Still more texture/span simplification and clean-up.
authorBrian Paul <brian.paul@tungstengraphics.com>
Mon, 28 Jan 2002 04:25:56 +0000 (04:25 +0000)
committerBrian Paul <brian.paul@tungstengraphics.com>
Mon, 28 Jan 2002 04:25:56 +0000 (04:25 +0000)
Updated comments, fixed indentation, etc.

src/mesa/swrast/s_copypix.c
src/mesa/swrast/s_pixeltex.c
src/mesa/swrast/s_span.c
src/mesa/swrast/s_texture.c
src/mesa/swrast/s_texture.h
src/mesa/swrast/s_triangle.c
src/mesa/swrast/s_tritemp.h
src/mesa/swrast/swrast.h

index 718a08200e3ab259eeffb97d9deb8238b4dc090a..7d2bca38f478796cd0deb4d92f61ab87309273ac 100644 (file)
@@ -1,4 +1,4 @@
-/* $Id: s_copypix.c,v 1.30 2002/01/28 03:42:28 brianp Exp $ */
+/* $Id: s_copypix.c,v 1.31 2002/01/28 04:25:56 brianp Exp $ */
 
 /*
  * Mesa 3-D graphics library
@@ -299,8 +299,7 @@ copy_rgba_pixels(GLcontext *ctx, GLint srcx, GLint srcy,
    SWcontext *swrast = SWRAST_CONTEXT(ctx);
    GLchan *tmpImage,*p;
    GLboolean quick_draw;
-   GLint sy, dy, stepy;
-   GLint i, j;
+   GLint sy, dy, stepy, j;
    GLboolean changeBuffer;
    GLchan *saveReadAlpha;
    const GLboolean zoom = ctx->Pixel.ZoomX != 1.0F || ctx->Pixel.ZoomY != 1.0F;
index cbebeaf407b22b9791b506a1bccd9bdc2a9289f9..82afab9ae932932f20e9dac90c773174b775f079 100644 (file)
@@ -1,4 +1,4 @@
-/* $Id: s_pixeltex.c,v 1.5 2002/01/27 18:32:03 brianp Exp $ */
+/* $Id: s_pixeltex.c,v 1.6 2002/01/28 04:25:56 brianp Exp $ */
 
 /*
  * Mesa 3-D graphics library
@@ -94,21 +94,23 @@ _swrast_pixel_texture(GLcontext *ctx, struct sw_span *span)
 {
    if (ctx->Texture._ReallyEnabled & ~TEXTURE0_ANY) {
       /* multitexture! */
-      GLchan rgbaOut[MAX_WIDTH][4];
+      GLchan primary_rgba[MAX_WIDTH][4];
       GLuint unit;
 
-      MEMCPY(rgbaOut, span->color.rgba, 4 * span->end * sizeof(GLchan));
+      MEMCPY(primary_rgba, span->color.rgba, 4 * span->end * sizeof(GLchan));
       
       for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
          if (ctx->Texture.Unit[unit]._ReallyEnabled) {
             pixeltexgen(ctx, span->end,
                         (const GLchan (*)[4]) span->color.rgba,
                         span->texcoords[unit]);
-            _swrast_texture_fragments(ctx, unit, span, rgbaOut);
+            _swrast_texture_fragments(ctx, unit, span->end,
+                                          span->texcoords[unit],
+                                          span->lambda[unit],
+                                          (CONST GLchan (*)[4]) primary_rgba,
+                                          span->color.rgba);
          }
       }
-
-      MEMCPY(span->color.rgba, rgbaOut, 4 * span->end * sizeof(GLchan));
    }
    else {
       /* single texture, unit 0 */
@@ -116,6 +118,9 @@ _swrast_pixel_texture(GLcontext *ctx, struct sw_span *span)
       pixeltexgen(ctx, span->end,
                   (const GLchan (*)[4]) span->color.rgba,
                   span->texcoords[0]);
-      _swrast_texture_fragments(ctx, 0, span, span->color.rgba);
+      _swrast_texture_fragments(ctx, 0, span->end,
+                                    span->texcoords[0], span->lambda[0],
+                                    (CONST GLchan (*)[4]) span->color.rgba,
+                                    (GLchan (*)[4]) span->color.rgba);
    }
 }
index 87b6aa40ee95a573980abea279edaa31a1299353..f709494a7e285a8188b8745adf4d4169a6c34079 100644 (file)
@@ -1,4 +1,4 @@
-/* $Id: s_span.c,v 1.26 2002/01/28 03:42:28 brianp Exp $ */
+/* $Id: s_span.c,v 1.27 2002/01/28 04:25:56 brianp Exp $ */
 
