#ifndef _SAVAGE_SPAN_H
#define _SAVAGE_SPAN_H
+#include "drirenderbuffer.h"
+
+
extern void savageDDInitSpanFuncs( GLcontext *ctx );
+extern void
+savageSetSpanFunctions(driRenderbuffer *rb, const GLvisual *vis,
+ GLboolean float_depth);
+
+
/*
* Savage 16-bit float depth format with zExpOffset=16:
* 4 bit unsigned exponent, 12 bit mantissa
*
* Note that there is no encoding for numbers < 2^-16.
*/
-static __inline GLuint savageEncodeFloat16( GLdouble x )
+static INLINE GLuint savageEncodeFloat16( GLdouble x )
{
GLint r = (GLint)(x * 0x10000000);
GLint exp = 0;
}
return exp > 0xf ? 0xffff : (r - 0x1000) | (exp << 12);
}
-static __inline GLdouble savageDecodeFloat16( GLuint x )
+static INLINE GLdouble savageDecodeFloat16( GLuint x )
{
static const GLdouble pow2[16] = {
1.0/(1<<28), 1.0/(1<<27), 1.0/(1<<26), 1.0/(1<<25),
*
* Details analogous to the 16-bit format.
*/
-static __inline GLuint savageEncodeFloat24( GLdouble x )
+static INLINE GLuint savageEncodeFloat24( GLdouble x )
{
int64_t r = (int64_t)(x * ((int64_t)1 << (19+32)));
GLint exp = 0;
return exp > 0x1f ? 0xffffff : (r - 0x80000) | (exp << 19);
}
#define _1 (int64_t)1
-static __inline GLdouble savageDecodeFloat24( GLuint x )
+static INLINE GLdouble savageDecodeFloat24( GLuint x )
{
static const GLdouble pow2[32] = {
1.0/(_1<<51), 1.0/(_1<<50), 1.0/(_1<<49), 1.0/(_1<<48),
}
#undef _1
+
#endif