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authorBrian Paul <brian.paul@tungstengraphics.com>2003-03-16 22:02:36 +0000
committerBrian Paul <brian.paul@tungstengraphics.com>2003-03-16 22:02:36 +0000
commit54e92e8420a028f07b0971ee8aa93be9b4214579 (patch)
tree4b376b2245fbd41c6b7c7fcc1a64207f43080e0c /src/mesa/swrast/s_nvfragprog.c
parenta79b55ae65a4a85a2aeaa2a5b1cb757c6e88849d (diff)
Store partial derivative values in sw_span structure.
Implemented DDX and DDY fragment program instructions (whew!) Not fully tested yet.
Diffstat (limited to 'src/mesa/swrast/s_nvfragprog.c')
-rw-r--r--src/mesa/swrast/s_nvfragprog.c442
1 files changed, 340 insertions, 102 deletions
diff --git a/src/mesa/swrast/s_nvfragprog.c b/src/mesa/swrast/s_nvfragprog.c
index b139b8cc55..cd3f307f97 100644
--- a/src/mesa/swrast/s_nvfragprog.c
+++ b/src/mesa/swrast/s_nvfragprog.c
@@ -1,4 +1,4 @@
-/* $Id: s_nvfragprog.c,v 1.8 2003/03/15 17:33:27 brianp Exp $ */
+/* $Id: s_nvfragprog.c,v 1.9 2003/03/16 22:02:37 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -42,7 +42,7 @@
*/
static void
fetch_texel( GLcontext *ctx, const GLfloat texcoord[4], GLuint unit,
- GLuint targetBit, GLfloat color[4] )
+ GLfloat color[4] )
{
const GLfloat *lambda = NULL;
GLchan rgba[4];
@@ -59,12 +59,13 @@ fetch_texel( GLcontext *ctx, const GLfloat texcoord[4], GLuint unit,
/**
- * Fetch a texel w/ partial derivatives.
+ * Fetch a texel with the given partial derivatives to compute a level
+ * of detail in the mipmap.
*/
static void
fetch_texel_deriv( GLcontext *ctx, const GLfloat texcoord[4],
const GLfloat texdx[4], const GLfloat texdy[4],
- GLuint unit, GLuint targetBit, GLfloat color[4] )
+ GLuint unit, GLfloat color[4] )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
const struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current;
@@ -100,20 +101,131 @@ 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];
+ const GLfloat *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];
}
- else
- */
+ 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];
+ }
+}
- src = machine->Registers[source->Register];
+
+/**
+ * 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)!
+ */
+static GLboolean
+fetch_vector4_deriv( const struct fp_src_register *source,
+ const struct sw_span *span,
+ char xOrY, GLfloat result[4] )
+{
+ GLfloat src[4];
+
+ ASSERT(xOrY == 'X' || xOrY == 'Y');
+
+ switch (source->Register) {
+ case FRAG_ATTRIB_WPOS:
+ if (xOrY == 'X') {
+ src[0] = 1.0;
+ src[1] = 0.0;
+ src[2] = span->dzdx;
+ src[3] = span->dwdx;
+ }
+ else {
+ src[0] = 0.0;
+ src[1] = 1.0;
+ src[2] = span->dzdy;
+ src[3] = span->dwdy;
+ }
+ break;
+ case FRAG_ATTRIB_COL0:
+ if (xOrY == 'X') {
+ src[0] = span->drdx * (1.0F / CHAN_MAXF);
+ src[1] = span->dgdx * (1.0F / CHAN_MAXF);
+ src[2] = span->dbdx * (1.0F / CHAN_MAXF);
+ src[3] = span->dadx * (1.0F / CHAN_MAXF);
+ }
+ else {
+ src[0] = span->drdy * (1.0F / CHAN_MAXF);
+ src[1] = span->dgdy * (1.0F / CHAN_MAXF);
