/*
* Mesa 3-D graphics library
- * Version: 6.5.3
+ * Version: 7.0.3
*
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
#include "prog_instruction.h"
#include "prog_parameter.h"
#include "prog_print.h"
-#include "slang_library_noise.h"
+#include "shader/slang/slang_library_noise.h"
-/* See comments below for info about this */
-#define LAMBDA_ZERO 1
-
/* debug predicate */
#define DEBUG_PROG 0
}
}
-#if 0
+
/**
- * Fetch the derivative with respect to X for the given register.
- * \return GL_TRUE if it was easily computed or GL_FALSE if we
- * need to execute another instance of the program (ugh)!
+ * Fetch the derivative with respect to X or Y for the given register.
+ * XXX this currently only works for fragment program input attribs.
*/
-static GLboolean
+static void
fetch_vector4_deriv(GLcontext * ctx,
const struct prog_src_register *source,
- const SWspan * span,
- char xOrY, GLint column, GLfloat result[4])
+ const struct gl_program_machine *machine,
+ char xOrY, GLfloat result[4])
{
- GLfloat src[4];
-
- ASSERT(xOrY == 'X' || xOrY == 'Y');
+ if (source->File == PROGRAM_INPUT && source->Index < machine->NumDeriv) {
+ const GLint col = machine->CurElement;
+ const GLfloat w = machine->Attribs[FRAG_ATTRIB_WPOS][col][3];
+ const GLfloat invQ = 1.0f / w;
+ GLfloat deriv[4];
- switch (source->Index) {
- case FRAG_ATTRIB_WPOS:
- if (xOrY == 'X') {
- src[0] = 1.0;
- src[1] = 0.0;
- src[2] = span->attrStepX[FRAG_ATTRIB_WPOS][2]
- / ctx->DrawBuffer->_DepthMaxF;
- src[3] = span->attrStepX[FRAG_ATTRIB_WPOS][3];
- }
- else {
- src[0] = 0.0;
- src[1] = 1.0;
- src[2] = span->attrStepY[FRAG_ATTRIB_WPOS][2]
- / ctx->DrawBuffer->_DepthMaxF;
- src[3] = span->attrStepY[FRAG_ATTRIB_WPOS][3];
- }
- break;
- case FRAG_ATTRIB_COL0:
- case FRAG_ATTRIB_COL1:
if (xOrY == 'X') {
- src[0] = span->attrStepX[source->Index][0] * (1.0F / CHAN_MAXF);
- src[1] = span->attrStepX[source->Index][1] * (1.0F / CHAN_MAXF);
- src[2] = span->attrStepX[source->Index][2] * (1.0F / CHAN_MAXF);
- src[3] = span->attrStepX[source->Index][3] * (1.0F / CHAN_MAXF);
+ deriv[0] = machine->DerivX[source->Index][0] * invQ;
+ deriv[1] = machine->DerivX[source->Index][1] * invQ;
+ deriv[2] = machine->DerivX[source->Index][2] * invQ;
+ deriv[3] = machine->DerivX[source->Index][3] * invQ;
}
else {
- src[0] = span->attrStepY[source->Index][0] * (1.0F / CHAN_MAXF);
- src[1] = span->attrStepY[source->Index][1] * (1.0F / CHAN_MAXF);
- src[2] = span->attrStepY[source->Index][2] * (1.0F / CHAN_MAXF);
- src[3] = span->attrStepY[source->Index][3] * (1.0F / CHAN_MAXF);
+ deriv[0] = machine->DerivY[source->Index][0] * invQ;
+ deriv[1] = machine->DerivY[source->Index][1] * invQ;
+ deriv[2] = machine->DerivY[source->Index][2] * invQ;
+ deriv[3] = machine->DerivY[source->Index][3] * invQ;
}
- break;
- case FRAG_ATTRIB_FOGC:
- if (xOrY == 'X') {
- src[0] = span->attrStepX[FRAG_ATTRIB_FOGC][0] * (1.0F / CHAN_MAXF);
- src[1] = 0.0;
- src[2] = 0.0;
- src[3] = 0.0;
- }
- else {
- src[0] = span->attrStepY[FRAG_ATTRIB_FOGC][0] * (1.0F / CHAN_MAXF);
- src[1] = 0.0;
- src[2] = 0.0;
- src[3] = 0.0;
+
+ result[0] = deriv[GET_SWZ(source->Swizzle, 0)];
+ result[1] = deriv[GET_SWZ(source->Swizzle, 1)];
+ result[2] = deriv[GET_SWZ(source->Swizzle, 2)];
+ result[3] = deriv[GET_SWZ(source->Swizzle, 3)];
+
+ if (source->NegateBase) {
+ result[0] = -result[0];
+ result[1] = -result[1];
+ result[2] = -result[2];
+ result[3] = -result[3];
}
- break;
- default:
- assert(source->Index < FRAG_ATTRIB_MAX);
- /* texcoord or varying */
- if (xOrY == 'X') {
- /* this is a little tricky - I think I've got it right */
- const GLfloat invQ = 1.0f / (span->attrStart[source->Index][3]
- +
- span->attrStepX[source->Index][3] *
- column);
- src[0] = span->attrStepX[source->Index][0] * invQ;
- src[1] = span->attrStepX[source->Index][1] * invQ;
- src[2] = span->attrStepX[source->Index][2] * invQ;
- src[3] = span->attrStepX[source->Index][3] * invQ;
+ if (source->Abs) {
+ result[0] = FABSF(result[0]);
+ result[1] = FABSF(result[1]);
+ result[2] = FABSF(result[2]);
+ result[3] = FABSF(result[3]);
}
- else {
- /* Tricky, as above, but in Y direction */
- const GLfloat invQ = 1.0f / (span->attrStart[source->Index][3]
- + span->attrStepY[source->Index][3]);
- src[0] = span->attrStepY[source->Index][0] * invQ;
- src[1] = span->attrStepY[source->Index][1] * invQ;
- src[2] = span->attrStepY[source->Index][2] * invQ;
- src[3] = span->attrStepY[source->Index][3] * invQ;
+ if (source->NegateAbs) {
+ result[0] = -result[0];
+ result[1] = -result[1];
+ result[2] = -result[2];
+ result[3] = -result[3];
}
- break;
- }
-
- result[0] = src[GET_SWZ(source->Swizzle, 0)];
- result[1] = src[GET_SWZ(source->Swizzle, 1)];
- result[2] = src[GET_SWZ(source->Swizzle, 2)];
- result[3] = src[GET_SWZ(source->Swizzle, 3)];
-
- if (source->NegateBase) {
- result[0] = -result[0];
- result[1] = -result[1];
- result[2] = -result[2];
- result[3] = -result[3];
}
- if (source->Abs) {
- result[0] = FABSF(result[0]);
- result[1] = FABSF(result[1]);
- result[2] = FABSF(result[2]);
- result[3] = FABSF(result[3]);
- }
- if (source->NegateAbs) {
- result[0] = -result[0];
- result[1] = -result[1];
- result[2] = -result[2];
- result[3] = -result[3];
+ else {
+ ASSIGN_4V(result, 0.0, 0.0, 0.0, 0.0);
}
- return GL_TRUE;
}
-#endif
/**
}
+/**
+ * Fetch texel from texture. Use partial derivatives when possible.
+ */
+static INLINE void
+fetch_texel(GLcontext *ctx,
+ const struct gl_program_machine *machine,
+ const struct prog_instruction *inst,
+ const GLfloat texcoord[4], GLfloat lodBias,
+ GLfloat color[4])
+{
+ /* Note: we only have the right derivatives for fragment input attribs.
