fragment program execution

This commit is contained in:
Brian Paul 2003-01-14 04:57:47 +00:00
parent 610d59981a
commit 890bcc0be3
2 changed files with 415 additions and 0 deletions

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/* $Id: s_nvfragprog.c,v 1.1 2003/01/14 04:57:47 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 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;
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]);
}
}

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/* $Id: s_nvfragprog.h,v 1.1 2003/01/14 04:57:47 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.
*/
#ifndef S_NVFRAGPROG_H
#define S_NVFRAGPROG_H
#include "swrast.h"
extern void
_swrast_exec_nv_fragment_program( GLcontext *ctx, struct sw_span *span );
#endif