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authormarha <marha@users.sourceforge.net>2013-03-18 16:33:08 +0100
committermarha <marha@users.sourceforge.net>2013-04-11 11:13:36 +0200
commitaccd8a3364ffd1e91a4ab52b06b5e3b9d250ae92 (patch)
treede6631463ba227bb7e08b9ff7ab0458925e75f15 /mesalib/src/mesa/swrast/s_points.c
parenta2ce004b2966da2fe0249e72e2fb99255cef3092 (diff)
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libX11 mesa git update 18 Mar 2013
libX11 commit f49bb2dd6d4ea45c55bd21acc0efe2b764441020 mesa commit 2da8ee16a8b126d15f34552916c77b203be326db
Diffstat (limited to 'mesalib/src/mesa/swrast/s_points.c')
-rw-r--r--mesalib/src/mesa/swrast/s_points.c84
1 files changed, 42 insertions, 42 deletions
diff --git a/mesalib/src/mesa/swrast/s_points.c b/mesalib/src/mesa/swrast/s_points.c
index acbdb2d42..80693be8e 100644
--- a/mesalib/src/mesa/swrast/s_points.c
+++ b/mesalib/src/mesa/swrast/s_points.c
@@ -37,8 +37,8 @@
*/
#define CULL_INVALID(V) \
do { \
- float tmp = (V)->attrib[FRAG_ATTRIB_WPOS][0] \
- + (V)->attrib[FRAG_ATTRIB_WPOS][1]; \
+ float tmp = (V)->attrib[VARYING_SLOT_POS][0] \
+ + (V)->attrib[VARYING_SLOT_POS][1]; \
if (IS_INF_OR_NAN(tmp)) \
return; \
} while(0)
@@ -93,9 +93,9 @@ sprite_point(struct gl_context *ctx, const SWvertex *vert)
/* z coord */
if (ctx->DrawBuffer->Visual.depthBits <= 16)
- span.z = FloatToFixed(vert->attrib[FRAG_ATTRIB_WPOS][2] + 0.5F);
+ span.z = FloatToFixed(vert->attrib[VARYING_SLOT_POS][2] + 0.5F);
else
- span.z = (GLuint) (vert->attrib[FRAG_ATTRIB_WPOS][2] + 0.5F);
+ span.z = (GLuint) (vert->attrib[VARYING_SLOT_POS][2] + 0.5F);
span.zStep = 0;
size = get_size(ctx, vert, GL_FALSE);
@@ -116,9 +116,9 @@ sprite_point(struct gl_context *ctx, const SWvertex *vert)
span.alphaStep = 0;
/* need these for fragment programs */
- span.attrStart[FRAG_ATTRIB_WPOS][3] = 1.0F;
- span.attrStepX[FRAG_ATTRIB_WPOS][3] = 0.0F;
- span.attrStepY[FRAG_ATTRIB_WPOS][3] = 0.0F;
+ span.attrStart[VARYING_SLOT_POS][3] = 1.0F;
+ span.attrStepX[VARYING_SLOT_POS][3] = 0.0F;
+ span.attrStepY[VARYING_SLOT_POS][3] = 0.0F;
{
GLfloat s, r, dsdx;
@@ -137,9 +137,9 @@ sprite_point(struct gl_context *ctx, const SWvertex *vert)
}
ATTRIB_LOOP_BEGIN
- if (attr >= FRAG_ATTRIB_TEX0 && attr <= FRAG_ATTRIB_TEX7) {
+ if (attr >= VARYING_SLOT_TEX0 && attr <= VARYING_SLOT_TEX7) {
/* a texcoord attribute */
- const GLuint u = attr - FRAG_ATTRIB_TEX0;
+ const GLuint u = attr - VARYING_SLOT_TEX0;
ASSERT(u < Elements(ctx->Point.CoordReplace));
if (ctx->Point.CoordReplace[u]) {
tCoords[numTcoords++] = attr;
@@ -169,15 +169,15 @@ sprite_point(struct gl_context *ctx, const SWvertex *vert)
continue;
}
}
- else if (attr == FRAG_ATTRIB_PNTC) {
+ else if (attr == VARYING_SLOT_PNTC) {
/* GLSL gl_PointCoord.xy (.zw undefined) */
- span.attrStart[FRAG_ATTRIB_PNTC][0] = 0.0;
- span.attrStart[FRAG_ATTRIB_PNTC][1] = 0.0; /* t0 set below */
