
These are replaced with ctx->Shader.CurrentProgram[MESA_SHADER_{VERTEX,FRAGMENT,GEOMETRY}]. In patches to follow, this will allow us to replace a lot of ad-hoc logic with a variable index into the array. With the exception of the changes to mtypes.h, this patch was generated entirely by the command: find src -type f '(' -iname '*.c' -o -iname '*.cpp' ')' \ -print0 | xargs -0 sed -i \ -e 's/\.CurrentVertexProgram/.CurrentProgram[MESA_SHADER_VERTEX]/g' \ -e 's/\.CurrentGeometryProgram/.CurrentProgram[MESA_SHADER_GEOMETRY]/g' \ -e 's/\.CurrentFragmentProgram/.CurrentProgram[MESA_SHADER_FRAGMENT]/g' Reviewed-by: Chris Forbes <chrisf@ijw.co.nz> Reviewed-by: Brian Paul <brianp@vmware.com>
292 lines
9.8 KiB
C
292 lines
9.8 KiB
C
/*
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* Mesa 3-D graphics library
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*
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* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include "main/glheader.h"
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#include "main/colormac.h"
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#include "main/samplerobj.h"
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#include "program/prog_instruction.h"
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#include "s_context.h"
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#include "s_fragprog.h"
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#include "s_span.h"
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/**
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* \brief Should swrast use a fragment program?
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*
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* \return true if the current fragment program exists and is not the fixed
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* function fragment program
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*/
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GLboolean
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_swrast_use_fragment_program(struct gl_context *ctx)
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{
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struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
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return fp && !(fp == ctx->FragmentProgram._TexEnvProgram
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&& fp->Base.NumInstructions == 0);
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}
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/**
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* Apply texture object's swizzle (X/Y/Z/W/0/1) to incoming 'texel'
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* and return results in 'colorOut'.
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*/
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static inline void
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swizzle_texel(const GLfloat texel[4], GLfloat colorOut[4], GLuint swizzle)
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{
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if (swizzle == SWIZZLE_NOOP) {
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COPY_4V(colorOut, texel);
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}
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else {
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GLfloat vector[6];
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vector[SWIZZLE_X] = texel[0];
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vector[SWIZZLE_Y] = texel[1];
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vector[SWIZZLE_Z] = texel[2];
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vector[SWIZZLE_W] = texel[3];
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vector[SWIZZLE_ZERO] = 0.0F;
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vector[SWIZZLE_ONE] = 1.0F;
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colorOut[0] = vector[GET_SWZ(swizzle, 0)];
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colorOut[1] = vector[GET_SWZ(swizzle, 1)];
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colorOut[2] = vector[GET_SWZ(swizzle, 2)];
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colorOut[3] = vector[GET_SWZ(swizzle, 3)];
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}
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}
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/**
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* Fetch a texel with given lod.
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* Called via machine->FetchTexelLod()
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*/
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static void
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fetch_texel_lod( struct gl_context *ctx, const GLfloat texcoord[4], GLfloat lambda,
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GLuint unit, GLfloat color[4] )
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{
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const struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current;
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if (texObj) {
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SWcontext *swrast = SWRAST_CONTEXT(ctx);
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GLfloat rgba[4];
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const struct gl_sampler_object *samp = _mesa_get_samplerobj(ctx, unit);
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lambda = CLAMP(lambda, samp->MinLod, samp->MaxLod);
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swrast->TextureSample[unit](ctx, samp, ctx->Texture.Unit[unit]._Current,
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1, (const GLfloat (*)[4]) texcoord,
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&lambda, &rgba);
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swizzle_texel(rgba, color, texObj->_Swizzle);
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}
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else {
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ASSIGN_4V(color, 0.0F, 0.0F, 0.0F, 1.0F);
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}
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}
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/**
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* Fetch a texel with the given partial derivatives to compute a level
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* of detail in the mipmap.
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* Called via machine->FetchTexelDeriv()
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* \param lodBias the lod bias which may be specified by a TXB instruction,
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* otherwise zero.
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*/
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static void
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fetch_texel_deriv( struct gl_context *ctx, const GLfloat texcoord[4],
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const GLfloat texdx[4], const GLfloat texdy[4],
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GLfloat lodBias, GLuint unit, GLfloat color[4] )
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{
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SWcontext *swrast = SWRAST_CONTEXT(ctx);
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const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
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const struct gl_texture_object *texObj = texUnit->_Current;
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if (texObj) {
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const struct gl_texture_image *texImg =
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texObj->Image[0][texObj->BaseLevel];
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const struct swrast_texture_image *swImg =
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swrast_texture_image_const(texImg);
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const struct gl_sampler_object *samp = _mesa_get_samplerobj(ctx, unit);
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const GLfloat texW = (GLfloat) swImg->WidthScale;
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const GLfloat texH = (GLfloat) swImg->HeightScale;
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GLfloat lambda;
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GLfloat rgba[4];
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lambda = _swrast_compute_lambda(texdx[0], texdy[0], /* ds/dx, ds/dy */
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texdx[1], texdy[1], /* dt/dx, dt/dy */
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texdx[3], texdy[3], /* dq/dx, dq/dy */
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texW, texH,
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texcoord[0], texcoord[1], texcoord[3],
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1.0F / texcoord[3]);
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lambda += lodBias + texUnit->LodBias + samp->LodBias;
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lambda = CLAMP(lambda, samp->MinLod, samp->MaxLod);
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swrast->TextureSample[unit](ctx, samp, ctx->Texture.Unit[unit]._Current,
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1, (const GLfloat (*)[4]) texcoord,
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&lambda, &rgba);
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swizzle_texel(rgba, color, texObj->_Swizzle);
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}
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else {
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ASSIGN_4V(color, 0.0F, 0.0F, 0.0F, 1.0F);
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}
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}
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/**
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* Initialize the virtual fragment program machine state prior to running
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* fragment program on a fragment. This involves initializing the input
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* registers, condition codes, etc.
