GLfloat texcoords[MAX_TEXTURE_COORD_UNITS][MAX_WIDTH][4];
GLfloat lambda[MAX_TEXTURE_COORD_UNITS][MAX_WIDTH];
GLfloat coverage[MAX_WIDTH];
- GLfloat varying[MAX_WIDTH][MAX_VARYING_VECTORS][VARYINGS_PER_VECTOR];
+ GLfloat varying[MAX_WIDTH][MAX_VARYING][4];
/** This mask indicates which fragments are alive or culled */
GLubyte mask[MAX_WIDTH];
GLfloat texStepX[MAX_TEXTURE_COORD_UNITS][4];
GLfloat texStepY[MAX_TEXTURE_COORD_UNITS][4];
GLfixed intTex[2], intTexStep[2]; /* s, t only */
- GLfloat var[MAX_VARYING_VECTORS][VARYINGS_PER_VECTOR];
- GLfloat varStepX[MAX_VARYING_VECTORS][VARYINGS_PER_VECTOR];
- GLfloat varStepY[MAX_VARYING_VECTORS][VARYINGS_PER_VECTOR];
+ GLfloat var[MAX_VARYING][4];
+ GLfloat varStepX[MAX_VARYING][4];
+ GLfloat varStepY[MAX_VARYING][4];
/* partial derivatives wrt X and Y. */
GLfloat dzdx, dzdy;
span->arrayMask |= SPAN_VARYING;
- for (i = 0; i < MAX_VARYING_VECTORS; i++) {
- for (j = 0; j < VARYINGS_PER_VECTOR; j++) {
+ for (i = 0; i < MAX_VARYING; i++) {
+ for (j = 0; j < 4; j++) {
const GLfloat dvdx = span->varStepX[i][j];
GLfloat v = span->var[i][j];
const GLfloat dwdx = span->dwdx;
#ifdef INTERP_VARYING
-#define VARYING_LOOP(CODE)\
- {\
- GLuint iv, ic;\
- for (iv = 0; iv < MAX_VARYING_VECTORS; iv++) {\
- for (ic = 0; ic < VARYINGS_PER_VECTOR; ic++) {\
- CODE\
- }\
- }\
+#define VARYING_LOOP(CODE) \
+ { \
+ GLuint iv, ic; \
+ for (iv = 0; iv < MAX_VARYING; iv++) { \
+ for (ic = 0; ic < 4; ic++) { \
+ CODE \
+ } \
+ } \
}
#endif
GLfloat dvOuter[MAX_TEXTURE_COORD_UNITS], dvInner[MAX_TEXTURE_COORD_UNITS];
#endif
#ifdef INTERP_VARYING
- GLfloat varLeft[MAX_VARYING_VECTORS][VARYINGS_PER_VECTOR];
- GLfloat dvarOuter[MAX_VARYING_VECTORS][VARYINGS_PER_VECTOR];
- GLfloat dvarInner[MAX_VARYING_VECTORS][VARYINGS_PER_VECTOR];
+ GLfloat varLeft[MAX_VARYING][4];
+ GLfloat dvarOuter[MAX_VARYING][4];
+ GLfloat dvarInner[MAX_VARYING][4];
#endif
for (subTriangle=0; subTriangle<=1; subTriangle++) {