X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fswrast%2Fs_atifragshader.c;h=1eb026e0092052cf73a4eeafa4cfc3a345b863ba;hb=f4a93e0665881dd58a95abb6525676bd1cc2e6af;hp=21cbd3cf37f90c80a42ca922641b910e165ae5ca;hpb=e228433823b90127a217950433e31f0ef44df813;p=mesa.git diff --git a/src/mesa/swrast/s_atifragshader.c b/src/mesa/swrast/s_atifragshader.c index 21cbd3cf37f..1eb026e0092 100644 --- a/src/mesa/swrast/s_atifragshader.c +++ b/src/mesa/swrast/s_atifragshader.c @@ -21,11 +21,10 @@ #include "main/glheader.h" #include "main/colormac.h" -#include "main/context.h" #include "main/macros.h" -#include "shader/program.h" -#include "shader/atifragshader.h" +#include "main/atifragshader.h" #include "swrast/s_atifragshader.h" +#include "swrast/s_context.h" /** @@ -44,20 +43,15 @@ struct atifs_machine * 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]) { - GLchan rgba[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, - &lambda, &rgba); - color[0] = CHAN_TO_FLOAT(rgba[0]); - color[1] = CHAN_TO_FLOAT(rgba[1]); - color[2] = CHAN_TO_FLOAT(rgba[2]); - color[3] = CHAN_TO_FLOAT(rgba[3]); + &lambda, (GLfloat (*)[4]) color); } static void @@ -88,10 +82,11 @@ apply_swizzle(GLfloat values[4], GLuint swizzle) break; case GL_SWIZZLE_STQ_DQ_ATI: /* make sure q is not 0 to avoid problems later with infinite values (texture lookup)? */ - if (q == 0.0F) q = 0.000000001; + if (q == 0.0F) + q = 0.000000001F; values[0] = s / q; values[1] = t / q; - values[2] = 1 / q; + values[2] = 1.0F / q; break; } values[3] = 0.0; @@ -143,7 +138,7 @@ apply_src_mod(GLint optype, GLuint mod, GLfloat * val) 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]; @@ -177,27 +172,27 @@ apply_dst_mod(GLuint optype, GLuint mod, GLfloat * val) val[i] = 8 * val[i]; break; case GL_HALF_BIT_ATI: - val[i] = val[i] * 0.5; + val[i] = val[i] * 0.5F; break; case GL_QUARTER_BIT_ATI: - val[i] = val[i] * 0.25; + val[i] = val[i] * 0.25F; break; case GL_EIGHTH_BIT_ATI: - val[i] = val[i] * 0.125; + val[i] = val[i] * 0.125F; break; } if (has_sat) { - if (val[i] < 0.0) - val[i] = 0; - else if (val[i] > 1.0) - val[i] = 1.0; + if (val[i] < 0.0F) + val[i] = 0.0F; + else if (val[i] > 1.0F) + val[i] = 1.0F; } else { - if (val[i] < -8.0) - val[i] = -8.0; - else if (val[i] > 8.0) - val[i] = 8.0; + if (val[i] < -8.0F) + val[i] = -8.0F; + else if (val[i] > 8.0F) + val[i] = 8.0F; } } } @@ -277,14 +272,14 @@ 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) { /* sample from unit idx using texinst->src as coords */ GLuint swizzle = texinst->swizzle; GLuint coord_source = texinst->src; - GLfloat tex_coords[4]; + GLfloat tex_coords[4] = { 0 }; if (coord_source >= GL_TEXTURE0_ARB && coord_source <= GL_TEXTURE7_ARB) { coord_source -= GL_TEXTURE0_ARB; @@ -316,7 +311,7 @@ do { \ * \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) { @@ -560,7 +555,7 @@ execute_shader(GLcontext *ctx, const struct ati_fragment_shader *shader, * 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) { @@ -582,7 +577,7 @@ init_machine(GLcontext * ctx, struct atifs_machine *machine, * 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; @@ -591,8 +586,6 @@ _swrast_exec_fragment_shader(GLcontext * ctx, SWspan *span) /* incoming colors should be floats */ ASSERT(span->array->ChanType == GL_FLOAT); - ctx->_CurrentProgram = GL_FRAGMENT_SHADER_ATI; - for (i = 0; i < span->end; i++) { if (span->array->mask[i]) { init_machine(ctx, &machine, shader, span, i); @@ -608,6 +601,4 @@ _swrast_exec_fragment_shader(GLcontext * ctx, SWspan *span) } } } - - ctx->_CurrentProgram = 0; }