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authorPaul Berry <[email protected]>2013-02-23 09:00:58 -0800
committerPaul Berry <[email protected]>2013-03-15 09:26:17 -0700
commiteed6baf7621fa94e7888f8079b155fc67a08540c (patch)
tree216270e7f3222fcb11b8b3fa1def330908f05a21 /src/mesa/swrast/s_tritemp.h
parentf117abe66414e25be4f7bc61ca0df9e83ddaf543 (diff)
Replace gl_frag_attrib enum with gl_varying_slot.
This patch makes the following search-and-replace changes: gl_frag_attrib -> gl_varying_slot FRAG_ATTRIB_* -> VARYING_SLOT_* FRAG_BIT_* -> VARYING_BIT_* Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Tested-by: Brian Paul <[email protected]>
Diffstat (limited to 'src/mesa/swrast/s_tritemp.h')
-rw-r--r--src/mesa/swrast/s_tritemp.h200
1 files changed, 100 insertions, 100 deletions
diff --git a/src/mesa/swrast/s_tritemp.h b/src/mesa/swrast/s_tritemp.h
index 061759d26d2..797afc41a62 100644
--- a/src/mesa/swrast/s_tritemp.h
+++ b/src/mesa/swrast/s_tritemp.h
@@ -153,26 +153,26 @@ static void NAME(struct gl_context *ctx, const SWvertex *v0,
/*
printf("%s()\n", __FUNCTION__);
printf(" %g, %g, %g\n",
- v0->attrib[FRAG_ATTRIB_WPOS][0],
- v0->attrib[FRAG_ATTRIB_WPOS][1],
- v0->attrib[FRAG_ATTRIB_WPOS][2]);
+ v0->attrib[VARYING_SLOT_POS][0],
+ v0->attrib[VARYING_SLOT_POS][1],
+ v0->attrib[VARYING_SLOT_POS][2]);
printf(" %g, %g, %g\n",
- v1->attrib[FRAG_ATTRIB_WPOS][0],
- v1->attrib[FRAG_ATTRIB_WPOS][1],
- v1->attrib[FRAG_ATTRIB_WPOS][2]);
+ v1->attrib[VARYING_SLOT_POS][0],
+ v1->attrib[VARYING_SLOT_POS][1],
+ v1->attrib[VARYING_SLOT_POS][2]);
printf(" %g, %g, %g\n",
- v2->attrib[FRAG_ATTRIB_WPOS][0],
- v2->attrib[FRAG_ATTRIB_WPOS][1],
- v2->attrib[FRAG_ATTRIB_WPOS][2]);
+ v2->attrib[VARYING_SLOT_POS][0],
+ v2->attrib[VARYING_SLOT_POS][1],
+ v2->attrib[VARYING_SLOT_POS][2]);
*/
/* Compute fixed point x,y coords w/ half-pixel offsets and snapping.
* And find the order of the 3 vertices along the Y axis.
