diff options
-rw-r--r-- | src/mesa/swrast/s_aatriangle.c | 82 |
1 files changed, 0 insertions, 82 deletions
diff --git a/src/mesa/swrast/s_aatriangle.c b/src/mesa/swrast/s_aatriangle.c index fe3338ecef8..1d90f322a3a 100644 --- a/src/mesa/swrast/s_aatriangle.c +++ b/src/mesa/swrast/s_aatriangle.c @@ -268,88 +268,6 @@ compute_coveragef(const GLfloat v0[3], const GLfloat v1[3], -/* - * Compute how much (area) of the given pixel is inside the triangle. - * Vertices MUST be specified in counter-clockwise order. - * Return: coverage in [0, 15]. - */ -static GLint -compute_coveragei(const GLfloat v0[3], const GLfloat v1[3], - const GLfloat v2[3], GLint winx, GLint winy) -{ - /* NOTE: 15 samples instead of 16. */ - static const GLfloat samples[15][2] = { - /* start with the four corners */ - { POS(0, 2), POS(0, 0) }, - { POS(3, 3), POS(0, 2) }, - { POS(0, 0), POS(3, 1) }, - { POS(3, 1), POS(3, 3) }, - /* continue with interior samples */ - { POS(1, 1), POS(0, 1) }, - { POS(2, 0), POS(0, 3) }, - { POS(0, 3), POS(1, 3) }, - { POS(1, 2), POS(1, 0) }, - { POS(2, 3), POS(1, 2) }, - { POS(3, 2), POS(1, 1) }, - { POS(0, 1), POS(2, 2) }, - { POS(1, 0), POS(2, 1) }, - { POS(2, 1), POS(2, 3) }, - { POS(3, 0), POS(2, 0) }, - { POS(1, 3), POS(3, 0) } - }; - const GLfloat x = (GLfloat) winx; - const GLfloat y = (GLfloat) winy; - const GLfloat dx0 = v1[0] - v0[0]; - const GLfloat dy0 = v1[1] - v0[1]; - const GLfloat dx1 = v2[0] - v1[0]; - const GLfloat dy1 = v2[1] - v1[1]; - const GLfloat dx2 = v0[0] - v2[0]; - const GLfloat dy2 = v0[1] - v2[1]; - GLint stop = 4, i; - GLint insideCount = 15; - -#ifdef DEBUG - { - const GLfloat area = dx0 * dy1 - dx1 * dy0; - ASSERT(area >= 0.0); - } -#endif - - for (i = 0; i < stop; i++) { - const GLfloat sx = x + samples[i][0]; - const GLfloat sy = y + samples[i][1]; - const GLfloat fx0 = sx - v0[0]; - const GLfloat fy0 = sy - v0[1]; - const GLfloat fx1 = sx - v1[0]; - const GLfloat fy1 = sy - v1[1]; - const GLfloat fx2 = sx - v2[0]; - const GLfloat fy2 = sy - v2[1]; - /* cross product determines if sample is inside or outside each edge */ - GLfloat cross0 = (dx0 * fy0 - dy0 * fx0); - GLfloat cross1 = (dx1 * fy1 - dy1 * fx1); - GLfloat cross2 = (dx2 * fy2 - dy2 * fx2); - /* Check if the sample is exactly on an edge. If so, let cross be a - * positive or negative value depending on the direction of the edge. - */ - if (cross0 == 0.0F) - cross0 = dx0 + dy0; - if (cross1 == 0.0F) - cross1 = dx1 + dy1; - if (cross2 == 0.0F) - cross2 = dx2 + dy2; - if (cross0 < 0.0F || cross1 < 0.0F || cross2 < 0.0F) { - /* point is outside triangle */ - insideCount--; - stop = 15; - } - } - if (stop == 4) - return 15; - else - return insideCount; -} - - static void rgba_aa_tri(GLcontext *ctx, const SWvertex *v0, |