Store partial derivative values in sw_span structure.
Implemented DDX and DDY fragment program instructions (whew!) Not fully tested yet.
This commit is contained in:
@@ -1,4 +1,4 @@
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/* $Id: s_nvfragprog.c,v 1.8 2003/03/15 17:33:27 brianp Exp $ */
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/* $Id: s_nvfragprog.c,v 1.9 2003/03/16 22:02:37 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@@ -42,7 +42,7 @@
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*/
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static void
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fetch_texel( GLcontext *ctx, const GLfloat texcoord[4], GLuint unit,
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GLuint targetBit, GLfloat color[4] )
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GLfloat color[4] )
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{
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const GLfloat *lambda = NULL;
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GLchan rgba[4];
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@@ -59,12 +59,13 @@ fetch_texel( GLcontext *ctx, const GLfloat texcoord[4], GLuint unit,
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/**
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* Fetch a texel w/ partial derivatives.
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* Fetch a texel with the given partial derivatives to compute a level
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* of detail in the mipmap.
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*/
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static void
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fetch_texel_deriv( GLcontext *ctx, const GLfloat texcoord[4],
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const GLfloat texdx[4], const GLfloat texdy[4],
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GLuint unit, GLuint targetBit, GLfloat color[4] )
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GLuint unit, GLfloat color[4] )
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{
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SWcontext *swrast = SWRAST_CONTEXT(ctx);
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const struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current;
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@@ -100,20 +101,7 @@ fetch_vector4( const struct fp_src_register *source,
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const struct fp_machine *machine,
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GLfloat result[4] )
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{
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const GLfloat *src;
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/*
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if (source->RelAddr) {
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GLint reg = source->Register + machine->AddressReg;
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if (reg < VP_PROG_REG_START || reg > VP_PROG_REG_END)
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src = zero;
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else
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src = machine->Registers[reg];
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}
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else
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*/
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src = machine->Registers[source->Register];
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const GLfloat *src = machine->Registers[source->Register];
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result[0] = src[source->Swizzle[0]];
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result[1] = src[source->Swizzle[1]];
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@@ -141,6 +129,131 @@ fetch_vector4( const struct fp_src_register *source,
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}
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/**
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* Fetch the derivative with respect to X for the given register.
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* \return GL_TRUE if it was easily computed or GL_FALSE if we
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* need to execute another instance of the program (ugh)!
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*/
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static GLboolean
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fetch_vector4_deriv( const struct fp_src_register *source,
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const struct sw_span *span,
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char xOrY, GLfloat result[4] )
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{
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GLfloat src[4];
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ASSERT(xOrY == 'X' || xOrY == 'Y');
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switch (source->Register) {
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case FRAG_ATTRIB_WPOS:
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if (xOrY == 'X') {
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src[0] = 1.0;
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src[1] = 0.0;
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src[2] = span->dzdx;
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src[3] = span->dwdx;
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}
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else {
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src[0] = 0.0;
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src[1] = 1.0;
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src[2] = span->dzdy;
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src[3] = span->dwdy;
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}
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break;
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case FRAG_ATTRIB_COL0:
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if (xOrY == 'X') {
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src[0] = span->drdx * (1.0F / CHAN_MAXF);
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src[1] = span->dgdx * (1.0F / CHAN_MAXF);
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src[2] = span->dbdx * (1.0F / CHAN_MAXF);
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src[3] = span->dadx * (1.0F / CHAN_MAXF);
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}
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else {
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src[0] = span->drdy * (1.0F / CHAN_MAXF);
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src[1] = span->dgdy * (1.0F / CHAN_MAXF);
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src[2] = span->dbdy * (1.0F / CHAN_MAXF);
