2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
27 * This file contains "accelerated" triangle functions. It should be
28 * fairly easy to write new special-purpose triangle functions and hook
29 * them into this module.
33 #include "glxheader.h"
40 /* Internal swrast includes:
42 #include "swrast/s_context.h"
43 #include "swrast/s_depth.h"
44 #include "swrast/s_triangle.h"
47 #define GET_XRB(XRB) struct xmesa_renderbuffer *XRB = \
48 xmesa_renderbuffer(ctx->DrawBuffer->_ColorDrawBuffers[0][0]->Wrapped)
51 /**********************************************************************/
52 /*** Triangle rendering ***/
53 /**********************************************************************/
59 * XImage, smooth, depth-buffered, PF_TRUECOLOR triangle.
61 #define NAME smooth_TRUECOLOR_z_triangle
63 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
66 XMesaContext xmesa = XMESA_CONTEXT(ctx); \
69 #define RENDER_SPAN( span ) \
70 GLint x = span.x, y = YFLIP(xrb, span.y); \
72 for (i = 0; i < span.end; i++, x++) { \
73 const DEPTH_TYPE z = FixedToDepth(span.z); \
76 PACK_TRUECOLOR(p, FixedToInt(span.red), \
77 FixedToInt(span.green), FixedToInt(span.blue)); \
78 XMesaPutPixel(xrb->ximage, x, y, p); \
81 span.red += span.redStep; \
82 span.green += span.greenStep; \
83 span.blue += span.blueStep; \
84 span.z += span.zStep; \
87 #include "swrast/s_tritemp.h"
93 * XImage, smooth, depth-buffered, PF_8A8B8G8R triangle.
95 #define NAME smooth_8A8B8G8R_z_triangle
97 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
99 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
100 #define PIXEL_TYPE GLuint
101 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
104 #define RENDER_SPAN( span ) \
106 for (i = 0; i < span.end; i++) { \
107 const DEPTH_TYPE z = FixedToDepth(span.z); \
109 pRow[i] = PACK_8B8G8R(FixedToInt(span.red), \
110 FixedToInt(span.green), FixedToInt(span.blue)); \
113 span.red += span.redStep; \
114 span.green += span.greenStep; \
115 span.blue += span.blueStep; \
116 span.z += span.zStep; \
119 #include "swrast/s_tritemp.h"
124 * XImage, smooth, depth-buffered, PF_8A8R8G8B triangle.
126 #define NAME smooth_8A8R8G8B_z_triangle
128 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
130 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
131 #define PIXEL_TYPE GLuint
132 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
136 #define RENDER_SPAN( span ) \
138 for (i = 0; i < span.end; i++) { \
139 const DEPTH_TYPE z = FixedToDepth(span.z); \
141 pRow[i] = PACK_8R8G8B(FixedToInt(span.red), \
142 FixedToInt(span.green), FixedToInt(span.blue)); \
145 span.red += span.redStep; \
146 span.green += span.greenStep; \
147 span.blue += span.blueStep; \
148 span.z += span.zStep; \
151 #include "swrast/s_tritemp.h"
156 * XImage, smooth, depth-buffered, PF_8R8G8B triangle.
158 #define NAME smooth_8R8G8B_z_triangle
160 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
162 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
163 #define PIXEL_TYPE GLuint
164 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
168 #define RENDER_SPAN( span ) \
170 for (i = 0; i < span.end; i++) { \
171 const DEPTH_TYPE z = FixedToDepth(span.z); \
173 pRow[i] = PACK_8R8G8B(FixedToInt(span.red), \
174 FixedToInt(span.green), FixedToInt(span.blue)); \
177 span.red += span.redStep; \
178 span.green += span.greenStep; \
179 span.blue += span.blueStep; \
180 span.z += span.zStep; \
183 #include "swrast/s_tritemp.h"
188 * XImage, smooth, depth-buffered, PF_8R8G8B24 triangle.
190 #define NAME smooth_8R8G8B24_z_triangle
192 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
194 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR3(xrb, X, Y)
195 #define PIXEL_TYPE bgr_t
196 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
199 #define RENDER_SPAN( span ) \
201 for (i = 0; i < span.end; i++) { \
202 const DEPTH_TYPE z = FixedToDepth(span.z); \
204 PIXEL_TYPE *ptr = pRow + i; \
205 ptr->r = FixedToInt(span.red); \
206 ptr->g = FixedToInt(span.green); \
207 ptr->b = FixedToInt(span.blue); \
210 span.red += span.redStep; \
211 span.green += span.greenStep; \
212 span.blue += span.blueStep; \
213 span.z += span.zStep; \
215 #include "swrast/s_tritemp.h"
220 * XImage, smooth, depth-buffered, PF_TRUEDITHER triangle.
222 #define NAME smooth_TRUEDITHER_z_triangle
224 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
227 XMesaContext xmesa = XMESA_CONTEXT(ctx); \
229 #define RENDER_SPAN( span ) \
231 GLint x = span.x, y = YFLIP(xrb, span.y); \
232 for (i = 0; i < span.end; i++, x++) { \
233 const DEPTH_TYPE z = FixedToDepth(span.z); \
236 PACK_TRUEDITHER(p, x, y, FixedToInt(span.red), \
237 FixedToInt(span.green), FixedToInt(span.blue)); \
238 XMesaPutPixel(xrb->ximage, x, y, p); \
241 span.red += span.redStep; \
242 span.green += span.greenStep; \
243 span.blue += span.blueStep; \
244 span.z += span.zStep; \
246 #include "swrast/s_tritemp.h"
251 * XImage, smooth, depth-buffered, PF_5R6G5B triangle.
253 #define NAME smooth_5R6G5B_z_triangle
255 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
257 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y)
258 #define PIXEL_TYPE GLushort
259 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
262 #define RENDER_SPAN( span ) \
264 for (i = 0; i < span.end; i++) { \
265 const DEPTH_TYPE z = FixedToDepth(span.z); \
267 pRow[i] = PACK_5R6G5B(FixedToInt(span.red), \
268 FixedToInt(span.green), FixedToInt(span.blue)); \
271 span.red += span.redStep; \
272 span.green += span.greenStep; \
273 span.blue += span.blueStep; \
274 span.z += span.zStep; \
276 #include "swrast/s_tritemp.h"
281 * XImage, smooth, depth-buffered, PF_DITHER_5R6G5B triangle.
