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