clean-ups, re-org in preparation for fragment program work

This commit is contained in:
Brian Paul 2003-03-16 18:42:13 +00:00
parent b0eee79868
commit dec3ed69e2

View file

@ -1,4 +1,4 @@
/* $Id: s_tritemp.h,v 1.44 2003/03/04 19:17:34 brianp Exp $ */
/* $Id: s_tritemp.h,v 1.45 2003/03/16 18:42:13 brianp Exp $ */
/*
* Mesa 3-D graphics library
@ -43,8 +43,6 @@
* INTERP_TEX - if defined, interpolate set 0 float STRQ texcoords
* NOTE: OpenGL STRQ = Mesa STUV (R was taken for red)
* INTERP_MULTITEX - if defined, interpolate N units of STRQ texcoords
* INTERP_FLOAT_RGBA - if defined, interpolate RGBA with floating point
* INTERP_FLOAT_SPEC - if defined, interpolate specular with floating point
*
* When one can directly address pixels in the color buffer the following
* macros can be defined and used to compute pixel addresses during
@ -72,24 +70,14 @@
/*
* This is a bit of a hack, but it's a centralized place to enable floating-
* point color interpolation when GLchan is actually floating point.
* ColorTemp is used for intermediate color values.
*/
#if CHAN_TYPE == GL_FLOAT
#if defined(INTERP_RGB)
#undef INTERP_RGB
#undef INTERP_ALPHA
#define INTERP_FLOAT_RGBA
#define ColorTemp GLfloat
#else
#define ColorTemp GLint /* same as GLfixed */
#endif
#if defined(INTERP_SPEC)
#undef INTERP_SPEC
#define INTERP_FLOAT_SPEC
#endif
#endif /* CHAN_TYPE == GL_FLOAT */
static void NAME(GLcontext *ctx, const SWvertex *v0,
@ -298,15 +286,15 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
#ifdef INTERP_FOG
GLfloat dfogdy;
#endif
#if defined(INTERP_RGB) || defined(INTERP_FLOAT_RGBA)
#if defined(INTERP_RGB)
GLfloat drdx, drdy;
GLfloat dgdx, dgdy;
GLfloat dbdx, dbdy;
#endif
#if defined(INTERP_ALPHA) || defined(INTERP_FLOAT_RGBA)
#if defined(INTERP_ALPHA)
GLfloat dadx, dady;
#endif
#if defined(INTERP_SPEC) || defined(INTERP_FLOAT_SPEC)
#if defined(INTERP_SPEC)
GLfloat dsrdx, dsrdy;
GLfloat dsgdx, dsgdy;
GLfloat dsbdx, dsbdy;
@ -314,22 +302,6 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
#ifdef INTERP_INDEX
GLfloat didx, didy;
#endif
#ifdef INTERP_INT_TEX
GLfloat dsdx, dsdy;
GLfloat dtdx, dtdy;
#endif
#ifdef INTERP_TEX
GLfloat dsdx, dsdy;
GLfloat dtdx, dtdy;
GLfloat dudx, dudy;
GLfloat dvdx, dvdy;
#endif
#ifdef INTERP_MULTITEX
GLfloat dsdx[MAX_TEXTURE_COORD_UNITS], dsdy[MAX_TEXTURE_COORD_UNITS];
GLfloat dtdx[MAX_TEXTURE_COORD_UNITS], dtdy[MAX_TEXTURE_COORD_UNITS];
GLfloat dudx[MAX_TEXTURE_COORD_UNITS], dudy[MAX_TEXTURE_COORD_UNITS];
GLfloat dvdx[MAX_TEXTURE_COORD_UNITS], dvdy[MAX_TEXTURE_COORD_UNITS];
#endif
/*
* Execute user-supplied setup code
@ -375,167 +347,91 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
#ifdef INTERP_RGB
span.interpMask |= SPAN_RGBA;
if (ctx->Light.ShadeModel == GL_SMOOTH) {
GLfloat eMaj_dr, eBot_dr;
GLfloat eMaj_dg, eBot_dg;
GLfloat eMaj_db, eBot_db;
GLfloat eMaj_dr = (GLfloat) ((ColorTemp) vMax->color[RCOMP] - vMin->color[RCOMP]);
GLfloat eBot_dr = (GLfloat) ((ColorTemp) vMid->color[RCOMP] - vMin->color[RCOMP]);
GLfloat eMaj_dg = (GLfloat) ((ColorTemp) vMax->color[GCOMP] - vMin->color[GCOMP]);
GLfloat eBot_dg = (GLfloat) ((ColorTemp) vMid->color[GCOMP] - vMin->color[GCOMP]);
GLfloat eMaj_db = (GLfloat) ((ColorTemp) vMax->color[BCOMP] - vMin->color[BCOMP]);
GLfloat eBot_db = (GLfloat) ((ColorTemp) vMid->color[BCOMP] - vMin->color[BCOMP]);
# ifdef INTERP_ALPHA
GLfloat eMaj_da, eBot_da;
GLfloat eMaj_da = (GLfloat) ((ColorTemp) vMax->color[ACOMP] - vMin->color[ACOMP]);
GLfloat eBot_da = (GLfloat) ((ColorTemp) vMid->color[ACOMP] - vMin->color[ACOMP]);
# endif
eMaj_dr = (GLfloat) ((GLint) vMax->color[RCOMP] -
(GLint) vMin->color[RCOMP]);
eBot_dr = (GLfloat) ((GLint) vMid->color[RCOMP] -
(GLint) vMin->color[RCOMP]);
drdx = oneOverArea * (eMaj_dr * eBot.dy - eMaj.dy * eBot_dr);
span.redStep = SignedFloatToFixed(drdx);
drdy = oneOverArea * (eMaj.dx * eBot_dr - eMaj_dr * eBot.dx);
eMaj_dg = (GLfloat) ((GLint) vMax->color[GCOMP] -
(GLint) vMin->color[GCOMP]);
eBot_dg = (GLfloat) ((GLint) vMid->color[GCOMP] -
