#include "main/glheader.h"
#include "main/colormac.h"
#include "main/context.h"
-#include "main/texstate.h"
#include "shader/prog_instruction.h"
#include "s_fragprog.h"
* and return results in 'colorOut'.
*/
static INLINE void
-swizzle_texel(const GLchan texel[4], GLfloat colorOut[4], GLuint swizzle)
+swizzle_texel(const GLfloat texel[4], GLfloat colorOut[4], GLuint swizzle)
{
if (swizzle == SWIZZLE_NOOP) {
- colorOut[0] = CHAN_TO_FLOAT(texel[0]);
- colorOut[1] = CHAN_TO_FLOAT(texel[1]);
- colorOut[2] = CHAN_TO_FLOAT(texel[2]);
- colorOut[3] = CHAN_TO_FLOAT(texel[3]);
+ COPY_4V(colorOut, texel);
}
else {
GLfloat vector[6];
- vector[SWIZZLE_X] = CHAN_TO_FLOAT(texel[0]);
- vector[SWIZZLE_Y] = CHAN_TO_FLOAT(texel[1]);
- vector[SWIZZLE_Z] = CHAN_TO_FLOAT(texel[2]);
- vector[SWIZZLE_W] = CHAN_TO_FLOAT(texel[3]);
+ vector[SWIZZLE_X] = texel[0];
+ vector[SWIZZLE_Y] = texel[1];
+ vector[SWIZZLE_Z] = texel[2];
+ vector[SWIZZLE_W] = texel[3];
vector[SWIZZLE_ZERO] = 0.0F;
vector[SWIZZLE_ONE] = 1.0F;
colorOut[0] = vector[GET_SWZ(swizzle, 0)];
if (texObj) {
SWcontext *swrast = SWRAST_CONTEXT(ctx);
- GLchan rgba[4];
+ GLfloat rgba[4];
lambda = CLAMP(lambda, texObj->MinLod, texObj->MaxLod);
- /* XXX use a float-valued TextureSample routine here!!! */
swrast->TextureSample[unit](ctx, texObj, 1,
(const GLfloat (*)[4]) texcoord,
&lambda, &rgba);
* Fetch a texel with the given partial derivatives to compute a level
* of detail in the mipmap.
* Called via machine->FetchTexelDeriv()
+ * \param lodBias the lod bias which may be specified by a TXB instruction,
+ * otherwise zero.
*/
static void
fetch_texel_deriv( GLcontext *ctx, const GLfloat texcoord[4],
GLfloat lodBias, GLuint unit, GLfloat color[4] )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
- const struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current;
+ const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+ const struct gl_texture_object *texObj = texUnit->_Current;
if (texObj) {
const struct gl_texture_image *texImg =
const GLfloat texW = (GLfloat) texImg->WidthScale;
const GLfloat texH = (GLfloat) texImg->HeightScale;
GLfloat lambda;
- GLchan rgba[4];
+ GLfloat rgba[4];
lambda = _swrast_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 */
+ texdx[3], texdy[3], /* dq/dx, dq/dy */
texW, texH,
texcoord[0], texcoord[1], texcoord[3],
- 1.0F / texcoord[3]) + lodBias;
+ 1.0F / texcoord[3]);
+
+ lambda += lodBias + texUnit->LodBias + texObj->LodBias;
lambda = CLAMP(lambda, texObj->MinLod, texObj->MaxLod);
- /* XXX use a float-valued TextureSample routine here!!! */
swrast->TextureSample[unit](ctx, texObj, 1,
(const GLfloat (*)[4]) texcoord,
&lambda, &rgba);
const struct gl_fragment_program *program,
const SWspan *span, GLuint col)
{
+ GLfloat *wpos = span->array->attribs[FRAG_ATTRIB_WPOS][col];
+
if (program->Base.Target == GL_FRAGMENT_PROGRAM_NV) {
/* Clear temporary registers (undefined for ARB_f_p) */
- _mesa_bzero(machine->Temporaries,
- MAX_PROGRAM_TEMPS * 4 * sizeof(GLfloat));
+ memset(machine->Temporaries, 0, MAX_PROGRAM_TEMPS * 4 * sizeof(GLfloat));
+ }
+
+ /* ARB_fragment_coord_conventions */
+ if (program->OriginUpperLeft)
+ wpos[1] = ctx->DrawBuffer->Height - 1 - wpos[1];
+ if (!program->PixelCenterInteger) {
+ wpos[0] += 0.5F;
+ wpos[1] += 0.5F;
}
/* Setup pointer to input attributes */
/* if running a GLSL program (not ARB_fragment_program) */
if (ctx->Shader.CurrentProgram) {
- /* Store front/back facing value in register FOGC.Y */
- machine->Attribs[FRAG_ATTRIB_FOGC][col][1] = 1.0 - span->facing;
- /* Note FOGC.ZW is gl_PointCoord if drawing a sprite */
+ /* Store front/back facing value */
+ machine->Attribs[FRAG_ATTRIB_FACE][col][0] = 1.0F - span->facing;
}
machine->CurElement = col;
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
const struct gl_fragment_program *program = ctx->FragmentProgram._Current;
- const GLbitfield outputsWritten = program->Base.OutputsWritten;
+ const GLbitfield64 outputsWritten = program->Base.OutputsWritten;
struct gl_program_machine *machine = &swrast->FragProgMachine;
GLuint i;
if (_mesa_execute_program(ctx, &program->Base, machine)) {
/* Store result color */
- if (outputsWritten & (1 << FRAG_RESULT_COLR)) {
+ if (outputsWritten & BITFIELD64_BIT(FRAG_RESULT_COLOR)) {
COPY_4V(span->array->attribs[FRAG_ATTRIB_COL0][i],
- machine->Outputs[FRAG_RESULT_COLR]);
+ machine->Outputs[FRAG_RESULT_COLOR]);
}
else {
/* Multiple drawbuffers / render targets
*/
GLuint buf;
for (buf = 0; buf < ctx->DrawBuffer->_NumColorDrawBuffers; buf++) {
- if (outputsWritten & (1 << (FRAG_RESULT_DATA0 + buf))) {
+ if (outputsWritten & BITFIELD64_BIT(FRAG_RESULT_DATA0 + buf)) {
COPY_4V(span->array->attribs[FRAG_ATTRIB_COL0 + buf][i],
machine->Outputs[FRAG_RESULT_DATA0 + buf]);
}
}
/* Store result depth/z */
- if (outputsWritten & (1 << FRAG_RESULT_DEPR)) {
- const GLfloat depth = machine->Outputs[FRAG_RESULT_DEPR][2];
+ if (outputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
+ const GLfloat depth = machine->Outputs[FRAG_RESULT_DEPTH][2];
if (depth <= 0.0)
span->array->z[i] = 0;
else if (depth >= 1.0)
ASSERT(span->array->ChanType == GL_FLOAT);
}
- ctx->_CurrentProgram = GL_FRAGMENT_PROGRAM_ARB; /* or NV, doesn't matter */
-
run_program(ctx, span, 0, span->end);
- if (program->Base.OutputsWritten & (1 << FRAG_RESULT_COLR)) {
+ if (program->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_COLOR)) {
span->interpMask &= ~SPAN_RGBA;
span->arrayMask |= SPAN_RGBA;
}
- if (program->Base.OutputsWritten & (1 << FRAG_RESULT_DEPR)) {
+ if (program->Base.OutputsWritten & BITFIELD64_BIT(FRAG_RESULT_DEPTH)) {
span->interpMask &= ~SPAN_Z;
span->arrayMask |= SPAN_Z;
}
-
- ctx->_CurrentProgram = 0;
}