aboutsummaryrefslogtreecommitdiff
path: root/mesalib/src/mesa/swrast/s_atifragshader.c
blob: 5fefae6c42b38ce1cf3928acd3a68ce11b42c363 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
/*
 * 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);
	 }
      }
   }
}