mesa/program: Dead code cleanup
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com> Reviewed-by: Marek Olšák <marek.olsak@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14098>
This commit is contained in:
parent
087f196a08
commit
68b7fabbe2
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@ -302,12 +302,8 @@ files_libmesa = files(
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'program/link_program.h',
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'program/prog_cache.c',
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'program/prog_cache.h',
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'program/prog_execute.c',
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'program/prog_execute.h',
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'program/prog_instruction.c',
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'program/prog_instruction.h',
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'program/prog_noise.c',
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'program/prog_noise.h',
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'program/prog_opt_constant_fold.c',
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'program/prog_optimize.c',
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'program/prog_optimize.h',
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File diff suppressed because it is too large
Load Diff
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@ -1,88 +0,0 @@
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/*
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* Mesa 3-D graphics library
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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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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef PROG_EXECUTE_H
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#define PROG_EXECUTE_H
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#include "main/config.h"
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#include "main/glheader.h"
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#include "compiler/shader_enums.h"
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struct gl_context;
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typedef void (*FetchTexelLodFunc)(struct gl_context *ctx, const GLfloat texcoord[4],
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GLfloat lambda, GLuint unit, GLfloat color[4]);
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typedef void (*FetchTexelDerivFunc)(struct gl_context *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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/** NOTE: This must match SWRAST_MAX_WIDTH */
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#define PROG_MAX_WIDTH 16384
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/**
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* Virtual machine state used during execution of vertex/fragment programs.
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*/
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struct gl_program_machine
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{
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const struct gl_program *CurProgram;
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/** Fragment Input attributes */
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GLfloat (*Attribs)[PROG_MAX_WIDTH][4];
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GLfloat (*DerivX)[4];
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GLfloat (*DerivY)[4];
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GLuint NumDeriv; /**< Max index into DerivX/Y arrays */
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GLuint CurElement; /**< Index into Attribs arrays */
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/** Vertex Input attribs */
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GLfloat VertAttribs[VERT_ATTRIB_MAX][4];
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GLfloat Temporaries[MAX_PROGRAM_TEMPS][4];
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GLfloat Outputs[MAX_PROGRAM_OUTPUTS][4];
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GLfloat (*EnvParams)[4]; /**< Vertex or Fragment env parameters */
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GLint AddressReg[MAX_PROGRAM_ADDRESS_REGS][4];
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GLfloat SystemValues[SYSTEM_VALUE_MAX][4];
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const GLubyte *Samplers; /** Array mapping sampler var to tex unit */
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GLuint CallStack[MAX_PROGRAM_CALL_DEPTH]; /**< For CAL/RET instructions */
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GLuint StackDepth; /**< Index/ptr to top of CallStack[] */
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/** Texture fetch functions */
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FetchTexelLodFunc FetchTexelLod;
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FetchTexelDerivFunc FetchTexelDeriv;
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};
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extern GLboolean
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_mesa_execute_program(struct gl_context *ctx,
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const struct gl_program *program,
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struct gl_program_machine *machine);
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#endif /* PROG_EXECUTE_H */
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@ -181,67 +181,6 @@ _mesa_num_inst_dst_regs(enum prog_opcode opcode)
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}
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GLboolean
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_mesa_is_tex_instruction(enum prog_opcode opcode)
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{
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return (opcode == OPCODE_TEX ||
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opcode == OPCODE_TXB ||
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opcode == OPCODE_TXD ||
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opcode == OPCODE_TXL ||
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opcode == OPCODE_TXP);
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}
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/**
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* Check if there's a potential src/dst register data dependency when
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* using SOA execution.
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* Example:
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* MOV T, T.yxwz;
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* This would expand into:
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* MOV t0, t1;
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* MOV t1, t0;
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* MOV t2, t3;
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* MOV t3, t2;
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* The second instruction will have the wrong value for t0 if executed as-is.
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*/
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GLboolean
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_mesa_check_soa_dependencies(const struct prog_instruction *inst)
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{
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GLuint i, chan;
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if (inst->DstReg.WriteMask == WRITEMASK_X ||
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inst->DstReg.WriteMask == WRITEMASK_Y ||
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inst->DstReg.WriteMask == WRITEMASK_Z ||
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inst->DstReg.WriteMask == WRITEMASK_W ||
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inst->DstReg.WriteMask == 0x0) {
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/* no chance of data dependency */
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return GL_FALSE;
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}
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/* loop over src regs */
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for (i = 0; i < 3; i++) {
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if (inst->SrcReg[i].File == inst->DstReg.File &&
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inst->SrcReg[i].Index == inst->DstReg.Index) {
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/* loop over dest channels */
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GLuint channelsWritten = 0x0;
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for (chan = 0; chan < 4; chan++) {
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if (inst->DstReg.WriteMask & (1 << chan)) {
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/* check if we're reading a channel that's been written */
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GLuint swizzle = GET_SWZ(inst->SrcReg[i].Swizzle, chan);
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if (swizzle <= SWIZZLE_W &&
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(channelsWritten & (1 << swizzle))) {
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return GL_TRUE;
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}
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channelsWritten |= (1 << chan);
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}
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}
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}
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}
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return GL_FALSE;
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}
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/**
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* Return string name for given program opcode.
