#include "s_arbshader.h"\r
#include "s_context.h"\r
#include "shaderobjects.h"\r
+#include "shaderobjects_3dlabs.h"\r
\r
-int _slang_fetch_vec4_f (struct gl2_fragment_shader_intf **, const char *, GLfloat *,\r
- GLuint, int);\r
-int _slang_fetch_discard (struct gl2_fragment_shader_intf **, GLboolean *);\r
-void exec_fragment_shader (struct gl2_fragment_shader_intf **);\r
\r
static void fetch_input_vec4 (const char *name, GLfloat *vec, GLuint index,\r
struct gl2_fragment_shader_intf **fs)\r
fetch_input_vec4 ("gl_TexCoord", vec, j, fs);\r
}\r
\r
- exec_fragment_shader (fs);\r
+ _slang_exec_fragment_shader (fs);\r
\r
_slang_fetch_discard (fs, &kill);\r
if (kill)\r
{\r
span->array->mask[i] = GL_FALSE;\r
- span->writeAll = GL_FALSE;\r
+ span->writeAll = GL_FALSE;\r
}\r
fetch_output_vec4 ("gl_FragColor", vec, 0, fs);\r
UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][RCOMP], vec[0]);\r
#include "imports.h"\r
#include "macros.h"\r
#include "shaderobjects.h"\r
+#include "shaderobjects_3dlabs.h"\r
#include "t_pipeline.h"\r
#include "slang_utility.h"\r
\r
{\r
}\r
\r
-/* XXX */\r
-extern void exec_vertex_shader (struct gl2_vertex_shader_intf **vs);\r
-extern int _slang_fetch_float (struct gl2_vertex_shader_intf **, const char *, GLfloat *, int);\r
-extern int _slang_fetch_vec3 (struct gl2_vertex_shader_intf **, const char *, GLfloat *, int);\r
-extern int _slang_fetch_vec4 (struct gl2_vertex_shader_intf **, const char *, GLfloat *, GLuint, int);\r
-extern int _slang_fetch_mat3 (struct gl2_vertex_shader_intf **, const char *, GLfloat *, GLuint, int);\r
-extern int _slang_fetch_mat4 (struct gl2_vertex_shader_intf **, const char *, GLfloat *, GLuint, int);\r
-\r
static void fetch_input_float (const char *name, GLuint attr, GLuint i, struct vertex_buffer *vb,\r
struct gl2_vertex_shader_intf **vs)\r
{\r
const GLubyte *ptr = (const GLubyte *) vb->AttribPtr[attr]->data;\r
- const GLuint size = vb->AttribPtr[attr]->size;\r
+ /*const GLuint size = vb->AttribPtr[attr]->size;*/\r
const GLuint stride = vb->AttribPtr[attr]->stride;\r
const GLfloat *data = (const GLfloat *) (ptr + stride * i);\r
float vec[1];\r
struct gl2_vertex_shader_intf **vs)\r
{\r
const GLubyte *ptr = (const GLubyte *) vb->AttribPtr[attr]->data;\r
- const GLuint size = vb->AttribPtr[attr]->size;\r
+ /*const GLuint size = vb->AttribPtr[attr]->size;*/\r
const GLuint stride = vb->AttribPtr[attr]->stride;\r
const GLfloat *data = (const GLfloat *) (ptr + stride * i);\r
float vec[3];\r
fetch_input_vec4 ("gl_MultiTexCoord6", _TNL_ATTRIB_TEX6, i, vb, vs);\r
fetch_input_vec4 ("gl_MultiTexCoord7", _TNL_ATTRIB_TEX7, i, vb, vs);\r
\r
- exec_vertex_shader (vs);\r
+ _slang_exec_vertex_shader (vs);\r
\r
fetch_output_vec4 ("gl_Position", VERT_RESULT_HPOS, i, 0, store, vs);\r
fetch_output_vec4 ("gl_FrontColor", VERT_RESULT_COL0, i, 0, store, vs);\r