283 #define NAME smooth_DITHER_5R6G5B_z_triangle
285 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
287 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y)
288 #define PIXEL_TYPE GLushort
289 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
291 XMesaContext xmesa = XMESA_CONTEXT(ctx); \
293 #define RENDER_SPAN( span ) \
295 GLint x = span.x, y = YFLIP(xrb, span.y); \
296 for (i = 0; i < span.end; i++, x++) { \
297 const DEPTH_TYPE z = FixedToDepth(span.z); \
299 PACK_TRUEDITHER(pRow[i], x, y, FixedToInt(span.red), \
300 FixedToInt(span.green), FixedToInt(span.blue)); \
303 span.red += span.redStep; \
304 span.green += span.greenStep; \
305 span.blue += span.blueStep; \
306 span.z += span.zStep; \
308 #include "swrast/s_tritemp.h"
313 * XImage, smooth, depth-buffered, 8-bit, PF_DITHER8 triangle.
315 #define NAME smooth_DITHER8_z_triangle
317 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
319 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR1(xrb, X, Y)
320 #define PIXEL_TYPE GLubyte
321 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
324 #define RENDER_SPAN( span ) \
326 GLint x = span.x, y = YFLIP(xrb, span.y); \
328 for (i = 0; i < span.end; i++, x++) { \
329 const DEPTH_TYPE z = FixedToDepth(span.z); \
331 pRow[i] = (PIXEL_TYPE) XDITHER(x, FixedToInt(span.red),\
332 FixedToInt(span.green), FixedToInt(span.blue) ); \
335 span.red += span.redStep; \
336 span.green += span.greenStep; \
337 span.blue += span.blueStep; \
338 span.z += span.zStep; \
340 #include "swrast/s_tritemp.h"
345 * XImage, smooth, depth-buffered, PF_DITHER triangle.
347 #define NAME smooth_DITHER_z_triangle
349 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
353 XMesaImage *img = xrb->ximage;
354 #define RENDER_SPAN( span ) \
356 GLint x = span.x, y = YFLIP(xrb, span.y); \
358 for (i = 0; i < span.end; i++, x++) { \
359 const DEPTH_TYPE z = FixedToDepth(span.z); \
361 unsigned long p = XDITHER(x, FixedToInt(span.red), \
362 FixedToInt(span.green), FixedToInt(span.blue)); \
363 XMesaPutPixel(img, x, y, p); \
366 span.red += span.redStep; \
367 span.green += span.greenStep; \
368 span.blue += span.blueStep; \
369 span.z += span.zStep; \
371 #include "swrast/s_tritemp.h"
376 * XImage, smooth, depth-buffered, 8-bit PF_LOOKUP triangle.
378 #define NAME smooth_LOOKUP8_z_triangle
380 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
382 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR1(xrb, X, Y)
383 #define PIXEL_TYPE GLubyte
384 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
387 #define RENDER_SPAN( span ) \
390 for (i = 0; i < span.end; i++) { \
391 const DEPTH_TYPE z = FixedToDepth(span.z); \
393 pRow[i] = LOOKUP(FixedToInt(span.red), \
394 FixedToInt(span.green), FixedToInt(span.blue)); \
397 span.red += span.redStep; \
398 span.green += span.greenStep; \
399 span.blue += span.blueStep; \
400 span.z += span.zStep; \
402 #include "swrast/s_tritemp.h"
407 * XImage, smooth, depth-buffered, 8-bit PF_HPCR triangle.
409 #define NAME smooth_HPCR_z_triangle
411 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
413 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR1(xrb, X, Y)
414 #define PIXEL_TYPE GLubyte
415 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
417 XMesaContext xmesa = XMESA_CONTEXT(ctx); \
419 #define RENDER_SPAN( span ) \
421 GLint x = span.x, y = YFLIP(xrb, span.y); \
422 for (i = 0; i < span.end; i++, x++) { \
423 const DEPTH_TYPE z = FixedToDepth(span.z); \
425 pRow[i] = DITHER_HPCR(x, y, FixedToInt(span.red), \
426 FixedToInt(span.green), FixedToInt(span.blue) ); \
429 span.red += span.redStep; \
430 span.green += span.greenStep; \
431 span.blue += span.blueStep; \
432 span.z += span.zStep; \
434 #include "swrast/s_tritemp.h"
439 * XImage, flat, depth-buffered, PF_TRUECOLOR triangle.
441 #define NAME flat_TRUECOLOR_z_triangle
443 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
445 XMesaContext xmesa = XMESA_CONTEXT(ctx); \
447 XMesaImage *img = xrb->ximage; \
448 unsigned long pixel; \
449 PACK_TRUECOLOR(pixel, v2->color[0], v2->color[1], v2->color[2]);
450 #define RENDER_SPAN( span ) \
452 GLint x = span.x, y = YFLIP(xrb, span.y); \
453 for (i = 0; i < span.end; i++, x++) { \
454 const DEPTH_TYPE z = FixedToDepth(span.z); \
456 XMesaPutPixel(img, x, y, pixel); \
459 span.z += span.zStep; \
461 #include "swrast/s_tritemp.h"
466 * XImage, flat, depth-buffered, PF_8A8B8G8R triangle.
468 #define NAME flat_8A8B8G8R_z_triangle
470 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
471 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
472 #define PIXEL_TYPE GLuint
473 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
476 GLuint p = PACK_8B8G8R( v2->color[0], v2->color[1], v2->color[2] );
477 #define RENDER_SPAN( span ) \
479 for (i = 0; i < span.end; i++) { \
480 const DEPTH_TYPE z = FixedToDepth(span.z); \
482 pRow[i] = (PIXEL_TYPE) p; \
485 span.z += span.zStep; \
487 #include "swrast/s_tritemp.h"
492 * XImage, flat, depth-buffered, PF_8A8R8G8B triangle.
494 #define NAME flat_8A8R8G8B_z_triangle
496 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
497 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
498 #define PIXEL_TYPE GLuint
499 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
502 GLuint p = PACK_8R8G8B( v2->color[0], v2->color[1], v2->color[2] );
503 #define RENDER_SPAN( span ) \
505 for (i = 0; i < span.end; i++) { \
506 const DEPTH_TYPE z = FixedToDepth(span.z); \
508 pRow[i] = (PIXEL_TYPE) p; \
511 span.z += span.zStep; \
513 #include "swrast/s_tritemp.h"
518 * XImage, flat, depth-buffered, PF_8R8G8B triangle.
