-/* $Id: xm_tri.c,v 1.23 2002/06/15 02:38:17 brianp Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 3.5
*
- * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*/
*/
+#include "main/imports.h"
+#include "main/mtypes.h"
#include "glxheader.h"
-#include "depth.h"
-#include "macros.h"
-#include "mem.h"
-#include "mmath.h"
-#include "mtypes.h"
#include "xmesaP.h"
/* Internal swrast includes:
#include "swrast/s_triangle.h"
+#define GET_XRB(XRB) struct xmesa_renderbuffer *XRB = \
+ xmesa_renderbuffer(ctx->DrawBuffer->_ColorDrawBuffers[0])
+
/**********************************************************************/
/*** Triangle rendering ***/
/**********************************************************************/
+#if CHAN_BITS == 8
+
/*
* XImage, smooth, depth-buffered, PF_TRUECOLOR triangle.
*/
-static void smooth_TRUECOLOR_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- XMesaImage *img = xmesa->xm_buffer->backimage;
+#define NAME smooth_TRUECOLOR_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ GET_XRB(xrb);
-#define RENDER_SPAN( span ) \
- GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
+#define RENDER_SPAN( span ) { \
+ GLint x = span.x, y = YFLIP(xrb, span.y); \
GLuint i; \
- for (i = 0; i < span->end; i++, x++) { \
- const DEPTH_TYPE z = FixedToDepth(span->z); \
+ for (i = 0; i < span.end; i++, x++) { \
+ const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
unsigned long p; \
- PACK_TRUECOLOR(p, FixedToInt(span->red), \
- FixedToInt(span->green), FixedToInt(span->blue)); \
- XMesaPutPixel(img, x, y, p); \
+ PACK_TRUECOLOR(p, FixedToInt(span.red), \
+ FixedToInt(span.green), FixedToInt(span.blue)); \
+ XMesaPutPixel(xrb->ximage, x, y, p); \
zRow[i] = z; \
} \
- span->red += span->redStep; \
- span->green += span->greenStep; \
- span->blue += span->blueStep; \
- span->z += span->zStep; \
- }
+ span.red += span.redStep; \
+ span.green += span.greenStep; \
+ span.blue += span.blueStep; \
+ span.z += span.zStep; \
+ } }
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, smooth, depth-buffered, PF_8A8B8G8R triangle.
*/
-static void smooth_8A8B8G8R_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_8A8B8G8R_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
-#define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y)
+#define INTERP_ALPHA 1
+#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
#define PIXEL_TYPE GLuint
-#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-
-#define RENDER_SPAN( span ) \
+#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
+#define SETUP_CODE \
+ GET_XRB(xrb);
+#define RENDER_SPAN( span ) { \
GLuint i; \
- for (i = 0; i < span->end; i++) { \
- const DEPTH_TYPE z = FixedToDepth(span->z); \
+ for (i = 0; i < span.end; i++) { \
+ const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
- pRow[i] = PACK_8B8G8R(FixedToInt(span->red), \
- FixedToInt(span->green), FixedToInt(span->blue)); \
+ pRow[i] = PACK_8A8B8G8R(FixedToInt(span.red), \
+ FixedToInt(span.green), FixedToInt(span.blue), \
+ FixedToInt(span.alpha)); \
zRow[i] = z; \
} \
- span->red += span->redStep; \
- span->green += span->greenStep; \
- span->blue += span->blueStep; \
- span->z += span->zStep; \
- }
+ span.red += span.redStep; \
+ span.green += span.greenStep; \
+ span.blue += span.blueStep; \
+ span.alpha += span.alphaStep; \
+ span.z += span.zStep; \
+ } }
#include "swrast/s_tritemp.h"
-}
+
/*
- * XImage, smooth, depth-buffered, PF_8R8G8B triangle.
+ * XImage, smooth, depth-buffered, PF_8A8R8G8B triangle.
*/
-static void smooth_8R8G8B_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_8A8R8G8B_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
-#define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y)
+#define INTERP_ALPHA 1
+#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
#define PIXEL_TYPE GLuint
-#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
+#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
+#define SETUP_CODE \
+ GET_XRB(xrb);
-#define RENDER_SPAN( span ) \
+#define RENDER_SPAN( span ) { \
GLuint i; \
- for (i = 0; i < span->end; i++) { \
- const DEPTH_TYPE z = FixedToDepth(span->z); \
+ for (i = 0; i < span.end; i++) { \
+ const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
- pRow[i] = PACK_8R8G8B(FixedToInt(span->red), \
- FixedToInt(span->green), FixedToInt(span->blue)); \
+ pRow[i] = PACK_8A8R8G8B(FixedToInt(span.red), \
+ FixedToInt(span.green), FixedToInt(span.blue), \
+ FixedToInt(span.alpha)); \
zRow[i] = z; \
} \
- span->red += span->redStep; \
- span->green += span->greenStep; \
- span->blue += span->blueStep; \
- span->z += span->zStep; \
- }
+ span.red += span.redStep; \
+ span.green += span.greenStep; \
+ span.blue += span.blueStep; \
+ span.alpha += span.alphaStep; \
+ span.z += span.zStep; \
+ } }
#include "swrast/s_tritemp.h"
-}
-
-
-/*
- * XImage, smooth, depth-buffered, PF_8R8G8B24 triangle.
- */
-static void smooth_8R8G8B24_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-#define INTERP_Z 1
-#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define INTERP_RGB 1
-#define PIXEL_ADDRESS(X,Y) PIXELADDR3(xmesa->xm_buffer,X,Y)
-#define PIXEL_TYPE bgr_t
-#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-
-#define RENDER_SPAN( span ) \
- GLuint i; \
- for (i = 0; i < span->end; i++) { \
- const DEPTH_TYPE z = FixedToDepth(span->z); \
- if (z < zRow[i]) { \
- PIXEL_TYPE *ptr = pRow + i; \
- ptr->r = FixedToInt(span->red); \
- ptr->g = FixedToInt(span->green); \
- ptr->b = FixedToInt(span->blue); \
- zRow[i] = z; \
- } \
- span->red += span->redStep; \
- span->green += span->greenStep; \
- span->blue += span->blueStep; \
- span->z += span->zStep; \
- }
-#include "swrast/s_tritemp.h"
-}
/*
- * XImage, smooth, depth-buffered, PF_TRUEDITHER triangle.
+ * XImage, smooth, depth-buffered, PF_8R8G8B triangle.
*/
-static void smooth_TRUEDITHER_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- XMesaImage *img = xmesa->xm_buffer->backimage;
+#define NAME smooth_8R8G8B_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
+#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
+#define PIXEL_TYPE GLuint
+#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
+#define SETUP_CODE \
+ GET_XRB(xrb);
-#define RENDER_SPAN( span ) \
+#define RENDER_SPAN( span ) { \
GLuint i; \
- GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
- for (i = 0; i < span->end; i++, x++) { \
- const DEPTH_TYPE z = FixedToDepth(span->z); \
+ for (i = 0; i < span.end; i++) { \
+ const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
- unsigned long p; \
- PACK_TRUEDITHER(p, x, y, FixedToInt(span->red), \
- FixedToInt(span->green), FixedToInt(span->blue)); \
- XMesaPutPixel(img, x, y, p); \
+ pRow[i] = PACK_8R8G8B(FixedToInt(span.red), \
+ FixedToInt(span.green), FixedToInt(span.blue)); \
zRow[i] = z; \
} \
- span->red += span->redStep; \
- span->green += span->greenStep; \
- span->blue += span->blueStep; \
- span->z += span->zStep; \
- }
+ span.red += span.redStep; \
+ span.green += span.greenStep; \
+ span.blue += span.blueStep; \
+ span.z += span.zStep; \
+ } }
#include "swrast/s_tritemp.h"
-}
-
-
-/*
- * XImage, smooth, depth-buffered, PF_5R6G5B triangle.
- */
-static void smooth_5R6G5B_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-#define INTERP_Z 1
-#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define INTERP_RGB 1
-#define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y)
-#define PIXEL_TYPE GLushort
-#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-
-#define RENDER_SPAN( span ) \
- GLuint i; \
- for (i = 0; i < span->end; i++) { \
- const DEPTH_TYPE z = FixedToDepth(span->z); \
- if (z < zRow[i]) { \
- pRow[i] = PACK_5R6G5B(FixedToInt(span->red), \
- FixedToInt(span->green), FixedToInt(span->blue)); \
- zRow[i] = z; \
- } \
- span->red += span->redStep; \
- span->green += span->greenStep; \
- span->blue += span->blueStep; \
- span->z += span->zStep; \
- }
-#include "swrast/s_tritemp.h"
-}
/*
- * XImage, smooth, depth-buffered, PF_DITHER_5R6G5B triangle.
+ * XImage, smooth, depth-buffered, PF_8R8G8B24 triangle.
*/
-static void smooth_DITHER_5R6G5B_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_8R8G8B24_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
-#define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y)
-#define PIXEL_TYPE GLushort
-#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-
-#define RENDER_SPAN( span ) \
+#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR3(xrb, X, Y)
+#define PIXEL_TYPE bgr_t
+#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
+#define SETUP_CODE \
+ GET_XRB(xrb);
+#define RENDER_SPAN( span ) { \
GLuint i; \
- GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
- for (i = 0; i < span->end; i++, x++) { \
- const DEPTH_TYPE z = FixedToDepth(span->z); \
+ for (i = 0; i < span.end; i++) { \
+ const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
- PACK_TRUEDITHER(pRow[i], x, y, FixedToInt(span->red), \
- FixedToInt(span->green), FixedToInt(span->blue)); \
+ PIXEL_TYPE *ptr = pRow + i; \
+ ptr->r = FixedToInt(span.red); \
+ ptr->g = FixedToInt(span.green); \
+ ptr->b = FixedToInt(span.blue); \
zRow[i] = z; \
} \
- span->red += span->redStep; \
- span->green += span->greenStep; \
- span->blue += span->blueStep; \
- span->z += span->zStep; \
- }
-
+ span.red += span.redStep; \
+ span.green += span.greenStep; \
+ span.blue += span.blueStep; \
+ span.z += span.zStep; \
+ } }
#include "swrast/s_tritemp.h"
-}
-
-
-/*
- * XImage, smooth, depth-buffered, 8-bit, PF_DITHER8 triangle.
- */
-static void smooth_DITHER8_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-#define INTERP_Z 1
-#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define INTERP_RGB 1
-#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
-#define PIXEL_TYPE GLubyte
-#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-
-#define RENDER_SPAN( span ) \
- GLuint i; \
- GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
- XDITHER_SETUP(y); \
- for (i = 0; i < span->end; i++, x++) { \
- const DEPTH_TYPE z = FixedToDepth(span->z); \
- if (z < zRow[i]) { \
- pRow[i] = (PIXEL_TYPE) XDITHER(x, FixedToInt(span->red),\
- FixedToInt(span->green), FixedToInt(span->blue) ); \
- zRow[i] = z; \
- } \
- span->red += span->redStep; \
- span->green += span->greenStep; \
- span->blue += span->blueStep; \
- span->z += span->zStep; \
- }
-#include "swrast/s_tritemp.h"
-}
/*
- * XImage, smooth, depth-buffered, PF_DITHER triangle.
+ * XImage, smooth, depth-buffered, PF_TRUEDITHER triangle.
*/
-static void smooth_DITHER_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- XMesaImage *img = xmesa->xm_buffer->backimage;
+#define NAME smooth_TRUEDITHER_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
-
-#define RENDER_SPAN( span ) \
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ GET_XRB(xrb);
+#define RENDER_SPAN( span ) { \
GLuint i; \
- GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
- XDITHER_SETUP(y); \
- for (i = 0; i < span->end; i++, x++) { \
- const DEPTH_TYPE z = FixedToDepth(span->z); \
+ GLint x = span.x, y = YFLIP(xrb, span.y); \
+ for (i = 0; i < span.end; i++, x++) { \
+ const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
- unsigned long p = XDITHER(x, FixedToInt(span->red), \
- FixedToInt(span->green), FixedToInt(span->blue)); \
- XMesaPutPixel(img, x, y, p); \
+ unsigned long p; \
+ PACK_TRUEDITHER(p, x, y, FixedToInt(span.red), \
+ FixedToInt(span.green), FixedToInt(span.blue)); \
+ XMesaPutPixel(xrb->ximage, x, y, p); \
zRow[i] = z; \
} \
- span->red += span->redStep; \
- span->green += span->greenStep; \
- span->blue += span->blueStep; \
- span->z += span->zStep; \
- }
-
+ span.red += span.redStep; \
+ span.green += span.greenStep; \
+ span.blue += span.blueStep; \
+ span.z += span.zStep; \
+ } }
#include "swrast/s_tritemp.h"
-}
+
/*
- * XImage, smooth, depth-buffered, 8-bit PF_LOOKUP triangle.
+ * XImage, smooth, depth-buffered, PF_5R6G5B triangle.
*/
-static void smooth_LOOKUP8_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_5R6G5B_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
-#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
-#define PIXEL_TYPE GLubyte
-#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-
-#define RENDER_SPAN( span ) \
+#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y)
+#define PIXEL_TYPE GLushort
+#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
+#define SETUP_CODE \
+ GET_XRB(xrb);
+#define RENDER_SPAN( span ) { \
GLuint i; \
- LOOKUP_SETUP; \
- for (i = 0; i < span->end; i++) { \
- const DEPTH_TYPE z = FixedToDepth(span->z); \
+ for (i = 0; i < span.end; i++) { \
+ const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
- pRow[i] = LOOKUP(FixedToInt(span->red), \
- FixedToInt(span->green), FixedToInt(span->blue)); \
+ pRow[i] = PACK_5R6G5B(FixedToInt(span.red), \
+ FixedToInt(span.green), FixedToInt(span.blue)); \
zRow[i] = z; \
} \
- span->red += span->redStep; \
- span->green += span->greenStep; \
- span->blue += span->blueStep; \
- span->z += span->zStep; \
- }
-
+ span.red += span.redStep; \
+ span.green += span.greenStep; \
+ span.blue += span.blueStep; \
+ span.z += span.zStep; \
+ } }
#include "swrast/s_tritemp.h"
-}
/*
- * XImage, smooth, depth-buffered, 8-bit PF_HPCR triangle.
