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authormarha <marha@users.sourceforge.net>2009-10-09 06:31:44 +0000
committermarha <marha@users.sourceforge.net>2009-10-09 06:31:44 +0000
commit06456f5db88b434c3634ede42bdbfdce78fc4249 (patch)
tree97f5174e2d3da40faee7f2ad8858233da3d0166e /mesalib/src/mesa/swrast/s_atifragshader.c
parent7b230a3fe2d6c83488d9eec43067fe8ba8ac081b (diff)
parenta0c4815433ccd57322f4f7703ca35e9ccfa59250 (diff)
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svn merge ^/branches/released . --username marha
Diffstat (limited to 'mesalib/src/mesa/swrast/s_atifragshader.c')
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diff --git a/mesalib/src/mesa/swrast/s_atifragshader.c b/mesalib/src/mesa/swrast/s_atifragshader.c
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+/*
+ * Copyright (C) 2004 David Airlie 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
+ * DAVID AIRLIE 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/colormac.h"
+#include "main/context.h"
+#include "main/macros.h"
+#include "shader/program.h"
+#include "shader/atifragshader.h"
+#include "swrast/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.
+ */
+static void
+fetch_texel(GLcontext * ctx, const GLfloat texcoord[4], GLfloat lambda,
+ GLuint unit, GLfloat color[4])
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+
+ /* XXX use a float-valued TextureSample routine here!!! */
+ swrast->TextureSample[unit](ctx, ctx->Texture.Unit[unit]._Current,
+ 1, (const GLfloat(*)[4]) texcoord,
+ &lambda, (GLfloat (*)[4]) color);
+}
+
+static void
+apply_swizzle(GLfloat values[4], GLuint swizzle)
+{
+ GLfloat s, t, r, q;
+
+ s = values[0];
+ t = values[1];
+ r = values[2];
+ q = values[3];
+
+ switch (swizzle) {
+ case GL_SWIZZLE_STR_ATI:
+ values[0] = s;
+ values[1] = t;
+ values[2] = r;
+ break;
+ case GL_SWIZZLE_STQ_ATI:
+ values[0] = s;
+ values[1] = t;
+ values[2] = q;
+ break;
+ case GL_SWIZZLE_STR_DR_ATI:
+ values[0] = s / r;
+ values[1] = t / r;
+ values[2] = 1 / r;
+ break;
+ case GL_SWIZZLE_STQ_DQ_ATI:
+/* make sure q is not 0 to avoid problems later with infinite values (texture lookup)? */
+ if (q == 0.0F) q = 0.000000001;
+ values[0] = s / q;
+ values[1] = t / q;
+ values[2] = 1 / q;
+ break;
+ }
+ values[3] = 0.0;
+}
+
+static void
+apply_src_rep(GLint optype, GLuint rep, GLfloat * val)
+{
+ GLint i;
+ GLint start, end;
+ if (!rep)
+ return;
+
+ start = optype ? 3 : 0;
+ end = 4;
+
+ for (i = start; i < end; i++) {
+ switch (rep) {
+ case GL_RED:
+ val[i] = val[0];
+ break;
+ case GL_GREEN:
+ val[i] = val[1];
+ break;
+ case GL_BLUE:
+ val[i] = val[2];
+ break;
+ case GL_ALPHA:
+ val[i] = val[3];
+ break;
+ }
+ }