520 #define NAME flat_8R8G8B_z_triangle
522 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
523 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
524 #define PIXEL_TYPE GLuint
525 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
528 GLuint p = PACK_8R8G8B( v2->color[0], v2->color[1], v2->color[2] );
529 #define RENDER_SPAN( span ) \
531 for (i = 0; i < span.end; i++) { \
532 DEPTH_TYPE z = FixedToDepth(span.z); \
534 pRow[i] = (PIXEL_TYPE) p; \
537 span.z += span.zStep; \
540 #include "swrast/s_tritemp.h"
545 * XImage, flat, depth-buffered, PF_8R8G8B24 triangle.
547 #define NAME flat_8R8G8B24_z_triangle
549 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
550 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR3(xrb, X, Y)
551 #define PIXEL_TYPE bgr_t
552 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
555 const GLubyte *color = v2->color;
556 #define RENDER_SPAN( span ) \
558 for (i = 0; i < span.end; i++) { \
559 const DEPTH_TYPE z = FixedToDepth(span.z); \
561 PIXEL_TYPE *ptr = pRow + i; \
562 ptr->r = color[RCOMP]; \
563 ptr->g = color[GCOMP]; \
564 ptr->b = color[BCOMP]; \
567 span.z += span.zStep; \
569 #include "swrast/s_tritemp.h"
574 * XImage, flat, depth-buffered, PF_TRUEDITHER triangle.
576 #define NAME flat_TRUEDITHER_z_triangle
578 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
580 XMesaContext xmesa = XMESA_CONTEXT(ctx); \
582 XMesaImage *img = xrb->ximage;
583 #define RENDER_SPAN( span ) \
585 GLint x = span.x, y = YFLIP(xrb, span.y); \
586 for (i = 0; i < span.end; i++, x++) { \
587 const DEPTH_TYPE z = FixedToDepth(span.z); \
590 PACK_TRUEDITHER(p, x, y, v2->color[0], \
591 v2->color[1], v2->color[2]); \
592 XMesaPutPixel(img, x, y, p); \
595 span.z += span.zStep; \
597 #include "swrast/s_tritemp.h"
602 * XImage, flat, depth-buffered, PF_5R6G5B triangle.
604 #define NAME flat_5R6G5B_z_triangle
606 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
607 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y)
608 #define PIXEL_TYPE GLushort
609 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
612 GLushort p = PACK_5R6G5B( v2->color[0], v2->color[1], v2->color[2] );
613 #define RENDER_SPAN( span ) \
615 for (i = 0; i < span.end; i++) { \
616 const DEPTH_TYPE z = FixedToDepth(span.z); \
618 pRow[i] = (PIXEL_TYPE) p; \
621 span.z += span.zStep; \
623 #include "swrast/s_tritemp.h"
628 * XImage, flat, depth-buffered, PF_DITHER_5R6G5B triangle.
630 #define NAME flat_DITHER_5R6G5B_z_triangle
632 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
633 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y)
634 #define PIXEL_TYPE GLushort
635 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
637 XMesaContext xmesa = XMESA_CONTEXT(ctx); \
639 const GLubyte *color = v2->color;
640 #define RENDER_SPAN( span ) \
642 GLint x = span.x, y = YFLIP(xrb, span.y); \
643 for (i = 0; i < span.end; i++, x++) { \
644 const DEPTH_TYPE z = FixedToDepth(span.z); \
646 PACK_TRUEDITHER(pRow[i], x, y, color[RCOMP], \
647 color[GCOMP], color[BCOMP]); \
650 span.z += span.zStep; \
652 #include "swrast/s_tritemp.h"
657 * XImage, flat, depth-buffered, 8-bit PF_DITHER triangle.
659 #define NAME flat_DITHER8_z_triangle
661 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
662 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR1(xrb, X, Y)
663 #define PIXEL_TYPE GLubyte
664 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
667 FLAT_DITHER_SETUP( v2->color[0], v2->color[1], v2->color[2] );
668 #define RENDER_SPAN( span ) \
670 GLint x = span.x, y = YFLIP(xrb, span.y); \
671 FLAT_DITHER_ROW_SETUP(YFLIP(xrb, y)); \
672 for (i = 0; i < span.end; i++, x++) { \
673 const DEPTH_TYPE z = FixedToDepth(span.z); \
675 pRow[i] = (PIXEL_TYPE) FLAT_DITHER(x); \
678 span.z += span.zStep; \
680 #include "swrast/s_tritemp.h"
685 * XImage, flat, depth-buffered, PF_DITHER triangle.
687 #define NAME flat_DITHER_z_triangle
689 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
692 XMesaImage *img = xrb->ximage; \
693 FLAT_DITHER_SETUP( v2->color[0], v2->color[1], v2->color[2] );
694 #define RENDER_SPAN( span ) \
696 GLint x = span.x, y = YFLIP(xrb, span.y); \
697 FLAT_DITHER_ROW_SETUP(y); \
698 for (i = 0; i < span.end; i++, x++) { \
699 const DEPTH_TYPE z = FixedToDepth(span.z); \
701 unsigned long p = FLAT_DITHER(x); \
702 XMesaPutPixel(img, x, y, p); \
705 span.z += span.zStep; \
707 #include "swrast/s_tritemp.h"
712 * XImage, flat, depth-buffered, 8-bit PF_HPCR triangle.
714 #define NAME flat_HPCR_z_triangle
716 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
717 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR1(xrb, X, Y)
718 #define PIXEL_TYPE GLubyte
719 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
721 XMesaContext xmesa = XMESA_CONTEXT(ctx); \
723 GLubyte r = v2->color[0]; \
724 GLubyte g = v2->color[1]; \
725 GLubyte b = v2->color[2];
726 #define RENDER_SPAN( span ) \
728 GLint x = span.x, y = YFLIP(xrb, span.y); \
729 for (i = 0; i < span.end; i++, x++) { \
730 const DEPTH_TYPE z = FixedToDepth(span.z); \
732 pRow[i] = (PIXEL_TYPE) DITHER_HPCR(x, y, r, g, b); \
735 span.z += span.zStep; \
737 #include "swrast/s_tritemp.h"
742 * XImage, flat, depth-buffered, 8-bit PF_LOOKUP triangle.
744 #define NAME flat_LOOKUP8_z_triangle
746 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
747 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR1(xrb, X, Y)
748 #define PIXEL_TYPE GLubyte
749 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
753 GLubyte r = v2->color[0]; \
754 GLubyte g = v2->color[1]; \
755 GLubyte b = v2->color[2]; \
756 GLubyte p = LOOKUP(r,g,b);
757 #define RENDER_SPAN( span ) \
759 for (i = 0; i < span.end; i++) { \
760 const DEPTH_TYPE z = FixedToDepth(span.z); \
765 span.z += span.zStep; \
767 #include "swrast/s_tritemp.h"
772 * XImage, smooth, NON-depth-buffered, PF_TRUECOLOR triangle.
