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path: root/src/mesa/pipe/draw/draw_offset.c
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Diffstat (limited to 'src/mesa/pipe/draw/draw_offset.c')
-rw-r--r--src/mesa/pipe/draw/draw_offset.c39
1 files changed, 19 insertions, 20 deletions
diff --git a/src/mesa/pipe/draw/draw_offset.c b/src/mesa/pipe/draw/draw_offset.c
index 9f66566353..9b00b09032 100644
--- a/src/mesa/pipe/draw/draw_offset.c
+++ b/src/mesa/pipe/draw/draw_offset.c
@@ -32,8 +32,7 @@
* \author Brian Paul
*/
-#include "main/imports.h"
-#include "main/macros.h"
+#include "pipe/p_util.h"
#include "draw_private.h"
@@ -41,8 +40,8 @@
struct offset_stage {
struct draw_stage stage;
- GLfloat scale;
- GLfloat units;
+ float scale;
+ float units;
};
@@ -56,7 +55,7 @@ static INLINE struct offset_stage *offset_stage( struct draw_stage *stage )
static void offset_begin( struct draw_stage *stage )
{
struct offset_stage *offset = offset_stage(stage);
- GLfloat mrd = 1.0 / 65535.0; /* XXX this depends on depthbuffer bits! */
+ float mrd = 1.0 / 65535.0; /* XXX this depends on depthbuffer bits! */
offset->units = stage->draw->setup.offset_units * mrd;
offset->scale = stage->draw->setup.offset_scale;
@@ -73,30 +72,30 @@ static void do_offset_tri( struct draw_stage *stage,
struct prim_header *header )
{
struct offset_stage *offset = offset_stage(stage);
- GLfloat inv_det = 1.0 / header->det;
+ float inv_det = 1.0 / header->det;
/* Window coords:
*/
- GLfloat *v0 = header->v[0]->data[0];
- GLfloat *v1 = header->v[1]->data[0];
- GLfloat *v2 = header->v[2]->data[0];
+ float *v0 = header->v[0]->data[0];
+ float *v1 = header->v[1]->data[0];
+ float *v2 = header->v[2]->data[0];
/* edge vectors e = v0 - v2, f = v1 - v2 */
- GLfloat ex = v0[0] - v2[0];
- GLfloat ey = v0[1] - v2[1];
- GLfloat ez = v0[2] - v2[2];
- GLfloat fx = v1[0] - v2[0];
- GLfloat fy = v1[1] - v2[1];
- GLfloat fz = v1[2] - v2[2];
+ float ex = v0[0] - v2[0];
+ float ey = v0[1] - v2[1];
+ float ez = v0[2] - v2[2];
+ float fx = v1[0] - v2[0];
+ float fy = v1[1] - v2[1];
+ float fz = v1[2] - v2[2];
/* (a,b) = cross(e,f).xy */
- GLfloat a = ey*fz - ez*fy;
- GLfloat b = ez*fx - ex*fz;
+ float a = ey*fz - ez*fy;
+ float b = ez*fx - ex*fz;
- GLfloat dzdx = FABSF(a * inv_det);
- GLfloat dzdy = FABSF(b * inv_det);
+ float dzdx = FABSF(a * inv_det);
+ float dzdy = FABSF(b * inv_det);
- GLfloat zoffset = offset->units + MAX2(dzdx, dzdy) * offset->scale;
+ float zoffset = offset->units + MAX2(dzdx, dzdy) * offset->scale;
/*
* Note: we're applying the offset and clamping per-vertex.