+ src[2] = span->dbdy * (1.0F / CHAN_MAXF);
+ src[3] = span->dady * (1.0F / CHAN_MAXF);
+ }
+ break;
+ case FRAG_ATTRIB_COL1:
+ if (xOrY == 'X') {
+ src[0] = span->dsrdx * (1.0F / CHAN_MAXF);
+ src[1] = span->dsgdx * (1.0F / CHAN_MAXF);
+ src[2] = span->dsbdx * (1.0F / CHAN_MAXF);
+ src[3] = 0.0; /* XXX need this */
+ }
+ else {
+ src[0] = span->dsrdy * (1.0F / CHAN_MAXF);
+ src[1] = span->dsgdy * (1.0F / CHAN_MAXF);
+ src[2] = span->dsbdy * (1.0F / CHAN_MAXF);
+ src[3] = 0.0; /* XXX need this */
+ }
+ break;
+ case FRAG_ATTRIB_FOGC:
+ if (xOrY == 'X') {
+ src[0] = span->dfogdx;
+ src[1] = 0.0;
+ src[2] = 0.0;
+ src[3] = 0.0;
+ }
+ else {
+ src[0] = span->dfogdy;
+ src[1] = 0.0;
+ src[2] = 0.0;
+ src[3] = 0.0;
+ }
+ break;
+ case FRAG_ATTRIB_TEX0:
+ case FRAG_ATTRIB_TEX1:
+ case FRAG_ATTRIB_TEX2:
+ case FRAG_ATTRIB_TEX3:
+ case FRAG_ATTRIB_TEX4:
+ case FRAG_ATTRIB_TEX5:
+ case FRAG_ATTRIB_TEX6:
+ case FRAG_ATTRIB_TEX7:
+ if (xOrY == 'X') {
+ const GLuint u = source->Register - FRAG_ATTRIB_TEX0;
+ src[0] = span->texStepX[u][0] * (1.0F / CHAN_MAXF);
+ src[1] = span->texStepX[u][1] * (1.0F / CHAN_MAXF);
+ src[2] = span->texStepX[u][2] * (1.0F / CHAN_MAXF);
+ src[3] = span->texStepX[u][3] * (1.0F / CHAN_MAXF);
+ }
+ else {
+ const GLuint u = source->Register - FRAG_ATTRIB_TEX0;
+ src[0] = span->texStepY[u][0] * (1.0F / CHAN_MAXF);
+ src[1] = span->texStepY[u][1] * (1.0F / CHAN_MAXF);
+ src[2] = span->texStepY[u][2] * (1.0F / CHAN_MAXF);
+ src[3] = span->texStepY[u][3] * (1.0F / CHAN_MAXF);
+ }
+ break;
+ default:
+ return GL_FALSE;
+ }
result[0] = src[source->Swizzle[0]];
result[1] = src[source->Swizzle[1]];
@@ -138,6 +250,7 @@ fetch_vector4( const struct fp_src_register *source,
result[2] = -result[2];
result[3] = -result[3];
}
+ return GL_TRUE;
}
@@ -262,18 +375,122 @@ store_vector4( const struct fp_instruction *inst,
/**
+ * 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 fp_machine *machine,
+ const struct fragment_program *program,
+ const struct sw_span *span, char xOrY,
+ struct fp_machine *dMachine )
+{
+ GLuint u;
+
+ ASSERT(xOrY == 'X' || xOrY == 'Y');
+
+ /* copy existing machine */
+ _mesa_memcpy(dMachine, machine, sizeof(struct fp_machine));
+
+ /* Clear temporary registers */
+ _mesa_bzero(machine->Registers + FP_TEMP_REG_START,
+ MAX_NV_FRAGMENT_PROGRAM_TEMPS * 4 * sizeof(GLfloat));
+
+ /* Add derivatives */
+ if (program->InputsRead & (1 << FRAG_ATTRIB_WPOS)) {
+ GLfloat *wpos = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_WPOS];
+ if (xOrY == 'X') {
+ wpos[0] += 1.0F;
+ wpos[1] += 0.0F;
+ wpos[2] += span->dzdx;
+ wpos[3] += span->dwdx;
+ }
+ else {
+ wpos[0] += 0.0F;
+ wpos[1] += 1.0F;
+ wpos[2] += span->dzdy;
+ wpos[3] += span->dwdy;
+ }
+ }
+ if (program->InputsRead & (1 << FRAG_ATTRIB_COL0)) {
+ GLfloat *col0 = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_COL0];
+ if (xOrY == 'X') {
+ col0[0] += span->drdx * (1.0F / CHAN_MAXF);
