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Diffstat (limited to 'src/mesa/swrast/s_feedback.c')
-rw-r--r--src/mesa/swrast/s_feedback.c112
1 files changed, 48 insertions, 64 deletions
diff --git a/src/mesa/swrast/s_feedback.c b/src/mesa/swrast/s_feedback.c
index 5d3fbdfeb6..3a15d0c367 100644
--- a/src/mesa/swrast/s_feedback.c
+++ b/src/mesa/swrast/s_feedback.c
@@ -1,8 +1,8 @@
/*
* Mesa 3-D graphics library
- * Version: 6.3
+ * Version: 7.0
*
- * Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
@@ -34,21 +34,12 @@
#include "s_triangle.h"
-#define FB_3D 0x01
-#define FB_4D 0x02
-#define FB_INDEX 0x04
-#define FB_COLOR 0x08
-#define FB_TEXTURE 0X10
-
-
-
-static void feedback_vertex( GLcontext *ctx,
- const SWvertex *v, const SWvertex *pv )
+static void
+feedback_vertex(GLcontext * ctx, const SWvertex * v, const SWvertex * pv)
{
GLfloat win[4];
GLfloat color[4];
- GLfloat tc[4];
const GLfloat *vtc = v->attrib[FRAG_ATTRIB_TEX0];
win[0] = v->win[0];
@@ -61,100 +52,93 @@ static void feedback_vertex( GLcontext *ctx,
color[2] = CHAN_TO_FLOAT(pv->color[2]);
color[3] = CHAN_TO_FLOAT(pv->color[3]);
- if (vtc[3] != 1.0 && vtc[3] != 0.0) {
- GLfloat invq = 1.0F / vtc[3];
- tc[0] = vtc[0] * invq;
- tc[1] = vtc[1] * invq;
- tc[2] = vtc[2] * invq;
- tc[3] = vtc[3];
- }
- else {
- COPY_4V(tc, vtc);
- }
-
- _mesa_feedback_vertex( ctx, win, color, (GLfloat) v->index, tc );
+ _mesa_feedback_vertex(ctx, win, color, (GLfloat) v->index, vtc);
}
/*
* Put triangle in feedback buffer.
*/
-void _swrast_feedback_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2)
+void
+_swrast_feedback_triangle(GLcontext *ctx, const SWvertex *v0,
+ const SWvertex *v1, const SWvertex *v2)
{
- if (_swrast_culltriangle( ctx, v0, v1, v2 )) {
- FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN );
- FEEDBACK_TOKEN( ctx, (GLfloat) 3 ); /* three vertices */
+ if (_swrast_culltriangle(ctx, v0, v1, v2)) {
+ FEEDBACK_TOKEN(ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN);
+ FEEDBACK_TOKEN(ctx, (GLfloat) 3); /* three vertices */
if (ctx->Light.ShadeModel == GL_SMOOTH) {
- feedback_vertex( ctx, v0, v0 );
- feedback_vertex( ctx, v1, v1 );
- feedback_vertex( ctx, v2, v2 );
- } else {
- feedback_vertex( ctx, v0, v2 );
- feedback_vertex( ctx, v1, v2 );
- feedback_vertex( ctx, v2, v2 );
+ feedback_vertex(ctx, v0, v0);
+ feedback_vertex(ctx, v1, v1);
+ feedback_vertex(ctx, v2, v2);
+ }
+ else {
+ feedback_vertex(ctx, v0, v2);
+ feedback_vertex(ctx, v1, v2);
+ feedback_vertex(ctx, v2, v2);
}
}
}
-void _swrast_feedback_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
+void
+_swrast_feedback_line(GLcontext *ctx, const SWvertex *v0,
+ const SWvertex *v1)
{
GLenum token = GL_LINE_TOKEN;
SWcontext *swrast = SWRAST_CONTEXT(ctx);
- if (swrast->StippleCounter==0)
+ if (swrast->StippleCounter == 0)
token = GL_LINE_RESET_TOKEN;
- FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) token );
+ FEEDBACK_TOKEN(ctx, (GLfloat) (GLint) token);
if (ctx->Light.ShadeModel == GL_SMOOTH) {
- feedback_vertex( ctx, v0, v0 );
- feedback_vertex( ctx, v1, v1 );
- } else {
- feedback_vertex( ctx, v0, v1 );
- feedback_vertex( ctx, v1, v1 );
+ feedback_vertex(ctx, v0, v0);
+ feedback_vertex(ctx, v1, v1);
+ }
+ else {
+ feedback_vertex(ctx, v0, v1);
+ feedback_vertex(ctx, v1, v1);
}
swrast->StippleCounter++;
}
-void _swrast_feedback_point( GLcontext *ctx, const SWvertex *v )
+void
+_swrast_feedback_point(GLcontext *ctx, const SWvertex *v)
{
- FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POINT_TOKEN );
- feedback_vertex( ctx, v, v );
+ FEEDBACK_TOKEN(ctx, (GLfloat) (GLint) GL_POINT_TOKEN);
+ feedback_vertex(ctx, v, v);
}
-void _swrast_select_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2)
+void
+_swrast_select_triangle(GLcontext *ctx, const SWvertex *v0,
+ const SWvertex *v1, const SWvertex *v2)
{
- if (_swrast_culltriangle( ctx, v0, v1, v2 )) {
+ if (_swrast_culltriangle(ctx, v0, v1, v2)) {
const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
-
- _mesa_update_hitflag( ctx, v0->win[2] * zs );
- _mesa_update_hitflag( ctx, v1->win[2] * zs );
- _mesa_update_hitflag( ctx, v2->win[2] * zs );
+ _mesa_update_hitflag(ctx, v0->win[2] * zs);
+ _mesa_update_hitflag(ctx, v1->win[2] * zs);
+ _mesa_update_hitflag(ctx, v2->win[2] * zs);
}
}
-void _swrast_select_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
+void
+_swrast_select_line(GLcontext *ctx, const SWvertex *v0, const SWvertex *v1)
{
const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
- _mesa_update_hitflag( ctx, v0->win[2] * zs );
- _mesa_update_hitflag( ctx, v1->win[2] * zs );
+ _mesa_update_hitflag(ctx, v0->win[2] * zs);
+ _mesa_update_hitflag(ctx, v1->win[2] * zs);
}
-void _swrast_select_point( GLcontext *ctx, const SWvertex *v )
+void
+_swrast_select_point(GLcontext *ctx, const SWvertex *v)
{
const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
- _mesa_update_hitflag( ctx, v->win[2] * zs );
+ _mesa_update_hitflag(ctx, v->win[2] * zs);
}