Selaa lähdekoodia

Consolidate texture fetch code and use partial derivatives when possible.

tags/mesa_7_1_rc1
Brian 17 vuotta sitten
vanhempi
commit
999b55663a
3 muutettua tiedostoa jossa 79 lisäystä ja 75 poistoa
  1. 65
    63
      src/mesa/shader/prog_execute.c
  2. 2
    1
      src/mesa/shader/prog_execute.h
  3. 12
    11
      src/mesa/swrast/s_fragprog.c

+ 65
- 63
src/mesa/shader/prog_execute.c Näytä tiedosto

@@ -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

@@ -302,6 +299,36 @@ 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])
{
/* 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,
inst->TexSrcUnit, color);
}
else {
machine->FetchTexelLod(ctx, texcoord, lodBias,
inst->TexSrcUnit, color);
}
}


/**
* Test value against zero and return GT, LT, EQ or UN if NaN.
*/
@@ -1306,33 +1333,18 @@ _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).
*/
GLfloat coord[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;
fetch_vector4(&inst->SrcReg[0], machine, coord);
machine->FetchTexelLod(ctx, coord, lambda, inst->TexSrcUnit,
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],
inst->TexSrcUnit,
coord[0], coord[1], coord[2], coord[3], lambda);
texcoord[0], texcoord[1], texcoord[2], texcoord[3]);
}
store_vector4(inst, machine, color);
}
@@ -1342,21 +1354,18 @@ _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 +1377,7 @@ _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);
}
@@ -1375,14 +1385,8 @@ _mesa_execute_program(GLcontext * ctx,
case OPCODE_TXP: /* GL_ARB_fragment_program only */
/* Texture lookup w/ projective divide */
{
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);
/* Not so sure about this test - if texcoord[3] is
* zero, we'd probably be fine except for an ASSERT in
@@ -1393,22 +1397,19 @@ _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;
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 +1417,9 @@ _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;

+ 2
- 1
src/mesa/shader/prog_execute.h Näytä tiedosto

@@ -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]);



+ 12
- 11
src/mesa/swrast/s_fragprog.c Näytä tiedosto

@@ -46,8 +46,7 @@ fetch_texel( GLcontext *ctx, const GLfloat texcoord[4], GLfloat lambda,
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,
swrast->TextureSample[unit](ctx, texObj, 1, (const GLfloat (*)[4]) texcoord,
&lambda, &rgba);
color[0] = CHAN_TO_FLOAT(rgba[0]);
color[1] = CHAN_TO_FLOAT(rgba[1]);
@@ -63,7 +62,7 @@ fetch_texel( 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;
@@ -72,15 +71,17 @@ fetch_texel_deriv( GLcontext *ctx, const GLfloat texcoord[4],
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]);
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]) + lodBias;

swrast->TextureSample[unit](ctx, ctx->Texture.Unit[unit]._Current,
1, (const GLfloat (*)[4]) texcoord,
lambda = CLAMP(lambda, texObj->MinLod, texObj->MaxLod);

swrast->TextureSample[unit](ctx, texObj, 1, (const GLfloat (*)[4]) texcoord,
&lambda, &rgba);
color[0] = CHAN_TO_FLOAT(rgba[0]);
color[1] = CHAN_TO_FLOAT(rgba[1]);

Loading…
Peruuta
Tallenna