(GLint) vMin->color[GCOMP]);
dgdx = oneOverArea * (eMaj_dg * eBot.dy - eMaj.dy * eBot_dg);
span.greenStep = SignedFloatToFixed(dgdx);
dgdy = oneOverArea * (eMaj.dx * eBot_dg - eMaj_dg * eBot.dx);
eMaj_db = (GLfloat) ((GLint) vMax->color[BCOMP] -
(GLint) vMin->color[BCOMP]);
eBot_db = (GLfloat) ((GLint) vMid->color[BCOMP] -
(GLint) vMin->color[BCOMP]);
dbdx = oneOverArea * (eMaj_db * eBot.dy - eMaj.dy * eBot_db);
span.blueStep = SignedFloatToFixed(dbdx);
dbdy = oneOverArea * (eMaj.dx * eBot_db - eMaj_db * eBot.dx);
# if CHAN_TYPE == GL_FLOAT
span.redStep = drdx;
span.greenStep = dgdx;
span.blueStep = dbdx;
# else
span.redStep = SignedFloatToFixed(drdx);
span.greenStep = SignedFloatToFixed(dgdx);
span.blueStep = SignedFloatToFixed(dbdx);
# endif /* GL_FLOAT */
# ifdef INTERP_ALPHA
eMaj_da = (GLfloat) ((GLint) vMax->color[ACOMP] -
(GLint) vMin->color[ACOMP]);
eBot_da = (GLfloat) ((GLint) vMid->color[ACOMP] -
(GLint) vMin->color[ACOMP]);
dadx = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da);
span.alphaStep = SignedFloatToFixed(dadx);
dady = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx);
# endif
# if CHAN_TYPE == GL_FLOAT
span.alphaStep = dadx;
# else
span.alphaStep = SignedFloatToFixed(dadx);
# endif /* GL_FLOAT */
# endif /* INTERP_ALPHA */
}
else {
ASSERT (ctx->Light.ShadeModel == GL_FLAT);
span.interpMask |= SPAN_FLAT;
drdx = drdy = 0.0F;
dgdx = dgdy = 0.0F;
dbdx = dbdy = 0.0F;
span.redStep = 0;
span.greenStep = 0;
span.blueStep = 0;
drdx = drdy = span.redStep = 0;
dgdx = dgdy = span.greenStep = 0;
dbdx = dbdy = span.blueStep = 0;
# ifdef INTERP_ALPHA
dadx = dady = 0.0F;
span.alphaStep = 0;
dadx = dady = span.alphaStep = 0;
# endif
}
#endif
#ifdef INTERP_FLOAT_RGBA
span.interpMask |= SPAN_RGBA;
if (ctx->Light.ShadeModel == GL_SMOOTH) {
GLfloat eMaj_dr, eBot_dr;
GLfloat eMaj_dg, eBot_dg;
GLfloat eMaj_db, eBot_db;
GLfloat eMaj_da, eBot_da;
eMaj_dr = vMax->color[RCOMP] - vMin->color[RCOMP];
eBot_dr = vMid->color[RCOMP] - vMin->color[RCOMP];
drdx = oneOverArea * (eMaj_dr * eBot.dy - eMaj.dy * eBot_dr);
span.redStep = drdx;
drdy = oneOverArea * (eMaj.dx * eBot_dr - eMaj_dr * eBot.dx);
eMaj_dg = vMax->color[GCOMP] - vMin->color[GCOMP];
eBot_dg = vMid->color[GCOMP] - vMin->color[GCOMP];
dgdx = oneOverArea * (eMaj_dg * eBot.dy - eMaj.dy * eBot_dg);
span.greenStep = dgdx;
dgdy = oneOverArea * (eMaj.dx * eBot_dg - eMaj_dg * eBot.dx);
eMaj_db = vMax->color[BCOMP] - vMin->color[BCOMP];
eBot_db = vMid->color[BCOMP] - vMin->color[BCOMP];
dbdx = oneOverArea * (eMaj_db * eBot.dy - eMaj.dy * eBot_db);
span.blueStep = dbdx;
dbdy = oneOverArea * (eMaj.dx * eBot_db - eMaj_db * eBot.dx);
eMaj_da = vMax->color[ACOMP] - vMin->color[ACOMP];
eBot_da = vMid->color[ACOMP] - vMin->color[ACOMP];
dadx = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da);
span.alphaStep = dadx;
dady = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx);
}
else {
drdx = drdy = span.redStep = 0.0F;
dgdx = dgdy = span.greenStep = 0.0F;
dbdx = dbdy = span.blueStep = 0.0F;
dadx = dady = span.alphaStep = 0.0F;
}
#endif
#endif /* INTERP_RGB */
#ifdef INTERP_SPEC
span.interpMask |= SPAN_SPEC;
if (ctx->Light.ShadeModel == GL_SMOOTH) {
GLfloat eMaj_dsr, eBot_dsr;
GLfloat eMaj_dsg, eBot_dsg;
GLfloat eMaj_dsb, eBot_dsb;
eMaj_dsr = (GLfloat) ((GLint) vMax->specular[RCOMP] -
(GLint) vMin->specular[RCOMP]);
eBot_dsr = (GLfloat) ((GLint) vMid->specular[RCOMP] -
(GLint) vMin->specular[RCOMP]);
GLfloat eMaj_dsr = (GLfloat) ((ColorTemp) vMax->specular[RCOMP] - vMin->specular[RCOMP]);
GLfloat eBot_dsr = (GLfloat) ((ColorTemp) vMid->specular[RCOMP] - vMin->specular[RCOMP]);
GLfloat eMaj_dsg = (GLfloat) ((ColorTemp) vMax->specular[GCOMP] - vMin->specular[GCOMP]);
GLfloat eBot_dsg = (GLfloat) ((ColorTemp) vMid->specular[GCOMP] - vMin->specular[GCOMP]);
GLfloat eMaj_dsb = (GLfloat) ((ColorTemp) vMax->specular[BCOMP] - vMin->specular[BCOMP]);
GLfloat eBot_dsb = (GLfloat) ((ColorTemp) vMid->specular[BCOMP] - vMin->specular[BCOMP]);
dsrdx = oneOverArea * (eMaj_dsr * eBot.dy - eMaj.dy * eBot_dsr);
