Move span stuff from swrast.h to s_context.h (it's private).

Implemented remaining fragment program instructions.
Initial changes to implement fragment program texture sampling.
This commit is contained in:
Brian Paul
2003-02-23 04:10:54 +00:00
parent 4e44d8c4c6
commit b8d6607acd
10 changed files with 799 additions and 360 deletions
+2 -2
View File
@@ -1,4 +1,4 @@
/* $Id: s_alpha.h,v 1.6 2002/02/02 21:40:33 brianp Exp $ */
/* $Id: s_alpha.h,v 1.7 2003/02/23 04:10:54 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -30,7 +30,7 @@
#include "mtypes.h"
#include "swrast.h"
#include "s_context.h"
extern GLint
+2 -2
View File
@@ -1,4 +1,4 @@
/* $Id: s_blend.h,v 1.6 2002/02/02 21:40:33 brianp Exp $ */
/* $Id: s_blend.h,v 1.7 2003/02/23 04:10:54 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -30,7 +30,7 @@
#include "mtypes.h"
#include "swrast.h"
#include "s_context.h"
+18 -3
View File
@@ -1,4 +1,4 @@
/* $Id: s_context.c,v 1.44 2003/01/26 14:37:16 brianp Exp $ */
/* $Id: s_context.c,v 1.45 2003/02/23 04:10:54 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -267,6 +267,7 @@ _swrast_validate_point( GLcontext *ctx, const SWvertex *v0 )
swrast->Point( ctx, v0 );
}
static void
_swrast_validate_blend_func( GLcontext *ctx, GLuint n,
const GLubyte mask[],
@@ -285,13 +286,27 @@ _swrast_validate_blend_func( GLcontext *ctx, GLuint n,
static void
_swrast_validate_texture_sample( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj,
GLuint n, GLfloat texcoords[][4],
GLuint n, const GLfloat texcoords[][4],
const GLfloat lambda[], GLchan rgba[][4] )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
_swrast_validate_derived( ctx );
_swrast_choose_texture_sample_func( ctx, texUnit, tObj );
/* Compute min/mag filter threshold */
if (tObj->MinFilter != tObj->MagFilter) {
if (tObj->MagFilter == GL_LINEAR
&& (tObj->MinFilter == GL_NEAREST_MIPMAP_NEAREST ||
tObj->MinFilter == GL_NEAREST_MIPMAP_LINEAR)) {
swrast->_MinMagThresh[texUnit] = 0.5F;
}
else {
swrast->_MinMagThresh[texUnit] = 0.0F;
}
}
swrast->TextureSample[texUnit] =
_swrast_choose_texture_sample_func( ctx, tObj );
swrast->TextureSample[texUnit]( ctx, texUnit, tObj, n, texcoords,
lambda, rgba );
+155 -16
View File
@@ -1,10 +1,10 @@
/* $Id: s_context.h,v 1.23 2003/01/14 04:55:46 brianp Exp $ */
/* $Id: s_context.h,v 1.24 2003/02/23 04:10:54 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 5.1
*
* Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
* Copyright (C) 1999-2003 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"),
@@ -22,14 +22,12 @@
* 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.
*
* Authors:
* Keith Whitwell <keith@tungstengraphics.com>
*/
/**
* \file swrast/s_context.h
* \brief fill in description
* \brief Software rasterization context and private types.
* \author Keith Whitwell <keith@tungstengraphics.com>
*/
@@ -39,19 +37,160 @@
#include "mtypes.h"
#include "swrast.h"
/*
* For texture sampling:
/**
* \struct sw_span
* \brief Contains data for either a horizontal line or a set of
* pixels that are passed through a pipeline of functions before being
* drawn.
*
* The sw_span structure describes the colors, Z, fogcoord, texcoords,
* etc for either a horizontal run or a set of independent pixels. We
* can either specify a base/step to indicate interpolated values, or
* fill in arrays of values. The interpMask and arrayMask bitfields
* indicate which are active.
*
* With this structure it's easy to hand-off span rasterization to
* subroutines instead of doing it all inline in the triangle functions
* like we used to do.
* It also cleans up the local variable namespace a great deal.
*
* It would be interesting to experiment with multiprocessor rasterization
* with this structure. The triangle rasterizer could simply emit a
* stream of these structures which would be consumed by one or more
* span-processing threads which could run in parallel.
*/
typedef void (*TextureSampleFunc)( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj,
GLuint n, GLfloat texcoords[][4],
const GLfloat lambda[], GLchan rgba[][4] );
/*
* Blending function
/**
* \defgroup SpanFlags SPAN_XXX-flags
* Bitmasks to indicate which span_arrays need to be computed
* (sw_span::interpMask) or have already been filled
* (sw_span::arrayMask)
*/
/*@{*/
#define SPAN_RGBA 0x001
#define SPAN_SPEC 0x002
#define SPAN_INDEX 0x004
#define SPAN_Z 0x008
#define SPAN_FOG 0x010
#define SPAN_TEXTURE 0x020
#define SPAN_INT_TEXTURE 0x040
#define SPAN_LAMBDA 0x080
#define SPAN_COVERAGE 0x100
#define SPAN_FLAT 0x200 /**< flat shading? */
/** sw_span::arrayMask only - for span_arrays::x, span_arrays::y */
#define SPAN_XY 0x400
#define SPAN_MASK 0x800 /**< sw_span::arrayMask only */
/*@}*/
/**
* \struct span_arrays
* \brief Arrays of fragment values.
*
* These will either be computed from the x/xStep values above or
* filled in by glDraw/CopyPixels, etc.
* These arrays are separated out of sw_span to conserve memory.
*/
struct span_arrays {
GLchan rgb[MAX_WIDTH][3];
GLchan rgba[MAX_WIDTH][4];
GLuint index[MAX_WIDTH];
GLchan spec[MAX_WIDTH][4]; /* specular color */
GLint x[MAX_WIDTH]; /**< X/Y used for point/line rendering only */
GLint y[MAX_WIDTH]; /**< X/Y used for point/line rendering only */
GLdepth z[MAX_WIDTH];
GLfloat fog[MAX_WIDTH];
GLfloat texcoords[MAX_TEXTURE_COORD_UNITS][MAX_WIDTH][4];
GLfloat lambda[MAX_TEXTURE_COORD_UNITS][MAX_WIDTH];
GLfloat coverage[MAX_WIDTH];
/** This mask indicates if fragment is alive or culled */
GLubyte mask[MAX_WIDTH];
};
struct sw_span {
GLint x, y;
/** Only need to process pixels between start <= i < end */
/** At this time, start is always zero. */
GLuint start, end;
/** This flag indicates that mask[] array is effectively filled with ones */
GLboolean writeAll;
/** either GL_POLYGON, GL_LINE, GL_POLYGON, GL_BITMAP */
GLenum primitive;
/** 0 = front-facing span, 1 = back-facing span (for two-sided stencil) */
GLuint facing;
/**
* This bitmask (of \link SpanFlags SPAN_* flags\endlink) indicates
* which of the x/xStep variables are relevant.