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*/
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@ -276,12 +276,6 @@ _mesa_num_inst_src_regs(enum prog_opcode opcode);
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extern GLuint
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_mesa_num_inst_dst_regs(enum prog_opcode opcode);
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extern GLboolean
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_mesa_is_tex_instruction(enum prog_opcode opcode);
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extern GLboolean
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_mesa_check_soa_dependencies(const struct prog_instruction *inst);
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extern const char *
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_mesa_opcode_string(enum prog_opcode opcode);
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@ -1,638 +0,0 @@
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/*
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* Mesa 3-D graphics library
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*
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* Copyright (C) 2006 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*/
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/*
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* SimplexNoise1234
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* Copyright (c) 2003-2005, Stefan Gustavson
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*
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* Contact: stegu@itn.liu.se
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*/
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/**
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* \file
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* \brief C implementation of Perlin Simplex Noise over 1, 2, 3 and 4 dims.
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* \author Stefan Gustavson (stegu@itn.liu.se)
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*
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*
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* This implementation is "Simplex Noise" as presented by
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* Ken Perlin at a relatively obscure and not often cited course
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* session "Real-Time Shading" at Siggraph 2001 (before real
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* time shading actually took on), under the title "hardware noise".
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* The 3D function is numerically equivalent to his Java reference
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* code available in the PDF course notes, although I re-implemented
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* it from scratch to get more readable code. The 1D, 2D and 4D cases
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* were implemented from scratch by me from Ken Perlin's text.
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*
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* This file has no dependencies on any other file, not even its own
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* header file. The header file is made for use by external code only.
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*/
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#include "prog_noise.h"
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#define FASTFLOOR(x) ( ((x)>0) ? ((int)x) : (((int)x)-1) )
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/*
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* ---------------------------------------------------------------------
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* Static data
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*/
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/**
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* Permutation table. This is just a random jumble of all numbers 0-255,
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* repeated twice to avoid wrapping the index at 255 for each lookup.
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* This needs to be exactly the same for all instances on all platforms,
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* so it's easiest to just keep it as static explicit data.
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* This also removes the need for any initialisation of this class.
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*
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* Note that making this an int[] instead of a char[] might make the
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* code run faster on platforms with a high penalty for unaligned single
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* byte addressing. Intel x86 is generally single-byte-friendly, but
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* some other CPUs are faster with 4-aligned reads.
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* However, a char[] is smaller, which avoids cache trashing, and that
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* is probably the most important aspect on most architectures.
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* This array is accessed a *lot* by the noise functions.
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* A vector-valued noise over 3D accesses it 96 times, and a
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* float-valued 4D noise 64 times. We want this to fit in the cache!
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*/
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static const unsigned char perm[512] = { 151, 160, 137, 91, 90, 15,
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131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8,
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99, 37, 240, 21, 10, 23,
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190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35,
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11, 32, 57, 177, 33,
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88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71,
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134, 139, 48, 27, 166,
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77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41,
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55, 46, 245, 40, 244,
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102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89,
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18, 169, 200, 196,
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135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217,
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226, 250, 124, 123,
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5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58,
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17, 182, 189, 28, 42,
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223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155,
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167, 43, 172, 9,
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129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104,
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218, 246, 97, 228,
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251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235,
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249, 14, 239, 107,
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49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45,
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127, 4, 150, 254,
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138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66,
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215, 61, 156, 180,
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151, 160, 137, 91, 90, 15,
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131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8,
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99, 37, 240, 21, 10, 23,
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190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35,
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11, 32, 57, 177, 33,
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88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71,
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134, 139, 48, 27, 166,
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77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41,
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55, 46, 245, 40, 244,
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102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89,
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18, 169, 200, 196,
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135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217,
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226, 250, 124, 123,
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5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58,
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17, 182, 189, 28, 42,
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223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155,
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167, 43, 172, 9,
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129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104,
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218, 246, 97, 228,
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251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235,
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249, 14, 239, 107,
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49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45,
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127, 4, 150, 254,
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138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66,
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215, 61, 156, 180
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};
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/*
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* ---------------------------------------------------------------------
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*/
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/*
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* Helper functions to compute gradients-dot-residualvectors (1D to 4D)
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* Note that these generate gradients of more than unit length. To make
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* a close match with the value range of classic Perlin noise, the final
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* noise values need to be rescaled to fit nicely within [-1,1].
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* (The simplex noise functions as such also have different scaling.)
