-/* $Id: s_nvfragprog.c,v 1.7 2003/03/14 15:41:00 brianp Exp $ */
-
/*
* Mesa 3-D graphics library
* Version: 5.1
*/
-
#include "glheader.h"
#include "colormac.h"
#include "context.h"
#include "macros.h"
#include "s_nvfragprog.h"
+#include "s_span.h"
#include "s_texture.h"
+/* if 1, print some debugging info */
+#define DEBUG_FRAG 0
+
+
/**
* Fetch a texel.
*/
static void
-fetch_texel( GLcontext *ctx, const GLfloat texcoord[4], GLuint unit,
- GLuint targetBit, GLfloat color[4] )
+fetch_texel( GLcontext *ctx, const GLfloat texcoord[4], GLfloat lambda,
+ GLuint unit, GLfloat color[4] )
{
- 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,
- lambda, &rgba);
+
+ 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]);
/**
- * Fetch a texel w/ partial derivatives.
+ * Fetch a texel with the given partial derivatives to compute a level
+ * of detail in the mipmap.
*/
static void
fetch_texel_deriv( GLcontext *ctx, const GLfloat texcoord[4],
- const GLfloat dtdx[4], const GLfloat dtdy[4],
- GLuint unit, GLuint targetBit, GLfloat color[4] )
+ const GLfloat texdx[4], const GLfloat texdy[4],
+ GLuint unit, 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 = _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 */
+ 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]);
}
static void
fetch_vector4( const struct fp_src_register *source,
const struct fp_machine *machine,
+ const struct fragment_program *program,
GLfloat result[4] )
{
const GLfloat *src;
- /*
- if (source->RelAddr) {
- GLint reg = source->Register + machine->AddressReg;
- if (reg < VP_PROG_REG_START || reg > VP_PROG_REG_END)
- src = zero;
- else
- src = machine->Registers[reg];
+ if (source->IsParameter) {
+ src = program->Parameters[source->Register].Values;
+ }
+ else {
+ src = machine->Registers[source->Register];
}
- else
- */
- src = machine->Registers[source->Register];
+ result[0] = src[source->Swizzle[0]];
+ result[1] = src[source->Swizzle[1]];
+ result[2] = src[source->Swizzle[2]];
+ result[3] = src[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];
+ }
+}
+
+
+/**
+ * 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)!
+ */
+static GLboolean
+fetch_vector4_deriv( const struct fp_src_register *source,
+ const struct sw_span *span,
+ char xOrY, GLfloat result[4] )
+{
+ GLfloat src[4];
+
+ ASSERT(xOrY == 'X' || xOrY == 'Y');
+
+ switch (source->Register) {
+ case FRAG_ATTRIB_WPOS:
+ if (xOrY == 'X') {
+ src[0] = 1.0;
+ src[1] = 0.0;
+ src[2] = span->dzdx;
+ src[3] = span->dwdx;
+ }
+ else {
+ src[0] = 0.0;
+ src[1] = 1.0;
+ src[2] = span->dzdy;
+ src[3] = span->dwdy;
+ }
+ break;
+ case FRAG_ATTRIB_COL0:
+ if (xOrY == 'X') {
+ src[0] = span->drdx * (1.0F / CHAN_MAXF);
+ src[1] = span->dgdx * (1.0F / CHAN_MAXF);
+ src[2] = span->dbdx * (1.0F / CHAN_MAXF);
+ src[3] = span->dadx * (1.0F / CHAN_MAXF);
+ }
+ else {
+ src[0] = span->drdy * (1.0F / CHAN_MAXF);
+ src[1] = span->dgdy * (1.0F / CHAN_MAXF);
+ src[2] = span->dbdy * (1.0F / CHAN_MAXF);
+ src[3] = span->dady * (1.0F / CHAN_MAXF);
+ }
+ break;
+ case FRAG_ATTRIB_COL1:
+ if (xOrY == 'X') {
+ src[0] = span->dsrdx * (1.0F / CHAN_MAXF);
+ src[1] = span->dsgdx * (1.0F / CHAN_MAXF);
+ src[2] = span->dsbdx * (1.0F / CHAN_MAXF);
+ src[3] = 0.0; /* XXX need this */
+ }
+ else {
+ src[0] = span->dsrdy * (1.0F / CHAN_MAXF);
+ src[1] = span->dsgdy * (1.0F / CHAN_MAXF);
+ src[2] = span->dsbdy * (1.0F / CHAN_MAXF);
+ src[3] = 0.0; /* XXX need this */
+ }
+ break;
+ case FRAG_ATTRIB_FOGC:
+ if (xOrY == 'X') {
+ src[0] = span->dfogdx;
+ src[1] = 0.0;
+ src[2] = 0.0;
+ src[3] = 0.0;
+ }
+ else {
+ src[0] = span->dfogdy;
+ src[1] = 0.0;
+ src[2] = 0.0;
+ src[3] = 0.0;
+ }
+ break;
+ case FRAG_ATTRIB_TEX0:
+ case FRAG_ATTRIB_TEX1:
+ case FRAG_ATTRIB_TEX2:
+ case FRAG_ATTRIB_TEX3:
+ case FRAG_ATTRIB_TEX4:
+ case FRAG_ATTRIB_TEX5:
+ case FRAG_ATTRIB_TEX6:
+ case FRAG_ATTRIB_TEX7:
+ if (xOrY == 'X') {
+ const GLuint u = source->Register - FRAG_ATTRIB_TEX0;
+ src[0] = span->texStepX[u][0] * (1.0F / CHAN_MAXF);
+ src[1] = span->texStepX[u][1] * (1.0F / CHAN_MAXF);
+ src[2] = span->texStepX[u][2] * (1.0F / CHAN_MAXF);
+ src[3] = span->texStepX[u][3] * (1.0F / CHAN_MAXF);
+ }
+ else {
+ const GLuint u = source->Register - FRAG_ATTRIB_TEX0;
+ src[0] = span->texStepY[u][0] * (1.0F / CHAN_MAXF);
+ src[1] = span->texStepY[u][1] * (1.0F / CHAN_MAXF);
+ src[2] = span->texStepY[u][2] * (1.0F / CHAN_MAXF);
+ src[3] = span->texStepY[u][3] * (1.0F / CHAN_MAXF);
+ }
+ break;
+ default:
+ return GL_FALSE;
+ }
result[0] = src[source->Swizzle[0]];
result[1] = src[source->Swizzle[1]];
result[2] = -result[2];
result[3] = -result[3];
}
+ return GL_TRUE;
}
static void
fetch_vector1( const struct fp_src_register *source,
const struct fp_machine *machine,
+ const struct fragment_program *program,
GLfloat result[4] )
{
- const GLfloat *src = machine->Registers[source->Register];
+ const GLfloat *src;
+
+ if (source->IsParameter) {
+ src = program->Parameters[source->Register].Values;
+ }
+ else {
+ src = machine->Registers[source->Register];
+ }
result[0] = src[source->Swizzle[0]];
const GLboolean *writeMask = dest->WriteMask;
GLboolean condWriteMask[4];
+#if DEBUG_FRAG
+ if (value[0] > 1.0e10 ||
+ IS_INF_OR_NAN(value[0]) ||
+ IS_INF_OR_NAN(value[1]) ||
+ IS_INF_OR_NAN(value[2]) ||
+ IS_INF_OR_NAN(value[3]) )
+ printf("store %g %g %g %g\n", value[0], value[1], value[2], value[3]);
+#endif
+
if (clamp) {
clampedValue[0] = CLAMP(value[0], 0.0F, 1.0F);
clampedValue[1] = CLAMP(value[1], 0.0F, 1.0F);
}
+/**
+ * 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 fp_machine *machine,
+ const struct fragment_program *program,
+ const struct sw_span *span, char xOrY,
+ struct fp_machine *dMachine )
+{
+ GLuint u;
+
+ ASSERT(xOrY == 'X' || xOrY == 'Y');
+
+ /* copy existing machine */
+ _mesa_memcpy(dMachine, machine, sizeof(struct fp_machine));
+
+ /* Clear temporary registers */
+ _mesa_bzero((GLfloat*) (machine->Registers + FP_TEMP_REG_START) ,
+ MAX_NV_FRAGMENT_PROGRAM_TEMPS * 4 * sizeof(GLfloat));
+
+ /* Add derivatives */
+ if (program->InputsRead & (1 << FRAG_ATTRIB_WPOS)) {
+ GLfloat *wpos = (GLfloat*) machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_WPOS];
+ if (xOrY == 'X') {
+ wpos[0] += 1.0F;
+ wpos[1] += 0.0F;
+ wpos[2] += span->dzdx;
+ wpos[3] += span->dwdx;
+ }
+ else {
+ wpos[0] += 0.0F;
+ wpos[1] += 1.0F;
+ wpos[2] += span->dzdy;
+ wpos[3] += span->dwdy;
+ }
+ }
+ if (program->InputsRead & (1 << FRAG_ATTRIB_COL0)) {
+ GLfloat *col0 = (GLfloat*) machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_COL0];
+ if (xOrY == 'X') {
+ col0[0] += span->drdx * (1.0F / CHAN_MAXF);
+ col0[1] += span->dgdx * (1.0F / CHAN_MAXF);
+ col0[2] += span->dbdx * (1.0F / CHAN_MAXF);
+ col0[3] += span->dadx * (1.0F / CHAN_MAXF);
+ }
+ else {
+ col0[0] += span->drdy * (1.0F / CHAN_MAXF);
+ col0[1] += span->dgdy * (1.0F / CHAN_MAXF);
+ col0[2] += span->dbdy * (1.0F / CHAN_MAXF);
+ col0[3] += span->dady * (1.0F / CHAN_MAXF);
+ }
+ }
+ if (program->InputsRead & (1 << FRAG_ATTRIB_COL1)) {
+ GLfloat *col1 = (GLfloat*) machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_COL1];
+ if (xOrY == 'X') {
+ col1[0] += span->dsrdx * (1.0F / CHAN_MAXF);
+ col1[1] += span->dsgdx * (1.0F / CHAN_MAXF);
+ col1[2] += span->dsbdx * (1.0F / CHAN_MAXF);
+ col1[3] += 0.0; /*XXX fix */
+ }
+ else {
+ col1[0] += span->dsrdy * (1.0F / CHAN_MAXF);
+ col1[1] += span->dsgdy * (1.0F / CHAN_MAXF);
+ col1[2] += span->dsbdy * (1.0F / CHAN_MAXF);
+ col1[3] += 0.0; /*XXX fix */
+ }
+ }
+ if (program->InputsRead & (1 << FRAG_ATTRIB_FOGC)) {
