From 826218d386a0193f7c6d576b768c4427f09bb109 Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Wed, 14 May 2008 19:14:41 -0600 Subject: [PATCH] Consolidate texture fetch code and use partial derivatives when possible. picked from master --- src/mesa/shader/prog_execute.c | 134 +++++++++++++++++---------------- src/mesa/shader/prog_execute.h | 3 +- src/mesa/swrast/s_fragprog.c | 2 +- 3 files changed, 71 insertions(+), 68 deletions(-) diff --git a/src/mesa/shader/prog_execute.c b/src/mesa/shader/prog_execute.c index bd64b57eb98..8ce2ca39641 100644 --- a/src/mesa/shader/prog_execute.c +++ b/src/mesa/shader/prog_execute.c @@ -1,6 +1,6 @@ /* * Mesa 3-D graphics library - * Version: 6.5.3 + * Version: 7.0.3 * * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. * @@ -46,9 +46,6 @@ #include "shader/slang/slang_library_noise.h" -/* See comments below for info about this */ -#define LAMBDA_ZERO 1 - /* debug predicate */ #define DEBUG_PROG 0 @@ -92,6 +89,7 @@ get_register_pointer(const struct prog_src_register *source, else { const struct gl_program_parameter_list *params; ASSERT(source->File == PROGRAM_LOCAL_PARAM || + source->File == PROGRAM_CONSTANT || source->File == PROGRAM_STATE_VAR); params = machine->CurProgram->Parameters; if (reg < 0 || reg >= params->NumParameters) @@ -302,6 +300,36 @@ fetch_vector1(const struct prog_src_register *source, } +/** + * 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]) +{ + const GLuint unit = machine->Samplers[inst->TexSrcUnit]; + + /* 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, unit, color); + } + else { + machine->FetchTexelLod(ctx, texcoord, lodBias, unit, color); + } +} + + /** * Test value against zero and return GT, LT, EQ or UN if NaN. */ @@ -1306,33 +1334,18 @@ _mesa_execute_program(GLcontext * ctx, } 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). - */ - const GLuint unit = machine->Samplers[inst->TexSrcUnit]; - GLfloat coord[4], color[4], lambda; -#if 0 - if (inst->SrcReg[0].File == PROGRAM_INPUT && - inst->SrcReg[0].Index == FRAG_ATTRIB_TEX0 + unit) - lambda = span->array->lambda[unit][column]; - else -#endif - lambda = 0.0; - fetch_vector4(&inst->SrcReg[0], machine, coord); - machine->FetchTexelLod(ctx, coord, lambda, unit, 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], - unit, - coord[0], coord[1], coord[2], coord[3], lambda); + inst->TexSrcUnit, + texcoord[0], texcoord[1], texcoord[2], texcoord[3]); } store_vector4(inst, machine, color); } @@ -1342,21 +1355,18 @@ _mesa_execute_program(GLcontext * ctx, { 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; @@ -1368,6 +1378,7 @@ _mesa_execute_program(GLcontext * ctx, 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); } @@ -1375,15 +1386,8 @@ _mesa_execute_program(GLcontext * ctx, case OPCODE_TXP: /* GL_ARB_fragment_program only */ /* Texture lookup w/ projective divide */ { - const GLuint unit = machine->Samplers[inst->TexSrcUnit]; - 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[unit][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 @@ -1394,21 +1398,19 @@ _mesa_execute_program(GLcontext * ctx, texcoord[1] /= texcoord[3]; texcoord[2] /= texcoord[3]; } - machine->FetchTexelLod(ctx, texcoord, lambda, unit, 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) { @@ -1416,8 +1418,9 @@ _mesa_execute_program(GLcontext * ctx, 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; @@ -1517,10 +1520,9 @@ _mesa_execute_program(GLcontext * ctx, case OPCODE_END: return GL_TRUE; default: - _mesa_problem(ctx, "Bad opcode %d in _mesa_exec_fragment_program", + _mesa_problem(ctx, "Bad opcode %d in _mesa_execute_program", inst->Opcode); return GL_TRUE; /* return value doesn't matter */ - } numExec++; diff --git a/src/mesa/shader/prog_execute.h b/src/mesa/shader/prog_execute.h index af77d4278bb..18b13e11a41 100644 --- a/src/mesa/shader/prog_execute.h +++ b/src/mesa/shader/prog_execute.h @@ -1,6 +1,6 @@ /* * Mesa 3-D graphics library - * Version: 6.5.3 + * Version: 7.0.3 * * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. * @@ -32,6 +32,7 @@ typedef void (*FetchTexelLodFunc)(GLcontext *ctx, const GLfloat texcoord[4], typedef void (*FetchTexelDerivFunc)(GLcontext *ctx, const GLfloat texcoord[4], const GLfloat texdx[4], const GLfloat texdy[4], + GLfloat lodBias, GLuint unit, GLfloat color[4]); diff --git a/src/mesa/swrast/s_fragprog.c b/src/mesa/swrast/s_fragprog.c index 40ed48696ca..8eeb40f7c53 100644 --- a/src/mesa/swrast/s_fragprog.c +++ b/src/mesa/swrast/s_fragprog.c @@ -64,7 +64,7 @@ fetch_texel_lod( GLcontext *ctx, const GLfloat texcoord[4], GLfloat lambda, static void fetch_texel_deriv( GLcontext *ctx, const GLfloat texcoord[4], const GLfloat texdx[4], const GLfloat texdy[4], - GLuint unit, GLfloat color[4] ) + GLfloat lodBias, GLuint unit, GLfloat color[4] ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); const struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current; -- 2.30.2