774 #define NAME smooth_TRUECOLOR_triangle
777 XMesaContext xmesa = XMESA_CONTEXT(ctx); \
779 XMesaImage *img = xrb->ximage;
780 #define RENDER_SPAN( span ) \
782 GLint x = span.x, y = YFLIP(xrb, span.y); \
783 for (i = 0; i < span.end; i++, x++) { \
785 PACK_TRUECOLOR(p, FixedToInt(span.red), \
786 FixedToInt(span.green), FixedToInt(span.blue)); \
787 XMesaPutPixel(img, x, y, p); \
788 span.red += span.redStep; \
789 span.green += span.greenStep; \
790 span.blue += span.blueStep; \
792 #include "swrast/s_tritemp.h"
797 * XImage, smooth, NON-depth-buffered, PF_8A8B8G8R triangle.
799 #define NAME smooth_8A8B8G8R_triangle
801 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
802 #define PIXEL_TYPE GLuint
803 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
806 #define RENDER_SPAN( span ) \
808 for (i = 0; i < span.end; i++) { \
809 pRow[i] = PACK_8B8G8R(FixedToInt(span.red), \
810 FixedToInt(span.green), FixedToInt(span.blue) ); \
811 span.red += span.redStep; \
812 span.green += span.greenStep; \
813 span.blue += span.blueStep; \
815 #include "swrast/s_tritemp.h"
820 * XImage, smooth, NON-depth-buffered, PF_8A8R8G8B triangle.
822 #define NAME smooth_8A8R8G8B_triangle
824 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
825 #define PIXEL_TYPE GLuint
826 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
829 #define RENDER_SPAN( span ) \
831 for (i = 0; i < span.end; i++) { \
832 pRow[i] = PACK_8R8G8B(FixedToInt(span.red), \
833 FixedToInt(span.green), FixedToInt(span.blue) ); \
834 span.red += span.redStep; \
835 span.green += span.greenStep; \
836 span.blue += span.blueStep; \
838 #include "swrast/s_tritemp.h"
843 * XImage, smooth, NON-depth-buffered, PF_8R8G8B triangle.
845 #define NAME smooth_8R8G8B_triangle
847 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
848 #define PIXEL_TYPE GLuint
849 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
852 #define RENDER_SPAN( span ) \
854 for (i = 0; i < span.end; i++) { \
855 pRow[i] = PACK_8R8G8B(FixedToInt(span.red), \
856 FixedToInt(span.green), FixedToInt(span.blue) ); \
857 span.red += span.redStep; \
858 span.green += span.greenStep; \
859 span.blue += span.blueStep; \
861 #include "swrast/s_tritemp.h"
866 * XImage, smooth, NON-depth-buffered, PF_8R8G8B triangle.
868 #define NAME smooth_8R8G8B24_triangle
870 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR3(xrb, X, Y)
871 #define PIXEL_TYPE bgr_t
872 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
875 #define RENDER_SPAN( span ) \
877 PIXEL_TYPE *pixel = pRow; \
878 for (i = 0; i < span.end; i++, pixel++) { \
879 pixel->r = FixedToInt(span.red); \
880 pixel->g = FixedToInt(span.green); \
881 pixel->b = FixedToInt(span.blue); \
882 span.red += span.redStep; \
883 span.green += span.greenStep; \
884 span.blue += span.blueStep; \
886 #include "swrast/s_tritemp.h"
891 * XImage, smooth, NON-depth-buffered, PF_TRUEDITHER triangle.
893 #define NAME smooth_TRUEDITHER_triangle
896 XMesaContext xmesa = XMESA_CONTEXT(ctx); \
898 XMesaImage *img = xrb->ximage;
899 #define RENDER_SPAN( span ) \
901 GLint x = span.x, y = YFLIP(xrb, span.y); \
902 for (i = 0; i < span.end; i++, x++) { \
904 PACK_TRUEDITHER(p, x, y, FixedToInt(span.red), \
905 FixedToInt(span.green), FixedToInt(span.blue)); \
906 XMesaPutPixel(img, x, y, p ); \
907 span.red += span.redStep; \
908 span.green += span.greenStep; \
909 span.blue += span.blueStep; \
911 #include "swrast/s_tritemp.h"
916 * XImage, smooth, NON-depth-buffered, PF_5R6G5B triangle.
918 #define NAME smooth_5R6G5B_triangle
920 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y)
921 #define PIXEL_TYPE GLushort
922 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
925 #define RENDER_SPAN( span ) \
927 for (i = 0; i < span.end; i++) { \
928 pRow[i] = (PIXEL_TYPE) PACK_5R6G5B(FixedToInt(span.red), \
929 FixedToInt(span.green), FixedToInt(span.blue)); \
930 span.red += span.redStep; \
931 span.green += span.greenStep; \
932 span.blue += span.blueStep; \
934 #include "swrast/s_tritemp.h"
939 * XImage, smooth, NON-depth-buffered, PF_DITHER_5R6G5B triangle.
941 #define NAME smooth_DITHER_5R6G5B_triangle
943 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y)
944 #define PIXEL_TYPE GLushort
945 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
947 XMesaContext xmesa = XMESA_CONTEXT(ctx); \
949 #define RENDER_SPAN( span ) \
951 GLint x = span.x, y = YFLIP(xrb, span.y); \
952 for (i = 0; i < span.end; i++, x++) { \
953 PACK_TRUEDITHER(pRow[i], x, y, FixedToInt(span.red), \
954 FixedToInt(span.green), FixedToInt(span.blue)); \
955 span.red += span.redStep; \
956 span.green += span.greenStep; \
957 span.blue += span.blueStep; \
959 #include "swrast/s_tritemp.h"
964 * XImage, smooth, NON-depth-buffered, 8-bit PF_DITHER triangle.
966 #define NAME smooth_DITHER8_triangle
968 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR1(xrb, X, Y)
969 #define PIXEL_TYPE GLubyte
970 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
973 #define RENDER_SPAN( span ) \
975 GLint x = span.x, y = YFLIP(xrb, span.y); \
977 for (i = 0; i < span.end; i++, x++) { \
978 pRow[i] = (PIXEL_TYPE) XDITHER(x, FixedToInt(span.red), \
979 FixedToInt(span.green), FixedToInt(span.blue) ); \
980 span.red += span.redStep; \
981 span.green += span.greenStep; \
982 span.blue += span.blueStep; \
984 #include "swrast/s_tritemp.h"
989 * XImage, smooth, NON-depth-buffered, PF_DITHER triangle.
