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/*
* Copyright 2008 Corbin Simpson <MostAwesomeDude@gmail.com>
*
* 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
* on the rights to use, copy, modify, merge, publish, distribute, sub
* license, 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 (including the next
* paragraph) 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 NON-INFRINGEMENT. IN NO EVENT SHALL
* THE AUTHOR(S) AND/OR THEIR SUPPLIERS 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. */
#include "r300_state_shader.h"
static void r300_copy_passthrough_shader(struct r300_fragment_shader* fs)
{
struct r300_fragment_shader* pt = &r300_passthrough_fragment_shader;
fs->shader.stack_size = pt->shader.stack_size;
fs->alu_instruction_count = pt->alu_instruction_count;
fs->tex_instruction_count = pt->tex_instruction_count;
fs->indirections = pt->indirections;
fs->instructions[0] = pt->instructions[0];
}
static void r500_copy_passthrough_shader(struct r500_fragment_shader* fs)
{
struct r500_fragment_shader* pt = &r500_passthrough_fragment_shader;
fs->shader.stack_size = pt->shader.stack_size;
fs->instruction_count = pt->instruction_count;
fs->instructions[0] = pt->instructions[0];
}
void r300_translate_fragment_shader(struct r300_context* r300,
struct r300_fragment_shader* fs)
{
r300_copy_passthrough_shader(fs);
}
void r500_translate_fragment_shader(struct r300_context* r300,
struct r500_fragment_shader* fs)
{
r500_copy_passthrough_shader(fs);
}
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