span.specRedStep = SignedFloatToFixed(dsrdx);
dsrdy = oneOverArea * (eMaj.dx * eBot_dsr - eMaj_dsr * eBot.dx);
eMaj_dsg = (GLfloat) ((GLint) vMax->specular[GCOMP] -
(GLint) vMin->specular[GCOMP]);
eBot_dsg = (GLfloat) ((GLint) vMid->specular[GCOMP] -
(GLint) vMin->specular[GCOMP]);
dsgdx = oneOverArea * (eMaj_dsg * eBot.dy - eMaj.dy * eBot_dsg);
span.specGreenStep = SignedFloatToFixed(dsgdx);
dsgdy = oneOverArea * (eMaj.dx * eBot_dsg - eMaj_dsg * eBot.dx);
eMaj_dsb = (GLfloat) ((GLint) vMax->specular[BCOMP] -
(GLint) vMin->specular[BCOMP]);
eBot_dsb = (GLfloat) ((GLint) vMid->specular[BCOMP] -
(GLint) vMin->specular[BCOMP]);
dsbdx = oneOverArea * (eMaj_dsb * eBot.dy - eMaj.dy * eBot_dsb);
span.specBlueStep = SignedFloatToFixed(dsbdx);
dsbdy = oneOverArea * (eMaj.dx * eBot_dsb - eMaj_dsb * eBot.dx);
}
else {
dsrdx = dsrdy = 0.0F;
dsgdx = dsgdy = 0.0F;
dsbdx = dsbdy = 0.0F;
span.specRedStep = 0;
span.specGreenStep = 0;
span.specBlueStep = 0;
}
#endif
#ifdef INTERP_FLOAT_SPEC
span.interpMask |= SPAN_SPEC;
if (ctx->Light.ShadeModel == GL_SMOOTH) {
GLfloat eMaj_dsr, eBot_dsr;
GLfloat eMaj_dsg, eBot_dsg;
GLfloat eMaj_dsb, eBot_dsb;
eMaj_dsr = vMax->specular[RCOMP] - vMin->specular[RCOMP];
eBot_dsr = vMid->specular[RCOMP] - vMin->specular[RCOMP];
dsrdx = oneOverArea * (eMaj_dsr * eBot.dy - eMaj.dy * eBot_dsr);
span.specRedStep = dsrdx;
dsrdy = oneOverArea * (eMaj.dx * eBot_dsr - eMaj_dsr * eBot.dx);
eMaj_dsg = vMax->specular[GCOMP] - vMin->specular[GCOMP];
eBot_dsg = vMid->specular[GCOMP] - vMin->specular[GCOMP];
dsgdx = oneOverArea * (eMaj_dsg * eBot.dy - eMaj.dy * eBot_dsg);
# if CHAN_TYPE == GL_FLOAT
span.specRedStep = dsrdx;
span.specGreenStep = dsgdx;
dsgdy = oneOverArea * (eMaj.dx * eBot_dsg - eMaj_dsg * eBot.dx);
eMaj_dsb = vMax->specular[BCOMP] - vMin->specular[BCOMP];
eBot_dsb = vMid->specular[BCOMP] - vMin->specular[BCOMP];
dsbdx = oneOverArea * (eMaj_dsb * eBot.dy - eMaj.dy * eBot_dsb);
span.specBlueStep = dsbdx;
dsbdy = oneOverArea * (eMaj.dx * eBot_dsb - eMaj_dsb * eBot.dx);
span.specBlueStep = dsbdx;
# else
span.specRedStep = SignedFloatToFixed(dsrdx);
span.specGreenStep = SignedFloatToFixed(dsgdx);
span.specBlueStep = SignedFloatToFixed(dsbdx);
# endif
}
else {
dsrdx = dsrdy = span.specRedStep = 0;
dsrdx = dsrdy = span.specRedStep = 0;
dsgdx = dsgdy = span.specGreenStep = 0;
dsbdx = dsbdy = span.specBlueStep = 0;
dsbdx = dsbdy = span.specBlueStep = 0;
}
#endif
#endif /* INTERP_SPEC */
#ifdef INTERP_INDEX
span.interpMask |= SPAN_INDEX;
if (ctx->Light.ShadeModel == GL_SMOOTH) {
GLfloat eMaj_di, eBot_di;
eMaj_di = (GLfloat) ((GLint) vMax->index - (GLint) vMin->index);
eBot_di = (GLfloat) ((GLint) vMid->index - (GLint) vMin->index);
GLfloat eMaj_di = (GLfloat) ((GLint) vMax->index - (GLint) vMin->index);
GLfloat eBot_di = (GLfloat) ((GLint) vMid->index - (GLint) vMin->index);
didx = oneOverArea * (eMaj_di * eBot.dy - eMaj.dy * eBot_di);
span.indexStep = SignedFloatToFixed(didx);
didy = oneOverArea * (eMaj.dx * eBot_di - eMaj_di * eBot.dx);
span.indexStep = SignedFloatToFixed(didx);
}
else {
span.interpMask |= SPAN_FLAT;
@ -546,111 +442,63 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
#ifdef INTERP_INT_TEX
span.interpMask |= SPAN_INT_TEXTURE;
{
GLfloat eMaj_ds, eBot_ds;
eMaj_ds = (vMax->texcoord[0][0] - vMin->texcoord[0][0]) * S_SCALE;
eBot_ds = (vMid->texcoord[0][0] - vMin->texcoord[0][0]) * S_SCALE;
dsdx = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
span.intTexStep[0] = SignedFloatToFixed(dsdx);
dsdy = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
GLfloat eMaj_ds = (vMax->texcoord[0][0] - vMin->texcoord[0][0]) * S_SCALE;
GLfloat eBot_ds = (vMid->texcoord[0][0] - vMin->texcoord[0][0]) * S_SCALE;
GLfloat eMaj_dt = (vMax->texcoord[0][1] - vMin->texcoord[0][1]) * T_SCALE;
GLfloat eBot_dt = (vMid->texcoord[0][1] - vMin->texcoord[0][1]) * T_SCALE;
span.texStepX[0][0] = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
span.texStepY[0][0] = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
