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-rw-r--r--nx-X11/extras/Mesa/src/mesa/swrast/s_pointtemp.h419
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diff --git a/nx-X11/extras/Mesa/src/mesa/swrast/s_pointtemp.h b/nx-X11/extras/Mesa/src/mesa/swrast/s_pointtemp.h
deleted file mode 100644
index 4ce261009..000000000
--- a/nx-X11/extras/Mesa/src/mesa/swrast/s_pointtemp.h
+++ /dev/null
@@ -1,419 +0,0 @@
-/*
- * Mesa 3-D graphics library
- * Version: 6.5
- *
- * Copyright (C) 1999-2005 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.
- */
-
-/*
- * Regarding GL_NV_point_sprite:
- *
- * Portions of this software may use or implement intellectual
- * property owned and licensed by NVIDIA Corporation. NVIDIA disclaims
- * any and all warranties with respect to such intellectual property,
- * including any use thereof or modifications thereto.
- */
-
-
-/*
- * Point rendering template code.
- *
- * Set FLAGS = bitwise-OR of the following tokens:
- *
- * RGBA = do rgba instead of color index
- * SMOOTH = do antialiasing
- * TEXTURE = do texture coords
- * SPECULAR = do separate specular color
- * LARGE = do points with diameter > 1 pixel
- * ATTENUATE = compute point size attenuation
- * SPRITE = GL_ARB_point_sprite / GL_NV_point_sprite
- *
- * Notes: LARGE and ATTENUATE are exclusive of each other.
- * TEXTURE requires RGBA
- */
-
-
-/*
- * NOTES on antialiased point rasterization:
- *
- * Let d = distance of fragment center from vertex.
- * if d < rmin2 then
- * fragment has 100% coverage
- * else if d > rmax2 then
- * fragment has 0% coverage
- * else
- * fragment has % coverage = (d - rmin2) / (rmax2 - rmin2)
- */
-
-
-
-static void
-NAME ( GLcontext *ctx, const SWvertex *vert )
-{
-#if FLAGS & (ATTENUATE | LARGE | SMOOTH | SPRITE)
- GLfloat size;
-#endif
-#if FLAGS & RGBA
-#if (FLAGS & ATTENUATE) && (FLAGS & SMOOTH)
- GLfloat alphaAtten;
-#endif
- const GLchan red = vert->color[0];
- const GLchan green = vert->color[1];
- const GLchan blue = vert->color[2];
- const GLchan alpha = vert->color[3];
-#endif
-#if FLAGS & SPECULAR
- const GLchan specRed = vert->specular[0];
- const GLchan specGreen = vert->specular[1];
- const GLchan specBlue = vert->specular[2];
-#endif
-#if FLAGS & INDEX
- const GLuint colorIndex = (GLuint) vert->index; /* XXX round? */
-#endif
-#if FLAGS & TEXTURE
- GLfloat texcoord[MAX_TEXTURE_COORD_UNITS][4];
- GLuint u;
-#endif
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
- struct sw_span *span = &(swrast->PointSpan);
-
- /* Cull primitives with malformed coordinates.
- */
- {
- float tmp = vert->win[0] + vert->win[1];
- if (IS_INF_OR_NAN(tmp))
- return;
- }
-
- /*
- * Span init
- */
- span->interpMask = SPAN_FOG;
- span->arrayMask = SPAN_XY | SPAN_Z;
- span->fog = vert->fog;
- span->fogStep = 0.0;
-#if FLAGS & RGBA
- span->arrayMask |= SPAN_RGBA;
-#endif
-#if FLAGS & SPECULAR
- span->arrayMask |= SPAN_SPEC;
-#endif
-#if FLAGS & INDEX
- span->arrayMask |= SPAN_INDEX;
-#endif
-#if FLAGS & TEXTURE
- span->arrayMask |= SPAN_TEXTURE;
- if (ctx->FragmentProgram._Active) {
- /* Don't divide texture s,t,r by q (use TXP to do that) */
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture._EnabledCoordUnits & (1 << u)) {
- COPY_4V(texcoord[u], vert->texcoord[u]);
- }
- }
- }
- else {
- /* Divide texture s,t,r by q here */
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture._EnabledCoordUnits & (1 << u)) {
- const GLfloat q = vert->texcoord[u][3];
- const GLfloat invQ = (q == 0.0F || q == 1.0F) ? 1.0F : (1.0F / q);
- texcoord[u][0] = vert->texcoord[u][0] * invQ;
- texcoord[u][1] = vert->texcoord[u][1] * invQ;
- texcoord[u][2] = vert->texcoord[u][2] * invQ;
- texcoord[u][3] = q;
- }
- }
- }
- /* need these for fragment programs */
- span->w = 1.0F;
- span->dwdx = 0.0F;
- span->dwdy = 0.0F;
-#endif
-#if FLAGS & SMOOTH
- span->arrayMask |= SPAN_COVERAGE;
-#endif
-#if FLAGS & SPRITE
- span->arrayMask |= SPAN_TEXTURE;
-#endif
-
- /* Compute point size if not known to be one */
-#if FLAGS & ATTENUATE
- /* first, clamp attenuated size to the user-specifed range */
- size = CLAMP(vert->pointSize, ctx->Point.MinSize, ctx->Point.MaxSize);
-#if (FLAGS & RGBA) && (FLAGS & SMOOTH)
- /* only if multisampling, compute the fade factor */
- if (ctx->Multisample.Enabled) {
- if (vert->pointSize >= ctx->Point.Threshold) {
- alphaAtten = 1.0F;
- }
- else {
- GLfloat dsize = vert->pointSize / ctx->Point.Threshold;
- alphaAtten = dsize * dsize;
- }
- }
- else {
- alphaAtten = 1.0;
- }
-#endif
-#elif FLAGS & (LARGE | SMOOTH | SPRITE)
- /* constant, non-attenuated size */
- size = ctx->Point._Size; /* this is already clamped */
-#endif
-
-
-#if FLAGS & (ATTENUATE | LARGE | SMOOTH | SPRITE)
- /***
- *** Multi-pixel points
- ***/
-
- /* do final clamping now */
- if (ctx->Point.SmoothFlag) {
- size = CLAMP(size, ctx->Const.MinPointSizeAA, ctx->Const.MaxPointSizeAA);
- }
- else {
- size = CLAMP(size, ctx->Const.MinPointSize, ctx->Const.MaxPointSize);
- }
-
- {{
- GLint x, y;
- const GLfloat radius = 0.5F * size;
- const GLint z = (GLint) (vert->win[2] + 0.5F);
- GLuint count;
-#if FLAGS & SMOOTH
- const GLfloat rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */
- const GLfloat rmax = radius + 0.7071F;
- const GLfloat rmin2 = MAX2(0.0F, rmin * rmin);
- const GLfloat rmax2 = rmax * rmax;
- const GLfloat cscale = 1.0F / (rmax2 - rmin2);
- const GLint xmin = (GLint) (vert->win[0] - radius);
- const GLint xmax = (GLint) (vert->win[0] + radius);
- const GLint ymin = (GLint) (vert->win[1] - radius);
- const GLint ymax = (GLint) (vert->win[1] + radius);
-#else
- /* non-smooth */
- GLint xmin, xmax, ymin, ymax;
- GLint iSize = (GLint) (size + 0.5F);
- GLint iRadius;
- iSize = MAX2(1, iSize);
- iRadius = iSize / 2;
- if (iSize & 1) {
- /* odd size */
- xmin = (GLint) (vert->win[0] - iRadius);
- xmax = (GLint) (vert->win[0] + iRadius);
- ymin = (GLint) (vert->win[1] - iRadius);
- ymax = (GLint) (vert->win[1] + iRadius);
- }
- else {
- /* even size */
- xmin = (GLint) vert->win[0] - iRadius + 1;
- xmax = xmin + iSize - 1;
- ymin = (GLint) vert->win[1] - iRadius + 1;
- ymax = ymin + iSize - 1;
- }
-#endif /*SMOOTH*/
-
- /* check if we need to flush */
- if (span->end + (xmax-xmin+1) * (ymax-ymin+1) >= MAX_WIDTH ||
- (swrast->_RasterMask & (BLEND_BIT | LOGIC_OP_BIT | MASKING_BIT))) {
-#if FLAGS & RGBA
- _swrast_write_rgba_span(ctx, span);
-#else
- _swrast_write_index_span(ctx, span);
-#endif
- span->end = 0;
- }
-
- /*
- * OK, generate fragments
- */
- count = span->end;
- (void) radius;
- for (y = ymin; y <= ymax; y++) {
- /* check if we need to flush */
- if (count + (xmax-xmin+1) >= MAX_WIDTH) {
- span->end = count;
-#if FLAGS & RGBA
- _swrast_write_rgba_span(ctx, span);
-#else
- _swrast_write_index_span(ctx, span);
-#endif
- count = span->end = 0;
- }
- for (x = xmin; x <= xmax; x++) {
-#if FLAGS & (SPRITE | TEXTURE)
- GLuint u;
-#endif
-
-#if FLAGS & RGBA
- span->array->rgba[count][RCOMP] = red;
- span->array->rgba[count][GCOMP] = green;
- span->array->rgba[count][BCOMP] = blue;
- span->array->rgba[count][ACOMP] = alpha;
-#endif
-#if FLAGS & SPECULAR
- span->array->spec[count][RCOMP] = specRed;
- span->array->spec[count][GCOMP] = specGreen;
- span->array->spec[count][BCOMP] = specBlue;
-#endif
-#if FLAGS & INDEX
- span->array->index[count] = colorIndex;
-#endif
-#if FLAGS & TEXTURE
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture._EnabledCoordUnits & (1 << u)) {
- COPY_4V(span->array->texcoords[u][count], texcoord[u]);
- }
- }
-#endif
-
-#if FLAGS & SMOOTH
- /* compute coverage */
- {
- const GLfloat dx = x - vert->win[0] + 0.5F;
- const GLfloat dy = y - vert->win[1] + 0.5F;
- const GLfloat dist2 = dx * dx + dy * dy;
- if (dist2 < rmax2) {
- if (dist2 >= rmin2) {
- /* compute partial coverage */
- span->array->coverage[count] = 1.0F - (dist2 - rmin2) * cscale;
-#if FLAGS & INDEX
- /* coverage in [0,15] */
- span->array->coverage[count] *= 15.0;
-#endif
- }
- else {
- /* full coverage */
- span->array->coverage[count] = 1.0F;
- }
-
- span->array->x[count] = x;
- span->array->y[count] = y;
- span->array->z[count] = z;
-
-#if (FLAGS & ATTENUATE) && (FLAGS & RGBA)
- span->array->rgba[count][ACOMP] = (GLchan) (alpha * alphaAtten);
-#elif FLAGS & RGBA
- span->array->rgba[count][ACOMP] = alpha;
-#endif /*ATTENUATE*/
- count++;
- } /*if*/
- }
-
-#else /*SMOOTH*/
-
- /* not smooth (square points) */
- span->array->x[count] = x;
- span->array->y[count] = y;
- span->array->z[count] = z;
-
-#if FLAGS & SPRITE
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- if (ctx->Point.CoordReplace[u]) {
- GLfloat s = 0.5F + (x + 0.5F - vert->win[0]) / size;
- GLfloat t, r;
- if (ctx->Point.SpriteOrigin == GL_LOWER_LEFT)
- t = 0.5F + (y + 0.5F - vert->win[1]) / size;
- else /* GL_UPPER_LEFT */
- t = 0.5F - (y + 0.5F - vert->win[1]) / size;
- if (ctx->Point.SpriteRMode == GL_ZERO)
- r = 0.0F;
- else if (ctx->Point.SpriteRMode == GL_S)
- r = vert->texcoord[u][0];
- else /* GL_R */
- r = vert->texcoord[u][2];
- span->array->texcoords[u][count][0] = s;
- span->array->texcoords[u][count][1] = t;
- span->array->texcoords[u][count][2] = r;
- span->array->texcoords[u][count][3] = 1.0F;
- }
- else {
- COPY_4V(span->array->texcoords[u][count], vert->texcoord[u]);
- }
- }
- }
-#endif /*SPRITE*/
-
- count++; /* square point */
-
-#endif /*SMOOTH*/
-
- } /*for x*/
- } /*for y*/
- span->end = count;
- }}
-
-#else /* LARGE | ATTENUATE | SMOOTH | SPRITE */
-
- /***
- *** Single-pixel points
- ***/
- {{
- GLuint count;
-
- /* check if we need to flush */
- if (span->end >= MAX_WIDTH ||
- (swrast->_RasterMask & (BLEND_BIT | LOGIC_OP_BIT | MASKING_BIT))) {
-#if FLAGS & RGBA
- _swrast_write_rgba_span(ctx, span);
-#else
- _swrast_write_index_span(ctx, span);
-#endif
- span->end = 0;
- }
-
- count = span->end;
-
-#if FLAGS & RGBA
- span->array->rgba[count][RCOMP] = red;
- span->array->rgba[count][GCOMP] = green;
- span->array->rgba[count][BCOMP] = blue;
- span->array->rgba[count][ACOMP] = alpha;
-#endif
-#if FLAGS & SPECULAR
- span->array->spec[count][RCOMP] = specRed;
- span->array->spec[count][GCOMP] = specGreen;
- span->array->spec[count][BCOMP] = specBlue;
-#endif
-#if FLAGS & INDEX
- span->array->index[count] = colorIndex;
-#endif
-#if FLAGS & TEXTURE
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- COPY_4V(span->array->texcoords[u][count], texcoord[u]);
- }
- }
-#endif
-
- span->array->x[count] = (GLint) vert->win[0];
- span->array->y[count] = (GLint) vert->win[1];
- span->array->z[count] = (GLint) (vert->win[2] + 0.5F);
- span->end = count + 1;
- }}
-
-#endif /* LARGE || ATTENUATE || SMOOTH */
-
- ASSERT(span->end <= MAX_WIDTH);
-}
-
-
-#undef FLAGS
-#undef NAME