#include "s_span.h"
-#define RGBA 0x1
-#define INDEX 0x2
-#define SMOOTH 0x4
-#define ATTRIBS 0x8
-#define SPECULAR 0x10
-#define LARGE 0x20
-#define ATTENUATE 0x40
-#define SPRITE 0x80
-
-
-/*
- * CI points with size == 1.0
- */
-#define FLAGS (INDEX)
-#define NAME size1_ci_point
-#include "s_pointtemp.h"
-
-
-/*
- * General CI points.
+/**
+ * Used to cull points with invalid coords
*/
-#define FLAGS (INDEX | LARGE)
-#define NAME general_ci_point
-#include "s_pointtemp.h"
+#define CULL_INVALID(V) \
+ do { \
+ float tmp = (V)->attrib[FRAG_ATTRIB_WPOS][0] \
+ + (V)->attrib[FRAG_ATTRIB_WPOS][1]; \
+ if (IS_INF_OR_NAN(tmp)) \
+ return; \
+ } while(0)
-/*
- * Antialiased CI points.
+/**
+ * Draw a point sprite
*/
-#define FLAGS (INDEX | SMOOTH)
-#define NAME antialiased_ci_point
-#include "s_pointtemp.h"
+static void
+sprite_point(GLcontext *ctx, const SWvertex *vert)
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ SWspan span;
+ GLfloat size;
+ GLuint tCoords[MAX_TEXTURE_COORD_UNITS];
+ GLuint numTcoords = 0;
+ GLfloat t0, dtdy;
+
+ CULL_INVALID(vert);
+
+ /* z coord */
+ if (ctx->DrawBuffer->Visual.depthBits <= 16)
+ span.z = FloatToFixed(vert->attrib[FRAG_ATTRIB_WPOS][2] + 0.5F);
+ else
+ span.z = (GLuint) (vert->attrib[FRAG_ATTRIB_WPOS][2] + 0.5F);
+ span.zStep = 0;
+
+ /* compute size */
+ if (ctx->Point._Attenuated || ctx->VertexProgram.PointSizeEnabled) {
+ /* use vertex's point size */
+ /* first, clamp attenuated size to the user-specifed range */
+ size = CLAMP(vert->pointSize, ctx->Point.MinSize, ctx->Point.MaxSize);
+ }
+ else {
+ /* use constant point size */
+ size = ctx->Point._Size; /* already clamped to user range */
+ }
+ /* clamp to non-AA implementation limits */
+ size = CLAMP(size, ctx->Const.MinPointSize, ctx->Const.MaxPointSize);
+
+ /* span init */
+ INIT_SPAN(span, GL_POINT, 0, 0, 0);
+ span.interpMask = SPAN_Z | SPAN_RGBA;
+
+ span.red = ChanToFixed(vert->color[0]);
+ span.green = ChanToFixed(vert->color[1]);
+ span.blue = ChanToFixed(vert->color[2]);
+ span.alpha = ChanToFixed(vert->color[3]);
+ span.redStep = 0;
+ span.greenStep = 0;
+ span.blueStep = 0;
+ span.alphaStep = 0;
+
+ /* need these for fragment programs */
+ span.attrStart[FRAG_ATTRIB_WPOS][3] = 1.0F;
+ span.attrStepX[FRAG_ATTRIB_WPOS][3] = 0.0F;
+ span.attrStepY[FRAG_ATTRIB_WPOS][3] = 0.0F;
+
+ ATTRIB_LOOP_BEGIN
+ if (attr >= FRAG_ATTRIB_TEX0 && attr < FRAG_ATTRIB_VAR0) {
+ const GLuint u = attr - FRAG_ATTRIB_TEX0;
+ /* a texcoord */
+ if (ctx->Point.CoordReplace[u]) {
+ GLfloat s, r, dsdx;
+
+ s = 0.0;
+ dsdx = 1.0 / size;
+
+ if (ctx->Point.SpriteOrigin == GL_LOWER_LEFT) {
+ t0 = 0.0;
+ dtdy = 1.0 / size;
+ }
+ else {
+ /* GL_UPPER_LEFT */
+ t0 = 1.0;
+ dtdy = -1.0 / size;
+ }
+ tCoords[numTcoords++] = attr;
+
+ if (ctx->Point.SpriteRMode == GL_ZERO)
+ r = 0.0F;
+ else if (ctx->Point.SpriteRMode == GL_S)
+ r = vert->attrib[attr][0];
+ else /* GL_R */
+ r = vert->attrib[attr][2];
+
+ span.attrStart[attr][0] = s;
+ span.attrStart[attr][1] = 0.0; /* overwritten below */
