/* * Mesa 3-D graphics library * * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. */ #include "main/glheader.h" #include "main/macros.h" #include "main/samplerobj.h" #include "main/teximage.h" #include "program/prog_instruction.h" #include "s_context.h" #include "s_fragprog.h" #include "s_span.h" /** * \brief Should swrast use a fragment program? * * \return true if the current fragment program exists and is not the fixed * function fragment program */ GLboolean _swrast_use_fragment_program(struct gl_context *ctx) { struct gl_fragment_program *fp = ctx->FragmentProgram._Current; return fp && !(fp == ctx->FragmentProgram._TexEnvProgram && fp->Base.NumInstructions == 0); } /** * Apply texture object's swizzle (X/Y/Z/W/0/1) to incoming 'texel' * and return results in 'colorOut'. */ static inline void swizzle_texel(const GLfloat texel[4], GLfloat colorOut[4], GLuint swizzle) { if (swizzle == SWIZZLE_NOOP) { COPY_4V(colorOut, texel); } else { GLfloat vector[6]; vector[SWIZZLE_X] = texel[0]; vector[SWIZZLE_Y] = texel[1]; vector[SWIZZLE_Z] = texel[2]; vector[SWIZZLE_W] = texel[3]; vector[SWIZZLE_ZERO] = 0.0F; vector[SWIZZLE_ONE] = 1.0F; colorOut[0] = vector[GET_SWZ(swizzle, 0)]; colorOut[1] = vector[GET_SWZ(swizzle, 1)]; colorOut[2] = vector[GET_SWZ(swizzle, 2)]; colorOut[3] = vector[GET_SWZ(swizzle, 3)]; } } /** * Fetch a texel with given lod. * Called via machine->FetchTexelLod() */ static void fetch_texel_lod( struct gl_context *ctx, const GLfloat texcoord[4], GLfloat lambda, GLuint unit, GLfloat color[4] ) { const struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current; if (texObj) { SWcontext *swrast = SWRAST_CONTEXT(ctx); GLfloat rgba[4]; const struct gl_sampler_object *samp = _mesa_get_samplerobj(ctx, unit); lambda = CLAMP(lambda, samp->MinLod, samp->MaxLod); swrast->TextureSample[unit](ctx, samp, ctx->Texture.Unit[unit]._Current, 1, (const GLfloat (*)[4]) texcoord, &lambda, &rgba); swizzle_texel(rgba, color, texObj->_Swizzle); } else { ASSIGN_4V(color, 0.0F, 0.0F, 0.0F, 1.0F); } } /** * Fetch a texel with the given partial derivatives to compute a level * of detail in the mipmap. * Called via machine->FetchTexelDeriv() * \param lodBias the lod bias which may be specified by a TXB instruction, * otherwise zero. */ static void fetch_texel_deriv( struct gl_context *ctx, const GLfloat texcoord[4], const GLfloat texdx[4], const GLfloat texdy[4], GLfloat lodBias, GLuint unit, GLfloat color[4] ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; const struct gl_texture_object *texObj = texUnit->_Current; if (texObj) { const struct gl_texture_image *texImg = _mesa_base_tex_image(texObj); const struct swrast_texture_image *swImg = swrast_texture_image_const(texImg); const struct gl_sampler_object *samp = _mesa_get_samplerobj(ctx, unit); const GLfloat texW = (GLfloat) swImg->WidthScale; const GLfloat texH = (GLfloat) swImg->HeightScale; GLfloat lambda; GLfloat rgba[4]; lambda = _swrast_compute_lambda(texdx[0], texdy[0], /* ds/dx, ds/dy */ texdx[1], texdy[1], /* dt/dx, dt/dy */ texdx[3], texdy[3], /* dq/dx, dq/dy */ texW, texH, texcoord[0], texcoord[1], texcoord[3], 1.0F / texcoord[3]); lambda += lodBias + texUnit->LodBias + samp->LodBias; lambda = CLAMP(lambda, samp->MinLod, samp->MaxLod); swrast->TextureSample[unit](ctx, samp, ctx->Texture.Unit[unit]._Current, 1, (const GLfloat (*)[4]) texcoord, &lambda, &rgba); swizzle_texel(rgba, color, texObj->_Swizzle); } else { ASSIGN_4V(color, 0.0F, 0.0F, 0.0F, 1.0F); } } /** * Initialize the virtual fragment program machine state prior to running * fragment program on a fragment. This involves initializing the input * registers, condition codes, etc. * \param machine the virtual machine state to init * \param program the fragment program we're about to run * \param span the span of pixels we'll operate on * \param col which element (column) of the span we'll operate on */ static void init_machine(struct gl_context *ctx, struct gl_program_machine *machine, const struct gl_fragment_program *program, const SWspan *span, GLuint col) { GLfloat *wpos = span->array->attribs[VARYING_SLOT_POS][col]; /* ARB_fragment_coord_conventions */ if (program->OriginUpperLeft) wpos[1] = ctx->DrawBuffer->Height - 1 - wpos[1]; if (!program->PixelCenterInteger) { wpos[0] += 0.5F; wpos[1] += 0.5F; } /* Setup pointer to input attributes */ machine->Attribs = span->array->attribs; machine->DerivX = (GLfloat (*)[4]) span->attrStepX; machine->DerivY = (GLfloat (*)[4]) span->attrStepY; machine->NumDeriv = VARYING_SLOT_MAX; machine->Samplers = program->Base.SamplerUnits; /* if running a GLSL program (not ARB_fragment_program) */ if (ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]) { /* Store front/back facing value */ machine->Attribs[VARYING_SLOT_FACE][col][0] = 1.0F - span->facing; } machine->CurElement = col; /* init condition codes */ machine->CondCodes[0] = COND_EQ; machine->CondCodes[1] = COND_EQ; machine->CondCodes[2] = COND_EQ; machine->CondCodes[3] = COND_EQ; /* init call stack */ machine->StackDepth = 0; machine->FetchTexelLod = fetch_texel_lod; machine->FetchTexelDeriv = fetch_texel_deriv; } /** * Run fragment program on the pixels in span from 'start' to 'end' - 1. */ static void run_program(struct gl_context *ctx, SWspan *span, GLuint start, GLuint end) { SWcontext *swrast = SWRAST_CONTEXT(ctx); const struct gl_fragment_program *program = ctx->FragmentProgram._Current; const GLbitfield64 outputsWritten = program->Base.OutputsWritten; struct gl_program_machine *machine = &swrast->FragProgMachine; GLuint i; for (i = start; i < end; i++) { if (span->array->mask[i]) { init_machine(ctx, machine, program, span, i); if (_mesa_execute_program(ctx, &program->Base, machine)) { /* Store result color */ if (outputsWritten & BITFIELD64_BIT(FRAG_RESULT_COLOR)) { COPY_4V(span->array->attribs[VARYING_SLOT_COL0][i], machine->Outputs[FRAG_RESULT_COLOR]); } else { /* Multiple drawbuffers / render targets * Note that colors beyond 0 and 1 will overwrite other * attributes, such as FOGC, TEX0, TEX1, etc. That's OK. */ GLuint buf; for (buf = 0; buf < ctx->DrawBuffer->_NumColorDrawBuffers; buf++) { if (outputsWritten & BITFIELD64_BIT(FRAG_RESULT_DATA0 + buf)) { COPY_4V(span->array->attribs[VARYING_SLOT_COL0 + buf][i], machine->Outputs[FRAG_RESULT_DATA0 + buf]); } } } /* Store result depth/z */ if (outputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) { const GLfloat depth = machine->Outputs[FRAG_RESULT_DEPTH][2]; if (depth <= 0.0F) span->array->z[i] = 0; else if (depth >= 1.0F) span->array->z[i] = ctx->DrawBuffer->_DepthMax; else span->array->z[i] = (GLuint) (depth * ctx->DrawBuffer->_DepthMaxF + 0.5F); } } else { /* killed fragment */ span->array->mask[i] = GL_FALSE; span->writeAll = GL_FALSE; } } } } /** * Execute the current fragment program for all the fragments * in the given span. */ void _swrast_exec_fragment_program( struct gl_context *ctx, SWspan *span ) { const struct gl_fragment_program *program = ctx->FragmentProgram._Current; /* incoming colors should be floats */ if (program->Base.InputsRead & VARYING_BIT_COL0) { assert(span->array->ChanType == GL_FLOAT); } run_program(ctx, span, 0, span->end); if (program->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_COLOR)) { span->interpMask &= ~SPAN_RGBA; span->arrayMask |= SPAN_RGBA; } if (program->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) { span->interpMask &= ~SPAN_Z; span->arrayMask |= SPAN_Z; } }