/*
* Mesa 3-D graphics library
- * Version: 7.1
*
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*/
#if defined(DO_ATTRIBS)
ATTRIB_LOOP_BEGIN
GLfloat (*attribArray)[4] = line->span.array->attribs[attr];
- if (attr >= FRAG_ATTRIB_TEX0 && attr < FRAG_ATTRIB_VAR0
+ if (attr >= VARYING_SLOT_TEX0 && attr < VARYING_SLOT_VAR0
&& !_swrast_use_fragment_program(ctx)) {
/* texcoord w/ divide by Q */
- const GLuint unit = attr - FRAG_ATTRIB_TEX0;
+ const GLuint unit = attr - VARYING_SLOT_TEX0;
const GLfloat invQ = solve_plane_recip(fx, fy, line->attrPlane[attr][3]);
GLuint c;
for (c = 0; c < 3; c++) {
/* Init the LineInfo struct */
struct LineInfo line;
- line.x0 = v0->attrib[FRAG_ATTRIB_WPOS][0];
- line.y0 = v0->attrib[FRAG_ATTRIB_WPOS][1];
- line.x1 = v1->attrib[FRAG_ATTRIB_WPOS][0];
- line.y1 = v1->attrib[FRAG_ATTRIB_WPOS][1];
+ line.x0 = v0->attrib[VARYING_SLOT_POS][0];
+ line.y0 = v0->attrib[VARYING_SLOT_POS][1];
+ line.x1 = v1->attrib[VARYING_SLOT_POS][0];
+ line.y1 = v1->attrib[VARYING_SLOT_POS][1];
line.dx = line.x1 - line.x0;
line.dy = line.y1 - line.y0;
- line.len = SQRTF(line.dx * line.dx + line.dy * line.dy);
+ line.len = sqrtf(line.dx * line.dx + line.dy * line.dy);
line.halfWidth = 0.5F * CLAMP(ctx->Line.Width,
ctx->Const.MinLineWidthAA,
ctx->Const.MaxLineWidthAA);
#ifdef DO_Z
line.span.arrayMask |= SPAN_Z;
compute_plane(line.x0, line.y0, line.x1, line.y1,
- v0->attrib[FRAG_ATTRIB_WPOS][2], v1->attrib[FRAG_ATTRIB_WPOS][2], line.zPlane);
+ v0->attrib[VARYING_SLOT_POS][2], v1->attrib[VARYING_SLOT_POS][2], line.zPlane);
#endif
line.span.arrayMask |= SPAN_RGBA;
if (ctx->Light.ShadeModel == GL_SMOOTH) {
}
#if defined(DO_ATTRIBS)
{
- const GLfloat invW0 = v0->attrib[FRAG_ATTRIB_WPOS][3];
- const GLfloat invW1 = v1->attrib[FRAG_ATTRIB_WPOS][3];
+ const GLfloat invW0 = v0->attrib[VARYING_SLOT_POS][3];
+ const GLfloat invW1 = v1->attrib[VARYING_SLOT_POS][3];
line.span.arrayMask |= SPAN_LAMBDA;
compute_plane(line.x0, line.y0, line.x1, line.y1, invW0, invW1, line.wPlane);
ATTRIB_LOOP_BEGIN
}
}
line.span.arrayAttribs |= BITFIELD64_BIT(attr);
- if (attr >= FRAG_ATTRIB_TEX0 && attr < FRAG_ATTRIB_VAR0) {
- const GLuint u = attr - FRAG_ATTRIB_TEX0;
+ if (attr >= VARYING_SLOT_TEX0 && attr < VARYING_SLOT_VAR0) {
+ const GLuint u = attr - VARYING_SLOT_TEX0;
const struct gl_texture_object *obj = ctx->Texture.Unit[u]._Current;
const struct gl_texture_image *texImage = obj->Image[0][obj->BaseLevel];
line.texWidth[attr] = (GLfloat) texImage->Width;