#include "main/colormac.h"
#include "main/macros.h"
#include "main/atifragshader.h"
+#include "main/samplerobj.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);
/* XXX use a float-valued TextureSample routine here!!! */
- swrast->TextureSample[unit](ctx, ctx->Texture.Unit[unit]._Current,
- 1, (const GLfloat(*)[4]) texcoord,
+ swrast->TextureSample[unit](ctx, _mesa_get_samplerobj(ctx, unit),
+ ctx->Texture.Unit[unit]._Current,
+ 1, (const GLfloat(*)[4]) texcoord,
&lambda, (GLfloat (*)[4]) color);
}
}
}
-struct ati_fs_opcode_st ati_fs_opcodes[] = {
- {GL_ADD_ATI, 2},
- {GL_SUB_ATI, 2},
- {GL_MUL_ATI, 2},
- {GL_MAD_ATI, 3},
- {GL_LERP_ATI, 3},
- {GL_MOV_ATI, 1},
- {GL_CND_ATI, 3},
- {GL_CND0_ATI, 3},
- {GL_DOT2_ADD_ATI, 3},
- {GL_DOT3_ATI, 2},
- {GL_DOT4_ATI, 2}
-};
-
-
static void
handle_pass_op(struct atifs_machine *machine, struct atifs_setupinst *texinst,
}
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;