span.texStepX[0][1] = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
span.texStepY[0][1] = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
span.intTexStep[0] = SignedFloatToFixed(span.texStepX[0][0]);
span.intTexStep[1] = SignedFloatToFixed(span.texStepX[0][1]);
}
{
GLfloat eMaj_dt, eBot_dt;
eMaj_dt = (vMax->texcoord[0][1] - vMin->texcoord[0][1]) * T_SCALE;
eBot_dt = (vMid->texcoord[0][1] - vMin->texcoord[0][1]) * T_SCALE;
dtdx = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
span.intTexStep[1] = SignedFloatToFixed(dtdx);
dtdy = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
}
#endif
#ifdef INTERP_TEX
span.interpMask |= SPAN_TEXTURE;
{
GLfloat wMax = vMax->win[3];
GLfloat wMin = vMin->win[3];
GLfloat wMid = vMid->win[3];
GLfloat eMaj_ds, eBot_ds;
GLfloat eMaj_dt, eBot_dt;
GLfloat eMaj_du, eBot_du;
GLfloat eMaj_dv, eBot_dv;
eMaj_ds = vMax->texcoord[0][0] * wMax - vMin->texcoord[0][0] * wMin;
eBot_ds = vMid->texcoord[0][0] * wMid - vMin->texcoord[0][0] * wMin;
dsdx = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
dsdy = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
span.texStepX[0][0] = dsdx;
span.texStepY[0][0] = dsdy;
eMaj_dt = vMax->texcoord[0][1] * wMax - vMin->texcoord[0][1] * wMin;
eBot_dt = vMid->texcoord[0][1] * wMid - vMin->texcoord[0][1] * wMin;
dtdx = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
dtdy = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
span.texStepX[0][1] = dtdx;
span.texStepY[0][1] = dtdy;
eMaj_du = vMax->texcoord[0][2] * wMax - vMin->texcoord[0][2] * wMin;
eBot_du = vMid->texcoord[0][2] * wMid - vMin->texcoord[0][2] * wMin;
dudx = oneOverArea * (eMaj_du * eBot.dy - eMaj.dy * eBot_du);
dudy = oneOverArea * (eMaj.dx * eBot_du - eMaj_du * eBot.dx);
span.texStepX[0][2] = dudx;
span.texStepY[0][2] = dudy;
eMaj_dv = vMax->texcoord[0][3] * wMax - vMin->texcoord[0][3] * wMin;
eBot_dv = vMid->texcoord[0][3] * wMid - vMin->texcoord[0][3] * wMin;
dvdx = oneOverArea * (eMaj_dv * eBot.dy - eMaj.dy * eBot_dv);
dvdy = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
span.texStepX[0][3] = dvdx;
span.texStepY[0][3] = dvdy;
const GLfloat wMax = vMax->win[3], wMin = vMin->win[3], wMid = vMid->win[3];
GLfloat eMaj_ds = vMax->texcoord[0][0] * wMax - vMin->texcoord[0][0] * wMin;
GLfloat eBot_ds = vMid->texcoord[0][0] * wMid - vMin->texcoord[0][0] * wMin;
GLfloat eMaj_dt = vMax->texcoord[0][1] * wMax - vMin->texcoord[0][1] * wMin;
GLfloat eBot_dt = vMid->texcoord[0][1] * wMid - vMin->texcoord[0][1] * wMin;
GLfloat eMaj_du = vMax->texcoord[0][2] * wMax - vMin->texcoord[0][2] * wMin;
GLfloat eBot_du = vMid->texcoord[0][2] * wMid - vMin->texcoord[0][2] * wMin;
GLfloat eMaj_dv = vMax->texcoord[0][3] * wMax - vMin->texcoord[0][3] * wMin;
GLfloat eBot_dv = vMid->texcoord[0][3] * wMid - vMin->texcoord[0][3] * wMin;
span.texStepX[0][0] = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
span.texStepY[0][0] = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
span.texStepX[0][1] = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
span.texStepY[0][1] = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
span.texStepX[0][2] = oneOverArea * (eMaj_du * eBot.dy - eMaj.dy * eBot_du);
span.texStepY[0][2] = oneOverArea * (eMaj.dx * eBot_du - eMaj_du * eBot.dx);
span.texStepX[0][3] = oneOverArea * (eMaj_dv * eBot.dy - eMaj.dy * eBot_dv);
span.texStepY[0][3] = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
}
#endif
#ifdef INTERP_MULTITEX
span.interpMask |= SPAN_TEXTURE;
{
GLfloat wMax = vMax->win[3];
GLfloat wMin = vMin->win[3];
GLfloat wMid = vMid->win[3];
const GLfloat wMax = vMax->win[3], wMin = vMin->win[3], wMid = vMid->win[3];
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture.Unit[u]._ReallyEnabled) {
GLfloat eMaj_ds, eBot_ds;
GLfloat eMaj_dt, eBot_dt;
GLfloat eMaj_du, eBot_du;
GLfloat eMaj_dv, eBot_dv;
eMaj_ds = vMax->texcoord[u][0] * wMax
- vMin->texcoord[u][0] * wMin;
eBot_ds = vMid->texcoord[u][0] * wMid
- vMin->texcoord[u][0] * wMin;
dsdx[u] = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