+ */
+ if (machine->NumDeriv > 0 &&
+ inst->SrcReg[0].File == PROGRAM_INPUT &&
+ inst->SrcReg[0].Index == FRAG_ATTRIB_TEX0 + inst->TexSrcUnit) {
+ /* simple texture fetch for which we should have derivatives */
+ GLuint attr = inst->SrcReg[0].Index;
+ machine->FetchTexelDeriv(ctx, texcoord,
+ machine->DerivX[attr],
+ machine->DerivY[attr],
+ lodBias,
+ inst->TexSrcUnit, color);
+ }
+ else {
+ machine->FetchTexelLod(ctx, texcoord, lodBias,
+ inst->TexSrcUnit, color);
+ }
+}
+
+
/**
* Test value against zero and return GT, LT, EQ or UN if NaN.
*/
machine->CondCodes[2] = generate_cc(value[2]);
if (writeMask & WRITEMASK_W)
machine->CondCodes[3] = generate_cc(value[3]);
+#if DEBUG_PROG
+ printf("CondCodes=(%s,%s,%s,%s) for:\n",
+ _mesa_condcode_string(machine->CondCodes[0]),
+ _mesa_condcode_string(machine->CondCodes[1]),
+ _mesa_condcode_string(machine->CondCodes[2]),
+ _mesa_condcode_string(machine->CondCodes[3]));
+#endif
}
}
-#if 0
-/**
- * Initialize a new machine state instance from an existing one, adding
- * the partial derivatives onto the input registers.
- * Used to implement DDX and DDY instructions in non-trivial cases.
- */
-static void
-init_machine_deriv(GLcontext * ctx,
- const struct gl_program_machine *machine,
- const struct gl_fragment_program *program,
- const SWspan * span, char xOrY,
- struct gl_program_machine *dMachine)
-{
- GLuint attr;
-
- ASSERT(xOrY == 'X' || xOrY == 'Y');
-
- /* copy existing machine */
- _mesa_memcpy(dMachine, machine, sizeof(struct gl_program_machine));
-
- if (program->Base.Target == GL_FRAGMENT_PROGRAM_NV) {
- /* XXX also need to do this when using valgrind */
- /* Clear temporary registers (undefined for ARB_f_p) */
- _mesa_bzero((void *) machine->Temporaries,
- MAX_PROGRAM_TEMPS * 4 * sizeof(GLfloat));
- }
-
- /* Add derivatives */
- if (program->Base.InputsRead & FRAG_BIT_WPOS) {
- GLfloat *wpos = machine->Attribs[FRAG_ATTRIB_WPOS][machine->CurElement];
- if (xOrY == 'X') {
- wpos[0] += 1.0F;
- wpos[1] += 0.0F;
- wpos[2] += span->attrStepX[FRAG_ATTRIB_WPOS][2];
- wpos[3] += span->attrStepX[FRAG_ATTRIB_WPOS][3];
- }
- else {
- wpos[0] += 0.0F;
- wpos[1] += 1.0F;
- wpos[2] += span->attrStepY[FRAG_ATTRIB_WPOS][2];
- wpos[3] += span->attrStepY[FRAG_ATTRIB_WPOS][3];
- }
- }
-
- /* primary, secondary colors */
- for (attr = FRAG_ATTRIB_COL0; attr <= FRAG_ATTRIB_COL1; attr++) {
- if (program->Base.InputsRead & (1 << attr)) {
- GLfloat *col = machine->Attribs[attr][machine->CurElement];
- if (xOrY == 'X') {
- col[0] += span->attrStepX[attr][0] * (1.0F / CHAN_MAXF);
- col[1] += span->attrStepX[attr][1] * (1.0F / CHAN_MAXF);
- col[2] += span->attrStepX[attr][2] * (1.0F / CHAN_MAXF);
- col[3] += span->attrStepX[attr][3] * (1.0F / CHAN_MAXF);
- }
- else {
- col[0] += span->attrStepY[attr][0] * (1.0F / CHAN_MAXF);
- col[1] += span->attrStepY[attr][1] * (1.0F / CHAN_MAXF);
- col[2] += span->attrStepY[attr][2] * (1.0F / CHAN_MAXF);
- col[3] += span->attrStepY[attr][3] * (1.0F / CHAN_MAXF);
- }
- }
- }
- if (program->Base.InputsRead & FRAG_BIT_FOGC) {
- GLfloat *fogc = machine->Attribs[FRAG_ATTRIB_FOGC][machine->CurElement];
- if (xOrY == 'X') {
- fogc[0] += span->attrStepX[FRAG_ATTRIB_FOGC][0];
- }
- else {
- fogc[0] += span->attrStepY[FRAG_ATTRIB_FOGC][0];
- }
- }
- /* texcoord and varying vars */
- for (attr = FRAG_ATTRIB_TEX0; attr < FRAG_ATTRIB_MAX; attr++) {
- if (program->Base.InputsRead & (1 << attr)) {
- GLfloat *val = machine->Attribs[attr][machine->CurElement];
- /* XXX perspective-correct interpolation */
- if (xOrY == 'X') {
- val[0] += span->attrStepX[attr][0];
- val[1] += span->attrStepX[attr][1];
- val[2] += span->attrStepX[attr][2];
- val[3] += span->attrStepX[attr][3];
- }
- else {
- val[0] += span->attrStepY[attr][0];
- val[1] += span->attrStepY[attr][1];
- val[2] += span->attrStepY[attr][2];
- val[3] += span->attrStepY[attr][3];
- }
- }
- }
-
- /* init condition codes */
- dMachine->CondCodes[0] = COND_EQ;
- dMachine->CondCodes[1] = COND_EQ;
- dMachine->CondCodes[2] = COND_EQ;
- dMachine->CondCodes[3] = COND_EQ;
-}
-#endif
-
-
/**
* Execute the given vertex/fragment program.
*
pc = inst->BranchTarget - 1;
}
break;
- case OPCODE_BRK0: /* Break if zero */
- /* fall-through */
- case OPCODE_CONT0: /* Continue if zero */
- {
- GLfloat a[4];
- fetch_vector1(&inst->SrcReg[0], machine, a);
- if (a[0] == 0.0) {
- /* take branch */
- /* Subtract 1 here since we'll do pc++ at end of for-loop */
- pc = inst->BranchTarget - 1;
- }
- }
- break;
- case OPCODE_BRK1: /* Break if non-zero */
- /* fall-through */
- case OPCODE_CONT1: /* Continue if non-zero */
- {
- GLfloat a[4];
- fetch_vector1(&inst->SrcReg[0], machine, a);
- if (a[0] != 0.0) {
- /* take branch */
- /* Subtract 1 here since we'll do pc++ at end of for-loop */
- pc = inst->BranchTarget - 1;
- }
- }
- break;
case OPCODE_CAL: /* Call subroutine (conditional) */
if (eval_condition(machine, inst)) {
/* call the subroutine */
if (machine->StackDepth >= MAX_PROGRAM_CALL_DEPTH) {
return GL_TRUE; /* Per GL_NV_vertex_program2 spec */
}
- machine->CallStack[machine->StackDepth++] = pc + 1;
- pc = inst->BranchTarget; /* XXX - 1 ??? */
+ machine->CallStack[machine->StackDepth++] = pc + 1; /* next inst */
+ /* Subtract 1 here since we'll do pc++ at end of for-loop */
+ pc = inst->BranchTarget - 1;
}
break;
case OPCODE_CMP:
break;
case OPCODE_DDX: /* Partial derivative with respect to X */
{
-#if 0
- GLfloat a[4], aNext[4], result[4];
- struct gl_program_machine dMachine;
- if (!fetch_vector4_deriv(ctx, &inst->SrcReg[0], span, 'X',
- column, result)) {
- /* This is tricky. Make a copy of the current machine state,
- * increment the input registers by the dx or dy partial
- * derivatives, then re-execute the program up to the
- * preceeding instruction, then fetch the source register.
- * Finally, find the difference in the register values for
- * the original and derivative runs.
