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author | marha <marha@users.sourceforge.net> | 2009-10-08 13:15:52 +0000 |
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committer | marha <marha@users.sourceforge.net> | 2009-10-08 13:15:52 +0000 |
commit | a0c4815433ccd57322f4f7703ca35e9ccfa59250 (patch) | |
tree | f5213802ec12adb86ec3136001c1c29fe5343700 /mesalib/src/mesa/swrast/s_fragprog.c | |
parent | c73dc01b6de45612b24dc2dd34fba24d81ebf46c (diff) | |
download | vcxsrv-a0c4815433ccd57322f4f7703ca35e9ccfa59250.tar.gz vcxsrv-a0c4815433ccd57322f4f7703ca35e9ccfa59250.tar.bz2 vcxsrv-a0c4815433ccd57322f4f7703ca35e9ccfa59250.zip |
Added MesaLib-7.6
Diffstat (limited to 'mesalib/src/mesa/swrast/s_fragprog.c')
-rw-r--r-- | mesalib/src/mesa/swrast/s_fragprog.c | 269 |
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; + } +} + |