Fix up some fragment program texture enable issues.

Implemented TXD instruction.
This commit is contained in:
Brian Paul
2003-03-15 17:33:25 +00:00
parent add99d01ee
commit 350353adcd
8 changed files with 141 additions and 137 deletions

View File

@@ -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 */