+ GLfloat *fogc = (GLfloat*) machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_FOGC];
+ if (xOrY == 'X') {
+ fogc[0] += span->dfogdx;
+ }
+ else {
+ fogc[0] += span->dfogdy;
+ }
+ }
+ for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
+ if (program->InputsRead & (1 << (FRAG_ATTRIB_TEX0 + u))) {
+ GLfloat *tex = (GLfloat*) machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_TEX0+u];
+ if (xOrY == 'X') {
+ tex[0] += span->texStepX[u][0];
+ tex[1] += span->texStepX[u][1];
+ tex[2] += span->texStepX[u][2];
+ tex[3] += span->texStepX[u][3];
+ }
+ else {
+ tex[0] += span->texStepY[u][0];
+ tex[1] += span->texStepY[u][1];
+ tex[2] += span->texStepY[u][2];
+ tex[3] += span->texStepY[u][3];
+ }
+ }
+ }
+
+ /* init condition codes */
+ dMachine->CondCodes[0] = COND_EQ;
+ dMachine->CondCodes[1] = COND_EQ;
+ dMachine->CondCodes[2] = COND_EQ;
+ dMachine->CondCodes[3] = COND_EQ;
+}
+
+
/**
* Execute the given vertex program.
* NOTE: we do everything in single-precision floating point; we don't
* currently observe the single/half/fixed-precision qualifiers.
+ * \param ctx - rendering context
+ * \param program - the fragment program to execute
+ * \param machine - machine state (register file)
+ * \param maxInst - max number of instructions to execute
* \return GL_TRUE if program completed or GL_FALSE if program executed KIL.
*/
static GLboolean
-execute_program(GLcontext *ctx, const struct fragment_program *program)
+execute_program( GLcontext *ctx,
+ const struct fragment_program *program, GLuint maxInst,
+ struct fp_machine *machine, const struct sw_span *span,
+ GLuint column )
{
- struct fp_machine *machine = &ctx->FragmentProgram.Machine;
- const struct fp_instruction *inst;
+ GLuint pc;
+
+#if DEBUG_FRAG
+ printf("execute fragment program --------------------\n");
+#endif
+
+ for (pc = 0; pc < maxInst; pc++) {
+ const struct fp_instruction *inst = program->Instructions + pc;
+
+ if (ctx->FragmentProgram.CallbackEnabled &&
+ ctx->FragmentProgram.Callback) {
+ ctx->FragmentProgram.CurrentPosition = inst->StringPos;
+ ctx->FragmentProgram.Callback(program->Base.Target,
+ ctx->FragmentProgram.CallbackData);
+ }
- for (inst = program->Instructions; inst->Opcode != FP_OPCODE_END; inst++) {
switch (inst->Opcode) {
case FP_OPCODE_ADD:
{
GLfloat a[4], b[4], result[4];
- fetch_vector4( &inst->SrcReg[0], machine, a );
- fetch_vector4( &inst->SrcReg[1], machine, b );
+ fetch_vector4( &inst->SrcReg[0], machine, program, a );
+ fetch_vector4( &inst->SrcReg[1], machine, program, b );
result[0] = a[0] + b[0];
result[1] = a[1] + b[1];
result[2] = a[2] + b[2];
case FP_OPCODE_COS:
{
GLfloat a[4], result[4];
- fetch_vector1( &inst->SrcReg[0], machine, a );
+ fetch_vector1( &inst->SrcReg[0], machine, program, a );
result[0] = result[1] = result[2] = result[3] = _mesa_cos(a[0]);
store_vector4( inst, machine, result );
}
break;
case FP_OPCODE_DDX: /* Partial derivative with respect to X */
{
- GLfloat a[4], result[4];
- fetch_vector4( &inst->SrcReg[0], machine, a );
- result[0] = 0; /* XXX fix */
- result[1] = 0;
- result[2] = 0;
- result[3] = 0;
+ GLfloat a[4], aNext[4], result[4];
+ struct fp_machine dMachine;
+ if (!fetch_vector4_deriv(&inst->SrcReg[0], span, 'X', 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];
+ }
store_vector4( inst, machine, result );
}
break;
case FP_OPCODE_DDY: /* Partial derivative with respect to Y */
{
- GLfloat a[4], result[4];
- fetch_vector4( &inst->SrcReg[0], machine, a );
- result[0] = 0; /* XXX fix */
- result[1] = 0;
- result[2] = 0;
- result[3] = 0;
+ GLfloat a[4], aNext[4], result[4];
+ struct fp_machine dMachine;
+ if (!fetch_vector4_deriv(&inst->SrcReg[0], span, 'Y', 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];
+ }
store_vector4( inst, machine, result );
}
break;
case FP_OPCODE_DP3:
{
GLfloat a[4], b[4], result[4];
- fetch_vector4( &inst->SrcReg[0], machine, a );
- fetch_vector4( &inst->SrcReg[1], machine, b );
+ fetch_vector4( &inst->SrcReg[0], machine, program, a );
+ fetch_vector4( &inst->SrcReg[1], machine, program, b );
result[0] = result[1] = result[2] = result[3] =
- a[0] + b[0] + a[1] * b[1] + a[2] * b[2];
+ a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
store_vector4( inst, machine, result );
+#if DEBUG_FRAG
+ printf("DP3 %g = (%g %g %g) . (%g %g %g)\n",
+ result[0], a[0], a[1], a[2], b[0], b[1], b[2]);
+#endif
}
break;
case FP_OPCODE_DP4:
{
GLfloat a[4], b[4], result[4];
- fetch_vector4( &inst->SrcReg[0], machine, a );
- fetch_vector4( &inst->SrcReg[1], machine, b );
+ fetch_vector4( &inst->SrcReg[0], machine, program, a );
+ fetch_vector4( &inst->SrcReg[1], machine, program, b );
result[0] = result[1] = result[2] = result[3] =
- a[0] + b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
+ a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
store_vector4( inst, machine, result );
}
break;
case FP_OPCODE_DST: /* Distance vector */
{
GLfloat a[4], b[4], result[4];
- fetch_vector4( &inst->SrcReg[0], machine, a );
- fetch_vector4( &inst->SrcReg[1], machine, b );
+ fetch_vector4( &inst->SrcReg[0], machine, program, a );
+ fetch_vector4( &inst->SrcReg[1], machine, program, b );
result[0] = 1.0F;
result[1] = a[1] * b[1];
result[2] = a[2];
case FP_OPCODE_EX2: /* Exponential base 2 */
{
GLfloat a[4], result[4];
- fetch_vector1( &inst->SrcReg[0], machine, a );
+ fetch_vector1( &inst->SrcReg[0], machine, program, a );
result[0] = result[1] = result[2] = result[3] =
(GLfloat) _mesa_pow(2.0, a[0]);
store_vector4( inst, machine, result );
case FP_OPCODE_FLR:
{
GLfloat a[4], result[4];
- fetch_vector4( &inst->SrcReg[0], machine, a );
+ fetch_vector4( &inst->SrcReg[0], machine, program, a );
result[0] = FLOORF(a[0]);
result[1] = FLOORF(a[1]);
result[2] = FLOORF(a[2]);
case FP_OPCODE_FRC:
{
GLfloat a[4], result[4];
- fetch_vector4( &inst->SrcReg[0], machine, a );
+ fetch_vector4( &inst->SrcReg[0], machine, program, a );
result[0] = a[0] - FLOORF(a[0]);
result[1] = a[1] - FLOORF(a[1]);
result[2] = a[2] - FLOORF(a[2]);
if (test_cc(machine->CondCodes[swizzle[0]], condMask) ||
test_cc(machine->CondCodes[swizzle[1]], condMask) ||
test_cc(machine->CondCodes[swizzle[2]], condMask) ||
- test_cc(machine->CondCodes[swizzle[3]], condMask))
+ test_cc(machine->CondCodes[swizzle[3]], condMask)) {
return GL_FALSE;
+ }
}
break;
case FP_OPCODE_LG2: /* log base 2 */
{
GLfloat a[4], result[4];
- fetch_vector1( &inst->SrcReg[0], machine, a );
+ fetch_vector1( &inst->SrcReg[0], machine, program, a );
result[0] = result[1] = result[2] = result[3]
= LOG2(a[0]);
store_vector4( inst, machine, result );
case FP_OPCODE_LIT:
{
GLfloat a[4], result[4];
- fetch_vector4( &inst->SrcReg[0], machine, a );
+ fetch_vector4( &inst->SrcReg[0], machine, program, a );
if (a[0] < 0.0F)
a[0] = 0.0F;
if (a[1] < 0.0F)
case FP_OPCODE_LRP:
{
GLfloat a[4], b[4], c[4], result[4];
- fetch_vector4( &inst->SrcReg[0], machine, a );
- fetch_vector4( &inst->SrcReg[1], machine, b );
- fetch_vector4( &inst->SrcReg[2], machine, c );
+ fetch_vector4( &inst->SrcReg[0], machine, program, a );
+ fetch_vector4( &inst->SrcReg[1], machine, program, b );
+ fetch_vector4( &inst->SrcReg[2], machine, program, c );
result[0] = a[0] * b[0] + (1.0F - a[0]) * c[0];
result[1] = a[1] * b[1] + (1.0F - a[1]) * c[1];
result[2] = a[2] * b[2] + (1.0F - a[2]) * c[2];
case FP_OPCODE_MAD:
{
GLfloat a[4], b[4], c[4], result[4];
- fetch_vector4( &inst->SrcReg[0], machine, a );
- fetch_vector4( &inst->SrcReg[1], machine, b );
- fetch_vector4( &inst->SrcReg[2], machine, c );
+ fetch_vector4( &inst->SrcReg[0], machine, program, a );
