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authorKeith Whitwell <[email protected]>2005-05-12 08:54:13 +0000
committerKeith Whitwell <[email protected]>2005-05-12 08:54:13 +0000
commit10432bcc0a2c89916bc98921bcf01e0fbb422dc5 (patch)
tree6e6836c9a0826265dba0d0e4b4b863002999aae5 /src/mesa/tnl
parent69a2f7cdd53f022dcac541a0e03317e105a85494 (diff)
When lighting is enabled, but no lights are enabled, the scenecolor
becomes the result of lighting. When lighting is disabled, pass-through incoming color value. Likewise, pass through incoming texture values. (Based on patch by Aapo Tahkola) Add compile-time configuration to switch between DP4 and MUL/MAD for matrix-vector multiplications.
Diffstat (limited to 'src/mesa/tnl')
-rw-r--r--src/mesa/tnl/t_vp_build.c112
1 files changed, 85 insertions, 27 deletions
diff --git a/src/mesa/tnl/t_vp_build.c b/src/mesa/tnl/t_vp_build.c
index 35cea8454a5..6ffebb32a4a 100644
--- a/src/mesa/tnl/t_vp_build.c
+++ b/src/mesa/tnl/t_vp_build.c
@@ -47,7 +47,13 @@
* generated program with line/function references for each
* instruction back into this file:
*/
-#define DISASSEM 0
+#define DISASSEM 1
+
+/* Should be tunable by the driver - do we want to do matrix
+ * multiplications with DP4's or with MUL/MAD's? SSE works better
+ * with the latter, drivers may differ.
+ */
+#define PREFER_DP4 1
#define MAX_INSN 200
@@ -423,17 +429,34 @@ static void emit_normalize_vec3( struct tnl_program *p,
release_temp(p, tmp);
}
+static void emit_passthrough( struct tnl_program *p,
+ GLuint input,
+ GLuint output )
+{
+ struct ureg out = register_output(p, output);
+ emit_op1(p, VP_OPCODE_MOV, out, 0, register_input(p, input));
+}
+
static struct ureg get_eye_position( struct tnl_program *p )
{
if (is_undef(p->eye_position)) {
struct ureg pos = register_input( p, VERT_ATTRIB_POS );
struct ureg modelview[4];
- register_matrix_param6( p, STATE_MATRIX, STATE_MODELVIEW, 0, 0, 3,
- STATE_MATRIX_TRANSPOSE, modelview );
p->eye_position = reserve_temp(p);
- emit_transpose_matrix_transform_vec4(p, p->eye_position, modelview, pos);
+ if (PREFER_DP4) {
+ register_matrix_param6( p, STATE_MATRIX, STATE_MODELVIEW, 0, 0, 3,
+ STATE_MATRIX, modelview );
+
+ emit_matrix_transform_vec4(p, p->eye_position, modelview, pos);
+ }
+ else {
+ register_matrix_param6( p, STATE_MATRIX, STATE_MODELVIEW, 0, 0, 3,
+ STATE_MATRIX_TRANSPOSE, modelview );
+
+ emit_transpose_matrix_transform_vec4(p, p->eye_position, modelview, pos);
+ }
}
return p->eye_position;
@@ -492,9 +515,16 @@ static void build_hpos( struct tnl_program *p )
struct ureg hpos = register_output( p, VERT_RESULT_HPOS );
struct ureg mvp[4];
- register_matrix_param6( p, STATE_MATRIX, STATE_MVP, 0, 0, 3,
- STATE_MATRIX_TRANSPOSE, mvp );
- emit_transpose_matrix_transform_vec4( p, hpos, mvp, pos );
+ if (PREFER_DP4) {
+ register_matrix_param6( p, STATE_MATRIX, STATE_MVP, 0, 0, 3,
+ STATE_MATRIX, mvp );
+ emit_matrix_transform_vec4( p, hpos, mvp, pos );
+ }
+ else {
+ register_matrix_param6( p, STATE_MATRIX, STATE_MVP, 0, 0, 3,
+ STATE_MATRIX_TRANSPOSE, mvp );
+ emit_transpose_matrix_transform_vec4( p, hpos, mvp, pos );
+ }
}
@@ -695,6 +725,35 @@ static void build_lighting( struct tnl_program *p )
_bfc1 = _bfc0;
}
+
+ /* If no lights, still need to emit the scenecolor.