*/
GLuint interpMask;
#if CHAN_TYPE == GL_FLOAT
GLfloat red, redStep;
GLfloat green, greenStep;
GLfloat blue, blueStep;
GLfloat alpha, alphaStep;
GLfloat specRed, specRedStep;
GLfloat specGreen, specGreenStep;
GLfloat specBlue, specBlueStep;
#else /* CHAN_TYPE == GL_UNSIGNED_BYTE or GL_UNSIGNED SHORT */
GLfixed red, redStep;
GLfixed green, greenStep;
GLfixed blue, blueStep;
GLfixed alpha, alphaStep;
GLfixed specRed, specRedStep;
GLfixed specGreen, specGreenStep;
GLfixed specBlue, specBlueStep;
#endif
GLfixed index, indexStep;
GLfixed z, zStep;
GLfloat fog, fogStep;
GLfloat tex[MAX_TEXTURE_COORD_UNITS][4]; /* s, t, r, q */
GLfloat texStepX[MAX_TEXTURE_COORD_UNITS][4];
GLfloat texStepY[MAX_TEXTURE_COORD_UNITS][4];
GLfixed intTex[2], intTexStep[2]; /* s, t only */
/**
* This bitmask (of \link SpanFlags SPAN_* flags\endlink) indicates
* which of the fragment arrays in the span_arrays struct are relevant.
*/
GLuint arrayMask;
/**
* We store the arrays of fragment values in a separate struct so
* that we can allocate sw_span structs on the stack without using
* a lot of memory. The span_arrays struct is about 400KB while the
* sw_span struct is only about 512 bytes.
*/
struct span_arrays *array;
};
#define INIT_SPAN(S, PRIMITIVE, END, INTERP_MASK, ARRAY_MASK) \
do { \
(S).primitive = (PRIMITIVE); \
(S).interpMask = (INTERP_MASK); \
(S).arrayMask = (ARRAY_MASK); \
(S).start = 0; \
(S).end = (END); \
(S).facing = 0; \
(S).array = SWRAST_CONTEXT(ctx)->SpanArrays; \
} while (0)
typedef void (*texture_sample_func)(GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoords[][4],
const GLfloat lambda[], GLchan rgba[][4]);
#ifdef USE_MMX_ASM
typedef void (_ASMAPIP blend_func)( GLcontext *ctx, GLuint n,
const GLubyte mask[],
@@ -188,7 +327,7 @@ typedef struct
/** Internal hooks, kept uptodate by the same mechanism as above.
*/
blend_func BlendFunc;
TextureSampleFunc TextureSample[MAX_TEXTURE_IMAGE_UNITS];
texture_sample_func TextureSample[MAX_TEXTURE_IMAGE_UNITS];
/** Buffer for saving the sampled texture colors.
* Needed for GL_ARB_texture_env_crossbar implementation.
+2 -2
View File
@@ -1,4 +1,4 @@
/* $Id: s_depth.h,v 1.6 2002/03/16 00:53:15 brianp Exp $ */
/* $Id: s_depth.h,v 1.7 2003/02/23 04:10:54 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -30,7 +30,7 @@
#include "mtypes.h"
#include "swrast.h"
#include "s_context.h"
extern GLvoid *
+475 -39
View File
@@ -1,10 +1,10 @@
/* $Id: s_nvfragprog.c,v 1.2 2003/02/17 15:38:04 brianp Exp $ */
/* $Id: s_nvfragprog.c,v 1.3 2003/02/23 04:10:54 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 5.1
*
* Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
* Copyright (C) 1999-2003 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"),
@@ -36,56 +36,42 @@
#include "s_nvfragprog.h"
/**
* Fetch a texel.
*/
static void
fetch_texel( GLcontext *ctx, const GLfloat texcoord[4], GLuint unit,
GLenum target, GLfloat color[4] )
GLuint targetIndex, GLfloat color[4] )
{
const GLfloat *lambda = NULL;
GLchan rgba[4];
SWcontext *swrast = SWRAST_CONTEXT(ctx);
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:
switch (targetIndex) {
case TEXTURE_1D_INDEX:
texObj = ctx->Texture.Unit[unit].Current1D;
break;
case GL_TEXTURE_2D:
case TEXTURE_2D_INDEX:
texObj = ctx->Texture.Unit[unit].Current2D;
break;
case GL_TEXTURE_3D:
case TEXTURE_3D_INDEX:
texObj = ctx->Texture.Unit[unit].Current3D;
break;
case GL_TEXTURE_CUBE_MAP:
case TEXTURE_CUBE_INDEX:
texObj = ctx->Texture.Unit[unit].CurrentCubeMap;
break;
case GL_TEXTURE_RECTANGLE_NV:
case TEXTURE_RECT_INDEX:
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);
}
swrast->TextureSample[unit](ctx, unit, texObj, 1,
(const GLfloat (*)[4]) &texcoord,
lambda, &rgba);
}
@@ -95,7 +81,7 @@ fetch_texel( GLcontext *ctx, const GLfloat texcoord[4], GLuint unit,
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] )
GLuint unit, GLuint targetIndex, GLfloat color[4] )
{
/* XXX to do */
@@ -314,6 +300,30 @@ execute_program(GLcontext *ctx, const struct fragment_program *program)
inst->UpdateCondRegister );
}
break;
case FP_OPCODE_DDX: /* Partial derivative with respect to X */
{
GLfloat a[4], result[4];
fetch_vector4( &inst->SrcReg[0], machine, a );
result[0] = 0; /* XXX fix */
result[1] = 0;
result[2] = 0;
result[3] = 0;
store_vector4( &inst->DstReg, machine, result, inst->Saturate,
inst->UpdateCondRegister );
}
break;
case FP_OPCODE_DDY: /* Partial derivative with respect to Y */
{
GLfloat a[4], result[4];
fetch_vector4( &inst->SrcReg[0], machine, a );
result[0] = 0; /* XXX fix */
result[1] = 0;
result[2] = 0;
result[3] = 0;
store_vector4( &inst->DstReg, machine, result, inst->Saturate,
inst->UpdateCondRegister );
}
break;
case FP_OPCODE_DP3:
{
GLfloat a[4], b[4], result[4];
@@ -336,6 +346,53 @@ execute_program(GLcontext *ctx, const struct fragment_program *program)
inst->UpdateCondRegister );
}
break;
case FP_OPCODE_DST: /* Distance vector */
{
GLfloat a[4], b[4], result[4];
fetch_vector4( &inst->SrcReg[0], machine, a );
fetch_vector4( &inst->SrcReg[1], machine, b );
result[0] = 1.0F;
result[1] = a[1] * b[1];
result[2] = a[2];
result[3] = b[3];
store_vector4( &inst->DstReg, machine, result, inst->Saturate,
inst->UpdateCondRegister );
}
break;
case FP_OPCODE_EX2: /* Exponential base 2 */
{
GLfloat a[4], result[4];
fetch_vector1( &inst->SrcReg[0], machine, a );
result[0] = result[1] = result[2] = result[3] =
(GLfloat) pow(2.0, a[0]);
store_vector4( &inst->DstReg, machine, result, inst->Saturate,
inst->UpdateCondRegister );
}
break;
case FP_OPCODE_FLR:
{
GLfloat a[4], result[4];
fetch_vector4( &inst->SrcReg[0], machine, a );
result[0] = FLOORF(a[0]);
result[1] = FLOORF(a[1]);
result[2] = FLOORF(a[2]);
result[3] = FLOORF(a[3]);
store_vector4( &inst->DstReg, machine, result, inst->Saturate,
inst->UpdateCondRegister );
}
break;
