diff options
-rw-r--r-- | src/mesa/swrast/s_feedback.c | 96 |
1 files changed, 46 insertions, 50 deletions
diff --git a/src/mesa/swrast/s_feedback.c b/src/mesa/swrast/s_feedback.c index 32a5d3df713..3a15d0c3675 100644 --- a/src/mesa/swrast/s_feedback.c +++ b/src/mesa/swrast/s_feedback.c @@ -34,17 +34,9 @@ #include "s_triangle.h" -#define FB_3D 0x01 -#define FB_4D 0x02 -#define FB_INDEX 0x04 -#define FB_COLOR 0x08 -#define FB_TEXTURE 0X10 - - - -static void feedback_vertex( GLcontext *ctx, - const SWvertex *v, const SWvertex *pv ) +static void +feedback_vertex(GLcontext * ctx, const SWvertex * v, const SWvertex * pv) { GLfloat win[4]; GLfloat color[4]; @@ -60,89 +52,93 @@ static void feedback_vertex( GLcontext *ctx, color[2] = CHAN_TO_FLOAT(pv->color[2]); color[3] = CHAN_TO_FLOAT(pv->color[3]); - _mesa_feedback_vertex( ctx, win, color, (GLfloat) v->index, vtc ); + _mesa_feedback_vertex(ctx, win, color, (GLfloat) v->index, vtc); } /* * Put triangle in feedback buffer. */ -void _swrast_feedback_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2) +void +_swrast_feedback_triangle(GLcontext *ctx, const SWvertex *v0, + const SWvertex *v1, const SWvertex *v2) { - if (_swrast_culltriangle( ctx, v0, v1, v2 )) { - FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN ); - FEEDBACK_TOKEN( ctx, (GLfloat) 3 ); /* three vertices */ + if (_swrast_culltriangle(ctx, v0, v1, v2)) { + FEEDBACK_TOKEN(ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN); + FEEDBACK_TOKEN(ctx, (GLfloat) 3); /* three vertices */ if (ctx->Light.ShadeModel == GL_SMOOTH) { - feedback_vertex( ctx, v0, v0 ); - feedback_vertex( ctx, v1, v1 ); - feedback_vertex( ctx, v2, v2 ); - } else { - feedback_vertex( ctx, v0, v2 ); - feedback_vertex( ctx, v1, v2 ); - feedback_vertex( ctx, v2, v2 ); + feedback_vertex(ctx, v0, v0); + feedback_vertex(ctx, v1, v1); + feedback_vertex(ctx, v2, v2); + } + else { + feedback_vertex(ctx, v0, v2); + feedback_vertex(ctx, v1, v2); + feedback_vertex(ctx, v2, v2); } } } -void _swrast_feedback_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 ) +void +_swrast_feedback_line(GLcontext *ctx, const SWvertex *v0, + const SWvertex *v1) { GLenum token = GL_LINE_TOKEN; SWcontext *swrast = SWRAST_CONTEXT(ctx); - if (swrast->StippleCounter==0) + if (swrast->StippleCounter == 0) token = GL_LINE_RESET_TOKEN; - FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) token ); + FEEDBACK_TOKEN(ctx, (GLfloat) (GLint) token); if (ctx->Light.ShadeModel == GL_SMOOTH) { - feedback_vertex( ctx, v0, v0 ); - feedback_vertex( ctx, v1, v1 ); - } else { - feedback_vertex( ctx, v0, v1 ); - feedback_vertex( ctx, v1, v1 ); + feedback_vertex(ctx, v0, v0); + feedback_vertex(ctx, v1, v1); + } + else { + feedback_vertex(ctx, v0, v1); + feedback_vertex(ctx, v1, v1); } swrast->StippleCounter++; } -void _swrast_feedback_point( GLcontext *ctx, const SWvertex *v ) +void +_swrast_feedback_point(GLcontext *ctx, const SWvertex *v) { - FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POINT_TOKEN ); - feedback_vertex( ctx, v, v ); + FEEDBACK_TOKEN(ctx, (GLfloat) (GLint) GL_POINT_TOKEN); + feedback_vertex(ctx, v, v); } -void _swrast_select_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2) +void +_swrast_select_triangle(GLcontext *ctx, const SWvertex *v0, + const SWvertex *v1, const SWvertex *v2) { - if (_swrast_culltriangle( ctx, v0, v1, v2 )) { + if (_swrast_culltriangle(ctx, v0, v1, v2)) { const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF; - - _mesa_update_hitflag( ctx, v0->win[2] * zs ); - _mesa_update_hitflag( ctx, v1->win[2] * zs ); - _mesa_update_hitflag( ctx, v2->win[2] * zs ); + _mesa_update_hitflag(ctx, v0->win[2] * zs); + _mesa_update_hitflag(ctx, v1->win[2] * zs); + _mesa_update_hitflag(ctx, v2->win[2] * zs); } } -void _swrast_select_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 ) +void +_swrast_select_line(GLcontext *ctx, const SWvertex *v0, const SWvertex *v1) { const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF; - _mesa_update_hitflag( ctx, v0->win[2] * zs ); - _mesa_update_hitflag( ctx, v1->win[2] * zs ); + _mesa_update_hitflag(ctx, v0->win[2] * zs); + _mesa_update_hitflag(ctx, v1->win[2] * zs); } -void _swrast_select_point( GLcontext *ctx, const SWvertex *v ) +void +_swrast_select_point(GLcontext *ctx, const SWvertex *v) { const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF; - _mesa_update_hitflag( ctx, v->win[2] * zs ); + _mesa_update_hitflag(ctx, v->win[2] * zs); } |