/* Render whole begin/end objects */
/**********************************************************************/
-static __inline void *TAG(emit_verts)( struct gl_context *ctx, GLuint start,
- GLuint count, void *buf )
+static inline void *TAG(emit_verts)(struct gl_context *ctx, GLuint start,
+ GLuint count, void *buf)
{
return EMIT_VERTS(ctx, start, count, buf);
}
* Render non-indexed primitives.
***********************************************************************/
-static void TAG(render_points_verts)( struct gl_context *ctx,
- GLuint start,
- GLuint count,
- GLuint flags )
+static void TAG(render_points_verts)(struct gl_context *ctx,
+ GLuint start,
+ GLuint count,
+ GLuint flags)
{
if (HAVE_POINTS) {
LOCAL_VARS;
int currentsz;
GLuint j, nr;
- INIT( GL_POINTS );
+ INIT(GL_POINTS);
currentsz = GET_CURRENT_VB_MAX_VERTS();
if (currentsz < 8)
- currentsz = dmasz;
+ currentsz = dmasz;
for (j = 0; j < count; j += nr) {
- nr = MIN2( currentsz, count - j );
+ nr = MIN2(currentsz, count - j);
TAG(emit_verts)(ctx, start + j, nr, ALLOC_VERTS(nr));
- currentsz = dmasz;
+ currentsz = dmasz;
}
-
} else {
fprintf(stderr, "%s - cannot draw primitive\n", __func__);
return;
}
-static void TAG(render_triangles_verts)( struct gl_context *ctx,
- GLuint start,
- GLuint count,
- GLuint flags )
+static void TAG(render_triangles_verts)(struct gl_context *ctx,
+ GLuint start,
+ GLuint count,
+ GLuint flags)
{
LOCAL_VARS;
- int dmasz = (GET_SUBSEQUENT_VB_MAX_VERTS()/3) * 3;
+ int dmasz = (GET_SUBSEQUENT_VB_MAX_VERTS() / 3) * 3;
int currentsz;
GLuint j, nr;
INIT(GL_TRIANGLES);
- currentsz = (GET_CURRENT_VB_MAX_VERTS()/3) * 3;
+ currentsz = (GET_CURRENT_VB_MAX_VERTS() / 3) * 3;
/* Emit whole number of tris in total. dmasz is already a multiple
* of 3.
currentsz = dmasz;
for (j = 0; j < count; j += nr) {
- nr = MIN2( currentsz, count - j );
+ nr = MIN2(currentsz, count - j);
TAG(emit_verts)(ctx, start + j, nr, ALLOC_VERTS(nr));
currentsz = dmasz;
}
}
-static void TAG(render_poly_verts)( struct gl_context *ctx,
- GLuint start,
- GLuint count,
- GLuint flags )
+static void TAG(render_poly_verts)(struct gl_context *ctx,
+ GLuint start,
+ GLuint count,
+ GLuint flags)
{
if (HAVE_POLYGONS) {
LOCAL_VARS;
currentsz = GET_CURRENT_VB_MAX_VERTS();
if (currentsz < 8) {
- currentsz = dmasz;
+ currentsz = dmasz;
}
- for (j = 1 ; j + 1 < count ; j += nr - 2 ) {
- void *tmp;
- nr = MIN2( currentsz, count - j + 1 );
- tmp = ALLOC_VERTS( nr );
- tmp = TAG(emit_verts)( ctx, start, 1, tmp );
+ for (j = 1; j + 1 < count; j += nr - 2) {
+ void *tmp;
+ nr = MIN2(currentsz, count - j + 1);
+ tmp = ALLOC_VERTS(nr);
+ tmp = TAG(emit_verts)(ctx, start, 1, tmp);
tmp = TAG(emit_verts)(ctx, start + j, nr - 1, tmp);
- (void) tmp;
- currentsz = dmasz;
+ (void) tmp;
+ currentsz = dmasz;
}
FLUSH();
- }
- else if (ctx->Light.ShadeModel == GL_SMOOTH) {
+ } else if (ctx->Light.ShadeModel == GL_SMOOTH) {
TAG(render_tri_fan_verts)( ctx, start, count, flags );
} else {
fprintf(stderr, "%s - cannot draw primitive\n", __func__);
count -= count & 1;
if (currentsz < 8)
- currentsz = dmasz;
+ currentsz = dmasz;
for (j = 0; j + 3 < count; j += nr - 2) {
nr = MIN2(currentsz, count - j);
TAG(emit_verts)(ctx, start + j, nr, ALLOC_VERTS(nr));
- currentsz = dmasz;
+ currentsz = dmasz;
}
FLUSH();
}
}
-static void TAG(render_noop)( struct gl_context *ctx,
- GLuint start,
- GLuint count,
- GLuint flags )
+static void TAG(render_noop)(struct gl_context *ctx,
+ GLuint start,
+ GLuint count,
+ GLuint flags)
{
+ (void) ctx;
+ (void) start;
+ (void) count;
+ (void) flags;
}
-
-
-
static tnl_render_func TAG(render_tab_verts)[GL_POLYGON+2] =
{
TAG(render_points_verts),
/* Pre-check the primitives in the VB to prevent the need for
* fallbacks later on.
*/
-static GLboolean TAG(validate_render)( struct gl_context *ctx,
- struct vertex_buffer *VB )
+static GLboolean TAG(validate_render)(struct gl_context *ctx,
+ struct vertex_buffer *VB)
{
GLint i;
GLboolean ok = GL_FALSE;
if (!count)
- continue;
+ continue;
switch (prim & PRIM_MODE_MASK) {
case GL_POINTS:
- ok = HAVE_POINTS;
- break;
+ ok = HAVE_POINTS;
+ break;
case GL_LINES:
case GL_LINE_STRIP:
case GL_LINE_LOOP:
- ok = !ctx->Line.StippleFlag;
- break;
+ ok = !ctx->Line.StippleFlag;
+ break;
case GL_TRIANGLES:
case GL_TRIANGLE_STRIP:
case GL_TRIANGLE_FAN:
- ok = GL_TRUE;
- break;
+ ok = GL_TRUE;
+ break;
case GL_POLYGON:
ok = (HAVE_POLYGONS) || ctx->Light.ShadeModel == GL_SMOOTH;
- break;
+ break;
case GL_QUAD_STRIP:
ok = VB->Elts ||
(ctx->Light.ShadeModel != GL_FLAT ||
VB->AttribPtr[_TNL_ATTRIB_COLOR0]->stride == 0);
- break;
+ break;
case GL_QUADS:
ok = GL_TRUE; /* flatshading is ok. */
- break;
+ break;
default:
- break;
+ break;
}
if (!ok) {
-/* fprintf(stderr, "not ok %s\n", _mesa_enum_to_string(prim & PRIM_MODE_MASK)); */
- return GL_FALSE;
+/* fprintf(stderr, "not ok %s\n", _mesa_enum_to_string(prim & PRIM_MODE_MASK)); */
+ return GL_FALSE;
}
}