case FP_OPCODE_FRC:
{
GLfloat a[4], result[4];
fetch_vector4( &inst->SrcReg[0], machine, a );
result[0] = a[0] - FLOORF(a[0]);
result[1] = a[1] - FLOORF(a[1]);
result[2] = a[2] - FLOORF(a[2]);
result[3] = a[3] - FLOORF(a[3]);
store_vector4( &inst->DstReg, machine, result, inst->Saturate,
inst->UpdateCondRegister );
}
break;
case FP_OPCODE_KIL:
{
const GLuint *swizzle = inst->DstReg.CondSwizzle;
@@ -347,6 +404,32 @@ execute_program(GLcontext *ctx, const struct fragment_program *program)
return;
}
break;
case FP_OPCODE_LG2: /* log base 2 */
{
GLfloat a[4], result[4];
fetch_vector1( &inst->SrcReg[0], machine, a );
result[0] = result[1] = result[2] = result[3]
= LOG2(a[0]);
store_vector4( &inst->DstReg, machine, result, inst->Saturate,
inst->UpdateCondRegister );
}
break;
case FP_OPCODE_LIT:
{
GLfloat a[4], result[4];
fetch_vector4( &inst->SrcReg[0], machine, a );
if (a[0] < 0.0F)
a[0] = 0.0F;
if (a[1] < 0.0F)
a[1] = 0.0F;
result[0] = 1.0F;
result[1] = a[0];
result[2] = (a[0] > 0.0) ? pow(2.0, a[3]) : 0.0F;
result[3] = 1.0F;
store_vector4( &inst->DstReg, machine, result, inst->Saturate,
inst->UpdateCondRegister );
}
break;
case FP_OPCODE_LRP:
{
GLfloat a[4], b[4], c[4], result[4];
@@ -361,6 +444,46 @@ execute_program(GLcontext *ctx, const struct fragment_program *program)
inst->UpdateCondRegister );
}
break;
case FP_OPCODE_MAD:
{
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] + c[0];
result[1] = a[1] * b[1] + c[1];
result[2] = a[2] * b[2] + c[2];
result[3] = a[3] * b[3] + c[3];
store_vector4( &inst->DstReg, machine, result, inst->Saturate,
inst->UpdateCondRegister );
}
break;
case FP_OPCODE_MAX:
{
GLfloat a[4], b[4], result[4];
fetch_vector4( &inst->SrcReg[0], machine, a );
fetch_vector4( &inst->SrcReg[1], machine, b );
result[0] = MAX2(a[0], b[0]);
result[1] = MAX2(a[1], b[1]);
result[2] = MAX2(a[2], b[2]);
result[3] = MAX2(a[3], b[3]);
store_vector4( &inst->DstReg, machine, result, inst->Saturate,
inst->UpdateCondRegister );
}
break;
case FP_OPCODE_MIN:
{
GLfloat a[4], b[4], result[4];
fetch_vector4( &inst->SrcReg[0], machine, a );
fetch_vector4( &inst->SrcReg[1], machine, b );
result[0] = MIN2(a[0], b[0]);
result[1] = MIN2(a[1], b[1]);
result[2] = MIN2(a[2], b[2]);
result[3] = MIN2(a[3], b[3]);
store_vector4( &inst->DstReg, machine, result, inst->Saturate,
inst->UpdateCondRegister );
}
break;
case FP_OPCODE_MOV:
{
GLfloat t[4];
@@ -369,7 +492,136 @@ execute_program(GLcontext *ctx, const struct fragment_program *program)
inst->UpdateCondRegister );
}
break;
case FP_OPCODE_SEQ:
case FP_OPCODE_MUL:
{
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_PK2H: /* pack two 16-bit floats */
/* XXX this is probably wrong */
{
GLfloat a[4], result[4];
const GLuint *rawBits = (const GLuint *) a;
GLuint *rawResult = (GLuint *) result;
fetch_vector4( &inst->SrcReg[0], machine, a );
rawResult[0] = rawResult[1] = rawResult[2] = rawResult[3]
= rawBits[0] | (rawBits[1] << 16);
store_vector4( &inst->DstReg, machine, result, inst->Saturate,
inst->UpdateCondRegister );
}
break;
case FP_OPCODE_PK2US: /* pack two GLushorts */
{
GLfloat a[4], result[4];
GLuint usx, usy, *rawResult = (GLuint *) result;
fetch_vector4( &inst->SrcReg[0], machine, a );
a[0] = CLAMP(a[0], 0.0F, 1.0F);
a[1] = CLAMP(a[0], 0.0F, 1.0F);
usx = IROUND(a[0] * 65535.0F);
usy = IROUND(a[1] * 65535.0F);
rawResult[0] = rawResult[1] = rawResult[2] = rawResult[3]
= usx | (usy << 16);
store_vector4( &inst->DstReg, machine, result, inst->Saturate,
inst->UpdateCondRegister );
}
break;
case FP_OPCODE_PK4B: /* pack four GLbytes */
{
GLfloat a[4], result[4];
GLuint ubx, uby, ubz, ubw, *rawResult = (GLuint *) result;
fetch_vector4( &inst->SrcReg[0], machine, a );
a[0] = CLAMP(a[0], -128.0F / 127.0F, 1.0F);
a[1] = CLAMP(a[1], -128.0F / 127.0F, 1.0F);
a[2] = CLAMP(a[2], -128.0F / 127.0F, 1.0F);
a[3] = CLAMP(a[3], -128.0F / 127.0F, 1.0F);
ubx = IROUND(127.0F * a[0] + 128.0F);
uby = IROUND(127.0F * a[1] + 128.0F);
ubz = IROUND(127.0F * a[2] + 128.0F);
ubw = IROUND(127.0F * a[3] + 128.0F);
rawResult[0] = rawResult[1] = rawResult[2] = rawResult[3]
= ubx | (uby << 8) | (ubz << 16) | (ubw << 24);
store_vector4( &inst->DstReg, machine, result, inst->Saturate,
inst->UpdateCondRegister );
}
break;
case FP_OPCODE_PK4UB: /* pack four GLubytes */
{
GLfloat a[4], result[4];
GLuint ubx, uby, ubz, ubw, *rawResult = (GLuint *) result;
fetch_vector4( &inst->SrcReg[0], machine, a );
a[0] = CLAMP(a[0], 0.0F, 1.0F);
a[1] = CLAMP(a[1], 0.0F, 1.0F);
a[2] = CLAMP(a[2], 0.0F, 1.0F);
a[3] = CLAMP(a[3], 0.0F, 1.0F);
ubx = IROUND(255.0F * a[0]);
uby = IROUND(255.0F * a[1]);
ubz = IROUND(255.0F * a[2]);
ubw = IROUND(255.0F * a[3]);
rawResult[0] = rawResult[1] = rawResult[2] = rawResult[3]
= ubx | (uby << 8) | (ubz << 16) | (ubw << 24);
store_vector4( &inst->DstReg, machine, result, inst->Saturate,
inst->UpdateCondRegister );
}
break;
case FP_OPCODE_POW:
{
GLfloat a[4], b[4], result[4];
fetch_vector1( &inst->SrcReg[0], machine, a );
fetch_vector1( &inst->SrcReg[1], machine, b );
result[0] = result[1] = result[2] = result[3]
= pow(a[0], b[0]);
store_vector4( &inst->DstReg, machine, result, inst->Saturate,
inst->UpdateCondRegister );
}
break;
case FP_OPCODE_RCP:
{
GLfloat a[4], result[4];
fetch_vector1( &inst->SrcReg[0], machine, a );
result[0] = result[1] = result[2] = result[3]
= 1.0F / a[0];
store_vector4( &inst->DstReg, machine, result, inst->Saturate,
inst->UpdateCondRegister );
}
break;
case FP_OPCODE_RFL:
{
GLfloat axis[4], dir[4], result[4], tmp[4];
fetch_vector4( &inst->SrcReg[0], machine, axis );
fetch_vector4( &inst->SrcReg[1], machine, dir );
tmp[3] = axis[0] * axis[0]
+ axis[1] * axis[1]
+ axis[2] * axis[2];
tmp[0] = (2.0F * (axis[0] * dir[0] +
axis[1] * dir[1] +
axis[2] * dir[2])) / tmp[3];
result[0] = tmp[0] * axis[0] - dir[0];
result[1] = tmp[0] * axis[1] - dir[1];
