Rune Petersen wrote:
> Rune Petersen wrote:
>> Roland Scheidegger wrote:
>>> Rune Petersen wrote:
>>>> I hit a problem constructing this:
>>>>
>>>> - In order to do range mapping in the vertex shader (if I so choose)
>>>> I will need a constant (0.5), but how to add it?
>>> I think this might work similar to what is used for position invariant
>>> programs, instead of using _mesa_add_state_reference you could try
>>> _mesa_add_named_parameter. Otherwise, you could always "construct" 0.5
>>> in the shader itself, since you always have the constants 0 and 1
>>> available thanks to the powerful swizzling capabilities, though
>>> surprsingly it seems somewhat complicated. Either use 2 instructions
>>> (ADD 1+1, RCP). Or try EX2/EXP though I'm not sure about performance of
>>> these, but I guess the approximated EXP should do (2^-1).
>>>
>> This math in this patch appear sound. the doom3-demo issue appear
>> unrelated to fragment.position.
>>
>> This version makes use of existing instructions to calculate
>> result.position.
>>
>> split into 2 parts:
>>      - select_vertex_shader changes
>>      - The actual fragment.position changes
>>
>> This patch assumes that:
>>
>> - That the temp used to calculate result.position is safe to use (true
>> for std. use).
>>
>> - That fragment.position.x & y wont be used (mostly true, except for
>> exotic programs.)
>>    In order to fix this, I'll need to know the window size, but how?

Surely it's right there in radeon->dri.drawable ?

Keith

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