+ fetch_vector4( &inst->SrcReg[1], machine, program, b );
+ fetch_vector4( &inst->SrcReg[2], machine, program, c );
result[0] = a[0] * b[0] + c[0];
result[1] = a[1] * b[1] + c[1];
result[2] = a[2] * b[2] + c[2];
case FP_OPCODE_MAX:
{
GLfloat a[4], b[4], result[4];
- fetch_vector4( &inst->SrcReg[0], machine, a );
- fetch_vector4( &inst->SrcReg[1], machine, b );
+ fetch_vector4( &inst->SrcReg[0], machine, program, a );
+ fetch_vector4( &inst->SrcReg[1], machine, program, b );
result[0] = MAX2(a[0], b[0]);
result[1] = MAX2(a[1], b[1]);
result[2] = MAX2(a[2], b[2]);
case FP_OPCODE_MIN:
{
GLfloat a[4], b[4], result[4];
- fetch_vector4( &inst->SrcReg[0], machine, a );
- fetch_vector4( &inst->SrcReg[1], machine, b );
+ fetch_vector4( &inst->SrcReg[0], machine, program, a );
+ fetch_vector4( &inst->SrcReg[1], machine, program, b );
result[0] = MIN2(a[0], b[0]);
result[1] = MIN2(a[1], b[1]);
result[2] = MIN2(a[2], b[2]);
case FP_OPCODE_MOV:
{
GLfloat result[4];
- fetch_vector4( &inst->SrcReg[0], machine, result );
+ fetch_vector4( &inst->SrcReg[0], machine, program, result );
store_vector4( inst, machine, result );
}
break;
case FP_OPCODE_MUL:
{
GLfloat a[4], b[4], result[4];
- fetch_vector4( &inst->SrcReg[0], machine, a );
- fetch_vector4( &inst->SrcReg[1], machine, b );
+ fetch_vector4( &inst->SrcReg[0], machine, program, a );
+ fetch_vector4( &inst->SrcReg[1], machine, program, b );
result[0] = a[0] * b[0];
result[1] = a[1] * b[1];
result[2] = a[2] * b[2];
result[3] = a[3] * b[3];
store_vector4( inst, machine, result );
+#if DEBUG_FRAG
+ printf("MUL (%g %g %g %g) = (%g %g %g %g) * (%g %g %g %g)\n",
+ result[0], result[1], result[2], result[3],
+ a[0], a[1], a[2], a[3],
+ b[0], b[1], b[2], b[3]);
+#endif
}
break;
case FP_OPCODE_PK2H: /* pack two 16-bit floats */
GLfloat a[4], result[4];
const GLuint *rawBits = (const GLuint *) a;
GLuint *rawResult = (GLuint *) result;
- fetch_vector4( &inst->SrcReg[0], machine, a );
+ fetch_vector4( &inst->SrcReg[0], machine, program, a );
rawResult[0] = rawResult[1] = rawResult[2] = rawResult[3]
= rawBits[0] | (rawBits[1] << 16);
store_vector4( inst, machine, result );
{
GLfloat a[4], result[4];
GLuint usx, usy, *rawResult = (GLuint *) result;
- fetch_vector4( &inst->SrcReg[0], machine, a );
+ fetch_vector4( &inst->SrcReg[0], machine, program, a );
a[0] = CLAMP(a[0], 0.0F, 1.0F);
a[1] = CLAMP(a[0], 0.0F, 1.0F);
usx = IROUND(a[0] * 65535.0F);
{
GLfloat a[4], result[4];
GLuint ubx, uby, ubz, ubw, *rawResult = (GLuint *) result;
- fetch_vector4( &inst->SrcReg[0], machine, a );
+ fetch_vector4( &inst->SrcReg[0], machine, program, a );
a[0] = CLAMP(a[0], -128.0F / 127.0F, 1.0F);
a[1] = CLAMP(a[1], -128.0F / 127.0F, 1.0F);
a[2] = CLAMP(a[2], -128.0F / 127.0F, 1.0F);
{
GLfloat a[4], result[4];
GLuint ubx, uby, ubz, ubw, *rawResult = (GLuint *) result;
- fetch_vector4( &inst->SrcReg[0], machine, a );
+ fetch_vector4( &inst->SrcReg[0], machine, program, a );
a[0] = CLAMP(a[0], 0.0F, 1.0F);
a[1] = CLAMP(a[1], 0.0F, 1.0F);
a[2] = CLAMP(a[2], 0.0F, 1.0F);
case FP_OPCODE_POW:
{
GLfloat a[4], b[4], result[4];
- fetch_vector1( &inst->SrcReg[0], machine, a );
- fetch_vector1( &inst->SrcReg[1], machine, b );
+ fetch_vector1( &inst->SrcReg[0], machine, program, a );
+ fetch_vector1( &inst->SrcReg[1], machine, program, b );
result[0] = result[1] = result[2] = result[3]
= _mesa_pow(a[0], b[0]);
store_vector4( inst, machine, result );
case FP_OPCODE_RCP:
{
GLfloat a[4], result[4];
- fetch_vector1( &inst->SrcReg[0], machine, a );
+ fetch_vector1( &inst->SrcReg[0], machine, program, a );
+#if DEBUG_FRAG
+ if (a[0] == 0)
+ printf("RCP(0)\n");
+ else if (IS_INF_OR_NAN(a[0]))
+ printf("RCP(inf)\n");
+#endif
result[0] = result[1] = result[2] = result[3]
= 1.0F / a[0];
store_vector4( inst, machine, result );
case FP_OPCODE_RFL:
{
GLfloat axis[4], dir[4], result[4], tmp[4];
- fetch_vector4( &inst->SrcReg[0], machine, axis );
- fetch_vector4( &inst->SrcReg[1], machine, dir );
+ fetch_vector4( &inst->SrcReg[0], machine, program, axis );
+ fetch_vector4( &inst->SrcReg[1], machine, program, dir );
tmp[3] = axis[0] * axis[0]
+ axis[1] * axis[1]
+ axis[2] * axis[2];
case FP_OPCODE_RSQ: /* 1 / sqrt() */
{
GLfloat a[4], result[4];
- fetch_vector1( &inst->SrcReg[0], machine, a );
+ fetch_vector1( &inst->SrcReg[0], machine, program, a );
result[0] = result[1] = result[2] = result[3] = INV_SQRTF(a[0]);
store_vector4( inst, machine, result );
+#if DEBUG_FRAG
+ printf("RSQ %g = 1/sqrt(%g)\n", result[0], a[0]);
+#endif
}
break;
case FP_OPCODE_SEQ: /* set on equal */
{
GLfloat a[4], b[4], result[4];
- fetch_vector4( &inst->SrcReg[0], machine, a );
- fetch_vector4( &inst->SrcReg[1], machine, b );
+ fetch_vector4( &inst->SrcReg[0], machine, program, a );
+ fetch_vector4( &inst->SrcReg[1], machine, program, b );
result[0] = (a[0] == b[0]) ? 1.0F : 0.0F;
result[1] = (a[1] == b[1]) ? 1.0F : 0.0F;
result[2] = (a[2] == b[2]) ? 1.0F : 0.0F;
case FP_OPCODE_SGE: /* set on greater or equal */
{
GLfloat a[4], b[4], result[4];
- fetch_vector4( &inst->SrcReg[0], machine, a );
- fetch_vector4( &inst->SrcReg[1], machine, b );
+ fetch_vector4( &inst->SrcReg[0], machine, program, a );
+ fetch_vector4( &inst->SrcReg[1], machine, program, b );
result[0] = (a[0] >= b[0]) ? 1.0F : 0.0F;
result[1] = (a[1] >= b[1]) ? 1.0F : 0.0F;
result[2] = (a[2] >= b[2]) ? 1.0F : 0.0F;
case FP_OPCODE_SGT: /* set on greater */
{
GLfloat a[4], b[4], result[4];
- fetch_vector4( &inst->SrcReg[0], machine, a );
- fetch_vector4( &inst->SrcReg[1], machine, b );
+ fetch_vector4( &inst->SrcReg[0], machine, program, a );
+ fetch_vector4( &inst->SrcReg[1], machine, program, b );
result[0] = (a[0] > b[0]) ? 1.0F : 0.0F;
result[1] = (a[1] > b[1]) ? 1.0F : 0.0F;
result[2] = (a[2] > b[2]) ? 1.0F : 0.0F;
case FP_OPCODE_SIN:
{
GLfloat a[4], result[4];
- fetch_vector1( &inst->SrcReg[0], machine, a );
+ fetch_vector1( &inst->SrcReg[0], machine, program, a );
result[0] = result[1] = result[2] = result[3] = _mesa_sin(a[0]);
store_vector4( inst, machine, result );
}
case FP_OPCODE_SLE: /* set on less or equal */
{
GLfloat a[4], b[4], result[4];
- fetch_vector4( &inst->SrcReg[0], machine, a );
- fetch_vector4( &inst->SrcReg[1], machine, b );
+ fetch_vector4( &inst->SrcReg[0], machine, program, a );
+ fetch_vector4( &inst->SrcReg[1], machine, program, b );
result[0] = (a[0] <= b[0]) ? 1.0F : 0.0F;
result[1] = (a[1] <= b[1]) ? 1.0F : 0.0F;
result[2] = (a[2] <= b[2]) ? 1.0F : 0.0F;
case FP_OPCODE_SLT: /* set on less */
{
GLfloat a[4], b[4], result[4];
- fetch_vector4( &inst->SrcReg[0], machine, a );
- fetch_vector4( &inst->SrcReg[1], machine, b );
+ fetch_vector4( &inst->SrcReg[0], machine, program, a );
+ fetch_vector4( &inst->SrcReg[1], machine, program, b );
result[0] = (a[0] < b[0]) ? 1.0F : 0.0F;
result[1] = (a[1] < b[1]) ? 1.0F : 0.0F;
result[2] = (a[2] < b[2]) ? 1.0F : 0.0F;
case FP_OPCODE_SNE: /* set on not equal */
{
GLfloat a[4], b[4], result[4];
- fetch_vector4( &inst->SrcReg[0], machine, a );
- fetch_vector4( &inst->SrcReg[1], machine, b );
+ fetch_vector4( &inst->SrcReg[0], machine, program, a );
+ fetch_vector4( &inst->SrcReg[1], machine, program, b );
result[0] = (a[0] != b[0]) ? 1.0F : 0.0F;
result[1] = (a[1] != b[1]) ? 1.0F : 0.0F;
result[2] = (a[2] != b[2]) ? 1.0F : 0.0F;
case FP_OPCODE_SUB:
{
GLfloat a[4], b[4], result[4];
- fetch_vector4( &inst->SrcReg[0], machine, a );
- fetch_vector4( &inst->SrcReg[1], machine, b );
+ fetch_vector4( &inst->SrcReg[0], machine, program, a );
+ fetch_vector4( &inst->SrcReg[1], machine, program, b );
result[0] = a[0] - b[0];
result[1] = a[1] - b[1];