result[2] = tmp[0] * axis[2] - dir[2];
/* result[3] is never written! XXX enforce in parser! */
store_vector4( &inst->DstReg, machine, result, inst->Saturate,
inst->UpdateCondRegister );
}
break;
case FP_OPCODE_RSQ: /* 1 / sqrt() */
{
GLfloat a[4], result[4];
fetch_vector1( &inst->SrcReg[0], machine, a );
result[0] = result[1] = result[2] = result[3]
= 1.0F / GL_SQRT(a[0]);
store_vector4( &inst->DstReg, machine, result, inst->Saturate,
inst->UpdateCondRegister );
}
break;
case FP_OPCODE_SEQ: /* set on equal */
{
GLfloat a[4], b[4], result[4];
fetch_vector4( &inst->SrcReg[0], machine, a );
@@ -382,13 +634,114 @@ execute_program(GLcontext *ctx, const struct fragment_program *program)
inst->UpdateCondRegister );
}
break;
case FP_OPCODE_SFL: /* set false, operands ignored */
{
static const GLfloat result[4] = { 0.0F, 0.0F, 0.0F, 0.0F };
store_vector4( &inst->DstReg, machine, result, inst->Saturate,
inst->UpdateCondRegister );
}
break;
case FP_OPCODE_SGE: /* set on greater or equal */
{
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_SGT: /* set on greater */
{
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_SIN:
{
GLfloat a[4], result[4];
fetch_vector1( &inst->SrcReg[0], machine, a );
result[0] = result[1] = result[2] = result[3] = sin(a[0]);
store_vector4( &inst->DstReg, machine, result, inst->Saturate,
inst->UpdateCondRegister );
}
break;
case FP_OPCODE_SLE: /* set on less or equal */
{
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_SLT: /* set on less */
{
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_SNE: /* set on not equal */
{
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_STR: /* set true, operands ignored */
{
static const GLfloat result[4] = { 1.0F, 1.0F, 1.0F, 1.0F };
store_vector4( &inst->DstReg, machine, result, inst->Saturate,
inst->UpdateCondRegister );
}
break;
case FP_OPCODE_SUB:
{
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_TEX:
/* Texel lookup */
{
GLfloat texcoord[4], color[4];
fetch_vector4( &inst->SrcReg[0], machine, texcoord );
fetch_texel( ctx, texcoord, inst->TexSrcUnit,
inst->TexSrcTarget, color );
inst->TexSrcIndex, color );
store_vector4( &inst->DstReg, machine, color, inst->Saturate,
inst->UpdateCondRegister );
}
@@ -401,7 +754,7 @@ execute_program(GLcontext *ctx, const struct fragment_program *program)
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 );
inst->TexSrcIndex, color );
store_vector4( &inst->DstReg, machine, color, inst->Saturate,
inst->UpdateCondRegister );
}
@@ -415,17 +768,84 @@ execute_program(GLcontext *ctx, const struct fragment_program *program)
texcoord[1] /= texcoord[3];
texcoord[2] /= texcoord[3];
fetch_texel( ctx, texcoord, inst->TexSrcUnit,
inst->TexSrcTarget, color );
inst->TexSrcIndex, color );
store_vector4( &inst->DstReg, machine, color, inst->Saturate,
inst->UpdateCondRegister );
}
break;
case FP_OPCODE_UP2H: /* unpack two 16-bit floats */
/* XXX this is probably wrong */
{
GLfloat a[4], result[4];
const GLuint *rawBits = (const GLuint *) a;
GLuint *rawResult = (GLuint *) result;
fetch_vector1( &inst->SrcReg[0], machine, a );
rawResult[0] = rawBits[0] & 0xffff;
rawResult[1] = (rawBits[0] >> 16) & 0xffff;
rawResult[2] = rawBits[0] & 0xffff;
rawResult[3] = (rawBits[0] >> 16) & 0xffff;
store_vector4( &inst->DstReg, machine, result, inst->Saturate,
inst->UpdateCondRegister );
}
break;
case FP_OPCODE_UP2US: /* unpack two GLushorts */
{
GLfloat a[4], result[4];
const GLuint *rawBits = (const GLuint *) a;
fetch_vector1( &inst->SrcReg[0], machine, a );
result[0] = (GLfloat) ((rawBits[0] >> 0) & 0xffff) / 65535.0F;
result[1] = (GLfloat) ((rawBits[0] >> 16) & 0xffff) / 65535.0F;
result[2] = result[0];
result[3] = result[1];
store_vector4( &inst->DstReg, machine, result, inst->Saturate,
inst->UpdateCondRegister );
}
break;
case FP_OPCODE_UP4B: /* unpack four GLbytes */
{
GLfloat a[4], result[4];
const GLuint *rawBits = (const GLuint *) a;
fetch_vector1( &inst->SrcReg[0], machine, a );
result[0] = (((rawBits[0] >> 0) & 0xff) - 128) / 127.0F;
result[0] = (((rawBits[0] >> 8) & 0xff) - 128) / 127.0F;
result[0] = (((rawBits[0] >> 16) & 0xff) - 128) / 127.0F;
result[0] = (((rawBits[0] >> 24) & 0xff) - 128) / 127.0F;
store_vector4( &inst->DstReg, machine, result, inst->Saturate,
inst->UpdateCondRegister );
}
break;
case FP_OPCODE_UP4UB: /* unpack four GLubytes */
{
GLfloat a[4], result[4];
const GLuint *rawBits = (const GLuint *) a;
fetch_vector1( &inst->SrcReg[0], machine, a );
result[0] = ((rawBits[0] >> 0) & 0xff) / 255.0F;
result[0] = ((rawBits[0] >> 8) & 0xff) / 255.0F;
result[0] = ((rawBits[0] >> 16) & 0xff) / 255.0F;
result[0] = ((rawBits[0] >> 24) & 0xff) / 255.0F;
store_vector4( &inst->DstReg, machine, result, inst->Saturate,
inst->UpdateCondRegister );
}
break;
case FP_OPCODE_X2D: /* 2-D matrix transform */
{
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] * c[0] + b[1] * c[1];
result[1] = a[1] + b[0] * c[2] + b[1] * c[3];
result[2] = a[2] + b[0] * c[0] + b[1] * c[1];
result[3] = a[3] + b[0] * c[2] + b[1] * c[3];
store_vector4( &inst->DstReg, machine, result, inst->Saturate,
inst->UpdateCondRegister );
}
break;
default:
_mesa_problem(ctx, "Bad opcode in _mesa_exec_fragment_program");
return;
}
}
}
@@ -443,7 +863,7 @@ _swrast_exec_nv_fragment_program( GLcontext *ctx, struct sw_span *span )
const GLfloat *colOut = ctx->FragmentProgram.Machine.Registers[FP_OUTPUT_REG_START];
GLuint j;
/* Clear temporary registers */
/* Clear temporary registers XXX use memzero() */
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;
@@ -451,11 +871,13 @@ _swrast_exec_nv_fragment_program( GLcontext *ctx, struct sw_span *span )
ctx->FragmentProgram.Machine.Registers[FP_TEMP_REG_START+j][3] = 0.0F;
}
/* Load input registers */
/*
* Load input registers - yes this is all very inefficient for now.