+ * XImage, smooth, depth-buffered, PF_DITHER_5R6G5B triangle.
*/
-static void smooth_HPCR_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_DITHER_5R6G5B_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
-#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
-#define PIXEL_TYPE GLubyte
-#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-
-#define RENDER_SPAN( span ) \
+#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y)
+#define PIXEL_TYPE GLushort
+#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ GET_XRB(xrb);
+#define RENDER_SPAN( span ) { \
GLuint i; \
- GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
- for (i = 0; i < span->end; i++, x++) { \
- const DEPTH_TYPE z = FixedToDepth(span->z); \
+ GLint x = span.x, y = YFLIP(xrb, span.y); \
+ for (i = 0; i < span.end; i++, x++) { \
+ const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
- pRow[i] = DITHER_HPCR(x, y, FixedToInt(span->red), \
- FixedToInt(span->green), FixedToInt(span->blue) ); \
+ PACK_TRUEDITHER(pRow[i], x, y, FixedToInt(span.red), \
+ FixedToInt(span.green), FixedToInt(span.blue)); \
zRow[i] = z; \
} \
- span->red += span->redStep; \
- span->green += span->greenStep; \
- span->blue += span->blueStep; \
- span->z += span->zStep; \
- }
-
+ span.red += span.redStep; \
+ span.green += span.greenStep; \
+ span.blue += span.blueStep; \
+ span.z += span.zStep; \
+ } }
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, depth-buffered, PF_TRUECOLOR triangle.
*/
-static void flat_TRUECOLOR_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- XMesaImage *img = xmesa->xm_buffer->backimage;
+#define NAME flat_TRUECOLOR_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ GET_XRB(xrb); \
+ XMesaImage *img = xrb->ximage; \
unsigned long pixel; \
PACK_TRUECOLOR(pixel, v2->color[0], v2->color[1], v2->color[2]);
-
-#define RENDER_SPAN( span ) \
+#define RENDER_SPAN( span ) { \
GLuint i; \
- GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
- for (i = 0; i < span->end; i++, x++) { \
- const DEPTH_TYPE z = FixedToDepth(span->z); \
+ GLint x = span.x, y = YFLIP(xrb, span.y); \
+ for (i = 0; i < span.end; i++, x++) { \
+ const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
XMesaPutPixel(img, x, y, pixel); \
zRow[i] = z; \
} \
- span->z += span->zStep; \
- }
-
+ span.z += span.zStep; \
+ } }
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, depth-buffered, PF_8A8B8G8R triangle.
*/
-static void flat_8A8B8G8R_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_8A8B8G8R_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y)
+#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
#define PIXEL_TYPE GLuint
-#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
+#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE \
- unsigned long p = PACK_8B8G8R( v2->color[0], \
- v2->color[1], v2->color[2] );
-#define RENDER_SPAN( span ) \
+ GET_XRB(xrb); \
+ GLuint p = PACK_8A8B8G8R( v2->color[0], v2->color[1],\
+ v2->color[2], v2->color[3]);
+#define RENDER_SPAN( span ) { \
GLuint i; \
- for (i = 0; i < span->end; i++) { \
- const DEPTH_TYPE z = FixedToDepth(span->z); \
+ for (i = 0; i < span.end; i++) { \
+ const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
pRow[i] = (PIXEL_TYPE) p; \
zRow[i] = z; \
} \
- span->z += span->zStep; \
- }
+ span.z += span.zStep; \
+ } }
+#include "swrast/s_tritemp.h"
+
+
+/*
+ * XImage, flat, depth-buffered, PF_8A8R8G8B triangle.
+ */
+#define NAME flat_8A8R8G8B_z_triangle
+#define INTERP_Z 1
+#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
+#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
+#define PIXEL_TYPE GLuint
+#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
+#define SETUP_CODE \
+ GET_XRB(xrb); \
+ GLuint p = PACK_8A8R8G8B(v2->color[0], v2->color[1], \
+ v2->color[2], v2->color[3]);
+#define RENDER_SPAN( span ) { \
+ GLuint i; \
+ for (i = 0; i < span.end; i++) { \
+ const DEPTH_TYPE z = FixedToDepth(span.z); \
+ if (z < zRow[i]) { \
+ pRow[i] = (PIXEL_TYPE) p; \
+ zRow[i] = z; \
+ } \
+ span.z += span.zStep; \
+ } }
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, depth-buffered, PF_8R8G8B triangle.
*/
-static void flat_8R8G8B_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_8R8G8B_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y)
+#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
#define PIXEL_TYPE GLuint
-#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define SETUP_CODE \
- unsigned long p = PACK_8R8G8B( v2->color[0], \
- v2->color[1], v2->color[2] );
-#define RENDER_SPAN( span ) \
+#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
+#define SETUP_CODE \
+ GET_XRB(xrb); \
+ GLuint p = PACK_8R8G8B( v2->color[0], v2->color[1], v2->color[2] );
+#define RENDER_SPAN( span ) { \
GLuint i; \
- for (i = 0; i < span->end; i++) { \
- DEPTH_TYPE z = FixedToDepth(span->z); \
+ for (i = 0; i < span.end; i++) { \
+ DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
pRow[i] = (PIXEL_TYPE) p; \
zRow[i] = z; \
} \
- span->z += span->zStep; \
- }
+ span.z += span.zStep; \
+ } }
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, depth-buffered, PF_8R8G8B24 triangle.
*/
-static void flat_8R8G8B24_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = v2->color;
+#define NAME flat_8R8G8B24_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define PIXEL_ADDRESS(X,Y) PIXELADDR3(xmesa->xm_buffer,X,Y)
+#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR3(xrb, X, Y)
#define PIXEL_TYPE bgr_t
-#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define RENDER_SPAN( span ) \
+#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
+#define SETUP_CODE \
+ GET_XRB(xrb); \
+ const GLubyte *color = v2->color;
+#define RENDER_SPAN( span ) { \
GLuint i; \
- for (i = 0; i < span->end; i++) { \
- const DEPTH_TYPE z = FixedToDepth(span->z); \
+ for (i = 0; i < span.end; i++) { \
+ const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
PIXEL_TYPE *ptr = pRow + i; \
ptr->r = color[RCOMP]; \
ptr->b = color[BCOMP]; \
zRow[i] = z; \
} \
- span->z += span->zStep; \
- }
-
+ span.z += span.zStep; \
+ } }
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, depth-buffered, PF_TRUEDITHER triangle.
