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path: root/src/mesa/swrast/s_arbshader.c
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Diffstat (limited to 'src/mesa/swrast/s_arbshader.c')
-rw-r--r--src/mesa/swrast/s_arbshader.c39
1 files changed, 17 insertions, 22 deletions
diff --git a/src/mesa/swrast/s_arbshader.c b/src/mesa/swrast/s_arbshader.c
index eeb5cd97ec..9e41d7c673 100644
--- a/src/mesa/swrast/s_arbshader.c
+++ b/src/mesa/swrast/s_arbshader.c
@@ -43,6 +43,8 @@ _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;
@@ -57,6 +59,9 @@ _swrast_exec_arbshader(GLcontext *ctx, SWspan *span)
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;
@@ -64,32 +69,22 @@ _swrast_exec_arbshader(GLcontext *ctx, SWspan *span)
(**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);
-
- vec[0] = CHAN_TO_FLOAT(span->array->spec[i][RCOMP]);
- vec[1] = CHAN_TO_FLOAT(span->array->spec[i][GCOMP]);
- vec[2] = CHAN_TO_FLOAT(span->array->spec[i][BCOMP]);
- vec[3] = CHAN_TO_FLOAT(span->array->spec[i][ACOMP]);
+ (**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,
- vec, 0, 4 * sizeof(GLfloat), GL_TRUE);
+ span->array->color.sz4.spec[i],
+ 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);
+ 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],
@@ -99,6 +94,9 @@ _swrast_exec_arbshader(GLcontext *ctx, SWspan *span)
_slang_exec_fragment_shader(pro);
+ /*
+ * Store results
+ */
_slang_fetch_discard(pro, &discard);
if (discard) {
span->array->mask[i] = GL_FALSE;
@@ -107,10 +105,7 @@ _swrast_exec_arbshader(GLcontext *ctx, SWspan *span)
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]);
+ COPY_4V(span->array->color.sz4.rgba[i], vec);
}
}
}