*/
{
- const GLfixed fy0 = FloatToFixed(v0->attrib[FRAG_ATTRIB_WPOS][1] - 0.5F) & snapMask;
- const GLfixed fy1 = FloatToFixed(v1->attrib[FRAG_ATTRIB_WPOS][1] - 0.5F) & snapMask;
- const GLfixed fy2 = FloatToFixed(v2->attrib[FRAG_ATTRIB_WPOS][1] - 0.5F) & snapMask;
+ const GLfixed fy0 = FloatToFixed(v0->attrib[VARYING_SLOT_POS][1] - 0.5F) & snapMask;
+ const GLfixed fy1 = FloatToFixed(v1->attrib[VARYING_SLOT_POS][1] - 0.5F) & snapMask;
+ const GLfixed fy2 = FloatToFixed(v2->attrib[VARYING_SLOT_POS][1] - 0.5F) & snapMask;
if (fy0 <= fy1) {
if (fy1 <= fy2) {
/* y0 <= y1 <= y2 */
@@ -212,9 +212,9 @@ static void NAME(struct gl_context *ctx, const SWvertex *v0,
}
/* fixed point X coords */
- vMin_fx = FloatToFixed(vMin->attrib[FRAG_ATTRIB_WPOS][0] + 0.5F) & snapMask;
- vMid_fx = FloatToFixed(vMid->attrib[FRAG_ATTRIB_WPOS][0] + 0.5F) & snapMask;
- vMax_fx = FloatToFixed(vMax->attrib[FRAG_ATTRIB_WPOS][0] + 0.5F) & snapMask;
+ vMin_fx = FloatToFixed(vMin->attrib[VARYING_SLOT_POS][0] + 0.5F) & snapMask;
+ vMid_fx = FloatToFixed(vMid->attrib[VARYING_SLOT_POS][0] + 0.5F) & snapMask;
+ vMax_fx = FloatToFixed(vMax->attrib[VARYING_SLOT_POS][0] + 0.5F) & snapMask;
}
/* vertex/edge relationship */
@@ -333,22 +333,22 @@ static void NAME(struct gl_context *ctx, const SWvertex *v0,
#ifdef INTERP_Z
span.interpMask |= SPAN_Z;
{
- GLfloat eMaj_dz = vMax->attrib[FRAG_ATTRIB_WPOS][2] - vMin->attrib[FRAG_ATTRIB_WPOS][2];
- GLfloat eBot_dz = vMid->attrib[FRAG_ATTRIB_WPOS][2] - vMin->attrib[FRAG_ATTRIB_WPOS][2];
- span.attrStepX[FRAG_ATTRIB_WPOS][2] = oneOverArea * (eMaj_dz * eBot.dy - eMaj.dy * eBot_dz);
- if (span.attrStepX[FRAG_ATTRIB_WPOS][2] > maxDepth ||
- span.attrStepX[FRAG_ATTRIB_WPOS][2] < -maxDepth) {
+ GLfloat eMaj_dz = vMax->attrib[VARYING_SLOT_POS][2] - vMin->attrib[VARYING_SLOT_POS][2];
+ GLfloat eBot_dz = vMid->attrib[VARYING_SLOT_POS][2] - vMin->attrib[VARYING_SLOT_POS][2];
+ span.attrStepX[VARYING_SLOT_POS][2] = oneOverArea * (eMaj_dz * eBot.dy - eMaj.dy * eBot_dz);
+ if (span.attrStepX[VARYING_SLOT_POS][2] > maxDepth ||
+ span.attrStepX[VARYING_SLOT_POS][2] < -maxDepth) {
/* probably a sliver triangle */
- span.attrStepX[FRAG_ATTRIB_WPOS][2] = 0.0;
- span.attrStepY[FRAG_ATTRIB_WPOS][2] = 0.0;
+ span.attrStepX[VARYING_SLOT_POS][2] = 0.0;
+ span.attrStepY[VARYING_SLOT_POS][2] = 0.0;
}
else {
- span.attrStepY[FRAG_ATTRIB_WPOS][2] = oneOverArea * (eMaj.dx * eBot_dz - eMaj_dz * eBot.dx);
+ span.attrStepY[VARYING_SLOT_POS][2] = oneOverArea * (eMaj.dx * eBot_dz - eMaj_dz * eBot.dx);
}
if (depthBits <= 16)
- span.zStep = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_WPOS][2]);
