From 9ac9605de156408580b81ba7e2780bd3f5372c6d Mon Sep 17 00:00:00 2001 From: Michal Krol Date: Mon, 27 Feb 2006 14:41:41 +0000 Subject: More GLSL code: - add x86 code generator; - add full support for uniforms in ARB_shader_objects; - add assembly instruction: global_addr; - reorganize #includes; - built-in uniforms accessed by index, rather than by name; - add some entries to x86sse rtasm; - add configurations to VC6 projects: 'Release x86' and 'Debug x86'; - #define SLANG_X86 active only on VC6 x86 builds; - introduce code export table for a shader; - remove GNU license from the noise library; --- src/mesa/swrast/s_arbshader.c | 70 ++++++++++++++++--------------------------- 1 file changed, 25 insertions(+), 45 deletions(-) (limited to 'src/mesa/swrast') diff --git a/src/mesa/swrast/s_arbshader.c b/src/mesa/swrast/s_arbshader.c index 1d489d90e54..e17e799100e 100644 --- a/src/mesa/swrast/s_arbshader.c +++ b/src/mesa/swrast/s_arbshader.c @@ -32,83 +32,63 @@ #include "s_context.h" #include "shaderobjects.h" #include "shaderobjects_3dlabs.h" - - -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); -} +#include "slang_utility.h" +#include "slang_link.h" 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; + struct gl2_program_intf **pro; + GLuint 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) + pro = ctx->ShaderObjects.CurrentProgram; + if (pro == NULL) return; for (i = span->start; i < span->end; i++) { GLfloat vec[4]; GLuint j; - GLboolean kill; + GLboolean discard; 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); + (**pro).UpdateFixedVarying (pro, SLANG_FRAGMENT_FIXED_FRAGCOORD, vec, 0, + 4 * sizeof (GLfloat), GL_TRUE); 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); + (**pro).UpdateFixedVarying (pro, SLANG_FRAGMENT_FIXED_COLOR, vec, 0, 4 * sizeof (GLfloat), + GL_TRUE); 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); + (**pro).UpdateFixedVarying (pro, SLANG_FRAGMENT_FIXED_TEXCOORD, vec, j, + 4 * sizeof (GLfloat), GL_TRUE); } - _slang_exec_fragment_shader (fs); + _slang_exec_fragment_shader (pro); - _slang_fetch_discard (fs, &kill); - if (kill) + _slang_fetch_discard (pro, &discard); + if (discard) { 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]); + else + { + (**pro).UpdateFixedVarying (pro, SLANG_FRAGMENT_FIXED_FRAGCOLOR, vec, 0, + 4 * sizeof (GLfloat), GL_FALSE); + 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]); + } } } -- cgit v1.2.3