Commit 995ddeae by Nicolas Capens

Rename color output semantic.

Change-Id: Iaa6cf9367f291a4bc3bde899484ca323ff54a0d4 Reviewed-on: https://swiftshader-review.googlesource.com/5381Tested-by: 's avatarNicolas Capens <capn@google.com> Reviewed-by: 's avatarAlexis Hétu <sugoi@google.com> Reviewed-by: 's avatarNicolas Capens <capn@google.com>
parent b75bb021
...@@ -1260,7 +1260,7 @@ namespace sw ...@@ -1260,7 +1260,7 @@ namespace sw
if(vertexShader) if(vertexShader)
{ {
vertexDiffuse = vertexShader->output[D0][component].active(); vertexDiffuse = vertexShader->output[C0][component].active();
} }
else if(!preTransformed) else if(!preTransformed)
{ {
...@@ -1327,7 +1327,7 @@ namespace sw ...@@ -1327,7 +1327,7 @@ namespace sw
} }
else else
{ {
vertexSpecular = vertexShader->output[D1][component].active(); vertexSpecular = vertexShader->output[C1][component].active();
} }
// Pixel processor requires specular component // Pixel processor requires specular component
......
...@@ -173,7 +173,7 @@ namespace sw ...@@ -173,7 +173,7 @@ namespace sw
state.gradient[interpolant][component].flat = point && !sprite; state.gradient[interpolant][component].flat = point && !sprite;
break; break;
case Shader::USAGE_COLOR: case Shader::USAGE_COLOR:
state.gradient[interpolant][component].attribute = D0 + index; state.gradient[interpolant][component].attribute = C0 + index;
state.gradient[interpolant][component].flat = flatShading; state.gradient[interpolant][component].flat = flatShading;
break; break;
default: default:
...@@ -203,7 +203,7 @@ namespace sw ...@@ -203,7 +203,7 @@ namespace sw
{ {
if(context->colorActive(color, component)) if(context->colorActive(color, component))
{ {
state.color[color][component].attribute = D0 + color; state.color[color][component].attribute = C0 + color;
state.color[color][component].flat = flatShading; state.color[color][component].flat = flatShading;
} }
} }
......
...@@ -24,8 +24,8 @@ namespace sw ...@@ -24,8 +24,8 @@ namespace sw
enum Out // Default vertex output semantic enum Out // Default vertex output semantic
{ {
Pos = 0, Pos = 0,
D0 = 1, // Diffuse C0 = 1, // Diffuse
D1 = 2, // Specular C1 = 2, // Specular
T0 = 3, T0 = 3,
T1 = 4, T1 = 4,
T2 = 5, T2 = 5,
......
...@@ -956,12 +956,12 @@ namespace sw ...@@ -956,12 +956,12 @@ namespace sw
if(context->diffuseActive() && (context->lightingEnable || context->input[Color0])) if(context->diffuseActive() && (context->lightingEnable || context->input[Color0]))
{ {
state.output[D0].write = 0xF; state.output[C0].write = 0xF;
} }
if(context->specularActive()) if(context->specularActive())
{ {
state.output[D1].write = 0xF; state.output[C1].write = 0xF;
} }
for(int stage = 0; stage < 8; stage++) for(int stage = 0; stage < 8; stage++)
...@@ -990,7 +990,7 @@ namespace sw ...@@ -990,7 +990,7 @@ namespace sw
{ {
if(context->input[Color0 + i]) if(context->input[Color0 + i])
{ {
state.output[D0 + i].write = 0xF; state.output[C0 + i].write = 0xF;
} }
} }
...@@ -1010,8 +1010,8 @@ namespace sw ...@@ -1010,8 +1010,8 @@ namespace sw
if(context->vertexShaderVersion() < 0x0300) if(context->vertexShaderVersion() < 0x0300)
{ {
state.output[D0].clamp = 0xF; state.output[C0].clamp = 0xF;
state.output[D1].clamp = 0xF; state.output[C1].clamp = 0xF;
state.output[Fog].xClamp = true; state.output[Fog].xClamp = true;
} }
......
