/*
* Mesa 3-D graphics library
- * Version: 6.5
+ * Version: 6.5.3
*
- * Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2007 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"),
#endif
#ifdef INTERP_VARYING
interpFlags |= SPAN_VARYING;
- { /* XXX review this */
+ {
const GLfloat invLen = 1.0F / numPixels;
+ const GLbitfield inputsUsed = ctx->FragmentProgram._Current ?
+ ctx->FragmentProgram._Current->Base.InputsRead : 0x0;
+ const GLfloat invw0 = vert0->win[3];
+ const GLfloat invw1 = vert1->win[3];
GLuint v;
for (v = 0; v < MAX_VARYING; v++) {
- const GLfloat invw0 = vert0->win[3];
- const GLfloat invw1 = vert1->win[3];
- GLfloat ds, dt, dr, dq;
- span.var[v][0] = invw0 * vert0->varying[v][0];
- span.var[v][1] = invw0 * vert0->varying[v][1];
- span.var[v][2] = invw0 * vert0->varying[v][2];
- span.var[v][3] = invw0 * vert0->varying[v][3];
- ds = (invw1 * vert1->varying[v][0]) - span.var[v][0];
- dt = (invw1 * vert1->varying[v][1]) - span.var[v][1];
- dr = (invw1 * vert1->varying[v][2]) - span.var[v][2];
- dq = (invw1 * vert1->varying[v][3]) - span.var[v][3];
- span.varStepX[v][0] = ds * invLen;
- span.varStepX[v][1] = dt * invLen;
- span.varStepX[v][2] = dr * invLen;
- span.varStepX[v][3] = dq * invLen;
- span.varStepY[v][0] = 0.0F;
- span.varStepY[v][1] = 0.0F;
- span.varStepY[v][2] = 0.0F;
- span.varStepY[v][3] = 0.0F;
+ if (inputsUsed & FRAG_BIT_VAR(v)) {
+ GLfloat ds, dt, dr, dq;
+ span.var[v][0] = invw0 * vert0->varying[v][0];
+ span.var[v][1] = invw0 * vert0->varying[v][1];
+ span.var[v][2] = invw0 * vert0->varying[v][2];
+ span.var[v][3] = invw0 * vert0->varying[v][3];
+ ds = (invw1 * vert1->varying[v][0]) - span.var[v][0];
+ dt = (invw1 * vert1->varying[v][1]) - span.var[v][1];
+ dr = (invw1 * vert1->varying[v][2]) - span.var[v][2];
+ dq = (invw1 * vert1->varying[v][3]) - span.var[v][3];
+ span.varStepX[v][0] = ds * invLen;
+ span.varStepX[v][1] = dt * invLen;
+ span.varStepX[v][2] = dr * invLen;
+ span.varStepX[v][3] = dq * invLen;
+ span.varStepY[v][0] = 0.0F;
+ span.varStepY[v][1] = 0.0F;
+ span.varStepY[v][2] = 0.0F;
+ span.varStepY[v][3] = 0.0F;
+ }
}
}
#endif
#ifdef INTERP_VARYING
-/* XXX need a varyingEnabled[] check */
+
#define VARYING_LOOP(CODE) \
{ \
GLuint iv, ic; \
for (iv = 0; iv < MAX_VARYING; iv++) { \
- for (ic = 0; ic < 4; ic++) { \
- CODE \
+ if (inputsUsed & FRAG_BIT_VAR(iv)) { \
+ for (ic = 0; ic < 4; ic++) { \
+ CODE \
+ } \
} \
} \
}
const GLint snapMask = ~((FIXED_ONE / (1 << SUB_PIXEL_BITS)) - 1); /* for x/y coord snapping */
#endif
GLinterp vMin_fx, vMin_fy, vMid_fx, vMid_fy, vMax_fx, vMax_fy;
+#ifdef INTERP_VARYING
+ const GLbitfield inputsUsed = ctx->FragmentProgram._Current ?
+ ctx->FragmentProgram._Current->Base.InputsRead : 0x0;
+#endif
SWspan span;