mesa: add TexShadow field to prog_instruction

If the instruction is TEX/TXP/TXL/etc the TexShadow field will be true if
the instruction is a texture fetch with shadow compare.
This commit is contained in:
Brian Paul 2009-02-20 13:42:08 -07:00
parent a79186e29e
commit 44e018c09e
4 changed files with 21 additions and 6 deletions

View file

@ -736,6 +736,7 @@ static struct ureg emit_texld( struct texenv_fragment_program *p,
GLuint destmask,
GLuint tex_unit,
GLuint tex_idx,
GLuint tex_shadow,
struct ureg coord )
{
struct prog_instruction *inst = emit_op( p, op,
@ -747,6 +748,7 @@ static struct ureg emit_texld( struct texenv_fragment_program *p,
inst->TexSrcTarget = tex_idx;
inst->TexSrcUnit = tex_unit;
inst->TexShadow = tex_shadow;
p->program->Base.NumTexInstructions++;
@ -1160,22 +1162,27 @@ emit_texenv(struct texenv_fragment_program *p, GLuint unit)
static void load_texture( struct texenv_fragment_program *p, GLuint unit )
{
if (is_undef(p->src_texture[unit])) {
GLuint dim = p->state->unit[unit].source_index;
GLuint texTarget = p->state->unit[unit].source_index;
struct ureg texcoord = register_input(p, FRAG_ATTRIB_TEX0+unit);
struct ureg tmp = get_tex_temp( p );
if (dim == TEXTURE_UNKNOWN_INDEX)
if (texTarget == TEXTURE_UNKNOWN_INDEX)
program_error(p, "TexSrcBit");
/* TODO: Use D0_MASK_XY where possible.
*/
if (p->state->unit[unit].enabled) {
GLboolean shadow = GL_FALSE;
if (p->state->unit[unit].shadow) {
p->program->Base.ShadowSamplers |= 1 << unit;
shadow = GL_TRUE;
}
p->src_texture[unit] = emit_texld( p, OPCODE_TXP,
tmp, WRITEMASK_XYZW,
unit, dim, texcoord );
if (p->state->unit[unit].shadow)
p->program->Base.ShadowSamplers |= 1 << unit;
unit, texTarget, shadow,
texcoord );
p->program->Base.SamplersUsed |= (1 << unit);
/* This identity mapping should already be in place

View file

@ -3104,6 +3104,9 @@ parse_fp_instruction (GLcontext * ctx, const GLubyte ** inst,
break;
}
if (shadow_tex)
fp->TexShadow = 1;
/* Don't test the first time a particular sampler is seen. Each time
* after that, make sure the shadow state is the same.
*/

View file

@ -396,6 +396,9 @@ struct prog_instruction
/** Source texture target, one of TEXTURE_{1D,2D,3D,CUBE,RECT}_INDEX */
GLuint TexSrcTarget:3;
/** True if tex instruction should do shadow comparison */
GLuint TexShadow:1;
/*@}*/
/**

View file

@ -592,6 +592,8 @@ _mesa_fprint_instruction_opt(FILE *f,
default:
;
}
if (inst->TexShadow)
_mesa_fprintf(f, " SHADOW");
fprint_comment(f, inst);
break;