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authorBrian <brian@nostromo.localnet.net>2007-04-23 21:21:52 -0600
committerBrian <brian@nostromo.localnet.net>2007-04-23 21:21:52 -0600
commit0bdf216dd06d5136b8529297297aa962bab548c2 (patch)
treebb7c516d3d6f2e818f2cbb0f8865a45fecf053c6 /src/mesa/swrast/s_tritemp.h
parentd59e6f233b02ffe2c36c2fb89ec26c208a421540 (diff)
Improve the code for interpolating fragment attributes a little. More to come...
Diffstat (limited to 'src/mesa/swrast/s_tritemp.h')
-rw-r--r--src/mesa/swrast/s_tritemp.h38
1 files changed, 12 insertions, 26 deletions
diff --git a/src/mesa/swrast/s_tritemp.h b/src/mesa/swrast/s_tritemp.h
index b25d3d1550..deab7edbed 100644
--- a/src/mesa/swrast/s_tritemp.h
+++ b/src/mesa/swrast/s_tritemp.h
@@ -117,20 +117,6 @@
#endif
-#define TEXVAR_LOOP(CODE) \
- { \
- GLuint attr; \
- for (attr = swrast->_MinFragmentAttrib; \
- attr < swrast->_MaxFragmentAttrib; attr++) { \
- if (swrast->_FragmentAttribs & (1 << attr)) { \
- CODE \
- } \
- } \
- }
-
-
-
-
/*
* Some code we unfortunately need to prevent negative interpolated colors.
*/
@@ -620,7 +606,7 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
{
/* win[3] is 1/W */
const GLfloat wMax = vMax->win[3], wMin = vMin->win[3], wMid = vMid->win[3];
- TEXVAR_LOOP(
+ ATTRIB_LOOP_BEGIN
GLfloat eMaj_ds = vMax->attrib[attr][0] * wMax - vMin->attrib[attr][0] * wMin;
GLfloat eBot_ds = vMid->attrib[attr][0] * wMid - vMin->attrib[attr][0] * wMin;
GLfloat eMaj_dt = vMax->attrib[attr][1] * wMax - vMin->attrib[attr][1] * wMin;
@@ -637,7 +623,7 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
span.attrStepY[attr][2] = oneOverArea * (eMaj.dx * eBot_du - eMaj_du * eBot.dx);
span.attrStepX[attr][3] = oneOverArea * (eMaj_dv * eBot.dy - eMaj.dy * eBot_dv);
span.attrStepY[attr][3] = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
- )
+ ATTRIB_LOOP_END
}
#endif
@@ -1001,7 +987,7 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
}
#endif
#ifdef INTERP_TEX
- TEXVAR_LOOP(
+ ATTRIB_LOOP_BEGIN
const GLfloat invW = vLower->win[3];
const GLfloat s0 = vLower->attrib[attr][0] * invW;
const GLfloat t0 = vLower->attrib[attr][1] * invW;
@@ -1015,7 +1001,7 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
dtOuter[attr] = span.attrStepY[attr][1] + dxOuter * span.attrStepX[attr][1];
duOuter[attr] = span.attrStepY[attr][2] + dxOuter * span.attrStepX[attr][2];
dvOuter[attr] = span.attrStepY[attr][3] + dxOuter * span.attrStepX[attr][3];
- )
+ ATTRIB_LOOP_END
#endif
} /*if setupLeft*/
@@ -1072,12 +1058,12 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
dtInner = dtOuter + span.intTexStep[1];
#endif
#ifdef INTERP_TEX
- TEXVAR_LOOP(
+ ATTRIB_LOOP_BEGIN
dsInner[attr] = dsOuter[attr] + span.attrStepX[attr][0];
dtInner[attr] = dtOuter[attr] + span.attrStepX[attr][1];
duInner[attr] = duOuter[attr] + span.attrStepX[attr][2];
dvInner[attr] = dvOuter[attr] + span.attrStepX[attr][3];
- )
+ ATTRIB_LOOP_END
#endif
while (lines > 0) {
@@ -1121,12 +1107,12 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
#endif
#ifdef INTERP_TEX
- TEXVAR_LOOP(
+ ATTRIB_LOOP_BEGIN
span.attrStart[attr][0] = sLeft[attr];
span.attrStart[attr][1] = tLeft[attr];
span.attrStart[attr][2] = uLeft[attr];
span.attrStart[attr][3] = vLeft[attr];
- )
+ ATTRIB_LOOP_END
#endif
/* This is where we actually generate fragments */
@@ -1209,12 +1195,12 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
tLeft += dtOuter;
#endif
#ifdef INTERP_TEX
- TEXVAR_LOOP(
+ ATTRIB_LOOP_BEGIN
sLeft[attr] += dsOuter[attr];
tLeft[attr] += dtOuter[attr];
uLeft[attr] += duOuter[attr];
vLeft[attr] += dvOuter[attr];
- )
+ ATTRIB_LOOP_END
#endif
}
else {
@@ -1254,12 +1240,12 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
tLeft += dtInner;
#endif
#ifdef INTERP_TEX
- TEXVAR_LOOP(
+ ATTRIB_LOOP_BEGIN
sLeft[attr] += dsInner[attr];
tLeft[attr] += dtInner[attr];
uLeft[attr] += duInner[attr];
vLeft[attr] += dvInner[attr];
- )
+ ATTRIB_LOOP_END
#endif
}
} /*while lines>0*/