/* * Mesa 3-D graphics library * Version: 6.5 * * 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" int _slang_fetch_vec4_f (struct gl2_fragment_shader_intf **, const char *, GLfloat *, GLuint, int); int _slang_fetch_discard (struct gl2_fragment_shader_intf **, GLboolean *); void exec_fragment_shader (struct gl2_fragment_shader_intf **); static void fetch_input_vec4 (const char *name, GLfloat *vec, GLuint index, struct gl2_fragment_shader_intf **fs) { _slang_fetch_vec4_f (fs, name, vec, index, 1); } static void fetch_output_vec4 (const char *name, GLfloat *vec, GLuint index, struct gl2_fragment_shader_intf **fs) { _slang_fetch_vec4_f (fs, name, vec, index, 0); } void _swrast_exec_arbshader (GLcontext *ctx, struct sw_span *span) { struct gl2_program_intf **prog; struct gl2_fragment_shader_intf **fs = NULL; GLuint count, i; prog = ctx->ShaderObjects.CurrentProgram; count = (**prog)._container.GetAttachedCount ((struct gl2_container_intf **) prog); for (i = 0; i < count; i++) { struct gl2_generic_intf **obj; struct gl2_unknown_intf **unk; obj = (**prog)._container.GetAttached ((struct gl2_container_intf **) prog, i); unk = (**obj)._unknown.QueryInterface ((struct gl2_unknown_intf **) obj, UIID_FRAGMENT_SHADER); (**obj)._unknown.Release ((struct gl2_unknown_intf **) obj); if (unk != NULL) { fs = (struct gl2_fragment_shader_intf **) unk; break; } } if (fs == NULL) return; for (i = span->start; i < span->end; i++) { GLfloat vec[4]; GLuint j; GLboolean kill; 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; fetch_input_vec4 ("gl_FragCoord", vec, 0, fs); 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]); fetch_input_vec4 ("gl_Color", vec, 0, fs); 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]; fetch_input_vec4 ("gl_TexCoord", vec, j, fs); } exec_fragment_shader (fs); _slang_fetch_discard (fs, &kill); if (kill) { span->array->mask[i] = GL_FALSE; span->writeAll = GL_FALSE; } fetch_output_vec4 ("gl_FragColor", vec, 0, fs); 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]); } }