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// SwiftShader Software Renderer
//
// Copyright(c) 2005-2013 TransGaming Inc.
//
// All rights reserved. No part of this software may be copied, distributed, transmitted,
// transcribed, stored in a retrieval system, translated into any human or computer
// language by any means, or disclosed to third parties without the explicit written
// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
// or implied, including but not limited to any patent rights, are granted to you.
//
#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 = 11};
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