From 919cd2c3ba39bf4d8d2ffcea0daec7bab8645d34 Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Sat, 21 Oct 2006 23:21:35 +0000 Subject: [PATCH] move/improve comments, clean up code in a few places --- src/mesa/swrast/s_atifragshader.c | 37 +++++++++++++------------------ 1 file changed, 16 insertions(+), 21 deletions(-) diff --git a/src/mesa/swrast/s_atifragshader.c b/src/mesa/swrast/s_atifragshader.c index f195b6ee559..75df50b0baa 100644 --- a/src/mesa/swrast/s_atifragshader.c +++ b/src/mesa/swrast/s_atifragshader.c @@ -242,17 +242,6 @@ finish_pass(struct atifs_machine *machine) } } -/** - * Execute the given fragment shader - * NOTE: we do everything in single-precision floating point; we don't - * currently observe the single/half/fixed-precision qualifiers. - * \param ctx - rendering context - * \param program - the fragment program to execute - * \param machine - machine state (register file) - * \param maxInst - max number of instructions to execute - * \return GL_TRUE if program completed or GL_FALSE if program executed KIL. - */ - struct ati_fs_opcode_st ati_fs_opcodes[] = { {GL_ADD_ATI, 2}, {GL_SUB_ATI, 2}, @@ -316,11 +305,21 @@ do { \ COPY_4V(src[optype][i], x); \ } while (0) -static GLboolean -execute_shader(GLcontext * ctx, - const struct ati_fragment_shader *shader, GLuint maxInst, + + +/** + * Execute the given fragment shader. + * NOTE: we do everything in single-precision floating point + * \param ctx - rendering context + * \param shader - the shader to execute + * \param machine - virtual machine state + * \param span - the SWspan we're operating on + * \param column - which pixel [i] we're operating on in the span + */ +static void +execute_shader(GLcontext *ctx, const struct ati_fragment_shader *shader, struct atifs_machine *machine, const SWspan *span, - GLuint column) + GLuint column) { GLuint pc; struct atifs_instruction *inst; @@ -554,7 +553,6 @@ execute_shader(GLcontext * ctx, } } } - return GL_TRUE; } @@ -598,11 +596,8 @@ _swrast_exec_fragment_shader(GLcontext * ctx, SWspan *span) for (i = 0; i < span->end; i++) { if (span->array->mask[i]) { init_machine(ctx, &machine, shader, span, i); - /* can't really happen... */ - if (!execute_shader(ctx, shader, ~0, &machine, span, i)) { - span->array->mask[i] = GL_FALSE; - span->writeAll = GL_FALSE; - } + + execute_shader(ctx, shader, &machine, span, i); /* store result color */ { -- 2.30.2