+ span.attrStart[attr][2] = r;
+ span.attrStart[attr][3] = 1.0;
+
+ span.attrStepX[attr][0] = dsdx;
+ span.attrStepX[attr][1] = 0.0;
+ span.attrStepX[attr][2] = 0.0;
+ span.attrStepX[attr][3] = 0.0;
+
+ span.attrStepY[attr][0] = 0.0;
+ span.attrStepY[attr][1] = dtdy;
+ span.attrStepY[attr][2] = 0.0;
+ span.attrStepY[attr][3] = 0.0;
+
+ continue;
+ }
+ }
+ /* use vertex's texcoord/attrib */
+ COPY_4V(span.attrStart[attr], vert->attrib[attr]);
+ ASSIGN_4V(span.attrStepX[attr], 0, 0, 0, 0);
+ ASSIGN_4V(span.attrStepY[attr], 0, 0, 0, 0);
+ ATTRIB_LOOP_END
+
+ /* compute pos, bounds and render */
+ {
+ const GLfloat x = vert->attrib[FRAG_ATTRIB_WPOS][0];
+ const GLfloat y = vert->attrib[FRAG_ATTRIB_WPOS][1];
+ GLint iSize = (GLint) (size + 0.5F);
+ GLint xmin, xmax, ymin, ymax, iy;
+ GLint iRadius;
+ GLfloat tcoord = t0;
+
+ iSize = MAX2(1, iSize);
+ iRadius = iSize / 2;
+
+ if (iSize & 1) {
+ /* odd size */
+ xmin = (GLint) (x - iRadius);
+ xmax = (GLint) (x + iRadius);
+ ymin = (GLint) (y - iRadius);
+ ymax = (GLint) (y + iRadius);
+ }
+ else {
+ /* even size */
+ xmin = (GLint) x - iRadius + 1;
+ xmax = xmin + iSize - 1;
+ ymin = (GLint) y - iRadius + 1;
+ ymax = ymin + iSize - 1;
+ }
+ /* render spans */
+ for (iy = ymin; iy <= ymax; iy++) {
+ GLuint i;
+ /* setup texcoord T for this row */
+ for (i = 0; i < numTcoords; i++) {
+ span.attrStart[tCoords[i]][1] = tcoord;
+ }
-/*
- * Distance attenuated, general CI points.
- */
-#define FLAGS (INDEX | ATTENUATE)
-#define NAME atten_general_ci_point
-#include "s_pointtemp.h"
+ /* these might get changed by span clipping */
+ span.x = xmin;
+ span.y = iy;
+ span.end = xmax - xmin + 1;
+ _swrast_write_rgba_span(ctx, &span);
-/*
- * RGBA points with size == 1.0
- */
-#define FLAGS (RGBA)
-#define NAME size1_rgba_point
-#include "s_pointtemp.h"
+ tcoord += dtdy;
+ }
+ }
+}
-/*
- * General RGBA points.
+/**
+ * Draw smooth/antialiased point. RGB or CI mode.
*/
-#define FLAGS (RGBA | LARGE)
-#define NAME general_rgba_point
-#include "s_pointtemp.h"
-
+static void
+smooth_point(GLcontext *ctx, const SWvertex *vert)
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ const GLboolean ciMode = !ctx->Visual.rgbMode;
+ SWspan span;
+ GLfloat size, alphaAtten;
+
+ CULL_INVALID(vert);
+
+ /* z coord */
+ if (ctx->DrawBuffer->Visual.depthBits <= 16)
+ span.z = FloatToFixed(vert->attrib[FRAG_ATTRIB_WPOS][2] + 0.5F);
+ else
+ span.z = (GLuint) (vert->attrib[FRAG_ATTRIB_WPOS][2] + 0.5F);
+ span.zStep = 0;
+
+ /* compute size */
+ if (ctx->Point._Attenuated || ctx->VertexProgram.PointSizeEnabled) {
+ /* use vertex's point size */
+ /* first, clamp attenuated size to the user-specifed range */
+ size = CLAMP(vert->pointSize, ctx->Point.MinSize, ctx->Point.MaxSize);
+ }
+ else {
+ /* use constant point size */
+ size = ctx->Point._Size; /* this is already clamped */
+ }
+ /* clamp to AA implementation limits */
+ size = CLAMP(size, ctx->Const.MinPointSizeAA, ctx->Const.MaxPointSizeAA);
-/*
- * Antialiased RGBA points.