 /*
  * Mesa 3-D graphics library
@@ -648,6 +648,7 @@ _mesa_write_index_span( GLcontext *ctx, struct sw_span *span,
    }
 
    /* Fog */
+   /* XXX try to simplify the fog code! */
    if (ctx->Fog.Enabled) {
       if ((span->arrayMask & SPAN_FOG) && !swrast->_PreferPixelFog)
          _mesa_fog_ci_pixels_with_array( ctx, span, span->fogArray,
@@ -798,7 +799,8 @@ _mesa_write_rgba_span( GLcontext *ctx, struct sw_span *span,
       return;
    }
 
-   /* Per-pixel fog */
+   /* Fog */
+   /* XXX try to simplify the fog code! */
    if (ctx->Fog.Enabled) {
       if ((span->arrayMask & SPAN_FOG) && !swrast->_PreferPixelFog)
         _mesa_fog_rgba_pixels_with_array(ctx, span, span->fogArray,
@@ -1026,12 +1028,9 @@ _mesa_write_texture_span( GLcontext *ctx, struct sw_span *span,
       add_colors( span->end, span->color.rgba, span->specArray );
    }
 
-   /* Per-pixel fog */
+   /* Fog */
+   /* XXX try to simplify the fog code! */
    if (ctx->Fog.Enabled) {
-#if 0
-      if ((span->interpMask & SPAN_FOG) && (span->arrayMask & SPAN_FOG) == 0)
-         interpolate_fog(ctx, span);
-#endif
       if ((span->arrayMask & SPAN_FOG) && !swrast->_PreferPixelFog)
         _mesa_fog_rgba_pixels_with_array( ctx, span, span->fogArray,
                                            span->color.rgba);
index 663fa6c7575bcd2d522f00d02f630ac46dbc3fd7..0ed753e9678f6ef7c8c07f27279ad04294d3830b 100644 (file)
@@ -1,4 +1,4 @@
-/* $Id: s_texture.c,v 1.47 2002/01/28 00:07:33 brianp Exp $ */
+/* $Id: s_texture.c,v 1.48 2002/01/28 04:25:56 brianp Exp $ */
 
 /*
  * Mesa 3-D graphics library
@@ -3031,7 +3031,7 @@ sample_depth_texture2(const GLcontext *ctx,
  * Apply a unit of texture mapping to the incoming fragments.
  */
 void
-_old_swrast_texture_fragments( GLcontext *ctx, GLuint texUnit, GLuint n,
+_swrast_texture_fragments( GLcontext *ctx, GLuint texUnit, GLuint n,
                               GLfloat texcoords[][4], GLfloat lambda[],
                               CONST GLchan primary_rgba[][4],
                               GLchan rgba[][4] )
@@ -3084,69 +3084,6 @@ _old_swrast_texture_fragments( GLcontext *ctx, GLuint texUnit, GLuint n,
 }
 
