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-rw-r--r--src/mesa/swrast/s_nvfragprog.c15
-rw-r--r--src/mesa/swrast/s_span.c31
2 files changed, 31 insertions, 15 deletions
diff --git a/src/mesa/swrast/s_nvfragprog.c b/src/mesa/swrast/s_nvfragprog.c
index 441d1e8ca7d..987163389a1 100644
--- a/src/mesa/swrast/s_nvfragprog.c
+++ b/src/mesa/swrast/s_nvfragprog.c
@@ -1390,6 +1390,7 @@ init_machine( GLcontext *ctx, struct fp_machine *machine,
/* Load input registers */
if (inputsRead & (1 << FRAG_ATTRIB_WPOS)) {
GLfloat *wpos = machine->Inputs[FRAG_ATTRIB_WPOS];
+ ASSERT(span->arrayMask & SPAN_Z);
wpos[0] = (GLfloat) span->x + col;
wpos[1] = (GLfloat) span->y;
wpos[2] = (GLfloat) span->array->z[col] / ctx->DrawBuffer->_DepthMaxF;
@@ -1397,6 +1398,7 @@ init_machine( GLcontext *ctx, struct fp_machine *machine,
}
if (inputsRead & (1 << FRAG_ATTRIB_COL0)) {
GLfloat *col0 = machine->Inputs[FRAG_ATTRIB_COL0];
+ ASSERT(span->arrayMask & SPAN_RGBA);
col0[0] = CHAN_TO_FLOAT(span->array->rgba[col][RCOMP]);
col0[1] = CHAN_TO_FLOAT(span->array->rgba[col][GCOMP]);
col0[2] = CHAN_TO_FLOAT(span->array->rgba[col][BCOMP]);
@@ -1411,6 +1413,7 @@ init_machine( GLcontext *ctx, struct fp_machine *machine,
}
if (inputsRead & (1 << FRAG_ATTRIB_FOGC)) {
GLfloat *fogc = machine->Inputs[FRAG_ATTRIB_FOGC];
+ ASSERT(span->arrayMask & SPAN_FOG);
fogc[0] = span->array->fog[col];
fogc[1] = 0.0F;
fogc[2] = 0.0F;
@@ -1479,11 +1482,19 @@ _swrast_exec_fragment_program( GLcontext *ctx, struct sw_span *span )
UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][ACOMP], colOut[3]);
}
/* depth value */
- if (program->OutputsWritten & (1 << FRAG_OUTPUT_DEPR))
- span->array->z[i] = IROUND(ctx->FragmentProgram.Machine.Outputs[FRAG_OUTPUT_DEPR][0] * ctx->DrawBuffer->_DepthMaxF);
+ if (program->OutputsWritten & (1 << FRAG_OUTPUT_DEPR)) {
+ const GLfloat depth
+ = ctx->FragmentProgram.Machine.Outputs[FRAG_OUTPUT_DEPR][2];
+ span->array->z[i] = IROUND(depth * ctx->DrawBuffer->_DepthMaxF);
+ }
}
}
+ if (program->OutputsWritten & (1 << FRAG_OUTPUT_DEPR)) {
+ span->interpMask &= ~SPAN_Z;
+ span->arrayMask |= SPAN_Z;
+ }
+
ctx->_CurrentProgram = 0;
}
diff --git a/src/mesa/swrast/s_span.c b/src/mesa/swrast/s_span.c
index b6d4098f247..5e26064c64c 100644
--- a/src/mesa/swrast/s_span.c
+++ b/src/mesa/swrast/s_span.c
@@ -328,6 +328,7 @@ _swrast_span_interpolate_z( const GLcontext *ctx, struct sw_span *span )
zval += span->zStep;
}
}
+ span->interpMask &= ~SPAN_Z;
span->arrayMask |= SPAN_Z;
}
@@ -1080,6 +1081,9 @@ _swrast_write_rgba_span( GLcontext *ctx, struct sw_span *span)
SWcontext *swrast = SWRAST_CONTEXT(ctx);
const GLbitfield origInterpMask = span->interpMask;
const GLbitfield origArrayMask = span->arrayMask;
+ const GLboolean deferredTexture = !(ctx->Color.AlphaEnabled ||
+ ctx->FragmentProgram._Active ||
+ ctx->ATIFragmentShader._Enabled);
ASSERT(span->primitive == GL_POINT || span->primitive == GL_LINE ||
span->primitive == GL_POLYGON || span->primitive == GL_BITMAP);
@@ -1134,14 +1138,12 @@ _swrast_write_rgba_span( GLcontext *ctx, struct sw_span *span)
interpolate_texcoords(ctx, span);
}
- /* If the alpha test is enabled, we have to compute the fragment colors
- * at this point and do the alpha test.
- * Else, if alpha test is not enabled, we'll try to defer fragment
- * color computation (by interpolation, texture mapping, fragment program)
- * until after the Z/stencil tests in the hope that many fragments will
- * get culled, leaving less work to do.
+ /* This is the normal place to compute the resulting fragment color/Z.
+ * As an optimization, we try to defer this until after Z/stencil
+ * testing in order to try to avoid computing colors that we won't
+ * actually need.
*/
- if (ctx->Color.AlphaEnabled) {
+ if (!deferredTexture) {
/* Now we need the rgba array, fill it in if needed */
if ((span->interpMask & SPAN_RGBA) && (span->arrayMask & SPAN_RGBA) == 0)
interpolate_colors(ctx, span);
@@ -1153,9 +1155,12 @@ _swrast_write_rgba_span( GLcontext *ctx, struct sw_span *span)
interpolate_fog(ctx, span);
/* Compute fragment colors with fragment program or texture lookups */
- if (ctx->FragmentProgram._Active)
- /* XXX interpolate depth values here??? */
+ if (ctx->FragmentProgram._Active) {
+ /* frag prog may need Z values */
+ if (span->interpMask & SPAN_Z)
+ _swrast_span_interpolate_z(ctx, span);
_swrast_exec_fragment_program( ctx, span );
+ }
else if (ctx->ATIFragmentShader._Enabled)
_swrast_exec_fragment_shader( ctx, span );
else if (ctx->Texture._EnabledUnits && (span->arrayMask & SPAN_TEXTURE))
@@ -1212,11 +1217,11 @@ _swrast_write_rgba_span( GLcontext *ctx, struct sw_span *span)
return;
}
- /* If the alpha test isn't enabled, we're able to defer computing fragment
- * colors (by interpolation, texturing, fragment program) until now.
- * Hopefully, Z/stencil tests culled many of the fragments!
+ /* If we were able to defer fragment color computation to now, there's
+ * a good chance that many fragments will have already been killed by
+ * Z/stencil testing.
*/
- if (!ctx->Color.AlphaEnabled) {
+ if (deferredTexture) {
/* Now we need the rgba array, fill it in if needed */
if ((span->interpMask & SPAN_RGBA) && (span->arrayMask & SPAN_RGBA) == 0)
interpolate_colors(ctx, span);