+}
+
+static void
+apply_src_mod(GLint optype, GLuint mod, GLfloat * val)
+{
+ GLint i;
+ GLint start, end;
+
+ if (!mod)
+ return;
+
+ start = optype ? 3 : 0;
+ end = 4;
+
+ for (i = start; i < end; i++) {
+ if (mod & GL_COMP_BIT_ATI)
+ val[i] = 1 - val[i];
+
+ if (mod & GL_BIAS_BIT_ATI)
+ val[i] = val[i] - 0.5;
+
+ if (mod & GL_2X_BIT_ATI)
+ val[i] = 2 * val[i];
+
+ if (mod & GL_NEGATE_BIT_ATI)
+ val[i] = -val[i];
+ }
+}
+
+static void
+apply_dst_mod(GLuint optype, GLuint mod, GLfloat * val)
+{
+ GLint i;
+ GLint has_sat = mod & GL_SATURATE_BIT_ATI;
+ GLint start, end;
+
+ mod &= ~GL_SATURATE_BIT_ATI;
+
+ start = optype ? 3 : 0;
+ end = optype ? 4 : 3;
+
+ for (i = start; i < end; i++) {
+ switch (mod) {
+ case GL_2X_BIT_ATI:
+ val[i] = 2 * val[i];
+ break;
+ case GL_4X_BIT_ATI:
+ val[i] = 4 * val[i];
+ break;
+ case GL_8X_BIT_ATI:
+ val[i] = 8 * val[i];
+ break;
+ case GL_HALF_BIT_ATI:
+ val[i] = val[i] * 0.5;
+ break;
+ case GL_QUARTER_BIT_ATI:
+ val[i] = val[i] * 0.25;
+ break;
+ case GL_EIGHTH_BIT_ATI:
+ val[i] = val[i] * 0.125;
+ break;
+ }
+
+ if (has_sat) {
+ if (val[i] < 0.0)
+ val[i] = 0;
+ else if (val[i] > 1.0)
+ val[i] = 1.0;
+ }
+ else {
+ if (val[i] < -8.0)
+ val[i] = -8.0;
+ else if (val[i] > 8.0)
+ val[i] = 8.0;
+ }
+ }
+}
+
+
+static void
+write_dst_addr(GLuint optype, GLuint mod, GLuint mask, GLfloat * src,
+ GLfloat * dst)
+{
+ GLint i;
+ apply_dst_mod(optype, mod, src);
+
+ if (optype == ATI_FRAGMENT_SHADER_COLOR_OP) {
+ if (mask) {
+ if (mask & GL_RED_BIT_ATI)
+ dst[0] = src[0];
+
+ if (mask & GL_GREEN_BIT_ATI)
+ dst[1] = src[1];
+
+ if (mask & GL_BLUE_BIT_ATI)
+ dst[2] = src[2];
+ }
+ else {
+ for (i = 0; i < 3; i++)
+ dst[i] = src[i];
+ }
+ }
+ else
+ dst[3] = src[3];
+}
+
+static void
+finish_pass(struct atifs_machine *machine)
+{
+ GLint i;
+
+ for (i = 0; i < 6; i++) {
+ COPY_4V(machine->PrevPassRegisters[i], machine->Registers[i]);
+ }
+}
+
+struct ati_fs_opcode_st ati_fs_opcodes[] = {
+ {GL_ADD_ATI, 2},
+ {GL_SUB_ATI, 2},
+ {GL_MUL_ATI, 2},
+ {GL_MAD_ATI, 3},
+ {GL_LERP_ATI, 3},
+ {GL_MOV_ATI, 1},
+ {GL_CND_ATI, 3},
+ {GL_CND0_ATI, 3},
+ {GL_DOT2_ADD_ATI, 3},
+ {GL_DOT3_ATI, 2},
+ {GL_DOT4_ATI, 2}
+};
+
+
+
+static void
+handle_pass_op(struct atifs_machine *machine, struct atifs_setupinst *texinst,
+ const SWspan *span, GLuint column, GLuint idx)
+{
+ GLuint swizzle = texinst->swizzle;
+ GLuint pass_tex = texinst->src;
+
+ if (pass_tex >= GL_TEXTURE0_ARB && pass_tex <= GL_TEXTURE7_ARB) {
+ pass_tex -= GL_TEXTURE0_ARB;
+ COPY_4V(machine->Registers[idx],
+ span->array->attribs[FRAG_ATTRIB_TEX0 + pass_tex][column]);
+ }
+ else if (pass_tex >= GL_REG_0_ATI && pass_tex <= GL_REG_5_ATI) {
+ pass_tex -= GL_REG_0_ATI;
