Enable texture sampling for vertex programs/shaders.
This is a bit of a hack for now because the tnl module is using the swrast module to fetch texels. The texture fetch/filter code should probably be moved into the main/ module since it doesn't really depend upon other swrast code.
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@@ -25,12 +25,13 @@
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/**
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* \file tnl/t_vb_program.c
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* \brief Pipeline stage for executing NVIDIA vertex programs.
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* \brief Pipeline stage for executing vertex programs.
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* \author Brian Paul, Keith Whitwell
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*/
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#include "glheader.h"
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#include "colormac.h"
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#include "context.h"
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#include "macros.h"
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#include "imports.h"
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@@ -42,6 +43,32 @@
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#include "t_context.h"
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#include "t_pipeline.h"
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#include "swrast/s_context.h"
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#include "swrast/s_texfilter.h"
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/**
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* XXX the texture sampling code in this module is a bit of a hack.
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* The texture sampling code is in swrast, though it doesn't have any
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* real dependencies on the rest of swrast. It should probably be
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* moved into main/ someday.
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*/
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static void
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vp_fetch_texel(GLcontext *ctx, const GLfloat texcoord[4], GLfloat lambda,
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GLuint unit, GLfloat color[4])
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{
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GLchan rgba[4];
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SWcontext *swrast = SWRAST_CONTEXT(ctx);
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/* XXX use a float-valued TextureSample routine here!!! */
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swrast->TextureSample[unit](ctx, ctx->Texture.Unit[unit]._Current,
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1, (const GLfloat (*)[4]) texcoord,
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&lambda, &rgba);
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color[0] = CHAN_TO_FLOAT(rgba[0]);
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color[1] = CHAN_TO_FLOAT(rgba[1]);
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color[2] = CHAN_TO_FLOAT(rgba[2]);
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color[3] = CHAN_TO_FLOAT(rgba[3]);
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}
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/**
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@@ -107,6 +134,9 @@ init_machine(GLcontext *ctx, struct gl_program_machine *machine)
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/* init call stack */
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machine->StackDepth = 0;
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machine->FetchTexelLod = vp_fetch_texel;
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machine->FetchTexelDeriv = NULL; /* not used by vertex programs */
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}
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@@ -216,19 +246,14 @@ run_vp( GLcontext *ctx, struct tnl_pipeline_stage *stage )
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GLuint outputs[VERT_RESULT_MAX], numOutputs;
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GLuint i, j;
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#define FORCE_PROG_EXECUTE_C 1
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#if FORCE_PROG_EXECUTE_C
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if (!program)
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return GL_TRUE;
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#else
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if (!program || !program->IsNVProgram)
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return GL_TRUE;
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#endif
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if (program->IsNVProgram) {
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_mesa_load_tracked_matrices(ctx);
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}
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else {
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/* ARB program or vertex shader */
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_mesa_load_state_parameters(ctx, program->Base.Parameters);
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}
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@@ -380,8 +405,8 @@ run_vp( GLcontext *ctx, struct tnl_pipeline_stage *stage )
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* Called the first time stage->run is called. In effect, don't
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* allocate data until the first time the stage is run.
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*/
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static GLboolean init_vp( GLcontext *ctx,
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struct tnl_pipeline_stage *stage )
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static GLboolean
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init_vp(GLcontext *ctx, struct tnl_pipeline_stage *stage)
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{
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TNLcontext *tnl = TNL_CONTEXT(ctx);
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struct vertex_buffer *VB = &(tnl->vb);
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@@ -411,7 +436,8 @@ static GLboolean init_vp( GLcontext *ctx,
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/**
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* Destructor for this pipeline stage.
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*/
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static void dtr( struct tnl_pipeline_stage *stage )
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static void
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dtr(struct tnl_pipeline_stage *stage)
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{
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struct vp_stage_data *store = VP_STAGE_DATA(stage);
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@@ -432,6 +458,16 @@ static void dtr( struct tnl_pipeline_stage *stage )
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}
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static void
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validate_vp_stage(GLcontext *ctx, struct tnl_pipeline_stage *stage)
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{
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if (ctx->VertexProgram._Current) {
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_swrast_update_texture_samplers(ctx);
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}
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}
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/**
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* Public description of this pipeline stage.
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*/
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@@ -441,6 +477,6 @@ const struct tnl_pipeline_stage _tnl_vertex_program_stage =
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NULL, /* private_data */
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init_vp, /* create */
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dtr, /* destroy */
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NULL, /* validate */
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validate_vp_stage, /* validate */
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run_vp /* run -- initially set to ctr */
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};
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