- */
-#define FLAGS (RGBA | SMOOTH)
-#define NAME antialiased_rgba_point
-#include "s_pointtemp.h"
+ /* alpha attenuation / fade factor */
+ if (ctx->Multisample.Enabled) {
+ if (vert->pointSize >= ctx->Point.Threshold) {
+ alphaAtten = 1.0F;
+ }
+ else {
+ GLfloat dsize = vert->pointSize / ctx->Point.Threshold;
+ alphaAtten = dsize * dsize;
+ }
+ }
+ else {
+ alphaAtten = 1.0;
+ }
+ (void) alphaAtten; /* not used */
+
+ /* span init */
+ INIT_SPAN(span, GL_POINT, 0, 0, 0);
+ span.interpMask = SPAN_Z | SPAN_RGBA;
+ span.arrayMask = SPAN_COVERAGE | SPAN_MASK;
+
+ span.red = ChanToFixed(vert->color[0]);
+ span.green = ChanToFixed(vert->color[1]);
+ span.blue = ChanToFixed(vert->color[2]);
+ span.alpha = ChanToFixed(vert->color[3]);
+ span.redStep = 0;
+ span.greenStep = 0;
+ span.blueStep = 0;
+ span.alphaStep = 0;
+
+ /* need these for fragment programs */
+ span.attrStart[FRAG_ATTRIB_WPOS][3] = 1.0F;
+ span.attrStepX[FRAG_ATTRIB_WPOS][3] = 0.0F;
+ span.attrStepY[FRAG_ATTRIB_WPOS][3] = 0.0F;
+
+ ATTRIB_LOOP_BEGIN
+ COPY_4V(span.attrStart[attr], vert->attrib[attr]);
+ ASSIGN_4V(span.attrStepX[attr], 0, 0, 0, 0);
+ ASSIGN_4V(span.attrStepY[attr], 0, 0, 0, 0);
+ ATTRIB_LOOP_END
+
+ /* compute pos, bounds and render */
+ {
+ const GLfloat x = vert->attrib[FRAG_ATTRIB_WPOS][0];
+ const GLfloat y = vert->attrib[FRAG_ATTRIB_WPOS][1];
+ const GLfloat radius = 0.5F * size;
+ const GLfloat rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */
+ const GLfloat rmax = radius + 0.7071F;
+ const GLfloat rmin2 = MAX2(0.0F, rmin * rmin);
+ const GLfloat rmax2 = rmax * rmax;
+ const GLfloat cscale = 1.0F / (rmax2 - rmin2);
+ const GLint xmin = (GLint) (x - radius);
+ const GLint xmax = (GLint) (x + radius);
+ const GLint ymin = (GLint) (y - radius);
+ const GLint ymax = (GLint) (y + radius);
+ GLint ix, iy;
+
+ for (iy = ymin; iy <= ymax; iy++) {
+
+ /* these might get changed by span clipping */
+ span.x = xmin;
+ span.y = iy;
+ span.end = xmax - xmin + 1;
+
+ /* compute coverage for each pixel in span */
+ for (ix = xmin; ix <= xmax; ix++) {
+ const GLfloat dx = ix - x + 0.5F;
+ const GLfloat dy = iy - y + 0.5F;
+ const GLfloat dist2 = dx * dx + dy * dy;
+ GLfloat coverage;
+
+ if (dist2 < rmax2) {
+ if (dist2 >= rmin2) {
+ /* compute partial coverage */
+ coverage = 1.0F - (dist2 - rmin2) * cscale;
+ if (ciMode) {
+ /* coverage in [0,15] */
+ coverage *= 15.0;
+ }
+ }
+ else {
+ /* full coverage */
+ coverage = 1.0F;
+ }
+ span.array->mask[ix - xmin] = 1;
+ }
+ else {
+ /* zero coverage - fragment outside the radius */
+ coverage = 0.0;
+ span.array->mask[ix - xmin] = 0;
+ }
+ span.array->coverage[ix - xmin] = coverage;
+ }
+ /* render span */
+ _swrast_write_rgba_span(ctx, &span);
-/*
- * Textured RGBA points.