dsdy[u] = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
span.texStepX[u][0] = dsdx[u];
span.texStepY[u][0] = dsdy[u];
eMaj_dt = vMax->texcoord[u][1] * wMax
- vMin->texcoord[u][1] * wMin;
eBot_dt = vMid->texcoord[u][1] * wMid
- vMin->texcoord[u][1] * wMin;
dtdx[u] = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
dtdy[u] = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
span.texStepX[u][1] = dtdx[u];
span.texStepY[u][1] = dtdy[u];
eMaj_du = vMax->texcoord[u][2] * wMax
- vMin->texcoord[u][2] * wMin;
eBot_du = vMid->texcoord[u][2] * wMid
- vMin->texcoord[u][2] * wMin;
dudx[u] = oneOverArea * (eMaj_du * eBot.dy - eMaj.dy * eBot_du);
dudy[u] = oneOverArea * (eMaj.dx * eBot_du - eMaj_du * eBot.dx);
span.texStepX[u][2] = dudx[u];
span.texStepY[u][2] = dudy[u];
eMaj_dv = vMax->texcoord[u][3] * wMax
- vMin->texcoord[u][3] * wMin;
eBot_dv = vMid->texcoord[u][3] * wMid
- vMin->texcoord[u][3] * wMin;
dvdx[u] = oneOverArea * (eMaj_dv * eBot.dy - eMaj.dy * eBot_dv);
dvdy[u] = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
span.texStepX[u][3] = dvdx[u];
span.texStepY[u][3] = dvdy[u];
GLfloat eMaj_ds = vMax->texcoord[u][0] * wMax - vMin->texcoord[u][0] * wMin;
GLfloat eBot_ds = vMid->texcoord[u][0] * wMid - vMin->texcoord[u][0] * wMin;
GLfloat eMaj_dt = vMax->texcoord[u][1] * wMax - vMin->texcoord[u][1] * wMin;
GLfloat eBot_dt = vMid->texcoord[u][1] * wMid - vMin->texcoord[u][1] * wMin;
GLfloat eMaj_du = vMax->texcoord[u][2] * wMax - vMin->texcoord[u][2] * wMin;
GLfloat eBot_du = vMid->texcoord[u][2] * wMid - vMin->texcoord[u][2] * wMin;
GLfloat eMaj_dv = vMax->texcoord[u][3] * wMax - vMin->texcoord[u][3] * wMin;
GLfloat eBot_dv = vMid->texcoord[u][3] * wMid - vMin->texcoord[u][3] * wMin;
span.texStepX[u][0] = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
span.texStepY[u][0] = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
span.texStepX[u][1] = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
span.texStepY[u][1] = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
span.texStepX[u][2] = oneOverArea * (eMaj_du * eBot.dy - eMaj.dy * eBot_du);
span.texStepY[u][2] = oneOverArea * (eMaj.dx * eBot_du - eMaj_du * eBot.dx);
span.texStepX[u][3] = oneOverArea * (eMaj_dv * eBot.dy - eMaj.dy * eBot_dv);
span.texStepY[u][3] = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
}
}
}
@ -729,28 +577,17 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
GLfloat fogLeft = 0, dfogOuter = 0, dfogInner;
#endif
#ifdef INTERP_RGB
GLfixed fr = 0, fdrOuter = 0, fdrInner;
GLfixed fg = 0, fdgOuter = 0, fdgInner;
GLfixed fb = 0, fdbOuter = 0, fdbInner;
ColorTemp fr = 0, fdrOuter = 0, fdrInner;
ColorTemp fg = 0, fdgOuter = 0, fdgInner;
ColorTemp fb = 0, fdbOuter = 0, fdbInner;
#endif
#ifdef INTERP_ALPHA
GLfixed fa = 0, fdaOuter = 0, fdaInner;
#endif
#ifdef INTERP_FLOAT_RGBA
GLfloat fr = 0.0F, fdrOuter = 0.0F, fdrInner;
GLfloat fg = 0.0F, fdgOuter = 0.0F, fdgInner;
GLfloat fb = 0.0F, fdbOuter = 0.0F, fdbInner;
GLfloat fa = 0.0F, fdaOuter = 0.0F, fdaInner;
ColorTemp fa = 0, fdaOuter = 0, fdaInner;
#endif
#ifdef INTERP_SPEC
GLfixed fsr=0, fdsrOuter=0, fdsrInner;
GLfixed fsg=0, fdsgOuter=0, fdsgInner;
GLfixed fsb=0, fdsbOuter=0, fdsbInner;
#endif
#ifdef INTERP_FLOAT_SPEC
GLfloat fsr=0, fdsrOuter=0, fdsrInner;
GLfloat fsg=0, fdsgOuter=0, fdsgInner;
GLfloat fsb=0, fdsbOuter=0, fdsbInner;
ColorTemp fsr=0, fdsrOuter=0, fdsrInner;
ColorTemp fsg=0, fdsgOuter=0, fdsgInner;
ColorTemp fsb=0, fdsbOuter=0, fdsbInner;
#endif
#ifdef INTERP_INDEX
GLfixed fi=0, fdiOuter=0, fdiInner;
@ -867,8 +704,7 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
GLfloat z0 = vLower->win[2];
if (depthBits <= 16) {
/* interpolate fixed-pt values */
GLfloat tmp = (z0 * FIXED_SCALE +
dzdx * adjx + dzdy * adjy) + FIXED_HALF;
GLfloat tmp = (z0 * FIXED_SCALE + dzdx * adjx + dzdy * adjy) + FIXED_HALF;
if (tmp < MAX_GLUINT / 2)
fz = (GLfixed) tmp;
else
@ -877,8 +713,7 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
}
else {
