/* * Mesa 3-D graphics library * Version: 6.5.3 * * 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" #include "shaderobjects_3dlabs.h" #include "slang_utility.h" #include "slang_link.h" #if FEATURE_ARB_fragment_shader void _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; pro = ctx->ShaderObjects.CurrentProgram; if (!ctx->ShaderObjects._VertexShaderPresent) (**pro).UpdateFixedUniforms(pro); 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; /* * Load input attributes */ 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); (**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, span->array->color.sz4.spec[i], 0, 4 * sizeof(GLfloat), GL_TRUE); for (j = 0; j < ctx->Const.MaxTextureCoordUnits; j++) { (**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_TEXCOORD, 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], GL_FALSE); } } _slang_exec_fragment_shader(pro); /* * Store results */ _slang_fetch_discard(pro, &discard); if (discard) { span->array->mask[i] = GL_FALSE; span->writeAll = GL_FALSE; } else { GLboolean zWritten = GL_FALSE; /* temp hack (bug 9345) */ (**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_FRAGCOLOR, vec, 0, 4 * sizeof(GLfloat), GL_FALSE); COPY_4V(span->array->color.sz4.rgba[i], vec); if (zWritten) { (**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_FRAGDEPTH, vec, 0, sizeof (GLfloat), GL_FALSE); if (vec[0] <= 0.0f) span->array->z[i] = 0; else if (vec[0] >= 1.0f) span->array->z[i] = ctx->DrawBuffer->_DepthMax; else span->array->z[i] = IROUND(vec[0] * ctx->DrawBuffer->_DepthMaxF); } } } } } #endif /* FEATURE_ARB_fragment_shader */