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synced 2026-05-08 09:08:10 +02:00
Consolidate texture fetch code and use partial derivatives when possible.
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887bfee6e3
commit
826218d386
3 changed files with 71 additions and 68 deletions
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@ -1,6 +1,6 @@
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/*
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* Mesa 3-D graphics library
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* Version: 6.5.3
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* Version: 7.0.3
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*
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* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
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*
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@ -46,9 +46,6 @@
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#include "shader/slang/slang_library_noise.h"
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/* See comments below for info about this */
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#define LAMBDA_ZERO 1
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/* debug predicate */
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#define DEBUG_PROG 0
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@ -92,6 +89,7 @@ get_register_pointer(const struct prog_src_register *source,
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else {
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const struct gl_program_parameter_list *params;
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ASSERT(source->File == PROGRAM_LOCAL_PARAM ||
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source->File == PROGRAM_CONSTANT ||
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source->File == PROGRAM_STATE_VAR);
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params = machine->CurProgram->Parameters;
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if (reg < 0 || reg >= params->NumParameters)
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@ -302,6 +300,36 @@ fetch_vector1(const struct prog_src_register *source,
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}
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/**
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* Fetch texel from texture. Use partial derivatives when possible.
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*/
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static INLINE void
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fetch_texel(GLcontext *ctx,
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const struct gl_program_machine *machine,
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const struct prog_instruction *inst,
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const GLfloat texcoord[4], GLfloat lodBias,
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GLfloat color[4])
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{
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const GLuint unit = machine->Samplers[inst->TexSrcUnit];
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/* Note: we only have the right derivatives for fragment input attribs.
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*/
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if (machine->NumDeriv > 0 &&
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inst->SrcReg[0].File == PROGRAM_INPUT &&
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inst->SrcReg[0].Index == FRAG_ATTRIB_TEX0 + inst->TexSrcUnit) {
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/* simple texture fetch for which we should have derivatives */
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GLuint attr = inst->SrcReg[0].Index;
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machine->FetchTexelDeriv(ctx, texcoord,
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machine->DerivX[attr],
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machine->DerivY[attr],
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lodBias, unit, color);
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}
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else {
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machine->FetchTexelLod(ctx, texcoord, lodBias, unit, color);
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}
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}
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/**
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* Test value against zero and return GT, LT, EQ or UN if NaN.
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*/
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@ -1306,33 +1334,18 @@ _mesa_execute_program(GLcontext * ctx,
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}
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break;
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case OPCODE_TEX: /* Both ARB and NV frag prog */
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/* Texel lookup */
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/* Simple texel lookup */
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{
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/* Note: only use the precomputed lambda value when we're
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* sampling texture unit [K] with texcoord[K].
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* Otherwise, the lambda value may have no relation to the
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* instruction's texcoord or texture image. Using the wrong
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* lambda is usually bad news.
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* The rest of the time, just use zero (until we get a more
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* sophisticated way of computing lambda).
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*/
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const GLuint unit = machine->Samplers[inst->TexSrcUnit];
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GLfloat coord[4], color[4], lambda;
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#if 0
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if (inst->SrcReg[0].File == PROGRAM_INPUT &&
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inst->SrcReg[0].Index == FRAG_ATTRIB_TEX0 + unit)
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lambda = span->array->lambda[unit][column];
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else
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#endif
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lambda = 0.0;
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fetch_vector4(&inst->SrcReg[0], machine, coord);
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machine->FetchTexelLod(ctx, coord, lambda, unit, color);
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GLfloat texcoord[4], color[4];
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fetch_vector4(&inst->SrcReg[0], machine, texcoord);
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fetch_texel(ctx, machine, inst, texcoord, 0.0, color);
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if (DEBUG_PROG) {
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printf("TEX (%g, %g, %g, %g) = texture[%d][%g, %g, %g, %g], "
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"lod %f\n",
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printf("TEX (%g, %g, %g, %g) = texture[%d][%g, %g, %g, %g]\n",
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color[0], color[1], color[2], color[3],
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unit,
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coord[0], coord[1], coord[2], coord[3], lambda);
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inst->TexSrcUnit,
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texcoord[0], texcoord[1], texcoord[2], texcoord[3]);
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}
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store_vector4(inst, machine, color);
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}
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@ -1342,21 +1355,18 @@ _mesa_execute_program(GLcontext * ctx,
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{
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const struct gl_texture_unit *texUnit
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= &ctx->Texture.Unit[inst->TexSrcUnit];
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GLfloat coord[4], color[4], lambda, bias;
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#if 0
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if (inst->SrcReg[0].File == PROGRAM_INPUT &&
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inst->SrcReg[0].Index == FRAG_ATTRIB_TEX0 + inst->TexSrcUnit)
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lambda = span->array->lambda[inst->TexSrcUnit][column];
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else
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#endif
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lambda = 0.0;
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fetch_vector4(&inst->SrcReg[0], machine, coord);
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/* coord[3] is the bias to add to lambda */
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bias = texUnit->LodBias + coord[3];