+ col0[1] += span->dgdx * (1.0F / CHAN_MAXF);
+ col0[2] += span->dbdx * (1.0F / CHAN_MAXF);
+ col0[3] += span->dadx * (1.0F / CHAN_MAXF);
+ }
+ else {
+ col0[0] += span->drdy * (1.0F / CHAN_MAXF);
+ col0[1] += span->dgdy * (1.0F / CHAN_MAXF);
+ col0[2] += span->dbdy * (1.0F / CHAN_MAXF);
+ col0[3] += span->dady * (1.0F / CHAN_MAXF);
+ }
+ }
+ if (program->InputsRead & (1 << FRAG_ATTRIB_COL1)) {
+ GLfloat *col1 = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_COL1];
+ if (xOrY == 'X') {
+ col1[0] += span->dsrdx * (1.0F / CHAN_MAXF);
+ col1[1] += span->dsgdx * (1.0F / CHAN_MAXF);
+ col1[2] += span->dsbdx * (1.0F / CHAN_MAXF);
+ col1[3] += 0.0; /*XXX fix */
+ }
+ else {
+ col1[0] += span->dsrdy * (1.0F / CHAN_MAXF);
+ col1[1] += span->dsgdy * (1.0F / CHAN_MAXF);
+ col1[2] += span->dsbdy * (1.0F / CHAN_MAXF);
+ col1[3] += 0.0; /*XXX fix */
+ }
+ }
+ if (program->InputsRead & (1 << FRAG_ATTRIB_FOGC)) {
+ GLfloat *fogc = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_FOGC];
+ if (xOrY == 'X') {
+ fogc[0] += span->dfogdx;
+ }
+ else {
+ fogc[0] += span->dfogdy;
+ }
+ }
+ for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
+ if (program->InputsRead & (1 << (FRAG_ATTRIB_TEX0 + u))) {
+ GLfloat *tex = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_TEX0+u];
+ if (xOrY == 'X') {
+ tex[0] += span->texStepX[u][0];
+ tex[1] += span->texStepX[u][1];
+ tex[2] += span->texStepX[u][2];
+ tex[3] += span->texStepX[u][3];
+ }
+ else {
+ tex[0] += span->texStepY[u][0];
+ tex[1] += span->texStepY[u][1];
+ tex[2] += span->texStepY[u][2];
+ tex[3] += span->texStepY[u][3];
+ }
+ }
+ }
+}
+
+
+/**
* Execute the given vertex program.
* NOTE: we do everything in single-precision floating point; we don't
* currently observe the single/half/fixed-precision qualifiers.
+ * \param ctx - rendering context
+ * \param program - the fragment program to execute
+ * \param machine - machine state (register file)
+ * \param maxInst - max number of instructions to execute
* \return GL_TRUE if program completed or GL_FALSE if program executed KIL.
*/
static GLboolean
-execute_program(GLcontext *ctx, const struct fragment_program *program)
+execute_program( GLcontext *ctx,
+ const struct fragment_program *program, GLuint maxInst,
+ struct fp_machine *machine, const struct sw_span *span )
{
- struct fp_machine *machine = &ctx->FragmentProgram.Machine;
- const struct fp_instruction *inst;
+ GLuint pc = 0;
- for (inst = program->Instructions; inst->Opcode != FP_OPCODE_END; inst++) {
+ for (pc = 0; pc < maxInst; pc++) {
+ const struct fp_instruction *inst = program->Instructions + pc;
switch (inst->Opcode) {
case FP_OPCODE_ADD:
{
@@ -297,32 +514,42 @@ execute_program(GLcontext *ctx, const struct fragment_program *program)
break;
case FP_OPCODE_DDX: /* Partial derivative with respect to X */
{
- GLfloat a[4], result[4];
- fetch_vector4( &inst->SrcReg[0], machine, a );
- /* XXX - UGH! this is going to be a mess to implement!
- * If we need the partial derivative of a texture coord
- * or color, that's not too bad, but for an arbitrary register
- * this will require a recursive solution. That is, we'll have
- * to run another instance of this program with WPOS.x or .y
- * incremented by one, stopping at the preceeding instruction.
- * Then, read the register from that other instance and compute
- * the difference. Yuck!
- */
- result[0] = 0; /* XXX fix */
- result[1] = 0;
- result[2] = 0;
- result[3] = 0;
+ GLfloat a[4], aNext[4], result[4];
+ struct fp_machine dMachine;
+ if (!fetch_vector4_deriv(&inst->SrcReg[0], span, 'X', 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.
+ */
+ init_machine_deriv(ctx, machine, program, span,
+ 'X', &dMachine);
+ execute_program(ctx, program, pc, &dMachine, span);
+ fetch_vector4( &inst->SrcReg[0], &dMachine, 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];
+ }
store_vector4( inst, machine, result );
}
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;
+ GLfloat a[4], aNext[4], result[4];
+ struct fp_machine dMachine;
+ if (!fetch_vector4_deriv(&inst->SrcReg[0], span, 'Y', result)) {
+ init_machine_deriv(ctx, machine, program, span,
+ 'Y', &dMachine);
+ execute_program(ctx, program, pc, &dMachine, span);
+ fetch_vector4( &inst->SrcReg[0], &dMachine, 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];
+ }
store_vector4( inst, machine, result );
}
break;
@@ -710,8 +937,7 @@ execute_program(GLcontext *ctx, const struct fragment_program *program)
GLfloat texcoord[4], color[4];
fetch_vector4( &inst->SrcReg[0], machine, texcoord );
/* XXX: Undo perspective divide from interpolate_texcoords() */
- fetch_texel( ctx, texcoord, inst->TexSrcUnit,
- inst->TexSrcBit, color );
+ fetch_texel( ctx, texcoord, inst->TexSrcUnit, color );
store_vector4( inst, machine, color );
}
break;
@@ -723,7 +949,7 @@ 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->TexSrcBit, color );
+ color );
store_vector4( inst, machine, color );
}
break;
@@ -733,8 +959,7 @@ execute_program(GLcontext *ctx, const struct fragment_program *program)
GLfloat texcoord[4], color[4];
fetch_vector4( &inst->SrcReg[0], machine, texcoord );
/* Already did perspective divide in interpolate_texcoords() */
- fetch_texel( ctx, texcoord, inst->TexSrcUnit,
- inst->TexSrcBit, color );
+ fetch_texel( ctx, texcoord, inst->TexSrcUnit, color );
store_vector4( inst, machine, color );
}
break;
@@ -801,8 +1026,11 @@ execute_program(GLcontext *ctx, const struct fragment_program *program)
store_vector4( inst, machine, result );
}
break;
+ case FP_OPCODE_END:
+ return GL_TRUE;
default:
- _mesa_problem(ctx, "Bad opcode in _mesa_exec_fragment_program");
+ _mesa_problem(ctx, "Bad opcode %d in _mesa_exec_fragment_program",
+ inst->Opcode);
return GL_TRUE; /* return value doesn't matter */
}
}
@@ -810,6 +1038,59 @@ execute_program(GLcontext *ctx, const struct fragment_program *program)
}
+static void
+init_machine( GLcontext *ctx, struct fp_machine *machine,
+ const struct fragment_program *program,
+ const struct sw_span *span, GLuint i )
+{
+ GLuint u;
+
+ /* Clear temporary registers */
+ _mesa_bzero(machine->Registers + FP_TEMP_REG_START,
+ MAX_NV_FRAGMENT_PROGRAM_TEMPS * 4 * sizeof(GLfloat));
+
+ /* Load input registers */
+ if (program->InputsRead & (1 << FRAG_ATTRIB_WPOS)) {
+ GLfloat *wpos = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_WPOS];
+ wpos[0] = span->x + i;
+ wpos[1] = span->y + i;
+ wpos[2] = (GLfloat) span->array->z[i] / ctx->DepthMaxF;
