just reindent
authorBrian Paul <brian.paul@tungstengraphics.com>
Fri, 21 Jul 2006 20:49:20 +0000 (20:49 +0000)
committerBrian Paul <brian.paul@tungstengraphics.com>
Fri, 21 Jul 2006 20:49:20 +0000 (20:49 +0000)
src/mesa/swrast/s_arbshader.c

index 9cd96c5a366166d0aec901e3f4566ed979963058..88a9374cd33a44b6058da16aed209d62ffd582f8 100644 (file)
 #include "slang_utility.h"
 #include "slang_link.h"
 
-void _swrast_exec_arbshader (GLcontext *ctx, struct sw_span *span)
+void
+_swrast_exec_arbshader(GLcontext *ctx, struct sw_span *span)
 {
-       struct gl2_program_intf **pro;
-       GLuint i;
+   struct gl2_program_intf **pro;
+   GLuint i;
 
-       if (!ctx->ShaderObjects._FragmentShaderPresent)
-               return;
-       pro = ctx->ShaderObjects.CurrentProgram;
-       if (!ctx->ShaderObjects._VertexShaderPresent)
-               (**pro).UpdateFixedUniforms (pro);
+   if (!ctx->ShaderObjects._FragmentShaderPresent)
+      return;
 
-       for (i = span->start; i < span->end; i++)
-       {
-               /* only run shader on active fragments */
-               if (span->array->mask[i]) {
-               GLfloat vec[4];
-               GLuint j;
-               GLboolean discard;
+   pro = ctx->ShaderObjects.CurrentProgram;
+   if (!ctx->ShaderObjects._VertexShaderPresent)
+      (**pro).UpdateFixedUniforms(pro);
 
-               vec[0] = (GLfloat) span->x + i;
-               vec[1] = (GLfloat) span->y;
-               vec[2] = (GLfloat) span->array->z[i] / ctx->DrawBuffer->_DepthMaxF;
-               vec[3] = span->w + span->dwdx * i;
-               (**pro).UpdateFixedVarying (pro, SLANG_FRAGMENT_FIXED_FRAGCOORD, vec, 0,
-                       4 * sizeof (GLfloat), GL_TRUE);
-               vec[0] = CHAN_TO_FLOAT(span->array->rgba[i][RCOMP]);
-               vec[1] = CHAN_TO_FLOAT(span->array->rgba[i][GCOMP]);
-               vec[2] = CHAN_TO_FLOAT(span->array->rgba[i][BCOMP]);
-               vec[3] = CHAN_TO_FLOAT(span->array->rgba[i][ACOMP]);
-               (**pro).UpdateFixedVarying (pro, SLANG_FRAGMENT_FIXED_COLOR, vec, 0, 4 * sizeof (GLfloat),
-                       GL_TRUE);
-               for (j = 0; j < ctx->Const.MaxTextureCoordUnits; j++)
-               {
-                       vec[0] = span->array->texcoords[j][i][0];
-                       vec[1] = span->array->texcoords[j][i][1];
-                       vec[2] = span->array->texcoords[j][i][2];
-                       vec[3] = span->array->texcoords[j][i][3];
-                       (**pro).UpdateFixedVarying (pro, SLANG_FRAGMENT_FIXED_TEXCOORD, vec, j,
-                               4 * sizeof (GLfloat), GL_TRUE);
-               }
-               for (j = 0; j < MAX_VARYING_VECTORS; j++)
-               {
-                       GLuint k;
+   for (i = span->start; i < span->end; i++) {
+      /* only run shader on active fragments */
+      if (span->array->mask[i]) {
+         GLfloat vec[4];
+         GLuint j;
+         GLboolean discard;
 
-                       for (k = 0; k < VARYINGS_PER_VECTOR; k++)
-                       {
-                               (**pro).UpdateVarying (pro, j * VARYINGS_PER_VECTOR + k,
-                                       &span->array->varying[i][j][k], GL_FALSE);
-                       }
-               }
+         vec[0] = (GLfloat) span->x + i;
+         vec[1] = (GLfloat) span->y;
+         vec[2] = (GLfloat) span->array->z[i] / ctx->DrawBuffer->_DepthMaxF;
+         vec[3] = span->w + span->dwdx * i;
+         (**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_FRAGCOORD, vec,
+                                    0, 4 * sizeof(GLfloat), GL_TRUE);
+         vec[0] = CHAN_TO_FLOAT(span->array->rgba[i][RCOMP]);
+         vec[1] = CHAN_TO_FLOAT(span->array->rgba[i][GCOMP]);
+         vec[2] = CHAN_TO_FLOAT(span->array->rgba[i][BCOMP]);
+         vec[3] = CHAN_TO_FLOAT(span->array->rgba[i][ACOMP]);
+         (**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_COLOR, vec, 0,
+                                    4 * sizeof(GLfloat), GL_TRUE);
+         for (j = 0; j < ctx->Const.MaxTextureCoordUnits; j++) {
+            vec[0] = span->array->texcoords[j][i][0];
+            vec[1] = span->array->texcoords[j][i][1];
+            vec[2] = span->array->texcoords[j][i][2];
+            vec[3] = span->array->texcoords[j][i][3];
+            (**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_TEXCOORD,
+                                       vec, j, 4 * sizeof(GLfloat), GL_TRUE);
+         }
+         for (j = 0; j < MAX_VARYING_VECTORS; j++) {
+            GLuint k;
 
-               _slang_exec_fragment_shader (pro);
+            for (k = 0; k < VARYINGS_PER_VECTOR; k++) {
+               (**pro).UpdateVarying(pro, j * VARYINGS_PER_VECTOR + k,
+                                     &span->array->varying[i][j][k],
+                                     GL_FALSE);
+            }
+         }
 
-               _slang_fetch_discard (pro, &discard);
-               if (discard)
-               {
-                       span->array->mask[i] = GL_FALSE;
-                       span->writeAll = GL_FALSE;
-               }
-               else
-               {
-                       (**pro).UpdateFixedVarying (pro, SLANG_FRAGMENT_FIXED_FRAGCOLOR, vec, 0,
-                               4 * sizeof (GLfloat), GL_FALSE);
-                       UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][RCOMP], vec[0]);
-                       UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][GCOMP], vec[1]);
-                       UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][BCOMP], vec[2]);
-                       UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][ACOMP], vec[3]);
-               }
-               }
-       }
-}
+         _slang_exec_fragment_shader(pro);
 
+         _slang_fetch_discard(pro, &discard);
+         if (discard) {
+            span->array->mask[i] = GL_FALSE;
+            span->writeAll = GL_FALSE;
+         }
+         else {
+            (**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_FRAGCOLOR,
+                                       vec, 0, 4 * sizeof(GLfloat), GL_FALSE);
+            UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][RCOMP], vec[0]);
+            UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][GCOMP], vec[1]);
+            UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][BCOMP], vec[2]);
+            UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][ACOMP], vec[3]);
+         }
+      }
+   }
+}