| /* |
| * 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/macros.h" |
| #include "main/atifragshader.h" |
| #include "main/samplerobj.h" |
| #include "swrast/s_atifragshader.h" |
| #include "swrast/s_context.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(struct gl_context * 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, _mesa_get_samplerobj(ctx, unit), |
| 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 = 0.000000001F; |
| values[0] = s / q; |
| values[1] = t / q; |
| values[2] = 1.0F / 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] - 0.5F; |
| |
| 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] * 0.5F; |
| break; |
| case GL_QUARTER_BIT_ATI: |
| val[i] = val[i] * 0.25F; |
| break; |
| case GL_EIGHTH_BIT_ATI: |
| val[i] = val[i] * 0.125F; |
| break; |
| } |
| |
| if (has_sat) { |
| if (val[i] < 0.0F) |
| val[i] = 0.0F; |
| else if (val[i] > 1.0F) |
| val[i] = 1.0F; |
| } |
| else { |
| if (val[i] < -8.0F) |
| val[i] = -8.0F; |
| else if (val[i] > 8.0F) |
| val[i] = 8.0F; |
| } |
| } |
| } |
| |
| |
| 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]); |
| } |
| } |
| |
| |
| 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[VARYING_SLOT_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(struct gl_context * 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] = { 0 }; |
| |
| if (coord_source >= GL_TEXTURE0_ARB && coord_source <= GL_TEXTURE7_ARB) { |
| coord_source -= GL_TEXTURE0_ARB; |
| COPY_4V(tex_coords, |
| span->array->attribs[VARYING_SLOT_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(struct gl_context *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(struct gl_context * 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[VARYING_SLOT_COL0][col]); |
| COPY_4V(inputs[ATI_FS_INPUT_SECONDARY], span->array->attribs[VARYING_SLOT_COL1][col]); |
| } |
| |
| |
| |
| /** |
| * Execute the current ATI shader program, operating on the given span. |
| */ |
| void |
| _swrast_exec_fragment_shader(struct gl_context * 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[VARYING_SLOT_COL0][i], colOut); |
| } |
| } |
| } |
| } |