Parameter n and rgbaChan are both from structure span, thus using span
as paramter to simplify the prototype. Function texture_combine is only
used by _swrast_texture_span, so I guess it's safe to do so.
This patch is mainly for the next patch.
Signed-off-by: Yuanhan Liu <yuanhan.liu@linux.intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
*
* \param ctx rendering context
* \param unit the texture combiner unit
*
* \param ctx rendering context
* \param unit the texture combiner unit
- * \param n number of fragments to process (span width)
* \param primary_rgba incoming fragment color array
* \param texelBuffer pointer to texel colors for all texture units
*
* \param primary_rgba incoming fragment color array
* \param texelBuffer pointer to texel colors for all texture units
*
- * \param rgba incoming/result fragment colors
+ * \param span two fields are used in this function:
+ * span->end: number of fragments to process
+ * span->array->rgba: incoming/result fragment colors
-texture_combine( struct gl_context *ctx, GLuint unit, GLuint n,
+texture_combine( struct gl_context *ctx, GLuint unit,
const float4_array primary_rgba,
const GLfloat *texelBuffer,
const float4_array primary_rgba,
const GLfloat *texelBuffer,
- GLchan (*rgbaChan)[4] )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
const struct gl_texture_unit *textureUnit = &(ctx->Texture.Unit[unit]);
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
const struct gl_texture_unit *textureUnit = &(ctx->Texture.Unit[unit]);
const GLuint numArgsA = combine->_NumArgsA;
float4_array ccolor[4], rgba;
GLuint i, term;
const GLuint numArgsA = combine->_NumArgsA;
float4_array ccolor[4], rgba;
GLuint i, term;
+ GLuint n = span->end;
+ GLchan (*rgbaChan)[4] = span->array->rgba;
/* alloc temp pixel buffers */
rgba = (float4_array) malloc(4 * n * sizeof(GLfloat));
/* alloc temp pixel buffers */
rgba = (float4_array) malloc(4 * n * sizeof(GLfloat));
* We modify the span->color.rgba values.
*/
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
* We modify the span->color.rgba values.
*/
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
- if (ctx->Texture.Unit[unit]._ReallyEnabled) {
- texture_combine( ctx, unit, span->end,
- primary_rgba,
- swrast->TexelBuffer,
- span->array->rgba );
- }
+ if (ctx->Texture.Unit[unit]._ReallyEnabled)
+ texture_combine(ctx, unit, primary_rgba, swrast->TexelBuffer, span);