...@@ -196,17 +196,17 @@ namespace sw ...@@ -196,17 +196,17 @@ namespace sw
{ {
Vector4f diffuse = v[Color0]; Vector4f diffuse = v[Color0];
o[D0].x = diffuse.x; o[C0].x = diffuse.x;
o[D0].y = diffuse.y; o[C0].y = diffuse.y;
o[D0].z = diffuse.z; o[C0].z = diffuse.z;
o[D0].w = diffuse.w; o[C0].w = diffuse.w;
} }
else else
{ {
o[D0].x = Float4(1.0f); o[C0].x = Float4(1.0f);
o[D0].y = Float4(1.0f); o[C0].y = Float4(1.0f);
o[D0].z = Float4(1.0f); o[C0].z = Float4(1.0f);
o[D0].w = Float4(1.0f); o[C0].w = Float4(1.0f);
} }
// FIXME: Don't process if not used at all // FIXME: Don't process if not used at all
...@@ -214,30 +214,30 @@ namespace sw ...@@ -214,30 +214,30 @@ namespace sw
{ {
Vector4f specular = v[Color1]; Vector4f specular = v[Color1];
o[D1].x = specular.x; o[C1].x = specular.x;
o[D1].y = specular.y; o[C1].y = specular.y;
o[D1].z = specular.z; o[C1].z = specular.z;
o[D1].w = specular.w; o[C1].w = specular.w;
} }
else else
{ {
o[D1].x = Float4(0.0f); o[C1].x = Float4(0.0f);
o[D1].y = Float4(0.0f); o[C1].y = Float4(0.0f);
o[D1].z = Float4(0.0f); o[C1].z = Float4(0.0f);
o[D1].w = Float4(1.0f); o[C1].w = Float4(1.0f);
} }
} }
else else
{ {
o[D0].x = Float4(0.0f); o[C0].x = Float4(0.0f);
o[D0].y = Float4(0.0f); o[C0].y = Float4(0.0f);
o[D0].z = Float4(0.0f); o[C0].z = Float4(0.0f);
o[D0].w = Float4(0.0f); o[C0].w = Float4(0.0f);
o[D1].x = Float4(0.0f); o[C1].x = Float4(0.0f);
o[D1].y = Float4(0.0f); o[C1].y = Float4(0.0f);
o[D1].z = Float4(0.0f); o[C1].z = Float4(0.0f);
o[D1].w = Float4(0.0f); o[C1].w = Float4(0.0f);
Vector4f ambient; Vector4f ambient;
Float4 globalAmbient = *Pointer<Float4>(data + OFFSET(DrawData,ff.globalAmbient)); // FIXME: Unpack Float4 globalAmbient = *Pointer<Float4>(data + OFFSET(DrawData,ff.globalAmbient)); // FIXME: Unpack
...@@ -321,9 +321,9 @@ namespace sw ...@@ -321,9 +321,9 @@ namespace sw
Float4 lightDiffuse = *Pointer<Float4>(data + OFFSET(DrawData,ff.lightDiffuse[i])); Float4 lightDiffuse = *Pointer<Float4>(data + OFFSET(DrawData,ff.lightDiffuse[i]));
o[D0].x = o[D0].x + diff.x * dot * lightDiffuse.x; // FIXME: Clamp first? o[C0].x = o[C0].x + diff.x * dot * lightDiffuse.x; // FIXME: Clamp first?
o[D0].y = o[D0].y + diff.y * dot * lightDiffuse.y; // FIXME: Clamp first? o[C0].y = o[C0].y + diff.y * dot * lightDiffuse.y; // FIXME: Clamp first?
o[D0].z = o[D0].z + diff.z * dot * lightDiffuse.z; // FIXME: Clamp first? o[C0].z = o[C0].z + diff.z * dot * lightDiffuse.z; // FIXME: Clamp first?
} }
// Specular // Specular
...@@ -386,15 +386,15 @@ namespace sw ...@@ -386,15 +386,15 @@ namespace sw
if(secondaryColor) if(secondaryColor)
{ {
o[D1].x = o[D1].x + spec.x; o[C1].x = o[C1].x + spec.x;
o[D1].y = o[D1].y + spec.y; o[C1].y = o[C1].y + spec.y;
o[D1].z = o[D1].z + spec.z; o[C1].z = o[C1].z + spec.z;
} }
else else
{ {
o[D0].x = o[D0].x + spec.x; o[C0].x = o[C0].x + spec.x;
o[D0].y = o[D0].y + spec.y; o[C0].y = o[C0].y + spec.y;
o[D0].z = o[D0].z + spec.z; o[C0].z = o[C0].z + spec.z;
} }
} }
} }
...@@ -425,51 +425,51 @@ namespace sw ...@@ -425,51 +425,51 @@ namespace sw
} }
else ASSERT(false); else ASSERT(false);
o[D0].x = o[D0].x + ambient.x; o[C0].x = o[C0].x + ambient.x;
o[D0].y = o[D0].y + ambient.y; o[C0].y = o[C0].y + ambient.y;
o[D0].z = o[D0].z + ambient.z; o[C0].z = o[C0].z + ambient.z;
// Emissive // Emissive
if(state.vertexEmissiveMaterialSourceActive == MATERIAL_MATERIAL) if(state.vertexEmissiveMaterialSourceActive == MATERIAL_MATERIAL)
{ {
