r300/compiler: fix projective mapping of 2D NPOT textures

NOTE: This is a candidate for the 7.9 branch.
This commit is contained in:
Marek Olšák 2010-09-28 02:28:25 +02:00
parent 82f8e43bfa
commit 6f747567ec

View file

@ -71,6 +71,39 @@ static void scale_texcoords(struct r300_fragment_program_compiler *compiler,
inst->U.I.SrcReg[0].Index = temp;
}
static void projective_divide(struct r300_fragment_program_compiler *compiler,
struct rc_instruction *inst)
{
struct rc_instruction *inst_mul, *inst_rcp;
unsigned temp = rc_find_free_temporary(&compiler->Base);
inst_rcp = rc_insert_new_instruction(&compiler->Base, inst->Prev);
inst_rcp->U.I.Opcode = RC_OPCODE_RCP;
inst_rcp->U.I.DstReg.File = RC_FILE_TEMPORARY;
inst_rcp->U.I.DstReg.Index = temp;
inst_rcp->U.I.DstReg.WriteMask = RC_MASK_W;
inst_rcp->U.I.SrcReg[0] = inst->U.I.SrcReg[0];
/* Because the input can be arbitrarily swizzled,
* read the component mapped to W. */
inst_rcp->U.I.SrcReg[0].Swizzle =
RC_MAKE_SWIZZLE_SMEAR(GET_SWZ(inst->U.I.SrcReg[0].Swizzle, 3));
inst_mul = rc_insert_new_instruction(&compiler->Base, inst->Prev);
inst_mul->U.I.Opcode = RC_OPCODE_MUL;
inst_mul->U.I.DstReg.File = RC_FILE_TEMPORARY;
inst_mul->U.I.DstReg.Index = temp;
inst_mul->U.I.SrcReg[0] = inst->U.I.SrcReg[0];
inst_mul->U.I.SrcReg[1].File = RC_FILE_TEMPORARY;
inst_mul->U.I.SrcReg[1].Index = temp;
inst_mul->U.I.SrcReg[1].Swizzle = RC_SWIZZLE_WWWW;
reset_srcreg(&inst->U.I.SrcReg[0]);
inst->U.I.Opcode = RC_OPCODE_TEX;
inst->U.I.SrcReg[0].File = RC_FILE_TEMPORARY;
inst->U.I.SrcReg[0].Index = temp;
}
/**
* Transform TEX, TXP, TXB, and KIL instructions in the following ways:
* - implement texture compare (shadow extensions)
@ -216,6 +249,12 @@ int radeonTransformTEX(
inst->U.I.TexSrcTarget = RC_TEXTURE_2D;
}
/* Divide by W if needed. */
if (inst->U.I.Opcode == RC_OPCODE_TXP &&
(wrapmode == RC_WRAP_REPEAT || wrapmode == RC_WRAP_MIRRORED_REPEAT)) {
projective_divide(compiler, inst);
}
/* Texture wrap modes don't work on NPOT textures.
*
* Non-wrapped/clamped texcoords with NPOT are free in HW. Repeat and