991 #define NAME smooth_DITHER_triangle
995 XMesaImage *img = xrb->ximage;
996 #define RENDER_SPAN( span ) \
998 GLint x = span.x, y = YFLIP(xrb, span.y); \
1000 for (i = 0; i < span.end; i++, x++) { \
1001 unsigned long p = XDITHER(x, FixedToInt(span.red), \
1002 FixedToInt(span.green), FixedToInt(span.blue) ); \
1003 XMesaPutPixel(img, x, y, p); \
1004 span.red += span.redStep; \
1005 span.green += span.greenStep; \
1006 span.blue += span.blueStep; \
1008 #include "swrast/s_tritemp.h"
1013 * XImage, smooth, NON-depth-buffered, 8-bit PF_LOOKUP triangle.
1015 #define NAME smooth_LOOKUP8_triangle
1016 #define INTERP_RGB 1
1017 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR1(xrb, X, Y)
1018 #define PIXEL_TYPE GLubyte
1019 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
1020 #define SETUP_CODE \
1022 #define RENDER_SPAN( span ) \
1025 for (i = 0; i < span.end; i++) { \
1026 pRow[i] = LOOKUP(FixedToInt(span.red), \
1027 FixedToInt(span.green), FixedToInt(span.blue)); \
1028 span.red += span.redStep; \
1029 span.green += span.greenStep; \
1030 span.blue += span.blueStep; \
1032 #include "swrast/s_tritemp.h"
1037 * XImage, smooth, NON-depth-buffered, 8-bit PF_HPCR triangle.
1039 #define NAME smooth_HPCR_triangle
1040 #define INTERP_RGB 1
1041 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR1(xrb, X, Y)
1042 #define PIXEL_TYPE GLubyte
1043 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
1044 #define SETUP_CODE \
1045 XMesaContext xmesa = XMESA_CONTEXT(ctx); \
1047 #define RENDER_SPAN( span ) \
1049 GLint x = span.x, y = YFLIP(xrb, span.y); \
1050 for (i = 0; i < span.end; i++, x++) { \
1051 pRow[i] = DITHER_HPCR(x, y, FixedToInt(span.red), \
1052 FixedToInt(span.green), FixedToInt(span.blue)); \
1053 span.red += span.redStep; \
1054 span.green += span.greenStep; \
1055 span.blue += span.blueStep; \
1057 #include "swrast/s_tritemp.h"
1062 * XImage, flat, NON-depth-buffered, PF_TRUECOLOR triangle.
1064 #define NAME flat_TRUECOLOR_triangle
1065 #define SETUP_CODE \
1066 XMesaContext xmesa = XMESA_CONTEXT(ctx); \
1068 XMesaImage *img = xrb->ximage; \
1069 unsigned long pixel; \
1070 PACK_TRUECOLOR(pixel, v2->color[0], v2->color[1], v2->color[2]);
1071 #define RENDER_SPAN( span ) \
1073 GLint x = span.x, y = YFLIP(xrb, span.y); \
1074 for (i = 0; i < span.end; i++, x++) { \
1075 XMesaPutPixel(img, x, y, pixel); \
1077 #include "swrast/s_tritemp.h"
1082 * XImage, flat, NON-depth-buffered, PF_8A8B8G8R triangle.
1084 #define NAME flat_8A8B8G8R_triangle
1085 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
1086 #define PIXEL_TYPE GLuint
1087 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
1088 #define SETUP_CODE \
1090 unsigned long p = PACK_8B8G8R( v2->color[0], \
1091 v2->color[1], v2->color[2] );
1092 #define RENDER_SPAN( span ) \
1094 for (i = 0; i < span.end; i++) { \
1095 pRow[i] = (PIXEL_TYPE) p; \
1097 #include "swrast/s_tritemp.h"
1102 * XImage, flat, NON-depth-buffered, PF_8A8R8G8B triangle.
1104 #define NAME flat_8A8R8G8B_triangle
1105 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
1106 #define PIXEL_TYPE GLuint
1107 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
1108 #define SETUP_CODE \
1110 unsigned long p = PACK_8R8G8B( v2->color[0], \
1111 v2->color[1], v2->color[2] );
1112 #define RENDER_SPAN( span ) \
1114 for (i = 0; i < span.end; i++) { \
1115 pRow[i] = (PIXEL_TYPE) p; \
1117 #include "swrast/s_tritemp.h"
1122 * XImage, flat, NON-depth-buffered, PF_8R8G8B triangle.
1124 #define NAME flat_8R8G8B_triangle
1125 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
1126 #define PIXEL_TYPE GLuint
1127 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
1128 #define SETUP_CODE \
1130 unsigned long p = PACK_8R8G8B( v2->color[0], \
1131 v2->color[1], v2->color[2] );
1132 #define RENDER_SPAN( span ) \
1134 for (i = 0; i < span.end; i++) { \
1135 pRow[i] = (PIXEL_TYPE) p; \
1137 #include "swrast/s_tritemp.h"
1142 * XImage, flat, NON-depth-buffered, PF_8R8G8B24 triangle.
1144 #define NAME flat_8R8G8B24_triangle
1145 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR3(xrb, X, Y)
1146 #define PIXEL_TYPE bgr_t
1147 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
1148 #define SETUP_CODE \
1150 const GLubyte *color = v2->color;
1151 #define RENDER_SPAN( span ) \
1153 PIXEL_TYPE *pixel = pRow; \
1154 for (i = 0; i < span.end; i++, pixel++) { \
1155 pixel->r = color[RCOMP]; \
1156 pixel->g = color[GCOMP]; \
1157 pixel->b = color[BCOMP]; \
1159 #include "swrast/s_tritemp.h"
1164 * XImage, flat, NON-depth-buffered, PF_TRUEDITHER triangle.
1166 #define NAME flat_TRUEDITHER_triangle
1167 #define SETUP_CODE \
1168 XMesaContext xmesa = XMESA_CONTEXT(ctx); \
1170 XMesaImage *img = xrb->ximage;
1171 #define RENDER_SPAN( span ) \
1173 GLint x = span.x, y = YFLIP(xrb, span.y); \
1174 for (i = 0; i < span.end; i++, x++) { \
1176 PACK_TRUEDITHER(p, x, y, v2->color[0], \
1177 v2->color[1], v2->color[2] ); \
1178 XMesaPutPixel(img, x, y, p); \
1180 #include "swrast/s_tritemp.h"
1185 * XImage, flat, NON-depth-buffered, PF_5R6G5B triangle.
