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authorBrian <brian@yutani.localnet.net>2007-05-02 18:44:34 -0600
committerBrian <brian@yutani.localnet.net>2007-05-02 18:44:34 -0600
commit62da6a1b3e341e53981e2817595e0eea107fe6cb (patch)
treeef295d0df9d73159102b8dbc0c2e548344d17342 /src/mesa/shader
parent77e7535c0f94b94d26aa2e3d7b19c812beaba2ae (diff)
Resuscitate some of the DDX,DDY code.
Only works for program input registers at this time. Good enough for the common case of texcoords, though.
Diffstat (limited to 'src/mesa/shader')
-rw-r--r--src/mesa/shader/prog_execute.c291
-rw-r--r--src/mesa/shader/prog_execute.h3
2 files changed, 51 insertions, 243 deletions
diff --git a/src/mesa/shader/prog_execute.c b/src/mesa/shader/prog_execute.c
index 356d4ce249..9faf9d8613 100644
--- a/src/mesa/shader/prog_execute.c
+++ b/src/mesa/shader/prog_execute.c
@@ -218,120 +218,64 @@ fetch_vector4(const struct prog_src_register *source,
}
}
-#if 0
+
/**
- * Fetch the derivative with respect to X for the given register.
- * \return GL_TRUE if it was easily computed or GL_FALSE if we
- * need to execute another instance of the program (ugh)!
+ * Fetch the derivative with respect to X or Y for the given register.
+ * XXX this currently only works for fragment program input attribs.
*/
-static GLboolean
+static void
fetch_vector4_deriv(GLcontext * ctx,
const struct prog_src_register *source,
- const SWspan * span,
- char xOrY, GLint column, GLfloat result[4])
+ const struct gl_program_machine *machine,
+ char xOrY, GLfloat result[4])
{
- GLfloat src[4];
+ if (source->File == PROGRAM_INPUT && source->Index < machine->NumDeriv) {
+ const GLint col = machine->CurElement;
+ const GLfloat w = machine->Attribs[FRAG_ATTRIB_WPOS][col][3];
+ const GLfloat invQ = 1.0f / w;
+ GLfloat deriv[4];
- ASSERT(xOrY == 'X' || xOrY == 'Y');
-
- switch (source->Index) {
- case FRAG_ATTRIB_WPOS:
if (xOrY == 'X') {
- src[0] = 1.0;
- src[1] = 0.0;
- src[2] = span->attrStepX[FRAG_ATTRIB_WPOS][2]
- / ctx->DrawBuffer->_DepthMaxF;
- src[3] = span->attrStepX[FRAG_ATTRIB_WPOS][3];
+ deriv[0] = machine->DerivX[source->Index][0] * invQ;
+ deriv[1] = machine->DerivX[source->Index][1] * invQ;
+ deriv[2] = machine->DerivX[source->Index][2] * invQ;
+ deriv[3] = machine->DerivX[source->Index][3] * invQ;
}
else {
- src[0] = 0.0;
- src[1] = 1.0;
- src[2] = span->attrStepY[FRAG_ATTRIB_WPOS][2]
- / ctx->DrawBuffer->_DepthMaxF;
- src[3] = span->attrStepY[FRAG_ATTRIB_WPOS][3];
- }
- break;
- case FRAG_ATTRIB_COL0:
- case FRAG_ATTRIB_COL1:
- if (xOrY == 'X') {
- src[0] = span->attrStepX[source->Index][0] * (1.0F / CHAN_MAXF);
- src[1] = span->attrStepX[source->Index][1] * (1.0F / CHAN_MAXF);
- src[2] = span->attrStepX[source->Index][2] * (1.0F / CHAN_MAXF);
- src[3] = span->attrStepX[source->Index][3] * (1.0F / CHAN_MAXF);
- }
- else {
- src[0] = span->attrStepY[source->Index][0] * (1.0F / CHAN_MAXF);
- src[1] = span->attrStepY[source->Index][1] * (1.0F / CHAN_MAXF);
- src[2] = span->attrStepY[source->Index][2] * (1.0F / CHAN_MAXF);
- src[3] = span->attrStepY[source->Index][3] * (1.0F / CHAN_MAXF);
- }
- break;
- case FRAG_ATTRIB_FOGC:
- if (xOrY == 'X') {
- src[0] = span->attrStepX[FRAG_ATTRIB_FOGC][0] * (1.0F / CHAN_MAXF);
- src[1] = 0.0;
- src[2] = 0.0;
- src[3] = 0.0;
+ deriv[0] = machine->DerivY[source->Index][0] * invQ;
+ deriv[1] = machine->DerivY[source->Index][1] * invQ;
+ deriv[2] = machine->DerivY[source->Index][2] * invQ;
+ deriv[3] = machine->DerivY[source->Index][3] * invQ;
}
- else {
- src[0] = span->attrStepY[FRAG_ATTRIB_FOGC][0] * (1.0F / CHAN_MAXF);
- src[1] = 0.0;
- src[2] = 0.0;
- src[3] = 0.0;
+
+ result[0] = deriv[GET_SWZ(source->Swizzle, 0)];
+ result[1] = deriv[GET_SWZ(source->Swizzle, 1)];