*/
-static void flat_TRUEDITHER_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- XMesaImage *img = xmesa->xm_buffer->backimage;
+#define NAME flat_TRUEDITHER_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define RENDER_SPAN( span ) \
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ GET_XRB(xrb); \
+ XMesaImage *img = xrb->ximage;
+#define RENDER_SPAN( span ) { \
GLuint i; \
- GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
- for (i = 0; i < span->end; i++, x++) { \
- const DEPTH_TYPE z = FixedToDepth(span->z); \
+ GLint x = span.x, y = YFLIP(xrb, span.y); \
+ for (i = 0; i < span.end; i++, x++) { \
+ const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
unsigned long p; \
PACK_TRUEDITHER(p, x, y, v2->color[0], \
XMesaPutPixel(img, x, y, p); \
zRow[i] = z; \
} \
- span->z += span->zStep; \
- }
-
+ span.z += span.zStep; \
+ } }
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, depth-buffered, PF_5R6G5B triangle.
*/
-static void flat_5R6G5B_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_5R6G5B_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y)
+#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y)
#define PIXEL_TYPE GLushort
-#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
+#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE \
- unsigned long p = PACK_5R6G5B( v2->color[0], \
- v2->color[1], v2->color[2] );
-#define RENDER_SPAN( span ) \
+ GET_XRB(xrb); \
+ GLushort p = PACK_5R6G5B( v2->color[0], v2->color[1], v2->color[2] );
+#define RENDER_SPAN( span ) { \
GLuint i; \
- for (i = 0; i < span->end; i++) { \
- const DEPTH_TYPE z = FixedToDepth(span->z); \
+ for (i = 0; i < span.end; i++) { \
+ const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
pRow[i] = (PIXEL_TYPE) p; \
zRow[i] = z; \
} \
- span->z += span->zStep; \
- }
-
+ span.z += span.zStep; \
+ } }
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, depth-buffered, PF_DITHER_5R6G5B triangle.
*/
-static void flat_DITHER_5R6G5B_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = v2->color;
+#define NAME flat_DITHER_5R6G5B_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y)
+#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y)
#define PIXEL_TYPE GLushort
-#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define RENDER_SPAN( span ) \
+#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ GET_XRB(xrb); \
+ const GLubyte *color = v2->color;
+#define RENDER_SPAN( span ) { \
GLuint i; \
- GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
- for (i = 0; i < span->end; i++, x++) { \
- const DEPTH_TYPE z = FixedToDepth(span->z); \
+ GLint x = span.x, y = YFLIP(xrb, span.y); \
+ for (i = 0; i < span.end; i++, x++) { \
+ const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
PACK_TRUEDITHER(pRow[i], x, y, color[RCOMP], \
color[GCOMP], color[BCOMP]); \
zRow[i] = z; \
} \
- span->z += span->zStep; \
- }
-
-#include "swrast/s_tritemp.h"
-}
-
-
-/*
- * XImage, flat, depth-buffered, 8-bit PF_DITHER triangle.
- */
-static void flat_DITHER8_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-#define INTERP_Z 1
-#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
-#define PIXEL_TYPE GLubyte
-#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define SETUP_CODE \
- FLAT_DITHER_SETUP( v2->color[0], v2->color[1], v2->color[2] );
-
-#define RENDER_SPAN( span ) \
- GLuint i; \
- GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
- FLAT_DITHER_ROW_SETUP(FLIP(xmesa->xm_buffer, y)); \
- for (i = 0; i < span->end; i++, x++) { \
- const DEPTH_TYPE z = FixedToDepth(span->z); \
- if (z < zRow[i]) { \
- pRow[i] = (PIXEL_TYPE) FLAT_DITHER(x); \
- zRow[i] = z; \
- } \
- span->z += span->zStep; \
- }
-
+ span.z += span.zStep; \
+ } }
#include "swrast/s_tritemp.h"
-}
/*
- * XImage, flat, depth-buffered, PF_DITHER triangle.
- */
-static void flat_DITHER_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- XMesaImage *img = xmesa->xm_buffer->backimage;
-#define INTERP_Z 1
-#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define SETUP_CODE \
- FLAT_DITHER_SETUP( v2->color[0], v2->color[1], v2->color[2] );
-
-#define RENDER_SPAN( span ) \
- GLuint i; \
- GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
- FLAT_DITHER_ROW_SETUP(y); \
- for (i = 0; i < span->end; i++, x++) { \
- const DEPTH_TYPE z = FixedToDepth(span->z); \
- if (z < zRow[i]) { \
- unsigned long p = FLAT_DITHER(x); \
- XMesaPutPixel(img, x, y, p); \
- zRow[i] = z; \
- } \
- span->z += span->zStep; \
- }
-
-#include "swrast/s_tritemp.h"
-}
-
-
-/*
- * XImage, flat, depth-buffered, 8-bit PF_HPCR triangle.
+ * XImage, smooth, NON-depth-buffered, PF_TRUECOLOR triangle.
*/
-static void flat_HPCR_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-#define INTERP_Z 1
-#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
-#define PIXEL_TYPE GLubyte
-#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define SETUP_CODE \
- GLubyte r = v2->color[0]; \
- GLubyte g = v2->color[1]; \
- GLubyte b = v2->color[2];
-#define RENDER_SPAN( span ) \
+#define NAME smooth_TRUECOLOR_triangle
+#define INTERP_RGB 1
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ GET_XRB(xrb); \
+ XMesaImage *img = xrb->ximage;
+#define RENDER_SPAN( span ) { \
GLuint i; \
- GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
- for (i = 0; i < span->end; i++, x++) { \
- const DEPTH_TYPE z = FixedToDepth(span->z); \
- if (z < zRow[i]) { \
- pRow[i] = (PIXEL_TYPE) DITHER_HPCR(x, y, r, g, b); \
- zRow[i] = z; \
- } \
- span->z += span->zStep; \
- }
-
-#include "swrast/s_tritemp.h"
-}
-
-
-/*
- * XImage, flat, depth-buffered, 8-bit PF_LOOKUP triangle.
- */
-static void flat_LOOKUP8_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-#define INTERP_Z 1
-#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
-#define PIXEL_TYPE GLubyte
-#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define SETUP_CODE \
- LOOKUP_SETUP; \
- GLubyte r = v2->color[0]; \
- GLubyte g = v2->color[1]; \
- GLubyte b = v2->color[2]; \
- GLubyte p = LOOKUP(r,g,b);
-#define RENDER_SPAN( span ) \
- GLuint i; \
- for (i = 0; i < span->end; i++) { \
- const DEPTH_TYPE z = FixedToDepth(span->z); \
- if (z < zRow[i]) { \
- pRow[i] = p; \
- zRow[i] = z; \
- } \
- span->z += span->zStep; \
- }
-
+ GLint x = span.x, y = YFLIP(xrb, span.y); \
+ for (i = 0; i < span.end; i++, x++) { \
+ unsigned long p; \
+ PACK_TRUECOLOR(p, FixedToInt(span.red), \
+ FixedToInt(span.green), FixedToInt(span.blue)); \
+ XMesaPutPixel(img, x, y, p); \
+ span.red += span.redStep; \
+ span.green += span.greenStep; \
+ span.blue += span.blueStep; \
+ } }
#include "swrast/s_tritemp.h"
-}
/*
- * XImage, smooth, NON-depth-buffered, PF_TRUECOLOR triangle.
+ * XImage, smooth, NON-depth-buffered, PF_8A8B8G8R triangle.
