/*
* Mesa 3-D graphics library
- * Version: 7.0.3
*
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* 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
- * BRIAN PAUL 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.
+ * 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.
*/
#include "main/glheader.h"
-#include "main/colormac.h"
+#include "main/macros.h"
+#include "main/samplerobj.h"
+#include "main/teximage.h"
#include "program/prog_instruction.h"
#include "s_context.h"
#include "s_fragprog.h"
#include "s_span.h"
+/**
+ * \brief Should swrast use a fragment program?
+ *
+ * \return true if the current fragment program exists and is not the fixed
+ * function fragment program
+ */
+GLboolean
+_swrast_use_fragment_program(struct gl_context *ctx)
+{
+ struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
+ return fp && !(fp == ctx->FragmentProgram._TexEnvProgram
+ && fp->Base.NumInstructions == 0);
+}
/**
* Apply texture object's swizzle (X/Y/Z/W/0/1) to incoming 'texel'
if (texObj) {
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLfloat rgba[4];
+ const struct gl_sampler_object *samp = _mesa_get_samplerobj(ctx, unit);
- lambda = CLAMP(lambda, texObj->Sampler.MinLod, texObj->Sampler.MaxLod);
+ lambda = CLAMP(lambda, samp->MinLod, samp->MaxLod);
- swrast->TextureSample[unit](ctx, texObj, 1,
- (const GLfloat (*)[4]) texcoord,
+ swrast->TextureSample[unit](ctx, samp, ctx->Texture.Unit[unit]._Current,
+ 1, (const GLfloat (*)[4]) texcoord,
&lambda, &rgba);
swizzle_texel(rgba, color, texObj->_Swizzle);
}
const struct gl_texture_object *texObj = texUnit->_Current;
if (texObj) {
- const struct gl_texture_image *texImg =
- texObj->Image[0][texObj->BaseLevel];
+ const struct gl_texture_image *texImg = _mesa_base_tex_image(texObj);
const struct swrast_texture_image *swImg =
swrast_texture_image_const(texImg);
+ const struct gl_sampler_object *samp = _mesa_get_samplerobj(ctx, unit);
const GLfloat texW = (GLfloat) swImg->WidthScale;
const GLfloat texH = (GLfloat) swImg->HeightScale;
GLfloat lambda;
texcoord[0], texcoord[1], texcoord[3],
1.0F / texcoord[3]);
- lambda += lodBias + texUnit->LodBias + texObj->Sampler.LodBias;
+ lambda += lodBias + texUnit->LodBias + samp->LodBias;
- lambda = CLAMP(lambda, texObj->Sampler.MinLod, texObj->Sampler.MaxLod);
+ lambda = CLAMP(lambda, samp->MinLod, samp->MaxLod);
- swrast->TextureSample[unit](ctx, texObj, 1,
- (const GLfloat (*)[4]) texcoord,
+ swrast->TextureSample[unit](ctx, samp, ctx->Texture.Unit[unit]._Current,
+ 1, (const GLfloat (*)[4]) texcoord,
&lambda, &rgba);
swizzle_texel(rgba, color, texObj->_Swizzle);
}
const struct gl_fragment_program *program,
const SWspan *span, GLuint col)
{
- GLfloat *wpos = span->array->attribs[FRAG_ATTRIB_WPOS][col];
-
- if (program->Base.Target == GL_FRAGMENT_PROGRAM_NV) {
- /* Clear temporary registers (undefined for ARB_f_p) */
- memset(machine->Temporaries, 0, MAX_PROGRAM_TEMPS * 4 * sizeof(GLfloat));
- }
+ GLfloat *wpos = span->array->attribs[VARYING_SLOT_POS][col];
/* ARB_fragment_coord_conventions */
if (program->OriginUpperLeft)
machine->DerivX = (GLfloat (*)[4]) span->attrStepX;
machine->DerivY = (GLfloat (*)[4]) span->attrStepY;
- machine->NumDeriv = FRAG_ATTRIB_MAX;
+ machine->NumDeriv = VARYING_SLOT_MAX;
machine->Samplers = program->Base.SamplerUnits;
/* if running a GLSL program (not ARB_fragment_program) */
- if (ctx->Shader.CurrentFragmentProgram) {
+ if (ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]) {
/* Store front/back facing value */
- machine->Attribs[FRAG_ATTRIB_FACE][col][0] = 1.0F - span->facing;
+ machine->Attribs[VARYING_SLOT_FACE][col][0] = 1.0F - span->facing;
}
machine->CurElement = col;
/* Store result color */
if (outputsWritten & BITFIELD64_BIT(FRAG_RESULT_COLOR)) {
- COPY_4V(span->array->attribs[FRAG_ATTRIB_COL0][i],
+ COPY_4V(span->array->attribs[VARYING_SLOT_COL0][i],
machine->Outputs[FRAG_RESULT_COLOR]);
}
else {
GLuint buf;
for (buf = 0; buf < ctx->DrawBuffer->_NumColorDrawBuffers; buf++) {
if (outputsWritten & BITFIELD64_BIT(FRAG_RESULT_DATA0 + buf)) {
- COPY_4V(span->array->attribs[FRAG_ATTRIB_COL0 + buf][i],
+ COPY_4V(span->array->attribs[VARYING_SLOT_COL0 + buf][i],
machine->Outputs[FRAG_RESULT_DATA0 + buf]);
}
}
const struct gl_fragment_program *program = ctx->FragmentProgram._Current;
/* incoming colors should be floats */
- if (program->Base.InputsRead & FRAG_BIT_COL0) {
- ASSERT(span->array->ChanType == GL_FLOAT);
+ if (program->Base.InputsRead & VARYING_BIT_COL0) {
+ assert(span->array->ChanType == GL_FLOAT);
}
run_program(ctx, span, 0, span->end);