 
-/*
- * Apply a unit of texture mapping to the incoming fragments.
- */
-void
-_swrast_texture_fragments( GLcontext *ctx, GLuint texUnit,
-                           struct sw_span *span,
-                           GLchan rgbaOut[][4] )
-{
-   const GLuint mask = TEXTURE0_ANY << (texUnit * 4);
-
-   if (ctx->Texture._ReallyEnabled & mask) {
-      const struct gl_texture_unit *textureUnit = &ctx->Texture.Unit[texUnit];
-      GLfloat *lambda;
-      
-      lambda = (span->arrayMask & SPAN_LAMBDA) ? span->lambda[texUnit] : NULL;
-
-      if (textureUnit->_Current) {   /* XXX need this? */
-         const struct gl_texture_object *curObj = textureUnit->_Current;
-         GLchan texel[PB_SIZE][4];
-         
-        if (textureUnit->LodBias != 0.0F) {
-           /* apply LOD bias, but don't clamp yet */
-            GLuint i;
-           for (i=0;i<span->end;i++) {
-              lambda[i] += textureUnit->LodBias;
-           }
-        }
-         
-         if ((curObj->MinLod != -1000.0 || curObj->MaxLod != 1000.0)
-             && lambda) {
-            /* apply LOD clamping to lambda */
-            const GLfloat min = curObj->MinLod;
-            const GLfloat max = curObj->MaxLod;
-            GLuint i;
-            for (i=0;i<span->end;i++) {
-               GLfloat l = lambda[i];
-               lambda[i] = CLAMP(l, min, max);
-            }
-         }
-
-         /* Sample the texture. */
-         if (curObj->Image[curObj->BaseLevel]->Format == GL_DEPTH_COMPONENT) {
-            /* depth texture */
-            sample_depth_texture(ctx, textureUnit, span->end,
-                                 span->texcoords[texUnit], texel);
-         }
-         else {
-            /* color texture */
-            SWRAST_CONTEXT(ctx)->TextureSample[texUnit]( ctx, texUnit,
-                                                         textureUnit->_Current,
-                                                         span->end,
-                                                         span->texcoords[texUnit],
-                                                         lambda, texel );
-         }
-         apply_texture( ctx, textureUnit, span->end,
-                        (CONST GLchan (*)[4]) span->color.rgba,
-                        (CONST GLchan (*)[4]) texel,
-                        rgbaOut );
-      }
-   }
-}
-
-
 /*
  * Apply multiple texture stages (or just unit 0) to the span.
  * At some point in the future we'll probably modify this so that
@@ -3170,7 +3107,7 @@ _swrast_multitexture_fragments( GLcontext *ctx, struct sw_span *span )
       /* loop over texture units, modifying the span->color.rgba values */
       for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
          if (ctx->Texture.Unit[unit]._ReallyEnabled) {
-            _old_swrast_texture_fragments( ctx, unit, span->end,
+            _swrast_texture_fragments( ctx, unit, span->end,
                                            span->texcoords[unit],
                                            (span->arrayMask & SPAN_LAMBDA) ?
                                               span->lambda[unit] : NULL,
@@ -3183,7 +3120,7 @@ _swrast_multitexture_fragments( GLcontext *ctx, struct sw_span *span )
       /* Just unit 0 enabled */
       ASSERT(ctx->Texture._ReallyEnabled & TEXTURE0_ANY);
 
-      _old_swrast_texture_fragments( ctx, 0, span->end,
+      _swrast_texture_fragments( ctx, 0, span->end,
                                      span->texcoords[0],
                                      (span->arrayMask & SPAN_LAMBDA) ?
                                         span->lambda[0] : NULL,
index 6c3b2b801a3d1f453497d6d245217640167bebe8..ba9642e04a5c2f072f84ebf8a5545532fc343be2 100644 (file)
@@ -1,4 +1,4 @@
-/* $Id: s_texture.h,v 1.10 2002/01/28 00:07:33 brianp Exp $ */
+/* $Id: s_texture.h,v 1.11 2002/01/28 04:25:56 brianp Exp $ */
 
 /*
  * Mesa 3-D graphics library
@@ -38,14 +38,8 @@ _swrast_choose_texture_sample_func( GLcontext *ctx,
                                    GLuint texUnit,
                                    const struct gl_texture_object *tObj );
 
-
-extern void
-_swrast_texture_fragments( GLcontext *ctx, GLuint texSet,
-                           struct sw_span *span,
-                          GLchan rgba[][4] );
-
 extern void
-_old_swrast_texture_fragments( GLcontext *ctx, GLuint texSet, GLuint n,
+_swrast_texture_fragments( GLcontext *ctx, GLuint texSet, GLuint n,
                               GLfloat texcoords[][4], GLfloat lambda[],
                               CONST GLchan primary_rgba[][4],
                                GLchan rgba[][4] );
index ce0b127b51e029520b84c58caba25e393b063de1..ace64fcaf3c7528a71d51d1213d26e6a952ebdde 100644 (file)
@@ -1,4 +1,4 @@
-/* $Id: s_triangle.c,v 1.51 2002/01/28 03:42:28 brianp Exp $ */
+/* $Id: s_triangle.c,v 1.52 2002/01/28 04:25:56 brianp Exp $ */
 
 /*
  * Mesa 3-D graphics library
@@ -85,8 +85,7 @@ static void flat_ci_triangle( GLcontext *ctx,
    span.index = IntToFixed(v2->index);                 \
    span.indexStep = 0;
 
-#define RENDER_SPAN( span )                            \
-   _mesa_write_index_span(ctx, &span, GL_POLYGON );
+#define RENDER_SPAN( span )  _mesa_write_index_span(ctx, &span, GL_POLYGON )
 
