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/*
* 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 GLchan texel[4], GLfloat colorOut[4], GLuint swizzle)
{
if (swizzle == SWIZZLE_NOOP) {
colorOut[0] = CHAN_TO_FLOAT(texel[0]);
colorOut[1] = CHAN_TO_FLOAT(texel[1]);
colorOut[2] = CHAN_TO_FLOAT(texel[2]);
colorOut[3] = CHAN_TO_FLOAT(texel[3]);
}
else {
GLfloat vector[6];
vector[SWIZZLE_X] = CHAN_TO_FLOAT(texel[0]);
vector[SWIZZLE_Y] = CHAN_TO_FLOAT(texel[1]);
vector[SWIZZLE_Z] = CHAN_TO_FLOAT(texel[2]);
vector[SWIZZLE_W] = CHAN_TO_FLOAT(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);
GLchan rgba[4];
lambda = CLAMP(lambda, texObj->MinLod, texObj->MaxLod);
/* XXX use a float-valued TextureSample routine here!!! */
swrast->TextureSample[unit](ctx, texObj, 1,
(const GLfloat (*)[4]) texcoord,
&lambda, &rgba);
swizzle_texel(rgba, color, texObj->_Swizzle);
}
else {
color[0] = color[1] = color[2] = color[3] = 0.0F;
}
}
/**
* Fetch a texel with the given partial derivatives to compute a level
* of detail in the mipmap.
* Called via machine->FetchTexelDeriv()
*/
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_object *texObj = ctx->Texture.Unit[unit]._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;
GLchan 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[2], /* dq/dx, dq/dy */
texW, texH,
texcoord[0], texcoord[1], texcoord[3],
1.0F / texcoord[3]) + lodBias;
lambda = CLAMP(lambda, texObj->MinLod, texObj->MaxLod);
/* XXX use a float-valued TextureSample routine here!!! */
swrast->TextureSample[unit](ctx, texObj, 1,
(const GLfloat (*)[4]) texcoord,
&lambda, &rgba);
swizzle_texel(rgba, color, texObj->_Swizzle);
}
else {
color[0] = color[1] = color[2] = color[3] = 0.0F;
}
}
/**
* 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 in register FOGC.Y */
machine->Attribs[FRAG_ATTRIB_FOGC][col][1] = 1.0 - span->facing;
/* Note FOGC.ZW is gl_PointCoord if drawing a sprite */
}
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_COLR)) {
COPY_4V(span->array->attribs[FRAG_ATTRIB_COL0][i],
machine->Outputs[FRAG_RESULT_COLR]);
}
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_DEPR)) {
const GLfloat depth = machine->Outputs[FRAG_RESULT_DEPR][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);
}
ctx->_CurrentProgram = GL_FRAGMENT_PROGRAM_ARB; /* or NV, doesn't matter */
run_program(ctx, span, 0, span->end);
if (program->Base.OutputsWritten & (1 << FRAG_RESULT_COLR)) {
span->interpMask &= ~SPAN_RGBA;
span->arrayMask |= SPAN_RGBA;
}
if (program->Base.OutputsWritten & (1 << FRAG_RESULT_DEPR)) {
span->interpMask &= ~SPAN_Z;
span->arrayMask |= SPAN_Z;
}
ctx->_CurrentProgram = 0;
}
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