* 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/feedback.h"
+#include "main/macros.h"
#include "s_context.h"
#include "s_feedback.h"
static void
-feedback_vertex(GLcontext * ctx, const SWvertex * v, const SWvertex * pv)
+feedback_vertex(struct gl_context * ctx, const SWvertex * v, const SWvertex * pv)
{
GLfloat win[4];
const GLfloat *vtc = v->attrib[FRAG_ATTRIB_TEX0];
win[2] = v->attrib[FRAG_ATTRIB_WPOS][2] / ctx->DrawBuffer->_DepthMaxF;
win[3] = 1.0F / v->attrib[FRAG_ATTRIB_WPOS][3];
- _mesa_feedback_vertex(ctx, win, color, v->attrib[FRAG_ATTRIB_CI][0], vtc);
+ _mesa_feedback_vertex(ctx, win, color, vtc);
}
* Put triangle in feedback buffer.
*/
void
-_swrast_feedback_triangle(GLcontext *ctx, const SWvertex *v0,
+_swrast_feedback_triangle(struct gl_context *ctx, const SWvertex *v0,
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 */
+ if (!_swrast_culltriangle(ctx, v0, v1, v2)) {
+ _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);
void
-_swrast_feedback_line(GLcontext *ctx, const SWvertex *v0,
+_swrast_feedback_line(struct gl_context *ctx, const SWvertex *v0,
const SWvertex *v1)
{
GLenum token = GL_LINE_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);
void
-_swrast_feedback_point(GLcontext *ctx, const SWvertex *v)
+_swrast_feedback_point(struct gl_context *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);
}
void
-_swrast_select_triangle(GLcontext *ctx, const SWvertex *v0,
+_swrast_select_triangle(struct gl_context *ctx, const SWvertex *v0,
const SWvertex *v1, const SWvertex *v2)
{
- if (_swrast_culltriangle(ctx, v0, v1, v2)) {
+ if (!_swrast_culltriangle(ctx, v0, v1, v2)) {
const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
_mesa_update_hitflag( ctx, v0->attrib[FRAG_ATTRIB_WPOS][2] * zs );
void
-_swrast_select_line(GLcontext *ctx, const SWvertex *v0, const SWvertex *v1)
+_swrast_select_line(struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1)
{
const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
_mesa_update_hitflag( ctx, v0->attrib[FRAG_ATTRIB_WPOS][2] * zs );
void
-_swrast_select_point(GLcontext *ctx, const SWvertex *v)
+_swrast_select_point(struct gl_context *ctx, const SWvertex *v)
{
const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
_mesa_update_hitflag( ctx, v->attrib[FRAG_ATTRIB_WPOS][2] * zs );