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Diffstat (limited to 'src/mesa/drivers/x11/xm_tri.c')
-rw-r--r--src/mesa/drivers/x11/xm_tri.c24
1 files changed, 1 insertions, 23 deletions
diff --git a/src/mesa/drivers/x11/xm_tri.c b/src/mesa/drivers/x11/xm_tri.c
index 9f152265f7..a6a5346158 100644
--- a/src/mesa/drivers/x11/xm_tri.c
+++ b/src/mesa/drivers/x11/xm_tri.c
@@ -1,4 +1,4 @@
-/* $Id: xm_tri.c,v 1.18 2001/02/06 04:06:36 keithw Exp $ */
+/* $Id: xm_tri.c,v 1.19 2001/03/08 17:33:33 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -70,7 +70,6 @@ static void smooth_TRUECOLOR_z_triangle( GLcontext *ctx,
{ \
GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer, Y); \
GLint len = RIGHT-LEFT; \
- (void) fffog; \
for (i=0;i<len;i++,xx++) { \
GLdepth z = FixedToDepth(ffz); \
if (z < zRow[i]) { \
@@ -106,7 +105,6 @@ static void smooth_8A8B8G8R_z_triangle( GLcontext *ctx,
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
GLint i, len = RIGHT-LEFT; \
- (void) fffog; \
for (i=0;i<len;i++) { \
GLdepth z = FixedToDepth(ffz); \
if (z < zRow[i]) { \
@@ -140,7 +138,6 @@ static void smooth_8R8G8B_z_triangle( GLcontext *ctx,
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
GLint i, len = RIGHT-LEFT; \
- (void) fffog; \
for (i=0;i<len;i++) { \
GLdepth z = FixedToDepth(ffz); \
if (z < zRow[i]) { \
@@ -174,7 +171,6 @@ static void smooth_8R8G8B24_z_triangle( GLcontext *ctx,
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
GLint i, len = RIGHT-LEFT; \
- (void) fffog; \
for (i=0;i<len;i++) { \
GLdepth z = FixedToDepth(ffz); \
if (z < zRow[i]) { \
@@ -208,7 +204,6 @@ static void smooth_TRUEDITHER_z_triangle( GLcontext *ctx,
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT; \
- (void) fffog; \
for (i=0;i<len;i++,xx++) { \
GLdepth z = FixedToDepth(ffz); \
if (z < zRow[i]) { \
@@ -244,7 +239,6 @@ static void smooth_5R6G5B_z_triangle( GLcontext *ctx,
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
GLint i, len = RIGHT-LEFT; \
- (void) fffog; \
for (i=0;i<len;i++) { \
DEPTH_TYPE z = FixedToDepth(ffz); \
if (z < zRow[i]) { \
@@ -279,7 +273,6 @@ static void smooth_DITHER_5R6G5B_z_triangle( GLcontext *ctx,
{ \
GLint i, len = RIGHT-LEFT; \
GLint yy = FLIP(xmesa->xm_buffer, Y); \
- (void) fffog; \
for (i=0;i<len;i++) { \
GLdepth z = FixedToDepth(ffz); \
if (z < zRow[i]) { \
@@ -314,7 +307,6 @@ static void smooth_DITHER8_z_triangle( GLcontext *ctx,
{ \
GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT; \
XDITHER_SETUP(yy); \
- (void) fffog; \
for (i=0;i<len;i++,xx++) { \
GLdepth z = FixedToDepth(ffz); \
if (z < zRow[i]) { \
@@ -350,7 +342,6 @@ static void smooth_DITHER_z_triangle( GLcontext *ctx,
{ \
GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT; \
XDITHER_SETUP(yy); \
- (void) fffog; \
for (i=0;i<len;i++,xx++) { \
GLdepth z = FixedToDepth(ffz); \
if (z < zRow[i]) { \
@@ -386,7 +377,6 @@ static void smooth_LOOKUP8_z_triangle( GLcontext *ctx,
{ \
GLint i, len = RIGHT-LEFT; \
LOOKUP_SETUP; \
- (void) fffog; \
for (i=0;i<len;i++) { \
GLdepth z = FixedToDepth(ffz); \
