X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fswrast%2Fs_feedback.c;h=00f92d463c33f1626313b4d47d94e56dd4c7af98;hb=1be3764dbe8d8ab2259c206a2158fe8f3c62c962;hp=2ebaaff3c19397097d7d58eb8f3d6c9def9a5e94;hpb=d575248903d0e012c8876c2b2ff4b268d70bedaf;p=mesa.git diff --git a/src/mesa/swrast/s_feedback.c b/src/mesa/swrast/s_feedback.c index 2ebaaff3c19..00f92d463c3 100644 --- a/src/mesa/swrast/s_feedback.c +++ b/src/mesa/swrast/s_feedback.c @@ -1,9 +1,8 @@ - /* * Mesa 3-D graphics library - * Version: 5.1 + * Version: 7.0 * - * Copyright (C) 1999-2003 Brian Paul All Rights Reserved. + * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), @@ -23,143 +22,117 @@ * 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" #include "s_triangle.h" -#define FB_3D 0x01 -#define FB_4D 0x02 -#define FB_INDEX 0x04 -#define FB_COLOR 0x08 -#define FB_TEXTURE 0X10 - - - -static void feedback_vertex( GLcontext *ctx, - const SWvertex *v, const SWvertex *pv ) +static void +feedback_vertex(struct gl_context * ctx, const SWvertex * v, const SWvertex * pv) { - const GLuint texUnit = 0; /* See section 5.3 of 1.2.1 spec */ GLfloat win[4]; - GLfloat color[4]; - GLfloat tc[4]; - GLuint index; - - win[0] = v->win[0]; - win[1] = v->win[1]; - win[2] = v->win[2] / ctx->DepthMaxF; - win[3] = 1.0F / v->win[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]); - - if (v->texcoord[texUnit][3] != 1.0 && - v->texcoord[texUnit][3] != 0.0) { - GLfloat invq = 1.0F / v->texcoord[texUnit][3]; - tc[0] = v->texcoord[texUnit][0] * invq; - tc[1] = v->texcoord[texUnit][1] * invq; - tc[2] = v->texcoord[texUnit][2] * invq; - tc[3] = v->texcoord[texUnit][3]; - } - else { - COPY_4V(tc, v->texcoord[texUnit]); - } + const GLfloat *vtc = v->attrib[FRAG_ATTRIB_TEX0]; + const GLfloat *color = v->attrib[FRAG_ATTRIB_COL0]; - index = v->index; + 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]; - _mesa_feedback_vertex( ctx, win, color, (GLfloat)index, tc ); + _mesa_feedback_vertex(ctx, win, color, vtc); } /* * Put triangle in feedback buffer. */ -void _swrast_feedback_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2) +void +_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 ); - feedback_vertex( ctx, v1, v1 ); - feedback_vertex( ctx, v2, v2 ); - } else { - feedback_vertex( ctx, v0, v2 ); - feedback_vertex( ctx, v1, v2 ); - feedback_vertex( ctx, v2, v2 ); + feedback_vertex(ctx, v0, v0); + feedback_vertex(ctx, v1, v1); + feedback_vertex(ctx, v2, v2); + } + else { + feedback_vertex(ctx, v0, v2); + feedback_vertex(ctx, v1, v2); + feedback_vertex(ctx, v2, v2); } } } -void _swrast_feedback_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 ) +void +_swrast_feedback_line(struct gl_context *ctx, const SWvertex *v0, + const SWvertex *v1) { GLenum token = GL_LINE_TOKEN; SWcontext *swrast = SWRAST_CONTEXT(ctx); - if (swrast->StippleCounter==0) + 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 ); - feedback_vertex( ctx, v1, v1 ); - } else { - feedback_vertex( ctx, v0, v1 ); - feedback_vertex( ctx, v1, v1 ); + feedback_vertex(ctx, v0, v0); + feedback_vertex(ctx, v1, v1); + } + else { + feedback_vertex(ctx, v0, v1); + feedback_vertex(ctx, v1, v1); } swrast->StippleCounter++; } -void _swrast_feedback_point( GLcontext *ctx, const SWvertex *v ) +void +_swrast_feedback_point(struct gl_context *ctx, const SWvertex *v) { - FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POINT_TOKEN ); - feedback_vertex( ctx, v, v ); + _mesa_feedback_token(ctx, (GLfloat) (GLint) GL_POINT_TOKEN); + feedback_vertex(ctx, v, v); } -void _swrast_select_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2) +void +_swrast_select_triangle(struct gl_context *ctx, const SWvertex *v0, + const SWvertex *v1, const SWvertex *v2) { - if (_swrast_culltriangle( ctx, v0, v1, v2 )) { - const GLfloat zs = 1.0F / ctx->DepthMaxF; + if (!_swrast_culltriangle(ctx, v0, v1, v2)) { + const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF; - _mesa_update_hitflag( ctx, v0->win[2] * zs ); - _mesa_update_hitflag( ctx, v1->win[2] * zs ); - _mesa_update_hitflag( ctx, v2->win[2] * zs ); + _mesa_update_hitflag( ctx, v0->attrib[FRAG_ATTRIB_WPOS][2] * zs ); + _mesa_update_hitflag( ctx, v1->attrib[FRAG_ATTRIB_WPOS][2] * zs ); + _mesa_update_hitflag( ctx, v2->attrib[FRAG_ATTRIB_WPOS][2] * zs ); } } -void _swrast_select_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 ) +void +_swrast_select_line(struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1) { - const GLfloat zs = 1.0F / ctx->DepthMaxF; - _mesa_update_hitflag( ctx, v0->win[2] * zs ); - _mesa_update_hitflag( ctx, v1->win[2] * zs ); + const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF; + _mesa_update_hitflag( ctx, v0->attrib[FRAG_ATTRIB_WPOS][2] * zs ); + _mesa_update_hitflag( ctx, v1->attrib[FRAG_ATTRIB_WPOS][2] * zs ); } -void _swrast_select_point( GLcontext *ctx, const SWvertex *v ) +void +_swrast_select_point(struct gl_context *ctx, const SWvertex *v) { - const GLfloat zs = 1.0F / ctx->DepthMaxF; - _mesa_update_hitflag( ctx, v->win[2] * zs ); + const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF; + _mesa_update_hitflag( ctx, v->attrib[FRAG_ATTRIB_WPOS][2] * zs ); }