Esempio n. 1
0
/**
 * Execute the current ATI shader program, operating on the given span.
 */
void
_swrast_exec_fragment_shader(struct gl_context * ctx, SWspan *span)
{
   const struct ati_fragment_shader *shader = ctx->ATIFragmentShader.Current;
   struct atifs_machine machine;
   GLuint i;

   /* incoming colors should be floats */
   ASSERT(span->array->ChanType == GL_FLOAT);

   for (i = 0; i < span->end; i++) {
      if (span->array->mask[i]) {
	 init_machine(ctx, &machine, shader, span, i);

	 execute_shader(ctx, shader, &machine, span, i);

         /* store result color */
	 {
	    const GLfloat *colOut = machine.Registers[0];
            /*fprintf(stderr,"outputs %f %f %f %f\n",
              colOut[0], colOut[1], colOut[2], colOut[3]); */
            COPY_4V(span->array->attribs[FRAG_ATTRIB_COL0][i], colOut);
	 }
      }
   }
}
Esempio n. 2
0
/**
 * Execute the current fragment program, operating on the given span.
 */
void
_swrast_exec_fragment_shader(GLcontext * ctx, struct sw_span *span)
{
   const struct ati_fragment_shader *shader = ctx->ATIFragmentShader.Current;
   GLuint i;

   ctx->_CurrentProgram = GL_FRAGMENT_SHADER_ATI;

   for (i = 0; i < span->end; i++) {
      if (span->array->mask[i]) {
	 init_machine(ctx, &ctx->ATIFragmentShader.Machine,
		      ctx->ATIFragmentShader.Current, span, i);

	 if (execute_shader(ctx, shader, ~0,
			    &ctx->ATIFragmentShader.Machine, span, i)) {
	    span->array->mask[i] = GL_FALSE;
	 }

	 {
	    const GLfloat *colOut =
	       ctx->ATIFragmentShader.Machine.Registers[0];

	    /*fprintf(stderr,"outputs %f %f %f %f\n", colOut[0], colOut[1], colOut[2], colOut[3]); */
	    UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][RCOMP], colOut[0]);
	    UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][GCOMP], colOut[1]);
	    UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][BCOMP], colOut[2]);
	    UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][ACOMP], colOut[3]);
	 }
      }

   }


   ctx->_CurrentProgram = 0;

}