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/*
* Copyright (C) 2008-2009 Advanced Micro Devices, Inc.
*
* 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
* THE COPYRIGHT HOLDER(S) 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:
* Richard Li <RichardZ.Li@amd.com>, <richardradeon@gmail.com>
*/
#ifndef _EVERGREEN_FRAGPROG_H_
#define _EVERGREEN_FRAGPROG_H_
#include "r600_context.h"
#include "r700_assembler.h"
struct evergreen_fragment_program
{
struct gl_fragment_program mesa_program;
r700_AssemblerBase r700AsmCode;
R700_Shader r700Shader;
GLboolean translated;
GLboolean loaded;
GLboolean error;
void * shaderbo;
GLuint k0used;
void * constbo0;
GLboolean WritesDepth;
GLuint optimization;
};
/* Internal */
void evergreen_insert_wpos_code(GLcontext *ctx, struct gl_fragment_program *fprog);
void evergreen_Map_Fragment_Program(r700_AssemblerBase *pAsm,
struct gl_fragment_program *mesa_fp,
GLcontext *ctx);
GLboolean evergreen_Find_Instruction_Dependencies_fp(struct evergreen_fragment_program *fp,
struct gl_fragment_program *mesa_fp);
GLboolean evergreenTranslateFragmentShader(struct evergreen_fragment_program *fp,
struct gl_fragment_program *mesa_vp,
GLcontext *ctx);
/* Interface */
extern void evergreenSelectFragmentShader(GLcontext *ctx);
extern GLboolean evergreenSetupFragmentProgram(GLcontext * ctx);
extern GLboolean evergreenSetupFPconstants(GLcontext * ctx);
extern void * evergreenGetActiveFpShaderBo(GLcontext * ctx);
extern void * evergreenGetActiveFpShaderConstBo(GLcontext * ctx);
#endif /*_EVERGREEN_FRAGPROG_H_*/
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