+ COPY_4V(machine->Registers[idx], machine->PrevPassRegisters[pass_tex]);
+ }
+ apply_swizzle(machine->Registers[idx], swizzle);
+
+}
+
+static void
+handle_sample_op(GLcontext * ctx, struct atifs_machine *machine,
+ struct atifs_setupinst *texinst, const SWspan *span,
+ GLuint column, GLuint idx)
+{
+/* sample from unit idx using texinst->src as coords */
+ GLuint swizzle = texinst->swizzle;
+ GLuint coord_source = texinst->src;
+ GLfloat tex_coords[4];
+
+ if (coord_source >= GL_TEXTURE0_ARB && coord_source <= GL_TEXTURE7_ARB) {
+ coord_source -= GL_TEXTURE0_ARB;
+ COPY_4V(tex_coords,
+ span->array->attribs[FRAG_ATTRIB_TEX0 + coord_source][column]);
+ }
+ else if (coord_source >= GL_REG_0_ATI && coord_source <= GL_REG_5_ATI) {
+ coord_source -= GL_REG_0_ATI;
+ COPY_4V(tex_coords, machine->PrevPassRegisters[coord_source]);
+ }
+ apply_swizzle(tex_coords, swizzle);
+ fetch_texel(ctx, tex_coords, 0.0F, idx, machine->Registers[idx]);
+}
+
+#define SETUP_SRC_REG(optype, i, x) \
+do { \
+ COPY_4V(src[optype][i], x); \
+} while (0)
+
+
+
+/**
+ * Execute the given fragment shader.
+ * NOTE: we do everything in single-precision floating point
+ * \param ctx - rendering context
+ * \param shader - the shader to execute
+ * \param machine - virtual machine state
+ * \param span - the SWspan we're operating on
+ * \param column - which pixel [i] we're operating on in the span
+ */
+static void
+execute_shader(GLcontext *ctx, const struct ati_fragment_shader *shader,
+ struct atifs_machine *machine, const SWspan *span,
+ GLuint column)
+{
+ GLuint pc;
+ struct atifs_instruction *inst;
+ struct atifs_setupinst *texinst;
+ GLint optype;
+ GLuint i;
+ GLint j, pass;
+ GLint dstreg;
+ GLfloat src[2][3][4];
+ GLfloat zeros[4] = { 0.0, 0.0, 0.0, 0.0 };
+ GLfloat ones[4] = { 1.0, 1.0, 1.0, 1.0 };
+ GLfloat dst[2][4], *dstp;
+
+ for (pass = 0; pass < shader->NumPasses; pass++) {
+ if (pass > 0)
+ finish_pass(machine);
+ for (j = 0; j < MAX_NUM_FRAGMENT_REGISTERS_ATI; j++) {
+ texinst = &shader->SetupInst[pass][j];
+ if (texinst->Opcode == ATI_FRAGMENT_SHADER_PASS_OP)
+ handle_pass_op(machine, texinst, span, column, j);
+ else if (texinst->Opcode == ATI_FRAGMENT_SHADER_SAMPLE_OP)
+ handle_sample_op(ctx, machine, texinst, span, column, j);
+ }
+
+ for (pc = 0; pc < shader->numArithInstr[pass]; pc++) {
+ inst = &shader->Instructions[pass][pc];
+
+ /* setup the source registers for color and alpha ops */
+ for (optype = 0; optype < 2; optype++) {
+ for (i = 0; i < inst->ArgCount[optype]; i++) {
+ GLint index = inst->SrcReg[optype][i].Index;
+
+ if (index >= GL_REG_0_ATI && index <= GL_REG_5_ATI)
+ SETUP_SRC_REG(optype, i,
+ machine->Registers[index - GL_REG_0_ATI]);
