}
+static void
+exec_prepare( const struct sp_fragment_shader *base,
+ struct tgsi_exec_machine *machine,
+ struct tgsi_sampler **samplers )
+{
+ /*
+ * Bind tokens/shader to the interpreter's machine state.
+ * Avoid redundant binding.
+ */
+ if (machine->Tokens != base->shader.tokens) {
+ tgsi_exec_machine_bind_shader( machine,
+ base->shader.tokens,
+ PIPE_MAX_SAMPLERS,
+ samplers );
+ }
+}
+
+
+
/**
* Compute quad X,Y,Z,W for the four fragments in a quad.
*
* This should really be part of the compiled shader.
*/
-void
-sp_setup_pos_vector(const struct tgsi_interp_coef *coef,
- float x, float y,
- struct tgsi_exec_vector *quadpos)
+static void
+setup_pos_vector(const struct tgsi_interp_coef *coef,
+ float x, float y,
+ struct tgsi_exec_vector *quadpos)
{
uint chan;
/* do X */
}
-static void
-exec_prepare( const struct sp_fragment_shader *base,
- struct tgsi_exec_machine *machine,
- struct tgsi_sampler **samplers )
-{
- /*
- * Bind tokens/shader to the interpreter's machine state.
- * Avoid redundant binding.
- */
- if (machine->Tokens != base->shader.tokens) {
- tgsi_exec_machine_bind_shader( machine,
- base->shader.tokens,
- PIPE_MAX_SAMPLERS,
- samplers );
- }
-}
-
-
/* TODO: hide the machine struct in here somewhere, remove from this
* interface:
*/
struct quad_header *quad )
{
/* Compute X, Y, Z, W vals for this quad */
- sp_setup_pos_vector(quad->posCoef,
- (float)quad->input.x0, (float)quad->input.y0,
- &machine->QuadPos);
-
+ setup_pos_vector(quad->posCoef,
+ (float)quad->input.x0, (float)quad->input.y0,
+ &machine->QuadPos);
+
+ /* convert 0 to 1.0 and 1 to -1.0 */
+ machine->Face = (float) (quad->input.facing * -2 + 1);
+
quad->inout.mask &= tgsi_exec_machine_run( machine );
if (quad->inout.mask == 0)
return FALSE;
{
uint j;
for (j = 0; j < 4; j++) {
- quad->output.depth[j] = machine->Outputs[0].xyzw[2].f[j];
+ quad->output.depth[j] = machine->Outputs[i].xyzw[2].f[j];
}
}
break;