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* Note also that these noise functions are the most practical and useful
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* signed version of Perlin noise. To return values according to the
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* RenderMan specification from the SL noise() and pnoise() functions,
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* the noise values need to be scaled and offset to [0,1], like this:
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* float SLnoise = (SimplexNoise1234::noise(x,y,z) + 1.0) * 0.5;
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*/
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static float
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grad1(int hash, float x)
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{
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int h = hash & 15;
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float grad = 1.0f + (h & 7); /* Gradient value 1.0, 2.0, ..., 8.0 */
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if (h & 8)
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grad = -grad; /* Set a random sign for the gradient */
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return (grad * x); /* Multiply the gradient with the distance */
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}
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static float
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grad2(int hash, float x, float y)
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{
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int h = hash & 7; /* Convert low 3 bits of hash code */
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float u = h < 4 ? x : y; /* into 8 simple gradient directions, */
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float v = h < 4 ? y : x; /* and compute the dot product with (x,y). */
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return ((h & 1) ? -u : u) + ((h & 2) ? -2.0f * v : 2.0f * v);
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}
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static float
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grad3(int hash, float x, float y, float z)
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{
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int h = hash & 15; /* Convert low 4 bits of hash code into 12 simple */
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float u = h < 8 ? x : y; /* gradient directions, and compute dot product. */
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float v = h < 4 ? y : h == 12 || h == 14 ? x : z; /* Fix repeats at h = 12 to 15 */
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return ((h & 1) ? -u : u) + ((h & 2) ? -v : v);
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}
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static float
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grad4(int hash, float x, float y, float z, float t)
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{
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int h = hash & 31; /* Convert low 5 bits of hash code into 32 simple */
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float u = h < 24 ? x : y; /* gradient directions, and compute dot product. */
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float v = h < 16 ? y : z;
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float w = h < 8 ? z : t;
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return ((h & 1) ? -u : u) + ((h & 2) ? -v : v) + ((h & 4) ? -w : w);
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}
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/**
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* A lookup table to traverse the simplex around a given point in 4D.
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* Details can be found where this table is used, in the 4D noise method.
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* TODO: This should not be required, backport it from Bill's GLSL code!
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*/
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static const unsigned char simplex[64][4] = {
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{0, 1, 2, 3}, {0, 1, 3, 2}, {0, 0, 0, 0}, {0, 2, 3, 1},
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{0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {1, 2, 3, 0},
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{0, 2, 1, 3}, {0, 0, 0, 0}, {0, 3, 1, 2}, {0, 3, 2, 1},
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{0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {1, 3, 2, 0},