if (z < zRow[i]) { \
@@ -421,7 +411,6 @@ static void smooth_HPCR_z_triangle( GLcontext *ctx,
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT; \
- (void) fffog; \
for (i=0;i<len;i++,xx++) { \
GLdepth z = FixedToDepth(ffz); \
if (z < zRow[i]) { \
@@ -456,7 +445,6 @@ static void flat_TRUECOLOR_z_triangle( GLcontext *ctx,
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT; \
- (void) fffog; \
for (i=0;i<len;i++,xx++) { \
GLdepth z = FixedToDepth(ffz); \
if (z < zRow[i]) { \
@@ -490,7 +478,6 @@ static void flat_8A8B8G8R_z_triangle( GLcontext *ctx,
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
GLint i, len = RIGHT-LEFT; \
- (void) fffog; \
for (i=0;i<len;i++) { \
GLdepth z = FixedToDepth(ffz); \
if (z < zRow[i]) { \
@@ -524,7 +511,6 @@ static void flat_8R8G8B_z_triangle( GLcontext *ctx,
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
GLint i, len = RIGHT-LEFT; \
- (void) fffog; \
for (i=0;i<len;i++) { \
GLdepth z = FixedToDepth(ffz); \
if (z < zRow[i]) { \
@@ -556,7 +542,6 @@ static void flat_8R8G8B24_z_triangle( GLcontext *ctx,
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
GLint i, len = RIGHT-LEFT; \
- (void) fffog; \
for (i=0;i<len;i++) { \
GLdepth z = FixedToDepth(ffz); \
if (z < zRow[i]) { \
@@ -588,7 +573,6 @@ static void flat_TRUEDITHER_z_triangle( GLcontext *ctx,
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT; \
- (void) fffog; \
for (i=0;i<len;i++,xx++) { \
GLdepth z = FixedToDepth(ffz); \
if (z < zRow[i]) { \
@@ -625,7 +609,6 @@ static void flat_5R6G5B_z_triangle( GLcontext *ctx,
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
GLint i, len = RIGHT-LEFT; \
- (void) fffog; \
for (i=0;i<len;i++) { \
DEPTH_TYPE z = FixedToDepth(ffz); \
if (z < zRow[i]) { \
@@ -658,7 +641,6 @@ static void flat_DITHER_5R6G5B_z_triangle( GLcontext *ctx,
{ \
GLint i, len = RIGHT-LEFT; \
GLint yy = FLIP(xmesa->xm_buffer, Y); \
- (void) fffog; \
for (i=0;i<len;i++) { \
DEPTH_TYPE z = FixedToDepth(ffz); \
if (z < zRow[i]) { \
@@ -694,7 +676,6 @@ static void flat_DITHER8_z_triangle( GLcontext *ctx,
{ \
GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT; \
FLAT_DITHER_ROW_SETUP(FLIP(xmesa->xm_buffer, yy)); \
- (void) fffog; \
for (i=0;i<len;i++,xx++) { \
GLdepth z = FixedToDepth(ffz); \
if (z < zRow[i]) { \
@@ -727,7 +708,6 @@ static void flat_DITHER_z_triangle( GLcontext *ctx,
{ \
GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT; \
FLAT_DITHER_ROW_SETUP(yy); \
- (void) fffog; \
for (i=0;i<len;i++,xx++) { \
GLdepth z = FixedToDepth(ffz); \
if (z < zRow[i]) { \
@@ -763,7 +743,6 @@ static void flat_HPCR_z_triangle( GLcontext *ctx,
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT; \
- (void) fffog; \
for (i=0;i<len;i++,xx++) { \
GLdepth z = FixedToDepth(ffz); \
if (z < zRow[i]) { \
@@ -800,7 +779,6 @@ static void flat_LOOKUP8_z_triangle( GLcontext *ctx,
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
GLint i, len = RIGHT-LEFT; \
- (void) fffog; \
for (i=0;i<len;i++) { \
GLdepth z = FixedToDepth(ffz); \
if (z < zRow[i]) { \