1187 #define NAME flat_5R6G5B_triangle
1188 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y)
1189 #define PIXEL_TYPE GLushort
1190 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
1191 #define SETUP_CODE \
1193 unsigned long p = PACK_5R6G5B( v2->color[0], \
1194 v2->color[1], v2->color[2] );
1195 #define RENDER_SPAN( span ) \
1197 for (i = 0; i < span.end; i++) { \
1198 pRow[i] = (PIXEL_TYPE) p; \
1200 #include "swrast/s_tritemp.h"
1205 * XImage, flat, NON-depth-buffered, PF_DITHER_5R6G5B triangle.
1207 #define NAME flat_DITHER_5R6G5B_triangle
1208 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y)
1209 #define PIXEL_TYPE GLushort
1210 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
1211 #define SETUP_CODE \
1212 XMesaContext xmesa = XMESA_CONTEXT(ctx); \
1214 const GLubyte *color = v2->color;
1215 #define RENDER_SPAN( span ) \
1217 GLint x = span.x, y = YFLIP(xrb, span.y); \
1218 for (i = 0; i < span.end; i++, x++) { \
1219 PACK_TRUEDITHER(pRow[i], x, y, color[RCOMP], \
1220 color[GCOMP], color[BCOMP]); \
1222 #include "swrast/s_tritemp.h"
1227 * XImage, flat, NON-depth-buffered, 8-bit PF_DITHER triangle.
1229 #define NAME flat_DITHER8_triangle
1230 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR1(xrb, X, Y)
1231 #define PIXEL_TYPE GLubyte
1232 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
1233 #define SETUP_CODE \
1235 FLAT_DITHER_SETUP( v2->color[0], v2->color[1], v2->color[2] );
1236 #define RENDER_SPAN( span ) \
1238 GLint x = span.x, y = YFLIP(xrb, span.y); \
1239 FLAT_DITHER_ROW_SETUP(YFLIP(xrb, y)); \
1240 for (i = 0; i < span.end; i++, x++) { \
1241 pRow[i] = (PIXEL_TYPE) FLAT_DITHER(x); \
1243 #include "swrast/s_tritemp.h"
1248 * XImage, flat, NON-depth-buffered, PF_DITHER triangle.
1250 #define NAME flat_DITHER_triangle
1251 #define SETUP_CODE \
1253 XMesaImage *img = xrb->ximage; \
1254 FLAT_DITHER_SETUP( v2->color[0], v2->color[1], v2->color[2] );
1255 #define RENDER_SPAN( span ) \
1257 GLint x = span.x, y = YFLIP(xrb, span.y); \
1258 FLAT_DITHER_ROW_SETUP(y); \
1259 for (i = 0; i < span.end; i++, x++) { \
1260 unsigned long p = FLAT_DITHER(x); \
1261 XMesaPutPixel(img, x, y, p ); \
1263 #include "swrast/s_tritemp.h"
1268 * XImage, flat, NON-depth-buffered, 8-bit PF_HPCR triangle.
1270 #define NAME flat_HPCR_triangle
1271 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR1(xrb, X, Y)
1272 #define PIXEL_TYPE GLubyte
1273 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
1274 #define SETUP_CODE \
1275 XMesaContext xmesa = XMESA_CONTEXT(ctx); \
1277 GLubyte r = v2->color[0]; \
1278 GLubyte g = v2->color[1]; \
1279 GLubyte b = v2->color[2];
1280 #define RENDER_SPAN( span ) \
1282 GLint x = span.x, y = YFLIP(xrb, span.y); \
1283 for (i = 0; i < span.end; i++, x++) { \
1284 pRow[i] = (PIXEL_TYPE) DITHER_HPCR(x, y, r, g, b); \
1286 #include "swrast/s_tritemp.h"
1291 * XImage, flat, NON-depth-buffered, 8-bit PF_LOOKUP triangle.
1293 #define NAME flat_LOOKUP8_triangle
1294 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR1(xrb, X, Y)
1295 #define PIXEL_TYPE GLubyte
1296 #define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
1297 #define SETUP_CODE \
1300 GLubyte r = v2->color[0]; \
1301 GLubyte g = v2->color[1]; \
1302 GLubyte b = v2->color[2]; \
1303 GLubyte p = LOOKUP(r,g,b);
1304 #define RENDER_SPAN( span ) \
1306 for (i = 0; i < span.end; i++) { \
1307 pRow[i] = (PIXEL_TYPE) p; \
1309 #include "swrast/s_tritemp.h"
1312 #endif /* CHAN_BITS == 8 */
1315 #if defined(DEBUG) && CHAN_BITS == 8
1316 extern void _xmesa_print_triangle_func( swrast_tri_func triFunc
);
1317 void _xmesa_print_triangle_func( swrast_tri_func triFunc
)
1319 _mesa_printf("XMesa tri func = ");
1320 if (triFunc
==smooth_TRUECOLOR_z_triangle
)
1321 _mesa_printf("smooth_TRUECOLOR_z_triangle\n");
1322 else if (triFunc
==smooth_8A8B8G8R_z_triangle
)
1323 _mesa_printf("smooth_8A8B8G8R_z_triangle\n");
1324 else if (triFunc
==smooth_8A8R8G8B_z_triangle
)
1325 _mesa_printf("smooth_8A8R8G8B_z_triangle\n");
1326 else if (triFunc
==smooth_8R8G8B_z_triangle
)
1327 _mesa_printf("smooth_8R8G8B_z_triangle\n");
1328 else if (triFunc
==smooth_8R8G8B24_z_triangle
)
1329 _mesa_printf("smooth_8R8G8B24_z_triangle\n");
1330 else if (triFunc
==smooth_TRUEDITHER_z_triangle
)
1331 _mesa_printf("smooth_TRUEDITHER_z_triangle\n");
1332 else if (triFunc
==smooth_5R6G5B_z_triangle