*/
-static void smooth_TRUECOLOR_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- XMesaImage *img = xmesa->xm_buffer->backimage;
+#define NAME smooth_8A8B8G8R_triangle
#define INTERP_RGB 1
-#define RENDER_SPAN( span ) \
+#define INTERP_ALPHA 1
+#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
+#define PIXEL_TYPE GLuint
+#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
+#define SETUP_CODE \
+ GET_XRB(xrb);
+#define RENDER_SPAN( span ) { \
GLuint i; \
- GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
- for (i = 0; i < span->end; i++, x++) { \
- unsigned long p; \
- PACK_TRUECOLOR(p, FixedToInt(span->red), \
- FixedToInt(span->green), FixedToInt(span->blue)); \
- XMesaPutPixel(img, x, y, p); \
- span->red += span->redStep; \
- span->green += span->greenStep; \
- span->blue += span->blueStep; \
- }
-
+ for (i = 0; i < span.end; i++) { \
+ pRow[i] = PACK_8A8B8G8R(FixedToInt(span.red), \
+ FixedToInt(span.green), FixedToInt(span.blue), \
+ FixedToInt(span.alpha)); \
+ span.red += span.redStep; \
+ span.green += span.greenStep; \
+ span.blue += span.blueStep; \
+ span.alpha += span.alphaStep; \
+ } }
#include "swrast/s_tritemp.h"
-}
+
/*
- * XImage, smooth, NON-depth-buffered, PF_8A8B8G8R triangle.
+ * XImage, smooth, NON-depth-buffered, PF_8A8R8G8B triangle.
*/
-static void smooth_8A8B8G8R_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_8A8R8G8B_triangle
#define INTERP_RGB 1
-#define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y)
+#define INTERP_ALPHA 1
+#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
#define PIXEL_TYPE GLuint
-#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define RENDER_SPAN( span ) \
+#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
+#define SETUP_CODE \
+ GET_XRB(xrb);
+#define RENDER_SPAN( span ) { \
GLuint i; \
- for (i = 0; i < span->end; i++) { \
- pRow[i] = PACK_8B8G8R(FixedToInt(span->red), \
- FixedToInt(span->green), FixedToInt(span->blue) ); \
- span->red += span->redStep; \
- span->green += span->greenStep; \
- span->blue += span->blueStep; \
- } \
-
+ for (i = 0; i < span.end; i++) { \
+ pRow[i] = PACK_8A8R8G8B(FixedToInt(span.red), \
+ FixedToInt(span.green), FixedToInt(span.blue), \
+ FixedToInt(span.alpha)); \
+ span.red += span.redStep; \
+ span.green += span.greenStep; \
+ span.blue += span.blueStep; \
+ span.alpha += span.alphaStep; \
+ } }
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, smooth, NON-depth-buffered, PF_8R8G8B triangle.
*/
-static void smooth_8R8G8B_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_8R8G8B_triangle
#define INTERP_RGB 1
-#define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y)
+#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
#define PIXEL_TYPE GLuint
-#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define RENDER_SPAN( span ) \
+#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
+#define SETUP_CODE \
+ GET_XRB(xrb);
+#define RENDER_SPAN( span ) { \
GLuint i; \
- for (i = 0; i < span->end; i++) { \
- pRow[i] = PACK_8R8G8B(FixedToInt(span->red), \
- FixedToInt(span->green), FixedToInt(span->blue) ); \
- span->red += span->redStep; \
- span->green += span->greenStep; \
- span->blue += span->blueStep; \
- }
-
+ for (i = 0; i < span.end; i++) { \
+ pRow[i] = PACK_8R8G8B(FixedToInt(span.red), \
+ FixedToInt(span.green), FixedToInt(span.blue) ); \
+ span.red += span.redStep; \
+ span.green += span.greenStep; \
+ span.blue += span.blueStep; \
+ } }
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, smooth, NON-depth-buffered, PF_8R8G8B triangle.
*/
-static void smooth_8R8G8B24_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_8R8G8B24_triangle
#define INTERP_RGB 1
-#define PIXEL_ADDRESS(X,Y) PIXELADDR3(xmesa->xm_buffer,X,Y)
+#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR3(xrb, X, Y)
#define PIXEL_TYPE bgr_t
-#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define RENDER_SPAN( span ) \
+#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
+#define SETUP_CODE \
+ GET_XRB(xrb);
+#define RENDER_SPAN( span ) { \
GLuint i; \
PIXEL_TYPE *pixel = pRow; \
- for (i = 0; i < span->end; i++, pixel++) { \
- pixel->r = FixedToInt(span->red); \
- pixel->g = FixedToInt(span->green); \
- pixel->b = FixedToInt(span->blue); \
- span->red += span->redStep; \
- span->green += span->greenStep; \
- span->blue += span->blueStep; \
- }
-
+ for (i = 0; i < span.end; i++, pixel++) { \
+ pixel->r = FixedToInt(span.red); \
+ pixel->g = FixedToInt(span.green); \
+ pixel->b = FixedToInt(span.blue); \
+ span.red += span.redStep; \
+ span.green += span.greenStep; \
+ span.blue += span.blueStep; \
+ } }
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, smooth, NON-depth-buffered, PF_TRUEDITHER triangle.
*/
-static void smooth_TRUEDITHER_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- XMesaImage *img = xmesa->xm_buffer->backimage;
+#define NAME smooth_TRUEDITHER_triangle
#define INTERP_RGB 1
-#define RENDER_SPAN( span ) \
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ GET_XRB(xrb); \
+ XMesaImage *img = xrb->ximage;
+#define RENDER_SPAN( span ) { \
GLuint i; \
- GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
- for (i = 0; i < span->end; i++, x++) { \
+ GLint x = span.x, y = YFLIP(xrb, span.y); \
+ for (i = 0; i < span.end; i++, x++) { \
unsigned long p; \
- PACK_TRUEDITHER(p, x, y, FixedToInt(span->red), \
- FixedToInt(span->green), FixedToInt(span->blue)); \
+ PACK_TRUEDITHER(p, x, y, FixedToInt(span.red), \
+ FixedToInt(span.green), FixedToInt(span.blue)); \
XMesaPutPixel(img, x, y, p ); \
- span->red += span->redStep; \
- span->green += span->greenStep; \
- span->blue += span->blueStep; \
- }
-
+ span.red += span.redStep; \
+ span.green += span.greenStep; \
+ span.blue += span.blueStep; \
+ } }
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, smooth, NON-depth-buffered, PF_5R6G5B triangle.
*/
-static void smooth_5R6G5B_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_5R6G5B_triangle
#define INTERP_RGB 1
-#define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y)
+#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y)
#define PIXEL_TYPE GLushort
-#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define RENDER_SPAN( span ) \
+#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
+#define SETUP_CODE \
+ GET_XRB(xrb);
+#define RENDER_SPAN( span ) { \
GLuint i; \
- for (i = 0; i < span->end; i++) { \
- pRow[i] = (PIXEL_TYPE) PACK_5R6G5B(FixedToInt(span->red), \
- FixedToInt(span->green), FixedToInt(span->blue)); \
- span->red += span->redStep; \
- span->green += span->greenStep; \
- span->blue += span->blueStep; \
- }
-
+ for (i = 0; i < span.end; i++) { \
+ pRow[i] = (PIXEL_TYPE) PACK_5R6G5B(FixedToInt(span.red), \
+ FixedToInt(span.green), FixedToInt(span.blue)); \
+ span.red += span.redStep; \
+ span.green += span.greenStep; \
+ span.blue += span.blueStep; \
+ } }
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, smooth, NON-depth-buffered, PF_DITHER_5R6G5B triangle.