*/
wpos[0] = span->x + i;
wpos[1] = span->y + i;
wpos[2] = span->array->z[i];
wpos[3] = 1.0;
wpos[3] = 1.0; /* XXX should be 1/w */
col0[0] = CHAN_TO_FLOAT(span->array->rgba[i][RCOMP]);
col0[1] = CHAN_TO_FLOAT(span->array->rgba[i][GCOMP]);
@@ -468,6 +890,20 @@ _swrast_exec_nv_fragment_program( GLcontext *ctx, struct sw_span *span )
col1[3] = CHAN_TO_FLOAT(span->array->spec[i][ACOMP]);
fogc[0] = span->array->fog[i];
fogc[1] = 0.0F;
fogc[2] = 0.0F;
fogc[3] = 0.0F;
for (j = 0; j < ctx->Const.MaxTextureCoordUnits; j++) {
if (ctx->Texture.Unit[j]._ReallyEnabled) {
COPY_4V(ctx->FragmentProgram.Machine.Registers[4 + j],
span->array->texcoords[j][i]);
}
else {
COPY_4V(ctx->FragmentProgram.Machine.Registers[4 + j],
ctx->Current.Attrib[VERT_ATTRIB_TEX0 + j]);
}
}
execute_program(ctx, ctx->FragmentProgram.Current);
+2 -2
View File
@@ -1,4 +1,4 @@
/* $Id: s_nvfragprog.h,v 1.1 2003/01/14 04:57:47 brianp Exp $ */
/* $Id: s_nvfragprog.h,v 1.2 2003/02/23 04:10:54 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -29,7 +29,7 @@
#define S_NVFRAGPROG_H
#include "swrast.h"
#include "s_context.h"
extern void
+138 -140
View File
@@ -1,4 +1,4 @@
/* $Id: s_texture.c,v 1.79 2003/02/06 13:44:55 brianp Exp $ */
/* $Id: s_texture.c,v 1.80 2003/02/23 04:10:54 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -812,7 +812,7 @@ sample_1d_linear(GLcontext *ctx,
static void
sample_1d_nearest_mipmap_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, GLfloat texcoord[][4],
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan rgba[][4])
{
GLuint i;
@@ -828,7 +828,7 @@ sample_1d_nearest_mipmap_nearest(GLcontext *ctx,
static void
sample_1d_linear_mipmap_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, GLfloat texcoord[][4],
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan rgba[][4])
{
GLuint i;
@@ -855,7 +855,7 @@ sample_1d_linear_mipmap_nearest(GLcontext *ctx,
static void
sample_1d_nearest_mipmap_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, GLfloat texcoord[][4],
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan rgba[][4])
{
GLuint i;
@@ -885,7 +885,7 @@ sample_1d_nearest_mipmap_linear(GLcontext *ctx,
static void
sample_1d_linear_mipmap_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, GLfloat texcoord[][4],
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan rgba[][4])
{
GLuint i;
@@ -915,7 +915,7 @@ sample_1d_linear_mipmap_linear(GLcontext *ctx,
static void
sample_nearest_1d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
GLfloat texcoords[][4], const GLfloat lambda[],
const GLfloat texcoords[][4], const GLfloat lambda[],
GLchan rgba[][4] )
{
GLuint i;
@@ -931,7 +931,7 @@ sample_nearest_1d( GLcontext *ctx, GLuint texUnit,
static void
sample_linear_1d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
GLfloat texcoords[][4], const GLfloat lambda[],
const GLfloat texcoords[][4], const GLfloat lambda[],
GLchan rgba[][4] )
{
GLuint i;
@@ -951,7 +951,7 @@ sample_linear_1d( GLcontext *ctx, GLuint texUnit,
static void
sample_lambda_1d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
GLfloat texcoords[][4],
const GLfloat texcoords[][4],
const GLfloat lambda[], GLchan rgba[][4] )
{
GLuint minStart, minEnd; /* texels with minification */
@@ -1264,7 +1264,7 @@ sample_2d_linear_repeat(GLcontext *ctx,
static void
sample_2d_nearest_mipmap_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, GLfloat texcoord[][4],
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan rgba[][4])
{
GLuint i;
@@ -1280,7 +1280,7 @@ sample_2d_nearest_mipmap_nearest(GLcontext *ctx,
static void
sample_2d_linear_mipmap_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, GLfloat texcoord[][4],
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan rgba[][4])
{
GLuint i;
@@ -1297,7 +1297,7 @@ sample_2d_linear_mipmap_nearest(GLcontext *ctx,
static void
sample_2d_nearest_mipmap_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, GLfloat texcoord[][4],
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan rgba[][4])
{
GLuint i;
@@ -1328,7 +1328,7 @@ sample_2d_nearest_mipmap_linear(GLcontext *ctx,
static void
sample_2d_linear_mipmap_linear( GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, GLfloat texcoord[][4],
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan rgba[][4] )
{
GLuint i;
@@ -1357,7 +1357,7 @@ sample_2d_linear_mipmap_linear( GLcontext *ctx,
static void
sample_2d_linear_mipmap_linear_repeat( GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, GLfloat texcoord[][4],
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan rgba[][4] )
{
GLuint i;
@@ -1388,7 +1388,7 @@ sample_2d_linear_mipmap_linear_repeat( GLcontext *ctx,
static void
sample_nearest_2d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
GLfloat texcoords[][4],
const GLfloat texcoords[][4],
const GLfloat lambda[], GLchan rgba[][4] )
{
GLuint i;
@@ -1404,7 +1404,7 @@ sample_nearest_2d( GLcontext *ctx, GLuint texUnit,
static void
sample_linear_2d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
GLfloat texcoords[][4],
const GLfloat texcoords[][4],
const GLfloat lambda[], GLchan rgba[][4] )
{
GLuint i;
@@ -1427,7 +1427,7 @@ sample_linear_2d( GLcontext *ctx, GLuint texUnit,
static void
opt_sample_rgb_2d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj,
GLuint n, GLfloat texcoords[][4],
GLuint n, const GLfloat texcoords[][4],
const GLfloat lambda[], GLchan rgba[][4] )
{
const struct gl_texture_image *img = tObj->Image[tObj->BaseLevel];
@@ -1466,7 +1466,7 @@ opt_sample_rgb_2d( GLcontext *ctx, GLuint texUnit,
static void
opt_sample_rgba_2d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj,
GLuint n, GLfloat texcoords[][4],
GLuint n, const GLfloat texcoords[][4],
const GLfloat lambda[], GLchan rgba[][4] )
{
const struct gl_texture_image *img = tObj->Image[tObj->BaseLevel];
@@ -1499,7 +1499,7 @@ opt_sample_rgba_2d( GLcontext *ctx, GLuint texUnit,
static void
sample_lambda_2d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj,
GLuint n, GLfloat texcoords[][4],
GLuint n, const GLfloat texcoords[][4],
const GLfloat lambda[], GLchan rgba[][4] )
{
const struct gl_texture_image *tImg = tObj->Image[tObj->BaseLevel];
@@ -1545,7 +1545,8 @@ sample_lambda_2d( GLcontext *ctx, GLuint texUnit,