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{0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0},
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{0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0},
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{1, 2, 0, 3}, {0, 0, 0, 0}, {1, 3, 0, 2}, {0, 0, 0, 0},
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{0, 0, 0, 0}, {0, 0, 0, 0}, {2, 3, 0, 1}, {2, 3, 1, 0},
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{1, 0, 2, 3}, {1, 0, 3, 2}, {0, 0, 0, 0}, {0, 0, 0, 0},
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{0, 0, 0, 0}, {2, 0, 3, 1}, {0, 0, 0, 0}, {2, 1, 3, 0},
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{0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0},
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{0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0},
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{2, 0, 1, 3}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0},
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{3, 0, 1, 2}, {3, 0, 2, 1}, {0, 0, 0, 0}, {3, 1, 2, 0},
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{2, 1, 0, 3}, {0, 0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0, 0},
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{3, 1, 0, 2}, {0, 0, 0, 0}, {3, 2, 0, 1}, {3, 2, 1, 0}
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};
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/** 1D simplex noise */
|
||||
GLfloat
|
||||
_mesa_noise1(GLfloat x)
|
||||
{
|
||||
int i0 = FASTFLOOR(x);
|
||||
int i1 = i0 + 1;
|
||||
float x0 = x - i0;
|
||||
float x1 = x0 - 1.0f;
|
||||
float t1 = 1.0f - x1 * x1;
|
||||
float n0, n1;
|
||||
|
||||
float t0 = 1.0f - x0 * x0;
|
||||
/* if(t0 < 0.0f) t0 = 0.0f; // this never happens for the 1D case */
|
||||
t0 *= t0;
|
||||
n0 = t0 * t0 * grad1(perm[i0 & 0xff], x0);
|
||||
|
||||
/* if(t1 < 0.0f) t1 = 0.0f; // this never happens for the 1D case */
|
||||
t1 *= t1;
|
||||
n1 = t1 * t1 * grad1(perm[i1 & 0xff], x1);
|
||||
/* The maximum value of this noise is 8*(3/4)^4 = 2.53125 */
|
||||
/* A factor of 0.395 would scale to fit exactly within [-1,1], but */
|
||||
/* we want to match PRMan's 1D noise, so we scale it down some more. */
|
||||
return 0.25f * (n0 + n1);
|
||||
}
|
||||
|
||||
|
||||
/** 2D simplex noise */
|
||||
GLfloat
|
||||
_mesa_noise2(GLfloat x, GLfloat y)
|
||||
{
|
||||
#define F2 0.366025403f /* F2 = 0.5*(sqrt(3.0)-1.0) */
|
||||
#define G2 0.211324865f /* G2 = (3.0-Math.sqrt(3.0))/6.0 */
|
||||
|
||||
float n0, n1, n2; /* Noise contributions from the three corners */
|
||||
|
||||
/* Skew the input space to determine which simplex cell we're in */
|
||||
float s = (x + y) * F2; /* Hairy factor for 2D */
|
||||
float xs = x + s;
|
||||
float ys = y + s;
|
||||
int i = FASTFLOOR(xs);
|
||||
int j = FASTFLOOR(ys);
|
||||
|
||||
float t = (float) (i + j) * G2;
|
||||
float X0 = i - t; /* Unskew the cell origin back to (x,y) space */
|
||||
float Y0 = j - t;
|
||||
float x0 = x - X0; /* The x,y distances from the cell origin */
|
||||
float y0 = y - Y0;
|
||||
|
||||
float x1, y1, x2, y2;
|
||||
unsigned int ii, jj;
|
||||
float t0, t1, t2;
|
||||
|
||||
/* For the 2D case, the simplex shape is an equilateral triangle. */
|
||||
/* Determine which simplex we are in. */
|
||||
unsigned int i1, j1; /* Offsets for second (middle) corner of simplex in (i,j) coords */
|
||||
if (x0 > y0) {
|
||||
i1 = 1;
|
||||
j1 = 0;
|
||||
} /* lower triangle, XY order: (0,0)->(1,0)->(1,1) */
|
||||
else {
|
||||
i1 = 0;
|
||||
j1 = 1;
|
||||
} /* upper triangle, YX order: (0,0)->(0,1)->(1,1) */
|
||||
|
||||
/* A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and */
|
||||
/* a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where */
|
||||
/* c = (3-sqrt(3))/6 */
|
||||
|
||||
x1 = x0 - i1 + G2; /* Offsets for middle corner in (x,y) unskewed coords */
|
||||
y1 = y0 - j1 + G2;
|
||||
x2 = x0 - 1.0f + 2.0f * G2; /* Offsets for last corner in (x,y) unskewed coords */
|
||||
y2 = y0 - 1.0f + 2.0f * G2;
|
||||
|
||||
/* Wrap the integer indices at 256, to avoid indexing perm[] out of bounds */
|
||||
ii = i & 0xff;
|
||||
jj = j & 0xff;
|
||||
|
||||
/* Calculate the contribution from the three corners */
|
||||
t0 = 0.5f - x0 * x0 - y0 * y0;
|
||||
if (t0 < 0.0f)
|
||||
n0 = 0.0f;
|
||||
else {
|
||||
t0 *= t0;
|
||||
n0 = t0 * t0 * grad2(perm[ii + perm[jj]], x0, y0);
|
||||
}
|
||||
|
||||
t1 = 0.5f - x1 * x1 - y1 * y1;
|
||||
if (t1 < 0.0f)
|
||||
n1 = 0.0f;
|
||||
else {
|
||||
t1 *= t1;
|
||||
n1 = t1 * t1 * grad2(perm[ii + i1 + perm[jj + j1]], x1, y1);
|
||||
}
|
||||
|
||||