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* \param machine the virtual machine state to init
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* \param program the fragment program we're about to run
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* \param span the span of pixels we'll operate on
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* \param col which element (column) of the span we'll operate on
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*/
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static void
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init_machine(struct gl_context *ctx, struct gl_program_machine *machine,
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const struct gl_fragment_program *program,
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const SWspan *span, GLuint col)
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{
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GLfloat *wpos = span->array->attribs[VARYING_SLOT_POS][col];
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/* ARB_fragment_coord_conventions */
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if (program->OriginUpperLeft)
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wpos[1] = ctx->DrawBuffer->Height - 1 - wpos[1];
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if (!program->PixelCenterInteger) {
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wpos[0] += 0.5F;
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wpos[1] += 0.5F;
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}
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/* Setup pointer to input attributes */
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machine->Attribs = span->array->attribs;
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machine->DerivX = (GLfloat (*)[4]) span->attrStepX;
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machine->DerivY = (GLfloat (*)[4]) span->attrStepY;
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machine->NumDeriv = VARYING_SLOT_MAX;
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machine->Samplers = program->Base.SamplerUnits;
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/* if running a GLSL program (not ARB_fragment_program) */
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if (ctx->Shader.CurrentProgram[MESA_SHADER_FRAGMENT]) {
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/* Store front/back facing value */
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machine->Attribs[VARYING_SLOT_FACE][col][0] = 1.0F - span->facing;
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}
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machine->CurElement = col;
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/* init condition codes */
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machine->CondCodes[0] = COND_EQ;
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machine->CondCodes[1] = COND_EQ;
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machine->CondCodes[2] = COND_EQ;
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machine->CondCodes[3] = COND_EQ;
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/* init call stack */
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machine->StackDepth = 0;
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machine->FetchTexelLod = fetch_texel_lod;
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machine->FetchTexelDeriv = fetch_texel_deriv;
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}
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/**
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* Run fragment program on the pixels in span from 'start' to 'end' - 1.
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*/
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static void
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run_program(struct gl_context *ctx, SWspan *span, GLuint start, GLuint end)
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{
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SWcontext *swrast = SWRAST_CONTEXT(ctx);
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const struct gl_fragment_program *program = ctx->FragmentProgram._Current;
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const GLbitfield64 outputsWritten = program->Base.OutputsWritten;
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struct gl_program_machine *machine = &swrast->FragProgMachine;
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GLuint i;
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for (i = start; i < end; i++) {
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if (span->array->mask[i]) {
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init_machine(ctx, machine, program, span, i);
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if (_mesa_execute_program(ctx, &program->Base, machine)) {
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/* Store result color */
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if (outputsWritten & BITFIELD64_BIT(FRAG_RESULT_COLOR)) {
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COPY_4V(span->array->attribs[VARYING_SLOT_COL0][i],
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machine->Outputs[FRAG_RESULT_COLOR]);
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}
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else {
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/* Multiple drawbuffers / render targets
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* Note that colors beyond 0 and 1 will overwrite other
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* attributes, such as FOGC, TEX0, TEX1, etc. That's OK.
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*/
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GLuint buf;
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for (buf = 0; buf < ctx->DrawBuffer->_NumColorDrawBuffers; buf++) {
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if (outputsWritten & BITFIELD64_BIT(FRAG_RESULT_DATA0 + buf)) {
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COPY_4V(span->array->attribs[VARYING_SLOT_COL0 + buf][i],
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machine->Outputs[FRAG_RESULT_DATA0 + buf]);
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}
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}
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}
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/* Store result depth/z */
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if (outputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
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const GLfloat depth = machine->Outputs[FRAG_RESULT_DEPTH][2];
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if (depth <= 0.0)
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span->array->z[i] = 0;
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else if (depth >= 1.0)
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span->array->z[i] = ctx->DrawBuffer->_DepthMax;
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else
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span->array->z[i] =
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(GLuint) (depth * ctx->DrawBuffer->_DepthMaxF + 0.5F);
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}
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}
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else {
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/* killed fragment */
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span->array->mask[i] = GL_FALSE;
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span->writeAll = GL_FALSE;
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}
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}
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}
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}
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/**
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* Execute the current fragment program for all the fragments
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* in the given span.
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*/
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void
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_swrast_exec_fragment_program( struct gl_context *ctx, SWspan *span )
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{
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const struct gl_fragment_program *program = ctx->FragmentProgram._Current;
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/* incoming colors should be floats */
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if (program->Base.InputsRead & VARYING_BIT_COL0) {
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ASSERT(span->array->ChanType == GL_FLOAT);
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}
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run_program(ctx, span, 0, span->end);
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if (program->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_COLOR)) {
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span->interpMask &= ~SPAN_RGBA;
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span->arrayMask |= SPAN_RGBA;
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}
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if (program->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
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span->interpMask &= ~SPAN_Z;
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span->arrayMask |= SPAN_Z;
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}
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}
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