/* interpolate depth values exactly */
fz = (GLint) (z0 + dzdx * FixedToFloat(adjx)
+ dzdy * FixedToFloat(adjy));
fz = (GLint) (z0 + dzdx * FixedToFloat(adjx) + dzdy * FixedToFloat(adjy));
fdzOuter = (GLint) (dzdy + dxOuter * dzdx);
}
# ifdef DEPTH_TYPE
@ -895,94 +730,89 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
#endif
#ifdef INTERP_RGB
if (ctx->Light.ShadeModel == GL_SMOOTH) {
fr = (GLfixed) (ChanToFixed(vLower->color[RCOMP])
+ drdx * adjx + drdy * adjy) + FIXED_HALF;
# if CHAN_TYPE == GL_FLOAT
fr = vLower->color[RCOMP] + (drdx * adjx + drdy * adjy) * (1.0F / FIXED_SCALE);
fg = vLower->color[GCOMP] + (dgdx * adjx + dgdy * adjy) * (1.0F / FIXED_SCALE);
fb = vLower->color[BCOMP] + (dbdx * adjx + dbdy * adjy) * (1.0F / FIXED_SCALE);
fdrOuter = drdy + dxOuter * drdx;
fdgOuter = dgdy + dxOuter * dgdx;
fdbOuter = dbdy + dxOuter * dbdx;
# else
fr = (ChanToFixed(vLower->color[RCOMP]) + drdx * adjx + drdy * adjy) + FIXED_HALF;
fg = (ChanToFixed(vLower->color[GCOMP]) + dgdx * adjx + dgdy * adjy) + FIXED_HALF;
fb = (ChanToFixed(vLower->color[BCOMP]) + dbdx * adjx + dbdy * adjy) + FIXED_HALF;
fdrOuter = SignedFloatToFixed(drdy + dxOuter * drdx);
fg = (GLfixed) (ChanToFixed(vLower->color[GCOMP])
+ dgdx * adjx + dgdy * adjy) + FIXED_HALF;
fdgOuter = SignedFloatToFixed(dgdy + dxOuter * dgdx);
fb = (GLfixed) (ChanToFixed(vLower->color[BCOMP])
+ dbdx * adjx + dbdy * adjy) + FIXED_HALF;
fdbOuter = SignedFloatToFixed(dbdy + dxOuter * dbdx);
# endif
# ifdef INTERP_ALPHA
fa = (GLfixed) (ChanToFixed(vLower->color[ACOMP])
+ dadx * adjx + dady * adjy) + FIXED_HALF;
# if CHAN_TYPE == GL_FLOAT
fa = vLower->color[ACOMP] + (dadx * adjx + dady * adjy) * (1.0F / FIXED_SCALE);
fdaOuter = dady + dxOuter * dadx;
# else
fa = (ChanToFixed(vLower->color[ACOMP]) + dadx * adjx + dady * adjy) + FIXED_HALF;
fdaOuter = SignedFloatToFixed(dady + dxOuter * dadx);
# endif
# endif
}
else {
ASSERT (ctx->Light.ShadeModel == GL_FLAT);
# if CHAN_TYPE == GL_FLOAT
fr = v2->color[RCOMP];
fg = v2->color[GCOMP];
fb = v2->color[BCOMP];
fdrOuter = fdgOuter = fdbOuter = 0.0F;
# else
fr = ChanToFixed(v2->color[RCOMP]);
fg = ChanToFixed(v2->color[GCOMP]);
fb = ChanToFixed(v2->color[BCOMP]);
fdrOuter = fdgOuter = fdbOuter = 0;
# endif
# ifdef INTERP_ALPHA
fa = ChanToFixed(v2->color[ACOMP]);
# if CHAN_TYPE == GL_FLOAT
fa = v2->color[ACOMP];
fdaOuter = 0.0F;
# else
fa = ChanToFixed(v2->color[ACOMP]);
fdaOuter = 0;
# endif
# endif
}
#endif
#ifdef INTERP_FLOAT_RGBA
if (ctx->Light.ShadeModel == GL_SMOOTH) {
fr = vLower->color[RCOMP]
+ (drdx * adjx + drdy * adjy) * (1.0F / FIXED_SCALE);
fdrOuter = drdy + dxOuter * drdx;
fg = vLower->color[GCOMP]
+ (dgdx * adjx + dgdy * adjy) * (1.0F / FIXED_SCALE);
fdgOuter = dgdy + dxOuter * dgdx;
fb = vLower->color[BCOMP]
+ (dbdx * adjx + dbdy * adjy) * (1.0F / FIXED_SCALE);
fdbOuter = dbdy + dxOuter * dbdx;
fa = vLower->color[ACOMP]
+ (dadx * adjx + dady * adjy) * (1.0F / FIXED_SCALE);
fdaOuter = dady + dxOuter * dadx;
}
else {
fr = v2->color[RCOMP];
fg = v2->color[GCOMP];
fb = v2->color[BCOMP];
fa = v2->color[ACOMP];
fdrOuter = fdgOuter = fdbOuter = fdaOuter = 0.0F;
}
#endif
#ifdef INTERP_SPEC
if (ctx->Light.ShadeModel == GL_SMOOTH) {
fsr = (GLfixed) (ChanToFixed(vLower->specular[RCOMP])
+ dsrdx * adjx + dsrdy * adjy) + FIXED_HALF;
fdsrOuter = SignedFloatToFixed(dsrdy + dxOuter * dsrdx);
fsg = (GLfixed) (ChanToFixed(vLower->specular[GCOMP])
+ dsgdx * adjx + dsgdy * adjy) + FIXED_HALF;
fdsgOuter = SignedFloatToFixed(dsgdy + dxOuter * dsgdx);
fsb = (GLfixed) (ChanToFixed(vLower->specular[BCOMP])
+ dsbdx * adjx + dsbdy * adjy) + FIXED_HALF;
fdsbOuter = SignedFloatToFixed(dsbdy + dxOuter * dsbdx);
}
else {
fsr = ChanToFixed(v2->specular[RCOMP]);
fsg = ChanToFixed(v2->specular[GCOMP]);
fsb = ChanToFixed(v2->specular[BCOMP]);
fdsrOuter = fdsgOuter = fdsbOuter = 0;
}
#endif
#ifdef INTERP_FLOAT_SPEC
if (ctx->Light.ShadeModel == GL_SMOOTH) {
fsr = vLower->specular[RCOMP]
+ (dsrdx * adjx + dsrdy * adjy) * (1.0F / FIXED_SCALE);
