if (ctx->Depth.Test)
_swrast_span_default_z(ctx, &span);
- if (ctx->Fog.Enabled)
+ if (swrast->_FogEnabled)
_swrast_span_default_fog(ctx, &span);
if (ctx->Texture._EnabledCoordUnits)
_swrast_span_default_texcoords(ctx, &span);
if (ctx->Depth.Test)
_swrast_span_default_z(ctx, &span);
- if (ctx->Fog.Enabled)
+ if (swrast->_FogEnabled)
_swrast_span_default_fog(ctx, &span);
if (ctx->Texture._EnabledCoordUnits)
_swrast_span_default_texcoords(ctx, &span);
static void
_swrast_update_rasterflags( GLcontext *ctx )
{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLbitfield rasterMask = 0;
if (ctx->Color.AlphaEnabled) rasterMask |= ALPHATEST_BIT;
if (ctx->Color.BlendEnabled) rasterMask |= BLEND_BIT;
if (ctx->Depth.Test) rasterMask |= DEPTH_BIT;
- if (ctx->Fog.Enabled) rasterMask |= FOG_BIT;
+ if (swrast->_FogEnabled) rasterMask |= FOG_BIT;
if (ctx->Scissor.Enabled) rasterMask |= CLIP_BIT;
if (ctx->Stencil.Enabled) rasterMask |= STENCIL_BIT;
if (ctx->Visual.rgbMode) {
copy_conv_rgba_pixels(GLcontext *ctx, GLint srcx, GLint srcy,
GLint width, GLint height, GLint destx, GLint desty)
{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
struct gl_renderbuffer *drawRb = NULL;
GLboolean quick_draw;
GLint row;
if (ctx->Depth.Test)
_swrast_span_default_z(ctx, &span);
- if (ctx->Fog.Enabled)
+ if (swrast->_FogEnabled)
_swrast_span_default_fog(ctx, &span);
copy_rgba_pixels(GLcontext *ctx, GLint srcx, GLint srcy,
GLint width, GLint height, GLint destx, GLint desty)
{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
struct gl_renderbuffer *drawRb;
GLchan *tmpImage,*p;
GLboolean quick_draw;
if (ctx->Depth.Test)
_swrast_span_default_z(ctx, &span);
- if (ctx->Fog.Enabled)
+ if (swrast->_FogEnabled)
_swrast_span_default_fog(ctx, &span);
if (SWRAST_CONTEXT(ctx)->_RasterMask == 0
GLint width, GLint height,
GLint destx, GLint desty )
{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLuint *tmpImage,*p;
GLint sy, dy, stepy;
GLint j;
if (ctx->Depth.Test)
_swrast_span_default_z(ctx, &span);
- if (ctx->Fog.Enabled)
+ if (swrast->_FogEnabled)
_swrast_span_default_fog(ctx, &span);
if (overlapping) {
GLint width, GLint height,
GLint destx, GLint desty )
{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
struct gl_framebuffer *fb = ctx->ReadBuffer;
struct gl_renderbuffer *readRb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
const GLfloat depthMax = fb->_DepthMaxF;
}
_swrast_span_default_color(ctx, &span);
- if (ctx->Fog.Enabled)
+ if (swrast->_FogEnabled)
_swrast_span_default_fog(ctx, &span);
if (overlapping) {
if (ctx->Depth.Test)
_swrast_span_default_z(ctx, &span);
- if (ctx->Fog.Enabled)
+ if (swrast->_FogEnabled)
_swrast_span_default_fog(ctx, &span);
if (ctx->Texture._EnabledCoordUnits)
_swrast_span_default_texcoords(ctx, &span);
const struct gl_pixelstore_attrib *unpack,
const GLvoid *pixels )
{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
const GLint imgX = x, imgY = y;
const GLboolean zoom = ctx->Pixel.ZoomX!=1.0 || ctx->Pixel.ZoomY!=1.0;
GLint row, skipPixels;
if (ctx->Depth.Test)
_swrast_span_default_z(ctx, &span);
- if (ctx->Fog.Enabled)
+ if (swrast->_FogEnabled)
_swrast_span_default_fog(ctx, &span);
/*
const struct gl_pixelstore_attrib *unpack,
const GLvoid *pixels )
{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
const GLboolean scaleOrBias
= ctx->Pixel.DepthScale != 1.0 || ctx->Pixel.DepthBias != 0.0;
const GLboolean zoom = ctx->Pixel.ZoomX != 1.0 || ctx->Pixel.ZoomY != 1.0;
_swrast_span_default_color(ctx, &span);
- if (ctx->Fog.Enabled)
+ if (swrast->_FogEnabled)
_swrast_span_default_fog(ctx, &span);
if (ctx->Texture._EnabledCoordUnits)
_swrast_span_default_texcoords(ctx, &span);
const struct gl_pixelstore_attrib *unpack,
const GLvoid *pixels )
{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
const GLint imgX = x, imgY = y;
struct gl_renderbuffer *rb = NULL; /* only used for quickDraw path */
const GLboolean zoom = ctx->Pixel.ZoomX!=1.0 || ctx->Pixel.ZoomY!=1.0;
if (ctx->Depth.Test)
_swrast_span_default_z(ctx, &span);
- if (ctx->Fog.Enabled)
+ if (swrast->_FogEnabled)
_swrast_span_default_fog(ctx, &span);
if (ctx->Texture._EnabledCoordUnits)
_swrast_span_default_texcoords(ctx, &span);
/*
* Mesa 3-D graphics library
- * Version: 6.3
+ * Version: 6.5
*
- * Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
+ * 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"),
USE(textured_line);
}
}
- else if (ctx->Depth.Test || ctx->Fog.Enabled || ctx->Line._Width != 1.0
+ else if (ctx->Depth.Test || swrast->_FogEnabled || ctx->Line._Width != 1.0
|| ctx->Line.StippleFlag) {
/* no texture, but Z, fog, width>1, stipple, etc. */
if (rgbmode)
}
/* Interpolate the color indexes if needed */
- if (ctx->Fog.Enabled ||
+ if (swrast->_FogEnabled ||
ctx->Color.IndexLogicOpEnabled ||
ctx->Color.IndexMask != 0xffffffff ||
(span->arrayMask & SPAN_COVERAGE)) {
}
/* Fog */
- if (ctx->Fog.Enabled) {
+ if (swrast->_FogEnabled) {
_swrast_fog_ci_span(ctx, span);
}