+ wpos[3] = span->w + i * span->dwdx;
+ }
+ if (program->InputsRead & (1 << FRAG_ATTRIB_COL0)) {
+ GLfloat *col0 = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_COL0];
+ 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]);
+ }
+ if (program->InputsRead & (1 << FRAG_ATTRIB_COL1)) {
+ GLfloat *col1 = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_COL1];
+ 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]);
+ }
+ if (program->InputsRead & (1 << FRAG_ATTRIB_FOGC)) {
+ GLfloat *fogc = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_FOGC];
+ fogc[0] = span->array->fog[i];
+ fogc[1] = 0.0F;
+ fogc[2] = 0.0F;
+ fogc[3] = 0.0F;
+ }
+ for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
+ if (program->InputsRead & (1 << (FRAG_ATTRIB_TEX0 + u))) {
+ GLfloat *tex = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_TEX0+u];
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
+ COPY_4V(tex, span->array->texcoords[u][i]);
+ }
+ else {
+ COPY_4V(tex, ctx->Current.Attrib[VERT_ATTRIB_TEX0 + u]);
+ }
+ }
+ }
+}
+
void
_swrast_exec_nv_fragment_program( GLcontext *ctx, struct sw_span *span )
@@ -819,65 +1100,22 @@ _swrast_exec_nv_fragment_program( GLcontext *ctx, struct sw_span *span )
for (i = 0; i < span->end; i++) {
if (span->array->mask[i]) {
- const GLfloat *colOut = ctx->FragmentProgram.Machine.Registers[FP_OUTPUT_REG_START];
- GLuint u;
-
- /* Clear temporary registers */
- _mesa_bzero(ctx->FragmentProgram.Machine.Registers +FP_TEMP_REG_START,
- MAX_NV_FRAGMENT_PROGRAM_TEMPS * 4 * sizeof(GLfloat));
-
- /*
- * Load input registers - yes this is all very inefficient for now.
- */
- if (program->InputsRead & (1 << FRAG_ATTRIB_WPOS)) {
- GLfloat *wpos = ctx->FragmentProgram.Machine.Registers[0];
- wpos[0] = span->x + i;
- wpos[1] = span->y + i;
- wpos[2] = (GLfloat) span->array->z[i] / ctx->DepthMaxF;
- wpos[3] = 1.0; /* XXX should be 1/w */
- }
- if (program->InputsRead & (1 << FRAG_ATTRIB_COL0)) {
- GLfloat *col0 = ctx->FragmentProgram.Machine.Registers[1];
- 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]);
- }
- if (program->InputsRead & (1 << FRAG_ATTRIB_COL1)) {
- GLfloat *col1 = ctx->FragmentProgram.Machine.Registers[2];
- 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]);
- }
- if (program->InputsRead & (1 << FRAG_ATTRIB_FOGC)) {
- GLfloat *fogc = ctx->FragmentProgram.Machine.Registers[3];
- fogc[0] = span->array->fog[i];
- fogc[1] = 0.0F;
- fogc[2] = 0.0F;
- fogc[3] = 0.0F;
- }
- for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
- if (program->InputsRead & (1 << (FRAG_ATTRIB_TEX0 + u))) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- COPY_4V(ctx->FragmentProgram.Machine.Registers[4 + u],
- span->array->texcoords[u][i]);
- }
- else {
- COPY_4V(ctx->FragmentProgram.Machine.Registers[4 + u],
- ctx->Current.Attrib[VERT_ATTRIB_TEX0 + u]);
- }
- }
- }
+ init_machine(ctx, &ctx->FragmentProgram.Machine,
+ ctx->FragmentProgram.Current, span, i);
- if (!execute_program(ctx, program))
+ if (!execute_program(ctx, program, ~0,
+ &ctx->FragmentProgram.Machine, span))
span->array->mask[i] = GL_FALSE; /* killed fragment */
/* 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]);
+ {
+ const GLfloat *colOut
+ = ctx->FragmentProgram.Machine.Registers[FP_OUTPUT_REG_START];
+ 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]);
+ }
/* depth value */
if (ctx->FragmentProgram.Current->OutputsWritten & 2)
span->array->z[i] = IROUND(ctx->FragmentProgram.Machine.Registers[FP_OUTPUT_REG_START + 2][0] * ctx->DepthMaxF);