mirror of
https://gitlab.freedesktop.org/mesa/mesa.git
synced 2026-05-05 00:58:05 +02:00
Remove unused FB_* tokens, re-indent code.
This commit is contained in:
parent
6c342ad859
commit
c33c00764c
1 changed files with 46 additions and 50 deletions
|
|
@ -34,17 +34,9 @@
|
|||
#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];
|
||||
|
|
@ -60,89 +52,93 @@ static void feedback_vertex( GLcontext *ctx,
|
|||
color[2] = CHAN_TO_FLOAT(pv->color[2]);
|
||||
color[3] = CHAN_TO_FLOAT(pv->color[3]);
|
||||
|
||||
_mesa_feedback_vertex( ctx, win, color, (GLfloat) v->index, vtc );
|
||||
_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);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue