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// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef sw_PixelShader_hpp
#define sw_PixelShader_hpp
#include "Shader.hpp"
namespace sw
{
class PixelShader : public Shader
{
public:
explicit PixelShader(const PixelShader *ps = 0);
explicit PixelShader(const unsigned long *token);
virtual ~PixelShader();
static int validate(const unsigned long *const token); // Returns number of instructions if valid
bool depthOverride() const;
bool containsKill() const;
bool containsCentroid() const;
bool usesDiffuse(int component) const;
bool usesSpecular(int component) const;
bool usesTexture(int coordinate, int component) const;
virtual void analyze();
enum {MAX_INPUT_VARYINGS = 10};
Semantic semantic[MAX_INPUT_VARYINGS][4]; // FIXME: Private
bool vPosDeclared;
bool vFaceDeclared;
private:
void analyzeZOverride();
void analyzeKill();
void analyzeInterpolants();
bool zOverride;
bool kill;
bool centroid;
};
}
#endif // sw_PixelShader_hpp