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

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@@ -1,4 +1,4 @@
/* $Id: enable.c,v 1.75 2003/03/01 01:50:20 brianp Exp $ */
/* $Id: enable.c,v 1.76 2003/03/15 17:33:25 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -884,7 +884,7 @@ void _mesa_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
CHECK_EXTENSION(NV_fragment_program, cap);
if (ctx->FragmentProgram.Enabled == state)
return;
FLUSH_VERTICES(ctx, _NEW_PROGRAM);
FLUSH_VERTICES(ctx, _NEW_PROGRAM | _NEW_TEXTURE);
ctx->FragmentProgram.Enabled = state;
break;
#endif /* FEATURE_NV_fragment_program */

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@@ -1,4 +1,4 @@
/* $Id: nvfragparse.c,v 1.13 2003/03/14 15:40:59 brianp Exp $ */
/* $Id: nvfragparse.c,v 1.14 2003/03/15 17:33:26 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -42,20 +42,6 @@
#include "nvprogram.h"
#define FRAG_ATTRIB_WPOS 0
#define FRAG_ATTRIB_COL0 1
#define FRAG_ATTRIB_COL1 2
#define FRAG_ATTRIB_FOGC 3
#define FRAG_ATTRIB_TEX0 4
#define FRAG_ATTRIB_TEX1 5
#define FRAG_ATTRIB_TEX2 6
#define FRAG_ATTRIB_TEX3 7
#define FRAG_ATTRIB_TEX4 8
#define FRAG_ATTRIB_TEX5 9
#define FRAG_ATTRIB_TEX6 10
#define FRAG_ATTRIB_TEX7 11
#define INPUT_1V 1
#define INPUT_2V 2
#define INPUT_3V 3

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@@ -1,4 +1,4 @@
/* $Id: nvfragprog.h,v 1.4 2003/03/14 15:40:59 brianp Exp $ */
/* $Id: nvfragprog.h,v 1.5 2003/03/15 17:33:26 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -36,6 +36,21 @@
#include "config.h"
/* Fragment input registers / attributes */
#define FRAG_ATTRIB_WPOS 0
#define FRAG_ATTRIB_COL0 1
#define FRAG_ATTRIB_COL1 2
#define FRAG_ATTRIB_FOGC 3
#define FRAG_ATTRIB_TEX0 4
#define FRAG_ATTRIB_TEX1 5
#define FRAG_ATTRIB_TEX2 6
#define FRAG_ATTRIB_TEX3 7
#define FRAG_ATTRIB_TEX4 8
#define FRAG_ATTRIB_TEX5 9
#define FRAG_ATTRIB_TEX6 10
#define FRAG_ATTRIB_TEX7 11
/* Location of register sets within the whole register file */
#define FP_INPUT_REG_START 0
#define FP_INPUT_REG_END (FP_INPUT_REG_START + MAX_NV_FRAGMENT_PROGRAM_INPUTS - 1)

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@@ -1,4 +1,4 @@
/* $Id: state.c,v 1.99 2003/03/01 01:50:22 brianp Exp $ */
/* $Id: state.c,v 1.100 2003/03/15 17:33:26 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -813,17 +813,26 @@ update_texture_state( GLcontext *ctx )
*/
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
GLuint enableBits;
texUnit->_ReallyEnabled = 0;
texUnit->_GenFlags = 0;
/* Get the bitmask of texture enables */
if (ctx->FragmentProgram.Enabled && ctx->FragmentProgram.Current) {
enableBits = ctx->FragmentProgram.Current->TexturesUsed[unit];
}
else {
if (!texUnit->Enabled)
continue;
enableBits = texUnit->Enabled;
}
/* Look for the highest-priority texture target that's enabled and
* complete. That's the one we'll use for texturing.
* complete. That's the one we'll use for texturing. If we're using
* a fragment program we're guaranteed that bitcount(enabledBits) <= 1.
*/
if (texUnit->Enabled & TEXTURE_CUBE_BIT) {
if (enableBits & TEXTURE_CUBE_BIT) {
struct gl_texture_object *texObj = texUnit->CurrentCubeMap;
if (!texObj->Complete) {
_mesa_test_texobj_completeness(ctx, texObj);
@@ -834,7 +843,7 @@ update_texture_state( GLcontext *ctx )
}
}
if (!texUnit->_ReallyEnabled && (texUnit->Enabled & TEXTURE_3D_BIT)) {
if (!texUnit->_ReallyEnabled && (enableBits & TEXTURE_3D_BIT)) {
struct gl_texture_object *texObj = texUnit->Current3D;
if (!texObj->Complete) {
_mesa_test_texobj_completeness(ctx, texObj);
@@ -845,7 +854,7 @@ update_texture_state( GLcontext *ctx )
}
}
if (!texUnit->_ReallyEnabled && (texUnit->Enabled & TEXTURE_RECT_BIT)) {
if (!texUnit->_ReallyEnabled && (enableBits & TEXTURE_RECT_BIT)) {
struct gl_texture_object *texObj = texUnit->CurrentRect;
if (!texObj->Complete) {
_mesa_test_texobj_completeness(ctx, texObj);
@@ -856,7 +865,7 @@ update_texture_state( GLcontext *ctx )
}
}
if (!texUnit->_ReallyEnabled && (texUnit->Enabled & TEXTURE_2D_BIT)) {
if (!texUnit->_ReallyEnabled && (enableBits & TEXTURE_2D_BIT)) {
struct gl_texture_object *texObj = texUnit->Current2D;
if (!texObj->Complete) {
_mesa_test_texobj_completeness(ctx, texObj);
@@ -867,7 +876,7 @@ update_texture_state( GLcontext *ctx )
}
}
if (!texUnit->_ReallyEnabled && (texUnit->Enabled & TEXTURE_1D_BIT)) {
if (!texUnit->_ReallyEnabled && (enableBits & TEXTURE_1D_BIT)) {
struct gl_texture_object *texObj = texUnit->Current1D;
if (!texObj->Complete) {
_mesa_test_texobj_completeness(ctx, texObj);