)
1333 _mesa_printf("smooth_5R6G5B_z_triangle\n");
1334 else if (triFunc
==smooth_DITHER_5R6G5B_z_triangle
)
1335 _mesa_printf("smooth_DITHER_5R6G5B_z_triangle\n");
1336 else if (triFunc
==smooth_HPCR_z_triangle
)
1337 _mesa_printf("smooth_HPCR_z_triangle\n");
1338 else if (triFunc
==smooth_DITHER8_z_triangle
)
1339 _mesa_printf("smooth_DITHER8_z_triangle\n");
1340 else if (triFunc
==smooth_LOOKUP8_z_triangle
)
1341 _mesa_printf("smooth_LOOKUP8_z_triangle\n");
1342 else if (triFunc
==flat_TRUECOLOR_z_triangle
)
1343 _mesa_printf("flat_TRUECOLOR_z_triangle\n");
1344 else if (triFunc
==flat_8A8B8G8R_z_triangle
)
1345 _mesa_printf("flat_8A8B8G8R_z_triangle\n");
1346 else if (triFunc
==flat_8A8R8G8B_z_triangle
)
1347 _mesa_printf("flat_8A8R8G8B_z_triangle\n");
1348 else if (triFunc
==flat_8R8G8B_z_triangle
)
1349 _mesa_printf("flat_8R8G8B_z_triangle\n");
1350 else if (triFunc
==flat_8R8G8B24_z_triangle
)
1351 _mesa_printf("flat_8R8G8B24_z_triangle\n");
1352 else if (triFunc
==flat_TRUEDITHER_z_triangle
)
1353 _mesa_printf("flat_TRUEDITHER_z_triangle\n");
1354 else if (triFunc
==flat_5R6G5B_z_triangle
)
1355 _mesa_printf("flat_5R6G5B_z_triangle\n");
1356 else if (triFunc
==flat_DITHER_5R6G5B_z_triangle
)
1357 _mesa_printf("flat_DITHER_5R6G5B_z_triangle\n");
1358 else if (triFunc
==flat_HPCR_z_triangle
)
1359 _mesa_printf("flat_HPCR_z_triangle\n");
1360 else if (triFunc
==flat_DITHER8_z_triangle
)
1361 _mesa_printf("flat_DITHER8_z_triangle\n");
1362 else if (triFunc
==flat_LOOKUP8_z_triangle
)
1363 _mesa_printf("flat_LOOKUP8_z_triangle\n");
1364 else if (triFunc
==smooth_TRUECOLOR_triangle
)
1365 _mesa_printf("smooth_TRUECOLOR_triangle\n");
1366 else if (triFunc
==smooth_8A8B8G8R_triangle
)
1367 _mesa_printf("smooth_8A8B8G8R_triangle\n");
1368 else if (triFunc
==smooth_8A8R8G8B_triangle
)
1369 _mesa_printf("smooth_8A8R8G8B_triangle\n");
1370 else if (triFunc
==smooth_8R8G8B_triangle
)
1371 _mesa_printf("smooth_8R8G8B_triangle\n");
1372 else if (triFunc
==smooth_8R8G8B24_triangle
)
1373 _mesa_printf("smooth_8R8G8B24_triangle\n");
1374 else if (triFunc
==smooth_TRUEDITHER_triangle
)
1375 _mesa_printf("smooth_TRUEDITHER_triangle\n");
1376 else if (triFunc
==smooth_5R6G5B_triangle
)
1377 _mesa_printf("smooth_5R6G5B_triangle\n");
1378 else if (triFunc
==smooth_DITHER_5R6G5B_triangle
)
1379 _mesa_printf("smooth_DITHER_5R6G5B_triangle\n");
1380 else if (triFunc
==smooth_HPCR_triangle
)
1381 _mesa_printf("smooth_HPCR_triangle\n");
1382 else if (triFunc
==smooth_DITHER8_triangle
)
1383 _mesa_printf("smooth_DITHER8_triangle\n");
1384 else if (triFunc
==smooth_LOOKUP8_triangle
)
1385 _mesa_printf("smooth_LOOKUP8_triangle\n");
1386 else if (triFunc
==flat_TRUECOLOR_triangle
)
1387 _mesa_printf("flat_TRUECOLOR_triangle\n");
1388 else if (triFunc
==flat_TRUEDITHER_triangle
)
1389 _mesa_printf("flat_TRUEDITHER_triangle\n");
1390 else if (triFunc
==flat_8A8B8G8R_triangle
)
1391 _mesa_printf("flat_8A8B8G8R_triangle\n");
1392 else if (triFunc
==flat_8A8R8G8B_triangle
)
1393 _mesa_printf("flat_8A8R8G8B_triangle\n");
1394 else if (triFunc
==flat_8R8G8B_triangle
)
1395 _mesa_printf("flat_8R8G8B_triangle\n");
1396 else if (triFunc
==flat_8R8G8B24_triangle
)
1397 _mesa_printf("flat_8R8G8B24_triangle\n");
1398 else if (triFunc
==flat_5R6G5B_triangle
)
1399 _mesa_printf("flat_5R6G5B_triangle\n");
1400 else if (triFunc
==flat_DITHER_5R6G5B_triangle
)
1401 _mesa_printf("flat_DITHER_5R6G5B_triangle\n");
1402 else if (triFunc
==flat_HPCR_triangle
)
1403 _mesa_printf("flat_HPCR_triangle\n");
1404 else if (triFunc
==flat_DITHER8_triangle
)
1405 _mesa_printf("flat_DITHER8_triangle\n");
1406 else if (triFunc
==flat_LOOKUP8_triangle
)
1407 _mesa_printf("flat_LOOKUP8_triangle\n");
1409 _mesa_printf("???\n");
1416 /* record the current triangle function name */
1417 static const char *triFuncName
= NULL
;
1419 #define USE(triFunc) \
1421 triFuncName = #triFunc; \
1427 #define USE(triFunc) return triFunc
1433 * Return pointer to line drawing function, or NULL if we should use a
1436 static swrast_tri_func
1437 get_triangle_func(GLcontext
*ctx
)
1439 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
1440 XMesaContext xmesa
= XMESA_CONTEXT(ctx
);
1441 int depth
= GET_VISUAL_DEPTH(xmesa
->xm_visual
);
1442 struct xmesa_renderbuffer
*xrb
;
1449 /* trivial fallback tests */
1450 if ((ctx
->DrawBuffer
->_ColorDrawBufferMask
