Replace the flags Mesa was using for ctx->NewState with a new set
[mesa.git] / src / mesa / drivers / x11 / xm_tri.c
index 5392c0f3532c8637ab4159983312e8703fc1b5eb..b0d134a259d4de50ecc1b6aa4f2b358ae5d8cb7e 100644 (file)
@@ -1,4 +1,4 @@
-/* $Id: xm_tri.c,v 1.4 2000/09/28 22:44:32 brianp Exp $ */
+/* $Id: xm_tri.c,v 1.5 2000/10/30 13:32:03 keithw Exp $ */
 
 /*
  * Mesa 3-D graphics library
@@ -106,6 +106,7 @@ static void smooth_TRUECOLOR_z_triangle( GLcontext *ctx,
 {                                                                      \
    GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer, Y);                 \
    GLint len = RIGHT-LEFT;                                             \
+   (void) fffog;                                                       \
    for (i=0;i<len;i++,xx++) {                                          \
       GLdepth z = FixedToDepth(ffz);                                   \
       if (z < zRow[i]) {                                               \
@@ -141,6 +142,7 @@ static void smooth_8A8B8G8R_z_triangle( GLcontext *ctx,
 #define INNER_LOOP( LEFT, RIGHT, Y )                                   \
 {                                                                      \
    GLint i, len = RIGHT-LEFT;                                          \
+   (void) fffog;                                                       \
    for (i=0;i<len;i++) {                                               \
       GLdepth z = FixedToDepth(ffz);                                   \
       if (z < zRow[i]) {                                               \
@@ -174,6 +176,7 @@ static void smooth_8R8G8B_z_triangle( GLcontext *ctx,
 #define INNER_LOOP( LEFT, RIGHT, Y )                                   \
 {                                                                      \
    GLint i, len = RIGHT-LEFT;                                          \
+   (void) fffog;                                                       \
    for (i=0;i<len;i++) {                                               \
       GLdepth z = FixedToDepth(ffz);                                   \
       if (z < zRow[i]) {                                               \
@@ -207,6 +210,7 @@ static void smooth_8R8G8B24_z_triangle( GLcontext *ctx,
 #define INNER_LOOP( LEFT, RIGHT, Y )                                   \
 {                                                                      \
    GLint i, len = RIGHT-LEFT;                                          \
+   (void) fffog;                                                       \
    for (i=0;i<len;i++) {                                               \
       GLdepth z = FixedToDepth(ffz);                                   \
       if (z < zRow[i]) {                                               \
@@ -240,6 +244,7 @@ static void smooth_TRUEDITHER_z_triangle( GLcontext *ctx,
 #define INNER_LOOP( LEFT, RIGHT, Y )                                   \
 {                                                                      \
    GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT;        \
+   (void) fffog;                                                       \
    for (i=0;i<len;i++,xx++) {                                          \
       GLdepth z = FixedToDepth(ffz);                                   \
       if (z < zRow[i]) {                                               \
@@ -275,6 +280,7 @@ static void smooth_5R6G5B_z_triangle( GLcontext *ctx,
 #define INNER_LOOP( LEFT, RIGHT, Y )                                   \
 {                                                                      \
    GLint i, len = RIGHT-LEFT;                                          \
+   (void) fffog;                                                       \
    for (i=0;i<len;i++) {                                               \
       DEPTH_TYPE z = FixedToDepth(ffz);                                        \
       if (z < zRow[i]) {                                               \
@@ -308,6 +314,7 @@ static void smooth_DITHER_5R6G5B_z_triangle( GLcontext *ctx,
 #define INNER_LOOP( LEFT, RIGHT, Y )                                   \
 {                                                                      \
    GLint i, len = RIGHT-LEFT;                                          \
+   (void) fffog;                                                       \
    for (i=0;i<len;i++) {                                               \
       GLdepth z = FixedToDepth(ffz);                                   \
       if (z < zRow[i]) {                                               \
@@ -342,6 +349,7 @@ static void smooth_DITHER8_z_triangle( GLcontext *ctx,
 {                                                                      \
    GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT;        \
    XDITHER_SETUP(yy);                                                  \
+   (void) fffog;                                                       \
    for (i=0;i<len;i++,xx++) {                                          \
       GLdepth z = FixedToDepth(ffz);                                   \
       if (z < zRow[i]) {                                               \
@@ -377,6 +385,7 @@ static void smooth_DITHER_z_triangle( GLcontext *ctx,
 {                                                                      \
    GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT;        \
    XDITHER_SETUP(yy);                                                  \
+   (void) fffog;                                                       \
    for (i=0;i<len;i++,xx++) {                                          \
       GLdepth z = FixedToDepth(ffz);                                   \
       if (z < zRow[i]) {                                               \
@@ -411,6 +420,7 @@ static void smooth_LOOKUP8_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
 {                                                                      \
    GLint i, len = RIGHT-LEFT;                                          \
    LOOKUP_SETUP;                                                       \
+   (void) fffog;                                                       \
    for (i=0;i<len;i++) {                                               \
       GLdepth z = FixedToDepth(ffz);                                   \
       if (z < zRow[i]) {                                               \
@@ -444,6 +454,7 @@ static void smooth_HPCR_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
 #define INNER_LOOP( LEFT, RIGHT, Y )                                   \
 {                                                                      \
    GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT;        \
+   (void) fffog;                                                       \
    for (i=0;i<len;i++,xx++) {                                          \
       GLdepth z = FixedToDepth(ffz);                                   \
       if (z < zRow[i]) {                                               \
@@ -477,6 +488,7 @@ static void flat_TRUECOLOR_z_triangle( GLcontext *ctx,
 #define INNER_LOOP( LEFT, RIGHT, Y )                                   \
 {                                                                      \
    GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT;        \
+   (void) fffog;                                                       \
    for (i=0;i<len;i++,xx++) {                                          \
       GLdepth z = FixedToDepth(ffz);                                   \
       if (z < zRow[i]) {                                               \
@@ -508,6 +520,7 @@ static void flat_8A8B8G8R_z_triangle( GLcontext *ctx, GLuint v0,
 #define INNER_LOOP( LEFT, RIGHT, Y )                                   \
 {                                                                      \
    GLint i, len = RIGHT-LEFT;                                          \
+   (void) fffog;                                                       \
    for (i=0;i<len;i++) {                                               \
       GLdepth z = FixedToDepth(ffz);                                   \
       if (z < zRow[i]) {                                               \
@@ -539,6 +552,7 @@ static void flat_8R8G8B_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
 #define INNER_LOOP( LEFT, RIGHT, Y )                   \
 {                                                      \
    GLint i, len = RIGHT-LEFT;                          \
+   (void) fffog;                                                       \
    for (i=0;i<len;i++) {                               \
       GLdepth z = FixedToDepth(ffz);                   \
       if (z < zRow[i]) {                               \
@@ -568,6 +582,7 @@ static void flat_8R8G8B24_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
 #define INNER_LOOP( LEFT, RIGHT, Y )                   \
 {                                                      \
    GLint i, len = RIGHT-LEFT;                          \
+   (void) fffog;                                                       \
    for (i=0;i<len;i++) {                               \
       GLdepth z = FixedToDepth(ffz);                   \
       if (z < zRow[i]) {                               \
@@ -597,6 +612,7 @@ static void flat_TRUEDITHER_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
 #define INNER_LOOP( LEFT, RIGHT, Y )                                   \
 {                                                                      \
    GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT;        \
+   (void) fffog;                                                       \
    for (i=0;i<len;i++,xx++) {                                          \
       GLdepth z = FixedToDepth(ffz);                                   \
       if (z < zRow[i]) {                                               \
@@ -631,6 +647,7 @@ static void flat_5R6G5B_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
 #define INNER_LOOP( LEFT, RIGHT, Y )                   \
 {                                                      \
    GLint i, len = RIGHT-LEFT;                          \
+   (void) fffog;                                                       \
    for (i=0;i<len;i++) {                               \
       DEPTH_TYPE z = FixedToDepth(ffz);                        \
       if (z < zRow[i]) {                               \
@@ -660,6 +677,7 @@ static void flat_DITHER_5R6G5B_z_triangle( GLcontext *ctx, GLuint v0,
 #define INNER_LOOP( LEFT, RIGHT, Y )                           \
 {                                                              \
    GLint i, len = RIGHT-LEFT;                                  \
+   (void) fffog;                                                       \
    for (i=0;i<len;i++) {                                       \
       DEPTH_TYPE z = FixedToDepth(ffz);                                \
       if (z < zRow[i]) {                                       \
@@ -693,6 +711,7 @@ static void flat_DITHER8_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
 {                                                              \
    GLint i, xx = LEFT, len = RIGHT-LEFT;                       \
    FLAT_DITHER_ROW_SETUP(FLIP(xmesa->xm_buffer, Y));           \
+   (void) fffog;                                                       \
    for (i=0;i<len;i++,xx++) {                                  \
       GLdepth z = FixedToDepth(ffz);                           \
       if (z < zRow[i]) {                                       \
@@ -723,6 +742,7 @@ static void flat_DITHER_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
 {                                                                      \
    GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT;        \
    FLAT_DITHER_ROW_SETUP(yy);                                          \
+   (void) fffog;                                                       \
    for (i=0;i<len;i++,xx++) {                                          \
       GLdepth z = FixedToDepth(ffz);                                   \
       if (z < zRow[i]) {                                               \
@@ -756,6 +776,7 @@ static void flat_HPCR_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
 #define INNER_LOOP( LEFT, RIGHT, Y )                                   \
 {                                                                      \
    GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT;        \
+   (void) fffog;                                                       \
    for (i=0;i<len;i++,xx++) {                                          \
       GLdepth z = FixedToDepth(ffz);                                   \
       if (z < zRow[i]) {                                               \
@@ -790,6 +811,7 @@ static void flat_LOOKUP8_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
 #define INNER_LOOP( LEFT, RIGHT, Y )                   \
 {                                                      \
    GLint i, len = RIGHT-LEFT;                          \
+   (void) fffog;                                                       \
    for (i=0;i<len;i++) {                               \
       GLdepth z = FixedToDepth(ffz);                   \
       if (z < zRow[i]) {                               \