+ result[2] = deriv[GET_SWZ(source->Swizzle, 2)];
+ result[3] = deriv[GET_SWZ(source->Swizzle, 3)];
+
+ if (source->NegateBase) {
+ result[0] = -result[0];
+ result[1] = -result[1];
+ result[2] = -result[2];
+ result[3] = -result[3];
}
- break;
- default:
- assert(source->Index < FRAG_ATTRIB_MAX);
- /* texcoord or varying */
- if (xOrY == 'X') {
- /* this is a little tricky - I think I've got it right */
- const GLfloat invQ = 1.0f / (span->attrStart[source->Index][3]
- +
- span->attrStepX[source->Index][3] *
- column);
- src[0] = span->attrStepX[source->Index][0] * invQ;
- src[1] = span->attrStepX[source->Index][1] * invQ;
- src[2] = span->attrStepX[source->Index][2] * invQ;
- src[3] = span->attrStepX[source->Index][3] * invQ;
+ if (source->Abs) {
+ result[0] = FABSF(result[0]);
+ result[1] = FABSF(result[1]);
+ result[2] = FABSF(result[2]);
+ result[3] = FABSF(result[3]);
}
- else {
- /* Tricky, as above, but in Y direction */
- const GLfloat invQ = 1.0f / (span->attrStart[source->Index][3]
- + span->attrStepY[source->Index][3]);
- src[0] = span->attrStepY[source->Index][0] * invQ;
- src[1] = span->attrStepY[source->Index][1] * invQ;
- src[2] = span->attrStepY[source->Index][2] * invQ;
- src[3] = span->attrStepY[source->Index][3] * invQ;
+ if (source->NegateAbs) {
+ result[0] = -result[0];
+ result[1] = -result[1];
+ result[2] = -result[2];
+ result[3] = -result[3];
}
- break;
}
-
- result[0] = src[GET_SWZ(source->Swizzle, 0)];
- result[1] = src[GET_SWZ(source->Swizzle, 1)];
- result[2] = src[GET_SWZ(source->Swizzle, 2)];
- result[3] = src[GET_SWZ(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];
+ else {
+ ASSIGN_4V(result, 0.0, 0.0, 0.0, 0.0);
}
- return GL_TRUE;
}
-#endif
/**
@@ -519,106 +463,6 @@ store_vector4(const struct prog_instruction *inst,
}
-#if 0
-/**
- * Initialize a new machine state instance from an existing one, adding
- * the partial derivatives onto the input registers.
- * Used to implement DDX and DDY instructions in non-trivial cases.
- */
-static void
-init_machine_deriv(GLcontext * ctx,
- const struct gl_program_machine *machine,
- const struct gl_fragment_program *program,
- const SWspan * span, char xOrY,
- struct gl_program_machine *dMachine)
-{
- GLuint attr;
-
- ASSERT(xOrY == 'X' || xOrY == 'Y');
-
- /* copy existing machine */
- _mesa_memcpy(dMachine, machine, sizeof(struct gl_program_machine));
-
- if (program->Base.Target == GL_FRAGMENT_PROGRAM_NV) {
- /* XXX also need to do this when using valgrind */
- /* Clear temporary registers (undefined for ARB_f_p) */
- _mesa_bzero((void *) machine->Temporaries,
- MAX_PROGRAM_TEMPS * 4 * sizeof(GLfloat));
- }
-
- /* Add derivatives */
- if (program->Base.InputsRead & FRAG_BIT_WPOS) {
- GLfloat *wpos = machine->Attribs[FRAG_ATTRIB_WPOS][machine->CurElement];
- if (xOrY == 'X') {
- wpos[0] += 1.0F;
- wpos[1] += 0.0F;
- wpos[2] += span->attrStepX[FRAG_ATTRIB_WPOS][2];
- wpos[3] += span->attrStepX[FRAG_ATTRIB_WPOS][3];
- }
- else {
- wpos[0] += 0.0F;
- wpos[1] += 1.0F;
- wpos[2] += span->attrStepY[FRAG_ATTRIB_WPOS][2];
- wpos[3] += span->attrStepY[FRAG_ATTRIB_WPOS][3];
- }
- }
-
- /* primary, secondary colors */
- for (attr = FRAG_ATTRIB_COL0; attr <= FRAG_ATTRIB_COL1; attr++) {
- if (program->Base.InputsRead & (1 << attr)) {
- GLfloat *col = machine->Attribs[attr][machine->CurElement];
- if (xOrY == 'X') {
- col[0] += span->attrStepX[attr][0] * (1.0F / CHAN_MAXF);
- col[1] += span->attrStepX[attr][1] * (1.0F / CHAN_MAXF);
- col[2] += span->attrStepX[attr][2] * (1.0F / CHAN_MAXF);
- col[3] += span->attrStepX[attr][3] * (1.0F / CHAN_MAXF);
- }
- else {
- col[0] += span->attrStepY[attr][0] * (1.0F / CHAN_MAXF);
- col[1] += span->attrStepY[attr][1] * (1.0F / CHAN_MAXF);