# if CHAN_TYPE == GL_FLOAT
fsr = vLower->specular[RCOMP] + (dsrdx * adjx + dsrdy * adjy) * (1.0F / FIXED_SCALE);
fsg = vLower->specular[GCOMP] + (dsgdx * adjx + dsgdy * adjy) * (1.0F / FIXED_SCALE);
fsb = vLower->specular[BCOMP] + (dsbdx * adjx + dsbdy * adjy) * (1.0F / FIXED_SCALE);
fdsrOuter = dsrdy + dxOuter * dsrdx;
fsg = vLower->specular[GCOMP]
+ (dsgdx * adjx + dsgdy * adjy) * (1.0F / FIXED_SCALE);
fdsgOuter = dsgdy + dxOuter * dsgdx;
fsb = vLower->specular[BCOMP]
+ (dsbdx * adjx + dsbdy * adjy) * (1.0F / FIXED_SCALE);
fdsbOuter = dsbdy + dxOuter * dsbdx;
# else
fsr = (GLfixed) (ChanToFixed(vLower->specular[RCOMP]) + dsrdx * adjx + dsrdy * adjy) + FIXED_HALF;
fsg = (GLfixed) (ChanToFixed(vLower->specular[GCOMP]) + dsgdx * adjx + dsgdy * adjy) + FIXED_HALF;
fsb = (GLfixed) (ChanToFixed(vLower->specular[BCOMP]) + dsbdx * adjx + dsbdy * adjy) + FIXED_HALF;
fdsrOuter = SignedFloatToFixed(dsrdy + dxOuter * dsrdx);
fdsgOuter = SignedFloatToFixed(dsgdy + dxOuter * dsgdx);
fdsbOuter = SignedFloatToFixed(dsbdy + dxOuter * dsbdx);
# endif
}
else {
#if CHAN_TYPE == GL_FLOAT
fsr = v2->specular[RCOMP];
fsg = v2->specular[GCOMP];
fsb = v2->specular[BCOMP];
fdsrOuter = fdsgOuter = fdsbOuter = 0.0F;
# else
fsr = ChanToFixed(v2->specular[RCOMP]);
fsg = ChanToFixed(v2->specular[GCOMP]);
fsb = ChanToFixed(v2->specular[BCOMP]);
fdsrOuter = fdsgOuter = fdsbOuter = 0;
# endif
}
#endif
#ifdef INTERP_INDEX
if (ctx->Light.ShadeModel == GL_SMOOTH) {
fi = (GLfixed)(vLower->index * FIXED_SCALE
@ -998,36 +828,31 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
{
GLfloat s0, t0;
s0 = vLower->texcoord[0][0] * S_SCALE;
fs = (GLfixed)(s0 * FIXED_SCALE + dsdx * adjx
+ dsdy * adjy) + FIXED_HALF;
fdsOuter = SignedFloatToFixed(dsdy + dxOuter * dsdx);
fs = (GLfixed)(s0 * FIXED_SCALE + span.texStepX[0][0] * adjx
+ span.texStepY[0][0] * adjy) + FIXED_HALF;
fdsOuter = SignedFloatToFixed(span.texStepY[0][0] + dxOuter * span.texStepX[0][0]);
t0 = vLower->texcoord[0][1] * T_SCALE;
ft = (GLfixed)(t0 * FIXED_SCALE + dtdx * adjx
+ dtdy * adjy) + FIXED_HALF;
fdtOuter = SignedFloatToFixed(dtdy + dxOuter * dtdx);
ft = (GLfixed)(t0 * FIXED_SCALE + span.texStepX[0][1] * adjx
+ span.texStepY[0][1] * adjy) + FIXED_HALF;
fdtOuter = SignedFloatToFixed(span.texStepY[0][1] + dxOuter * span.texStepX[0][1]);
}
#endif
#ifdef INTERP_TEX
{
GLfloat invW = vLower->win[3];
GLfloat s0, t0, u0, v0;
s0 = vLower->texcoord[0][0] * invW;
sLeft = s0 + (span.texStepX[0][0] * adjx + dsdy * adjy)
* (1.0F/FIXED_SCALE);
dsOuter = dsdy + dxOuter * span.texStepX[0][0];
t0 = vLower->texcoord[0][1] * invW;
tLeft = t0 + (span.texStepX[0][1] * adjx + dtdy * adjy)
* (1.0F/FIXED_SCALE);
dtOuter = dtdy + dxOuter * span.texStepX[0][1];
u0 = vLower->texcoord[0][2] * invW;
uLeft = u0 + (span.texStepX[0][2] * adjx + dudy * adjy)
* (1.0F/FIXED_SCALE);
duOuter = dudy + dxOuter * span.texStepX[0][2];
v0 = vLower->texcoord[0][3] * invW;
vLeft = v0 + (span.texStepX[0][3] * adjx + dvdy * adjy)
* (1.0F/FIXED_SCALE);
dvOuter = dvdy + dxOuter * span.texStepX[0][3];
const GLfloat invW = vLower->win[3];
const GLfloat s0 = vLower->texcoord[0][0] * invW;
const GLfloat t0 = vLower->texcoord[0][1] * invW;
const GLfloat u0 = vLower->texcoord[0][2] * invW;
const GLfloat v0 = vLower->texcoord[0][3] * invW;
sLeft = s0 + (span.texStepX[0][0] * adjx + span.texStepY[0][0] * adjy) * (1.0F/FIXED_SCALE);
tLeft = t0 + (span.texStepX[0][1] * adjx + span.texStepY[0][1] * adjy) * (1.0F/FIXED_SCALE);
uLeft = u0 + (span.texStepX[0][2] * adjx + span.texStepY[0][2] * adjy) * (1.0F/FIXED_SCALE);
vLeft = v0 + (span.texStepX[0][3] * adjx + span.texStepY[0][3] * adjy) * (1.0F/FIXED_SCALE);
dsOuter = span.texStepY[0][0] + dxOuter * span.texStepX[0][0];
dtOuter = span.texStepY[0][1] + dxOuter * span.texStepX[0][1];
duOuter = span.texStepY[0][2] + dxOuter * span.texStepX[0][2];
dvOuter = span.texStepY[0][3] + dxOuter * span.texStepX[0][3];
}
#endif
#ifdef INTERP_MULTITEX
@ -1035,24 +860,19 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture.Unit[u]._ReallyEnabled) {
