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-rw-r--r--src/mesa/swrast/s_arbshader.c208
-rw-r--r--src/mesa/swrast/s_context.h7
-rw-r--r--src/mesa/swrast/s_span.c70
-rw-r--r--src/mesa/swrast/s_tritemp.h66
-rw-r--r--src/mesa/swrast/swrast.h3
5 files changed, 237 insertions, 117 deletions
diff --git a/src/mesa/swrast/s_arbshader.c b/src/mesa/swrast/s_arbshader.c
index ba146dd1bb9..9cd96c5a366 100644
--- a/src/mesa/swrast/s_arbshader.c
+++ b/src/mesa/swrast/s_arbshader.c
@@ -1,99 +1,109 @@
-/*
- * Mesa 3-D graphics library
- * Version: 6.5
- *
- * Copyright (C) 2006 Brian Paul All Rights Reserved.
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included
- * in all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- *
- * Authors:
- * Michal Krol
- */
-
-#include "glheader.h"
-#include "context.h"
-#include "colormac.h"
-#include "s_arbshader.h"
-#include "s_context.h"
-#include "shaderobjects.h"
-#include "shaderobjects_3dlabs.h"
-#include "slang_utility.h"
-#include "slang_link.h"
-
-void _swrast_exec_arbshader (GLcontext *ctx, struct sw_span *span)
-{
- struct gl2_program_intf **pro;
- GLuint i;
-
- if (!ctx->ShaderObjects._FragmentShaderPresent)
- return;
- pro = ctx->ShaderObjects.CurrentProgram;
- if (!ctx->ShaderObjects._VertexShaderPresent)
- (**pro).UpdateFixedUniforms (pro);
-
- for (i = span->start; i < span->end; i++)
- {
- /* only run shader on active fragments */
- if (span->array->mask[i]) {
- GLfloat vec[4];
- GLuint j;
- GLboolean discard;
-
- vec[0] = (GLfloat) span->x + i;
- vec[1] = (GLfloat) span->y;
- vec[2] = (GLfloat) span->array->z[i] / ctx->DrawBuffer->_DepthMaxF;
- vec[3] = span->w + span->dwdx * i;
- (**pro).UpdateFixedVarying (pro, SLANG_FRAGMENT_FIXED_FRAGCOORD, vec, 0,
- 4 * sizeof (GLfloat), GL_TRUE);
- vec[0] = CHAN_TO_FLOAT(span->array->rgba[i][RCOMP]);
- vec[1] = CHAN_TO_FLOAT(span->array->rgba[i][GCOMP]);
- vec[2] = CHAN_TO_FLOAT(span->array->rgba[i][BCOMP]);
- vec[3] = CHAN_TO_FLOAT(span->array->rgba[i][ACOMP]);
- (**pro).UpdateFixedVarying (pro, SLANG_FRAGMENT_FIXED_COLOR, vec, 0, 4 * sizeof (GLfloat),
- GL_TRUE);
- for (j = 0; j < ctx->Const.MaxTextureCoordUnits; j++)
- {
- vec[0] = span->array->texcoords[j][i][0];
- vec[1] = span->array->texcoords[j][i][1];
- vec[2] = span->array->texcoords[j][i][2];
- vec[3] = span->array->texcoords[j][i][3];
- (**pro).UpdateFixedVarying (pro, SLANG_FRAGMENT_FIXED_TEXCOORD, vec, j,
- 4 * sizeof (GLfloat), GL_TRUE);
- }
-
- _slang_exec_fragment_shader (pro);
-
- _slang_fetch_discard (pro, &discard);
- if (discard)
- {
- span->array->mask[i] = GL_FALSE;
- span->writeAll = GL_FALSE;
- }
- else
- {
- (**pro).UpdateFixedVarying (pro, SLANG_FRAGMENT_FIXED_FRAGCOLOR, vec, 0,
- 4 * sizeof (GLfloat), GL_FALSE);
- UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][RCOMP], vec[0]);
- UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][GCOMP], vec[1]);
- UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][BCOMP], vec[2]);
- UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][ACOMP], vec[3]);
- }
- }
- }
-}
-
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.5
+ *
+ * Copyright (C) 2006 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ * Authors:
+ * Michal Krol
+ */
+
+#include "glheader.h"
+#include "context.h"
+#include "colormac.h"
+#include "s_arbshader.h"
+#include "s_context.h"
+#include "shaderobjects.h"
+#include "shaderobjects_3dlabs.h"
+#include "slang_utility.h"
+#include "slang_link.h"
+
+void _swrast_exec_arbshader (GLcontext *ctx, struct sw_span *span)
+{
+ struct gl2_program_intf **pro;
+ GLuint i;
+
+ if (!ctx->ShaderObjects._FragmentShaderPresent)
+ return;
+ pro = ctx->ShaderObjects.CurrentProgram;
+ if (!ctx->ShaderObjects._VertexShaderPresent)
+ (**pro).UpdateFixedUniforms (pro);
+
+ for (i = span->start; i < span->end; i++)
+ {
+ /* only run shader on active fragments */
+ if (span->array->mask[i]) {
+ GLfloat vec[4];
+ GLuint j;
+ GLboolean discard;
+
+ vec[0] = (GLfloat) span->x + i;
+ vec[1] = (GLfloat) span->y;
+ vec[2] = (GLfloat) span->array->z[i] / ctx->DrawBuffer->_DepthMaxF;
+ vec[3] = span->w + span->dwdx * i;
+ (**pro).UpdateFixedVarying (pro, SLANG_FRAGMENT_FIXED_FRAGCOORD, vec, 0,
+ 4 * sizeof (GLfloat), GL_TRUE);
+ vec[0] = CHAN_TO_FLOAT(span->array->rgba[i][RCOMP]);
+ vec[1] = CHAN_TO_FLOAT(span->array->rgba[i][GCOMP]);
+ vec[2] = CHAN_TO_FLOAT(span->array->rgba[i][BCOMP]);
+ vec[3] = CHAN_TO_FLOAT(span->array->rgba[i][ACOMP]);
+ (**pro).UpdateFixedVarying (pro, SLANG_FRAGMENT_FIXED_COLOR, vec, 0, 4 * sizeof (GLfloat),
+ GL_TRUE);
+ for (j = 0; j < ctx->Const.MaxTextureCoordUnits; j++)
+ {
+ vec[0] = span->array->texcoords[j][i][0];
+ vec[1] = span->array->texcoords[j][i][1];
+ vec[2] = span->array->texcoords[j][i][2];
+ vec[3] = span->array->texcoords[j][i][3];
+ (**pro).UpdateFixedVarying (pro, SLANG_FRAGMENT_FIXED_TEXCOORD, vec, j,
+ 4 * sizeof (GLfloat), GL_TRUE);
+ }
+ for (j = 0; j < MAX_VARYING_VECTORS; j++)
+ {
+ GLuint k;
+
+ for (k = 0; k < VARYINGS_PER_VECTOR; k++)
+ {
+ (**pro).UpdateVarying (pro, j * VARYINGS_PER_VECTOR + k,
+ &span->array->varying[i][j][k], GL_FALSE);
+ }
+ }
+
+ _slang_exec_fragment_shader (pro);
+
+ _slang_fetch_discard (pro, &discard);
+ if (discard)
+ {
+ span->array->mask[i] = GL_FALSE;
+ span->writeAll = GL_FALSE;
+ }
+ else
+ {
+ (**pro).UpdateFixedVarying (pro, SLANG_FRAGMENT_FIXED_FRAGCOLOR, vec, 0,
+ 4 * sizeof (GLfloat), GL_FALSE);
+ UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][RCOMP], vec[0]);
+ UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][GCOMP], vec[1]);
+ UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][BCOMP], vec[2]);
+ UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][ACOMP], vec[3]);
+ }
+ }
+ }
+}
+
diff --git a/src/mesa/swrast/s_context.h b/src/mesa/swrast/s_context.h
index 5d9a35043be..3c5a4c32228 100644
--- a/src/mesa/swrast/s_context.h
+++ b/src/mesa/swrast/s_context.h
@@ -2,7 +2,7 @@
* Mesa 3-D graphics library
* Version: 6.5
*
- * Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
@@ -66,6 +66,7 @@
#define SPAN_FLAT 0x400 /**< flat shading? */
#define SPAN_XY 0x800
#define SPAN_MASK 0x1000
+#define SPAN_VARYING 0x2000
/*@}*/
@@ -90,6 +91,7 @@ struct span_arrays {
GLfloat texcoords[MAX_TEXTURE_COORD_UNITS][MAX_WIDTH][4];
GLfloat lambda[MAX_TEXTURE_COORD_UNITS][MAX_WIDTH];
GLfloat coverage[MAX_WIDTH];
+ GLfloat varying[MAX_WIDTH][MAX_VARYING_VECTORS][VARYINGS_PER_VECTOR];
/** This mask indicates which fragments are alive or culled */
GLubyte mask[MAX_WIDTH];
@@ -167,6 +169,9 @@ struct sw_span {
GLfloat texStepX[MAX_TEXTURE_COORD_UNITS][4];
GLfloat texStepY[MAX_TEXTURE_COORD_UNITS][4];
GLfixed intTex[2], intTexStep[2]; /* s, t only */
+ GLfloat var[MAX_VARYING_VECTORS][VARYINGS_PER_VECTOR];
+ GLfloat varStepX[MAX_VARYING_VECTORS][VARYINGS_PER_VECTOR];
+ GLfloat varStepY[MAX_VARYING_VECTORS][VARYINGS_PER_VECTOR];
/* partial derivatives wrt X and Y. */
GLfloat dzdx, dzdy;
diff --git a/src/mesa/swrast/s_span.c b/src/mesa/swrast/s_span.c
index 02901a7ed94..11457723b09 100644
--- a/src/mesa/swrast/s_span.c
+++ b/src/mesa/swrast/s_span.c
@@ -37,7 +37,7 @@
#include "imports.h"
#include "s_atifragshader.h"
-#include "s_alpha.h"
+#include "s_alpha.h"
#include "s_arbshader.h"
#include "s_blend.h"
#include "s_context.h"
@@ -434,7 +434,8 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
GLfloat r = span->tex[u][2];
GLfloat q = span->tex[u][3];
GLuint i;
- if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled) {
+ if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled ||
+ ctx->ShaderObjects._FragmentShaderPresent) {
/* do perspective correction but don't divide s, t, r by q */
const GLfloat dwdx = span->dwdx;
GLfloat w = span->w;
@@ -485,7 +486,8 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
GLfloat r = span->tex[u][2];
GLfloat q = span->tex[u][3];
GLuint i;
- if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled) {
+ if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled ||
+ ctx->ShaderObjects._FragmentShaderPresent) {
/* do perspective correction but don't divide s, t, r by q */
const GLfloat dwdx = span->dwdx;
GLfloat w = span->w;
@@ -568,7 +570,8 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
GLfloat r = span->tex[0][2];
GLfloat q = span->tex[0][3];
GLuint i;
- if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled) {
+ if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled ||
+ ctx->ShaderObjects._FragmentShaderPresent) {
/* do perspective correction but don't divide s, t, r by q */
const GLfloat dwdx = span->dwdx;
GLfloat w = span->w;
@@ -619,7 +622,8 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
GLfloat r = span->tex[0][2];
GLfloat q = span->tex[0][3];
GLuint i;
- if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled) {
+ if (ctx->FragmentProgram._Active || ctx->ATIFragmentShader._Enabled ||
+ ctx->ShaderObjects._FragmentShaderPresent) {
/* do perspective correction but don't divide s, t, r by q */
const GLfloat dwdx = span->dwdx;
GLfloat w = span->w;
@@ -668,6 +672,38 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
/**
+ * Fill in the span.varying array from the interpolation values.
+ */
+static void
+interpolate_varying(GLcontext *ctx, struct sw_span *span)
+{
+ GLuint i, j;
+
+ ASSERT(span->interpMask & SPAN_VARYING);
+ ASSERT(!(span->arrayMask & SPAN_VARYING));
+
+ span->arrayMask |= SPAN_VARYING;
+
+ for (i = 0; i < MAX_VARYING_VECTORS; i++) {
+ for (j = 0; j < VARYINGS_PER_VECTOR; j++) {
+ const GLfloat dvdx = span->varStepX[i][j];
+ GLfloat v = span->var[i][j];
+ const GLfloat dwdx = span->dwdx;
+ GLfloat w = span->w;
+ GLuint k;
+
+ for (k = 0; k < span->end; k++) {
+ GLfloat invW = 1.0f / w;
+ span->array->varying[k][i][j] = v * invW;
+ v += dvdx;
+ w += dwdx;
+ }
+ }
+ }
+}
+
+
+/**
* Apply the current polygon stipple pattern to a span of pixels.
*/
static void
@@ -1139,6 +1175,10 @@ _swrast_write_rgba_span( GLcontext *ctx, struct sw_span *span)
interpolate_texcoords(ctx, span);
}
+ if (ctx->ShaderObjects._FragmentShaderPresent) {
+ interpolate_varying(ctx, span);
+ }
+
/* This is the normal place to compute the resulting fragment color/Z.
* As an optimization, we try to defer this until after Z/stencil
* testing in order to try to avoid computing colors that we won't
@@ -1155,11 +1195,11 @@ _swrast_write_rgba_span( GLcontext *ctx, struct sw_span *span)
if (span->interpMask & SPAN_FOG)
interpolate_fog(ctx, span);
- /* Compute fragment colors with fragment program or texture lookups */
- if (ctx->ShaderObjects._FragmentShaderPresent) {
- if (span->interpMask & SPAN_Z)
- _swrast_span_interpolate_z (ctx, span);
- _swrast_exec_arbshader (ctx, span);
+ /* Compute fragment colors with fragment program or texture lookups */
+ if (ctx->ShaderObjects._FragmentShaderPresent) {
+ if (span->interpMask & SPAN_Z)
+ _swrast_span_interpolate_z (ctx, span);
+ _swrast_exec_arbshader (ctx, span);
}
else if (ctx->FragmentProgram._Active) {
/* frag prog may need Z values */
@@ -1240,11 +1280,11 @@ _swrast_write_rgba_span( GLcontext *ctx, struct sw_span *span)
if (span->interpMask & SPAN_FOG)
interpolate_fog(ctx, span);
- if (ctx->ShaderObjects._FragmentShaderPresent) {
- if (span->interpMask & SPAN_Z)
- _swrast_span_interpolate_z (ctx, span);
- _swrast_exec_arbshader (ctx, span);
- }
+ if (ctx->ShaderObjects._FragmentShaderPresent) {
+ if (span->interpMask & SPAN_Z)
+ _swrast_span_interpolate_z (ctx, span);
+ _swrast_exec_arbshader (ctx, span);
+ }
else if (ctx->FragmentProgram._Active)
_swrast_exec_fragment_program( ctx, span );
else if (ctx->ATIFragmentShader._Enabled)
diff --git a/src/mesa/swrast/s_tritemp.h b/src/mesa/swrast/s_tritemp.h
index 7f581561ec5..29a7a94da15 100644
--- a/src/mesa/swrast/s_tritemp.h
+++ b/src/mesa/swrast/s_tritemp.h
@@ -28,7 +28,7 @@
* This file is #include'd to generate custom triangle rasterizers.
*
* The following macros may be defined to indicate what auxillary information
- * must be interplated across the triangle:
+ * must be interpolated across the triangle:
* INTERP_Z - if defined, interpolate vertex Z values
* INTERP_W - if defined, interpolate vertex W values
* INTERP_FOG - if defined, interpolate fog values
@@ -41,6 +41,7 @@
* INTERP_TEX - if defined, interpolate set 0 float STRQ texcoords
* NOTE: OpenGL STRQ = Mesa STUV (R was taken for red)
* INTERP_MULTITEX - if defined, interpolate N units of STRQ texcoords
+ * INTERP_VARYING - if defined, interpolate M floats of GLSL varyings
*
* When one can directly address pixels in the color buffer the following
* macros can be defined and used to compute pixel addresses during
@@ -142,6 +143,20 @@
+#ifdef INTERP_VARYING
+#define VARYING_LOOP(CODE)\
+ {\
+ GLuint iv, ic;\
+ for (iv = 0; iv < MAX_VARYING_VECTORS; iv++) {\
+ for (ic = 0; ic < VARYINGS_PER_VECTOR; ic++) {\
+ CODE\
+ }\
+ }\
+ }
+#endif
+
+
+
/*
* Some code we unfortunately need to prevent negative interpolated colors.