- span.attrStepX[FRAG_ATTRIB_PNTC][0] = dsdx;
- span.attrStepX[FRAG_ATTRIB_PNTC][1] = 0.0;
- span.attrStepY[FRAG_ATTRIB_PNTC][0] = 0.0;
- span.attrStepY[FRAG_ATTRIB_PNTC][1] = dtdy;
- tCoords[numTcoords++] = FRAG_ATTRIB_PNTC;
+ span.attrStart[VARYING_SLOT_PNTC][0] = 0.0;
+ span.attrStart[VARYING_SLOT_PNTC][1] = 0.0; /* t0 set below */
+ span.attrStepX[VARYING_SLOT_PNTC][0] = dsdx;
+ span.attrStepX[VARYING_SLOT_PNTC][1] = 0.0;
+ span.attrStepY[VARYING_SLOT_PNTC][0] = 0.0;
+ span.attrStepY[VARYING_SLOT_PNTC][1] = dtdy;
+ tCoords[numTcoords++] = VARYING_SLOT_PNTC;
continue;
}
/* use vertex's texcoord/attrib */
@@ -189,8 +189,8 @@ sprite_point(struct gl_context *ctx, const SWvertex *vert)
/* compute pos, bounds and render */
{
- const GLfloat x = vert->attrib[FRAG_ATTRIB_WPOS][0];
- const GLfloat y = vert->attrib[FRAG_ATTRIB_WPOS][1];
+ const GLfloat x = vert->attrib[VARYING_SLOT_POS][0];
+ const GLfloat y = vert->attrib[VARYING_SLOT_POS][1];
GLint iSize = (GLint) (size + 0.5F);
GLint xmin, xmax, ymin, ymax, iy;
GLint iRadius;
@@ -250,9 +250,9 @@ smooth_point(struct gl_context *ctx, const SWvertex *vert)
/* z coord */
if (ctx->DrawBuffer->Visual.depthBits <= 16)
- span.z = FloatToFixed(vert->attrib[FRAG_ATTRIB_WPOS][2] + 0.5F);
+ span.z = FloatToFixed(vert->attrib[VARYING_SLOT_POS][2] + 0.5F);
else
- span.z = (GLuint) (vert->attrib[FRAG_ATTRIB_WPOS][2] + 0.5F);
+ span.z = (GLuint) (vert->attrib[VARYING_SLOT_POS][2] + 0.5F);
span.zStep = 0;
size = get_size(ctx, vert, GL_TRUE);
@@ -289,9 +289,9 @@ smooth_point(struct gl_context *ctx, const SWvertex *vert)
span.alphaStep = 0;
/* need these for fragment programs */
- span.attrStart[FRAG_ATTRIB_WPOS][3] = 1.0F;
- span.attrStepX[FRAG_ATTRIB_WPOS][3] = 0.0F;
- span.attrStepY[FRAG_ATTRIB_WPOS][3] = 0.0F;
+ span.attrStart[VARYING_SLOT_POS][3] = 1.0F;
+ span.attrStepX[VARYING_SLOT_POS][3] = 0.0F;
+ span.attrStepY[VARYING_SLOT_POS][3] = 0.0F;
ATTRIB_LOOP_BEGIN
COPY_4V(span.attrStart[attr], vert->attrib[attr]);
@@ -301,8 +301,8 @@ smooth_point(struct gl_context *ctx, const SWvertex *vert)
/* compute pos, bounds and render */
{
- const GLfloat x = vert->attrib[FRAG_ATTRIB_WPOS][0];
- const GLfloat y = vert->attrib[FRAG_ATTRIB_WPOS][1];
+ const GLfloat x = vert->attrib[VARYING_SLOT_POS][0];
+ const GLfloat y = vert->attrib[VARYING_SLOT_POS][1];
const GLfloat radius = 0.5F * size;
const GLfloat rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */
const GLfloat rmax = radius + 0.7071F;
@@ -370,9 +370,9 @@ large_point(struct gl_context *ctx, const SWvertex *vert)
/* z coord */
if (ctx->DrawBuffer->Visual.depthBits <= 16)
- span.z = FloatToFixed(vert->attrib[FRAG_ATTRIB_WPOS][2] + 0.5F);
+ span.z = FloatToFixed(vert->attrib[VARYING_SLOT_POS][2] + 0.5F);
else
- span.z = (GLuint) (vert->attrib[FRAG_ATTRIB_WPOS][2] + 0.5F);
+ span.z = (GLuint) (vert->attrib[VARYING_SLOT_POS][2] + 0.5F);
span.zStep = 0;
