mirror of
https://gitlab.freedesktop.org/mesa/mesa.git
synced 2026-04-26 13:20:37 +02:00
just reindent
This commit is contained in:
parent
a97492f4df
commit
c28399baa7
1 changed files with 60 additions and 64 deletions
|
|
@ -35,75 +35,71 @@
|
|||
#include "slang_utility.h"
|
||||
#include "slang_link.h"
|
||||
|
||||
void _swrast_exec_arbshader (GLcontext *ctx, struct sw_span *span)
|
||||
void
|
||||
_swrast_exec_arbshader(GLcontext *ctx, struct sw_span *span)
|
||||
{
|
||||
struct gl2_program_intf **pro;
|
||||
GLuint i;
|
||||
struct gl2_program_intf **pro;
|
||||
GLuint i;
|
||||
|
||||
if (!ctx->ShaderObjects._FragmentShaderPresent)
|
||||
return;
|
||||
pro = ctx->ShaderObjects.CurrentProgram;
|
||||
if (!ctx->ShaderObjects._VertexShaderPresent)
|
||||
(**pro).UpdateFixedUniforms (pro);
|
||||
if (!ctx->ShaderObjects._FragmentShaderPresent)
|
||||
return;
|
||||
|
||||
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;
|
||||
pro = ctx->ShaderObjects.CurrentProgram;
|
||||
if (!ctx->ShaderObjects._VertexShaderPresent)
|
||||
(**pro).UpdateFixedUniforms(pro);
|
||||
|
||||
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);
|
||||
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]);
|
||||
(**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];
|
||||
(**pro).UpdateFixedVarying (pro, SLANG_FRAGMENT_FIXED_TEXCOORD, vec, j,
|
||||
4 * sizeof (GLfloat), GL_TRUE);
|
||||
}
|
||||
for (j = 0; j < MAX_VARYING_VECTORS; j++)
|
||||
{
|
||||
GLuint k;
|
||||
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;
|
||||
|
||||
for (k = 0; k < VARYINGS_PER_VECTOR; k++)
|
||||
{
|
||||
(**pro).UpdateVarying (pro, j * VARYINGS_PER_VECTOR + k,
|
||||
&span->array->varying[i][j][k], GL_FALSE);
|
||||
}
|
||||
}
|
||||
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);
|
||||
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]);
|
||||
(**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];
|
||||
(**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_TEXCOORD,
|
||||
vec, j, 4 * sizeof(GLfloat), GL_TRUE);
|
||||
}
|
||||
for (j = 0; j < MAX_VARYING_VECTORS; j++) {
|
||||
GLuint k;
|
||||
|
||||
_slang_exec_fragment_shader (pro);
|
||||
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_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);
|
||||
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]);
|
||||
}
|
||||
}
|
||||
}
|
||||
_slang_exec_fragment_shader(pro);
|
||||
|
||||
_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);
|
||||
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]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue