for (var = 0; var < MAX_VARYING; var++) {
if (inputsUsed & FRAG_BIT_VAR(var)) {
const GLuint attr = FRAG_ATTRIB_VAR0 + var;
- GLuint j;
- for (j = 0; j < 4; j++) {
- const GLfloat dvdx = span->attrStepX[attr][j];
- GLfloat v = span->attrStart[attr][j];
- const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3];
- GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3];
- GLuint k;
- for (k = 0; k < span->end; k++) {
- GLfloat invW = 1.0f / w;
- span->array->attribs[attr][k][j] = v * invW;
- v += dvdx;
- w += dwdx;
- }
+ const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3];
+ GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3];
+ const GLfloat dv0dx = span->attrStepX[attr][0];
+ const GLfloat dv1dx = span->attrStepX[attr][1];
+ const GLfloat dv2dx = span->attrStepX[attr][2];
+ const GLfloat dv3dx = span->attrStepX[attr][3];
+ GLfloat v0 = span->attrStart[attr][0];
+ GLfloat v1 = span->attrStart[attr][1];
+ GLfloat v2 = span->attrStart[attr][2];
+ GLfloat v3 = span->attrStart[attr][3];
+ GLuint k;
+ for (k = 0; k < span->end; k++) {
+ GLfloat invW = 1.0f / w;
+ span->array->attribs[attr][k][0] = v0 * invW;
+ span->array->attribs[attr][k][1] = v1 * invW;
+ span->array->attribs[attr][k][2] = v2 * invW;
+ span->array->attribs[attr][k][3] = v3 * invW;
+ v0 += dv0dx;
+ v1 += dv1dx;
+ v2 += dv2dx;
+ v3 += dv3dx;
+ w += dwdx;
}
}
}