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Retire old GLSL shader code.
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2 changed files with 0 additions and 162 deletions
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/*
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* Mesa 3-D graphics library
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* Version: 6.6
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*
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* Copyright (C) 2006 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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* Authors:
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* Michal Krol
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*/
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#include "glheader.h"
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#include "context.h"
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#include "colormac.h"
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#include "s_arbshader.h"
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#include "s_context.h"
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#include "shaderobjects.h"
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#include "shaderobjects_3dlabs.h"
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#include "slang_utility.h"
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#include "slang_link.h"
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#if FEATURE_ARB_fragment_shader
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void
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_swrast_exec_arbshader(GLcontext *ctx, SWspan *span)
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{
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struct gl2_program_intf **pro;
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GLuint i;
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ASSERT(span->array->ChanType == GL_FLOAT);
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if (!ctx->ShaderObjects._FragmentShaderPresent)
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return;
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pro = ctx->ShaderObjects.CurrentProgram;
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if (!ctx->ShaderObjects._VertexShaderPresent)
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(**pro).UpdateFixedUniforms(pro);
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for (i = span->start; i < span->end; i++) {
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/* only run shader on active fragments */
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if (span->array->mask[i]) {
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GLfloat vec[4];
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GLuint j;
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GLboolean discard;
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/*
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* Load input attributes
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*/
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vec[0] = (GLfloat) span->x + i;
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vec[1] = (GLfloat) span->y;
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vec[2] = (GLfloat) span->array->z[i] / ctx->DrawBuffer->_DepthMaxF;
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vec[3] = span->w + span->dwdx * i;
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(**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_FRAGCOORD, vec,
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0, 4 * sizeof(GLfloat), GL_TRUE);
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(**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_COLOR,
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span->array->color.sz4.rgba[i],
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0, 4 * sizeof(GLfloat), GL_TRUE);
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(**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_SECONDARYCOLOR,
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span->array->color.sz4.spec[i],
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0, 4 * sizeof(GLfloat), GL_TRUE);
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for (j = 0; j < ctx->Const.MaxTextureCoordUnits; j++) {
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(**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_TEXCOORD,
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span->array->texcoords[j][i],
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j, 4 * sizeof(GLfloat), GL_TRUE);
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}
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for (j = 0; j < MAX_VARYING_VECTORS; j++) {
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GLuint k;
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for (k = 0; k < VARYINGS_PER_VECTOR; k++) {
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(**pro).UpdateVarying(pro, j * VARYINGS_PER_VECTOR + k,
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&span->array->varying[i][j][k],
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GL_FALSE);
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}
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}
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_slang_exec_fragment_shader(pro);
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/*
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* Store results
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*/
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_slang_fetch_discard(pro, &discard);
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if (discard) {
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span->array->mask[i] = GL_FALSE;
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span->writeAll = GL_FALSE;
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}
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else {
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(**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_FRAGCOLOR,
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vec, 0, 4 * sizeof(GLfloat), GL_FALSE);
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COPY_4V(span->array->color.sz4.rgba[i], vec);
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(**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_FRAGDEPTH, vec, 0,
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sizeof (GLfloat), GL_FALSE);
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if (vec[0] <= 0.0f)
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span->array->z[i] = 0;
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else if (vec[0] >= 1.0f)
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span->array->z[i] = ctx->DrawBuffer->_DepthMax;
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else
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span->array->z[i] = IROUND(vec[0] * ctx->DrawBuffer->_DepthMaxF);
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}
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}
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}
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}
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#endif /* FEATURE_ARB_fragment_shader */
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@ -1,38 +0,0 @@
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/*
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* Mesa 3-D graphics library
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* Version: 6.5
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*
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* Copyright (C) 2006 David Airlie All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* DAVID AIRLIE BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef S_ARBSHADER_H
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#define S_ARBSHADER_H
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#include "s_context.h"
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#if FEATURE_ARB_fragment_shader
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extern void _swrast_exec_arbshader (GLcontext *ctx, SWspan *span);
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#endif /* FEATURE_ARB_fragment_shader */
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#endif
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