diff options
Diffstat (limited to 'src/mesa/swrast/s_span.c')
-rw-r--r-- | src/mesa/swrast/s_span.c | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/src/mesa/swrast/s_span.c b/src/mesa/swrast/s_span.c index ab7b82b19d9..15a783b236b 100644 --- a/src/mesa/swrast/s_span.c +++ b/src/mesa/swrast/s_span.c @@ -442,11 +442,10 @@ _swrast_span_interpolate_z( const GLcontext *ctx, SWspan *span ) * Compute mipmap LOD from partial derivatives. * This the ideal solution, as given in the OpenGL spec. */ -#if 0 -static GLfloat -compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy, - GLfloat dqdx, GLfloat dqdy, GLfloat texW, GLfloat texH, - GLfloat s, GLfloat t, GLfloat q, GLfloat invQ) +GLfloat +_swrast_compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy, + GLfloat dqdx, GLfloat dqdy, GLfloat texW, GLfloat texH, + GLfloat s, GLfloat t, GLfloat q, GLfloat invQ) { GLfloat dudx = texW * ((s + dsdx) / (q + dqdx) - s * invQ); GLfloat dvdx = texH * ((t + dtdx) / (q + dqdx) - t * invQ); @@ -458,13 +457,13 @@ compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy, GLfloat lambda = LOG2(rho); return lambda; } -#endif /** * Compute mipmap LOD from partial derivatives. * This is a faster approximation than above function. */ +#if 0 GLfloat _swrast_compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy, GLfloat dqdx, GLfloat dqdy, GLfloat texW, GLfloat texH, @@ -485,6 +484,7 @@ _swrast_compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy, lambda = LOG2(rho); return lambda; } +#endif /** @@ -846,11 +846,11 @@ _swrast_write_index_span( GLcontext *ctx, SWspan *span) } /* Stencil and Z testing */ - if (ctx->Depth.Test || ctx->Stencil.Enabled) { + if (ctx->Stencil._Enabled || ctx->Depth.Test) { if (!(span->arrayMask & SPAN_Z)) _swrast_span_interpolate_z(ctx, span); - if (ctx->Stencil.Enabled) { + if (ctx->Stencil._Enabled) { if (!_swrast_stencil_and_ztest_span(ctx, span)) { span->arrayMask = origArrayMask; return; @@ -1211,7 +1211,7 @@ shade_texture_span(GLcontext *ctx, SWspan *span) _swrast_exec_fragment_shader(ctx, span); } } - else if (ctx->Texture._EnabledUnits) { + else if (ctx->Texture._EnabledCoordUnits) { /* conventional texturing */ #if CHAN_BITS == 32 @@ -1250,7 +1250,7 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) void * const origRgba = span->array->rgba; const GLboolean shader = (ctx->FragmentProgram._Current || ctx->ATIFragmentShader._Enabled); - const GLboolean shaderOrTexture = shader || ctx->Texture._EnabledUnits; + const GLboolean shaderOrTexture = shader || ctx->Texture._EnabledCoordUnits; struct gl_framebuffer *fb = ctx->DrawBuffer; /* @@ -1317,11 +1317,11 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) } /* Stencil and Z testing */ - if (ctx->Stencil.Enabled || ctx->Depth.Test) { + if (ctx->Stencil._Enabled || ctx->Depth.Test) { if (!(span->arrayMask & SPAN_Z)) _swrast_span_interpolate_z(ctx, span); - if (ctx->Stencil.Enabled && fb->Visual.stencilBits > 0) { + if (ctx->Stencil._Enabled) { /* Combined Z/stencil tests */ if (!_swrast_stencil_and_ztest_span(ctx, span)) { /* all fragments failed test */ |