Remove unused FB_* tokens, re-indent code.

This commit is contained in:
Brian 2007-05-11 08:41:34 -06:00
parent 6c342ad859
commit c33c00764c

View file

@ -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);
}