/* $Id: s_nvfragprog.c,v 1.2 2003/02/17 15:38:04 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 5.1 * * Copyright (C) 1999-2002 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 "glheader.h" #include "colormac.h" #include "context.h" #include "nvfragprog.h" #include "macros.h" #include "mmath.h" #include "s_nvfragprog.h" /** * Fetch a texel. */ static void fetch_texel( GLcontext *ctx, const GLfloat texcoord[4], GLuint unit, GLenum target, GLfloat color[4] ) { const struct gl_texture_object *texObj; /* XXX Use swrast->TextureSample[texUnit]() to sample texture. * Needs to be swrast->TextureSample[target][texUnit]() though. */ switch (target) { case GL_TEXTURE_1D: texObj = ctx->Texture.Unit[unit].Current1D; break; case GL_TEXTURE_2D: texObj = ctx->Texture.Unit[unit].Current2D; break; case GL_TEXTURE_3D: texObj = ctx->Texture.Unit[unit].Current3D; break; case GL_TEXTURE_CUBE_MAP: texObj = ctx->Texture.Unit[unit].CurrentCubeMap; break; case GL_TEXTURE_RECTANGLE_NV: texObj = ctx->Texture.Unit[unit].CurrentRect; break; default: _mesa_problem(ctx, "Invalid target in fetch_texel"); } if (texObj->Complete) { const struct gl_texture_image *texImage; GLint col, row, img; GLchan texel[4]; col = IROUND(texcoord[0] * texImage->Width); /* XXX temporary! */ row = IROUND(texcoord[1] * texImage->Height); /* XXX temporary! */ img = 0; texImage->FetchTexel(texImage, col, row, img, texel); /* XXX texture format? */ color[0] = CHAN_TO_FLOAT(texel[0]); color[1] = CHAN_TO_FLOAT(texel[1]); color[2] = CHAN_TO_FLOAT(texel[2]); color[3] = CHAN_TO_FLOAT(texel[3]); } else { ASSIGN_4V(color, 0.0, 0.0, 0.0, 0.0); } } /** * Fetch a texel w/ partial derivatives. */ static void fetch_texel_deriv( GLcontext *ctx, const GLfloat texcoord[4], const GLfloat dtdx[4], const GLfloat dtdy[4], GLuint unit, GLenum target, GLfloat color[4] ) { /* XXX to do */ } /** * Fetch a 4-element float vector from the given source register. * Apply swizzling and negating as needed. */ static void fetch_vector4( const struct fp_src_register *source, const struct fp_machine *machine, GLfloat result[4] ) { const GLfloat *src; /* if (source->RelAddr) { GLint reg = source->Register + machine->AddressReg; if (reg < VP_PROG_REG_START || reg > VP_PROG_REG_END) src = zero; else src = machine->Registers[reg]; } else */ src = machine->Registers[source->Register]; result[0] = src[source->Swizzle[0]]; result[1] = src[source->Swizzle[1]]; result[2] = src[source->Swizzle[2]]; result[3] = src[source->Swizzle[3]]; if (source->NegateBase) { result[0] = -result[0]; result[1] = -result[1]; result[2] = -result[2]; result[3] = -result[3]; } if (source->Abs) { result[0] = FABSF(result[0]); result[1] = FABSF(result[1]); result[2] = FABSF(result[2]); result[3] = FABSF(result[3]); } if (source->NegateAbs) { result[0] = -result[0]; result[1] = -result[1]; result[2] = -result[2]; result[3] = -result[3]; } } /** * As above, but only return result[0] element. */ static void fetch_vector1( const struct fp_src_register *source, const struct fp_machine *machine, GLfloat result[4] ) { const GLfloat *src; /* if (source->RelAddr) { GLint reg = source->Register + machine->AddressReg; if (reg < VP_PROG_REG_START || reg > VP_PROG_REG_END) src = zero; else src = machine->Registers[reg]; } else */ src = machine->Registers[source->Register]; result[0] = src[source->Swizzle[0]]; if (source->NegateBase) { result[0] = -result[0]; } if (source->Abs) { result[0] = FABSF(result[0]); } if (source->NegateAbs) { result[0] = -result[0]; } } /* * Test value against zero and return GT, LT, EQ or UN if NaN. */ static INLINE GLuint generate_cc( float value ) { if (value != value) return COND_UN; /* NaN */ if (value > 0.0F) return COND_GT; if (value < 0.0F) return COND_LT; return COND_EQ; } /* * Test if the ccMaskRule is satisfied by the given condition code. * Used to mask destination writes according to the current condition codee. */ static INLINE GLboolean test_cc(GLuint condCode, GLuint ccMaskRule) { switch (ccMaskRule) { case COND_EQ: return (condCode == COND_EQ); case COND_NE: return (condCode != COND_EQ); case COND_LT: return (condCode == COND_LT); case COND_GE: return (condCode == COND_GT || condCode == COND_EQ); case COND_LE: return (condCode == COND_LT || condCode == COND_EQ); case COND_GT: return (condCode == COND_GT); case COND_TR: return GL_TRUE; case COND_FL: return GL_FALSE; default: return GL_TRUE; } } /** * Store 4 floats into a register. */ static void store_vector4( const struct fp_dst_register *dest, struct fp_machine *machine, const GLfloat value[4], GLboolean clamp, GLboolean updateCC ) { GLfloat *dstReg = machine->Registers[dest->Register]; GLfloat clampedValue[4]; const GLboolean *writeMask = dest->WriteMask; GLboolean condWriteMask[4]; if (clamp) { clampedValue[0] = CLAMP(value[0], 0.0F, 1.0F); clampedValue[1] = CLAMP(value[1], 0.0F, 1.0F); clampedValue[2] = CLAMP(value[2], 0.0F, 1.0F); clampedValue[3] = CLAMP(value[3], 0.0F, 1.0F); value = clampedValue; } if (dest->CondMask != COND_TR) { condWriteMask[0] = writeMask[0] && test_cc(machine->CondCodes[dest->CondSwizzle[0]], dest->CondMask); condWriteMask[1] = writeMask[1] && test_cc(machine->CondCodes[dest->CondSwizzle[1]], dest->CondMask); condWriteMask[2] = writeMask[2] && test_cc(machine->CondCodes[dest->CondSwizzle[2]], dest->CondMask); condWriteMask[3] = writeMask[3] && test_cc(machine->CondCodes[dest->CondSwizzle[3]], dest->CondMask); writeMask = condWriteMask; } if (writeMask[0]) { dstReg[0] = value[0]; if (updateCC) machine->CondCodes[0] = generate_cc(value[0]); } if (writeMask[1]) { dstReg[1] = value[1]; if (updateCC) machine->CondCodes[1] = generate_cc(value[1]); } if (writeMask[2]) { dstReg[2] = value[2]; if (updateCC) machine->CondCodes[2] = generate_cc(value[2]); } if (writeMask[3]) { dstReg[3] = value[3]; if (updateCC) machine->CondCodes[3] = generate_cc(value[3]); } } /** * Execute the given vertex program */ static void execute_program(GLcontext *ctx, const struct fragment_program *program) { struct fp_machine *machine = &ctx->FragmentProgram.Machine; const struct fp_instruction *inst; for (inst = program->Instructions; inst->Opcode != FP_OPCODE_END; inst++) { switch (inst->Opcode) { case FP_OPCODE_ADD: { GLfloat a[4], b[4], result[4]; fetch_vector4( &inst->SrcReg[0], machine, a ); fetch_vector4( &inst->SrcReg[1], machine, b ); result[0] = a[0] + b[0]; result[1] = a[1] + b[1]; result[2] = a[2] + b[2]; result[3] = a[3] + b[3]; store_vector4( &inst->DstReg, machine, result, inst->Saturate, inst->UpdateCondRegister ); } break; case FP_OPCODE_COS: { GLfloat a[4], result[4]; fetch_vector1( &inst->SrcReg[0], machine, a ); result[0] = result[1] = result[2] = result[3] = cos(a[0]); store_vector4( &inst->DstReg, machine, result, inst->Saturate, inst->UpdateCondRegister ); } break; case FP_OPCODE_DP3: { GLfloat a[4], b[4], result[4]; fetch_vector4( &inst->SrcReg[0], machine, a ); fetch_vector4( &inst->SrcReg[1], machine, b ); result[0] = result[1] = result[2] = result[3] = a[0] + b[0] + a[1] * b[1] + a[2] * b[2]; store_vector4( &inst->DstReg, machine, result, inst->Saturate, inst->UpdateCondRegister ); } break; case FP_OPCODE_DP4: { GLfloat a[4], b[4], result[4]; fetch_vector4( &inst->SrcReg[0], machine, a ); fetch_vector4( &inst->SrcReg[1], machine, b ); result[0] = result[1] = result[2] = result[3] = a[0] + b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; store_vector4( &inst->DstReg, machine, result, inst->Saturate, inst->UpdateCondRegister ); } break; case FP_OPCODE_KIL: { const GLuint *swizzle = inst->DstReg.CondSwizzle; const GLuint condMask = inst->DstReg.CondMask; if (test_cc(machine->CondCodes[swizzle[0]], condMask) || test_cc(machine->CondCodes[swizzle[1]], condMask) || test_cc(machine->CondCodes[swizzle[2]], condMask) || test_cc(machine->CondCodes[swizzle[3]], condMask)) return; } break; case FP_OPCODE_LRP: { GLfloat a[4], b[4], c[4], result[4]; fetch_vector4( &inst->SrcReg[0], machine, a ); fetch_vector4( &inst->SrcReg[1], machine, b ); fetch_vector4( &inst->SrcReg[2], machine, c ); result[0] = a[0] * b[0] + (1.0F - a[0]) * c[0]; result[1] = a[1] * b[1] + (1.0F - a[1]) * c[1]; result[2] = a[2] * b[2] + (1.0F - a[2]) * c[2]; result[3] = a[3] * b[3] + (1.0F - a[3]) * c[3]; store_vector4( &inst->DstReg, machine, result, inst->Saturate, inst->UpdateCondRegister ); } break; case FP_OPCODE_MOV: { GLfloat t[4]; fetch_vector4( &inst->SrcReg[0], machine, t ); store_vector4( &inst->DstReg, machine, t, inst->Saturate, inst->UpdateCondRegister ); } break; case FP_OPCODE_SEQ: { GLfloat a[4], b[4], result[4]; fetch_vector4( &inst->SrcReg[0], machine, a ); fetch_vector4( &inst->SrcReg[1], machine, b ); result[0] = (a[0] == b[0]) ? 1.0F : 0.0F; result[1] = (a[1] == b[1]) ? 1.0F : 0.0F; result[2] = (a[2] == b[2]) ? 1.0F : 0.0F; result[3] = (a[3] == b[3]) ? 1.0F : 0.0F; store_vector4( &inst->DstReg, machine, result, inst->Saturate, inst->UpdateCondRegister ); } break; case FP_OPCODE_TEX: /* Texel lookup */ { GLfloat texcoord[4], color[4]; fetch_vector4( &inst->SrcReg[0], machine, texcoord ); fetch_texel( ctx, texcoord, inst->TexSrcUnit, inst->TexSrcTarget, color ); store_vector4( &inst->DstReg, machine, color, inst->Saturate, inst->UpdateCondRegister ); } break; case FP_OPCODE_TXD: /* Texture lookup w/ partial derivatives for LOD */ { GLfloat texcoord[4], dtdx[4], dtdy[4], color[4]; fetch_vector4( &inst->SrcReg[0], machine, texcoord ); fetch_vector4( &inst->SrcReg[1], machine, dtdx ); fetch_vector4( &inst->SrcReg[2], machine, dtdy ); fetch_texel_deriv( ctx, texcoord, dtdx, dtdy, inst->TexSrcUnit, inst->TexSrcTarget, color ); store_vector4( &inst->DstReg, machine, color, inst->Saturate, inst->UpdateCondRegister ); } break; case FP_OPCODE_TXP: /* Texture lookup w/ perspective divide */ { GLfloat texcoord[4], color[4]; fetch_vector4( &inst->SrcReg[0], machine, texcoord ); texcoord[0] /= texcoord[3]; texcoord[1] /= texcoord[3]; texcoord[2] /= texcoord[3]; fetch_texel( ctx, texcoord, inst->TexSrcUnit, inst->TexSrcTarget, color ); store_vector4( &inst->DstReg, machine, color, inst->Saturate, inst->UpdateCondRegister ); } break; default: _mesa_problem(ctx, "Bad opcode in _mesa_exec_fragment_program"); return; } } } void _swrast_exec_nv_fragment_program( GLcontext *ctx, struct sw_span *span ) { GLuint i; for (i = 0; i < span->end; i++) { GLfloat *wpos = ctx->FragmentProgram.Machine.Registers[0]; GLfloat *col0 = ctx->FragmentProgram.Machine.Registers[1]; GLfloat *col1 = ctx->FragmentProgram.Machine.Registers[2]; GLfloat *fogc = ctx->FragmentProgram.Machine.Registers[3]; const GLfloat *colOut = ctx->FragmentProgram.Machine.Registers[FP_OUTPUT_REG_START]; GLuint j; /* Clear temporary registers */ for (j = 0; j < MAX_NV_FRAGMENT_PROGRAM_TEMPS; j++) { ctx->FragmentProgram.Machine.Registers[FP_TEMP_REG_START+j][0] = 0.0F; ctx->FragmentProgram.Machine.Registers[FP_TEMP_REG_START+j][1] = 0.0F; ctx->FragmentProgram.Machine.Registers[FP_TEMP_REG_START+j][2] = 0.0F; ctx->FragmentProgram.Machine.Registers[FP_TEMP_REG_START+j][3] = 0.0F; } /* Load input registers */ wpos[0] = span->x + i; wpos[1] = span->y + i; wpos[2] = span->array->z[i]; wpos[3] = 1.0; col0[0] = CHAN_TO_FLOAT(span->array->rgba[i][RCOMP]); col0[1] = CHAN_TO_FLOAT(span->array->rgba[i][GCOMP]); col0[2] = CHAN_TO_FLOAT(span->array->rgba[i][BCOMP]); col0[3] = CHAN_TO_FLOAT(span->array->rgba[i][ACOMP]); col1[0] = CHAN_TO_FLOAT(span->array->spec[i][RCOMP]); col1[1] = CHAN_TO_FLOAT(span->array->spec[i][GCOMP]); col1[2] = CHAN_TO_FLOAT(span->array->spec[i][BCOMP]); col1[3] = CHAN_TO_FLOAT(span->array->spec[i][ACOMP]); fogc[0] = span->array->fog[i]; execute_program(ctx, ctx->FragmentProgram.Current); /* Store output registers */ UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][RCOMP], colOut[0]); UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][GCOMP], colOut[1]); UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][BCOMP], colOut[2]); UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][ACOMP], colOut[3]); } }