+ else if (index >= GL_CON_0_ATI && index <= GL_CON_7_ATI) {
+ if (shader->LocalConstDef & (1 << (index - GL_CON_0_ATI))) {
+ SETUP_SRC_REG(optype, i,
+ shader->Constants[index - GL_CON_0_ATI]);
+ } else {
+ SETUP_SRC_REG(optype, i,
+ ctx->ATIFragmentShader.GlobalConstants[index - GL_CON_0_ATI]);
+ }
+ }
+ else if (index == GL_ONE)
+ SETUP_SRC_REG(optype, i, ones);
+ else if (index == GL_ZERO)
+ SETUP_SRC_REG(optype, i, zeros);
+ else if (index == GL_PRIMARY_COLOR_EXT)
+ SETUP_SRC_REG(optype, i,
+ machine->Inputs[ATI_FS_INPUT_PRIMARY]);
+ else if (index == GL_SECONDARY_INTERPOLATOR_ATI)
+ SETUP_SRC_REG(optype, i,
+ machine->Inputs[ATI_FS_INPUT_SECONDARY]);
+
+ apply_src_rep(optype, inst->SrcReg[optype][i].argRep,
+ src[optype][i]);
+ apply_src_mod(optype, inst->SrcReg[optype][i].argMod,
+ src[optype][i]);
+ }
+ }
+
+ /* Execute the operations - color then alpha */
+ for (optype = 0; optype < 2; optype++) {
+ if (inst->Opcode[optype]) {
+ switch (inst->Opcode[optype]) {
+ case GL_ADD_ATI:
+ if (!optype)
+ for (i = 0; i < 3; i++) {
+ dst[optype][i] =
+ src[optype][0][i] + src[optype][1][i];
+ }
+ else
+ dst[optype][3] = src[optype][0][3] + src[optype][1][3];
+ break;
+ case GL_SUB_ATI:
+ if (!optype)
+ for (i = 0; i < 3; i++) {
+ dst[optype][i] =
+ src[optype][0][i] - src[optype][1][i];
+ }
+ else
+ dst[optype][3] = src[optype][0][3] - src[optype][1][3];
+ break;
+ case GL_MUL_ATI:
+ if (!optype)
+ for (i = 0; i < 3; i++) {
+ dst[optype][i] =
+ src[optype][0][i] * src[optype][1][i];
+ }
+ else
+ dst[optype][3] = src[optype][0][3] * src[optype][1][3];
+ break;
+ case GL_MAD_ATI:
+ if (!optype)
+ for (i = 0; i < 3; i++) {
+ dst[optype][i] =
+ src[optype][0][i] * src[optype][1][i] +
+ src[optype][2][i];
+ }
+ else
+ dst[optype][3] =
+ src[optype][0][3] * src[optype][1][3] +
+ src[optype][2][3];
+ break;
+ case GL_LERP_ATI:
+ if (!optype)
+ for (i = 0; i < 3; i++) {
+ dst[optype][i] =
+ src[optype][0][i] * src[optype][1][i] + (1 -
+ src
+ [optype]
+ [0][i]) *
+ src[optype][2][i];
+ }
+ else
+ dst[optype][3] =
+ src[optype][0][3] * src[optype][1][3] + (1 -
+ src[optype]
+ [0][3]) *
+ src[optype][2][3];
+ break;
+
+ case GL_MOV_ATI:
+ if (!optype)
+ for (i = 0; i < 3; i++) {
+ dst[optype][i] = src[optype][0][i];
+ }
+ else
+ dst[optype][3] = src[optype][0][3];
+ break;
+ case GL_CND_ATI:
+ if (!optype) {
+ for (i = 0; i < 3; i++) {
+ dst[optype][i] =
+ (src[optype][2][i] >
+ 0.5) ? src[optype][0][i] : src[optype][1][i];
+ }
+ }
+ else {
+ dst[optype][3] =
+ (src[optype][2][3] >
+ 0.5) ? src[optype][0][3] : src[optype][1][3];
+ }
+ break;
+
+ case GL_CND0_ATI:
+ if (!optype)
+ for (i = 0; i < 3; i++) {
+ dst[optype][i] =
