static GLboolean
fetch_vector4_deriv( const struct fp_src_register *source,
const struct sw_span *span,
- char xOrY, GLfloat result[4] )
+ char xOrY, GLint column, GLfloat result[4] )
{
GLfloat src[4];
ASSERT(xOrY == 'X' || xOrY == 'Y');
- assert(source->File == PROGRAM_INPUT);
-
switch (source->Index) {
case FRAG_ATTRIB_WPOS:
if (xOrY == 'X') {
src[0] = 1.0;
src[1] = 0.0;
- src[2] = span->dzdx;
+ src[2] = span->dzdx / ctx->DepthMaxF;
src[3] = span->dwdx;
}
else {
src[0] = 0.0;
src[1] = 1.0;
- src[2] = span->dzdy;
+ src[2] = span->dzdy / ctx->DepthMaxF;
src[3] = span->dwdy;
}
break;
case FRAG_ATTRIB_TEX7:
if (xOrY == 'X') {
const GLuint u = source->Index - 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);
+ /* this is a little tricky - I think I've got it right */
+ const GLfloat invQ = 1.0f / (span->tex[u][3]
+ + span->texStepX[u][3] * column);
+ src[0] = span->texStepX[u][0] * invQ;
+ src[1] = span->texStepX[u][1] * invQ;
+ src[2] = span->texStepX[u][2] * invQ;
+ src[3] = span->texStepX[u][3] * invQ;
}
else {
const GLuint u = source->Index - 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);
+ /* Tricky, as above, but in Y direction */
+ const GLfloat invQ = 1.0f / (span->tex[u][3] + span->texStepY[u][3]);
+ src[0] = span->texStepY[u][0] * invQ;
+ src[1] = span->texStepY[u][1] * invQ;
+ src[2] = span->texStepY[u][2] * invQ;
+ src[3] = span->texStepY[u][3] * invQ;
}
break;
default:
for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
if (program->InputsRead & (1 << (FRAG_ATTRIB_TEX0 + u))) {
GLfloat *tex = (GLfloat*) machine->Inputs[FRAG_ATTRIB_TEX0 + u];
+ /* XXX perspective-correct interpolation */
if (xOrY == 'X') {
tex[0] += span->texStepX[u][0];
tex[1] += span->texStepX[u][1];
printf("execute fragment program --------------------\n");
#endif
- /* XXX: This should go someplace else, but it is safe here (and slow!)
- * - karl
- */
+ /* XXX: This should go someplace else, but it is safe here (and slow!)
+ * - karl
+ */
_mesa_load_state_parameters(ctx, program->Parameters);
-
for (pc = 0; pc < maxInst; pc++) {
const struct fp_instruction *inst = program->Instructions + pc;
{
GLfloat a[4], aNext[4], result[4];
struct fp_machine dMachine;
- if (!fetch_vector4_deriv(&inst->SrcReg[0], span, 'X', result)) {
+ if (!fetch_vector4_deriv(&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
{
GLfloat a[4], aNext[4], result[4];
struct fp_machine dMachine;
- if (!fetch_vector4_deriv(&inst->SrcReg[0], span, 'Y', result)) {
+ if (!fetch_vector4_deriv(&inst->SrcReg[0], span, 'Y', column, result)) {
init_machine_deriv(ctx, machine, program, span,
'Y', &dMachine);
fetch_vector4( ctx, &inst->SrcReg[0], machine, program, a);