size = get_size(ctx, vert, GL_FALSE);
@@ -393,9 +393,9 @@ large_point(struct gl_context *ctx, const SWvertex *vert)
span.alphaStep = 0;
/* need these for fragment programs */
- span.attrStart[FRAG_ATTRIB_WPOS][3] = 1.0F;
- span.attrStepX[FRAG_ATTRIB_WPOS][3] = 0.0F;
- span.attrStepY[FRAG_ATTRIB_WPOS][3] = 0.0F;
+ span.attrStart[VARYING_SLOT_POS][3] = 1.0F;
+ span.attrStepX[VARYING_SLOT_POS][3] = 0.0F;
+ span.attrStepY[VARYING_SLOT_POS][3] = 0.0F;
ATTRIB_LOOP_BEGIN
COPY_4V(span.attrStart[attr], vert->attrib[attr]);
@@ -405,8 +405,8 @@ large_point(struct gl_context *ctx, const SWvertex *vert)
/* compute pos, bounds and render */
{
- const GLfloat x = vert->attrib[FRAG_ATTRIB_WPOS][0];
- const GLfloat y = vert->attrib[FRAG_ATTRIB_WPOS][1];
+ const GLfloat x = vert->attrib[VARYING_SLOT_POS][0];
+ const GLfloat y = vert->attrib[VARYING_SLOT_POS][1];
GLint iSize = (GLint) (size + 0.5F);
GLint xmin, xmax, ymin, ymax, ix, iy;
GLint iRadius;
@@ -470,9 +470,9 @@ pixel_point(struct gl_context *ctx, const SWvertex *vert)
span->arrayAttribs = swrast->_ActiveAttribMask; /* we'll produce these vals */
/* need these for fragment programs */
- span->attrStart[FRAG_ATTRIB_WPOS][3] = 1.0F;
- span->attrStepX[FRAG_ATTRIB_WPOS][3] = 0.0F;
- span->attrStepY[FRAG_ATTRIB_WPOS][3] = 0.0F;
+ span->attrStart[VARYING_SLOT_POS][3] = 1.0F;
+ span->attrStepX[VARYING_SLOT_POS][3] = 0.0F;
+ span->attrStepY[VARYING_SLOT_POS][3] = 0.0F;
/* check if we need to flush */
if (span->end >= SWRAST_MAX_WIDTH ||
@@ -499,9 +499,9 @@ pixel_point(struct gl_context *ctx, const SWvertex *vert)
ATTRIB_LOOP_END
/* fragment position */
- span->array->x[count] = (GLint) vert->attrib[FRAG_ATTRIB_WPOS][0];
- span->array->y[count] = (GLint) vert->attrib[FRAG_ATTRIB_WPOS][1];
- span->array->z[count] = (GLint) (vert->attrib[FRAG_ATTRIB_WPOS][2] + 0.5F);
+ span->array->x[count] = (GLint) vert->attrib[VARYING_SLOT_POS][0];
+ span->array->y[count] = (GLint) vert->attrib[VARYING_SLOT_POS][1];
+ span->array->z[count] = (GLint) (vert->attrib[VARYING_SLOT_POS][2] + 0.5F);
span->end = count + 1;
ASSERT(span->end <= SWRAST_MAX_WIDTH);
@@ -522,9 +522,9 @@ _swrast_add_spec_terms_point(struct gl_context *ctx, const SWvertex *v0)
/* save */
COPY_CHAN4(cSave, ncv0->color);
/* sum */
- rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[FRAG_ATTRIB_COL1][0];
- gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[FRAG_ATTRIB_COL1][1];
- bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[FRAG_ATTRIB_COL1][2];
+ rSum = CHAN_TO_FLOAT(ncv0->color[0]) + ncv0->attrib[VARYING_SLOT_COL1][0];
+ gSum = CHAN_TO_FLOAT(ncv0->color[1]) + ncv0->attrib[VARYING_SLOT_COL1][1];
+ bSum = CHAN_TO_FLOAT(ncv0->color[2]) + ncv0->attrib[VARYING_SLOT_COL1][2];
UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[0], rSum);
UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[1], gSum);
UNCLAMPED_FLOAT_TO_CHAN(ncv0->color[2], bSum);