuffers / render targets
218 * Note that colors beyond 0 and 1 will overwrite other
219 * attributes, such as FOGC, TEX0, TEX1, etc. That's OK.
220 */
221 GLuint buf;
222 for (buf = 0; buf < ctx->DrawBuffer->_NumColorDrawBuffers; buf++) {
223 if (outputsWritten & BITFIELD64_BIT(FRAG_RESULT_DATA0 + buf)) {
224 COPY_4V(span->array->attribs[FRAG_ATTRIB_COL0 + buf][i],
225 machine->Outputs[FRAG_RESULT_DATA0 + buf]);
226 }
227 }
228 }
229
230 /* Store result depth/z */
231 if (outputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
232 const GLfloat depth = machine->Outputs[FRAG_RESULT_DEPTH][2];
233 if (depth <= 0.0)
234 span->array->z[i] = 0;
235 else if (depth >= 1.0)
236 span->array->z[i] = ctx->DrawBuffer->_DepthMax;
237 else
238 span->array->z[i] = IROUND(depth * ctx->DrawBuffer->_DepthMaxF);
239 }
240 }
241 else {
242 /* killed fragment */
243 span->array->mask[i] = GL_FALSE;
244 span->writeAll = GL_FALSE;
245 }
246 }
247 }
248 }
249
250
251 /**
252 * Execute the current fragment program for all the fragments
253 * in the given span.
254 */
255 void
256 _swrast_exec_fragment_program( GLcontext *ctx, SWspan *span )
257 {
258 const struct gl_fragment_program *program = ctx->FragmentProgram._Current;
259
260 /* incoming colors should be floats */
261 if (program->Base.InputsRead & FRAG_BIT_COL0) {
262 ASSERT(span->array->ChanType == GL_FLOAT);
263 }
264
265 run_program(ctx, span, 0, span->end);
266
267 if (program->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_COLOR)) {
268 span->interpMask &= ~SPAN_RGBA;
269 span->arrayMask |= SPAN_RGBA;
270 }
271
272 if (program->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
273 span->interpMask &= ~SPAN_Z;
274 span->arrayMask |= SPAN_Z;
275 }
276 }
277