Enable texture sampling for vertex programs/shaders.
This is a bit of a hack for now because the tnl module is using the swrast module to fetch texels. The texture fetch/filter code should probably be moved into the main/ module since it doesn't really depend upon other swrast code.
This commit is contained in:
@@ -2921,17 +2921,24 @@ static void
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update_texture_state( GLcontext *ctx )
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{
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GLuint unit;
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struct gl_fragment_program *fprog;
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struct gl_fragment_program *fprog = NULL;
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struct gl_vertex_program *vprog = NULL;
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if (ctx->Shader.CurrentProgram &&
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ctx->Shader.CurrentProgram->LinkStatus) {
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fprog = ctx->Shader.CurrentProgram->FragmentProgram;
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}
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else if (ctx->FragmentProgram._Enabled) {
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fprog = ctx->FragmentProgram.Current;
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vprog = ctx->Shader.CurrentProgram->VertexProgram;
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}
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else {
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fprog = NULL;
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if (ctx->FragmentProgram._Enabled) {
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fprog = ctx->FragmentProgram.Current;
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}
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if (ctx->VertexProgram._Enabled) {
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/* XXX enable this if/when non-shader vertex programs get
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* texture fetches:
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vprog = ctx->VertexProgram.Current;
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*/
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}
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}
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ctx->NewState |= _NEW_TEXTURE; /* TODO: only set this if there are
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@@ -2960,8 +2967,12 @@ update_texture_state( GLcontext *ctx )
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* by a fragment shader/program. When multiple flags are set, we'll
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* settle on the one with highest priority (see texture_override below).
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*/
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if (fprog) {
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enableBits = fprog->Base.TexturesUsed[unit];
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if (fprog || vprog) {
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enableBits = 0x0;
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if (fprog)
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enableBits |= fprog->Base.TexturesUsed[unit];
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if (vprog)
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enableBits |= vprog->Base.TexturesUsed[unit];
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}
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else {
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if (!texUnit->Enabled)
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@@ -488,7 +488,7 @@ _swrast_invalidate_state( GLcontext *ctx, GLbitfield new_state )
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}
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static void
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void
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_swrast_update_texture_samplers(GLcontext *ctx)
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{
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SWcontext *swrast = SWRAST_CONTEXT(ctx);
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@@ -617,7 +617,7 @@ _swrast_validate_derived( GLcontext *ctx )
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_NEW_PROGRAM))
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_swrast_update_fragment_program( ctx, swrast->NewState );
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if (swrast->NewState & _NEW_TEXTURE)
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if (swrast->NewState & (_NEW_TEXTURE | _NEW_PROGRAM))
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_swrast_update_texture_samplers( ctx );
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if (swrast->NewState & (_NEW_TEXTURE | _NEW_PROGRAM))
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@@ -228,6 +228,9 @@ typedef struct
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extern void
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_swrast_validate_derived( GLcontext *ctx );
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extern void
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_swrast_update_texture_samplers(GLcontext *ctx);
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#define SWRAST_CONTEXT(ctx) ((SWcontext *)ctx->swrast_context)
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+47
-11
@@ -25,12 +25,13 @@
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/**
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* \file tnl/t_vb_program.c
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* \brief Pipeline stage for executing NVIDIA vertex programs.
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* \brief Pipeline stage for executing vertex programs.
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* \author Brian Paul, Keith Whitwell
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*/
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#include "glheader.h"
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#include "colormac.h"
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#include "context.h"
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#include "macros.h"
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#include "imports.h"
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@@ -42,6 +43,32 @@
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#include "t_context.h"
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#include "t_pipeline.h"
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#include "swrast/s_context.h"
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#include "swrast/s_texfilter.h"
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/**
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* XXX the texture sampling code in this module is a bit of a hack.
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* The texture sampling code is in swrast, though it doesn't have any
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* real dependencies on the rest of swrast. It should probably be
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* moved into main/ someday.
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*/
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static void
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vp_fetch_texel(GLcontext *ctx, const GLfloat texcoord[4], GLfloat lambda,
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GLuint unit, GLfloat color[4])
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{
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GLchan rgba[4];
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SWcontext *swrast = SWRAST_CONTEXT(ctx);
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/* XXX use a float-valued TextureSample routine here!!! */
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swrast->TextureSample[unit](ctx, ctx->Texture.Unit[unit]._Current,
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1, (const GLfloat (*)[4]) texcoord,
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&lambda, &rgba);
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color[0] = CHAN_TO_FLOAT(rgba[0]);
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color[1] = CHAN_TO_FLOAT(rgba[1]);
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color[2] = CHAN_TO_FLOAT(rgba[2]);
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color[3] = CHAN_TO_FLOAT(rgba[3]);
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}
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/**
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@@ -107,6 +134,9 @@ init_machine(GLcontext *ctx, struct gl_program_machine *machine)
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/* init call stack */
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machine->StackDepth = 0;
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machine->FetchTexelLod = vp_fetch_texel;
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machine->FetchTexelDeriv = NULL; /* not used by vertex programs */
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}
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@@ -216,19 +246,14 @@ run_vp( GLcontext *ctx, struct tnl_pipeline_stage *stage )
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GLuint outputs[VERT_RESULT_MAX], numOutputs;
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GLuint i, j;
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#define FORCE_PROG_EXECUTE_C 1
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#if FORCE_PROG_EXECUTE_C
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if (!program)
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return GL_TRUE;
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#else
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if (!program || !program->IsNVProgram)
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return GL_TRUE;
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#endif
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if (program->IsNVProgram) {
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_mesa_load_tracked_matrices(ctx);
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}
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else {
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/* ARB program or vertex shader */
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_mesa_load_state_parameters(ctx, program->Base.Parameters);
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}
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@@ -380,8 +405,8 @@ run_vp( GLcontext *ctx, struct tnl_pipeline_stage *stage )
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* Called the first time stage->run is called. In effect, don't
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* allocate data until the first time the stage is run.
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*/
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static GLboolean init_vp( GLcontext *ctx,
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struct tnl_pipeline_stage *stage )
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static GLboolean
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init_vp(GLcontext *ctx, struct tnl_pipeline_stage *stage)
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{
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TNLcontext *tnl = TNL_CONTEXT(ctx);
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struct vertex_buffer *VB = &(tnl->vb);
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@@ -411,7 +436,8 @@ static GLboolean init_vp( GLcontext *ctx,
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/**
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* Destructor for this pipeline stage.
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*/
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static void dtr( struct tnl_pipeline_stage *stage )
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static void
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dtr(struct tnl_pipeline_stage *stage)
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{
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struct vp_stage_data *store = VP_STAGE_DATA(stage);
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@@ -432,6 +458,16 @@ static void dtr( struct tnl_pipeline_stage *stage )
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}
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static void
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validate_vp_stage(GLcontext *ctx, struct tnl_pipeline_stage *stage)
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{
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if (ctx->VertexProgram._Current) {
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_swrast_update_texture_samplers(ctx);
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}
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}
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/**
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* Public description of this pipeline stage.
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*/
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@@ -441,6 +477,6 @@ const struct tnl_pipeline_stage _tnl_vertex_program_stage =
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NULL, /* private_data */
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init_vp, /* create */
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dtr, /* destroy */
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NULL, /* validate */
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validate_vp_stage, /* validate */
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run_vp /* run -- initially set to ctr */
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};
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