 #include "s_tritemp.h"
 }
@@ -105,8 +104,7 @@ static void smooth_ci_triangle( GLcontext *ctx,
 #define INTERP_FOG 1
 #define INTERP_INDEX 1
 
-#define RENDER_SPAN( span )                                            \
-   _mesa_write_index_span(ctx, &span, GL_POLYGON);
+#define RENDER_SPAN( span )  _mesa_write_index_span(ctx, &span, GL_POLYGON)
 
 #include "s_tritemp.h"
 }
@@ -138,8 +136,7 @@ static void flat_rgba_triangle( GLcontext *ctx,
    span.blueStep = 0;                          \
    span.alphaStep = 0;
 
-#define RENDER_SPAN( span )                            \
-   _mesa_write_rgba_span(ctx, &span, GL_POLYGON );
+#define RENDER_SPAN( span )  _mesa_write_rgba_span(ctx, &span, GL_POLYGON )
 
 #include "s_tritemp.h"
 }
@@ -161,8 +158,8 @@ static void smooth_rgba_triangle( GLcontext *ctx,
 #define INTERP_RGB 1
 #define INTERP_ALPHA 1
 
-#define RENDER_SPAN( span )                                    \
-   ASSERT(span.interpMask & SPAN_RGBA);                                \
+#define RENDER_SPAN( span )                            \
+   ASSERT(span.interpMask & SPAN_RGBA);                        \
    _mesa_write_rgba_span(ctx, &span, GL_POLYGON);
 
 #include "s_tritemp.h"
@@ -926,13 +923,6 @@ static void general_textured_triangle( GLcontext *ctx,
 #define INTERP_ALPHA 1
 #define INTERP_TEX 1
 
-#define SETUP_CODE                                                     \
-   const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;        \
-   const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\
-   span.texWidth[0] = (GLfloat) texImage->Width;                       \
-   span.texHeight[0] = (GLfloat) texImage->Height;                     \
-   (void) fixedToDepthShift;
-
 #define RENDER_SPAN( span )   _mesa_write_texture_span(ctx, &span, GL_POLYGON);
 
 #include "s_tritemp.h"
@@ -961,13 +951,6 @@ static void lambda_textured_triangle( GLcontext *ctx,
 #define INTERP_TEX 1
 #define INTERP_LAMBDA 1
 
-#define SETUP_CODE                                                     \
-   const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;        \
-   const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\
-   span.texWidth[0] = (GLfloat) texImage->Width;                       \
-   span.texHeight[0] = (GLfloat) texImage->Height;                     \
-   (void) fixedToDepthShift;
-
 #define RENDER_SPAN( span )   _mesa_write_texture_span(ctx, &span, GL_POLYGON);
 
 #include "s_tritemp.h"
@@ -996,20 +979,6 @@ lambda_multitextured_triangle( GLcontext *ctx,
 #define INTERP_MULTITEX 1
 #define INTERP_LAMBDA 1
 
-#define SETUP_CODE                                                     \
-   GLuint u;                                                           \
-   for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {                  \
-      if (ctx->Texture.Unit[u]._ReallyEnabled) {                       \
-         const struct gl_texture_object *texObj;                       \
-         const struct gl_texture_image *texImage;                      \
-         texObj = ctx->Texture.Unit[u]._Current;                       \
-         texImage = texObj->Image[texObj->BaseLevel];                  \
-         span.texWidth[u] = (GLfloat) texImage->Width;                 \
-         span.texHeight[u] = (GLfloat) texImage->Height;               \
-      }                                                                        \
-   }                                                                   \
-   (void) fixedToDepthShift;
-
 #define RENDER_SPAN( span )   _mesa_write_texture_span(ctx, &span, GL_POLYGON);
 
 #include "s_tritemp.h"
index 7f9809974b6dba2b4f031eae54899034af12cc39..ffdfcfa4dc7bc9970a40c4f5b9c2116b0b9e034a 100644 (file)
@@ -1,4 +1,4 @@
-/* $Id: s_tritemp.h,v 1.32 2002/01/28 03:42:28 brianp Exp $ */
+/* $Id: s_tritemp.h,v 1.33 2002/01/28 04:25:56 brianp Exp $ */
 