+ */
+ if (nr_lights == 0) {
+ {
+ struct ureg res0 = register_output( p, VERT_RESULT_COL0 );
+ emit_op1(p, VP_OPCODE_MOV, res0, 0, _col0);
+ }
+
+ if (separate) {
+ struct ureg res1 = register_output( p, VERT_RESULT_COL1 );
+ emit_op1(p, VP_OPCODE_MOV, res1, 0, _col1);
+ }
+
+ if (twoside) {
+ struct ureg res0 = register_output( p, VERT_RESULT_BFC0 );
+ emit_op1(p, VP_OPCODE_MOV, res0, 0, _bfc0);
+ }
+
+ if (twoside && separate) {
+ struct ureg res1 = register_output( p, VERT_RESULT_BFC1 );
+ emit_op1(p, VP_OPCODE_MOV, res1, 0, _bfc1);
+ }
+
+ release_temps(p);
+ return;
+ }
+
+
for (i = 0; i < MAX_LIGHTS; i++) {
struct gl_light *light = &ctx->Light.Light[i];
@@ -968,9 +1027,9 @@ static void build_texture_transform( struct tnl_program *p )
for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
GLuint texmat_enabled = ctx->Texture._TexMatEnabled & ENABLE_TEXMAT(i);
- struct ureg out = register_output(p, VERT_RESULT_TEX0 + i);
if (texUnit->TexGenEnabled || texmat_enabled) {
+ struct ureg out = register_output(p, VERT_RESULT_TEX0 + i);
struct ureg out_texgen = undef;
if (texUnit->TexGenEnabled) {
@@ -1053,12 +1112,25 @@ static void build_texture_transform( struct tnl_program *p )
struct ureg in = (!is_undef(out_texgen) ?
out_texgen :
register_input(p, VERT_ATTRIB_TEX0+i));
- register_matrix_param6( p, STATE_MATRIX, STATE_TEXTURE, i,
- 0, 3, 0, texmat );
- emit_matrix_transform_vec4( p, out, texmat, in );
+ if (PREFER_DP4) {
+ register_matrix_param6( p, STATE_MATRIX, STATE_TEXTURE, i,
+ 0, 3, STATE_MATRIX, texmat );
+ emit_matrix_transform_vec4( p, out, texmat, in );
+ }
+ else {
+ register_matrix_param6( p, STATE_MATRIX, STATE_TEXTURE, i,
+ 0, 3, STATE_MATRIX_TRANSPOSE, texmat );
+ emit_matrix_transform_vec4( p, out, texmat, in );
+ }
}
release_temps(p);
+ }
+ else if (texUnit->_ReallyEnabled) {
+ /* KW: _ReallyEnabled isn't sufficient? Need to know whether
+ * this texture unit is referenced by the fragment shader.
+ */
+ emit_passthrough(p, VERT_ATTRIB_TEX0+i, VERT_RESULT_TEX0+i);
}
}
}
@@ -1093,11 +1165,6 @@ static void build_pointsize( struct tnl_program *p )
}
-static void build_passthrough( struct tnl_program *p, GLuint inputs )
-{
-}
-
-
static GLboolean programs_eq( struct vertex_program *a,
struct vertex_program *b )
{
@@ -1123,7 +1190,6 @@ static GLboolean programs_eq( struct vertex_program *a,
void _tnl_UpdateFixedFunctionProgram( GLcontext *ctx )
{
- TNLcontext *tnl = TNL_CONTEXT(ctx);
struct tnl_program p;
if (ctx->VertexProgram._Enabled)
@@ -1170,6 +1236,8 @@ void _tnl_UpdateFixedFunctionProgram( GLcontext *ctx )
*/
if (ctx->Light.Enabled)
build_lighting(&p);
+ else
+ emit_passthrough(&p, VERT_ATTRIB_COLOR0, VERT_RESULT_COL0);
if (ctx->Fog.Enabled)
build_fog(&p);
@@ -1180,16 +1248,6 @@ void _tnl_UpdateFixedFunctionProgram( GLcontext *ctx )
if (ctx->Point._Attenuated)
build_pointsize(&p);
- /* Is there a need to copy inputs to outputs? The software
- * implementation might do this more efficiently by just assigning
- * the missing results to point at input arrays.
- */
- if (/* tnl->vp_copy_inputs && */
- (tnl->render_inputs & ~p.program->OutputsWritten)) {
- build_passthrough(&p, tnl->render_inputs);
- }
-
-
/* Finish up:
*/
emit_op1(&p, VP_OPCODE_END, undef, 0, undef);