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authorIan Romanick <[email protected]>2015-09-14 17:04:33 -0700
committerIan Romanick <[email protected]>2015-09-23 09:57:20 -0700
commit57ae5c237d65b7283964f61779fcb07096da8b5b (patch)
tree5c19966976dce7769c1ca405221ca58aaff19e6b /src/mesa/tnl_dd
parent25b42f13bd762119eb1dae565e999c1bd52f7c2d (diff)
t_dd_dmatmp: Indentation and formatting fixes after HAVE_ELTS change
No piglit regressions on i915 (G33) or radeon (Radeon 7500). Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]>
Diffstat (limited to 'src/mesa/tnl_dd')
-rw-r--r--src/mesa/tnl_dd/t_dd_dmatmp.h69
1 files changed, 31 insertions, 38 deletions
diff --git a/src/mesa/tnl_dd/t_dd_dmatmp.h b/src/mesa/tnl_dd/t_dd_dmatmp.h
index f55cfe87bd6..b33db7085c4 100644
--- a/src/mesa/tnl_dd/t_dd_dmatmp.h
+++ b/src/mesa/tnl_dd/t_dd_dmatmp.h
@@ -329,20 +329,20 @@ static void TAG(render_poly_verts)( struct gl_context *ctx,
}
}
-static void TAG(render_quad_strip_verts)( struct gl_context *ctx,
- GLuint start,
- GLuint count,
- GLuint flags )
+static void TAG(render_quad_strip_verts)(struct gl_context *ctx,
+ GLuint start,
+ GLuint count,
+ GLuint flags)
{
GLuint j, nr;
if (ctx->Light.ShadeModel == GL_FLAT &&
TNL_CONTEXT(ctx)->vb.AttribPtr[_TNL_ATTRIB_COLOR0]->stride) {
- /* Vertices won't fit in a single buffer or elts not
- * available - should never happen.
- */
- fprintf(stderr, "%s - cannot draw primitive\n", __func__);
- return;
+ /* Vertices won't fit in a single buffer or elts not available - should
+ * never happen.
+ */
+ fprintf(stderr, "%s - cannot draw primitive\n", __func__);
+ return;
} else {
LOCAL_VARS;
int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS();
@@ -379,30 +379,28 @@ static void TAG(render_quads_verts)(struct gl_context *ctx,
GLuint count,
GLuint flags)
{
+ LOCAL_VARS;
+ GLuint j;
+
/* Emit whole number of quads in total. */
count -= count & 3;
- {
- /* Hardware doesn't have a quad primitive type -- try to
- * simulate it using triangle primitive. This is a win for
- * gears, but is it useful in the broader world?
+ /* Hardware doesn't have a quad primitive type -- try to simulate it using
+ * triangle primitive. This is a win for gears, but is it useful in the
+ * broader world?
+ */
+ INIT(GL_TRIANGLES);
+
+ for (j = 0; j + 3 < count; j += 4) {
+ void *tmp = ALLOC_VERTS(6);
+ /* Send v0, v1, v3
*/
- LOCAL_VARS;
- GLuint j;
-
- INIT(GL_TRIANGLES);
-
- for (j = 0; j + 3 < count; j += 4) {
- void *tmp = ALLOC_VERTS( 6 );
- /* Send v0, v1, v3
- */
- tmp = EMIT_VERTS(ctx, start + j, 2, tmp);
- tmp = EMIT_VERTS(ctx, start + j + 3, 1, tmp);
- /* Send v1, v2, v3
- */
- tmp = EMIT_VERTS(ctx, start + j + 1, 3, tmp);
- (void) tmp;
- }
+ tmp = EMIT_VERTS(ctx, start + j, 2, tmp);
+ tmp = EMIT_VERTS(ctx, start + j + 3, 1, tmp);
+ /* Send v1, v2, v3
+ */
+ tmp = EMIT_VERTS(ctx, start + j + 1, 3, tmp);
+ (void) tmp;
}
}
@@ -471,17 +469,12 @@ static GLboolean TAG(validate_render)( struct gl_context *ctx,
ok = (HAVE_POLYGONS) || ctx->Light.ShadeModel == GL_SMOOTH;
break;
case GL_QUAD_STRIP:
- if (VB->Elts) {
- ok = GL_TRUE;
- } else if (ctx->Light.ShadeModel == GL_FLAT &&
- VB->AttribPtr[_TNL_ATTRIB_COLOR0]->stride != 0) {
- ok = GL_FALSE;
- }
- else
- ok = GL_TRUE;
+ ok = VB->Elts ||
+ (ctx->Light.ShadeModel != GL_FLAT ||
+ VB->AttribPtr[_TNL_ATTRIB_COLOR0]->stride == 0);
break;
case GL_QUADS:
- ok = GL_TRUE; /* flatshading is ok. */
+ ok = GL_TRUE; /* flatshading is ok. */
break;
default:
break;