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if (texUnit->_Current)
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bias += texUnit->_Current->LodBias;
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machine->FetchTexelLod(ctx, coord, lambda + bias,
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inst->TexSrcUnit, color);
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GLfloat texcoord[4], color[4], lodBias;
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fetch_vector4(&inst->SrcReg[0], machine, texcoord);
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/* texcoord[3] is the bias to add to lambda */
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lodBias = texUnit->LodBias + texcoord[3];
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if (texUnit->_Current) {
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lodBias += texUnit->_Current->LodBias;
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}
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fetch_texel(ctx, machine, inst, texcoord, lodBias, color);
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store_vector4(inst, machine, color);
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}
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break;
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@ -1368,6 +1378,7 @@ _mesa_execute_program(GLcontext * ctx,
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fetch_vector4(&inst->SrcReg[1], machine, dtdx);
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fetch_vector4(&inst->SrcReg[2], machine, dtdy);
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machine->FetchTexelDeriv(ctx, texcoord, dtdx, dtdy,
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0.0, /* lodBias */
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inst->TexSrcUnit, color);
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store_vector4(inst, machine, color);
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}
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@ -1375,15 +1386,8 @@ _mesa_execute_program(GLcontext * ctx,
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case OPCODE_TXP: /* GL_ARB_fragment_program only */
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/* Texture lookup w/ projective divide */
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{
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const GLuint unit = machine->Samplers[inst->TexSrcUnit];
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GLfloat texcoord[4], color[4], lambda;
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#if 0
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if (inst->SrcReg[0].File == PROGRAM_INPUT &&
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inst->SrcReg[0].Index == FRAG_ATTRIB_TEX0 + inst->TexSrcUnit)
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lambda = span->array->lambda[unit][column];
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else
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#endif
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lambda = 0.0;
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GLfloat texcoord[4], color[4];
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fetch_vector4(&inst->SrcReg[0], machine, texcoord);
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/* Not so sure about this test - if texcoord[3] is
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* zero, we'd probably be fine except for an ASSERT in
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@ -1394,21 +1398,19 @@ _mesa_execute_program(GLcontext * ctx,
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texcoord[1] /= texcoord[3];
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texcoord[2] /= texcoord[3];
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}
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machine->FetchTexelLod(ctx, texcoord, lambda, unit, color);
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fetch_texel(ctx, machine, inst, texcoord, 0.0, color);
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store_vector4(inst, machine, color);
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}
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break;
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case OPCODE_TXP_NV: /* GL_NV_fragment_program only */
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/* Texture lookup w/ projective divide */
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/* Texture lookup w/ projective divide, as above, but do not
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* do the divide by w if sampling from a cube map.
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*/
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{
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GLfloat texcoord[4], color[4], lambda;
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#if 0
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if (inst->SrcReg[0].File == PROGRAM_INPUT &&
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inst->SrcReg[0].Index == FRAG_ATTRIB_TEX0 + inst->TexSrcUnit)
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lambda = span->array->lambda[inst->TexSrcUnit][column];
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else
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#endif
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lambda = 0.0;
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GLfloat texcoord[4], color[4];
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fetch_vector4(&inst->SrcReg[0], machine, texcoord);
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if (inst->TexSrcTarget != TEXTURE_CUBE_INDEX &&
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texcoord[3] != 0.0) {
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@ -1416,8 +1418,9 @@ _mesa_execute_program(GLcontext * ctx,
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texcoord[1] /= texcoord[3];
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texcoord[2] /= texcoord[3];
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}
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machine->FetchTexelLod(ctx, texcoord, lambda,
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inst->TexSrcUnit, color);
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fetch_texel(ctx, machine, inst, texcoord, 0.0, color);
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store_vector4(inst, machine, color);
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}
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break;
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@ -1517,10 +1520,9 @@ _mesa_execute_program(GLcontext * ctx,
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case OPCODE_END:
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return GL_TRUE;
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default:
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_mesa_problem(ctx, "Bad opcode %d in _mesa_exec_fragment_program",
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_mesa_problem(ctx, "Bad opcode %d in _mesa_execute_program",
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inst->Opcode);
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return GL_TRUE; /* return value doesn't matter */
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}
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numExec++;
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@ -1,6 +1,6 @@
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/*
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* Mesa 3-D graphics library
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* Version: 6.5.3
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* Version: 7.0.3
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*
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* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
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*
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@ -32,6 +32,7 @@ typedef void (*FetchTexelLodFunc)(GLcontext *ctx, const GLfloat texcoord[4],
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typedef void (*FetchTexelDerivFunc)(GLcontext *ctx, const GLfloat texcoord[4],
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const GLfloat texdx[4],
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const GLfloat texdy[4],
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GLfloat lodBias,
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GLuint unit, GLfloat color[4]);
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@ -64,7 +64,7 @@ fetch_texel_lod( GLcontext *ctx, const GLfloat texcoord[4], GLfloat lambda,
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static void
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fetch_texel_deriv( GLcontext *ctx, const GLfloat texcoord[4],
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const GLfloat texdx[4], const GLfloat texdy[4],
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GLuint unit, GLfloat color[4] )
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GLfloat lodBias, GLuint unit, GLfloat color[4] )
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{
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SWcontext *swrast = SWRAST_CONTEXT(ctx);
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const struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current;
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