[0]
1451 & (BUFFER_BIT_FRONT_LEFT
| BUFFER_BIT_BACK_LEFT
)) == 0)
1452 return (swrast_tri_func
) NULL
;
1453 if (ctx
->RenderMode
!= GL_RENDER
)
1454 return (swrast_tri_func
) NULL
;
1455 if (ctx
->Polygon
.SmoothFlag
)
1456 return (swrast_tri_func
) NULL
;
1457 if (ctx
->Texture
._EnabledUnits
)
1458 return (swrast_tri_func
) NULL
;
1459 if (swrast
->_RasterMask
& MULTI_DRAW_BIT
)
1460 return (swrast_tri_func
) NULL
;
1461 if (ctx
->Polygon
.CullFlag
&&
1462 ctx
->Polygon
.CullFaceMode
== GL_FRONT_AND_BACK
)
1463 return (swrast_tri_func
) NULL
;
1465 xrb
= xmesa_renderbuffer(ctx
->DrawBuffer
->_ColorDrawBuffers
[0][0]->Wrapped
);
1468 if ( ctx
->Light
.ShadeModel
==GL_SMOOTH
1469 && swrast
->_RasterMask
==DEPTH_BIT
1470 && ctx
->Depth
.Func
==GL_LESS
1471 && ctx
->Depth
.Mask
==GL_TRUE
1472 && ctx
->Visual
.depthBits
== DEFAULT_SOFTWARE_DEPTH_BITS
1473 && ctx
->Polygon
.StippleFlag
==GL_FALSE
) {
1474 switch (xmesa
->pixelformat
) {
1476 USE(smooth_TRUECOLOR_z_triangle
);
1478 USE(smooth_8A8B8G8R_z_triangle
);
1480 USE(smooth_8A8R8G8B_z_triangle
);
1482 USE(smooth_8R8G8B_z_triangle
);
1484 USE(smooth_8R8G8B24_z_triangle
);
1485 case PF_Dither_True
:
1486 USE(smooth_TRUEDITHER_z_triangle
);
1488 USE(smooth_5R6G5B_z_triangle
);
1489 case PF_Dither_5R6G5B
:
1490 USE(smooth_DITHER_5R6G5B_z_triangle
);
1492 USE(smooth_HPCR_z_triangle
);
1495 USE(smooth_DITHER8_z_triangle
);
1497 USE(smooth_DITHER_z_triangle
);
1500 USE(smooth_LOOKUP8_z_triangle
);
1502 return (swrast_tri_func
) NULL
;
1504 return (swrast_tri_func
) NULL
;
1507 if ( ctx
->Light
.ShadeModel
==GL_FLAT
1508 && swrast
->_RasterMask
==DEPTH_BIT
1509 && ctx
->Depth
.Func
==GL_LESS
1510 && ctx
->Depth
.Mask
==GL_TRUE
1511 && ctx
->Visual
.depthBits
== DEFAULT_SOFTWARE_DEPTH_BITS
1512 && ctx
->Polygon
.StippleFlag
==GL_FALSE
) {
1513 switch (xmesa
->pixelformat
) {
1515 USE(flat_TRUECOLOR_z_triangle
);
1517 USE(flat_8A8B8G8R_z_triangle
);
1519 USE(flat_8A8R8G8B_z_triangle
);
1521 USE(flat_8R8G8B_z_triangle
);
1523 USE(flat_8R8G8B24_z_triangle
);
1524 case PF_Dither_True
:
1525 USE(flat_TRUEDITHER_z_triangle
);
1527 USE(flat_5R6G5B_z_triangle
);
1528 case PF_Dither_5R6G5B
:
1529 USE(flat_DITHER_5R6G5B_z_triangle
);
1531 USE(flat_HPCR_z_triangle
);
1534 USE(flat_DITHER8_z_triangle
);
1536 USE(flat_DITHER_z_triangle
);
1539 USE(flat_LOOKUP8_z_triangle
);
1541 return (swrast_tri_func
) NULL
;
1543 return (swrast_tri_func
) NULL
;
1546 if ( swrast
->_RasterMask
==0 /* no depth test */
1547 && ctx
->Light
.ShadeModel
==GL_SMOOTH
1548 && ctx
->Polygon
.StippleFlag
==GL_FALSE
) {
1549 switch (xmesa
->pixelformat
) {
1551 USE(smooth_TRUECOLOR_triangle
);
1553 USE(smooth_8A8B8G8R_triangle
);
1555 USE(smooth_8A8R8G8B_triangle
);
1557 USE(smooth_8R8G8B_triangle
);
1559 USE(smooth_8R8G8B24_triangle
);
1560 case PF_Dither_True
:
1561 USE(smooth_TRUEDITHER_triangle
);
1563 USE(smooth_5R6G5B_triangle
);
1564 case PF_Dither_5R6G5B
:
1565 USE(smooth_DITHER_5R6G5B_triangle
);
1567 USE(smooth_HPCR_triangle
);
1570 USE(smooth_DITHER8_triangle
);
1572 USE(smooth_DITHER_triangle
);
1575 USE(smooth_LOOKUP8_triangle
);
1577 return (swrast_tri_func
) NULL
;
1579 return (swrast_tri_func
) NULL
;
1583 if ( swrast
->_RasterMask
==0 /* no depth test */
1584 && ctx
->Light
.ShadeModel
==GL_FLAT
1585 && ctx
->Polygon
.StippleFlag
==GL_FALSE
) {
1586 switch (xmesa
->pixelformat
) {
1588 USE(flat_TRUECOLOR_triangle
);
1589 case PF_Dither_True
:
1590 USE(flat_TRUEDITHER_triangle
);
1592 USE(flat_8A8B8G8R_triangle
);
1594 USE(flat_8A8R8G8B_triangle
);
1596 USE(flat_8R8G8B_triangle
);
1598 USE(flat_8R8G8B24_triangle
);
1600 USE(flat_5R6G5B_triangle
);
1601 case PF_Dither_5R6G5B
:
1602 USE(flat_DITHER_5R6G5B_triangle
);
1604 USE(flat_HPCR_triangle
);
1607 USE(flat_DITHER8_triangle
);
1609 USE(flat_DITHER_triangle
);
1612 USE(flat_LOOKUP8_triangle
);
1614 return (swrast_tri_func
) NULL
;
1616 return (swrast_tri_func
) NULL
;
1620 #endif /* CHAN_BITS == 8 */
1622 return (swrast_tri_func
) NULL
;
1626 /* Override for the swrast tri-selection function. Try to use one
1627 * of our internal tri functions, otherwise fall back to the
1628 * standard swrast functions.
1630 void xmesa_choose_triangle( GLcontext
*ctx
)
1632 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
1634 if (!(swrast
->Triangle
= get_triangle_func( ctx
)))
1635 _swrast_choose_triangle( ctx
);