diff options
author | Michal Krol <mjkrol@gmail.org> | 2006-04-11 11:41:11 +0000 |
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committer | Michal Krol <mjkrol@gmail.org> | 2006-04-11 11:41:11 +0000 |
commit | bb38cadb1c5f2dc13096a091bdaf61dc3e3cfa4d (patch) | |
tree | 8474881f1f529e1217d3442a98defb1a667b8403 /src/mesa/swrast/s_span.c | |
parent | d90ad3fd876860b7a2ba763c031e46f76e4c47c6 (diff) |
More GLSL code:
- use macros to access and modify render inputs bit-field;
- un-alias generic vertex attributes for ARB vertex calls;
- use MAX_VERTEX_PROGRAM_ATTRIBS (NV code) or MAX_VERTEX_ATTRIBS
(ARB code) in place of VERT_ATTRIB_MAX;
- define VERT_ATTRIB_GENERIC0..15 for un-aliased vertex
attributes for ARB_vertex_shader;
- fix generic attribute index range check in arbprogparse.c;
- interface GLSL varyings between vertex and fragment shader;
- use 64-bit optimised bitset (bitset.h) for render inputs;
Diffstat (limited to 'src/mesa/swrast/s_span.c')
-rw-r--r-- | src/mesa/swrast/s_span.c | 70 |
1 files changed, 55 insertions, 15 deletions
diff --git a/src/mesa/swrast/s_span.c b/src/mesa/swrast/s_span.c index 02901a7ed9..11457723b0 100644 --- a/src/mesa/swrast/s_span.c +++ b/src/mesa/swrast/s_span.c @@ -37,7 +37,7 @@ #include "imports.h" #include "s_atifragshader.h" -#include "s_alpha.h"
+#include "s_alpha.h" #include "s_arbshader.h" #include "s_blend.h" #include "s_context.h" @@ -434,7 +434,8 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span) GLfloat r = span->tex[u][2]; GLfloat q = span->tex[u][3]; GLuint i; - if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled) { + if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled || + ctx->ShaderObjects._FragmentShaderPresent) { /* do perspective correction but don't divide s, t, r by q */ const GLfloat dwdx = span->dwdx; GLfloat w = span->w; @@ -485,7 +486,8 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span) GLfloat r = span->tex[u][2]; GLfloat q = span->tex[u][3]; GLuint i; - if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled) { + if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled || + ctx->ShaderObjects._FragmentShaderPresent) { /* do perspective correction but don't divide s, t, r by q */ const GLfloat dwdx = span->dwdx; GLfloat w = span->w; @@ -568,7 +570,8 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span) GLfloat r = span->tex[0][2]; GLfloat q = span->tex[0][3]; GLuint i; - if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled) { + if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled || + ctx->ShaderObjects._FragmentShaderPresent) { /* do perspective correction but don't divide s, t, r by q */ const GLfloat dwdx = span->dwdx; GLfloat w = span->w; @@ -619,7 +622,8 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span) GLfloat r = span->tex[0][2]; GLfloat q = span->tex[0][3]; GLuint i; - if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled) { + if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled || + ctx->ShaderObjects._FragmentShaderPresent) { /* do perspective correction but don't divide s, t, r by q */ const GLfloat dwdx = span->dwdx; GLfloat w = span->w; @@ -668,6 +672,38 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span) /** + * Fill in the span.varying array from the interpolation values. + */ +static void +interpolate_varying(GLcontext *ctx, struct sw_span *span) +{ + GLuint i, j; + + ASSERT(span->interpMask & SPAN_VARYING); + ASSERT(!(span->arrayMask & SPAN_VARYING)); + + span->arrayMask |= SPAN_VARYING; + + for (i = 0; i < MAX_VARYING_VECTORS; i++) { + for (j = 0; j < VARYINGS_PER_VECTOR; j++) { + const GLfloat dvdx = span->varStepX[i][j]; + GLfloat v = span->var[i][j]; + const GLfloat dwdx = span->dwdx; + GLfloat w = span->w; + GLuint k; + + for (k = 0; k < span->end; k++) { + GLfloat invW = 1.0f / w; + span->array->varying[k][i][j] = v * invW; + v += dvdx; + w += dwdx; + } + } + } +} + + +/** * Apply the current polygon stipple pattern to a span of pixels. */ static void @@ -1139,6 +1175,10 @@ _swrast_write_rgba_span( GLcontext *ctx, struct sw_span *span) interpolate_texcoords(ctx, span); } + if (ctx->ShaderObjects._FragmentShaderPresent) { + interpolate_varying(ctx, span); + } + /* This is the normal place to compute the resulting fragment color/Z. * As an optimization, we try to defer this until after Z/stencil * testing in order to try to avoid computing colors that we won't @@ -1155,11 +1195,11 @@ _swrast_write_rgba_span( GLcontext *ctx, struct sw_span *span) if (span->interpMask & SPAN_FOG) interpolate_fog(ctx, span); - /* Compute fragment colors with fragment program or texture lookups */
- if (ctx->ShaderObjects._FragmentShaderPresent) {
- if (span->interpMask & SPAN_Z)
- _swrast_span_interpolate_z (ctx, span);
- _swrast_exec_arbshader (ctx, span);
+ /* Compute fragment colors with fragment program or texture lookups */ + if (ctx->ShaderObjects._FragmentShaderPresent) { + if (span->interpMask & SPAN_Z) + _swrast_span_interpolate_z (ctx, span); + _swrast_exec_arbshader (ctx, span); } else if (ctx->FragmentProgram._Active) { /* frag prog may need Z values */ @@ -1240,11 +1280,11 @@ _swrast_write_rgba_span( GLcontext *ctx, struct sw_span *span) if (span->interpMask & SPAN_FOG) interpolate_fog(ctx, span); - if (ctx->ShaderObjects._FragmentShaderPresent) {
- if (span->interpMask & SPAN_Z)
- _swrast_span_interpolate_z (ctx, span);
- _swrast_exec_arbshader (ctx, span);
- }
+ if (ctx->ShaderObjects._FragmentShaderPresent) { + if (span->interpMask & SPAN_Z) + _swrast_span_interpolate_z (ctx, span); + _swrast_exec_arbshader (ctx, span); + } else if (ctx->FragmentProgram._Active) _swrast_exec_fragment_program( ctx, span ); else if (ctx->ATIFragmentShader._Enabled) |