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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"
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);
}
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;
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)
return;
for (i = span->start; i < span->end; i++)
{
GLfloat vec[4];
GLuint j;
GLboolean kill;
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);
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);
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);
}
_slang_exec_fragment_shader (fs);
_slang_fetch_discard (fs, &kill);
if (kill)
{
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]);
}
}
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