- */
-#define FLAGS (RGBA | LARGE | ATTRIBS | SPECULAR)
-#define NAME textured_rgba_point
-#include "s_pointtemp.h"
+ }
+ }
+}
-/*
- * Antialiased points with texture mapping.
+/**
+ * Draw large (size >= 1) non-AA point. RGB or CI mode.
*/
-#define FLAGS (RGBA | SMOOTH | ATTRIBS | SPECULAR)
-#define NAME antialiased_tex_rgba_point
-#include "s_pointtemp.h"
+static void
+large_point(GLcontext *ctx, const SWvertex *vert)
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ const GLboolean ciMode = !ctx->Visual.rgbMode;
+ SWspan span;
+ GLfloat size;
+
+ CULL_INVALID(vert);
+
+ /* z coord */
+ if (ctx->DrawBuffer->Visual.depthBits <= 16)
+ span.z = FloatToFixed(vert->attrib[FRAG_ATTRIB_WPOS][2] + 0.5F);
+ else
+ span.z = (GLuint) (vert->attrib[FRAG_ATTRIB_WPOS][2] + 0.5F);
+ span.zStep = 0;
+
+ /* compute size */
+ if (ctx->Point._Attenuated || ctx->VertexProgram.PointSizeEnabled) {
+ /* use vertex's point size */
+ /* first, clamp attenuated size to the user-specifed range */
+ size = CLAMP(vert->pointSize, ctx->Point.MinSize, ctx->Point.MaxSize);
+ }
+ else {
+ /* use constant point size */
+ size = ctx->Point._Size; /* already clamped to user range */
+ }
+ /* clamp to non-AA implementation limits */
+ size = CLAMP(size, ctx->Const.MinPointSize, ctx->Const.MaxPointSize);
+ /* span init */
+ INIT_SPAN(span, GL_POINT, 0, 0, 0);
+ span.arrayMask = SPAN_XY;
-/*
- * Distance attenuated, general RGBA points.
- */
-#define FLAGS (RGBA | ATTENUATE)
-#define NAME atten_general_rgba_point
-#include "s_pointtemp.h"
+ if (ciMode) {
+ span.interpMask = SPAN_Z | SPAN_INDEX;
+ span.index = FloatToFixed(vert->attrib[FRAG_ATTRIB_CI][0]);
+ span.indexStep = 0;
+ }
+ else {
+ span.interpMask = SPAN_Z | SPAN_RGBA;
+ span.red = ChanToFixed(vert->color[0]);
+ span.green = ChanToFixed(vert->color[1]);
+ span.blue = ChanToFixed(vert->color[2]);
+ span.alpha = ChanToFixed(vert->color[3]);
+ span.redStep = 0;
+ span.greenStep = 0;
+ span.blueStep = 0;
+ span.alphaStep = 0;
+ }
+ /* need these for fragment programs */
+ span.attrStart[FRAG_ATTRIB_WPOS][3] = 1.0F;
+ span.attrStepX[FRAG_ATTRIB_WPOS][3] = 0.0F;
+ span.attrStepY[FRAG_ATTRIB_WPOS][3] = 0.0F;
+
+ ATTRIB_LOOP_BEGIN
+ COPY_4V(span.attrStart[attr], vert->attrib[attr]);
+ ASSIGN_4V(span.attrStepX[attr], 0, 0, 0, 0);
+ ASSIGN_4V(span.attrStepY[attr], 0, 0, 0, 0);
+ ATTRIB_LOOP_END
+
+ /* compute pos, bounds and render */
+ {
+ const GLfloat x = vert->attrib[FRAG_ATTRIB_WPOS][0];
+ const GLfloat y = vert->attrib[FRAG_ATTRIB_WPOS][1];
+ GLint iSize = (GLint) (size + 0.5F);
+ GLint xmin, xmax, ymin, ymax, ix, iy;
+ GLint iRadius;
+
+ iSize = MAX2(1, iSize);
+ iRadius = iSize / 2;
+
+ if (iSize & 1) {
+ /* odd size */
+ xmin = (GLint) (x - iRadius);
+ xmax = (GLint) (x + iRadius);
+ ymin = (GLint) (y - iRadius);
+ ymax = (GLint) (y + iRadius);
+ }
+ else {
+ /* even size */
+ xmin = (GLint) x - iRadius + 1;
+ xmax = xmin + iSize - 1;
+ ymin = (GLint) y - iRadius + 1;
+ ymax = ymin + iSize - 1;
+ }
-/*
- * Distance attenuated, textured RGBA points.