*/
-static void smooth_DITHER_5R6G5B_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_DITHER_5R6G5B_triangle
#define INTERP_RGB 1
-#define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y)
+#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y)
#define PIXEL_TYPE GLushort
-#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define RENDER_SPAN( span ) \
- GLuint i; \
- GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
- for (i = 0; i < span->end; i++, x++) { \
- PACK_TRUEDITHER(pRow[i], x, y, FixedToInt(span->red), \
- FixedToInt(span->green), FixedToInt(span->blue)); \
- span->red += span->redStep; \
- span->green += span->greenStep; \
- span->blue += span->blueStep; \
- }
-
-#include "swrast/s_tritemp.h"
-}
-
-
-/*
- * XImage, smooth, NON-depth-buffered, 8-bit PF_DITHER triangle.
- */
-static void smooth_DITHER8_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-#define INTERP_RGB 1
-#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
-#define PIXEL_TYPE GLubyte
-#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define RENDER_SPAN( span ) \
+#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ GET_XRB(xrb);
+#define RENDER_SPAN( span ) { \
GLuint i; \
- GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
- XDITHER_SETUP(y); \
- for (i = 0; i < span->end; i++, x++) { \
- pRow[i] = (PIXEL_TYPE) XDITHER(x, FixedToInt(span->red), \
- FixedToInt(span->green), FixedToInt(span->blue) ); \
- span->red += span->redStep; \
- span->green += span->greenStep; \
- span->blue += span->blueStep; \
- }
-
+ GLint x = span.x, y = YFLIP(xrb, span.y); \
+ for (i = 0; i < span.end; i++, x++) { \
+ PACK_TRUEDITHER(pRow[i], x, y, FixedToInt(span.red), \
+ FixedToInt(span.green), FixedToInt(span.blue)); \
+ span.red += span.redStep; \
+ span.green += span.greenStep; \
+ span.blue += span.blueStep; \
+ } }
#include "swrast/s_tritemp.h"
-}
-
-
-/*
- * XImage, smooth, NON-depth-buffered, PF_DITHER triangle.
- */
-static void smooth_DITHER_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- XMesaImage *img = xmesa->xm_buffer->backimage;
-#define INTERP_RGB 1
-#define RENDER_SPAN( span ) \
- GLuint i; \
- GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
- XDITHER_SETUP(y); \
- for (i = 0; i < span->end; i++, x++) { \
- unsigned long p = XDITHER(x, FixedToInt(span->red), \
- FixedToInt(span->green), FixedToInt(span->blue) ); \
- XMesaPutPixel(img, x, y, p); \
- span->red += span->redStep; \
- span->green += span->greenStep; \
- span->blue += span->blueStep; \
- }
-
-#include "swrast/s_tritemp.h"
-}
-
-
-/*
- * XImage, smooth, NON-depth-buffered, 8-bit PF_LOOKUP triangle.
- */
-static void smooth_LOOKUP8_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-
-#define INTERP_RGB 1
-#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
-#define PIXEL_TYPE GLubyte
-#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define RENDER_SPAN( span ) \
- GLuint i; \
- LOOKUP_SETUP; \
- for (i = 0; i < span->end; i++) { \
- pRow[i] = LOOKUP(FixedToInt(span->red), \
- FixedToInt(span->green), FixedToInt(span->blue));\
- span->red += span->redStep; \
- span->green += span->greenStep; \
- span->blue += span->blueStep; \
- }
-
-#include "swrast/s_tritemp.h"
-}
-
-
-
-/*
- * XImage, smooth, NON-depth-buffered, 8-bit PF_HPCR triangle.
- */
-static void smooth_HPCR_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-
-#define INTERP_RGB 1
-#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
-#define PIXEL_TYPE GLubyte
-#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define RENDER_SPAN( span ) \
- GLuint i; \
- GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
- for (i = 0; i < span->end; i++, x++) { \
- pRow[i] = DITHER_HPCR(x, y, FixedToInt(span->red), \
- FixedToInt(span->green), FixedToInt(span->blue)); \
- span->red += span->redStep; \
- span->green += span->greenStep; \
- span->blue += span->blueStep; \
- }
-
-#include "swrast/s_tritemp.h"
-}
/*
* XImage, flat, NON-depth-buffered, PF_TRUECOLOR triangle.
*/
-static void flat_TRUECOLOR_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- XMesaImage *img = xmesa->xm_buffer->backimage;
+#define NAME flat_TRUECOLOR_triangle
#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ GET_XRB(xrb); \
+ XMesaImage *img = xrb->ximage; \
unsigned long pixel; \
PACK_TRUECOLOR(pixel, v2->color[0], v2->color[1], v2->color[2]);
-
-#define RENDER_SPAN( span ) \
+#define RENDER_SPAN( span ) { \
GLuint i; \
- GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
- for (i = 0; i < span->end; i++, x++) { \
+ GLint x = span.x, y = YFLIP(xrb, span.y); \
+ for (i = 0; i < span.end; i++, x++) { \
XMesaPutPixel(img, x, y, pixel); \
- }
-
+ } }
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, NON-depth-buffered, PF_8A8B8G8R triangle.
*/
-static void flat_8A8B8G8R_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-#define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y)
+#define NAME flat_8A8B8G8R_triangle
+#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
#define PIXEL_TYPE GLuint
-#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
+#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE \
+ GET_XRB(xrb); \
unsigned long p = PACK_8B8G8R( v2->color[0], \
v2->color[1], v2->color[2] );
-#define RENDER_SPAN( span ) \
- GLuint i; \
- for (i = 0; i < span->end; i++) { \
- pRow[i] = (PIXEL_TYPE) p; \
- }
+#define RENDER_SPAN( span ) { \
+ GLuint i; \
+ for (i = 0; i < span.end; i++) { \
+ pRow[i] = (PIXEL_TYPE) p; \
+ } }
+#include "swrast/s_tritemp.h"
+
+
+/*
+ * XImage, flat, NON-depth-buffered, PF_8A8R8G8B triangle.
+ */
+#define NAME flat_8A8R8G8B_triangle
+#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
+#define PIXEL_TYPE GLuint
+#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
+#define SETUP_CODE \
+ GET_XRB(xrb); \
+ unsigned long p = PACK_8R8G8B( v2->color[0], \
+ v2->color[1], v2->color[2] );
+#define RENDER_SPAN( span ) { \
+ GLuint i; \
+ for (i = 0; i < span.end; i++) { \
+ pRow[i] = (PIXEL_TYPE) p; \
+ } }
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, NON-depth-buffered, PF_8R8G8B triangle.
