blob: 55ec757ee069b67f8aa1ce1c999da90e819709cb [file] [log] [blame]
/*
*
* 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 "glheader.h"
#include "colormac.h"
#include "context.h"
#include "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])
{
GLchan rgba[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, &rgba);
color[0] = CHAN_TO_FLOAT(rgba[0]);
color[1] = CHAN_TO_FLOAT(rgba[1]);
color[2] = CHAN_TO_FLOAT(rgba[2]);
color[3] = CHAN_TO_FLOAT(rgba[3]);
}
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);
ctx->_CurrentProgram = GL_FRAGMENT_SHADER_ATI;
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);
}
}
}
ctx->_CurrentProgram = 0;
}