- col[2] += span->attrStepY[attr][2] * (1.0F / CHAN_MAXF);
- col[3] += span->attrStepY[attr][3] * (1.0F / CHAN_MAXF);
- }
- }
- }
- if (program->Base.InputsRead & FRAG_BIT_FOGC) {
- GLfloat *fogc = machine->Attribs[FRAG_ATTRIB_FOGC][machine->CurElement];
- if (xOrY == 'X') {
- fogc[0] += span->attrStepX[FRAG_ATTRIB_FOGC][0];
- }
- else {
- fogc[0] += span->attrStepY[FRAG_ATTRIB_FOGC][0];
- }
- }
- /* texcoord and varying vars */
- for (attr = FRAG_ATTRIB_TEX0; attr < FRAG_ATTRIB_MAX; attr++) {
- if (program->Base.InputsRead & (1 << attr)) {
- GLfloat *val = machine->Attribs[attr][machine->CurElement];
- /* XXX perspective-correct interpolation */
- if (xOrY == 'X') {
- val[0] += span->attrStepX[attr][0];
- val[1] += span->attrStepX[attr][1];
- val[2] += span->attrStepX[attr][2];
- val[3] += span->attrStepX[attr][3];
- }
- else {
- val[0] += span->attrStepY[attr][0];
- val[1] += span->attrStepY[attr][1];
- val[2] += span->attrStepY[attr][2];
- val[3] += span->attrStepY[attr][3];
- }
- }
- }
-
- /* init condition codes */
- dMachine->CondCodes[0] = COND_EQ;
- dMachine->CondCodes[1] = COND_EQ;
- dMachine->CondCodes[2] = COND_EQ;
- dMachine->CondCodes[3] = COND_EQ;
-}
-#endif
-
-
/**
* Execute the given vertex/fragment program.
*
@@ -762,57 +606,18 @@ _mesa_execute_program(GLcontext * ctx,
break;
case OPCODE_DDX: /* Partial derivative with respect to X */
{
-#if 0
- GLfloat a[4], aNext[4], result[4];
- struct gl_program_machine dMachine;
- if (!fetch_vector4_deriv(ctx, &inst->SrcReg[0], span, 'X',
- column, result)) {
- /* This is tricky. Make a copy of the current machine state,
- * increment the input registers by the dx or dy partial
- * derivatives, then re-execute the program up to the
- * preceeding instruction, then fetch the source register.
- * Finally, find the difference in the register values for
- * the original and derivative runs.
- */
- fetch_vector4(&inst->SrcReg[0], machine, program, a);
- init_machine_deriv(ctx, machine, program, span,
- 'X', &dMachine);
- execute_program(ctx, program, pc, &dMachine, span, column);
- fetch_vector4(&inst->SrcReg[0], &dMachine, program,
- aNext);
- result[0] = aNext[0] - a[0];
- result[1] = aNext[1] - a[1];
- result[2] = aNext[2] - a[2];
- result[3] = aNext[3] - a[3];
- }
+ GLfloat result[4];
+ fetch_vector4_deriv(ctx, &inst->SrcReg[0], machine,
+ 'X', result);
store_vector4(inst, machine, result);
-#else
- store_vector4(inst, machine, ZeroVec);
-#endif
}
break;
case OPCODE_DDY: /* Partial derivative with respect to Y */
{
-#if 0
- GLfloat a[4], aNext[4], result[4];
- struct gl_program_machine dMachine;
- if (!fetch_vector4_deriv(ctx, &inst->SrcReg[0], span, 'Y',
- column, result)) {
- init_machine_deriv(ctx, machine, program, span,
- 'Y', &dMachine);
- fetch_vector4(&inst->SrcReg[0], machine, program, a);
- execute_program(ctx, program, pc, &dMachine, span, column);
- fetch_vector4(&inst->SrcReg[0], &dMachine, program,
- aNext);
- result[0] = aNext[0] - a[0];
- result[1] = aNext[1] - a[1];
- result[2] = aNext[2] - a[2];
- result[3] = aNext[3] - a[3];
- }
+ GLfloat result[4];
+ fetch_vector4_deriv(ctx, &inst->SrcReg[0], machine,
+ 'Y', result);
store_vector4(inst, machine, result);
-#else
- store_vector4(inst, machine, ZeroVec);
-#endif
}
break;
case OPCODE_DP3:
diff --git a/src/mesa/shader/prog_execute.h b/src/mesa/shader/prog_execute.h
index 47845e9111..be29eceeda 100644
--- a/src/mesa/shader/prog_execute.h
+++ b/src/mesa/shader/prog_execute.h
@@ -48,6 +48,9 @@ struct gl_program_machine
/** Fragment Input attributes */
GLfloat (*Attribs)[MAX_WIDTH][4];
+ GLfloat (*DerivX)[4];
+ GLfloat (*DerivY)[4];
+ GLuint NumDeriv; /**< Max index into DerivX/Y arrays */
GLuint CurElement; /**< Index into Attribs arrays */
/** Vertex Input attribs */