NULL, rgba + minStart);
break;
case GL_NEAREST_MIPMAP_NEAREST:
sample_2d_nearest_mipmap_nearest(ctx, tObj, m, texcoords + minStart,
sample_2d_nearest_mipmap_nearest(ctx, tObj, m,
texcoords + minStart,
lambda + minStart, rgba + minStart);
break;
case GL_LINEAR_MIPMAP_NEAREST:
@@ -1844,7 +1845,7 @@ sample_3d_linear(GLcontext *ctx,
static void
sample_3d_nearest_mipmap_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, GLfloat texcoord[][4],
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan rgba[][4] )
{
GLuint i;
@@ -1859,7 +1860,7 @@ sample_3d_nearest_mipmap_nearest(GLcontext *ctx,
static void
sample_3d_linear_mipmap_nearest(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, GLfloat texcoord[][4],
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan rgba[][4])
{
GLuint i;
@@ -1875,7 +1876,7 @@ sample_3d_linear_mipmap_nearest(GLcontext *ctx,
static void
sample_3d_nearest_mipmap_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, GLfloat texcoord[][4],
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan rgba[][4])
{
GLuint i;
@@ -1904,7 +1905,7 @@ sample_3d_nearest_mipmap_linear(GLcontext *ctx,
static void
sample_3d_linear_mipmap_linear(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, GLfloat texcoord[][4],
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan rgba[][4])
{
GLuint i;
@@ -1933,7 +1934,7 @@ sample_3d_linear_mipmap_linear(GLcontext *ctx,
static void
sample_nearest_3d(GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
GLfloat texcoords[][4], const GLfloat lambda[],
const GLfloat texcoords[][4], const GLfloat lambda[],
GLchan rgba[][4])
{
GLuint i;
@@ -1949,7 +1950,7 @@ sample_nearest_3d(GLcontext *ctx, GLuint texUnit,
static void
sample_linear_3d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
GLfloat texcoords[][4],
const GLfloat texcoords[][4],
const GLfloat lambda[], GLchan rgba[][4] )
{
GLuint i;
@@ -1968,7 +1969,7 @@ sample_linear_3d( GLcontext *ctx, GLuint texUnit,
static void
sample_lambda_3d( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
GLfloat texcoords[][4], const GLfloat lambda[],
const GLfloat texcoords[][4], const GLfloat lambda[],
GLchan rgba[][4] )
{
GLuint minStart, minEnd; /* texels with minification */
@@ -2119,7 +2120,7 @@ choose_cube_face(const struct gl_texture_object *texObj,
static void
sample_nearest_cube(GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
GLfloat texcoords[][4], const GLfloat lambda[],
const GLfloat texcoords[][4], const GLfloat lambda[],
GLchan rgba[][4])
{
GLuint i;
@@ -2137,7 +2138,7 @@ sample_nearest_cube(GLcontext *ctx, GLuint texUnit,
static void
sample_linear_cube(GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
GLfloat texcoords[][4],
const GLfloat texcoords[][4],
const GLfloat lambda[], GLchan rgba[][4])
{
GLuint i;
@@ -2155,7 +2156,7 @@ sample_linear_cube(GLcontext *ctx, GLuint texUnit,
static void
sample_cube_nearest_mipmap_nearest(GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj,
GLuint n, GLfloat texcoord[][4],
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan rgba[][4])
{
GLuint i;
@@ -2174,7 +2175,7 @@ sample_cube_nearest_mipmap_nearest(GLcontext *ctx, GLuint texUnit,
static void
sample_cube_linear_mipmap_nearest(GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj,
GLuint n, GLfloat texcoord[][4],
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan rgba[][4])
{
GLuint i;
@@ -2193,7 +2194,7 @@ sample_cube_linear_mipmap_nearest(GLcontext *ctx, GLuint texUnit,
static void
sample_cube_nearest_mipmap_linear(GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj,
GLuint n, GLfloat texcoord[][4],
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan rgba[][4])
{
GLuint i;
@@ -2225,7 +2226,7 @@ sample_cube_nearest_mipmap_linear(GLcontext *ctx, GLuint texUnit,
static void
sample_cube_linear_mipmap_linear(GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj,
GLuint n, GLfloat texcoord[][4],
GLuint n, const GLfloat texcoord[][4],
const GLfloat lambda[], GLchan rgba[][4])
{
GLuint i;
@@ -2257,7 +2258,7 @@ sample_cube_linear_mipmap_linear(GLcontext *ctx, GLuint texUnit,
static void
sample_lambda_cube( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
GLfloat texcoords[][4], const GLfloat lambda[],
const GLfloat texcoords[][4], const GLfloat lambda[],
GLchan rgba[][4])
{
GLuint minStart, minEnd; /* texels with minification */
@@ -2330,7 +2331,7 @@ sample_lambda_cube( GLcontext *ctx, GLuint texUnit,
static void
sample_nearest_rect(GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
GLfloat texcoords[][4], const GLfloat lambda[],
const GLfloat texcoords[][4], const GLfloat lambda[],
GLchan rgba[][4])
{
const struct gl_texture_image *img = tObj->Image[0];
@@ -2385,7 +2386,7 @@ sample_nearest_rect(GLcontext *ctx, GLuint texUnit,
static void
sample_linear_rect(GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
GLfloat texcoords[][4],
const GLfloat texcoords[][4],
const GLfloat lambda[], GLchan rgba[][4])
{
const struct gl_texture_image *img = tObj->Image[0];
@@ -2473,7 +2474,7 @@ sample_linear_rect(GLcontext *ctx, GLuint texUnit,
static void
sample_lambda_rect( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
GLfloat texcoords[][4], const GLfloat lambda[],
const GLfloat texcoords[][4], const GLfloat lambda[],
GLchan rgba[][4])
{
GLuint minStart, minEnd, magStart, magEnd;
@@ -2514,7 +2515,7 @@ sample_lambda_rect( GLcontext *ctx, GLuint texUnit,
static void
sample_depth_texture( GLcontext *ctx, GLuint unit,
const struct gl_texture_object *tObj, GLuint n,
GLfloat texcoords[][4], const GLfloat lambda[],
const GLfloat texcoords[][4], const GLfloat lambda[],
GLchan texel[][4] )
{
const GLint baseLevel = tObj->BaseLevel;
@@ -2804,7 +2805,7 @@ sample_depth_texture( GLcontext *ctx, GLuint unit,
static void
sample_depth_texture2(const GLcontext *ctx,
const struct gl_texture_unit *texUnit,
GLuint n, GLfloat texcoords[][4],
GLuint n, const GLfloat texcoords[][4],
GLchan texel[][4])
{
const struct gl_texture_object *texObj = texUnit->_Current;
@@ -2896,13 +2897,22 @@ sample_depth_texture2(const GLcontext *ctx,
/**
* We use this function when a texture object is in an "incomplete" state.
