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Git conversion: Make reactos the root directory, move rosapps, rostests, wallpapers into modules, and delete rossubsys.
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239
dll/opengl/mesa/swrast_setup/ss_tritmp.h
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dll/opengl/mesa/swrast_setup/ss_tritmp.h
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/*
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* Mesa 3-D graphics library
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* Version: 7.1
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*
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* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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* Authors:
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* Keith Whitwell <keith@tungstengraphics.com>
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*/
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/**
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* This is where we handle assigning vertex colors based on front/back
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* facing, compute polygon offset and handle glPolygonMode().
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*/
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static void TAG(triangle)(struct gl_context *ctx, GLuint e0, GLuint e1, GLuint e2 )
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{
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#if IND & SS_TWOSIDE_BIT
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struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
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SScontext *swsetup = SWSETUP_CONTEXT(ctx);
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GLchan saved_color[3][4] = { { 0 } };
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GLfloat saved_col0[3][4] = { { 0 } };
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#endif
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SWvertex *verts = SWSETUP_CONTEXT(ctx)->verts;
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SWvertex *v[3];
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#if IND & SS_OFFSET_BIT
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GLfloat z[3];
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#endif
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GLfloat oz0, oz1, oz2;
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GLenum mode = GL_FILL;
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GLuint facing = 0;
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v[0] = &verts[e0];
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v[1] = &verts[e1];
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v[2] = &verts[e2];
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#if IND & (SS_TWOSIDE_BIT | SS_OFFSET_BIT | SS_UNFILLED_BIT)
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{
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GLfloat ex = v[0]->attrib[FRAG_ATTRIB_WPOS][0] - v[2]->attrib[FRAG_ATTRIB_WPOS][0];
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GLfloat ey = v[0]->attrib[FRAG_ATTRIB_WPOS][1] - v[2]->attrib[FRAG_ATTRIB_WPOS][1];
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GLfloat fx = v[1]->attrib[FRAG_ATTRIB_WPOS][0] - v[2]->attrib[FRAG_ATTRIB_WPOS][0];
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GLfloat fy = v[1]->attrib[FRAG_ATTRIB_WPOS][1] - v[2]->attrib[FRAG_ATTRIB_WPOS][1];
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GLfloat cc = ex*fy - ey*fx;
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#if IND & (SS_TWOSIDE_BIT | SS_UNFILLED_BIT)
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{
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facing = (cc < 0.0) ^ ctx->Polygon._FrontBit;
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#if IND & SS_UNFILLED_BIT
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mode = facing ? ctx->Polygon.BackMode : ctx->Polygon.FrontMode;
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#endif
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#if IND & SS_TWOSIDE_BIT
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if (facing == 1) {
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if (VB->BackfaceColorPtr) {
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GLfloat (*vbcolor)[4] = VB->BackfaceColorPtr->data;
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if (swsetup->intColors) {
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COPY_CHAN4(saved_color[0], v[0]->color);
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COPY_CHAN4(saved_color[1], v[1]->color);
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COPY_CHAN4(saved_color[2], v[2]->color);
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}
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else {
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COPY_4V(saved_col0[0], v[0]->attrib[FRAG_ATTRIB_COL]);
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COPY_4V(saved_col0[1], v[1]->attrib[FRAG_ATTRIB_COL]);
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COPY_4V(saved_col0[2], v[2]->attrib[FRAG_ATTRIB_COL]);
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}
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if (VB->BackfaceColorPtr->stride) {
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if (swsetup->intColors) {
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SS_COLOR(v[0]->color, vbcolor[e0]);
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SS_COLOR(v[1]->color, vbcolor[e1]);
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SS_COLOR(v[2]->color, vbcolor[e2]);
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}
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else {
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COPY_4V(v[0]->attrib[FRAG_ATTRIB_COL], vbcolor[e0]);
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COPY_4V(v[1]->attrib[FRAG_ATTRIB_COL], vbcolor[e1]);
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COPY_4V(v[2]->attrib[FRAG_ATTRIB_COL], vbcolor[e2]);
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}
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}
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else {
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/* flat shade */
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if (swsetup->intColors) {
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SS_COLOR(v[0]->color, vbcolor[0]);
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SS_COLOR(v[1]->color, vbcolor[0]);
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SS_COLOR(v[2]->color, vbcolor[0]);
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}
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else {
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COPY_4V(v[0]->attrib[FRAG_ATTRIB_COL], vbcolor[0]);
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COPY_4V(v[1]->attrib[FRAG_ATTRIB_COL], vbcolor[0]);
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COPY_4V(v[2]->attrib[FRAG_ATTRIB_COL], vbcolor[0]);
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}
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}
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}
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}
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#endif
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}
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#endif
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#if IND & SS_OFFSET_BIT
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{
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GLfloat offset;
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const GLfloat max = ctx->DrawBuffer->_DepthMaxF;
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/* save original Z values (restored later) */
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z[0] = v[0]->attrib[FRAG_ATTRIB_WPOS][2];
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z[1] = v[1]->attrib[FRAG_ATTRIB_WPOS][2];
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z[2] = v[2]->attrib[FRAG_ATTRIB_WPOS][2];
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/* Note that Z values are already scaled to [0,65535] (for example)
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* so no MRD value is used here.