+ (src[optype][2][i] >=
+ 0) ? src[optype][0][i] : src[optype][1][i];
+ }
+ else {
+ dst[optype][3] =
+ (src[optype][2][3] >=
+ 0) ? src[optype][0][3] : src[optype][1][3];
+ }
+ break;
+ case GL_DOT2_ADD_ATI:
+ {
+ GLfloat result;
+
+ /* DOT 2 always uses the source from the color op */
+ /* could save recalculation of dot products for alpha inst */
+ result = src[0][0][0] * src[0][1][0] +
+ src[0][0][1] * src[0][1][1] + src[0][2][2];
+ if (!optype) {
+ for (i = 0; i < 3; i++) {
+ dst[optype][i] = result;
+ }
+ }
+ else
+ dst[optype][3] = result;
+ }
+ break;
+ case GL_DOT3_ATI:
+ {
+ GLfloat result;
+
+ /* DOT 3 always uses the source from the color op */
+ result = src[0][0][0] * src[0][1][0] +
+ src[0][0][1] * src[0][1][1] +
+ src[0][0][2] * src[0][1][2];
+
+ if (!optype) {
+ for (i = 0; i < 3; i++) {
+ dst[optype][i] = result;
+ }
+ }
+ else
+ dst[optype][3] = result;
+ }
+ break;
+ case GL_DOT4_ATI:
+ {
+ GLfloat result;
+
+ /* DOT 4 always uses the source from the color op */
+ result = src[0][0][0] * src[0][1][0] +
+ src[0][0][1] * src[0][1][1] +
+ src[0][0][2] * src[0][1][2] +
+ src[0][0][3] * src[0][1][3];
+ if (!optype) {
+ for (i = 0; i < 3; i++) {
+ dst[optype][i] = result;
+ }
+ }
+ else
+ dst[optype][3] = result;
+ }
+ break;
+
+ }
+ }
+ }
+
+ /* write out the destination registers */
+ for (optype = 0; optype < 2; optype++) {
+ if (inst->Opcode[optype]) {
+ dstreg = inst->DstReg[optype].Index;
+ dstp = machine->Registers[dstreg - GL_REG_0_ATI];
+
+ if ((optype == 0) || ((inst->Opcode[1] != GL_DOT2_ADD_ATI) &&
+ (inst->Opcode[1] != GL_DOT3_ATI) && (inst->Opcode[1] != GL_DOT4_ATI)))
+ write_dst_addr(optype, inst->DstReg[optype].dstMod,
+ inst->DstReg[optype].dstMask, dst[optype],
+ dstp);
+ else
+ write_dst_addr(1, inst->DstReg[0].dstMod, 0, dst[1], dstp);
+ }
+ }
+ }
+ }
+}
+
+
+/**
+ * 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++)
+ machine->Registers[i][j] = 0.0;
+ }
+
+ COPY_4V(inputs[ATI_FS_INPUT_PRIMARY], span->array->attribs[FRAG_ATTRIB_COL0][col]);
+ COPY_4V(inputs[ATI_FS_INPUT_SECONDARY], span->array->attribs[FRAG_ATTRIB_COL1][col]);
+}
+
+
+
+/**
+ * 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;
+
+ /* incoming colors should be floats */
+ ASSERT(span->array->ChanType == GL_FLOAT);
+
+ for (i = 0; i < span->end; i++) {
+ if (span->array->mask[i]) {
+ init_machine(ctx, &machine, shader, span, i);
+
+ execute_shader(ctx, shader, &machine, span, i);
+
+ /* store result color */
+ {
+ const GLfloat *colOut = machine.Registers[0];
+ /*fprintf(stderr,"outputs %f %f %f %f\n",
+ colOut[0], colOut[1], colOut[2], colOut[3]); */
+ COPY_4V(span->array->attribs[FRAG_ATTRIB_COL0][i], colOut);
+ }
+ }
+ }
+}