- */
- fetch_vector4(&inst->SrcReg[0], machine, program, a);
- init_machine_deriv(ctx, machine, program, span,
- 'X', &dMachine);
- execute_program(ctx, program, pc, &dMachine, span, column);
- fetch_vector4(&inst->SrcReg[0], &dMachine, program,
- aNext);
- result[0] = aNext[0] - a[0];
- result[1] = aNext[1] - a[1];
- result[2] = aNext[2] - a[2];
- result[3] = aNext[3] - a[3];
- }
+ GLfloat result[4];
+ fetch_vector4_deriv(ctx, &inst->SrcReg[0], machine,
+ 'X', result);
store_vector4(inst, machine, result);
-#else
- store_vector4(inst, machine, ZeroVec);
-#endif
}
break;
case OPCODE_DDY: /* Partial derivative with respect to Y */
{
-#if 0
- GLfloat a[4], aNext[4], result[4];
- struct gl_program_machine dMachine;
- if (!fetch_vector4_deriv(ctx, &inst->SrcReg[0], span, 'Y',
- column, result)) {
- init_machine_deriv(ctx, machine, program, span,
- 'Y', &dMachine);
- fetch_vector4(&inst->SrcReg[0], machine, program, a);
- execute_program(ctx, program, pc, &dMachine, span, column);
- fetch_vector4(&inst->SrcReg[0], &dMachine, program,
- aNext);
- result[0] = aNext[0] - a[0];
- result[1] = aNext[1] - a[1];
- result[2] = aNext[2] - a[2];
- result[3] = aNext[3] - a[3];
- }
+ GLfloat result[4];
+ fetch_vector4_deriv(ctx, &inst->SrcReg[0], machine,
+ 'Y', result);
store_vector4(inst, machine, result);
-#else
- store_vector4(inst, machine, ZeroVec);
-#endif
}
break;
case OPCODE_DP3:
else {
cond = eval_condition(machine, inst);
}
+ if (DEBUG_PROG) {
+ printf("IF: %d\n", cond);
+ }
/* do if/else */
if (cond) {
/* do if-clause (just continue execution) */
if (machine->StackDepth == 0) {
return GL_TRUE; /* Per GL_NV_vertex_program2 spec */
}
- pc = machine->CallStack[--machine->StackDepth];
+ /* subtract one because of pc++ in the for loop */
+ pc = machine->CallStack[--machine->StackDepth] - 1;
}
break;
case OPCODE_RFL: /* reflection vector */
}
break;
case OPCODE_TEX: /* Both ARB and NV frag prog */
- /* Texel lookup */
+ /* Simple texel lookup */
{
- /* Note: only use the precomputed lambda value when we're
- * sampling texture unit [K] with texcoord[K].
- * Otherwise, the lambda value may have no relation to the
- * instruction's texcoord or texture image. Using the wrong
- * lambda is usually bad news.
- * The rest of the time, just use zero (until we get a more
- * sophisticated way of computing lambda).
- */
- GLfloat coord[4], color[4], lambda;
-#if 0
- if (inst->SrcReg[0].File == PROGRAM_INPUT &&
- inst->SrcReg[0].Index == FRAG_ATTRIB_TEX0 + inst->TexSrcUnit)
- lambda = span->array->lambda[inst->TexSrcUnit][column];
- else
-#endif
- lambda = 0.0;
- fetch_vector4(&inst->SrcReg[0], machine, coord);
- machine->FetchTexelLod(ctx, coord, lambda, inst->TexSrcUnit,
- color);
+ GLfloat texcoord[4], color[4];
+ fetch_vector4(&inst->SrcReg[0], machine, texcoord);
+
+ fetch_texel(ctx, machine, inst, texcoord, 0.0, color);
+
if (DEBUG_PROG) {
- printf("TEX (%g, %g, %g, %g) = texture[%d][%g, %g, %g, %g], "
- "lod %f\n",
+ printf("TEX (%g, %g, %g, %g) = texture[%d][%g, %g, %g, %g]\n",
color[0], color[1], color[2], color[3],