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src[3] = span->dady * (1.0F / CHAN_MAXF);
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}
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break;
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case FRAG_ATTRIB_COL1:
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if (xOrY == 'X') {
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src[0] = span->dsrdx * (1.0F / CHAN_MAXF);
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src[1] = span->dsgdx * (1.0F / CHAN_MAXF);
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src[2] = span->dsbdx * (1.0F / CHAN_MAXF);
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src[3] = 0.0; /* XXX need this */
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}
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else {
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src[0] = span->dsrdy * (1.0F / CHAN_MAXF);
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src[1] = span->dsgdy * (1.0F / CHAN_MAXF);
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src[2] = span->dsbdy * (1.0F / CHAN_MAXF);
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src[3] = 0.0; /* XXX need this */
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}
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break;
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case FRAG_ATTRIB_FOGC:
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if (xOrY == 'X') {
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src[0] = span->dfogdx;
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src[1] = 0.0;
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src[2] = 0.0;
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src[3] = 0.0;
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}
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else {
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src[0] = span->dfogdy;
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src[1] = 0.0;
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src[2] = 0.0;
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src[3] = 0.0;
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}
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break;
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case FRAG_ATTRIB_TEX0:
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case FRAG_ATTRIB_TEX1:
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case FRAG_ATTRIB_TEX2:
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case FRAG_ATTRIB_TEX3:
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case FRAG_ATTRIB_TEX4:
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case FRAG_ATTRIB_TEX5:
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case FRAG_ATTRIB_TEX6:
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case FRAG_ATTRIB_TEX7:
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if (xOrY == 'X') {
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const GLuint u = source->Register - FRAG_ATTRIB_TEX0;
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src[0] = span->texStepX[u][0] * (1.0F / CHAN_MAXF);
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src[1] = span->texStepX[u][1] * (1.0F / CHAN_MAXF);
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src[2] = span->texStepX[u][2] * (1.0F / CHAN_MAXF);
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src[3] = span->texStepX[u][3] * (1.0F / CHAN_MAXF);
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}
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else {
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const GLuint u = source->Register - FRAG_ATTRIB_TEX0;
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src[0] = span->texStepY[u][0] * (1.0F / CHAN_MAXF);
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src[1] = span->texStepY[u][1] * (1.0F / CHAN_MAXF);
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src[2] = span->texStepY[u][2] * (1.0F / CHAN_MAXF);
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src[3] = span->texStepY[u][3] * (1.0F / CHAN_MAXF);
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}
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break;
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default:
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return GL_FALSE;
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}
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result[0] = src[source->Swizzle[0]];
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result[1] = src[source->Swizzle[1]];
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result[2] = src[source->Swizzle[2]];
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result[3] = src[source->Swizzle[3]];
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if (source->NegateBase) {
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result[0] = -result[0];
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result[1] = -result[1];
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result[2] = -result[2];
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result[3] = -result[3];
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}
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if (source->Abs) {
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result[0] = FABSF(result[0]);
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result[1] = FABSF(result[1]);
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result[2] = FABSF(result[2]);
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result[3] = FABSF(result[3]);
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}
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if (source->NegateAbs) {
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result[0] = -result[0];
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result[1] = -result[1];
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result[2] = -result[2];
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result[3] = -result[3];
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}
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return GL_TRUE;
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}
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/**
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* As above, but only return result[0] element.
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*/
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@@ -261,19 +374,123 @@ store_vector4( const struct fp_instruction *inst,
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}
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/**
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* Initialize a new machine state instance from an existing one, adding
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* the partial derivatives onto the input registers.
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* Used to implement DDX and DDY instructions in non-trivial cases.