+ span.zStep = SignedFloatToFixed(span.attrStepX[VARYING_SLOT_POS][2]);
else
- span.zStep = (GLint) span.attrStepX[FRAG_ATTRIB_WPOS][2];
+ span.zStep = (GLint) span.attrStepX[VARYING_SLOT_POS][2];
}
#endif
#ifdef INTERP_RGB
@@ -364,61 +364,61 @@ static void NAME(struct gl_context *ctx, const SWvertex *v0,
GLfloat eMaj_da = (GLfloat) (vMax->color[ACOMP] - vMin->color[ACOMP]);
GLfloat eBot_da = (GLfloat) (vMid->color[ACOMP] - vMin->color[ACOMP]);
# endif
- span.attrStepX[FRAG_ATTRIB_COL0][0] = oneOverArea * (eMaj_dr * eBot.dy - eMaj.dy * eBot_dr);
- span.attrStepY[FRAG_ATTRIB_COL0][0] = oneOverArea * (eMaj.dx * eBot_dr - eMaj_dr * eBot.dx);
- span.attrStepX[FRAG_ATTRIB_COL0][1] = oneOverArea * (eMaj_dg * eBot.dy - eMaj.dy * eBot_dg);
- span.attrStepY[FRAG_ATTRIB_COL0][1] = oneOverArea * (eMaj.dx * eBot_dg - eMaj_dg * eBot.dx);
- span.attrStepX[FRAG_ATTRIB_COL0][2] = oneOverArea * (eMaj_db * eBot.dy - eMaj.dy * eBot_db);
- span.attrStepY[FRAG_ATTRIB_COL0][2] = oneOverArea * (eMaj.dx * eBot_db - eMaj_db * eBot.dx);
- span.redStep = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_COL0][0]);
- span.greenStep = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_COL0][1]);
- span.blueStep = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_COL0][2]);
+ span.attrStepX[VARYING_SLOT_COL0][0] = oneOverArea * (eMaj_dr * eBot.dy - eMaj.dy * eBot_dr);
+ span.attrStepY[VARYING_SLOT_COL0][0] = oneOverArea * (eMaj.dx * eBot_dr - eMaj_dr * eBot.dx);
+ span.attrStepX[VARYING_SLOT_COL0][1] = oneOverArea * (eMaj_dg * eBot.dy - eMaj.dy * eBot_dg);
+ span.attrStepY[VARYING_SLOT_COL0][1] = oneOverArea * (eMaj.dx * eBot_dg - eMaj_dg * eBot.dx);
+ span.attrStepX[VARYING_SLOT_COL0][2] = oneOverArea * (eMaj_db * eBot.dy - eMaj.dy * eBot_db);
+ span.attrStepY[VARYING_SLOT_COL0][2] = oneOverArea * (eMaj.dx * eBot_db - eMaj_db * eBot.dx);
+ span.redStep = SignedFloatToFixed(span.attrStepX[VARYING_SLOT_COL0][0]);
+ span.greenStep = SignedFloatToFixed(span.attrStepX[VARYING_SLOT_COL0][1]);
+ span.blueStep = SignedFloatToFixed(span.attrStepX[VARYING_SLOT_COL0][2]);
# ifdef INTERP_ALPHA
- span.attrStepX[FRAG_ATTRIB_COL0][3] = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da);
- span.attrStepY[FRAG_ATTRIB_COL0][3] = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx);
- span.alphaStep = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_COL0][3]);
+ span.attrStepX[VARYING_SLOT_COL0][3] = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da);
+ span.attrStepY[VARYING_SLOT_COL0][3] = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx);
+ span.alphaStep = SignedFloatToFixed(span.attrStepX[VARYING_SLOT_COL0][3]);
# endif /* INTERP_ALPHA */
}
else {
ASSERT(ctx->Light.ShadeModel == GL_FLAT);
span.interpMask |= SPAN_FLAT;
- span.attrStepX[FRAG_ATTRIB_COL0][0] = span.attrStepY[FRAG_ATTRIB_COL0][0] = 0.0F;
- span.attrStepX[FRAG_ATTRIB_COL0][1] = span.attrStepY[FRAG_ATTRIB_COL0][1] = 0.0F;
- span.attrStepX[FRAG_ATTRIB_COL0][2] = span.attrStepY[FRAG_ATTRIB_COL0][2] = 0.0F;
+ span.attrStepX[VARYING_SLOT_COL0][0] = span.attrStepY[VARYING_SLOT_COL0][0] = 0.0F;
+ span.attrStepX[VARYING_SLOT_COL0][1] = span.attrStepY[VARYING_SLOT_COL0][1] = 0.0F;
+ span.attrStepX[VARYING_SLOT_COL0][2] = span.attrStepY[VARYING_SLOT_COL0][2] = 0.0F;
span.redStep = 0;
span.greenStep = 0;
span.blueStep = 0;
# ifdef INTERP_ALPHA
- span.attrStepX[FRAG_ATTRIB_COL0][3] = span.attrStepY[FRAG_ATTRIB_COL0][3] = 0.0F;
+ span.attrStepX[VARYING_SLOT_COL0][3] = span.attrStepY[VARYING_SLOT_COL0][3] = 0.0F;
span.alphaStep = 0;
# endif
}
#endif /* INTERP_RGB */
#ifdef INTERP_INT_TEX
{
- GLfloat eMaj_ds = (vMax->attrib[FRAG_ATTRIB_TEX0][0] - vMin->attrib[FRAG_ATTRIB_TEX0][0]) * S_SCALE;
- GLfloat eBot_ds = (vMid->attrib[FRAG_ATTRIB_TEX0][0] - vMin->attrib[FRAG_ATTRIB_TEX0][0]) * S_SCALE;
- GLfloat eMaj_dt = (vMax->attrib[FRAG_ATTRIB_TEX0][1] - vMin->attrib[FRAG_ATTRIB_TEX0][1]) * T_SCALE;
- GLfloat eBot_dt = (vMid->attrib[FRAG_ATTRIB_TEX0][1] - vMin->attrib[FRAG_ATTRIB_TEX0][1]) * T_SCALE;
- span.attrStepX[FRAG_ATTRIB_TEX0][0] = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
- span.attrStepY[FRAG_ATTRIB_TEX0][0] = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
- span.attrStepX[FRAG_ATTRIB_TEX0][1] = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
- span.attrStepY[FRAG_ATTRIB_TEX0][1] = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
- span.intTexStep[0] = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_TEX0][0]);
- span.intTexStep[1] = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_TEX0][1]);
+ GLfloat eMaj_ds = (vMax->attrib[VARYING_SLOT_TEX0][0] - vMin->attrib[VARYING_SLOT_TEX0][0]) * S_SCALE;
+ GLfloat eBot_ds = (vMid->attrib[VARYING_SLOT_TEX0][0] - vMin->attrib[VARYING_SLOT_TEX0][0]) * S_SCALE;
+ GLfloat eMaj_dt = (vMax->attrib[VARYING_SLOT_TEX0][1] - vMin->attrib[VARYING_SLOT_TEX0][1]) * T_SCALE;
+ GLfloat eBot_dt = (vMid->attrib[VARYING_SLOT_TEX0][1] - vMin->attrib[VARYING_SLOT_TEX0][1]) * T_SCALE;
+ span.attrStepX[VARYING_SLOT_TEX0][0] = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
+ span.attrStepY[VARYING_SLOT_TEX0][0] = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
+ span.attrStepX[VARYING_SLOT_TEX0][1] = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
+ span.attrStepY[VARYING_SLOT_TEX0][1] = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
+ span.intTexStep[0] = SignedFloatToFixed(span.attrStepX[VARYING_SLOT_TEX0][0]);
+ span.intTexStep[1] = SignedFloatToFixed(span.attrStepX[VARYING_SLOT_TEX0][1]);
}
#endif
#ifdef INTERP_ATTRIBS
{
- /* attrib[FRAG_ATTRIB_WPOS][3] is 1/W */
- const GLfloat wMax = vMax->attrib[FRAG_ATTRIB_WPOS][3];
- const GLfloat wMin = vMin->attrib[FRAG_ATTRIB_WPOS][3];
- const GLfloat wMid = vMid->attrib[FRAG_ATTRIB_WPOS][3];
+ /* attrib[VARYING_SLOT_POS][3] is 1/W */
+ const GLfloat wMax = vMax->attrib[VARYING_SLOT_POS][3];
+ const GLfloat wMin = vMin->attrib[VARYING_SLOT_POS][3];
+ const GLfloat wMid = vMid->attrib[VARYING_SLOT_POS][3];
{
const GLfloat eMaj_dw = wMax - wMin;
const GLfloat eBot_dw = wMid - wMin;
- span.attrStepX[FRAG_ATTRIB_WPOS][3] = oneOverArea * (eMaj_dw * eBot.dy - eMaj.dy * eBot_dw);
- span.attrStepY[FRAG_ATTRIB_WPOS][3] = oneOverArea * (eMaj.dx * eBot_dw - eMaj_dw * eBot.dx);
+ span.attrStepX[VARYING_SLOT_POS][3] = oneOverArea * (eMaj_dw * eBot.dy - eMaj.dy * eBot_dw);
+ span.attrStepY[VARYING_SLOT_POS][3] = oneOverArea * (eMaj.dx * eBot_dw - eMaj_dw * eBot.dx);
}
ATTRIB_LOOP_BEGIN
if (swrast->_InterpMode[attr] == GL_FLAT) {
@@ -518,8 +518,8 @@ static void NAME(struct gl_context *ctx, const SWvertex *v0,
#endif
#ifdef INTERP_ATTRIBS
GLfloat wLeft = 0, dwOuter = 0, dwInner;
- GLfloat attrLeft[FRAG_ATTRIB_MAX][4];
- GLfloat daOuter[FRAG_ATTRIB_MAX][4], daInner[FRAG_ATTRIB_MAX][4];
+ GLfloat attrLeft[VARYING_SLOT_MAX][4];
+ GLfloat daOuter[VARYING_SLOT_MAX][4], daInner[VARYING_SLOT_MAX][4];
#endif
for (subTriangle=0; subTriangle<=1; subTriangle++) {
@@ -609,25 +609,25 @@ static void NAME(struct gl_context *ctx, const SWvertex *v0,
#ifdef INTERP_Z
{
- GLfloat z0 = vLower->attrib[FRAG_ATTRIB_WPOS][2];
+ GLfloat z0 = vLower->attrib[VARYING_SLOT_POS][2];
if (depthBits <= 16) {
/* interpolate fixed-pt values */
GLfloat tmp = (z0 * FIXED_SCALE
- + span.attrStepX[FRAG_ATTRIB_WPOS][2] * adjx
- + span.attrStepY[FRAG_ATTRIB_WPOS][2] * adjy) + FIXED_HALF;
+ + span.attrStepX[VARYING_SLOT_POS][2] * adjx
+ + span.attrStepY[VARYING_SLOT_POS][2] * adjy) + FIXED_HALF;
if (tmp < MAX_GLUINT / 2)
zLeft = (GLfixed) tmp;
else
zLeft = MAX_GLUINT / 2;
- fdzOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_WPOS][2] +
- dxOuter * span.attrStepX[FRAG_ATTRIB_WPOS][2]);
+ fdzOuter = SignedFloatToFixed(span.attrStepY[VARYING_SLOT_POS][2] +
+ dxOuter * span.attrStepX[VARYING_SLOT_POS][2]);
}
else {
/* interpolate depth values w/out scaling */
- zLeft = (GLuint) (z0 + span.attrStepX[FRAG_ATTRIB_WPOS][2] * FixedToFloat(adjx)
- + span.attrStepY[FRAG_ATTRIB_WPOS][2] * FixedToFloat(adjy));
- fdzOuter = (GLint) (span.attrStepY[FRAG_ATTRIB_WPOS][2] +
- dxOuter * span.attrStepX[FRAG_ATTRIB_WPOS][2]);
+ zLeft = (GLuint) (z0 + span.attrStepX[VARYING_SLOT_POS][2] * FixedToFloat(adjx)
+ + span.attrStepY[VARYING_SLOT_POS][2] * FixedToFloat(adjy));
+ fdzOuter = (GLint) (span.attrStepY[VARYING_SLOT_POS][2] +
+ dxOuter * span.attrStepX[VARYING_SLOT_POS][2]);
}
# ifdef DEPTH_TYPE
zRow = (DEPTH_TYPE *)
@@ -639,26 +639,26 @@ static void NAME(struct gl_context *ctx, const SWvertex *v0,
#ifdef INTERP_RGB
if (ctx->Light.ShadeModel == GL_SMOOTH) {
rLeft = (GLint)(ChanToFixed(vLower->color[RCOMP])
- + span.attrStepX[FRAG_ATTRIB_COL0][0] * adjx
- + span.attrStepY[FRAG_ATTRIB_COL0][0] * adjy) + FIXED_HALF;
+ + span.attrStepX[VARYING_SLOT_COL0][0] * adjx
+ + span.attrStepY[VARYING_SLOT_COL0][0] * adjy) + FIXED_HALF;
gLeft = (GLint)(ChanToFixed(vLower->color[GCOMP])
- + span.attrStepX[FRAG_ATTRIB_COL0][1] * adjx
- + span.attrStepY[FRAG_ATTRIB_COL0][1] * adjy) + FIXED_HALF;
+ + span.attrStepX[VARYING_SLOT_COL0][1] * adjx
+ + span.attrStepY[VARYING_SLOT_COL0][1] * adjy) + FIXED_HALF;
bLeft = (GLint)(ChanToFixed(vLower->color[BCOMP])
- + span.attrStepX[FRAG_ATTRIB_COL0][2] * adjx
- + span.attrStepY[FRAG_ATTRIB_COL0][2] * adjy) + FIXED_HALF;
- fdrOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_COL0][0]
- + dxOuter * span.attrStepX[FRAG_ATTRIB_COL0][0]);
- fdgOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_COL0][1]
- + dxOuter * span.attrStepX[FRAG_ATTRIB_COL0][1]);
- fdbOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_COL0][2]
- + dxOuter * span.attrStepX[FRAG_ATTRIB_COL0][2]);
+ + span.attrStepX[VARYING_SLOT_COL0][2] * adjx
+ + span.attrStepY[VARYING_SLOT_COL0][2] * adjy) + FIXED_HALF;
+ fdrOuter = SignedFloatToFixed(span.attrStepY[VARYING_SLOT_COL0][0]
+ + dxOuter * span.attrStepX[VARYING_SLOT_COL0][0]);
+ fdgOuter = SignedFloatToFixed(span.attrStepY[VARYING_SLOT_COL0][1]
+ + dxOuter * span.attrStepX[VARYING_SLOT_COL0][1]);
+ fdbOuter = SignedFloatToFixed(span.attrStepY[VARYING_SLOT_COL0][2]
+ + dxOuter * span.attrStepX[VARYING_SLOT_COL0][2]);
# ifdef INTERP_ALPHA
aLeft = (GLint)(ChanToFixed(vLower->color[ACOMP])
- + span.attrStepX[FRAG_ATTRIB_COL0][3] * adjx
- + span.attrStepY[FRAG_ATTRIB_COL0][3] * adjy) + FIXED_HALF;
- fdaOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_COL0][3]
- + dxOuter * span.attrStepX[FRAG_ATTRIB_COL0][3]);
+ + span.attrStepX[VARYING_SLOT_COL0][3] * adjx
+ + span.attrStepY[VARYING_SLOT_COL0][3] * adjy) + FIXED_HALF;
+ fdaOuter = SignedFloatToFixed(span.attrStepY[VARYING_SLOT_COL0][3]