Float4 materialEmission = *Pointer<Float4>(data + OFFSET(DrawData,ff.materialEmission)); // FIXME: Unpack Float4 materialEmission = *Pointer<Float4>(data + OFFSET(DrawData,ff.materialEmission)); // FIXME: Unpack
o[D0].x = o[D0].x + materialEmission.x; o[C0].x = o[C0].x + materialEmission.x;
o[D0].y = o[D0].y + materialEmission.y; o[C0].y = o[C0].y + materialEmission.y;
o[D0].z = o[D0].z + materialEmission.z; o[C0].z = o[C0].z + materialEmission.z;
} }
else if(state.vertexEmissiveMaterialSourceActive == MATERIAL_COLOR1) else if(state.vertexEmissiveMaterialSourceActive == MATERIAL_COLOR1)
{ {
Vector4f materialSpecular = v[Color0]; Vector4f materialSpecular = v[Color0];
o[D0].x = o[D0].x + materialSpecular.x; o[C0].x = o[C0].x + materialSpecular.x;
o[D0].y = o[D0].y + materialSpecular.y; o[C0].y = o[C0].y + materialSpecular.y;
o[D0].z = o[D0].z + materialSpecular.z; o[C0].z = o[C0].z + materialSpecular.z;
} }
else if(state.vertexEmissiveMaterialSourceActive == MATERIAL_COLOR2) else if(state.vertexEmissiveMaterialSourceActive == MATERIAL_COLOR2)
{ {
Vector4f materialSpecular = v[Color1]; Vector4f materialSpecular = v[Color1];
o[D0].x = o[D0].x + materialSpecular.x; o[C0].x = o[C0].x + materialSpecular.x;
o[D0].y = o[D0].y + materialSpecular.y; o[C0].y = o[C0].y + materialSpecular.y;
o[D0].z = o[D0].z + materialSpecular.z; o[C0].z = o[C0].z + materialSpecular.z;
} }
else ASSERT(false); else ASSERT(false);
// Diffuse alpha component // Diffuse alpha component
if(state.vertexDiffuseMaterialSourceActive == MATERIAL_MATERIAL) if(state.vertexDiffuseMaterialSourceActive == MATERIAL_MATERIAL)
{ {
o[D0].w = Float4(*Pointer<Float4>(data + OFFSET(DrawData,ff.materialDiffuse[0]))).wwww; // FIXME: Unpack o[C0].w = Float4(*Pointer<Float4>(data + OFFSET(DrawData,ff.materialDiffuse[0]))).wwww; // FIXME: Unpack
} }
else if(state.vertexDiffuseMaterialSourceActive == MATERIAL_COLOR1) else if(state.vertexDiffuseMaterialSourceActive == MATERIAL_COLOR1)
{ {
Vector4f alpha = v[Color0]; Vector4f alpha = v[Color0];
o[D0].w = alpha.w; o[C0].w = alpha.w;
} }
else if(state.vertexDiffuseMaterialSourceActive == MATERIAL_COLOR2) else if(state.vertexDiffuseMaterialSourceActive == MATERIAL_COLOR2)
{ {
Vector4f alpha = v[Color1]; Vector4f alpha = v[Color1];
o[D0].w = alpha.w; o[C0].w = alpha.w;
} }
else ASSERT(false); else ASSERT(false);
...@@ -478,17 +478,17 @@ namespace sw ...@@ -478,17 +478,17 @@ namespace sw
// Specular alpha component // Specular alpha component
if(state.vertexSpecularMaterialSourceActive == MATERIAL_MATERIAL) if(state.vertexSpecularMaterialSourceActive == MATERIAL_MATERIAL)
{ {
o[D1].w = Float4(*Pointer<Float4>(data + OFFSET(DrawData,ff.materialSpecular[3]))).wwww; // FIXME: Unpack o[C1].w = Float4(*Pointer<Float4>(data + OFFSET(DrawData,ff.materialSpecular[3]))).wwww; // FIXME: Unpack
} }
else if(state.vertexSpecularMaterialSourceActive == MATERIAL_COLOR1) else if(state.vertexSpecularMaterialSourceActive == MATERIAL_COLOR1)
{ {
Vector4f alpha = v[Color0]; Vector4f alpha = v[Color0];
o[D1].w = alpha.w; o[C1].w = alpha.w;
} }
else if(state.vertexSpecularMaterialSourceActive == MATERIAL_COLOR2) else if(state.vertexSpecularMaterialSourceActive == MATERIAL_COLOR2)
{ {
Vector4f alpha = v[Color1]; Vector4f alpha = v[Color1];
o[D1].w = alpha.w; o[C1].w = alpha.w;
} }
else ASSERT(false); else ASSERT(false);
} }
...@@ -512,7 +512,7 @@ namespace sw ...@@ -512,7 +512,7 @@ namespace sw
case FOG_NONE: case FOG_NONE:
if(state.specularActive) if(state.specularActive)
{ {
o[Fog].x = o[D1].w; o[Fog].x = o[C1].w;
} }
else else
{ {
......
