📄 s_arbshader.c
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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"
#include "slang_utility.h"
#include "slang_link.h"
void _swrast_exec_arbshader (GLcontext *ctx, struct sw_span *span)
{
struct gl2_program_intf **pro;
GLuint i;
if (!ctx->ShaderObjects._FragmentShaderPresent)
return;
pro = ctx->ShaderObjects.CurrentProgram;
if (!ctx->ShaderObjects._VertexShaderPresent)
(**pro).UpdateFixedUniforms (pro);
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;
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);
}
_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]);
}
}
}
}
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