- */
-#define FLAGS (RGBA | ATTENUATE | ATTRIBS | SPECULAR)
-#define NAME atten_textured_rgba_point
-#include "s_pointtemp.h"
+ /* generate fragments */
+ span.end = 0;
+ for (iy = ymin; iy <= ymax; iy++) {
+ for (ix = xmin; ix <= xmax; ix++) {
+ span.array->x[span.end] = ix;
+ span.array->y[span.end] = iy;
+ span.end++;
+ }
+ }
+ assert(span.end <= MAX_WIDTH);
+ _swrast_write_rgba_span(ctx, &span);
+ }
+}
-/*
- * Distance attenuated, antialiased points with or without texture mapping.
+/**
+ * Draw size=1, single-pixel point
*/
-#define FLAGS (RGBA | ATTENUATE | ATTRIBS | SMOOTH)
-#define NAME atten_antialiased_rgba_point
-#include "s_pointtemp.h"
+static void
+pixel_point(GLcontext *ctx, const SWvertex *vert)
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ const GLboolean ciMode = !ctx->Visual.rgbMode;
+ /*
+ * Note that unlike the other functions, we put single-pixel points
+ * into a special span array in order to render as many points as
+ * possible with a single _swrast_write_rgba_span() call.
+ */
+ SWspan *span = &(swrast->PointSpan);
+ GLuint count;
+
+ CULL_INVALID(vert);
+
+ /* Span init */
+ span->interpMask = 0;
+ span->arrayMask = SPAN_XY | SPAN_Z;
+ if (ciMode)
+ span->arrayMask |= SPAN_INDEX;
+ else
+ span->arrayMask |= SPAN_RGBA;
+ /*span->arrayMask |= SPAN_LAMBDA;*/
+ span->arrayAttribs = swrast->_ActiveAttribMask; /* we'll produce these vals */
+
+ /* need these for fragment programs */
+ span->attrStart[FRAG_ATTRIB_WPOS][3] = 1.0F;
+ span->attrStepX[FRAG_ATTRIB_WPOS][3] = 0.0F;
+ span->attrStepY[FRAG_ATTRIB_WPOS][3] = 0.0F;
+
+ /* check if we need to flush */
+ if (span->end >= MAX_WIDTH ||
+ (swrast->_RasterMask & (BLEND_BIT | LOGIC_OP_BIT | MASKING_BIT))) {
+ if (ciMode)
+ _swrast_write_index_span(ctx, span);
+ else
+ _swrast_write_rgba_span(ctx, span);
+ span->end = 0;
+ }
+ count = span->end;
-/*
- * Sprite (textured point)
- */
-#define FLAGS (RGBA | SPRITE | SPECULAR)
-#define NAME sprite_point
-#include "s_pointtemp.h"
+ /* fragment attributes */
+ if (ciMode) {
+ span->array->index[count] = (GLuint) vert->attrib[FRAG_ATTRIB_CI][0];
+ }
+ else {
+ span->array->rgba[count][RCOMP] = vert->color[0];
+ span->array->rgba[count][GCOMP] = vert->color[1];
+ span->array->rgba[count][BCOMP] = vert->color[2];
+ span->array->rgba[count][ACOMP] = vert->color[3];
+ }
+ ATTRIB_LOOP_BEGIN
+ COPY_4V(span->array->attribs[attr][count], vert->attrib[attr]);
+ ATTRIB_LOOP_END
+ /* fragment position */
+ span->array->x[count] = (GLint) vert->attrib[FRAG_ATTRIB_WPOS][0];
+ span->array->y[count] = (GLint) vert->attrib[FRAG_ATTRIB_WPOS][1];
+ span->array->z[count] = (GLint) (vert->attrib[FRAG_ATTRIB_WPOS][2] + 0.5F);
-#define FLAGS (RGBA | SPRITE | SPECULAR | ATTENUATE)
-#define NAME atten_sprite_point
-#include "s_pointtemp.h"
+ span->end = count + 1;
+ ASSERT(span->end <= MAX_WIDTH);
+}
+/**
+ * Add specular color to primary color, draw point, restore original
+ * primary color.