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*/
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static void
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init_machine_deriv( GLcontext *ctx,
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const struct fp_machine *machine,
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const struct fragment_program *program,
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const struct sw_span *span, char xOrY,
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struct fp_machine *dMachine )
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{
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GLuint u;
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ASSERT(xOrY == 'X' || xOrY == 'Y');
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/* copy existing machine */
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_mesa_memcpy(dMachine, machine, sizeof(struct fp_machine));
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/* Clear temporary registers */
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_mesa_bzero(machine->Registers + FP_TEMP_REG_START,
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MAX_NV_FRAGMENT_PROGRAM_TEMPS * 4 * sizeof(GLfloat));
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/* Add derivatives */
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if (program->InputsRead & (1 << FRAG_ATTRIB_WPOS)) {
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GLfloat *wpos = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_WPOS];
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if (xOrY == 'X') {
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wpos[0] += 1.0F;
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wpos[1] += 0.0F;
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wpos[2] += span->dzdx;
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wpos[3] += span->dwdx;
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}
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else {
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wpos[0] += 0.0F;
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wpos[1] += 1.0F;
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wpos[2] += span->dzdy;
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wpos[3] += span->dwdy;
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}
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}
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if (program->InputsRead & (1 << FRAG_ATTRIB_COL0)) {
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GLfloat *col0 = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_COL0];
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if (xOrY == 'X') {
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col0[0] += span->drdx * (1.0F / CHAN_MAXF);
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col0[1] += span->dgdx * (1.0F / CHAN_MAXF);
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col0[2] += span->dbdx * (1.0F / CHAN_MAXF);
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col0[3] += span->dadx * (1.0F / CHAN_MAXF);
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}
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else {
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col0[0] += span->drdy * (1.0F / CHAN_MAXF);
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col0[1] += span->dgdy * (1.0F / CHAN_MAXF);
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col0[2] += span->dbdy * (1.0F / CHAN_MAXF);
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col0[3] += span->dady * (1.0F / CHAN_MAXF);
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}
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}
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if (program->InputsRead & (1 << FRAG_ATTRIB_COL1)) {
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GLfloat *col1 = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_COL1];
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if (xOrY == 'X') {
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col1[0] += span->dsrdx * (1.0F / CHAN_MAXF);
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col1[1] += span->dsgdx * (1.0F / CHAN_MAXF);
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col1[2] += span->dsbdx * (1.0F / CHAN_MAXF);
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col1[3] += 0.0; /*XXX fix */
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}
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else {
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col1[0] += span->dsrdy * (1.0F / CHAN_MAXF);
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col1[1] += span->dsgdy * (1.0F / CHAN_MAXF);
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col1[2] += span->dsbdy * (1.0F / CHAN_MAXF);
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col1[3] += 0.0; /*XXX fix */
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}
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}
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if (program->InputsRead & (1 << FRAG_ATTRIB_FOGC)) {
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GLfloat *fogc = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_FOGC];
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if (xOrY == 'X') {
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fogc[0] += span->dfogdx;
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}
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else {
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fogc[0] += span->dfogdy;
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}
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}
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for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
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if (program->InputsRead & (1 << (FRAG_ATTRIB_TEX0 + u))) {
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GLfloat *tex = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_TEX0+u];
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if (xOrY == 'X') {
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tex[0] += span->texStepX[u][0];
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tex[1] += span->texStepX[u][1];
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tex[2] += span->texStepX[u][2];
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tex[3] += span->texStepX[u][3];
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}
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else {
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tex[0] += span->texStepY[u][0];
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tex[1] += span->texStepY[u][1];
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tex[2] += span->texStepY[u][2];
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tex[3] += span->texStepY[u][3];
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}
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}
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}
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}
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/**
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* Execute the given vertex program.
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* NOTE: we do everything in single-precision floating point; we don't
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* currently observe the single/half/fixed-precision qualifiers.
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* \param ctx - rendering context
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* \param program - the fragment program to execute
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* \param machine - machine state (register file)
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* \param maxInst - max number of instructions to execute
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* \return GL_TRUE if program completed or GL_FALSE if program executed KIL.
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*/
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static GLboolean
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execute_program(GLcontext *ctx, const struct fragment_program *program)
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execute_program( GLcontext *ctx,
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const struct fragment_program *program, GLuint maxInst,
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struct fp_machine *machine, const struct sw_span *span )
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{
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struct fp_machine *machine = &ctx->FragmentProgram.Machine;
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const struct fp_instruction *inst;
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GLuint pc = 0;
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for (inst = program->Instructions; inst->Opcode != FP_OPCODE_END; inst++) {
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for (pc = 0; pc < maxInst; pc++) {
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const struct fp_instruction *inst = program->Instructions + pc;
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switch (inst->Opcode) {
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case FP_OPCODE_ADD:
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{
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@@ -297,32 +514,42 @@ execute_program(GLcontext *ctx, const struct fragment_program *program)
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break;
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case FP_OPCODE_DDX: /* Partial derivative with respect to X */
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{
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GLfloat a[4], result[4];
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fetch_vector4( &inst->SrcReg[0], machine, a );
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/* XXX - UGH! this is going to be a mess to implement!
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* If we need the partial derivative of a texture coord
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* or color, that's not too bad, but for an arbitrary register
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* this will require a recursive solution. That is, we'll have
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* to run another instance of this program with WPOS.x or .y
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* incremented by one, stopping at the preceeding instruction.
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* Then, read the register from that other instance and compute
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* the difference. Yuck!