t2 = 0.5f - x2 * x2 - y2 * y2;
|
||||
if (t2 < 0.0f)
|
||||
n2 = 0.0f;
|
||||
else {
|
||||
t2 *= t2;
|
||||
n2 = t2 * t2 * grad2(perm[ii + 1 + perm[jj + 1]], x2, y2);
|
||||
}
|
||||
|
||||
/* Add contributions from each corner to get the final noise value. */
|
||||
/* The result is scaled to return values in the interval [-1,1]. */
|
||||
return 40.0f * (n0 + n1 + n2); /* TODO: The scale factor is preliminary! */
|
||||
}
|
||||
|
||||
|
||||
/** 3D simplex noise */
|
||||
GLfloat
|
||||
_mesa_noise3(GLfloat x, GLfloat y, GLfloat z)
|
||||
{
|
||||
/* Simple skewing factors for the 3D case */
|
||||
#define F3 0.333333333f
|
||||
#define G3 0.166666667f
|
||||
|
||||
float n0, n1, n2, n3; /* Noise contributions from the four corners */
|
||||
|
||||
/* Skew the input space to determine which simplex cell we're in */
|
||||
float s = (x + y + z) * F3; /* Very nice and simple skew factor for 3D */
|
||||
float xs = x + s;
|
||||
float ys = y + s;
|
||||
float zs = z + s;
|
||||
int i = FASTFLOOR(xs);
|
||||
int j = FASTFLOOR(ys);
|
||||
int k = FASTFLOOR(zs);
|
||||
|
||||
float t = (float) (i + j + k) * G3;
|
||||
float X0 = i - t; /* Unskew the cell origin back to (x,y,z) space */
|
||||
float Y0 = j - t;
|
||||
float Z0 = k - t;
|
||||
float x0 = x - X0; /* The x,y,z distances from the cell origin */
|
||||
float y0 = y - Y0;
|
||||
float z0 = z - Z0;
|
||||
|
||||
float x1, y1, z1, x2, y2, z2, x3, y3, z3;
|
||||
unsigned int ii, jj, kk;
|
||||
float t0, t1, t2, t3;
|
||||
|
||||
/* For the 3D case, the simplex shape is a slightly irregular tetrahedron. */
|
||||
/* Determine which simplex we are in. */
|
||||
unsigned int i1, j1, k1; /* Offsets for second corner of simplex in (i,j,k) coords */
|
||||
unsigned int i2, j2, k2; /* Offsets for third corner of simplex in (i,j,k) coords */
|
||||
|
||||
/* This code would benefit from a backport from the GLSL version! */
|
||||
if (x0 >= y0) {
|
||||
if (y0 >= z0) {
|
||||
i1 = 1;
|
||||
j1 = 0;
|
||||
k1 = 0;
|
||||
i2 = 1;
|
||||
j2 = 1;
|
||||
k2 = 0;
|
||||
} /* X Y Z order */
|
||||
else if (x0 >= z0) {
|
||||
i1 = 1;
|
||||
j1 = 0;
|
||||
k1 = 0;
|
||||
i2 = 1;
|
||||
j2 = 0;
|
||||
k2 = 1;
|
||||
} /* X Z Y order */
|
||||
else {
|
||||
i1 = 0;
|
||||
j1 = 0;
|
||||
k1 = 1;
|
||||
i2 = 1;
|
||||
j2 = 0;
|
||||
k2 = 1;
|
||||
} /* Z X Y order */
|
||||
}
|
||||
else { /* x0<y0 */
|
||||
if (y0 < z0) {
|
||||
i1 = 0;
|
||||
j1 = 0;
|
||||
k1 = 1;
|
||||
i2 = 0;
|
||||
j2 = 1;
|
||||
k2 = 1;
|
||||
} /* Z Y X order */
|
||||
else if (x0 < z0) {
|
||||
i1 = 0;
|
||||
j1 = 1;
|
||||
k1 = 0;
|
||||
i2 = 0;
|
||||
j2 = 1;
|
||||
k2 = 1;
|
||||
} /* Y Z X order */
|
||||
else {
|
||||
i1 = 0;
|
||||
j1 = 1;
|
||||
k1 = 0;
|
||||
i2 = 1;
|
||||
j2 = 1;
|
||||
k2 = 0;
|
||||
} /* Y X Z order */
|
||||
}
|
||||
|
||||
/* A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in
|
||||
* (x,y,z), a step of (0,1,0) in (i,j,k) means a step of
|
||||
* (-c,1-c,-c) in (x,y,z), and a step of (0,0,1) in (i,j,k) means a
|
||||
* step of (-c,-c,1-c) in (x,y,z), where c = 1/6.
|
||||
*/
|
||||
|
||||
x1 = x0 - i1 + G3; /* Offsets for second corner in (x,y,z) coords */
|
||||
y1 = y0 - j1 + G3;
|
||||
z1 = z0 - k1 + G3;
|
||||
x2 = x0 - i2 + 2.0f * G3; /* Offsets for third corner in (x,y,z) coords */
|
||||
y2 = y0 - j2 + 2.0f * G3;
|
||||
z2 = z0 - k2 + 2.0f * G3;
|
||||
x3 = x0 - 1.0f + 3.0f * G3;/* Offsets for last corner in (x,y,z) coords */
|
||||
y3 = y0 - 1.0f + 3.0f * G3;
|
||||
z3 = z0 - 1.0f + 3.0f * G3;
|
||||
|
||||
/* Wrap the integer indices at 256 to avoid indexing perm[] out of bounds */
|
||||
ii = i & 0xff;
|
||||
jj = j & 0xff;
|
||||
kk = k & 0xff;
|
||||
|
||||
/* Calculate the contribution from the four corners */
|
||||
t0 = 0.6f - x0 * x0 - y0 * y0 - z0 * z0;
|
||||
if (t0 < 0.0f)
|
||||
n0 = 0.0f;
|
||||
else {
|
||||
t0 *= t0;
|
||||
n0 = t0 * t0 * grad3(perm[ii + perm[jj + perm[kk]]], x0, y0, z0);
|
||||
}
|
||||
|
||||
t1 = 0.6f - x1 * x1 - y1 * y1 - z1 * z1;
|
||||
if (t1 < 0.0f)
|
||||
n1 = 0.0f;
|
||||
else {
|
||||
t1 *= t1;
|
||||
n1 =
|
||||
t1 * t1 * grad3(perm[ii + i1 + perm[jj + j1 + perm[kk + k1]]], x1,
|
||||
y1, z1);
|
||||
}
|
||||
|
||||
t2 = 0.6f - x2 * x2 - y2 * y2 - z2 * z2;
|
||||
if (t2 < 0.0f)
|
||||
n2 = 0.0f;
|
||||
else {
|
||||
t2 *= t2;
|
||||
n2 =
|
||||
t2 * t2 * grad3(perm[ii + i2 + perm[jj + j2 + perm[kk + k2]]], x2,
|
||||
y2, z2);
|
||||
}
|
||||
|
||||
t3 = 0.6f - x3 * x3 - y3 * y3 - z3 * z3;
|
||||
if (t3 < 0.0f)
|
||||
n3 = 0.0f;
|
||||
else {
|
||||
t3 *= t3;
|
||||
n3 =
|
||||
t3 * t3 * grad3(perm[ii + 1 + perm[jj + 1 + perm[kk + 1]]], x3, y3,
|
||||
z3);
|
||||
}
|
||||
|
||||
/* Add contributions from each corner to get the final noise value.
