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1901 serge 1
/*
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 * Mesa 3-D graphics library
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 * Version:  7.0.3
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 *
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 * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the "Software"),
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 * to deal in the Software without restriction, including without limitation
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 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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 * and/or sell copies of the Software, and to permit persons to whom the
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 * Software is furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice shall be included
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 * in all copies or substantial portions of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
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 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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 */
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#include "main/glheader.h"
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#include "main/colormac.h"
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#include "program/prog_instruction.h"
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#include "s_context.h"
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#include "s_fragprog.h"
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#include "s_span.h"
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/**
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 * Apply texture object's swizzle (X/Y/Z/W/0/1) to incoming 'texel'
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 * and return results in 'colorOut'.
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 */
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static INLINE void
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swizzle_texel(const GLfloat texel[4], GLfloat colorOut[4], GLuint swizzle)
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{
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   if (swizzle == SWIZZLE_NOOP) {
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      COPY_4V(colorOut, texel);
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   }
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   else {
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      GLfloat vector[6];
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      vector[SWIZZLE_X] = texel[0];
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      vector[SWIZZLE_Y] = texel[1];
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      vector[SWIZZLE_Z] = texel[2];
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      vector[SWIZZLE_W] = texel[3];
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      vector[SWIZZLE_ZERO] = 0.0F;
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      vector[SWIZZLE_ONE] = 1.0F;
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      colorOut[0] = vector[GET_SWZ(swizzle, 0)];
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      colorOut[1] = vector[GET_SWZ(swizzle, 1)];
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      colorOut[2] = vector[GET_SWZ(swizzle, 2)];
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      colorOut[3] = vector[GET_SWZ(swizzle, 3)];
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   }
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}
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59
 
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/**
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 * Fetch a texel with given lod.
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 * Called via machine->FetchTexelLod()
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 */
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static void
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fetch_texel_lod( struct gl_context *ctx, const GLfloat texcoord[4], GLfloat lambda,
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                 GLuint unit, GLfloat color[4] )
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{
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   const struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current;
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70
   if (texObj) {
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      SWcontext *swrast = SWRAST_CONTEXT(ctx);
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      GLfloat rgba[4];
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      lambda = CLAMP(lambda, texObj->MinLod, texObj->MaxLod);
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76
      swrast->TextureSample[unit](ctx, texObj, 1,
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                                  (const GLfloat (*)[4]) texcoord,
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                                  &lambda, &rgba);
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      swizzle_texel(rgba, color, texObj->_Swizzle);
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   }
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   else {
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      ASSIGN_4V(color, 0.0F, 0.0F, 0.0F, 1.0F);
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   }
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}
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86
 
87
/**
88
 * Fetch a texel with the given partial derivatives to compute a level
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 * of detail in the mipmap.
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 * Called via machine->FetchTexelDeriv()
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 * \param lodBias  the lod bias which may be specified by a TXB instruction,
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 *                 otherwise zero.
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 */
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static void
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fetch_texel_deriv( struct gl_context *ctx, const GLfloat texcoord[4],
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                   const GLfloat texdx[4], const GLfloat texdy[4],
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                   GLfloat lodBias, GLuint unit, GLfloat color[4] )
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{
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   SWcontext *swrast = SWRAST_CONTEXT(ctx);
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   const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
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   const struct gl_texture_object *texObj = texUnit->_Current;
102
 
103
   if (texObj) {
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      const struct gl_texture_image *texImg =
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         texObj->Image[0][texObj->BaseLevel];
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      const GLfloat texW = (GLfloat) texImg->WidthScale;
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      const GLfloat texH = (GLfloat) texImg->HeightScale;
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      GLfloat lambda;
109
      GLfloat rgba[4];
110
 
111
      lambda = _swrast_compute_lambda(texdx[0], texdy[0], /* ds/dx, ds/dy */
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                                      texdx[1], texdy[1], /* dt/dx, dt/dy */
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                                      texdx[3], texdy[3], /* dq/dx, dq/dy */
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                                      texW, texH,
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                                      texcoord[0], texcoord[1], texcoord[3],
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                                      1.0F / texcoord[3]);
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118
      lambda += lodBias + texUnit->LodBias + texObj->LodBias;
119
 
120
      lambda = CLAMP(lambda, texObj->MinLod, texObj->MaxLod);
121
 
122
      swrast->TextureSample[unit](ctx, texObj, 1,
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                                  (const GLfloat (*)[4]) texcoord,
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                                  &lambda, &rgba);
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      swizzle_texel(rgba, color, texObj->_Swizzle);
126
   }
127
   else {
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      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
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 * fragment program on a fragment.  This involves initializing the input
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 * 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
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 * \param col  which element (column) of the span we'll operate on
141
 */
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static void
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init_machine(struct gl_context *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.CurrentFragmentProgram) {
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.
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 */
196
static void
197
run_program(struct gl_context *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 */
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	    if (outputsWritten & BITFIELD64_BIT(FRAG_RESULT_COLOR)) {
213
               COPY_4V(span->array->attribs[FRAG_ATTRIB_COL0][i],
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                       machine->Outputs[FRAG_RESULT_COLOR]);
215
            }
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            else {
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               /* Multiple drawbuffers / render targets
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                * Note that colors beyond 0 and 1 will overwrite other
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                * attributes, such as FOGC, TEX0, TEX1, etc.  That's OK.
220
                */
221
               GLuint buf;
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               for (buf = 0; buf < ctx->DrawBuffer->_NumColorDrawBuffers; buf++) {
223
                  if (outputsWritten & BITFIELD64_BIT(FRAG_RESULT_DATA0 + buf)) {
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                     COPY_4V(span->array->attribs[FRAG_ATTRIB_COL0 + buf][i],
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                             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( struct gl_context *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
}
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