+ + dxOuter * span.attrStepX[VARYING_SLOT_COL0][3]);
# endif
}
else {
@@ -678,29 +678,29 @@ static void NAME(struct gl_context *ctx, const SWvertex *v0,
#ifdef INTERP_INT_TEX
{
GLfloat s0, t0;
- s0 = vLower->attrib[FRAG_ATTRIB_TEX0][0] * S_SCALE;
- sLeft = (GLfixed)(s0 * FIXED_SCALE + span.attrStepX[FRAG_ATTRIB_TEX0][0] * adjx
- + span.attrStepY[FRAG_ATTRIB_TEX0][0] * adjy) + FIXED_HALF;
- dsOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_TEX0][0]
- + dxOuter * span.attrStepX[FRAG_ATTRIB_TEX0][0]);
-
- t0 = vLower->attrib[FRAG_ATTRIB_TEX0][1] * T_SCALE;
- tLeft = (GLfixed)(t0 * FIXED_SCALE + span.attrStepX[FRAG_ATTRIB_TEX0][1] * adjx
- + span.attrStepY[FRAG_ATTRIB_TEX0][1] * adjy) + FIXED_HALF;
- dtOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_TEX0][1]
- + dxOuter * span.attrStepX[FRAG_ATTRIB_TEX0][1]);
+ s0 = vLower->attrib[VARYING_SLOT_TEX0][0] * S_SCALE;
+ sLeft = (GLfixed)(s0 * FIXED_SCALE + span.attrStepX[VARYING_SLOT_TEX0][0] * adjx
+ + span.attrStepY[VARYING_SLOT_TEX0][0] * adjy) + FIXED_HALF;
+ dsOuter = SignedFloatToFixed(span.attrStepY[VARYING_SLOT_TEX0][0]
+ + dxOuter * span.attrStepX[VARYING_SLOT_TEX0][0]);
+
+ t0 = vLower->attrib[VARYING_SLOT_TEX0][1] * T_SCALE;
+ tLeft = (GLfixed)(t0 * FIXED_SCALE + span.attrStepX[VARYING_SLOT_TEX0][1] * adjx
+ + span.attrStepY[VARYING_SLOT_TEX0][1] * adjy) + FIXED_HALF;
+ dtOuter = SignedFloatToFixed(span.attrStepY[VARYING_SLOT_TEX0][1]
+ + dxOuter * span.attrStepX[VARYING_SLOT_TEX0][1]);
}
#endif
#ifdef INTERP_ATTRIBS
{
- const GLuint attr = FRAG_ATTRIB_WPOS;
- wLeft = vLower->attrib[FRAG_ATTRIB_WPOS][3]
+ const GLuint attr = VARYING_SLOT_POS;
+ wLeft = vLower->attrib[VARYING_SLOT_POS][3]
+ (span.attrStepX[attr][3] * adjx
+ span.attrStepY[attr][3] * adjy) * (1.0F/FIXED_SCALE);
dwOuter = span.attrStepY[attr][3] + dxOuter * span.attrStepX[attr][3];
}
ATTRIB_LOOP_BEGIN
- const GLfloat invW = vLower->attrib[FRAG_ATTRIB_WPOS][3];
+ const GLfloat invW = vLower->attrib[VARYING_SLOT_POS][3];
if (swrast->_InterpMode[attr] == GL_FLAT) {
GLuint c;
for (c = 0; c < 4; c++) {
@@ -755,7 +755,7 @@ static void NAME(struct gl_context *ctx, const SWvertex *v0,
dtInner = dtOuter + span.intTexStep[1];
#endif
#ifdef INTERP_ATTRIBS
- dwInner = dwOuter + span.attrStepX[FRAG_ATTRIB_WPOS][3];
+ dwInner = dwOuter + span.attrStepX[VARYING_SLOT_POS][3];
ATTRIB_LOOP_BEGIN
GLuint c;
for (c = 0; c < 4; c++) {
@@ -791,7 +791,7 @@ static void NAME(struct gl_context *ctx, const SWvertex *v0,
#endif
#ifdef INTERP_ATTRIBS
- span.attrStart[FRAG_ATTRIB_WPOS][3] = wLeft;
+ span.attrStart[VARYING_SLOT_POS][3] = wLeft;
ATTRIB_LOOP_BEGIN
GLuint c;
for (c = 0; c < 4; c++) {