From: Brian Paul Date: Tue, 31 Oct 2006 14:29:01 +0000 (+0000) Subject: In TEX instructions, use precomputed lambda only if using fragment.texcoord[k] X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=ecd1743a0c88b7e574848c0cb100fdcd880979de;p=mesa.git In TEX instructions, use precomputed lambda only if using fragment.texcoord[k] to sample texture[k]. Use zero otherwise. Not foolproof, but a good compromise. --- diff --git a/src/mesa/swrast/s_nvfragprog.c b/src/mesa/swrast/s_nvfragprog.c index b3f03282f10..a34db23fa64 100644 --- a/src/mesa/swrast/s_nvfragprog.c +++ b/src/mesa/swrast/s_nvfragprog.c @@ -1265,21 +1265,20 @@ execute_program( GLcontext *ctx, case OPCODE_TEX: /* Both ARB and NV frag prog */ /* Texel lookup */ { - /* Note: we're using zero instead of lambda for the LOD. - * The problem is we didn't necessarily use the right partial - * derivatives when we called _swrast_compute_lambda() earlier. - * A texture can be sampled with any coordinate, not just - * fragment.texcoord[n]. - * Use zero for now because that's better than using a bad - * lambda value (I've seen a few test programs fail otherwise). - * We need to overhaul this stuff someday. + /* 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). */ -#ifdef LAMBDA_ZERO - GLfloat lambda = 0.0; -#else - GLfloat lambda = span->array->lambda[inst->TexSrcUnit][column]; -#endif - GLfloat coord[4], color[4]; + GLfloat coord[4], color[4], lambda; + if (inst->SrcReg[0].File == PROGRAM_INPUT && + inst->SrcReg[0].Index == FRAG_ATTRIB_TEX0+inst->TexSrcUnit) + lambda = span->array->lambda[inst->TexSrcUnit][column]; + else + lambda = 0.0; fetch_vector4(ctx, &inst->SrcReg[0], machine, program, coord); fetch_texel( ctx, coord, lambda, inst->TexSrcUnit, color ); #if DEBUG_FRAG @@ -1294,12 +1293,12 @@ execute_program( GLcontext *ctx, case OPCODE_TXB: /* GL_ARB_fragment_program only */ /* Texel lookup with LOD bias */ { -#ifdef LAMBDA_ZERO - GLfloat lambda = 0.0; -#else - GLfloat lambda = span->array->lambda[inst->TexSrcUnit][column]; -#endif - GLfloat coord[4], color[4], bias; + GLfloat coord[4], color[4], lambda, bias; + if (inst->SrcReg[0].File == PROGRAM_INPUT && + inst->SrcReg[0].Index == FRAG_ATTRIB_TEX0+inst->TexSrcUnit) + lambda = span->array->lambda[inst->TexSrcUnit][column]; + else + lambda = 0.0; fetch_vector4(ctx, &inst->SrcReg[0], machine, program, coord); /* coord[3] is the bias to add to lambda */ bias = ctx->Texture.Unit[inst->TexSrcUnit].LodBias @@ -1324,12 +1323,12 @@ execute_program( GLcontext *ctx, case OPCODE_TXP: /* GL_ARB_fragment_program only */ /* Texture lookup w/ projective divide */ { -#ifdef LAMBDA_ZERO - GLfloat lambda = 0.0; -#else - GLfloat lambda = span->array->lambda[inst->TexSrcUnit][column]; -#endif - GLfloat texcoord[4], color[4]; + GLfloat texcoord[4], color[4], lambda; + if (inst->SrcReg[0].File == PROGRAM_INPUT && + inst->SrcReg[0].Index == FRAG_ATTRIB_TEX0+inst->TexSrcUnit) + lambda = span->array->lambda[inst->TexSrcUnit][column]; + else + lambda = 0.0; fetch_vector4(ctx, &inst->SrcReg[0], machine, program,texcoord); /* Not so sure about this test - if texcoord[3] is * zero, we'd probably be fine except for an ASSERT in @@ -1347,13 +1346,13 @@ execute_program( GLcontext *ctx, case OPCODE_TXP_NV: /* GL_NV_fragment_program only */ /* Texture lookup w/ projective divide */ { -#ifdef LAMBDA_ZERO - GLfloat lambda = 0.0; -#else - GLfloat lambda = span->array->lambda[inst->TexSrcUnit][column]; -#endif - GLfloat texcoord[4], color[4]; - fetch_vector4( ctx, &inst->SrcReg[0], machine, program, texcoord ); + GLfloat texcoord[4], color[4], lambda; + if (inst->SrcReg[0].File == PROGRAM_INPUT && + inst->SrcReg[0].Index == FRAG_ATTRIB_TEX0+inst->TexSrcUnit) + lambda = span->array->lambda[inst->TexSrcUnit][column]; + else + lambda = 0.0; + fetch_vector4(ctx, &inst->SrcReg[0], machine, program,texcoord); if (inst->TexSrcTarget != TEXTURE_CUBE_INDEX && texcoord[3] != 0.0) { texcoord[0] /= texcoord[3]; @@ -1598,7 +1597,7 @@ _swrast_exec_fragment_program( GLcontext *ctx, SWspan *span ) ctx->_CurrentProgram = GL_FRAGMENT_PROGRAM_ARB; /* or NV, doesn't matter */ -#if 1 /* we really shouldn't need this here... */ +#if 0 /* we really shouldn't need this here... */ if (program->Base.Parameters) { _mesa_load_state_parameters(ctx, program->Base.Parameters); }