#include "main/glheader.h"
#include "main/colormac.h"
-#include "main/context.h"
#include "main/macros.h"
-#include "shader/atifragshader.h"
+#include "main/atifragshader.h"
#include "swrast/s_atifragshader.h"
+#include "swrast/s_context.h"
/**
* Fetch a texel.
*/
static void
-fetch_texel(GLcontext * ctx, const GLfloat texcoord[4], GLfloat lambda,
+fetch_texel(struct gl_context * ctx, const GLfloat texcoord[4], GLfloat lambda,
GLuint unit, GLfloat color[4])
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
q = 0.000000001F;
values[0] = s / q;
values[1] = t / q;
- values[2] = 1.0 / q;
+ values[2] = 1.0F / q;
break;
}
values[3] = 0.0;
val[i] = 1 - val[i];
if (mod & GL_BIAS_BIT_ATI)
- val[i] = val[i] - 0.5;
+ val[i] = val[i] - 0.5F;
if (mod & GL_2X_BIT_ATI)
val[i] = 2 * val[i];
}
static void
-handle_sample_op(GLcontext * ctx, struct atifs_machine *machine,
+handle_sample_op(struct gl_context * ctx, struct atifs_machine *machine,
struct atifs_setupinst *texinst, const SWspan *span,
GLuint column, GLuint idx)
{
* \param column - which pixel [i] we're operating on in the span
*/
static void
-execute_shader(GLcontext *ctx, const struct ati_fragment_shader *shader,
+execute_shader(struct gl_context *ctx, const struct ati_fragment_shader *shader,
struct atifs_machine *machine, const SWspan *span,
GLuint column)
{
* Init fragment shader virtual machine state.
*/
static void
-init_machine(GLcontext * ctx, struct atifs_machine *machine,
+init_machine(struct gl_context * ctx, struct atifs_machine *machine,
const struct ati_fragment_shader *shader,
const SWspan *span, GLuint col)
{
* Execute the current ATI shader program, operating on the given span.
*/
void
-_swrast_exec_fragment_shader(GLcontext * ctx, SWspan *span)
+_swrast_exec_fragment_shader(struct gl_context * ctx, SWspan *span)
{
const struct ati_fragment_shader *shader = ctx->ATIFragmentShader.Current;
struct atifs_machine machine;