|
||||
* The result is scaled to stay just inside [-1,1]
|
||||
*/
|
||||
return 32.0f * (n0 + n1 + n2 + n3); /* TODO: The scale factor is preliminary! */
|
||||
}
|
||||
|
||||
|
||||
/** 4D simplex noise */
|
||||
GLfloat
|
||||
_mesa_noise4(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
|
||||
{
|
||||
/* The skewing and unskewing factors are hairy again for the 4D case */
|
||||
#define F4 0.309016994f /* F4 = (Math.sqrt(5.0)-1.0)/4.0 */
|
||||
#define G4 0.138196601f /* G4 = (5.0-Math.sqrt(5.0))/20.0 */
|
||||
|
||||
float n0, n1, n2, n3, n4; /* Noise contributions from the five corners */
|
||||
|
||||
/* Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in */
|
||||
float s = (x + y + z + w) * F4; /* Factor for 4D skewing */
|
||||
float xs = x + s;
|
||||
float ys = y + s;
|
||||
float zs = z + s;
|
||||
float ws = w + s;
|
||||
int i = FASTFLOOR(xs);
|
||||
int j = FASTFLOOR(ys);
|
||||
int k = FASTFLOOR(zs);
|
||||
int l = FASTFLOOR(ws);
|
||||
|
||||
float t = (i + j + k + l) * G4; /* Factor for 4D unskewing */
|
||||
float X0 = i - t; /* Unskew the cell origin back to (x,y,z,w) space */
|
||||
float Y0 = j - t;
|
||||
float Z0 = k - t;
|
||||
float W0 = l - t;
|
||||
|
||||
float x0 = x - X0; /* The x,y,z,w distances from the cell origin */
|
||||
float y0 = y - Y0;
|
||||
float z0 = z - Z0;
|
||||
float w0 = w - W0;
|
||||
|
||||
/* For the 4D case, the simplex is a 4D shape I won't even try to describe.
|
||||
* To find out which of the 24 possible simplices we're in, we need to
|
||||
* determine the magnitude ordering of x0, y0, z0 and w0.
|
||||
* The method below is a good way of finding the ordering of x,y,z,w and
|
||||
* then find the correct traversal order for the simplex we're in.
|
||||
* First, six pair-wise comparisons are performed between each possible pair
|
||||
* of the four coordinates, and the results are used to add up binary bits
|
||||
* for an integer index.
|
||||
*/
|
||||
int c1 = (x0 > y0) ? 32 : 0;
|
||||
int c2 = (x0 > z0) ? 16 : 0;
|
||||
int c3 = (y0 > z0) ? 8 : 0;
|
||||
int c4 = (x0 > w0) ? 4 : 0;
|
||||
int c5 = (y0 > w0) ? 2 : 0;
|
||||
int c6 = (z0 > w0) ? 1 : 0;
|
||||
int c = c1 + c2 + c3 + c4 + c5 + c6;
|
||||
|
||||
unsigned int i1, j1, k1, l1; /* The integer offsets for the second simplex corner */
|
||||
unsigned int i2, j2, k2, l2; /* The integer offsets for the third simplex corner */
|
||||
unsigned int i3, j3, k3, l3; /* The integer offsets for the fourth simplex corner */
|
||||
|
||||
float x1, y1, z1, w1, x2, y2, z2, w2, x3, y3, z3, w3, x4, y4, z4, w4;
|
||||
unsigned int ii, jj, kk, ll;
|
||||
float t0, t1, t2, t3, t4;
|
||||
|
||||
/*
|
||||
* simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some
|
||||
* order. Many values of c will never occur, since e.g. x>y>z>w
|
||||
* makes x<z, y<w and x<w impossible. Only the 24 indices which
|
||||
* have non-zero entries make any sense. We use a thresholding to
|
||||
* set the coordinates in turn from the largest magnitude. The
|
||||
* number 3 in the "simplex" array is at the position of the
|
||||
* largest coordinate.
