Author: akhaldi Date: Sun Sep 7 18:34:37 2014 New Revision: 64072
URL: http://svn.reactos.org/svn/reactos?rev=64072&view=rev Log: [OPENGL32/MESA] * Zap some more unneeded variables/functions. CORE-7499
Modified: trunk/reactos/dll/opengl/mesa/swrast/s_aatriangle.c trunk/reactos/dll/opengl/mesa/swrast/s_span.c trunk/reactos/dll/opengl/mesa/swrast/s_texfetch.c trunk/reactos/dll/opengl/mesa/swrast/s_texfilter.c trunk/reactos/dll/opengl/mesa/tnl/t_draw.c
Modified: trunk/reactos/dll/opengl/mesa/swrast/s_aatriangle.c URL: http://svn.reactos.org/svn/reactos/trunk/reactos/dll/opengl/mesa/swrast/s_aa... ============================================================================== --- trunk/reactos/dll/opengl/mesa/swrast/s_aatriangle.c [iso-8859-1] (original) +++ trunk/reactos/dll/opengl/mesa/swrast/s_aatriangle.c [iso-8859-1] Sun Sep 7 18:34:37 2014 @@ -99,21 +99,6 @@
#define SOLVE_PLANE(X, Y, PLANE) \ ((PLANE[3] + PLANE[0] * (X) + PLANE[1] * (Y)) / -PLANE[2]) - - -/* - * Return 1 / solve_plane(). - */ -static inline GLfloat -solve_plane_recip(GLfloat x, GLfloat y, const GLfloat plane[4]) -{ - const GLfloat denom = plane[3] + plane[0] * x + plane[1] * y; - if (denom == 0.0F) - return 0.0F; - else - return -plane[2] / denom; -} -
/* * Solve plane and return clamped GLchan value.
Modified: trunk/reactos/dll/opengl/mesa/swrast/s_span.c URL: http://svn.reactos.org/svn/reactos/trunk/reactos/dll/opengl/mesa/swrast/s_sp... ============================================================================== --- trunk/reactos/dll/opengl/mesa/swrast/s_span.c [iso-8859-1] (original) +++ trunk/reactos/dll/opengl/mesa/swrast/s_span.c [iso-8859-1] Sun Sep 7 18:34:37 2014 @@ -273,68 +273,6 @@ span->arrayMask |= SPAN_RGBA; }
- -/** - * Populate the FRAG_ATTRIB_COL array. - */ -static inline void -interpolate_float_colors(SWspan *span) -{ - GLfloat (*col0)[4] = span->array->attribs[FRAG_ATTRIB_COL]; - const GLuint n = span->end; - GLuint i; - - assert(!(span->arrayAttribs & FRAG_BIT_COL0)); - - if (span->arrayMask & SPAN_RGBA) { - /* convert array of int colors */ - for (i = 0; i < n; i++) { - col0[i][0] = UBYTE_TO_FLOAT(span->array->rgba8[i][0]); - col0[i][1] = UBYTE_TO_FLOAT(span->array->rgba8[i][1]); - col0[i][2] = UBYTE_TO_FLOAT(span->array->rgba8[i][2]); - col0[i][3] = UBYTE_TO_FLOAT(span->array->rgba8[i][3]); - } - } - else { - /* interpolate red/green/blue/alpha to get float colors */ - ASSERT(span->interpMask & SPAN_RGBA); - if (span->interpMask & SPAN_FLAT) { - GLfloat r = FixedToFloat(span->red); - GLfloat g = FixedToFloat(span->green); - GLfloat b = FixedToFloat(span->blue); - GLfloat a = FixedToFloat(span->alpha); - for (i = 0; i < n; i++) { - ASSIGN_4V(col0[i], r, g, b, a); - } - } - else { - GLfloat r = FixedToFloat(span->red); - GLfloat g = FixedToFloat(span->green); - GLfloat b = FixedToFloat(span->blue); - GLfloat a = FixedToFloat(span->alpha); - GLfloat dr = FixedToFloat(span->redStep); - GLfloat dg = FixedToFloat(span->greenStep); - GLfloat db = FixedToFloat(span->blueStep); - GLfloat da = FixedToFloat(span->alphaStep); - for (i = 0; i < n; i++) { - col0[i][0] = r; - col0[i][1] = g; - col0[i][2] = b; - col0[i][3] = a; - r += dr; - g += dg; - b += db; - a += da; - } - } - } - - span->arrayAttribs |= FRAG_BIT_COL; - span->array->ChanType = GL_FLOAT; -} - - - /** * Fill in the span.zArray array from the span->z, zStep values. */ @@ -525,41 +463,6 @@ } /* if */ }