 /*
  * Mesa 3-D graphics library
       }
 #  ifdef INTERP_LAMBDA
       {
-         GLfloat dudx = span.texStep[0][0] * span.texWidth[0];
-         GLfloat dudy = dsdy * span.texWidth[0];
-         GLfloat dvdx = span.texStep[0][1] * span.texHeight[0];
-         GLfloat dvdy = dtdy * span.texHeight[0];
+         const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;
+         const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];
+         const GLfloat texWidth = (GLfloat) texImage->Width;
+         const GLfloat texHeight = (GLfloat) texImage->Height;
+         GLfloat dudx = span.texStep[0][0] * texWidth;
+         GLfloat dudy = dsdy * texWidth;
+         GLfloat dvdx = span.texStep[0][1] * texHeight;
+         GLfloat dvdy = dtdy * texHeight;
          GLfloat r1 = dudx * dudx + dudy * dudy;
          GLfloat r2 = dvdx * dvdx + dvdy * dvdy;
          span.rho[0] = r1 + r2; /* was rho2 = MAX2(r1,r2) */
                dvdy[u] = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
 #  ifdef INTERP_LAMBDA
                {
-                  GLfloat dudx = span.texStep[u][0] * span.texWidth[u];
-                  GLfloat dudy = dsdy[u] * span.texWidth[u];
-                  GLfloat dvdx = span.texStep[u][1] * span.texHeight[u];
-                  GLfloat dvdy = dtdy[u] * span.texHeight[u];
+                  const struct gl_texture_object *obj
+                     = ctx->Texture.Unit[u]._Current;
+                  const struct gl_texture_image *texImage
+                     = obj->Image[obj->BaseLevel];
+                  const GLfloat texWidth = (GLfloat) texImage->Width;
+                  const GLfloat texHeight = (GLfloat) texImage->Height;
+                  GLfloat dudx = span.texStep[u][0] * texWidth;
+                  GLfloat dudy = dsdy[u] * texWidth;
+                  GLfloat dvdx = span.texStep[u][1] * texHeight;
+                  GLfloat dvdy = dtdy[u] * texHeight;
                   GLfloat r1 = dudx * dudx + dudy * dudy;
                   GLfloat r2 = dvdx * dvdx + dvdy * dvdy;
                   span.rho[u] = r1 + r2; /* was rho2 = MAX2(r1,r2) */
index 9a20370888c0d5d3857c5627e1a878061f5b8332..93263ff20939646b42186f61dd32d28b5b3d1ad3 100644 (file)
@@ -1,4 +1,4 @@
-/* $Id: swrast.h,v 1.18 2002/01/28 03:42:28 brianp Exp $ */
+/* $Id: swrast.h,v 1.19 2002/01/28 04:25:56 brianp Exp $ */
 
 /*
  * Mesa 3-D graphics library
@@ -67,11 +67,14 @@ typedef struct {
 
 
 /*
- * The sw_span structure is used by the triangle template code in
- * s_tritemp.h.  It describes how colors, Z, texcoords, etc are to be
- * interpolated across each scanline of triangle.
- * With this structure it's easy to hand-off span rasterization to a
- * subroutine instead of doing it all inline like we used to do.
+ * The sw_span structure describes the colors, Z, fogcoord, texcoords,
+ * etc for a horizontal run of pixels.  We can either specify a base/step
+ * to indicate interpolated values, or fill in arrays of values.
+ * The interpMask and arrayMask bitfields indicate which are active.
+ *
+ * With this structure it's easy to hand-off span rasterization to
+ * subroutines instead of doing it all inline in the triangle functions
+ * like we used to do.
  * It also cleans up the local variable namespace a great deal.
  *
  * It would be interesting to experiment with multiprocessor rasterization
@@ -81,9 +84,7 @@ typedef struct {
  */
 
 
-/* When the sw_span struct is initialized, these flags indicates
- * which values are needed for rendering the triangle.
- */
+/* Values for interpMask and arrayMask */
 #define SPAN_RGBA         0x001
 #define SPAN_SPEC         0x002
 #define SPAN_INDEX        0x004
@@ -105,8 +106,9 @@ struct sw_span {
    /* This flag indicates that only a part of the span is visible */
    GLboolean writeAll;
 
-   /* This bitmask (bitwise-or of SPAN_* flags) indicates which of the
-    * x/xStep variables are relevant.
+   /**
+    * This bitmask (of SPAN_* flags) indicates which of the x/xStep
+    * variables are relevant.
     */
    GLuint interpMask;
 