*/
-static void flat_8R8G8B_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-#define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y)
+#define NAME flat_8R8G8B_triangle
+#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y)
#define PIXEL_TYPE GLuint
-#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define SETUP_CODE \
- unsigned long p = PACK_8R8G8B( v2->color[0], \
+#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
+#define SETUP_CODE \
+ GET_XRB(xrb); \
+ unsigned long p = PACK_8R8G8B( v2->color[0], \
v2->color[1], v2->color[2] );
-#define RENDER_SPAN( span ) \
- GLuint i; \
- for (i = 0; i < span->end; i++) { \
- pRow[i] = (PIXEL_TYPE) p; \
- }
-
+#define RENDER_SPAN( span ) { \
+ GLuint i; \
+ for (i = 0; i < span.end; i++) { \
+ pRow[i] = (PIXEL_TYPE) p; \
+ } }
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, NON-depth-buffered, PF_8R8G8B24 triangle.
*/
-static void flat_8R8G8B24_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = v2->color;
-#define PIXEL_ADDRESS(X,Y) PIXELADDR3(xmesa->xm_buffer,X,Y)
+#define NAME flat_8R8G8B24_triangle
+#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR3(xrb, X, Y)
#define PIXEL_TYPE bgr_t
-#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define RENDER_SPAN( span ) \
+#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
+#define SETUP_CODE \
+ GET_XRB(xrb); \
+ const GLubyte *color = v2->color;
+#define RENDER_SPAN( span ) { \
GLuint i; \
PIXEL_TYPE *pixel = pRow; \
- for (i = 0; i < span->end; i++, pixel++) { \
+ for (i = 0; i < span.end; i++, pixel++) { \
pixel->r = color[RCOMP]; \
pixel->g = color[GCOMP]; \
pixel->b = color[BCOMP]; \
- }
-
+ } }
#include "swrast/s_tritemp.h"
-}
+
+
/*
* XImage, flat, NON-depth-buffered, PF_TRUEDITHER triangle.
*/
-static void flat_TRUEDITHER_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- XMesaImage *img = xmesa->xm_buffer->backimage;
-
-#define RENDER_SPAN( span ) \
+#define NAME flat_TRUEDITHER_triangle
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ GET_XRB(xrb); \
+ XMesaImage *img = xrb->ximage;
+#define RENDER_SPAN( span ) { \
GLuint i; \
- GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
- for (i = 0; i < span->end; i++, x++) { \
+ GLint x = span.x, y = YFLIP(xrb, span.y); \
+ for (i = 0; i < span.end; i++, x++) { \
unsigned long p; \
PACK_TRUEDITHER(p, x, y, v2->color[0], \
v2->color[1], v2->color[2] ); \
XMesaPutPixel(img, x, y, p); \
- }
-
+ } }
#include "swrast/s_tritemp.h"
-}
/*
* XImage, flat, NON-depth-buffered, PF_5R6G5B triangle.
*/
-static void flat_5R6G5B_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-#define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y)
+#define NAME flat_5R6G5B_triangle
+#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y)
#define PIXEL_TYPE GLushort
-#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
+#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
#define SETUP_CODE \
- unsigned long p = PACK_5R6G5B( v2->color[0], \
+ GET_XRB(xrb); \
+ unsigned long p = PACK_5R6G5B( v2->color[0], \
v2->color[1], v2->color[2] );
-#define RENDER_SPAN( span ) \
- GLuint i; \
- for (i = 0; i < span->end; i++) { \
- pRow[i] = (PIXEL_TYPE) p; \
- }
-
+#define RENDER_SPAN( span ) { \
+ GLuint i; \
+ for (i = 0; i < span.end; i++) { \
+ pRow[i] = (PIXEL_TYPE) p; \
+ } }
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, NON-depth-buffered, PF_DITHER_5R6G5B triangle.
*/
-static void flat_DITHER_5R6G5B_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = v2->color;
-#define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y)
+#define NAME flat_DITHER_5R6G5B_triangle
+#define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y)
#define PIXEL_TYPE GLushort
-#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define RENDER_SPAN( span ) \
+#define BYTES_PER_ROW (xrb->ximage->bytes_per_line)
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ GET_XRB(xrb); \
+ const GLubyte *color = v2->color;
+#define RENDER_SPAN( span ) { \
GLuint i; \
- GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
- for (i = 0; i < span->end; i++, x++) { \
+ GLint x = span.x, y = YFLIP(xrb, span.y); \
+ for (i = 0; i < span.end; i++, x++) { \
PACK_TRUEDITHER(pRow[i], x, y, color[RCOMP], \
color[GCOMP], color[BCOMP]); \
- }
-
+ } }
#include "swrast/s_tritemp.h"
-}
-
-
-/*
- * XImage, flat, NON-depth-buffered, 8-bit PF_DITHER triangle.
- */
-static void flat_DITHER8_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
-#define PIXEL_TYPE GLubyte
-#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define SETUP_CODE \
- FLAT_DITHER_SETUP( v2->color[0], v2->color[1], v2->color[2] );
-
-#define RENDER_SPAN( span ) \
- GLuint i; \
- GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
- FLAT_DITHER_ROW_SETUP(FLIP(xmesa->xm_buffer, y)); \
- for (i = 0; i < span->end; i++, x++) { \
- pRow[i] = (PIXEL_TYPE) FLAT_DITHER(x); \
- }
-
-#include "swrast/s_tritemp.h"
-}
-
-
-/*
- * XImage, flat, NON-depth-buffered, PF_DITHER triangle.
- */
-static void flat_DITHER_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- XMesaImage *img = xmesa->xm_buffer->backimage;
-#define SETUP_CODE \
- FLAT_DITHER_SETUP( v2->color[0], v2->color[1], v2->color[2] );
-#define RENDER_SPAN( span ) \
- GLuint i; \
- GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
- FLAT_DITHER_ROW_SETUP(y); \
- for (i = 0; i < span->end; i++, x++) { \
- unsigned long p = FLAT_DITHER(x); \
- XMesaPutPixel(img, x, y, p ); \
- }
-#include "swrast/s_tritemp.h"
-}
+#endif /* CHAN_BITS == 8 */
-/*
- * XImage, flat, NON-depth-buffered, 8-bit PF_HPCR triangle.
- */
-static void flat_HPCR_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
-#define PIXEL_TYPE GLubyte
-#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define SETUP_CODE \
- GLubyte r = v2->color[0]; \
- GLubyte g = v2->color[1]; \
- GLubyte b = v2->color[2];
-#define RENDER_SPAN( span ) \
- GLuint i; \
- GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
- for (i = 0; i < span->end; i++, x++) { \
- pRow[i] = (PIXEL_TYPE) DITHER_HPCR(x, y, r, g, b); \
- }
-#include "swrast/s_tritemp.h"
-}
-
-
-/*
- * XImage, flat, NON-depth-buffered, 8-bit PF_LOOKUP triangle.
