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* Mesa 3-D graphics library
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* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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* Keith Whitwell <keith@tungstengraphics.com>
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#include "ss_context.h"
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#include "ss_triangle.h"
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#include "swrast_setup.h"
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#include "tnl/t_context.h"
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#include "tnl/t_pipeline.h"
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#include "tnl/t_vertex.h"
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/* Need to check lighting state and vertex program state to know
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* if two-sided lighting is in effect.
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#define _SWSETUP_NEW_RENDERINDEX (_NEW_POLYGON|_NEW_LIGHT|_NEW_PROGRAM)
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#define VARYING_EMIT_STYLE EMIT_4F
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_swsetup_CreateContext( GLcontext *ctx )
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SScontext *swsetup = (SScontext *)CALLOC(sizeof(SScontext));
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ctx->swsetup_context = swsetup;
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swsetup->NewState = ~0;
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_swsetup_trifuncs_init( ctx );
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_tnl_init_vertices( ctx, ctx->Const.MaxArrayLockSize + 12,
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_swsetup_DestroyContext( GLcontext *ctx )
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SScontext *swsetup = SWSETUP_CONTEXT(ctx);
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ctx->swsetup_context = 0;
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_tnl_free_vertices( ctx );
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_swsetup_RenderPrimitive( GLcontext *ctx, GLenum mode )
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SWSETUP_CONTEXT(ctx)->render_prim = mode;
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_swrast_render_primitive( ctx, mode );
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* Helper macros for setup_vertex_format()
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#define SWZ ((SWvertex *)0)
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#define SWOffset(MEMBER) (((char *)&(SWZ->MEMBER)) - ((char *)SWZ))
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#define EMIT_ATTR( ATTR, STYLE, MEMBER ) \
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map[e].attrib = (ATTR); \
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map[e].format = (STYLE); \
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map[e].offset = SWOffset(MEMBER); \
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* Tell the tnl module how to build SWvertex objects for swrast.
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* We'll build the map[] array with that info and pass it to
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* _tnl_install_attrs().
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setup_vertex_format(GLcontext *ctx)
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TNLcontext *tnl = TNL_CONTEXT(ctx);
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SScontext *swsetup = SWSETUP_CONTEXT(ctx);
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if (!RENDERINPUTS_EQUAL(tnl->render_inputs_bitset,
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swsetup->last_index_bitset)) {
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DECLARE_RENDERINPUTS(index_bitset);
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struct tnl_attr_map map[_TNL_ATTRIB_MAX];
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RENDERINPUTS_COPY( index_bitset, tnl->render_inputs_bitset );
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EMIT_ATTR( _TNL_ATTRIB_POS, EMIT_4F_VIEWPORT, win );
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if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_COLOR0 ))
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EMIT_ATTR( _TNL_ATTRIB_COLOR0, EMIT_4CHAN_4F_RGBA, color );
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if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_COLOR1 ))
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EMIT_ATTR( _TNL_ATTRIB_COLOR1, EMIT_4CHAN_4F_RGBA, specular);
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if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_COLOR_INDEX ))
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EMIT_ATTR( _TNL_ATTRIB_COLOR_INDEX, EMIT_1F, index );
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if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_FOG )) {
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const GLint emit = ctx->FragmentProgram._Current ? EMIT_4F : EMIT_1F;
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EMIT_ATTR( _TNL_ATTRIB_FOG, emit, attrib[FRAG_ATTRIB_FOGC]);
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if (RENDERINPUTS_TEST_RANGE(index_bitset, _TNL_FIRST_TEX, _TNL_LAST_TEX))
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for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
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if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_TEX(i) )) {
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EMIT_ATTR( _TNL_ATTRIB_TEX(i), EMIT_4F,
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attrib[FRAG_ATTRIB_TEX0 + i] );
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/* shader varying vars */
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if (RENDERINPUTS_TEST_RANGE( index_bitset,
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_TNL_FIRST_GENERIC, _TNL_LAST_GENERIC )) {
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for (i = 0; i < ctx->Const.MaxVarying; i++) {
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if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_GENERIC(i) )) {
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EMIT_ATTR( _TNL_ATTRIB_GENERIC(i), VARYING_EMIT_STYLE,
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attrib[FRAG_ATTRIB_VAR0 + i] );
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if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_POINTSIZE ))
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EMIT_ATTR( _TNL_ATTRIB_POINTSIZE, EMIT_1F, pointSize );
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_tnl_install_attrs( ctx, map, e,
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ctx->Viewport._WindowMap.m,
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RENDERINPUTS_COPY( swsetup->last_index_bitset, index_bitset );
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* Prepare to render a vertex buffer.