@@ -132,18 +134,17 @@ struct sw_span {
    GLfloat fog, fogStep;
    GLfloat tex[MAX_TEXTURE_UNITS][4], texStep[MAX_TEXTURE_UNITS][4];
    GLfixed intTex[2], intTexStep[2];
-   /* Needed for texture lambda (LOD) computation */
-   GLfloat rho[MAX_TEXTURE_UNITS];
-   GLfloat texWidth[MAX_TEXTURE_UNITS], texHeight[MAX_TEXTURE_UNITS];
+   GLfloat rho[MAX_TEXTURE_UNITS]; /* for texture lambda/lod computation */
 
-   /* This bitmask (bitwise-or of SPAN_* flags) indicates which of the
-    * fragment arrays are relevant.
+   /**
+    * This bitmask (of SPAN_* flags) indicates which of the fragment arrays
+    * are relevant.
     */
    GLuint arrayMask;
 
    /**
     * Arrays of fragment values.  These will either be computed from the
-    * x/xStep values above or loadd from glDrawPixels, etc.
+    * x/xStep values above or filled in by glDraw/CopyPixels, etc.
     */
    union {
       GLchan rgb[MAX_WIDTH][3];
@@ -153,7 +154,6 @@ struct sw_span {
    GLchan  specArray[MAX_WIDTH][4];
    GLdepth zArray[MAX_WIDTH];
    GLfloat fogArray[MAX_WIDTH];
-   /* Texture (s,t,r).  4th component only used for pixel texture */
    GLfloat texcoords[MAX_TEXTURE_UNITS][MAX_WIDTH][4];
    GLfloat lambda[MAX_TEXTURE_UNITS][MAX_WIDTH];
    GLfloat coverage[MAX_WIDTH];
@@ -282,19 +282,19 @@ _swrast_print_vertex( GLcontext *ctx, const SWvertex *v );
  * Imaging fallbacks (a better solution should be found, perhaps
  * moving all the imaging fallback code to a new module) 
  */
-void
+extern void
 _swrast_CopyConvolutionFilter2D(GLcontext *ctx, GLenum target, 
                                GLenum internalFormat, 
                                GLint x, GLint y, GLsizei width, 
                                GLsizei height);
-void
+extern void
 _swrast_CopyConvolutionFilter1D(GLcontext *ctx, GLenum target, 
                                GLenum internalFormat, 
                                GLint x, GLint y, GLsizei width);
-void
+extern void
 _swrast_CopyColorSubTable( GLcontext *ctx,GLenum target, GLsizei start,
                           GLint x, GLint y, GLsizei width);
-void
+extern void
 _swrast_CopyColorTable( GLcontext *ctx, 
                        GLenum target, GLenum internalformat,
                        GLint x, GLint y, GLsizei width);
@@ -306,31 +306,31 @@ _swrast_CopyColorTable( GLcontext *ctx,
  */
 extern void
 _swrast_copy_teximage1d(GLcontext *ctx, GLenum target, GLint level,
-                      GLenum internalFormat,
-                      GLint x, GLint y, GLsizei width, GLint border);
+                        GLenum internalFormat,
+                        GLint x, GLint y, GLsizei width, GLint border);
 
 extern void
 _swrast_copy_teximage2d(GLcontext *ctx, GLenum target, GLint level,
-                      GLenum internalFormat,
-                      GLint x, GLint y, GLsizei width, GLsizei height,
-                      GLint border);
+                        GLenum internalFormat,
+                        GLint x, GLint y, GLsizei width, GLsizei height,
+                        GLint border);
 
 
 extern void
 _swrast_copy_texsubimage1d(GLcontext *ctx, GLenum target, GLint level,
-                         GLint xoffset, GLint x, GLint y, GLsizei width);
+                           GLint xoffset, GLint x, GLint y, GLsizei width);
 
 extern void
 _swrast_copy_texsubimage2d(GLcontext *ctx,
-                         GLenum target, GLint level,
-                         GLint xoffset, GLint yoffset,
-                         GLint x, GLint y, GLsizei width, GLsizei height);
+                           GLenum target, GLint level,
+                           GLint xoffset, GLint yoffset,
+                           GLint x, GLint y, GLsizei width, GLsizei height);
 
 extern void
 _swrast_copy_texsubimage3d(GLcontext *ctx,
-                         GLenum target, GLint level,
-                         GLint xoffset, GLint yoffset, GLint zoffset,
-                         GLint x, GLint y, GLsizei width, GLsizei height);
+                           GLenum target, GLint level,
+                           GLint xoffset, GLint yoffset, GLint zoffset,
+                           GLint x, GLint y, GLsizei width, GLsizei height);