moved function declaration into the template, define the NAME to specify the function names
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@@ -274,43 +274,34 @@ static void read_rgba_pixels (const GLcontext *ctx,
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/*
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* flat, NON-depth-buffered, triangle.
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*/
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static void tri_rgb_flat (GLcontext *ctx,
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const SWvertex *v0,
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const SWvertex *v1,
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const SWvertex *v2)
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{
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const DMesaContext c = (DMesaContext)ctx->DriverCtx;
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void *b = c->Buffer->the_window;
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#define NAME tri_rgb_flat
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#define SETUP_CODE \
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GLuint rgb = vl_mixrgb(v2->color); \
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const DMesaContext c = (DMesaContext)ctx->DriverCtx; \
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void *b = c->Buffer->the_window; \
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GLuint w = c->Buffer->width, h = c->Buffer->height;
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#define SETUP_CODE GLuint rgb = vl_mixrgb(v2->color);
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#define RENDER_SPAN(span) \
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GLuint i, offset = FLIP2(span.y)*w + span.x; \
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for (i = 0; i < span.end; i++, offset++) { \
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vl_putpixel(b, offset, rgb); \
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}
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#include "swrast/s_tritemp.h"
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}
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/*
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* flat, depth-buffered, triangle.
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*/
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static void tri_rgb_flat_z (GLcontext *ctx,
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const SWvertex *v0,
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const SWvertex *v1,
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const SWvertex *v2)
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{
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const DMesaContext c = (DMesaContext)ctx->DriverCtx;
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void *b = c->Buffer->the_window;
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GLuint w = c->Buffer->width, h = c->Buffer->height;
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#define NAME tri_rgb_flat_z
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#define INTERP_Z 1
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#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
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#define SETUP_CODE GLuint rgb = vl_mixrgb(v2->color);
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#define SETUP_CODE \
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const DMesaContext c = (DMesaContext)ctx->DriverCtx; \
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void *b = c->Buffer->the_window; \
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GLuint w = c->Buffer->width, h = c->Buffer->height; \
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GLuint rgb = vl_mixrgb(v2->color);
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#define RENDER_SPAN(span) \
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GLuint i, offset = FLIP2(span.y)*w + span.x; \
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@@ -322,25 +313,20 @@ static void tri_rgb_flat_z (GLcontext *ctx,
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} \
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span.z += span.zStep; \
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}
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#include "swrast/s_tritemp.h"
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}
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/*
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* smooth, NON-depth-buffered, triangle.
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*/
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static void tri_rgb_smooth (GLcontext *ctx,
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const SWvertex *v0,
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const SWvertex *v1,
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const SWvertex *v2)
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{
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const DMesaContext c = (DMesaContext)ctx->DriverCtx;
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void *b = c->Buffer->the_window;
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GLuint w = c->Buffer->width, h = c->Buffer->height;
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#define NAME tri_rgb_smooth
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#define INTERP_RGB 1
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#define SETUP_CODE \
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const DMesaContext c = (DMesaContext)ctx->DriverCtx; \
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void *b = c->Buffer->the_window; \
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GLuint w = c->Buffer->width, h = c->Buffer->height;
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#define RENDER_SPAN(span) \
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GLuint i, offset = FLIP2(span.y)*w + span.x; \
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for (i = 0; i < span.end; i++, offset++) { \
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@@ -353,28 +339,21 @@ static void tri_rgb_smooth (GLcontext *ctx,
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span.green += span.greenStep; \
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span.blue += span.blueStep; \
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}
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#include "swrast/s_tritemp.h"
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}
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/*
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* smooth, depth-buffered, triangle.
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*/
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static void tri_rgb_smooth_z (GLcontext *ctx,
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const SWvertex *v0,
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const SWvertex *v1,
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const SWvertex *v2)
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{
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const DMesaContext c = (DMesaContext)ctx->DriverCtx;
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void *b = c->Buffer->the_window;
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GLuint w = c->Buffer->width, h = c->Buffer->height;
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#define NAME tri_rgb_smooth_z
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#define INTERP_Z 1
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#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
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#define INTERP_RGB 1
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#define SETUP_CODE \
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const DMesaContext c = (DMesaContext)ctx->DriverCtx; \
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void *b = c->Buffer->the_window; \
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GLuint w = c->Buffer->width, h = c->Buffer->height;
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#define RENDER_SPAN(span) \
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GLuint i, offset = FLIP2(span.y)*w + span.x; \
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for (i = 0; i < span.end; i++, offset++) { \
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@@ -392,9 +371,8 @@ static void tri_rgb_smooth_z (GLcontext *ctx,
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span.blue += span.blueStep; \
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span.z += span.zStep; \
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}
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#include "swrast/s_tritemp.h"
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}
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