GLfloat invW = vLower->win[3];
GLfloat s0, t0, u0, v0;
s0 = vLower->texcoord[u][0] * invW;
sLeft[u] = s0 + (span.texStepX[u][0] * adjx + dsdy[u]
* adjy) * (1.0F/FIXED_SCALE);
dsOuter[u] = dsdy[u] + dxOuter * span.texStepX[u][0];
t0 = vLower->texcoord[u][1] * invW;
tLeft[u] = t0 + (span.texStepX[u][1] * adjx + dtdy[u]
* adjy) * (1.0F/FIXED_SCALE);
dtOuter[u] = dtdy[u] + dxOuter * span.texStepX[u][1];
u0 = vLower->texcoord[u][2] * invW;
uLeft[u] = u0 + (span.texStepX[u][2] * adjx + dudy[u]
* adjy) * (1.0F/FIXED_SCALE);
duOuter[u] = dudy[u] + dxOuter * span.texStepX[u][2];
v0 = vLower->texcoord[u][3] * invW;
vLeft[u] = v0 + (span.texStepX[u][3] * adjx + dvdy[u]
* adjy) * (1.0F/FIXED_SCALE);
dvOuter[u] = dvdy[u] + dxOuter * span.texStepX[u][3];
const GLfloat invW = vLower->win[3];
const GLfloat s0 = vLower->texcoord[u][0] * invW;
const GLfloat t0 = vLower->texcoord[u][1] * invW;
const GLfloat u0 = vLower->texcoord[u][2] * invW;
const GLfloat v0 = vLower->texcoord[u][3] * invW;
sLeft[u] = s0 + (span.texStepX[u][0] * adjx + span.texStepY[u][0] * adjy) * (1.0F/FIXED_SCALE);
tLeft[u] = t0 + (span.texStepX[u][1] * adjx + span.texStepY[u][1] * adjy) * (1.0F/FIXED_SCALE);
uLeft[u] = u0 + (span.texStepX[u][2] * adjx + span.texStepY[u][2] * adjy) * (1.0F/FIXED_SCALE);
vLeft[u] = v0 + (span.texStepX[u][3] * adjx + span.texStepY[u][3] * adjy) * (1.0F/FIXED_SCALE);
dsOuter[u] = span.texStepY[u][0] + dxOuter * span.texStepX[u][0];
dtOuter[u] = span.texStepY[u][1] + dxOuter * span.texStepX[u][1];
duOuter[u] = span.texStepY[u][2] + dxOuter * span.texStepX[u][2];
dvOuter[u] = span.texStepY[u][3] + dxOuter * span.texStepX[u][3];
}
}
}
@ -1084,15 +904,15 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
#ifdef INTERP_FOG
dfogInner = dfogOuter + span.fogStep;
#endif
#if defined(INTERP_RGB) || defined(INTERP_FLOAT_RGBA)
#if defined(INTERP_RGB)
fdrInner = fdrOuter + span.redStep;
fdgInner = fdgOuter + span.greenStep;
fdbInner = fdbOuter + span.blueStep;
#endif
#if defined(INTERP_ALPHA) || defined(INTERP_FLOAT_RGBA)
#if defined(INTERP_ALPHA)
fdaInner = fdaOuter + span.alphaStep;
#endif
#if defined(INTERP_SPEC) || defined(INTERP_FLOAT_SPEC)
#if defined(INTERP_SPEC)
fdsrInner = fdsrOuter + span.specRedStep;
fdsgInner = fdsgOuter + span.specGreenStep;
fdsbInner = fdsbOuter + span.specBlueStep;
@ -1142,15 +962,15 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
#ifdef INTERP_FOG
span.fog = fogLeft;
#endif
#if defined(INTERP_RGB) || defined(INTERP_FLOAT_RGBA)
#if defined(INTERP_RGB)
span.red = fr;
span.green = fg;
span.blue = fb;
#endif
#if defined(INTERP_ALPHA) || defined(INTERP_FLOAT_RGBA)
#if defined(INTERP_ALPHA)
span.alpha = fa;
#endif
#if defined(INTERP_SPEC) || defined(INTERP_FLOAT_SPEC)
#if defined(INTERP_SPEC)
span.specRed = fsr;
span.specGreen = fsg;
span.specBlue = fsb;
@ -1280,15 +1100,15 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
#ifdef INTERP_FOG
fogLeft += dfogOuter;
#endif
#if defined(INTERP_RGB) || defined(INTERP_FLOAT_RGBA)
#if defined(INTERP_RGB)
fr += fdrOuter;
fg += fdgOuter;
fb += fdbOuter;
#endif
#if defined(INTERP_ALPHA) || defined(INTERP_FLOAT_RGBA)
#if defined(INTERP_ALPHA)
fa += fdaOuter;
#endif
#if defined(INTERP_SPEC) || defined(INTERP_FLOAT_SPEC)
#if defined(INTERP_SPEC)
fsr += fdsrOuter;
fsg += fdsgOuter;
fsb += fdsbOuter;
@ -1333,15 +1153,15 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
#ifdef INTERP_FOG
fogLeft += dfogInner;
#endif
#if defined(INTERP_RGB) || defined(INTERP_FLOAT_RGBA)
#if defined(INTERP_RGB)
fr += fdrInner;
fg += fdgInner;
fb += fdbInner;
#endif
#if defined(INTERP_ALPHA) || defined(INTERP_FLOAT_RGBA)
#if defined(INTERP_ALPHA)
fa += fdaInner;
#endif
#if defined(INTERP_SPEC) || defined(INTERP_FLOAT_SPEC)
#if defined(INTERP_SPEC)
fsr += fdsrInner;
fsg += fdsgInner;
fsb += fdsbInner;
@ -1401,8 +1221,6 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
#undef INTERP_INT_TEX
#undef INTERP_TEX
#undef INTERP_MULTITEX
#undef INTERP_FLOAT_RGBA
#undef INTERP_FLOAT_SPEC
#undef S_SCALE
#undef T_SCALE