include proper header file, remove local extern declarations

This commit is contained in:
Brian Paul 2006-02-22 16:44:04 +00:00
parent cebad151a1
commit 7b6fd8a0c6
2 changed files with 7 additions and 17 deletions

View file

@ -31,11 +31,8 @@
#include "s_arbshader.h"
#include "s_context.h"
#include "shaderobjects.h"
#include "shaderobjects_3dlabs.h"
int _slang_fetch_vec4_f (struct gl2_fragment_shader_intf **, const char *, GLfloat *,
GLuint, int);
int _slang_fetch_discard (struct gl2_fragment_shader_intf **, GLboolean *);
void exec_fragment_shader (struct gl2_fragment_shader_intf **);
static void fetch_input_vec4 (const char *name, GLfloat *vec, GLuint index,
struct gl2_fragment_shader_intf **fs)
@ -99,13 +96,13 @@ void _swrast_exec_arbshader (GLcontext *ctx, struct sw_span *span)
fetch_input_vec4 ("gl_TexCoord", vec, j, fs);
}
exec_fragment_shader (fs);
_slang_exec_fragment_shader (fs);
_slang_fetch_discard (fs, &kill);
if (kill)
{
span->array->mask[i] = GL_FALSE;
span->writeAll = 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]);

View file

@ -29,6 +29,7 @@
#include "imports.h"
#include "macros.h"
#include "shaderobjects.h"
#include "shaderobjects_3dlabs.h"
#include "t_pipeline.h"
#include "slang_utility.h"
@ -89,19 +90,11 @@ static void validate_arb_vertex_shader (GLcontext *ctx, struct tnl_pipeline_stag
{
}
/* XXX */
extern void exec_vertex_shader (struct gl2_vertex_shader_intf **vs);
extern int _slang_fetch_float (struct gl2_vertex_shader_intf **, const char *, GLfloat *, int);
extern int _slang_fetch_vec3 (struct gl2_vertex_shader_intf **, const char *, GLfloat *, int);
extern int _slang_fetch_vec4 (struct gl2_vertex_shader_intf **, const char *, GLfloat *, GLuint, int);
extern int _slang_fetch_mat3 (struct gl2_vertex_shader_intf **, const char *, GLfloat *, GLuint, int);
extern int _slang_fetch_mat4 (struct gl2_vertex_shader_intf **, const char *, GLfloat *, GLuint, int);
static void fetch_input_float (const char *name, GLuint attr, GLuint i, struct vertex_buffer *vb,
struct gl2_vertex_shader_intf **vs)
{
const GLubyte *ptr = (const GLubyte *) vb->AttribPtr[attr]->data;
const GLuint size = vb->AttribPtr[attr]->size;
/*const GLuint size = vb->AttribPtr[attr]->size;*/
const GLuint stride = vb->AttribPtr[attr]->stride;
const GLfloat *data = (const GLfloat *) (ptr + stride * i);
float vec[1];
@ -114,7 +107,7 @@ static void fetch_input_vec3 (const char *name, GLuint attr, GLuint i, struct ve
struct gl2_vertex_shader_intf **vs)
{
const GLubyte *ptr = (const GLubyte *) vb->AttribPtr[attr]->data;
const GLuint size = vb->AttribPtr[attr]->size;
/*const GLuint size = vb->AttribPtr[attr]->size;*/
const GLuint stride = vb->AttribPtr[attr]->stride;
const GLfloat *data = (const GLfloat *) (ptr + stride * i);
float vec[3];
@ -298,7 +291,7 @@ static GLboolean run_arb_vertex_shader (GLcontext *ctx, struct tnl_pipeline_stag
fetch_input_vec4 ("gl_MultiTexCoord6", _TNL_ATTRIB_TEX6, i, vb, vs);
fetch_input_vec4 ("gl_MultiTexCoord7", _TNL_ATTRIB_TEX7, i, vb, vs);
exec_vertex_shader (vs);
_slang_exec_vertex_shader (vs);
fetch_output_vec4 ("gl_Position", VERT_RESULT_HPOS, i, 0, store, vs);
fetch_output_vec4 ("gl_FrontColor", VERT_RESULT_COL0, i, 0, store, vs);