...@@ -410,10 +410,10 @@ namespace sw ...@@ -410,10 +410,10 @@ namespace sw
} }
break; break;
case Shader::PARAMETER_ATTROUT: case Shader::PARAMETER_ATTROUT:
if(dst.x) pDst.x = o[D0 + dst.index].x; if(dst.x) pDst.x = o[C0 + dst.index].x;
if(dst.y) pDst.y = o[D0 + dst.index].y; if(dst.y) pDst.y = o[C0 + dst.index].y;
if(dst.z) pDst.z = o[D0 + dst.index].z; if(dst.z) pDst.z = o[C0 + dst.index].z;
if(dst.w) pDst.w = o[D0 + dst.index].w; if(dst.w) pDst.w = o[C0 + dst.index].w;
break; break;
case Shader::PARAMETER_TEXCRDOUT: case Shader::PARAMETER_TEXCRDOUT:
// case Shader::PARAMETER_OUTPUT: // case Shader::PARAMETER_OUTPUT:
...@@ -541,10 +541,10 @@ namespace sw ...@@ -541,10 +541,10 @@ namespace sw
} }
break; break;
case Shader::PARAMETER_ATTROUT: case Shader::PARAMETER_ATTROUT:
if(dst.x) o[D0 + dst.index].x = d.x; if(dst.x) o[C0 + dst.index].x = d.x;
if(dst.y) o[D0 + dst.index].y = d.y; if(dst.y) o[C0 + dst.index].y = d.y;
if(dst.z) o[D0 + dst.index].z = d.z; if(dst.z) o[C0 + dst.index].z = d.z;
if(dst.w) o[D0 + dst.index].w = d.w; if(dst.w) o[C0 + dst.index].w = d.w;
break; break;
case Shader::PARAMETER_TEXCRDOUT: case Shader::PARAMETER_TEXCRDOUT:
// case Shader::PARAMETER_OUTPUT: // case Shader::PARAMETER_OUTPUT:
...@@ -640,10 +640,10 @@ namespace sw ...@@ -640,10 +640,10 @@ namespace sw
for(int i = 0; i < 2; i++) for(int i = 0; i < 2; i++)
{ {
o[D0 + i].x = v[Color0 + i].x; o[C0 + i].x = v[Color0 + i].x;
o[D0 + i].y = v[Color0 + i].y; o[C0 + i].y = v[Color0 + i].y;
o[D0 + i].z = v[Color0 + i].z; o[C0 + i].z = v[Color0 + i].z;
o[D0 + i].w = v[Color0 + i].w; o[C0 + i].w = v[Color0 + i].w;
} }
for(int i = 0; i < 8; i++) for(int i = 0; i < 8; i++)
......
...@@ -209,17 +209,17 @@ namespace sw ...@@ -209,17 +209,17 @@ namespace sw
case Shader::PARAMETER_ATTROUT: case Shader::PARAMETER_ATTROUT:
if(dst.index == 0) if(dst.index == 0)
{ {
if(dst.x) output[D0][0] = Semantic(Shader::USAGE_COLOR, 0); if(dst.x) output[C0][0] = Semantic(Shader::USAGE_COLOR, 0);
if(dst.y) output[D0][1] = Semantic(Shader::USAGE_COLOR, 0); if(dst.y) output[C0][1] = Semantic(Shader::USAGE_COLOR, 0);
if(dst.z) output[D0][2] = Semantic(Shader::USAGE_COLOR, 0); if(dst.z) output[C0][2] = Semantic(Shader::USAGE_COLOR, 0);
if(dst.w) output[D0][3] = Semantic(Shader::USAGE_COLOR, 0); if(dst.w) output[C0][3] = Semantic(Shader::USAGE_COLOR, 0);
} }
else if(dst.index == 1) else if(dst.index == 1)
{ {
if(dst.x) output[D1][0] = Semantic(Shader::USAGE_COLOR, 1); if(dst.x) output[C1][0] = Semantic(Shader::USAGE_COLOR, 1);
if(dst.y) output[D1][1] = Semantic(Shader::USAGE_COLOR, 1); if(dst.y) output[C1][1] = Semantic(Shader::USAGE_COLOR, 1);
if(dst.z) output[D1][2] = Semantic(Shader::USAGE_COLOR, 1); if(dst.z) output[C1][2] = Semantic(Shader::USAGE_COLOR, 1);
if(dst.w) output[D1][3] = Semantic(Shader::USAGE_COLOR, 1); if(dst.w) output[C1][3] = Semantic(Shader::USAGE_COLOR, 1);
} }
else ASSERT(false); else ASSERT(false);
break; break;
......
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