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@@ -1,4 +1,4 @@
/* $Id: s_context.c,v 1.46 2003/03/14 15:41:00 brianp Exp $ */
/* $Id: s_context.c,v 1.47 2003/03/15 17:33:27 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -306,35 +306,6 @@ _swrast_validate_texture_sample( GLcontext *ctx, GLuint texUnit,
}
}
if (ctx->FragmentProgram.Enabled) {
ASSERT(ctx->FragmentProgram.Current);
/* only one target can be referenced per unit per fragment program */
switch (ctx->FragmentProgram.Current->TexturesUsed[texUnit]) {
case TEXTURE_1D_BIT:
tObj = ctx->Texture.Unit[texUnit].Current1D;
break;
case TEXTURE_2D_BIT:
tObj = ctx->Texture.Unit[texUnit].Current2D;
break;
case TEXTURE_3D_BIT:
tObj = ctx->Texture.Unit[texUnit].Current3D;
break;
case TEXTURE_CUBE_BIT:
tObj = ctx->Texture.Unit[texUnit].CurrentCubeMap;
break;
case TEXTURE_RECT_BIT:
tObj = ctx->Texture.Unit[texUnit].CurrentRect;
break;
default:
_mesa_problem(ctx, "Bad texture in _swrast_validate_texture_sample");
return;
}
if (!tObj->Complete) {
_mesa_test_texobj_completeness(ctx,
(struct gl_texture_object *) tObj );
}
}
swrast->TextureSample[texUnit] =
_swrast_choose_texture_sample_func( ctx, tObj );

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@@ -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.
*/
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 (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]);
}
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 + j],
ctx->Current.Attrib[VERT_ATTRIB_TEX0 + j]);
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 */

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@@ -1,4 +1,4 @@
/* $Id: s_span.c,v 1.57 2003/03/04 16:34:03 brianp Exp $ */
/* $Id: s_span.c,v 1.58 2003/03/15 17:33:27 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -321,8 +321,8 @@ compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy,
/*
* This is a faster approximation
*/
static GLfloat
compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy,
GLfloat
_mesa_compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy,
GLfloat dqdx, GLfloat dqdy, GLfloat texW, GLfloat texH,
GLfloat s, GLfloat t, GLfloat q, GLfloat invQ)
{
@@ -361,7 +361,8 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
if (ctx->Texture.Unit[u]._ReallyEnabled) {
const struct gl_texture_object *obj =ctx->Texture.Unit[u]._Current;
const struct gl_texture_image *img = obj->Image[obj->BaseLevel];
GLboolean needLambda = (obj->MinFilter != obj->MagFilter);
const GLboolean needLambda = (obj->MinFilter != obj->MagFilter)
|| ctx->FragmentProgram.Enabled;
if (needLambda) {
GLfloat (*texcoord)[4] = span->array->texcoords[u];
GLfloat *lambda = span->array->lambda[u];
@@ -384,7 +385,8 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
texcoord[i][0] = s * invQ;
texcoord[i][1] = t * invQ;
texcoord[i][2] = r * invQ;
lambda[i] = compute_lambda(dsdx, dsdy, dtdx, dtdy,
texcoord[i][3] = q;
lambda[i] = _mesa_compute_lambda(dsdx, dsdy, dtdx, dtdy,
dqdx, dqdy, texW, texH,
s, t, q, invQ);
s += dsdx;
@@ -440,7 +442,8 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
/* single texture */
const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;
const struct gl_texture_image *img = obj->Image[obj->BaseLevel];
GLboolean needLambda = (obj->MinFilter != obj->MagFilter);
const GLboolean needLambda = (obj->MinFilter != obj->MagFilter)
|| ctx->FragmentProgram.Enabled;
span->arrayMask |= SPAN_TEXTURE;
if (needLambda) {
/* just texture unit 0, with lambda */
@@ -462,12 +465,13 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
GLuint i;
for (i = 0; i < span->end; i++) {
const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
lambda[i] = compute_lambda(dsdx, dsdy, dtdx, dtdy,
lambda[i] = _mesa_compute_lambda(dsdx, dsdy, dtdx, dtdy,
dqdx, dqdy, texW, texH,
s, t, q, invQ);
texcoord[i][0] = s * invQ;
texcoord[i][1] = t * invQ;
texcoord[i][2] = r * invQ;
texcoord[i][3] = q;
s += dsdx;
t += dtdx;
r += drdx;

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@@ -1,10 +1,10 @@
/* $Id: s_span.h,v 1.17 2002/06/15 02:38:17 brianp Exp $ */
/* $Id: s_span.h,v 1.18 2003/03/15 17:33:28 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 4.1
* Version: 5.1
*
* Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
* Copyright (C) 1999-2003 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
@@ -48,6 +48,11 @@ _mesa_span_default_color( GLcontext *ctx, struct sw_span *span );
extern void
_mesa_span_default_texcoords( GLcontext *ctx, struct sw_span *span );
extern GLfloat
_mesa_compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy,
GLfloat dqdx, GLfloat dqdy, GLfloat texW, GLfloat texH,
GLfloat s, GLfloat t, GLfloat q, GLfloat invQ);
extern void
_mesa_write_index_span( GLcontext *ctx, struct sw_span *span);