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*/
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result[0] = 0; /* XXX fix */
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result[1] = 0;
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result[2] = 0;
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result[3] = 0;
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GLfloat a[4], aNext[4], result[4];
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struct fp_machine dMachine;
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if (!fetch_vector4_deriv(&inst->SrcReg[0], span, 'X', result)) {
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/* This is tricky. Make a copy of the current machine state,
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* increment the input registers by the dx or dy partial
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* derivatives, then re-execute the program up to the
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* preceeding instruction, then fetch the source register.
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* Finally, find the difference in the register values for
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* the original and derivative runs.
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*/
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init_machine_deriv(ctx, machine, program, span,
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'X', &dMachine);
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execute_program(ctx, program, pc, &dMachine, span);
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fetch_vector4( &inst->SrcReg[0], &dMachine, aNext );
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result[0] = aNext[0] - a[0];
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result[1] = aNext[1] - a[1];
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result[2] = aNext[2] - a[2];
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result[3] = aNext[3] - a[3];
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}
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store_vector4( inst, machine, result );
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}
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break;
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case FP_OPCODE_DDY: /* Partial derivative with respect to Y */
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{
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GLfloat a[4], result[4];
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fetch_vector4( &inst->SrcReg[0], machine, a );
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result[0] = 0; /* XXX fix */
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result[1] = 0;
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result[2] = 0;
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result[3] = 0;
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GLfloat a[4], aNext[4], result[4];
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struct fp_machine dMachine;
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if (!fetch_vector4_deriv(&inst->SrcReg[0], span, 'Y', result)) {
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init_machine_deriv(ctx, machine, program, span,
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'Y', &dMachine);
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execute_program(ctx, program, pc, &dMachine, span);
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fetch_vector4( &inst->SrcReg[0], &dMachine, aNext );
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result[0] = aNext[0] - a[0];
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result[1] = aNext[1] - a[1];
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result[2] = aNext[2] - a[2];
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result[3] = aNext[3] - a[3];
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}
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store_vector4( inst, machine, result );
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}
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break;
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@@ -710,8 +937,7 @@ execute_program(GLcontext *ctx, const struct fragment_program *program)
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GLfloat texcoord[4], color[4];
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fetch_vector4( &inst->SrcReg[0], machine, texcoord );
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/* XXX: Undo perspective divide from interpolate_texcoords() */
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fetch_texel( ctx, texcoord, inst->TexSrcUnit,
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inst->TexSrcBit, color );
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fetch_texel( ctx, texcoord, inst->TexSrcUnit, color );
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store_vector4( inst, machine, color );
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}
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break;
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@@ -723,7 +949,7 @@ execute_program(GLcontext *ctx, const struct fragment_program *program)
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fetch_vector4( &inst->SrcReg[1], machine, dtdx );
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fetch_vector4( &inst->SrcReg[2], machine, dtdy );
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fetch_texel_deriv( ctx, texcoord, dtdx, dtdy, inst->TexSrcUnit,
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inst->TexSrcBit, color );
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color );
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store_vector4( inst, machine, color );
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}
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break;
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@@ -733,8 +959,7 @@ execute_program(GLcontext *ctx, const struct fragment_program *program)
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GLfloat texcoord[4], color[4];
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fetch_vector4( &inst->SrcReg[0], machine, texcoord );
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/* Already did perspective divide in interpolate_texcoords() */
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fetch_texel( ctx, texcoord, inst->TexSrcUnit,
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inst->TexSrcBit, color );
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fetch_texel( ctx, texcoord, inst->TexSrcUnit, color );
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store_vector4( inst, machine, color );
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}
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break;
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@@ -801,8 +1026,11 @@ execute_program(GLcontext *ctx, const struct fragment_program *program)
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store_vector4( inst, machine, result );
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}
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break;
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case FP_OPCODE_END:
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return GL_TRUE;
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default:
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_mesa_problem(ctx, "Bad opcode in _mesa_exec_fragment_program");
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_mesa_problem(ctx, "Bad opcode %d in _mesa_exec_fragment_program",
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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;
|
||||
init_machine(ctx, &ctx->FragmentProgram.Machine,
|
||||
ctx->FragmentProgram.Current, span, i);
|
||||
|
||||
/* 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]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
|
Reference in New Issue
Block a user