+++ /dev/null
-/*
- * Mesa 3-D graphics library
- * Version: 6.6
- *
- * Copyright (C) 2006 Brian Paul All Rights Reserved.
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included
- * in all copies or substantial portions of the Software.
- *
- * 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.
- *
- * Authors:
- * Michal Krol
- */
-
-#include "glheader.h"
-#include "context.h"
-#include "colormac.h"
-#include "s_arbshader.h"
-#include "s_context.h"
-#include "shaderobjects.h"
-#include "shaderobjects_3dlabs.h"
-#include "slang_utility.h"
-#include "slang_link.h"
-
-#if FEATURE_ARB_fragment_shader
-
-void
-_swrast_exec_arbshader(GLcontext *ctx, SWspan *span)
-{
- struct gl2_program_intf **pro;
- GLuint i;
-
- ASSERT(span->array->ChanType == GL_FLOAT);
-
- if (!ctx->ShaderObjects._FragmentShaderPresent)
- return;
-
- pro = ctx->ShaderObjects.CurrentProgram;
- if (!ctx->ShaderObjects._VertexShaderPresent)
- (**pro).UpdateFixedUniforms(pro);
-
- 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;
-
- /*
- * Load input attributes
- */
- 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);
-
- (**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_COLOR,
- span->array->color.sz4.rgba[i],
- 0, 4 * sizeof(GLfloat), GL_TRUE);
-
- (**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_SECONDARYCOLOR,
- span->array->color.sz4.spec[i],
- 0, 4 * sizeof(GLfloat), GL_TRUE);
-
- for (j = 0; j < ctx->Const.MaxTextureCoordUnits; j++) {
- (**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_TEXCOORD,
- span->array->texcoords[j][i],
- j, 4 * sizeof(GLfloat), GL_TRUE);
- }
-
- for (j = 0; j < MAX_VARYING_VECTORS; j++) {
- GLuint k;
- 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_exec_fragment_shader(pro);
-
- /*
- * Store results
- */
- _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);
- COPY_4V(span->array->color.sz4.rgba[i], vec);
-
- (**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_FRAGDEPTH, vec, 0,
- sizeof (GLfloat), GL_FALSE);
- if (vec[0] <= 0.0f)
- span->array->z[i] = 0;
- else if (vec[0] >= 1.0f)
- span->array->z[i] = ctx->DrawBuffer->_DepthMax;
- else
- span->array->z[i] = IROUND(vec[0] * ctx->DrawBuffer->_DepthMaxF);
- }
- }
- }
-}
-
-#endif /* FEATURE_ARB_fragment_shader */
-
+++ /dev/null
-/*
- * Mesa 3-D graphics library
- * Version: 6.5
- *
- * Copyright (C) 2006 David Airlie All Rights Reserved.
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included
- * in all copies or substantial portions of the Software.
- *
- * 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
- * DAVID AIRLIE 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.
- */
-
-
-#ifndef S_ARBSHADER_H
-#define S_ARBSHADER_H
-
-#include "s_context.h"
-
-#if FEATURE_ARB_fragment_shader
-
-extern void _swrast_exec_arbshader (GLcontext *ctx, SWspan *span);
-
-#endif /* FEATURE_ARB_fragment_shader */
-
-#endif
-