* When a fragment program attempts to sample an incomplete texture we
* return black.
* Note: frag progs don't observe texture enable/disable flags.
*/
static void
null_sample_func( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj, GLuint n,
GLfloat texcoords[][4], const GLfloat lambda[],
const GLfloat texcoords[][4], const GLfloat lambda[],
GLchan rgba[][4])
{
(void) ctx;
(void) texUnit;
(void) tObj;
(void) texcoords;
(void) lambda;
_mesa_bzero(rgba, n * 4 * sizeof(GLchan));
}
@@ -2910,115 +2920,103 @@ null_sample_func( GLcontext *ctx, GLuint texUnit,
/**
* Setup the texture sampling function for this texture object.
*/
void
_swrast_choose_texture_sample_func( GLcontext *ctx, GLuint texUnit,
texture_sample_func
_swrast_choose_texture_sample_func( GLcontext *ctx,
const struct gl_texture_object *t )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
const GLboolean needLambda = (GLboolean) (t->MinFilter != t->MagFilter);
const GLenum format = t->Image[t->BaseLevel]->Format;
if (!t->Complete) {
swrast->TextureSample[texUnit] = null_sample_func;
return null_sample_func;
}
else {
const GLboolean needLambda = (GLboolean) (t->MinFilter != t->MagFilter);
const GLenum format = t->Image[t->BaseLevel]->Format;
if (needLambda) {
/* Compute min/mag filter threshold */
if (t->MagFilter == GL_LINEAR
&& (t->MinFilter == GL_NEAREST_MIPMAP_NEAREST ||
t->MinFilter == GL_NEAREST_MIPMAP_LINEAR)) {
swrast->_MinMagThresh[texUnit] = 0.5F;
switch (t->Target) {
case GL_TEXTURE_1D:
if (format == GL_DEPTH_COMPONENT) {
return sample_depth_texture;
}
else if (needLambda) {
return sample_lambda_1d;
}
else if (t->MinFilter == GL_LINEAR) {
return sample_linear_1d;
}
else {
ASSERT(t->MinFilter == GL_NEAREST);
return sample_nearest_1d;
}
break;
case GL_TEXTURE_2D:
if (format == GL_DEPTH_COMPONENT) {
return sample_depth_texture;
}
else if (needLambda) {
return sample_lambda_2d;
}
else if (t->MinFilter == GL_LINEAR) {
return sample_linear_2d;
}
else {
GLint baseLevel = t->BaseLevel;
ASSERT(t->MinFilter == GL_NEAREST);
if (t->WrapS == GL_REPEAT &&
t->WrapT == GL_REPEAT &&
t->Image[baseLevel]->Border == 0 &&
t->Image[baseLevel]->TexFormat->MesaFormat == MESA_FORMAT_RGB) {
return opt_sample_rgb_2d;
}
else if (t->WrapS == GL_REPEAT &&
t->WrapT == GL_REPEAT &&
t->Image[baseLevel]->Border == 0 &&
t->Image[baseLevel]->TexFormat->MesaFormat == MESA_FORMAT_RGBA) {
return opt_sample_rgba_2d;
}
else {
swrast->_MinMagThresh[texUnit] = 0.0F;
return sample_nearest_2d;
}
}
switch (t->Target) {
case GL_TEXTURE_1D:
if (format == GL_DEPTH_COMPONENT) {
swrast->TextureSample[texUnit] = sample_depth_texture;
}
else if (needLambda) {
swrast->TextureSample[texUnit] = sample_lambda_1d;
}
else if (t->MinFilter == GL_LINEAR) {
swrast->TextureSample[texUnit] = sample_linear_1d;
}
else {
ASSERT(t->MinFilter == GL_NEAREST);
swrast->TextureSample[texUnit] = sample_nearest_1d;
}
break;
case GL_TEXTURE_2D:
if (format == GL_DEPTH_COMPONENT) {
swrast->TextureSample[texUnit] = sample_depth_texture;
}
else if (needLambda) {
swrast->TextureSample[texUnit] = sample_lambda_2d;
}
else if (t->MinFilter == GL_LINEAR) {
swrast->TextureSample[texUnit] = sample_linear_2d;
}
else {
GLint baseLevel = t->BaseLevel;
ASSERT(t->MinFilter == GL_NEAREST);
if (t->WrapS == GL_REPEAT &&
t->WrapT == GL_REPEAT &&
t->Image[baseLevel]->Border == 0 &&
t->Image[baseLevel]->TexFormat->MesaFormat == MESA_FORMAT_RGB) {
swrast->TextureSample[texUnit] = opt_sample_rgb_2d;
}
else if (t->WrapS == GL_REPEAT &&
t->WrapT == GL_REPEAT &&
t->Image[baseLevel]->Border == 0 &&
t->Image[baseLevel]->TexFormat->MesaFormat == MESA_FORMAT_RGBA) {
swrast->TextureSample[texUnit] = opt_sample_rgba_2d;
}
else
swrast->TextureSample[texUnit] = sample_nearest_2d;
}
break;
case GL_TEXTURE_3D:
if (needLambda) {
swrast->TextureSample[texUnit] = sample_lambda_3d;
}
else if (t->MinFilter == GL_LINEAR) {
swrast->TextureSample[texUnit] = sample_linear_3d;
}
else {
ASSERT(t->MinFilter == GL_NEAREST);
swrast->TextureSample[texUnit] = sample_nearest_3d;
}
break;
case GL_TEXTURE_CUBE_MAP:
if (needLambda) {
swrast->TextureSample[texUnit] = sample_lambda_cube;
}
else if (t->MinFilter == GL_LINEAR) {
swrast->TextureSample[texUnit] = sample_linear_cube;
}
else {
ASSERT(t->MinFilter == GL_NEAREST);
swrast->TextureSample[texUnit] = sample_nearest_cube;
}
break;
case GL_TEXTURE_RECTANGLE_NV:
if (needLambda) {
swrast->TextureSample[texUnit] = sample_lambda_rect;
}
else if (t->MinFilter == GL_LINEAR) {
swrast->TextureSample[texUnit] = sample_linear_rect;
}
else {
ASSERT(t->MinFilter == GL_NEAREST);
swrast->TextureSample[texUnit] = sample_nearest_rect;
}
break;
default:
_mesa_problem(ctx, "invalid target in _swrast_choose_texture_sample_func");
break;
case GL_TEXTURE_3D:
if (needLambda) {
return sample_lambda_3d;
}
else if (t->MinFilter == GL_LINEAR) {
return sample_linear_3d;
}
else {
ASSERT(t->MinFilter == GL_NEAREST);
return sample_nearest_3d;
}
break;
case GL_TEXTURE_CUBE_MAP:
if (needLambda) {
return sample_lambda_cube;
}
else if (t->MinFilter == GL_LINEAR) {
return sample_linear_cube;
}
else {
ASSERT(t->MinFilter == GL_NEAREST);
return sample_nearest_cube;
}
break;
case GL_TEXTURE_RECTANGLE_NV:
if (needLambda) {
return sample_lambda_rect;
}
else if (t->MinFilter == GL_LINEAR) {
return sample_linear_rect;
}
else {
ASSERT(t->MinFilter == GL_NEAREST);
return sample_nearest_rect;
}
break;
default:
_mesa_problem(ctx,
"invalid target in _swrast_choose_texture_sample_func");
return null_sample_func;
}
}
@@ -4170,9 +4168,9 @@ _swrast_texture_span( GLcontext *ctx, struct sw_span *span )
}
/* Sample the texture (span->end fragments) */
swrast->TextureSample[unit]( ctx, unit, texUnit->_Current,
span->end, span->array->texcoords[unit],
lambda, texels );
swrast->TextureSample[unit]( ctx, unit, texUnit->_Current, span->end,
(const GLfloat (*)[4]) span->array->texcoords[unit],
lambda, texels );
/* GL_SGI_texture_color_table */
if (texUnit->ColorTableEnabled) {
_swrast_texture_table_lookup(&texUnit->ColorTable, span->end, texels);
+2 -3
View File
@@ -1,4 +1,4 @@
/* $Id: s_texture.h,v 1.14 2003/01/26 14:37:17 brianp Exp $ */
/* $Id: s_texture.h,v 1.15 2003/02/23 04:10:54 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -37,9 +37,8 @@ extern void
_swrast_texture_table_lookup( const struct gl_color_table *table,
GLuint n, GLchan rgba[][4] );
extern void
extern texture_sample_func
_swrast_choose_texture_sample_func( GLcontext *ctx,
GLuint texUnit,
const struct gl_texture_object *tObj );
+3 -151
View File
@@ -1,10 +1,10 @@
/* $Id: swrast.h,v 1.34 2003/01/14 04:55:47 brianp Exp $ */
/* $Id: swrast.h,v 1.35 2003/02/23 04:10:54 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 5.1
*
* Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
* Copyright (C) 1999-2003 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"),
@@ -27,7 +27,7 @@
/**
* \file swrast/swrast.h
* \brief Defines basic structures for sw_rasterizer.
