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just reindent

tags/texmem_0_3_20060923
Brian Paul 19 years ago
parent
commit
c28399baa7
1 changed files with 60 additions and 64 deletions
  1. 60
    64
      src/mesa/swrast/s_arbshader.c

+ 60
- 64
src/mesa/swrast/s_arbshader.c View File

@@ -35,75 +35,71 @@
#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]);
}
}
}
}

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