inst->TexSrcUnit,
- coord[0], coord[1], coord[2], coord[3], lambda);
+ texcoord[0], texcoord[1], texcoord[2], texcoord[3]);
}
store_vector4(inst, machine, color);
}
{
const struct gl_texture_unit *texUnit
= &ctx->Texture.Unit[inst->TexSrcUnit];
- GLfloat coord[4], color[4], lambda, bias;
-#if 0
- if (inst->SrcReg[0].File == PROGRAM_INPUT &&
- inst->SrcReg[0].Index == FRAG_ATTRIB_TEX0 + inst->TexSrcUnit)
- lambda = span->array->lambda[inst->TexSrcUnit][column];
- else
-#endif
- lambda = 0.0;
- fetch_vector4(&inst->SrcReg[0], machine, coord);
- /* coord[3] is the bias to add to lambda */
- bias = texUnit->LodBias + coord[3];
- if (texUnit->_Current)
- bias += texUnit->_Current->LodBias;
- machine->FetchTexelLod(ctx, coord, lambda + bias,
- inst->TexSrcUnit, color);
+ GLfloat texcoord[4], color[4], lodBias;
+
+ fetch_vector4(&inst->SrcReg[0], machine, texcoord);
+
+ /* texcoord[3] is the bias to add to lambda */
+ lodBias = texUnit->LodBias + texcoord[3];
+ if (texUnit->_Current) {
+ lodBias += texUnit->_Current->LodBias;
+ }
+
+ fetch_texel(ctx, machine, inst, texcoord, lodBias, color);
+
store_vector4(inst, machine, color);
}
break;
fetch_vector4(&inst->SrcReg[1], machine, dtdx);
fetch_vector4(&inst->SrcReg[2], machine, dtdy);
machine->FetchTexelDeriv(ctx, texcoord, dtdx, dtdy,
+ 0.0, /* lodBias */
inst->TexSrcUnit, color);
store_vector4(inst, machine, color);
}
case OPCODE_TXP: /* GL_ARB_fragment_program only */
/* Texture lookup w/ projective divide */
{
- GLfloat texcoord[4], color[4], lambda;
-#if 0
- if (inst->SrcReg[0].File == PROGRAM_INPUT &&
- inst->SrcReg[0].Index == FRAG_ATTRIB_TEX0 + inst->TexSrcUnit)
- lambda = span->array->lambda[inst->TexSrcUnit][column];
- else
-#endif
- lambda = 0.0;
+ GLfloat texcoord[4], color[4];
+
fetch_vector4(&inst->SrcReg[0], machine, texcoord);
/* Not so sure about this test - if texcoord[3] is
* zero, we'd probably be fine except for an ASSERT in
texcoord[1] /= texcoord[3];
texcoord[2] /= texcoord[3];
}
- machine->FetchTexelLod(ctx, texcoord, lambda,
- inst->TexSrcUnit, color);
+
+ fetch_texel(ctx, machine, inst, texcoord, 0.0, color);
+
store_vector4(inst, machine, color);
}
break;
case OPCODE_TXP_NV: /* GL_NV_fragment_program only */
- /* Texture lookup w/ projective divide */
+ /* Texture lookup w/ projective divide, as above, but do not
+ * do the divide by w if sampling from a cube map.
+ */
{
- GLfloat texcoord[4], color[4], lambda;
-#if 0
- if (inst->SrcReg[0].File == PROGRAM_INPUT &&
- inst->SrcReg[0].Index == FRAG_ATTRIB_TEX0 + inst->TexSrcUnit)
- lambda = span->array->lambda[inst->TexSrcUnit][column];
- else
-#endif
- lambda = 0.0;
+ GLfloat texcoord[4], color[4];
+
fetch_vector4(&inst->SrcReg[0], machine, texcoord);
if (inst->TexSrcTarget != TEXTURE_CUBE_INDEX &&
texcoord[3] != 0.0) {
texcoord[1] /= texcoord[3];
texcoord[2] /= texcoord[3];
}
- machine->FetchTexelLod(ctx, texcoord, lambda,
- inst->TexSrcUnit, color);
+
+ fetch_texel(ctx, machine, inst, texcoord, 0.0, color);
+
store_vector4(inst, machine, color);
}
break;