* \brief Public interface to the software rasterization functions.
* \author Keith Whitwell <keith@tungstengraphics.com>
*/
@@ -75,154 +75,6 @@ typedef struct {
} SWvertex;
/**
* \struct sw_span
* \brief Contains data for either a horizontal line or a set of
* pixels that are passed through a pipeline of functions before being
* drawn.
*
* The sw_span structure describes the colors, Z, fogcoord, texcoords,
* etc for either a horizontal run or a set of independent pixels. We
* can either specify a base/step to indicate interpolated values, or
* fill in arrays of values. The interpMask and arrayMask bitfields
* indicate which are active.
*
* With this structure it's easy to hand-off span rasterization to
* subroutines instead of doing it all inline in the triangle functions
* like we used to do.
* It also cleans up the local variable namespace a great deal.
*
* It would be interesting to experiment with multiprocessor rasterization
* with this structure. The triangle rasterizer could simply emit a
* stream of these structures which would be consumed by one or more
* span-processing threads which could run in parallel.
*/
/**
* \defgroup SpanFlags SPAN_XXX-flags
* Bitmasks to indicate which span_arrays need to be computed
* (sw_span::interpMask) or have already been filled
* (sw_span::arrayMask)
*/
/*@{*/
#define SPAN_RGBA 0x001
#define SPAN_SPEC 0x002
#define SPAN_INDEX 0x004
#define SPAN_Z 0x008
#define SPAN_FOG 0x010
#define SPAN_TEXTURE 0x020
#define SPAN_INT_TEXTURE 0x040
#define SPAN_LAMBDA 0x080
#define SPAN_COVERAGE 0x100
#define SPAN_FLAT 0x200 /**< flat shading? */
/** sw_span::arrayMask only - for span_arrays::x, span_arrays::y */
#define SPAN_XY 0x400
#define SPAN_MASK 0x800 /**< sw_span::arrayMask only */
/*@}*/
/**
* \struct span_arrays
* \brief Arrays of fragment values.
*
* These will either be computed from the x/xStep values above or
* filled in by glDraw/CopyPixels, etc.
*/
struct span_arrays {
GLchan rgb[MAX_WIDTH][3];
GLchan rgba[MAX_WIDTH][4];
GLuint index[MAX_WIDTH];
GLchan spec[MAX_WIDTH][4]; /* specular color */
GLint x[MAX_WIDTH]; /**< X/Y used for point/line rendering only */
GLint y[MAX_WIDTH]; /**< X/Y used for point/line rendering only */
GLdepth z[MAX_WIDTH];
GLfloat fog[MAX_WIDTH];
GLfloat texcoords[MAX_TEXTURE_COORD_UNITS][MAX_WIDTH][4];
GLfloat lambda[MAX_TEXTURE_COORD_UNITS][MAX_WIDTH];
GLfloat coverage[MAX_WIDTH];
/** This mask indicates if fragment is alive or culled */
GLubyte mask[MAX_WIDTH];
};
struct sw_span {
GLint x, y;
/** Only need to process pixels between start <= i < end */
/** At this time, start is always zero. */
GLuint start, end;
/** This flag indicates that mask[] array is effectively filled with ones */
GLboolean writeAll;
/** either GL_POLYGON, GL_LINE, GL_POLYGON, GL_BITMAP */
GLenum primitive;
/** 0 = front-facing span, 1 = back-facing span (for two-sided stencil) */
GLuint facing;
/**
* This bitmask (of \link SpanFlags SPAN_* flags\endlink) indicates
* which of the x/xStep variables are relevant.
*/
GLuint interpMask;
#if CHAN_TYPE == GL_FLOAT
GLfloat red, redStep;
GLfloat green, greenStep;
GLfloat blue, blueStep;
GLfloat alpha, alphaStep;
GLfloat specRed, specRedStep;
GLfloat specGreen, specGreenStep;
GLfloat specBlue, specBlueStep;
#else /* CHAN_TYPE == GL_UNSIGNED_BYTE or GL_UNSIGNED SHORT */
GLfixed red, redStep;
GLfixed green, greenStep;
GLfixed blue, blueStep;
GLfixed alpha, alphaStep;
GLfixed specRed, specRedStep;
GLfixed specGreen, specGreenStep;
GLfixed specBlue, specBlueStep;
#endif
GLfixed index, indexStep;
GLfixed z, zStep;
GLfloat fog, fogStep;
GLfloat tex[MAX_TEXTURE_COORD_UNITS][4]; /* s, t, r, q */
GLfloat texStepX[MAX_TEXTURE_COORD_UNITS][4];
GLfloat texStepY[MAX_TEXTURE_COORD_UNITS][4];
GLfixed intTex[2], intTexStep[2]; /* s, t only */
/**
* This bitmask (of \link SpanFlags SPAN_* flags\endlink) indicates
* which of the fragment arrays in the span_arrays struct are relevant.
*/
GLuint arrayMask;
/**
* We store the arrays of fragment values in a separate struct so
* that we can allocate sw_span structs on the stack without using
* a lot of memory. The span_arrays struct is about 400KB while the
* sw_span struct is only about 512 bytes.
*/
struct span_arrays *array;
};
#define INIT_SPAN(S, PRIMITIVE, END, INTERP_MASK, ARRAY_MASK) \
do { \
(S).primitive = (PRIMITIVE); \
(S).interpMask = (INTERP_MASK); \
(S).arrayMask = (ARRAY_MASK); \
(S).start = 0; \
(S).end = (END); \
(S).facing = 0; \
(S).array = SWRAST_CONTEXT(ctx)->SpanArrays; \
} while (0)
struct swrast_device_driver;