+ */
void
_swrast_add_spec_terms_point(GLcontext *ctx, const SWvertex *v0)
{
- SWvertex *ncv0 = (SWvertex *) v0;
+ SWvertex *ncv0 = (SWvertex *) v0; /* cast away const */
GLfloat rSum, gSum, bSum;
GLchan cSave[4];
/* save */
- COPY_CHAN4( cSave, ncv0->color );
+ COPY_CHAN4(cSave, ncv0->color);
/* sum */
rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[FRAG_ATTRIB_COL1][0];
gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[FRAG_ATTRIB_COL1][1];
}
-
-/* record the current point function name */
-#ifdef DEBUG
-
-static const char *pntFuncName = NULL;
-
-#define USE(pntFunc) \
-do { \
- pntFuncName = #pntFunc; \
- /*printf("%s\n", pntFuncName);*/ \
- swrast->Point = pntFunc; \
-} while (0)
-
-#else
-
-#define USE(pntFunc) swrast->Point = pntFunc
-
-#endif
-
-
-/*
- * Examine the current context to determine which point drawing function
- * should be used.
+/**
+ * Examine current state to determine which point drawing function to use.
*/
void
-_swrast_choose_point( GLcontext *ctx )
+_swrast_choose_point(GLcontext *ctx)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
- GLboolean rgbMode = ctx->Visual.rgbMode;
- GLboolean specular = (ctx->Fog.ColorSumEnabled ||
- (ctx->Light.Enabled &&
- ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR));
- GLboolean attribs = (ctx->FragmentProgram._Current ||
- ctx->Texture._EnabledCoordUnits ||
- swrast->_FogEnabled ||
- specular);
- /*
- * XXX this is a mess that should be cleaned up someday
- */
-
- if (ctx->RenderMode==GL_RENDER) {
+ if (ctx->RenderMode == GL_RENDER) {
if (ctx->Point.PointSprite) {
- /* GL_ARB_point_sprite / GL_NV_point_sprite */
- /* XXX this might not be good enough */
- if (ctx->Point._Attenuated)
- USE(atten_sprite_point);
- else
- USE(sprite_point);
- }
- else if (ctx->Point.SmoothFlag && !attribs) {
- /* Smooth points */
- if (rgbMode) {
- if (ctx->Point._Attenuated || ctx->VertexProgram.PointSizeEnabled) {
- USE(atten_antialiased_rgba_point);
- }
- else if (ctx->Texture._EnabledCoordUnits) {
- USE(antialiased_tex_rgba_point);
- }
- else {
- USE(antialiased_rgba_point);
- }
- }
- else {
- USE(antialiased_ci_point);
- }
+ swrast->Point = sprite_point;
}
- else if (ctx->Point._Attenuated || ctx->VertexProgram.PointSizeEnabled) {
- if (rgbMode) {
- if (attribs) {
- if (ctx->Point.SmoothFlag) {
- USE(atten_antialiased_rgba_point);
- }
- else {
- USE(atten_textured_rgba_point);
- }
- }
- else {
- USE(atten_general_rgba_point);
- }
- }
- else {
- /* ci, atten */
- USE(atten_general_ci_point);
- }
+ else if (ctx->Point.SmoothFlag) {
+ swrast->Point = smooth_point;
}
- else if (attribs && rgbMode) {
- /* textured, fogged */
- USE(textured_rgba_point);
- }
- else if (ctx->Point._Size != 1.0) {
- /* large points */
- if (rgbMode) {
- USE(general_rgba_point);
- }
- else {
- USE(general_ci_point);
- }
+ else if (ctx->Point._Size > 1.0 ||
+ ctx->Point._Attenuated ||
+ ctx->VertexProgram.PointSizeEnabled) {
+ swrast->Point = large_point;
}
else {
- /* single pixel points */
- if (rgbMode) {
- assert((swrast->_ActiveAttribMask & FRAG_BIT_COL1) == 0);
- USE(size1_rgba_point);
- }
- else {
- USE(size1_ci_point);
- }
+ swrast->Point = pixel_point;
}
}
- else if (ctx->RenderMode==GL_FEEDBACK) {
- USE(_swrast_feedback_point);
+ else if (ctx->RenderMode == GL_FEEDBACK) {
+ swrast->Point = _swrast_feedback_point;
}
else {
/* GL_SELECT mode */
- USE(_swrast_select_point);
+ swrast->Point = _swrast_select_point;
}
}