|
||||
*/
|
||||
i1 = simplex[c][0] >= 3 ? 1 : 0;
|
||||
j1 = simplex[c][1] >= 3 ? 1 : 0;
|
||||
k1 = simplex[c][2] >= 3 ? 1 : 0;
|
||||
l1 = simplex[c][3] >= 3 ? 1 : 0;
|
||||
/* The number 2 in the "simplex" array is at the second largest coordinate. */
|
||||
i2 = simplex[c][0] >= 2 ? 1 : 0;
|
||||
j2 = simplex[c][1] >= 2 ? 1 : 0;
|
||||
k2 = simplex[c][2] >= 2 ? 1 : 0;
|
||||
l2 = simplex[c][3] >= 2 ? 1 : 0;
|
||||
/* The number 1 in the "simplex" array is at the second smallest coordinate. */
|
||||
i3 = simplex[c][0] >= 1 ? 1 : 0;
|
||||
j3 = simplex[c][1] >= 1 ? 1 : 0;
|
||||
k3 = simplex[c][2] >= 1 ? 1 : 0;
|
||||
l3 = simplex[c][3] >= 1 ? 1 : 0;
|
||||
/* The fifth corner has all coordinate offsets = 1, so no need to look that up. */
|
||||
|
||||
x1 = x0 - i1 + G4; /* Offsets for second corner in (x,y,z,w) coords */
|
||||
y1 = y0 - j1 + G4;
|
||||
z1 = z0 - k1 + G4;
|
||||
w1 = w0 - l1 + G4;
|
||||
x2 = x0 - i2 + 2.0f * G4; /* Offsets for third corner in (x,y,z,w) coords */
|
||||
y2 = y0 - j2 + 2.0f * G4;
|
||||
z2 = z0 - k2 + 2.0f * G4;
|
||||
w2 = w0 - l2 + 2.0f * G4;
|
||||
x3 = x0 - i3 + 3.0f * G4; /* Offsets for fourth corner in (x,y,z,w) coords */
|
||||
y3 = y0 - j3 + 3.0f * G4;
|
||||
z3 = z0 - k3 + 3.0f * G4;
|
||||
w3 = w0 - l3 + 3.0f * G4;
|
||||
x4 = x0 - 1.0f + 4.0f * G4; /* Offsets for last corner in (x,y,z,w) coords */
|
||||
y4 = y0 - 1.0f + 4.0f * G4;
|
||||
z4 = z0 - 1.0f + 4.0f * G4;
|
||||
w4 = w0 - 1.0f + 4.0f * G4;
|
||||
|
||||
/* Wrap the integer indices at 256, to avoid indexing perm[] out of bounds */
|
||||
ii = i & 0xff;
|
||||
jj = j & 0xff;
|
||||
kk = k & 0xff;
|
||||
ll = l & 0xff;
|
||||
|
||||
/* Calculate the contribution from the five corners */
|
||||
t0 = 0.6f - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0;
|
||||
if (t0 < 0.0f)
|
||||
n0 = 0.0f;
|
||||
else {
|
||||
t0 *= t0;
|
||||
n0 =
|
||||
t0 * t0 * grad4(perm[ii + perm[jj + perm[kk + perm[ll]]]], x0, y0,
|
||||
z0, w0);
|
||||
}
|
||||
|
||||
t1 = 0.6f - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1;
|
||||
if (t1 < 0.0f)
|
||||
n1 = 0.0f;
|
||||
else {
|
||||
t1 *= t1;
|
||||
n1 =
|
||||
t1 * t1 *
|
||||
grad4(perm[ii + i1 + perm[jj + j1 + perm[kk + k1 + perm[ll + l1]]]],
|
||||
x1, y1, z1, w1);
|
||||
}
|
||||
|
||||
t2 = 0.6f - x2 * x2 - y2 * y2 - z2 * z2 - w2 * w2;
|
||||
if (t2 < 0.0f)
|
||||
n2 = 0.0f;
|
||||
else {
|
||||
t2 *= t2;
|
||||
n2 =
|
||||
t2 * t2 *
|
||||
grad4(perm[ii + i2 + perm[jj + j2 + perm[kk + k2 + perm[ll + l2]]]],
|
||||
x2, y2, z2, w2);
|
||||
}
|
||||
|
||||
t3 = 0.6f - x3 * x3 - y3 * y3 - z3 * z3 - w3 * w3;
|
||||
if (t3 < 0.0f)
|
||||
n3 = 0.0f;
|
||||
else {
|
||||
t3 *= t3;
|
||||
n3 =
|
||||
t3 * t3 *
|
||||
grad4(perm[ii + i3 + perm[jj + j3 + perm[kk + k3 + perm[ll + l3]]]],
|
||||
x3, y3, z3, w3);
|
||||
}
|
||||
|
||||
t4 = 0.6f - x4 * x4 - y4 * y4 - z4 * z4 - w4 * w4;
|
||||
if (t4 < 0.0f)
|
||||
n4 = 0.0f;
|
||||
else {
|
||||
t4 *= t4;
|
||||
n4 =
|
||||
t4 * t4 *
|
||||
grad4(perm[ii + 1 + perm[jj + 1 + perm[kk + 1 + perm[ll + 1]]]], x4,
|
||||
y4, z4, w4);
|
||||
}
|
||||
|
||||
/* Sum up and scale the result to cover the range [-1,1] */
|
||||
return 27.0f * (n0 + n1 + n2 + n3 + n4); /* TODO: The scale factor is preliminary! */
|
||||
}
|
|
@ -1,36 +0,0 @@
|
|||
/*
|
||||
* Mesa 3-D graphics library
|
||||
*
|
||||
* Copyright (C) 2006 Brian Paul All Rights Reserved.
