/*
* Mesa 3-D graphics library
- * Version: 6.5.3
*
* 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.
*/
* vertices and the given Z values.
* A point (x,y,z) lies on plane iff a*x+b*y+c*z+d = 0.
*/
-static INLINE void
+static inline void
compute_plane(const GLfloat v0[], const GLfloat v1[], const GLfloat v2[],
GLfloat z0, GLfloat z1, GLfloat z2, GLfloat plane[4])
{
/*
* Compute coefficients of a plane with a constant Z value.
*/
-static INLINE void
+static inline void
constant_plane(GLfloat value, GLfloat plane[4])
{
plane[0] = 0.0;
/*
* Solve plane equation for Z at (X,Y).
*/
-static INLINE GLfloat
+static inline GLfloat
solve_plane(GLfloat x, GLfloat y, const GLfloat plane[4])
{
ASSERT(plane[2] != 0.0F);
((PLANE[3] + PLANE[0] * (X) + PLANE[1] * (Y)) / -PLANE[2])
-/*
- * Return 1 / solve_plane().
- */
-static INLINE GLfloat
-solve_plane_recip(GLfloat x, GLfloat y, const GLfloat plane[4])
-{
- const GLfloat denom = plane[3] + plane[0] * x + plane[1] * y;
- if (denom == 0.0F)
- return 0.0F;
- else
- return -plane[2] / denom;
-}
-
-
/*
* Solve plane and return clamped GLchan value.
*/
-static INLINE GLchan
+static inline GLchan
solve_plane_chan(GLfloat x, GLfloat y, const GLfloat plane[4])
{
const GLfloat z = (plane[3] + plane[0] * x + plane[1] * y) / -plane[2];
}
-static INLINE GLfloat
+static inline GLfloat
plane_dx(const GLfloat plane[4])
{
return -plane[0] / plane[2];
}
-static INLINE GLfloat
+static inline GLfloat
plane_dy(const GLfloat plane[4])
{
return -plane[1] / plane[2];
ASSERT(ctx->Polygon.SmoothFlag);
if (ctx->Texture._EnabledCoordUnits != 0
- || ctx->FragmentProgram._Current
+ || _swrast_use_fragment_program(ctx)
|| swrast->_FogEnabled
|| _mesa_need_secondary_color(ctx)) {
SWRAST_CONTEXT(ctx)->Triangle = general_aa_tri;