*/
@@ -648,6 +663,19 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
)
}
#endif
+#ifdef INTERP_VARYING
+ span.interpMask |= SPAN_VARYING;
+ {
+ /* win[3] is 1/W */
+ const GLfloat wMax = vMax->win[3], wMin = vMin->win[3], wMid = vMid->win[3];
+ VARYING_LOOP(
+ GLfloat eMaj_dvar = vMax->attribute[iv][ic] * wMax - vMin->attribute[iv][ic] * wMin;
+ GLfloat eBot_dvar = vMid->attribute[iv][ic] * wMid - vMin->attribute[iv][ic] * wMin;
+ span.varStepX[iv][ic] = oneOverArea * (eMaj_dvar * eBot.dy - eMaj.dy * eBot_dvar);
+ span.varStepY[iv][ic] = oneOverArea * (eMaj.dx * eBot_dvar - eMaj_dvar * eBot.dx);
+ )
+ }
+#endif
/*
* We always sample at pixel centers. However, we avoid
@@ -751,6 +779,11 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
GLfloat duOuter[MAX_TEXTURE_COORD_UNITS], duInner[MAX_TEXTURE_COORD_UNITS];
GLfloat dvOuter[MAX_TEXTURE_COORD_UNITS], dvInner[MAX_TEXTURE_COORD_UNITS];
#endif
+#ifdef INTERP_VARYING
+ GLfloat varLeft[MAX_VARYING_VECTORS][VARYINGS_PER_VECTOR];
+ GLfloat dvarOuter[MAX_VARYING_VECTORS][VARYINGS_PER_VECTOR];
+ GLfloat dvarInner[MAX_VARYING_VECTORS][VARYINGS_PER_VECTOR];
+#endif
for (subTriangle=0; subTriangle<=1; subTriangle++) {
EdgeT *eLeft, *eRight;
@@ -1024,6 +1057,15 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
dvOuter[u] = span.texStepY[u][3] + dxOuter * span.texStepX[u][3];
)
#endif
+#ifdef INTERP_VARYING
+ VARYING_LOOP(
+ const GLfloat invW = vLower->win[3];
+ const GLfloat var0 = vLower->attribute[iv][ic] * invW;
+ varLeft[iv][ic] = var0 + (span.varStepX[iv][ic] * adjx +
+ span.varStepY[iv][ic] * adjy) * (1.0f / FIXED_SCALE);
+ dvarOuter[iv][ic] = span.varStepY[iv][ic] + dxOuter * span.varStepX[iv][ic];
+ )
+#endif
} /*if setupLeft*/
@@ -1086,6 +1128,11 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
dvInner[u] = dvOuter[u] + span.texStepX[u][3];
)
#endif
+#ifdef INTERP_VARYING
+ VARYING_LOOP(
+ dvarInner[iv][ic] = dvarOuter[iv][ic] + span.varStepX[iv][ic];
+ )
+#endif
while (lines > 0) {
/* initialize the span interpolants to the leftmost value */
@@ -1135,6 +1182,11 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
span.tex[u][3] = vLeft[u];
)
#endif
+#ifdef INTERP_VARYING
+ VARYING_LOOP(
+ span.var[iv][ic] = varLeft[iv][ic];
+ )
+#endif
/* This is where we actually generate fragments */
/* XXX the test for span.y > 0 _shouldn't_ be needed but
@@ -1223,6 +1275,11 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
vLeft[u] += dvOuter[u];
)
#endif
+#ifdef INTERP_VARYING
+ VARYING_LOOP(
+ varLeft[iv][ic] += dvarOuter[iv][ic];
+ )
+#endif
}
else {
#ifdef PIXEL_ADDRESS
@@ -1268,6 +1325,11 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
vLeft[u] += dvInner[u];
)
#endif
+#ifdef INTERP_VARYING
+ VARYING_LOOP(
+ varLeft[iv][ic] += dvarInner[iv][ic];
+ )
+#endif
}
} /*while lines>0*/
@@ -1299,7 +1361,9 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
#undef INTERP_INT_TEX
#undef INTERP_TEX
#undef INTERP_MULTITEX
+#undef INTERP_VARYING
#undef TEX_UNIT_LOOP
+#undef VARYING_LOOP
#undef S_SCALE
#undef T_SCALE
diff --git a/src/mesa/swrast/swrast.h b/src/mesa/swrast/swrast.h
index 4422195a524..2a212342539 100644
--- a/src/mesa/swrast/swrast.h
+++ b/src/mesa/swrast/swrast.h
@@ -2,7 +2,7 @@
* Mesa 3-D graphics library
* Version: 6.5
*
- * Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
@@ -73,6 +73,7 @@ typedef struct {
GLfloat fog;
GLfloat index;
GLfloat pointSize;
+ GLfloat attribute[MAX_VERTEX_ATTRIBS][4];
} SWvertex;