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a
|
||||
* copy of this software and associated documentation files (the "Software"),
|
||||
* to deal in the Software without restriction, including without limitation
|
||||
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
||||
* and/or sell copies of the Software, and to permit persons to whom the
|
||||
* Software is furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included
|
||||
* in all copies or substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
||||
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
|
||||
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
|
||||
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
|
||||
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
|
||||
* OTHER DEALINGS IN THE SOFTWARE.
|
||||
*/
|
||||
|
||||
#ifndef PROG_NOISE
|
||||
#define PROG_NOISE
|
||||
|
||||
#include "main/glheader.h"
|
||||
|
||||
extern GLfloat _mesa_noise1(GLfloat);
|
||||
extern GLfloat _mesa_noise2(GLfloat, GLfloat);
|
||||
extern GLfloat _mesa_noise3(GLfloat, GLfloat, GLfloat);
|
||||
extern GLfloat _mesa_noise4(GLfloat, GLfloat, GLfloat, GLfloat);
|
||||
|
||||
#endif
|
||||
|
|
@ -414,86 +414,6 @@ _mesa_append_fog_code(struct gl_context *ctx, struct gl_program *fprog,
|
|||
|
||||
|
||||
|
||||
static GLboolean
|
||||
is_texture_instruction(const struct prog_instruction *inst)
|
||||
{
|
||||
switch (inst->Opcode) {
|
||||
case OPCODE_TEX:
|
||||
case OPCODE_TXB:
|
||||
case OPCODE_TXD:
|
||||
case OPCODE_TXL:
|
||||
case OPCODE_TXP:
|
||||
return GL_TRUE;
|
||||
default:
|
||||
return GL_FALSE;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Count the number of texure indirections in the given program.
|
||||
* The program's NumTexIndirections field will be updated.
|
||||
* See the GL_ARB_fragment_program spec (issue 24) for details.
|
||||
* XXX we count texture indirections in texenvprogram.c (maybe use this code
|
||||
* instead and elsewhere).
|
||||
*/
|
||||
void
|
||||
_mesa_count_texture_indirections(struct gl_program *prog)
|
||||
{
|
||||
GLuint indirections = 1;
|
||||
GLbitfield tempsOutput = 0x0;
|
||||
GLbitfield aluTemps = 0x0;
|
||||
GLuint i;
|
||||
|
||||
for (i = 0; i < prog->arb.NumInstructions; i++) {
|
||||
const struct prog_instruction *inst = prog->arb.Instructions + i;
|
||||
|
||||
if (is_texture_instruction(inst)) {
|
||||
if (((inst->SrcReg[0].File == PROGRAM_TEMPORARY) &&
|
||||
(tempsOutput & (1 << inst->SrcReg[0].Index))) ||
|
||||
((inst->Opcode != OPCODE_KIL) &&
|
||||
(inst->DstReg.File == PROGRAM_TEMPORARY) &&
|
||||
(aluTemps & (1 << inst->DstReg.Index))))
|
||||
{
|
||||
indirections++;
|
||||
tempsOutput = 0x0;
|
||||
aluTemps = 0x0;
|
||||
}
|
||||
}
|
||||
else {
|
||||
GLuint j;
|
||||
for (j = 0; j < 3; j++) {
|
||||
if (inst->SrcReg[j].File == PROGRAM_TEMPORARY)
|
||||
aluTemps |= (1 << inst->SrcReg[j].Index);
|
||||
}
|
||||
if (inst->DstReg.File == PROGRAM_TEMPORARY)
|
||||
aluTemps |= (1 << inst->DstReg.Index);
|
||||
}
|
||||
|
||||
if ((inst->Opcode != OPCODE_KIL) && (inst->DstReg.File == PROGRAM_TEMPORARY))
|
||||
tempsOutput |= (1 << inst->DstReg.Index);
|
||||
}
|
||||
|
||||
prog->arb.NumTexIndirections = indirections;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Count number of texture instructions in given program and update the
|
||||
* program's NumTexInstructions field.
|
||||
*/
|
||||
void
|
||||
_mesa_count_texture_instructions(struct gl_program *prog)
|
||||
{
|
||||
GLuint i;
|
||||
prog->arb.NumTexInstructions = 0;
|
||||
for (i = 0; i < prog->arb.NumInstructions; i++) {
|
||||
prog->arb.NumTexInstructions +=
|
||||
is_texture_instruction(prog->arb.Instructions + i);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Scan/rewrite program to remove reads of custom (output) registers.
|
||||
* The passed type has to be PROGRAM_OUTPUT.
|
||||
|
|
|
@ -44,12 +44,6 @@ extern void
|
|||
_mesa_append_fog_code(struct gl_context *ctx, struct gl_program *fprog,
|
||||
GLenum fog_mode, GLboolean saturate);
|
||||
|
||||
extern void
|
||||
_mesa_count_texture_indirections(struct gl_program *prog);
|
||||
|
||||
extern void
|
||||
_mesa_count_texture_instructions(struct gl_program *prog);
|
||||
|
||||
extern void
|
||||
_mesa_remove_output_reads(struct gl_program *prog, gl_register_file type);
|
||||
|
||||
|
|
Loading…
Reference in New Issue