- -/** - * Fill in the arrays->attribs[FRAG_ATTRIB_WPOS] array. - */ -static inline void -interpolate_wpos(struct gl_context *ctx, SWspan *span) -{ - GLfloat (*wpos)[4] = span->array->attribs[FRAG_ATTRIB_WPOS]; - GLuint i; - const GLfloat zScale = 1.0F / ctx->DrawBuffer->_DepthMaxF; - GLfloat w, dw; - - if (span->arrayMask & SPAN_XY) { - for (i = 0; i < span->end; i++) { - wpos[i][0] = (GLfloat) span->array->x[i]; - wpos[i][1] = (GLfloat) span->array->y[i]; - } - } - else { - for (i = 0; i < span->end; i++) { - wpos[i][0] = (GLfloat) span->x + i; - wpos[i][1] = (GLfloat) span->y; - } - } - - dw = span->attrStepX[FRAG_ATTRIB_WPOS][3]; - w = span->attrStart[FRAG_ATTRIB_WPOS][3] + span->leftClip * dw; - for (i = 0; i < span->end; i++) { - wpos[i][2] = (GLfloat) span->array->z[i] * zScale; - wpos[i][3] = w; - w += dw; - } -} - - /** * Apply the current polygon stipple pattern to a span of pixels. */ @@ -763,25 +666,6 @@ } } } - - -/** - * Clamp span's float colors to [0,1] - */ -static inline void -clamp_colors(SWspan *span) -{ - GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL]; - GLuint i; - ASSERT(span->array->ChanType == GL_FLOAT); - for (i = 0; i < span->end; i++) { - rgba[i][RCOMP] = CLAMP(rgba[i][RCOMP], 0.0F, 1.0F); - rgba[i][GCOMP] = CLAMP(rgba[i][GCOMP], 0.0F, 1.0F); - rgba[i][BCOMP] = CLAMP(rgba[i][BCOMP], 0.0F, 1.0F); - rgba[i][ACOMP] = CLAMP(rgba[i][ACOMP], 0.0F, 1.0F); - } -} -
/** * Convert the span's color arrays to the given type.
Modified: trunk/reactos/dll/opengl/mesa/swrast/s_texfetch.c URL: http://svn.reactos.org/svn/reactos/trunk/reactos/dll/opengl/mesa/swrast/s_te... ============================================================================== --- trunk/reactos/dll/opengl/mesa/swrast/s_texfetch.c [iso-8859-1] (original) +++ trunk/reactos/dll/opengl/mesa/swrast/s_texfetch.c [iso-8859-1] Sun Sep 7 18:34:37 2014 @@ -33,35 +33,6 @@
#include <precomp.h>
-/** - * Convert an 8-bit sRGB value from non-linear space to a - * linear RGB value in [0, 1]. - * Implemented with a 256-entry lookup table. - */ -static inline GLfloat -nonlinear_to_linear(GLubyte cs8) -{ - static GLfloat table[256]; - static GLboolean tableReady = GL_FALSE; - if (!tableReady) { - /* compute lookup table now */ - GLuint i; - for (i = 0; i < 256; i++) { - const GLfloat cs = UBYTE_TO_FLOAT(i); - if (cs <= 0.04045) { - table[i] = cs / 12.92f; - } - else { - table[i] = (GLfloat) pow((cs + 0.055) / 1.055, 2.4); - } - } - tableReady = GL_TRUE; - } - return table[cs8]; -} - - - /* Texel fetch routines for all supported formats */ #define DIM 1
Modified: trunk/reactos/dll/opengl/mesa/swrast/s_texfilter.c URL: http://svn.reactos.org/svn/reactos/trunk/reactos/dll/opengl/mesa/swrast/s_te... ============================================================================== --- trunk/reactos/dll/opengl/mesa/swrast/s_texfilter.c [iso-8859-1] (original) +++ trunk/reactos/dll/opengl/mesa/swrast/s_texfilter.c [iso-8859-1] Sun Sep 7 18:34:37 2014 @@ -58,26 +58,6 @@ return LERP(b, temp0, temp1); }
- -/** - * Do 3D/trilinear interpolation of float values. - * \sa lerp_2d - */ -static inline GLfloat -lerp_3d(GLfloat a, GLfloat b, GLfloat c, - GLfloat v000, GLfloat v100, GLfloat v010, GLfloat v110, - GLfloat v001, GLfloat v101, GLfloat v011, GLfloat v111) -{ - const GLfloat temp00 = LERP(a, v000, v100); - const GLfloat temp10 = LERP(a, v010, v110); - const GLfloat temp01 = LERP(a, v001, v101); - const GLfloat temp11 = LERP(a, v011, v111); - const GLfloat temp0 = LERP(b, temp00, temp10); - const GLfloat temp1 = LERP(b, temp01, temp11); - return LERP(c, temp0, temp1); -} - - /** * Do linear interpolation of colors. */ @@ -104,26 +84,6 @@ result[2] = lerp_2d(a, b, t00[2], t10[2], t01[2], t11[2]); result[3] = lerp_2d(a, b, t00[3], t10[3], t01[3], t11[3]); } - - -/** - * Do trilinear interpolation of colors. - */ -static inline void -lerp_rgba_3d(GLfloat result[4], GLfloat a, GLfloat b, GLfloat c, - const GLfloat t000[4], const GLfloat t100[4], - const GLfloat t010[4], const GLfloat t110[4], - const GLfloat t001[4], const GLfloat t101[4], - const GLfloat t011[4], const GLfloat t111[4]) -{ - GLuint k; - /* compiler should unroll these short loops */ - for (k = 0; k < 4; k++) { - result[k] = lerp_3d(a, b, c, t000[k], t100[k], t010[k], t110[k], - t001[k], t101[k], t011[k], t111[k]); - } -} -
/** * Used for GL_REPEAT wrap mode. Using A % B doesn't produce the @@ -256,7 +216,6 @@ } }
- /* Power of two image sizes only */ static inline void linear_repeat_texel_location(GLuint size, GLfloat s, @@ -267,110 +226,6 @@ *i1 = (*i0 + 1) & (size - 1); *weight = FRAC(u); } - - -/** - * Do clamp/wrap for a texture rectangle coord, GL_NEAREST filter mode. - */ -static inline GLint -clamp_rect_coord_nearest(GLenum wrapMode, GLfloat coord, GLint max) -{ - return IFLOOR( CLAMP(coord, 0.0F, max - 1) ); -} - - -/** - * As above, but GL_LINEAR filtering. - */ -static inline void -clamp_rect_coord_linear(GLenum wrapMode, GLfloat coord, GLint max, - GLint *i0out, GLint *i1out, GLfloat *weight) -{ - GLfloat fcol; - /* Not exactly what the spec says, but it matches NVIDIA output */ - fcol = CLAMP(coord - 0.5F, 0.0F, max - 1); - *weight = FRAC(fcol); - *i0out = IFLOOR(fcol); - *i1out = *i0out + 1; -} - - -/** - * Compute slice/image to use for 1D or 2D array texture. - */ -static inline GLint -tex_array_slice(GLfloat coord, GLsizei size) -{ - GLint slice = IFLOOR(coord + 0.5f); - slice = CLAMP(slice, 0, size - 1); - return slice; -} - - -/** - * Compute nearest integer texcoords for given texobj and coordinate. - * NOTE: only used for depth texture sampling. - */ -static inline void -nearest_texcoord(const struct gl_texture_object *texObj, - GLuint level, - const GLfloat texcoord[4], - GLint *i, GLint *j, GLint *k) -{ - const struct gl_texture_image *img = texObj->Image[0][level]; - const GLint width = img->Width; - const GLint height = img->Height; - - switch (texObj->Target) { - case GL_TEXTURE_1D: - *i = nearest_texel_location(texObj->Sampler.WrapS, img, width, texcoord[0]); - *j = 0; - *k = 0; - break; - case GL_TEXTURE_2D: - *i = nearest_texel_location(texObj->Sampler.WrapS, img, width, texcoord[0]); - *j = nearest_texel_location(texObj->Sampler.WrapT, img, height, texcoord[1]); - *k = 0; - break; - default: - *i = *j = *k = 0; - break; - } -} - - -/** - * Compute linear integer texcoords for given texobj and coordinate. - * NOTE: only used for depth texture sampling. - */ -static inline void -linear_texcoord(const struct gl_texture_object *texObj, - GLuint level, - const GLfloat texcoord[4], - GLint *i0, GLint *i1, GLint *j0, GLint *j1, GLint *slice, - GLfloat *wi, GLfloat *wj) -{ - const struct gl_texture_image *img = texObj->Image[0][level]; - const GLint width = img->Width; - const GLint height = img->Height; - - switch (texObj->Target) { - case GL_TEXTURE_1D: - case GL_TEXTURE_2D: - linear_texel_locations(texObj->Sampler.WrapS, img, width, - texcoord[0], i0, i1, wi); - linear_texel_locations(texObj->Sampler.WrapT, img, height, - texcoord[1], j0, j1, wj); - *slice = 0; - break; - - default: - *slice = 0; - break; - } -} - -
