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-rw-r--r--src/mesa/swrast/s_aatriangle.c82
1 files changed, 0 insertions, 82 deletions
diff --git a/src/mesa/swrast/s_aatriangle.c b/src/mesa/swrast/s_aatriangle.c
index fe3338ecef..1d90f322a3 100644
--- a/src/mesa/swrast/s_aatriangle.c
+++ b/src/mesa/swrast/s_aatriangle.c
@@ -268,88 +268,6 @@ compute_coveragef(const GLfloat v0[3], const GLfloat v1[3],
-/*
- * Compute how much (area) of the given pixel is inside the triangle.
- * Vertices MUST be specified in counter-clockwise order.
- * Return: coverage in [0, 15].
- */
-static GLint
-compute_coveragei(const GLfloat v0[3], const GLfloat v1[3],
- const GLfloat v2[3], GLint winx, GLint winy)
-{
- /* NOTE: 15 samples instead of 16. */
- static const GLfloat samples[15][2] = {
- /* start with the four corners */
- { POS(0, 2), POS(0, 0) },
- { POS(3, 3), POS(0, 2) },
- { POS(0, 0), POS(3, 1) },
- { POS(3, 1), POS(3, 3) },
- /* continue with interior samples */
- { POS(1, 1), POS(0, 1) },
- { POS(2, 0), POS(0, 3) },
- { POS(0, 3), POS(1, 3) },
- { POS(1, 2), POS(1, 0) },
- { POS(2, 3), POS(1, 2) },
- { POS(3, 2), POS(1, 1) },
- { POS(0, 1), POS(2, 2) },
- { POS(1, 0), POS(2, 1) },
- { POS(2, 1), POS(2, 3) },
- { POS(3, 0), POS(2, 0) },
- { POS(1, 3), POS(3, 0) }
- };
- const GLfloat x = (GLfloat) winx;
- const GLfloat y = (GLfloat) winy;
- const GLfloat dx0 = v1[0] - v0[0];
- const GLfloat dy0 = v1[1] - v0[1];
- const GLfloat dx1 = v2[0] - v1[0];
- const GLfloat dy1 = v2[1] - v1[1];
- const GLfloat dx2 = v0[0] - v2[0];
- const GLfloat dy2 = v0[1] - v2[1];
- GLint stop = 4, i;
- GLint insideCount = 15;
-
-#ifdef DEBUG
- {
- const GLfloat area = dx0 * dy1 - dx1 * dy0;
- ASSERT(area >= 0.0);
- }
-#endif
-
- for (i = 0; i < stop; i++) {
- const GLfloat sx = x + samples[i][0];
- const GLfloat sy = y + samples[i][1];
- const GLfloat fx0 = sx - v0[0];
- const GLfloat fy0 = sy - v0[1];
- const GLfloat fx1 = sx - v1[0];
- const GLfloat fy1 = sy - v1[1];
- const GLfloat fx2 = sx - v2[0];
- const GLfloat fy2 = sy - v2[1];
- /* cross product determines if sample is inside or outside each edge */
- GLfloat cross0 = (dx0 * fy0 - dy0 * fx0);
- GLfloat cross1 = (dx1 * fy1 - dy1 * fx1);
- GLfloat cross2 = (dx2 * fy2 - dy2 * fx2);
- /* Check if the sample is exactly on an edge. If so, let cross be a
- * positive or negative value depending on the direction of the edge.
- */
- if (cross0 == 0.0F)
- cross0 = dx0 + dy0;
- if (cross1 == 0.0F)
- cross1 = dx1 + dy1;
- if (cross2 == 0.0F)
- cross2 = dx2 + dy2;
- if (cross0 < 0.0F || cross1 < 0.0F || cross2 < 0.0F) {
- /* point is outside triangle */
- insideCount--;
- stop = 15;
- }
- }
- if (stop == 4)
- return 15;
- else
- return insideCount;
-}
-
-
static void
rgba_aa_tri(GLcontext *ctx,
const SWvertex *v0,