result[2] = a[2] - b[2];
/* Texel lookup */
{
GLfloat texcoord[4], color[4];
- fetch_vector4( &inst->SrcReg[0], machine, texcoord );
- fetch_texel( ctx, texcoord, inst->TexSrcUnit,
- inst->TexSrcBit, color );
+ fetch_vector4( &inst->SrcReg[0], machine, program, texcoord );
+ /* XXX: Undo perspective divide from interpolate_texcoords() */
+ fetch_texel( ctx, texcoord,
+ span->array->lambda[inst->TexSrcUnit][column],
+ inst->TexSrcUnit, color );
store_vector4( inst, machine, color );
}
break;
/* Texture lookup w/ partial derivatives for LOD */
{
GLfloat texcoord[4], dtdx[4], dtdy[4], color[4];
- fetch_vector4( &inst->SrcReg[0], machine, texcoord );
- fetch_vector4( &inst->SrcReg[1], machine, dtdx );
- fetch_vector4( &inst->SrcReg[2], machine, dtdy );
+ fetch_vector4( &inst->SrcReg[0], machine, program, texcoord );
+ fetch_vector4( &inst->SrcReg[1], machine, program, dtdx );
+ fetch_vector4( &inst->SrcReg[2], machine, program, dtdy );
fetch_texel_deriv( ctx, texcoord, dtdx, dtdy, inst->TexSrcUnit,
- inst->TexSrcBit, color );
+ color );
store_vector4( inst, machine, color );
}
break;
/* Texture lookup w/ perspective divide */
{
GLfloat texcoord[4], color[4];
- fetch_vector4( &inst->SrcReg[0], machine, texcoord );
- texcoord[0] /= texcoord[3];
- texcoord[1] /= texcoord[3];
- texcoord[2] /= texcoord[3];
- fetch_texel( ctx, texcoord, inst->TexSrcUnit,
- inst->TexSrcBit, color );
+ fetch_vector4( &inst->SrcReg[0], machine, program, texcoord );
+ /* Already did perspective divide in interpolate_texcoords() */
+ fetch_texel( ctx, texcoord,
+ span->array->lambda[inst->TexSrcUnit][column],
+ inst->TexSrcUnit, color );
store_vector4( inst, machine, color );
}
break;
GLfloat a[4], result[4];
const GLuint *rawBits = (const GLuint *) a;
GLuint *rawResult = (GLuint *) result;
- fetch_vector1( &inst->SrcReg[0], machine, a );
+ fetch_vector1( &inst->SrcReg[0], machine, program, a );
rawResult[0] = rawBits[0] & 0xffff;
rawResult[1] = (rawBits[0] >> 16) & 0xffff;
rawResult[2] = rawBits[0] & 0xffff;
{
GLfloat a[4], result[4];
const GLuint *rawBits = (const GLuint *) a;
- fetch_vector1( &inst->SrcReg[0], machine, a );
+ fetch_vector1( &inst->SrcReg[0], machine, program, a );
result[0] = (GLfloat) ((rawBits[0] >> 0) & 0xffff) / 65535.0F;
result[1] = (GLfloat) ((rawBits[0] >> 16) & 0xffff) / 65535.0F;
result[2] = result[0];
{
GLfloat a[4], result[4];
const GLuint *rawBits = (const GLuint *) a;
- fetch_vector1( &inst->SrcReg[0], machine, a );
+ fetch_vector1( &inst->SrcReg[0], machine, program, a );
result[0] = (((rawBits[0] >> 0) & 0xff) - 128) / 127.0F;
result[0] = (((rawBits[0] >> 8) & 0xff) - 128) / 127.0F;
result[0] = (((rawBits[0] >> 16) & 0xff) - 128) / 127.0F;
{
GLfloat a[4], result[4];
const GLuint *rawBits = (const GLuint *) a;
- fetch_vector1( &inst->SrcReg[0], machine, a );
+ fetch_vector1( &inst->SrcReg[0], machine, program, a );
result[0] = ((rawBits[0] >> 0) & 0xff) / 255.0F;
result[0] = ((rawBits[0] >> 8) & 0xff) / 255.0F;
result[0] = ((rawBits[0] >> 16) & 0xff) / 255.0F;
case FP_OPCODE_X2D: /* 2-D matrix transform */
{
GLfloat a[4], b[4], c[4], result[4];
- fetch_vector4( &inst->SrcReg[0], machine, a );
- fetch_vector4( &inst->SrcReg[1], machine, b );
- fetch_vector4( &inst->SrcReg[2], machine, c );
+ fetch_vector4( &inst->SrcReg[0], machine, program, a );
+ fetch_vector4( &inst->SrcReg[1], machine, program, b );
+ fetch_vector4( &inst->SrcReg[2], machine, program, c );
result[0] = a[0] + b[0] * c[0] + b[1] * c[1];
result[1] = a[1] + b[0] * c[2] + b[1] * c[3];
result[2] = a[2] + b[0] * c[0] + b[1] * c[1];
store_vector4( inst, machine, result );
}
break;
+ case FP_OPCODE_END:
+ return GL_TRUE;
default:
- _mesa_problem(ctx, "Bad opcode in _mesa_exec_fragment_program");
+ _mesa_problem(ctx, "Bad opcode %d in _mesa_exec_fragment_program",
