#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"
#if FEATURE_ARB_fragment_shader
void
_swrast_exec_arbshader(GLcontext *ctx, SWspan *span)
{
struct gl2_program_intf **pro;
GLuint i;
ASSERT(span->array->ChanType == GL_FLOAT);
if (!ctx->ShaderObjects._FragmentShaderPresent)
return;
pro = ctx->ShaderObjects.CurrentProgram;
if (!ctx->ShaderObjects._VertexShaderPresent)
(**pro).UpdateFixedUniforms(pro);
for (i = span->start; i < span->end; i++) {
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);
(**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_COLOR,
span->array->color.sz4.rgba[i],
0, 4 * sizeof(GLfloat), GL_TRUE);
(**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_SECONDARYCOLOR,
span->array->color.sz4.spec[i],
0, 4 * sizeof(GLfloat), GL_TRUE);
for (j = 0; j < ctx->Const.MaxTextureCoordUnits; j++) {
(**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_TEXCOORD,
span->array->texcoords[j][i],
j, 4 * sizeof(GLfloat), GL_TRUE);
}
for (j = 0; j < MAX_VARYING_VECTORS; j++) {
GLuint k;
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_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);
COPY_4V(span->array->color.sz4.rgba[i], vec);
(**pro).UpdateFixedVarying(pro, SLANG_FRAGMENT_FIXED_FRAGDEPTH, vec, 0,
sizeof (GLfloat), GL_FALSE);
if (vec[0] <= 0.0f)
span->array->z[i] = 0;
else if (vec[0] >= 1.0f)
span->array->z[i] = ctx->DrawBuffer->_DepthMax;
else
span->array->z[i] = IROUND(vec[0] * ctx->DrawBuffer->_DepthMaxF);
}
}
}
}
#endif