remove dead code
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+4
-30
@@ -1,8 +1,8 @@
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/*
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* Mesa 3-D graphics library
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* Version: 6.5
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* Version: 7.1
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*
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* Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
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* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
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*
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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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@@ -28,7 +28,6 @@
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#include "context.h"
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#include "depth.h"
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#include "enums.h"
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#include "hash.h"
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#include "macros.h"
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#include "mtypes.h"
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@@ -153,36 +152,11 @@ _mesa_DepthBoundsEXT( GLclampd zmin, GLclampd zmax )
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/**
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* Initialize the depth buffer attribute group in the given context.
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*/
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void _mesa_init_depth( GLcontext * ctx )
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void
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_mesa_init_depth(GLcontext *ctx)
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{
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/* Depth buffer group */
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ctx->Depth.Test = GL_FALSE;
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ctx->Depth.Clear = 1.0;
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ctx->Depth.Func = GL_LESS;
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ctx->Depth.Mask = GL_TRUE;
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/* XXX this is now per-framebuffer state */
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#if 00
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/* Z buffer stuff */
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if (ctx->Visual.depthBits == 0) {
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/* Special case. Even if we don't have a depth buffer we need
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* good values for DepthMax for Z vertex transformation purposes
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* and for per-fragment fog computation.
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*/
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ctx->DepthMax = (1 << 16) - 1;
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ctx->DepthMaxF = (GLfloat) ctx->DepthMax;
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}
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else if (ctx->Visual.depthBits < 32) {
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ctx->DepthMax = (1 << ctx->Visual.depthBits) - 1;
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ctx->DepthMaxF = (GLfloat) ctx->DepthMax;
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}
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else {
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/* Special case since shift values greater than or equal to the
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* number of bits in the left hand expression's type are undefined.
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*/
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ctx->DepthMax = 0xffffffff;
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ctx->DepthMaxF = (GLfloat) ctx->DepthMax;
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}
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ctx->MRD = 1.0; /* Minimum resolvable depth value, for polygon offset */
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#endif
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}
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