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@@ -35,75 +35,71 @@ |
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#include "slang_utility.h" |
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#include "slang_link.h" |
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void _swrast_exec_arbshader (GLcontext *ctx, struct sw_span *span) |
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void |
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_swrast_exec_arbshader(GLcontext *ctx, struct sw_span *span) |
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{ |
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struct gl2_program_intf **pro; |
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GLuint i; |
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struct gl2_program_intf **pro; |
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GLuint i; |
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if (!ctx->ShaderObjects._FragmentShaderPresent) |
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return; |
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pro = ctx->ShaderObjects.CurrentProgram; |
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if (!ctx->ShaderObjects._VertexShaderPresent) |
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(**pro).UpdateFixedUniforms (pro); |
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if (!ctx->ShaderObjects._FragmentShaderPresent) |
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return; |
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for (i = span->start; i < span->end; i++) |
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{ |
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/* only run shader on active fragments */ |
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if (span->array->mask[i]) { |
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GLfloat vec[4]; |
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GLuint j; |
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GLboolean discard; |
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pro = ctx->ShaderObjects.CurrentProgram; |
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if (!ctx->ShaderObjects._VertexShaderPresent) |
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(**pro).UpdateFixedUniforms(pro); |
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vec[0] = (GLfloat) span->x + i; |
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vec[1] = (GLfloat) span->y; |
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vec[2] = (GLfloat) span->array->z[i] / ctx->DrawBuffer->_DepthMaxF; |
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vec[3] = span->w + span->dwdx * i; |
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(**pro).UpdateFixedVarying (pro, SLANG_FRAGMENT_FIXED_FRAGCOORD, vec, 0, |
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4 * sizeof (GLfloat), GL_TRUE); |
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vec[0] = CHAN_TO_FLOAT(span->array->rgba[i][RCOMP]); |
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vec[1] = CHAN_TO_FLOAT(span->array->rgba[i][GCOMP]); |
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vec[2] = CHAN_TO_FLOAT(span->array->rgba[i][BCOMP]); |
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vec[3] = CHAN_TO_FLOAT(span->array->rgba[i][ACOMP]); |
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(**pro).UpdateFixedVarying (pro, SLANG_FRAGMENT_FIXED_COLOR, vec, 0, 4 * sizeof (GLfloat), |
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GL_TRUE); |
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for (j = 0; j < ctx->Const.MaxTextureCoordUnits; j++) |
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{ |
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vec[0] = span->array->texcoords[j][i][0]; |
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vec[1] = span->array->texcoords[j][i][1]; |
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vec[2] = span->array->texcoords[j][i][2]; |
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vec[3] = span->array->texcoords[j][i][3]; |
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(**pro).UpdateFixedVarying (pro, SLANG_FRAGMENT_FIXED_TEXCOORD, vec, j, |
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4 * sizeof (GLfloat), GL_TRUE); |
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} |
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for (j = 0; j < MAX_VARYING_VECTORS; j++) |
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{ |
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GLuint k; |
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for (i = span->start; i < span->end; i++) { |
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/* only run shader on active fragments */ |
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if (span->array->mask[i]) { |
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GLfloat vec[4]; |
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GLuint j; |
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GLboolean discard; |
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for (k = 0; k < VARYINGS_PER_VECTOR; k++) |
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{ |
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(**pro).UpdateVarying (pro, j * VARYINGS_PER_VECTOR + k, |
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&span->array->varying[i][j][k], GL_FALSE); |
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} |
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} |
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vec[0] = (GLfloat) span->x + i; |
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vec[1] = (GLfloat) span->y; |
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vec[2] = (GLfloat) span->array->z[i] / ctx->DrawBuffer->_DepthMaxF; |
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vec[3] = span->w + span->dwdx * i; |
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(**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_FRAGCOORD, vec, |
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0, 4 * sizeof(GLfloat), GL_TRUE); |
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vec[0] = CHAN_TO_FLOAT(span->array->rgba[i][RCOMP]); |
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vec[1] = CHAN_TO_FLOAT(span->array->rgba[i][GCOMP]); |
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vec[2] = CHAN_TO_FLOAT(span->array->rgba[i][BCOMP]); |
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vec[3] = CHAN_TO_FLOAT(span->array->rgba[i][ACOMP]); |
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(**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_COLOR, vec, 0, |
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4 * sizeof(GLfloat), GL_TRUE); |
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for (j = 0; j < ctx->Const.MaxTextureCoordUnits; j++) { |
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vec[0] = span->array->texcoords[j][i][0]; |
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vec[1] = span->array->texcoords[j][i][1]; |
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vec[2] = span->array->texcoords[j][i][2]; |
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vec[3] = span->array->texcoords[j][i][3]; |
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(**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_TEXCOORD, |
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vec, j, 4 * sizeof(GLfloat), GL_TRUE); |
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} |
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for (j = 0; j < MAX_VARYING_VECTORS; j++) { |
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GLuint k; |
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_slang_exec_fragment_shader (pro); |
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for (k = 0; k < VARYINGS_PER_VECTOR; k++) { |
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(**pro).UpdateVarying(pro, j * VARYINGS_PER_VECTOR + k, |
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&span->array->varying[i][j][k], |
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GL_FALSE); |
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} |
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} |
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_slang_fetch_discard (pro, &discard); |
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if (discard) |
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{ |
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span->array->mask[i] = GL_FALSE; |
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span->writeAll = GL_FALSE; |
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} |
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else |
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{ |
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(**pro).UpdateFixedVarying (pro, SLANG_FRAGMENT_FIXED_FRAGCOLOR, vec, 0, |
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4 * sizeof (GLfloat), GL_FALSE); |
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UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][RCOMP], vec[0]); |
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UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][GCOMP], vec[1]); |
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UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][BCOMP], vec[2]); |
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UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][ACOMP], vec[3]); |
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} |
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} |
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} |
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} |
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_slang_exec_fragment_shader(pro); |
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_slang_fetch_discard(pro, &discard); |
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if (discard) { |
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span->array->mask[i] = GL_FALSE; |
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span->writeAll = GL_FALSE; |
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} |
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else { |
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(**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_FRAGCOLOR, |
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vec, 0, 4 * sizeof(GLfloat), GL_FALSE); |
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UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][RCOMP], vec[0]); |
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UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][GCOMP], vec[1]); |
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UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][BCOMP], vec[2]); |
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UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][ACOMP], vec[3]); |
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} |
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} |
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} |
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} |