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radeon: Make RADEON_CMDBUF more fine grained.
[mesa.git]
/
src
/
mesa
/
swrast
/
s_feedback.c
diff --git
a/src/mesa/swrast/s_feedback.c
b/src/mesa/swrast/s_feedback.c
index 606afc63ba9dce865f3b1b2ab8ef50194bf73977..7bb914b6589667c7c2307fb1a0445876fb339f5c 100644
(file)
--- a/
src/mesa/swrast/s_feedback.c
+++ b/
src/mesa/swrast/s_feedback.c
@@
-22,12
+22,12
@@
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
-#include "glheader.h"
-#include "colormac.h"
-#include "context.h"
-#include "enums.h"
-#include "feedback.h"
-#include "macros.h"
+#include "
main/
glheader.h"
+#include "
main/
colormac.h"
+#include "
main/
context.h"
+#include "
main/
enums.h"
+#include "
main/
feedback.h"
+#include "ma
in/ma
cros.h"
#include "s_context.h"
#include "s_feedback.h"
#include "s_context.h"
#include "s_feedback.h"
@@
-39,19
+39,14
@@
static void
feedback_vertex(GLcontext * ctx, const SWvertex * v, const SWvertex * pv)
{
GLfloat win[4];
feedback_vertex(GLcontext * ctx, const SWvertex * v, const SWvertex * pv)
{
GLfloat win[4];
- GLfloat color[4];
const GLfloat *vtc = v->attrib[FRAG_ATTRIB_TEX0];
const GLfloat *vtc = v->attrib[FRAG_ATTRIB_TEX0];
+ const GLfloat *color = v->attrib[FRAG_ATTRIB_COL0];
win[0] = v->attrib[FRAG_ATTRIB_WPOS][0];
win[1] = v->attrib[FRAG_ATTRIB_WPOS][1];
win[2] = v->attrib[FRAG_ATTRIB_WPOS][2] / ctx->DrawBuffer->_DepthMaxF;
win[3] = 1.0F / v->attrib[FRAG_ATTRIB_WPOS][3];
win[0] = v->attrib[FRAG_ATTRIB_WPOS][0];
win[1] = v->attrib[FRAG_ATTRIB_WPOS][1];
win[2] = v->attrib[FRAG_ATTRIB_WPOS][2] / ctx->DrawBuffer->_DepthMaxF;
win[3] = 1.0F / v->attrib[FRAG_ATTRIB_WPOS][3];
- color[0] = CHAN_TO_FLOAT(pv->color[0]);
- color[1] = CHAN_TO_FLOAT(pv->color[1]);
- color[2] = CHAN_TO_FLOAT(pv->color[2]);
- color[3] = CHAN_TO_FLOAT(pv->color[3]);
-
_mesa_feedback_vertex(ctx, win, color, v->attrib[FRAG_ATTRIB_CI][0], vtc);
}
_mesa_feedback_vertex(ctx, win, color, v->attrib[FRAG_ATTRIB_CI][0], vtc);
}
@@
-64,8
+59,8
@@
_swrast_feedback_triangle(GLcontext *ctx, const SWvertex *v0,
const SWvertex *v1, const SWvertex *v2)
{
if (_swrast_culltriangle(ctx, v0, v1, v2)) {
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 */
+
_mesa_feedback_token
(ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN);
+
_mesa_feedback_token
(ctx, (GLfloat) 3); /* three vertices */
if (ctx->Light.ShadeModel == GL_SMOOTH) {
feedback_vertex(ctx, v0, v0);
if (ctx->Light.ShadeModel == GL_SMOOTH) {
feedback_vertex(ctx, v0, v0);
@@
-91,7
+86,7
@@
_swrast_feedback_line(GLcontext *ctx, const SWvertex *v0,
if (swrast->StippleCounter == 0)
token = GL_LINE_RESET_TOKEN;
if (swrast->StippleCounter == 0)
token = GL_LINE_RESET_TOKEN;
-
FEEDBACK_TOKEN
(ctx, (GLfloat) (GLint) token);
+
_mesa_feedback_token
(ctx, (GLfloat) (GLint) token);
if (ctx->Light.ShadeModel == GL_SMOOTH) {
feedback_vertex(ctx, v0, v0);
if (ctx->Light.ShadeModel == GL_SMOOTH) {
feedback_vertex(ctx, v0, v0);
@@
-109,7
+104,7
@@
_swrast_feedback_line(GLcontext *ctx, const SWvertex *v0,
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);
+
_mesa_feedback_token
(ctx, (GLfloat) (GLint) GL_POINT_TOKEN);
feedback_vertex(ctx, v, v);
}
feedback_vertex(ctx, v, v);
}