#include "brw_wm.h"
#include "brw_util.h"
-#include "shader/program.h"
-#include "shader/program_instruction.h"
-#include "shader/arbprogparse.h"
+#include "shader/prog_parameter.h"
+#include "shader/prog_print.h"
+#include "shader/prog_statevars.h"
+
#define FIRST_INTERNAL_TEMP MAX_NV_FRAGMENT_PROGRAM_TEMPS
"FB_WRITE"
};
+#if 0
static const char *wm_file_strings[] = {
"PAYLOAD"
};
+#endif
/***********************************************************************
* harm and it's not as if the parameter handling isn't a big hack
* anyway.
*/
-static struct prog_src_register search_or_add_param6( struct brw_wm_compile *c,
- GLint s0,
- GLint s1,
- GLint s2,
- GLint s3,
- GLint s4,
- GLint s5)
+static struct prog_src_register search_or_add_param5(struct brw_wm_compile *c,
+ GLint s0,
+ GLint s1,
+ GLint s2,
+ GLint s3,
+ GLint s4)
{
struct gl_program_parameter_list *paramList = c->fp->program.Base.Parameters;
- GLint tokens[6];
+ gl_state_index tokens[STATE_LENGTH];
GLuint idx;
tokens[0] = s0;
tokens[1] = s1;
tokens[2] = s2;
tokens[3] = s3;
tokens[4] = s4;
- tokens[5] = s5;
for (idx = 0; idx < paramList->NumParameters; idx++) {
if (paramList->Parameters[idx].Type == PROGRAM_STATE_VAR &&
struct gl_program_parameter_list *paramList = c->fp->program.Base.Parameters;
GLfloat values[4];
GLuint idx;
+ GLuint swizzle;
values[0] = s0;
values[1] = s1;
return src_reg(PROGRAM_STATE_VAR, idx);
}
- idx = _mesa_add_unnamed_constant( paramList, values );
-
+ idx = _mesa_add_unnamed_constant( paramList, values, 4, &swizzle );
+ /* XXX what about swizzle? */
return src_reg(PROGRAM_STATE_VAR, idx);
}
static void precalc_tex( struct brw_wm_compile *c,
const struct prog_instruction *inst )
{
+ struct prog_src_register coord;
+ struct prog_dst_register tmpcoord;
+
+ if (inst->TexSrcTarget == TEXTURE_RECT_INDEX) {
+ struct prog_src_register scale =
+ search_or_add_param5( c,
+ STATE_INTERNAL,
+ STATE_TEXRECT_SCALE,
+ inst->TexSrcUnit,
+ 0,0 );
+
+ tmpcoord = get_temp(c);
+
+ /* coord.xy = MUL inst->SrcReg[0], { 1/width, 1/height }
+ */
+ emit_op(c,
+ OPCODE_MUL,
+ tmpcoord,
+ 0, 0, 0,
+ inst->SrcReg[0],
+ scale,
+ src_undef());
+
+ coord = src_reg_from_dst(tmpcoord);
+ }
+ else {
+ coord = inst->SrcReg[0];
+ }
+
/* Need to emit YUV texture conversions by hand. Probably need to
* do this here - the alternative is in brw_wm_emit.c, but the
* conversion requires allocating a temporary variable which we
inst->SaturateMode,
inst->TexSrcUnit,
inst->TexSrcTarget,
- inst->SrcReg[0],
+ coord,
src_undef(),
src_undef());
}
src_swizzle1(tmpsrc, Z),
src_swizzle1(C1, W),
src_swizzle1(src_reg_from_dst(dst), Y));
+
+ release_temp(c, tmp);
}
+
+ if (inst->TexSrcTarget == GL_TEXTURE_RECTANGLE_NV)
+ release_temp(c, tmpcoord);
}
struct prog_src_register fog_factor )
{
struct prog_dst_register outcolor = dst_reg(PROGRAM_OUTPUT, FRAG_RESULT_COLR);
- struct prog_src_register fogcolor = search_or_add_param6( c, STATE_FOG_COLOR, 0,0,0,0,0 );
+ struct prog_src_register fogcolor = search_or_add_param5( c, STATE_FOG_COLOR, 0,0,0,0 );
/* color.xyz = LRP fog_factor.xxxx, output_color, fog_color */