// 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" #include "Main/Config.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(); Semantic semantic[MAX_FRAGMENT_INPUTS][4]; // FIXME: Private bool vPosDeclared; bool vFaceDeclared; private: void analyzeZOverride(); void analyzeKill(); void analyzeInterpolants(); bool zOverride; bool kill; bool centroid; }; } #endif // sw_PixelShader_hpp