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/*
* 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"
#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 {
(**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_FRAGCOLOR,
vec, 0, 4 * sizeof(GLfloat), GL_FALSE);
COPY_4V(span->array->color.sz4.rgba[i], vec);
}
}
}
}
#endif /* FEATURE_ARB_fragment_shader */
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