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_a…
==============================================================================
--- 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_s…
==============================================================================
--- 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_t…
==============================================================================
--- 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_t…
==============================================================================
--- 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,