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* Called via tnl->Driver.Render.Start.
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_swsetup_RenderStart( GLcontext *ctx )
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SScontext *swsetup = SWSETUP_CONTEXT(ctx);
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TNLcontext *tnl = TNL_CONTEXT(ctx);
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struct vertex_buffer *VB = &tnl->vb;
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if (swsetup->NewState & _SWSETUP_NEW_RENDERINDEX) {
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_swsetup_choose_trifuncs(ctx);
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swsetup->NewState = 0;
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/* This will change if drawing unfilled tris */
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_swrast_SetFacing(ctx, 0);
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_swrast_render_start(ctx);
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VB->AttribPtr[VERT_ATTRIB_POS] = VB->NdcPtr;
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setup_vertex_format(ctx);
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* We patch this function into tnl->Driver.Render.Finish.
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* It's called when we finish rendering a vertex buffer.
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_swsetup_RenderFinish( GLcontext *ctx )
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_swrast_render_finish( ctx );
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_swsetup_InvalidateState( GLcontext *ctx, GLuint new_state )
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SScontext *swsetup = SWSETUP_CONTEXT(ctx);
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swsetup->NewState |= new_state;
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_tnl_invalidate_vertex_state( ctx, new_state );
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_swsetup_Wakeup( GLcontext *ctx )
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TNLcontext *tnl = TNL_CONTEXT(ctx);
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SScontext *swsetup = SWSETUP_CONTEXT(ctx);
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tnl->Driver.Render.Start = _swsetup_RenderStart;
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tnl->Driver.Render.Finish = _swsetup_RenderFinish;
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tnl->Driver.Render.PrimitiveNotify = _swsetup_RenderPrimitive;
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tnl->Driver.Render.Interp = _tnl_interp;
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tnl->Driver.Render.CopyPV = _tnl_copy_pv;
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tnl->Driver.Render.ClippedPolygon = _tnl_RenderClippedPolygon; /* new */
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tnl->Driver.Render.ClippedLine = _tnl_RenderClippedLine; /* new */
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tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts;
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tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts;
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tnl->Driver.Render.ResetLineStipple = _swrast_ResetLineStipple;
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tnl->Driver.Render.BuildVertices = _tnl_build_vertices;
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tnl->Driver.Render.Multipass = 0;
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_tnl_invalidate_vertices( ctx, ~0 );
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_tnl_need_projected_coords( ctx, GL_TRUE );
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_swsetup_InvalidateState( ctx, ~0 );
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swsetup->verts = (SWvertex *)tnl->clipspace.vertex_buf;
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RENDERINPUTS_ZERO( swsetup->last_index_bitset );
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* Populate a swrast SWvertex from an attrib-style vertex.
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_swsetup_Translate( GLcontext *ctx, const void *vertex, SWvertex *dest )
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const GLfloat *m = ctx->Viewport._WindowMap.m;
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_tnl_get_attr( ctx, vertex, _TNL_ATTRIB_POS, tmp );
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dest->win[0] = m[0] * tmp[0] + m[12];
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dest->win[1] = m[5] * tmp[1] + m[13];
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dest->win[2] = m[10] * tmp[2] + m[14];
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dest->win[3] = tmp[3];
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/** XXX try to limit these loops someday */
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for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++)
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_tnl_get_attr( ctx, vertex, _TNL_ATTRIB_TEX0+i,
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dest->attrib[FRAG_ATTRIB_TEX0 + i] );
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for (i = 0 ; i < ctx->Const.MaxVarying ; i++)
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_tnl_get_attr( ctx, vertex, _TNL_ATTRIB_GENERIC0+i,
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dest->attrib[FRAG_ATTRIB_VAR0 + i] );
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_tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR0, tmp );
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UNCLAMPED_FLOAT_TO_RGBA_CHAN( dest->color, tmp );
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_tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR1, tmp );
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UNCLAMPED_FLOAT_TO_RGBA_CHAN( dest->specular, tmp );
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_tnl_get_attr( ctx, vertex, _TNL_ATTRIB_FOG, tmp );
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dest->attrib[FRAG_ATTRIB_FOGC][0] = tmp[0];
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_tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR_INDEX, tmp );
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dest->index = tmp[0];
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/* XXX See _tnl_get_attr about pointsize ... */
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_tnl_get_attr( ctx, vertex, _TNL_ATTRIB_POINTSIZE, tmp );
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dest->pointSize = tmp[0];