+ inst->Opcode);
return GL_TRUE; /* return value doesn't matter */
}
}
}
+static void
+init_machine( GLcontext *ctx, struct fp_machine *machine,
+ const struct fragment_program *program,
+ const struct sw_span *span, GLuint col )
+{
+ GLuint inputsRead = program->InputsRead;
+ GLuint j, u;
+
+ if (ctx->FragmentProgram.CallbackEnabled)
+ inputsRead = ~0;
+
+ /* Clear temporary registers */
+ _mesa_bzero(machine->Registers + FP_TEMP_REG_START,
+ MAX_NV_FRAGMENT_PROGRAM_TEMPS * 4 * sizeof(GLfloat));
+
+ /* Load program local parameters */
+ for (j = 0; j < MAX_NV_FRAGMENT_PROGRAM_PARAMS; j++) {
+ COPY_4V(machine->Registers[FP_PROG_REG_START + j],
+ program->Base.LocalParams[j]);
+ }
+
+ /* Load input registers */
+ if (inputsRead & (1 << FRAG_ATTRIB_WPOS)) {
+ GLfloat *wpos = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_WPOS];
+ wpos[0] = span->x + col;
+ wpos[1] = span->y;
+ wpos[2] = (GLfloat) span->array->z[col] / ctx->DepthMaxF;
+ wpos[3] = span->w + col * span->dwdx;
+ }
+ if (inputsRead & (1 << FRAG_ATTRIB_COL0)) {
+ GLfloat *col0 = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_COL0];
+ col0[0] = CHAN_TO_FLOAT(span->array->rgba[col][RCOMP]);
+ col0[1] = CHAN_TO_FLOAT(span->array->rgba[col][GCOMP]);
+ col0[2] = CHAN_TO_FLOAT(span->array->rgba[col][BCOMP]);
+ col0[3] = CHAN_TO_FLOAT(span->array->rgba[col][ACOMP]);
+ }
+ if (inputsRead & (1 << FRAG_ATTRIB_COL1)) {
+ GLfloat *col1 = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_COL1];
+ col1[0] = CHAN_TO_FLOAT(span->array->spec[col][RCOMP]);
+ col1[1] = CHAN_TO_FLOAT(span->array->spec[col][GCOMP]);
+ col1[2] = CHAN_TO_FLOAT(span->array->spec[col][BCOMP]);
+ col1[3] = CHAN_TO_FLOAT(span->array->spec[col][ACOMP]);
+ }
+ if (inputsRead & (1 << FRAG_ATTRIB_FOGC)) {
+ GLfloat *fogc = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_FOGC];
+ fogc[0] = span->array->fog[col];
+ fogc[1] = 0.0F;
+ fogc[2] = 0.0F;
+ fogc[3] = 0.0F;
+ }
+ for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
+ if (inputsRead & (1 << (FRAG_ATTRIB_TEX0 + u))) {
+ GLfloat *tex = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_TEX0+u];
+ /*ASSERT(ctx->Texture._EnabledCoordUnits & (1 << u));*/
+ COPY_4V(tex, span->array->texcoords[u][col]);
+ /*ASSERT(tex[0] != 0 || tex[1] != 0 || tex[2] != 0);*/
+ }
+ }
+
+ /* init condition codes */
+ machine->CondCodes[0] = COND_EQ;
+ machine->CondCodes[1] = COND_EQ;
+ machine->CondCodes[2] = COND_EQ;
+ machine->CondCodes[3] = COND_EQ;
+}
+
void
_swrast_exec_nv_fragment_program( GLcontext *ctx, struct sw_span *span )
{
+ const struct fragment_program *program = ctx->FragmentProgram.Current;
GLuint i;
+ ctx->_CurrentProgram = GL_FRAGMENT_PROGRAM_ARB; /* or NV, doesn't matter */
+
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;
-
- /* Clear temporary registers XXX use memzero() */
- _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.
- */
- 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 */
-
- 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]);
-
- 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]);
-
- 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]);
- }
- else {
- COPY_4V(ctx->FragmentProgram.Machine.Registers[4 + j],
- ctx->Current.Attrib[VERT_ATTRIB_TEX0 + j]);
- }
- }
+ init_machine(ctx, &ctx->FragmentProgram.Machine,
+ ctx->FragmentProgram.Current, span, i);
- if (!execute_program(ctx, ctx->FragmentProgram.Current))
+ if (!execute_program(ctx, program, ~0,
+ &ctx->FragmentProgram.Machine, span, i)) {
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)
+ if (program->OutputsWritten & (1 << FRAG_OUTPUT_DEPR))
span->array->z[i] = IROUND(ctx->FragmentProgram.Machine.Registers[FP_OUTPUT_REG_START + 2][0] * ctx->DepthMaxF);
}
}
+
+ ctx->_CurrentProgram = 0;
}