/** * For linear interpolation between mipmap levels N and N+1, this function @@ -1959,101 +1814,6 @@ _mesa_problem(ctx, "Bad mag filter in sample_lambda_cube"); break; } - } -} - -/** - * Compare texcoord against depth sample. Return 1.0 or the ambient value. - */ -static inline GLfloat -shadow_compare(GLenum function, GLfloat coord, GLfloat depthSample, - GLfloat ambient) -{ - switch (function) { - case GL_LEQUAL: - return (coord <= depthSample) ? 1.0F : ambient; - case GL_GEQUAL: - return (coord >= depthSample) ? 1.0F : ambient; - case GL_LESS: - return (coord < depthSample) ? 1.0F : ambient; - case GL_GREATER: - return (coord > depthSample) ? 1.0F : ambient; - case GL_EQUAL: - return (coord == depthSample) ? 1.0F : ambient; - case GL_NOTEQUAL: - return (coord != depthSample) ? 1.0F : ambient; - case GL_ALWAYS: - return 1.0F; - case GL_NEVER: - return ambient; - case GL_NONE: - return depthSample; - default: - _mesa_problem(NULL, "Bad compare func in shadow_compare"); - return ambient; - } -} - - -/** - * Compare texcoord against four depth samples. - */ -static inline GLfloat -shadow_compare4(GLenum function, GLfloat coord, - GLfloat depth00, GLfloat depth01, - GLfloat depth10, GLfloat depth11, - GLfloat ambient, GLfloat wi, GLfloat wj) -{ - const GLfloat d = (1.0F - (GLfloat) ambient) * 0.25F; - GLfloat luminance = 1.0F; - - switch (function) { - case GL_LEQUAL: - if (coord > depth00) luminance -= d; - if (coord > depth01) luminance -= d; - if (coord > depth10) luminance -= d; - if (coord > depth11) luminance -= d; - return luminance; - case GL_GEQUAL: - if (coord < depth00) luminance -= d; - if (coord < depth01) luminance -= d; - if (coord < depth10) luminance -= d; - if (coord < depth11) luminance -= d; - return luminance; - case GL_LESS: - if (coord >= depth00) luminance -= d; - if (coord >= depth01) luminance -= d; - if (coord >= depth10) luminance -= d; - if (coord >= depth11) luminance -= d; - return luminance; - case GL_GREATER: - if (coord <= depth00) luminance -= d; - if (coord <= depth01) luminance -= d; - if (coord <= depth10) luminance -= d; - if (coord <= depth11) luminance -= d; - return luminance; - case GL_EQUAL: - if (coord != depth00) luminance -= d; - if (coord != depth01) luminance -= d; - if (coord != depth10) luminance -= d; - if (coord != depth11) luminance -= d; - return luminance; - case GL_NOTEQUAL: - if (coord == depth00) luminance -= d; - if (coord == depth01) luminance -= d; - if (coord == depth10) luminance -= d; - if (coord == depth11) luminance -= d; - return luminance; - case GL_ALWAYS: - return 1.0F; - case GL_NEVER: - return ambient; - case GL_NONE: - /* ordinary bilinear filtering */ - return lerp_2d(wi, wj, depth00, depth10, depth01, depth11); - default: - _mesa_problem(NULL, "Bad compare func in sample_compare4"); - return ambient; } }
Modified: trunk/reactos/dll/opengl/mesa/tnl/t_draw.c URL: http://svn.reactos.org/svn/reactos/trunk/reactos/dll/opengl/mesa/tnl/t_draw.... ============================================================================== --- trunk/reactos/dll/opengl/mesa/tnl/t_draw.c [iso-8859-1] (original) +++ trunk/reactos/dll/opengl/mesa/tnl/t_draw.c [iso-8859-1] Sun Sep 7 18:34:37 2014 @@ -199,9 +199,6 @@ return space; }
-static const GLfloat zero_floats[4] = {0.0, 0.0, 0.0, 0.0}; - - static void bind_inputs( struct gl_context *ctx, const struct gl_client_array *inputs[], GLint count,