diff options
Diffstat (limited to 'src/mesa/swrast/s_nvfragprog.c')
-rw-r--r-- | src/mesa/swrast/s_nvfragprog.c | 142 |
1 files changed, 78 insertions, 64 deletions
diff --git a/src/mesa/swrast/s_nvfragprog.c b/src/mesa/swrast/s_nvfragprog.c index c55080c0aa..b139b8cc55 100644 --- a/src/mesa/swrast/s_nvfragprog.c +++ b/src/mesa/swrast/s_nvfragprog.c @@ -1,4 +1,4 @@ -/* $Id: s_nvfragprog.c,v 1.7 2003/03/14 15:41:00 brianp Exp $ */ +/* $Id: s_nvfragprog.c,v 1.8 2003/03/15 17:33:27 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -33,6 +33,7 @@ #include "macros.h" #include "s_nvfragprog.h" +#include "s_span.h" #include "s_texture.h" @@ -46,30 +47,9 @@ fetch_texel( GLcontext *ctx, const GLfloat texcoord[4], GLuint unit, const GLfloat *lambda = NULL; GLchan rgba[4]; SWcontext *swrast = SWRAST_CONTEXT(ctx); - const struct gl_texture_object *texObj = NULL; - - switch (targetBit) { - case TEXTURE_1D_BIT: - texObj = ctx->Texture.Unit[unit].Current1D; - break; - case TEXTURE_2D_BIT: - texObj = ctx->Texture.Unit[unit].Current2D; - break; - case TEXTURE_3D_BIT: - texObj = ctx->Texture.Unit[unit].Current3D; - break; - case TEXTURE_CUBE_BIT: - texObj = ctx->Texture.Unit[unit].CurrentCubeMap; - break; - case TEXTURE_RECT_BIT: - texObj = ctx->Texture.Unit[unit].CurrentRect; - break; - default: - _mesa_problem(ctx, "Invalid target in fetch_texel"); - } - swrast->TextureSample[unit](ctx, unit, texObj, 1, - (const GLfloat (*)[4]) texcoord, + swrast->TextureSample[unit](ctx, unit, ctx->Texture.Unit[unit]._Current, + 1, (const GLfloat (*)[4]) texcoord, lambda, &rgba); color[0] = CHAN_TO_FLOAT(rgba[0]); color[1] = CHAN_TO_FLOAT(rgba[1]); @@ -83,11 +63,30 @@ 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], + const GLfloat texdx[4], const GLfloat texdy[4], GLuint unit, GLuint targetBit, GLfloat color[4] ) { - /* XXX to do */ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + const struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current; + const struct gl_texture_image *texImg = texObj->Image[texObj->BaseLevel]; + const GLfloat texW = (GLfloat) texImg->WidthScale; + const GLfloat texH = (GLfloat) texImg->HeightScale; + GLchan rgba[4]; + GLfloat lambda = _mesa_compute_lambda(texdx[0], texdy[0], /* ds/dx, ds/dy */ + texdx[1], texdy[1], /* dt/dx, dt/dy */ + texdx[3], texdy[2], /* dq/dx, dq/dy */ + texW, texH, + texcoord[0], texcoord[1], texcoord[3], + 1.0F / texcoord[3]); + + swrast->TextureSample[unit](ctx, unit, ctx->Texture.Unit[unit]._Current, + 1, (const GLfloat (*)[4]) texcoord, + &lambda, &rgba); + color[0] = CHAN_TO_FLOAT(rgba[0]); + color[1] = CHAN_TO_FLOAT(rgba[1]); + color[2] = CHAN_TO_FLOAT(rgba[2]); + color[3] = CHAN_TO_FLOAT(rgba[3]); } @@ -300,6 +299,15 @@ execute_program(GLcontext *ctx, const struct fragment_program *program) { 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; @@ -701,6 +709,7 @@ 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 ); store_vector4( inst, machine, color ); @@ -723,9 +732,7 @@ execute_program(GLcontext *ctx, const struct fragment_program *program) { GLfloat texcoord[4], color[4]; fetch_vector4( &inst->SrcReg[0], machine, texcoord ); - texcoord[0] /= texcoord[3]; - texcoord[1] /= texcoord[3]; - texcoord[2] /= texcoord[3]; + /* Already did perspective divide in interpolate_texcoords() */ fetch_texel( ctx, texcoord, inst->TexSrcUnit, inst->TexSrcBit, color ); store_vector4( inst, machine, color ); @@ -807,56 +814,63 @@ execute_program(GLcontext *ctx, const struct fragment_program *program) void _swrast_exec_nv_fragment_program( GLcontext *ctx, struct sw_span *span ) { + const struct fragment_program *program = ctx->FragmentProgram.Current; GLuint i; for (i = 0; i < span->end; i++) { if (span->array->mask[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; + GLuint u; - /* Clear temporary registers XXX use memzero() */ + /* 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. */ - 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 */ - - 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]; - 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]); + 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]); + } } } - if (!execute_program(ctx, ctx->FragmentProgram.Current)) + if (!execute_program(ctx, program)) span->array->mask[i] = GL_FALSE; /* killed fragment */ /* Store output registers */ |