} while (0)
#endif
-static void __inline__ i810_draw_triangle( i810ContextPtr imesa,
+static __inline__ void i810_draw_triangle( i810ContextPtr imesa,
i810VertexPtr v0,
i810VertexPtr v1,
i810VertexPtr v2 )
}
-static void __inline__ i810_draw_quad( i810ContextPtr imesa,
+static __inline__ void i810_draw_quad( i810ContextPtr imesa,
i810VertexPtr v0,
i810VertexPtr v1,
i810VertexPtr v2,
static struct {
- points_func points;
- line_func line;
- triangle_func triangle;
- quad_func quad;
+ tnl_points_func points;
+ tnl_line_func line;
+ tnl_triangle_func triangle;
+ tnl_quad_func quad;
} rast_tab[I810_MAX_TRIFUNC];
#define VERTEX i810Vertex
#define TAB rast_tab
-/* Only used to pull back colors into vertices (ie, we know color is
- * floating point).
- */
-#define I810_COLOR( dst, src ) \
-do { \
- dst[0] = src[2]; \
- dst[1] = src[1]; \
- dst[2] = src[0]; \
- dst[3] = src[3]; \
-} while (0)
-
-#define I810_SPEC( dst, src ) \
-do { \
- dst[0] = src[2]; \
- dst[1] = src[1]; \
- dst[2] = src[0]; \
-} while (0)
-
#define DEPTH_SCALE (1.0/0xffff)
#define UNFILLED_TRI unfilled_tri
#define VERT_Y(_v) _v->v.y
#define VERT_Z(_v) _v->v.z
#define AREA_IS_CCW( a ) (a > 0)
-#define GET_VERTEX(e) (imesa->verts + (e<<imesa->vertex_stride_shift))
+#define GET_VERTEX(e) (imesa->verts + (e * imesa->vertex_size * sizeof(int)))
+
+#define VERT_SET_RGBA( v, c ) \
+do { \
+ i810_color_t *color = (i810_color_t *)&((v)->ui[coloroffset]); \
+ UNCLAMPED_FLOAT_TO_UBYTE(color->red, (c)[0]); \
+ UNCLAMPED_FLOAT_TO_UBYTE(color->green, (c)[1]); \
+ UNCLAMPED_FLOAT_TO_UBYTE(color->blue, (c)[2]); \
+ UNCLAMPED_FLOAT_TO_UBYTE(color->alpha, (c)[3]); \
+} while (0)
-#define VERT_SET_RGBA( v, c ) I810_COLOR( v->ub4[coloroffset], c )
#define VERT_COPY_RGBA( v0, v1 ) v0->ui[coloroffset] = v1->ui[coloroffset]
+
+#define VERT_SET_SPEC( v0, c ) \
+do { \
+ if (havespec) { \
+ UNCLAMPED_FLOAT_TO_UBYTE(v0->v.specular.red, (c)[0]); \
+ UNCLAMPED_FLOAT_TO_UBYTE(v0->v.specular.green, (c)[1]); \
+ UNCLAMPED_FLOAT_TO_UBYTE(v0->v.specular.blue, (c)[2]); \
+ } \
+} while (0)
+#define VERT_COPY_SPEC( v0, v1 ) \
+do { \
+ if (havespec) { \
+ v0->v.specular.red = v1->v.specular.red; \
+ v0->v.specular.green = v1->v.specular.green; \
+ v0->v.specular.blue = v1->v.specular.blue; \
+ } \
+} while (0)
+
#define VERT_SAVE_RGBA( idx ) color[idx] = v[idx]->ui[coloroffset]
#define VERT_RESTORE_RGBA( idx ) v[idx]->ui[coloroffset] = color[idx]
-
-#define VERT_SET_SPEC( v, c ) if (havespec) I810_SPEC( v->ub4[5], c )
-#define VERT_COPY_SPEC( v0, v1 ) if (havespec) COPY_3V(v0->ub4[5], v1->ub4[5])
#define VERT_SAVE_SPEC( idx ) if (havespec) spec[idx] = v[idx]->ui[5]
#define VERT_RESTORE_SPEC( idx ) if (havespec) v[idx]->ui[5] = spec[idx]
/**********************************************************************/
#define IND 0
-#define V(x) (i810Vertex *)(vertptr + ((x)<<vertshift))
+#define V(x) (i810Vertex *)(vertptr + ((x)*vertsize*sizeof(int)))
#define RENDER_POINTS( start, count ) \
for ( ; start < count ; start++) POINT( V(ELT(start)) );
#define RENDER_LINE( v0, v1 ) LINE( V(v0), V(v1) )
#define LOCAL_VARS \
i810ContextPtr imesa = I810_CONTEXT(ctx); \
GLubyte *vertptr = (GLubyte *)imesa->verts; \
- const GLuint vertshift = imesa->vertex_stride_shift; \
+ const GLuint vertsize = imesa->vertex_size; \
const GLuint * const elt = TNL_CONTEXT(ctx)->vb.Elts; \
(void) elt;
#define RESET_STIPPLE
GLuint vertsize = imesa->vertex_size;
GLuint *vb = i810AllocDmaLow( imesa, (n-2) * 3 * 4 * vertsize );
GLubyte *vertptr = (GLubyte *)imesa->verts;
- const GLuint vertshift = imesa->vertex_stride_shift;
const GLuint *start = (const GLuint *)V(elts[0]);
int i,j;