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authormarha <marha@users.sourceforge.net>2009-10-08 13:15:52 +0000
committermarha <marha@users.sourceforge.net>2009-10-08 13:15:52 +0000
commita0c4815433ccd57322f4f7703ca35e9ccfa59250 (patch)
treef5213802ec12adb86ec3136001c1c29fe5343700 /mesalib/src/mesa/swrast/s_fragprog.c
parentc73dc01b6de45612b24dc2dd34fba24d81ebf46c (diff)
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Added MesaLib-7.6
Diffstat (limited to 'mesalib/src/mesa/swrast/s_fragprog.c')
-rw-r--r--mesalib/src/mesa/swrast/s_fragprog.c269
1 files changed, 269 insertions, 0 deletions
diff --git a/mesalib/src/mesa/swrast/s_fragprog.c b/mesalib/src/mesa/swrast/s_fragprog.c
new file mode 100644
index 000000000..77a77f0bc
--- /dev/null
+++ b/mesalib/src/mesa/swrast/s_fragprog.c
@@ -0,0 +1,269 @@
+/*
+ * Mesa 3-D graphics library
+ * Version: 7.0.3
+ *
+ * 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
+ * BRIAN PAUL 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/texstate.h"
+#include "shader/prog_instruction.h"
+
+#include "s_fragprog.h"
+#include "s_span.h"
+
+
+/**
+ * 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( GLcontext *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];
+
+ lambda = CLAMP(lambda, texObj->MinLod, texObj->MaxLod);
+
+ swrast->TextureSample[unit](ctx, texObj, 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( GLcontext *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 =
+ texObj->Image[0][texObj->BaseLevel];
+ const GLfloat texW = (GLfloat) texImg->WidthScale;
+ const GLfloat texH = (GLfloat) texImg->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 + texObj->LodBias;
+
+ lambda = CLAMP(lambda, texObj->MinLod, texObj->MaxLod);
+
+ swrast->TextureSample[unit](ctx, texObj, 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(GLcontext *ctx, struct gl_program_machine *machine,
+ const struct gl_fragment_program *program,
+ const SWspan *span, GLuint col)
+{
+ if (program->Base.Target == GL_FRAGMENT_PROGRAM_NV) {
+ /* Clear temporary registers (undefined for ARB_f_p) */
+ _mesa_bzero(machine->Temporaries,
+ MAX_PROGRAM_TEMPS * 4 * sizeof(GLfloat));
+ }
+
+ /* Setup pointer to input attributes */
+ machine->Attribs = span->array->attribs;
+
+ machine->DerivX = (GLfloat (*)[4]) span->attrStepX;
+ machine->DerivY = (GLfloat (*)[4]) span->attrStepY;
+ machine->NumDeriv = FRAG_ATTRIB_MAX;
+
+ machine->Samplers = program->Base.SamplerUnits;
+
+ /* if running a GLSL program (not ARB_fragment_program) */
+ if (ctx->Shader.CurrentProgram) {
+ /* Store front/back facing value */
+ machine->Attribs[FRAG_ATTRIB_FACE][col][0] = 1.0 - 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(GLcontext *ctx, SWspan *span, GLuint start, GLuint end)
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ const struct gl_fragment_program *program = ctx->FragmentProgram._Current;
+ const GLbitfield 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 & (1 << FRAG_RESULT_COLOR)) {
+ COPY_4V(span->array->attribs[FRAG_ATTRIB_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 & (1 << (FRAG_RESULT_DATA0 + buf))) {
+ COPY_4V(span->array->attribs[FRAG_ATTRIB_COL0 + buf][i],
+ machine->Outputs[FRAG_RESULT_DATA0 + buf]);
+ }
+ }
+ }
+
+ /* Store result depth/z */
+ if (outputsWritten & (1 << FRAG_RESULT_DEPTH)) {
+ const GLfloat depth = machine->Outputs[FRAG_RESULT_DEPTH][2];
+ if (depth <= 0.0)
+ span->array->z[i] = 0;
+ else if (depth >= 1.0)
+ span->array->z[i] = ctx->DrawBuffer->_DepthMax;
+ else
+ span->array->z[i] = IROUND(depth * ctx->DrawBuffer->_DepthMaxF);
+ }
+ }
+ 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( GLcontext *ctx, SWspan *span )
+{
+ const struct gl_fragment_program *program = ctx->FragmentProgram._Current;
+
+ /* incoming colors should be floats */
+ if (program->Base.InputsRead & FRAG_BIT_COL0) {
+ ASSERT(span->array->ChanType == GL_FLOAT);
+ }
+
+ run_program(ctx, span, 0, span->end);
+
+ if (program->Base.OutputsWritten & (1 << FRAG_RESULT_COLOR)) {
+ span->interpMask &= ~SPAN_RGBA;
+ span->arrayMask |= SPAN_RGBA;
+ }
+
+ if (program->Base.OutputsWritten & (1 << FRAG_RESULT_DEPTH)) {
+ span->interpMask &= ~SPAN_Z;
+ span->arrayMask |= SPAN_Z;
+ }
+}
+