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*/
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offset = ctx->Polygon.OffsetUnits;
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if (cc * cc > 1e-16) {
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const GLfloat ez = z[0] - z[2];
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const GLfloat fz = z[1] - z[2];
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const GLfloat oneOverArea = 1.0F / cc;
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const GLfloat dzdx = FABSF((ey * fz - ez * fy) * oneOverArea);
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const GLfloat dzdy = FABSF((ez * fx - ex * fz) * oneOverArea);
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offset += MAX2(dzdx, dzdy) * ctx->Polygon.OffsetFactor;
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}
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/* new Z values */
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oz0 = CLAMP(v[0]->attrib[FRAG_ATTRIB_WPOS][2] + offset, 0.0F, max);
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oz1 = CLAMP(v[1]->attrib[FRAG_ATTRIB_WPOS][2] + offset, 0.0F, max);
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oz2 = CLAMP(v[2]->attrib[FRAG_ATTRIB_WPOS][2] + offset, 0.0F, max);
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}
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#endif
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}
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#endif
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if (mode == GL_POINT) {
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if ((IND & SS_OFFSET_BIT) && ctx->Polygon.OffsetPoint) {
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v[0]->attrib[FRAG_ATTRIB_WPOS][2] = oz0;
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v[1]->attrib[FRAG_ATTRIB_WPOS][2] = oz1;
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v[2]->attrib[FRAG_ATTRIB_WPOS][2] = oz2;
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}
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_swsetup_render_tri(ctx, e0, e1, e2, facing, _swsetup_edge_render_point_tri);
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} else if (mode == GL_LINE) {
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if ((IND & SS_OFFSET_BIT) && ctx->Polygon.OffsetLine) {
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v[0]->attrib[FRAG_ATTRIB_WPOS][2] = oz0;
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v[1]->attrib[FRAG_ATTRIB_WPOS][2] = oz1;
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v[2]->attrib[FRAG_ATTRIB_WPOS][2] = oz2;
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}
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_swsetup_render_tri(ctx, e0, e1, e2, facing, _swsetup_edge_render_line_tri);
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}
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else {
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#if IND & SS_OFFSET_BIT
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if (ctx->Polygon.OffsetFill) {
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v[0]->attrib[FRAG_ATTRIB_WPOS][2] = oz0;
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v[1]->attrib[FRAG_ATTRIB_WPOS][2] = oz1;
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v[2]->attrib[FRAG_ATTRIB_WPOS][2] = oz2;
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}
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#endif
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_swrast_Triangle( ctx, v[0], v[1], v[2] );
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}
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/*
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* Restore original vertex colors, etc.
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*/
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#if IND & SS_OFFSET_BIT
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{
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v[0]->attrib[FRAG_ATTRIB_WPOS][2] = z[0];
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v[1]->attrib[FRAG_ATTRIB_WPOS][2] = z[1];
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v[2]->attrib[FRAG_ATTRIB_WPOS][2] = z[2];
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}
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#endif
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#if IND & SS_TWOSIDE_BIT
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{
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if (facing == 1) {
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if (VB->BackfaceColorPtr) {
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if (swsetup->intColors) {
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COPY_CHAN4(v[0]->color, saved_color[0]);
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COPY_CHAN4(v[1]->color, saved_color[1]);
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COPY_CHAN4(v[2]->color, saved_color[2]);
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}
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else {
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COPY_4V(v[0]->attrib[FRAG_ATTRIB_COL], saved_col0[0]);
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COPY_4V(v[1]->attrib[FRAG_ATTRIB_COL], saved_col0[1]);
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COPY_4V(v[2]->attrib[FRAG_ATTRIB_COL], saved_col0[2]);
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}
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}
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}
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}
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#endif
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}
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/* Need to fixup edgeflags when decomposing to triangles:
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*/
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static void TAG(quadfunc)( struct gl_context *ctx, GLuint v0,
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GLuint v1, GLuint v2, GLuint v3 )
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{
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if (IND & SS_UNFILLED_BIT) {
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struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
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if (VB->EdgeFlag) { /* XXX this test shouldn't be needed (bug 12614) */
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GLubyte ef1 = VB->EdgeFlag[v1];
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GLubyte ef3 = VB->EdgeFlag[v3];
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VB->EdgeFlag[v1] = 0;
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TAG(triangle)( ctx, v0, v1, v3 );
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VB->EdgeFlag[v1] = ef1;
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VB->EdgeFlag[v3] = 0;
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TAG(triangle)( ctx, v1, v2, v3 );
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VB->EdgeFlag[v3] = ef3;
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}
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} else {
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TAG(triangle)( ctx, v0, v1, v3 );
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TAG(triangle)( ctx, v1, v2, v3 );
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}
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}
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static void TAG(init)( void )
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{
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tri_tab[IND] = TAG(triangle);
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quad_tab[IND] = TAG(quadfunc);
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}
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#undef IND
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#undef TAG
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