* INTERP_INDEX - if defined, interpolate color index values
* INTERP_INT_TEX - if defined, interpolate integer ST texcoords
* (fast, simple 2-D texture mapping)
- * INTERP_TEX - if defined, interpolate texcoords and varying vars
+ * INTERP_ATTRIBS - if defined, interpolate arbitrary attribs (texcoords,
+ * varying vars, etc)
* NOTE: OpenGL STRQ = Mesa STUV (R was taken for red)
*
* When one can directly address pixels in the color buffer the following
span.intTexStep[1] = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_TEX0][1]);
}
#endif
-#ifdef INTERP_TEX
+#ifdef INTERP_ATTRIBS
span.interpMask |= (SPAN_TEXTURE | SPAN_VARYING);
{
/* win[3] is 1/W */
GLfixed sLeft=0, dsOuter=0, dsInner;
GLfixed tLeft=0, dtOuter=0, dtInner;
#endif
-#ifdef INTERP_TEX
+#ifdef INTERP_ATTRIBS
GLfloat sLeft[FRAG_ATTRIB_MAX];
GLfloat tLeft[FRAG_ATTRIB_MAX];
GLfloat uLeft[FRAG_ATTRIB_MAX];
dtOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_TEX0][1] + dxOuter * span.attrStepX[FRAG_ATTRIB_TEX0][1]);
}
#endif
-#ifdef INTERP_TEX
+#ifdef INTERP_ATTRIBS
ATTRIB_LOOP_BEGIN
const GLfloat invW = vLower->win[3];
const GLfloat s0 = vLower->attrib[attr][0] * invW;
dsInner = dsOuter + span.intTexStep[0];
dtInner = dtOuter + span.intTexStep[1];
#endif
-#ifdef INTERP_TEX
+#ifdef INTERP_ATTRIBS
ATTRIB_LOOP_BEGIN
dsInner[attr] = dsOuter[attr] + span.attrStepX[attr][0];
dtInner[attr] = dtOuter[attr] + span.attrStepX[attr][1];
span.intTex[1] = tLeft;
#endif
-#ifdef INTERP_TEX
+#ifdef INTERP_ATTRIBS
ATTRIB_LOOP_BEGIN
span.attrStart[attr][0] = sLeft[attr];
span.attrStart[attr][1] = tLeft[attr];
sLeft += dsOuter;
tLeft += dtOuter;
#endif
-#ifdef INTERP_TEX
+#ifdef INTERP_ATTRIBS
ATTRIB_LOOP_BEGIN
sLeft[attr] += dsOuter[attr];
tLeft[attr] += dtOuter[attr];
sLeft += dsInner;
tLeft += dtInner;
#endif
-#ifdef INTERP_TEX
+#ifdef INTERP_ATTRIBS
ATTRIB_LOOP_BEGIN
sLeft[attr] += dsInner[attr];
tLeft[attr] += dtInner[attr];
#undef INTERP_SPEC
#undef INTERP_INDEX
#undef INTERP_INT_TEX
-#undef INTERP_TEX
+#undef INTERP_ATTRIBS
#undef TEX_UNIT_LOOP
#undef VARYING_LOOP