- */
-static void flat_LOOKUP8_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
-#define PIXEL_TYPE GLubyte
-#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define SETUP_CODE \
- LOOKUP_SETUP; \
- GLubyte r = v2->color[0]; \
- GLubyte g = v2->color[1]; \
- GLubyte b = v2->color[2]; \
- GLubyte p = LOOKUP(r,g,b);
-#define RENDER_SPAN( span ) \
- GLuint i; \
- for (i = 0; i < span->end; i++) { \
- pRow[i] = (PIXEL_TYPE) p; \
- }
-
-#include "swrast/s_tritemp.h"
-}
-
-
-#ifdef DEBUG
+#if defined(DEBUG) && CHAN_BITS == 8
extern void _xmesa_print_triangle_func( swrast_tri_func triFunc );
void _xmesa_print_triangle_func( swrast_tri_func triFunc )
{
printf("smooth_TRUECOLOR_z_triangle\n");
else if (triFunc ==smooth_8A8B8G8R_z_triangle)
printf("smooth_8A8B8G8R_z_triangle\n");
+ else if (triFunc ==smooth_8A8R8G8B_z_triangle)
+ printf("smooth_8A8R8G8B_z_triangle\n");
else if (triFunc ==smooth_8R8G8B_z_triangle)
printf("smooth_8R8G8B_z_triangle\n");
else if (triFunc ==smooth_8R8G8B24_z_triangle)
printf("smooth_5R6G5B_z_triangle\n");
else if (triFunc ==smooth_DITHER_5R6G5B_z_triangle)
printf("smooth_DITHER_5R6G5B_z_triangle\n");
- else if (triFunc ==smooth_HPCR_z_triangle)
- printf("smooth_HPCR_z_triangle\n");
- else if (triFunc ==smooth_DITHER8_z_triangle)
- printf("smooth_DITHER8_z_triangle\n");
- else if (triFunc ==smooth_LOOKUP8_z_triangle)
- printf("smooth_LOOKUP8_z_triangle\n");
else if (triFunc ==flat_TRUECOLOR_z_triangle)
printf("flat_TRUECOLOR_z_triangle\n");
else if (triFunc ==flat_8A8B8G8R_z_triangle)
printf("flat_8A8B8G8R_z_triangle\n");
+ else if (triFunc ==flat_8A8R8G8B_z_triangle)
+ printf("flat_8A8R8G8B_z_triangle\n");
else if (triFunc ==flat_8R8G8B_z_triangle)
printf("flat_8R8G8B_z_triangle\n");
else if (triFunc ==flat_8R8G8B24_z_triangle)
printf("flat_5R6G5B_z_triangle\n");
else if (triFunc ==flat_DITHER_5R6G5B_z_triangle)
printf("flat_DITHER_5R6G5B_z_triangle\n");
- else if (triFunc ==flat_HPCR_z_triangle)
- printf("flat_HPCR_z_triangle\n");
- else if (triFunc ==flat_DITHER8_z_triangle)
- printf("flat_DITHER8_z_triangle\n");
- else if (triFunc ==flat_LOOKUP8_z_triangle)
- printf("flat_LOOKUP8_z_triangle\n");
else if (triFunc ==smooth_TRUECOLOR_triangle)
printf("smooth_TRUECOLOR_triangle\n");
else if (triFunc ==smooth_8A8B8G8R_triangle)
printf("smooth_8A8B8G8R_triangle\n");
+ else if (triFunc ==smooth_8A8R8G8B_triangle)
+ printf("smooth_8A8R8G8B_triangle\n");
else if (triFunc ==smooth_8R8G8B_triangle)
printf("smooth_8R8G8B_triangle\n");
else if (triFunc ==smooth_8R8G8B24_triangle)
printf("smooth_5R6G5B_triangle\n");
else if (triFunc ==smooth_DITHER_5R6G5B_triangle)
printf("smooth_DITHER_5R6G5B_triangle\n");
- else if (triFunc ==smooth_HPCR_triangle)
- printf("smooth_HPCR_triangle\n");
- else if (triFunc ==smooth_DITHER8_triangle)
- printf("smooth_DITHER8_triangle\n");
- else if (triFunc ==smooth_LOOKUP8_triangle)
- printf("smooth_LOOKUP8_triangle\n");
else if (triFunc ==flat_TRUECOLOR_triangle)
printf("flat_TRUECOLOR_triangle\n");
else if (triFunc ==flat_TRUEDITHER_triangle)
printf("flat_TRUEDITHER_triangle\n");
else if (triFunc ==flat_8A8B8G8R_triangle)
printf("flat_8A8B8G8R_triangle\n");
+ else if (triFunc ==flat_8A8R8G8B_triangle)
+ printf("flat_8A8R8G8B_triangle\n");
else if (triFunc ==flat_8R8G8B_triangle)
printf("flat_8R8G8B_triangle\n");
else if (triFunc ==flat_8R8G8B24_triangle)
printf("flat_5R6G5B_triangle\n");
else if (triFunc ==flat_DITHER_5R6G5B_triangle)
printf("flat_DITHER_5R6G5B_triangle\n");
- else if (triFunc ==flat_HPCR_triangle)
- printf("flat_HPCR_triangle\n");
- else if (triFunc ==flat_DITHER8_triangle)
- printf("flat_DITHER8_triangle\n");
- else if (triFunc ==flat_LOOKUP8_triangle)
- printf("flat_LOOKUP8_triangle\n");
else
printf("???\n");
}
#endif
-static swrast_tri_func get_triangle_func( GLcontext *ctx )
+/**
+ * Return pointer to line drawing function, or NULL if we should use a
+ * swrast fallback.
+ */
+static swrast_tri_func
+get_triangle_func(struct gl_context *ctx)
{
+#if CHAN_BITS == 8
SWcontext *swrast = SWRAST_CONTEXT(ctx);
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- int depth = GET_VISUAL_DEPTH(xmesa->xm_visual);
-
- (void) kernel1;
+ XMesaContext xmesa = XMESA_CONTEXT(ctx);
+ const struct xmesa_renderbuffer *xrb;
#ifdef DEBUG
triFuncName = NULL;
#endif
- if (ctx->RenderMode != GL_RENDER) return (swrast_tri_func) NULL;
- if (ctx->Polygon.SmoothFlag) return (swrast_tri_func) NULL;
- if (ctx->Texture._ReallyEnabled) return (swrast_tri_func) NULL;
- if (swrast->_RasterMask & MULTI_DRAW_BIT) return (swrast_tri_func) NULL;
+ /* trivial fallback tests */
+ if ((ctx->DrawBuffer->_ColorDrawBufferIndexes[0] != BUFFER_BIT_FRONT_LEFT) &&
+ (ctx->DrawBuffer->_ColorDrawBufferIndexes[0] != BUFFER_BIT_BACK_LEFT))
+ return (swrast_tri_func) NULL;
+ if (ctx->RenderMode != GL_RENDER)
+ return (swrast_tri_func) NULL;
+ if (ctx->Polygon.SmoothFlag)
+ return (swrast_tri_func) NULL;
+ if (ctx->Texture._EnabledUnits)
+ return (swrast_tri_func) NULL;
+ if (swrast->_RasterMask & MULTI_DRAW_BIT)
+ return (swrast_tri_func) NULL;
+ if (ctx->Polygon.CullFlag &&
+ ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
+ return (swrast_tri_func) NULL;
- if (xmesa->xm_buffer->buffer==XIMAGE) {
+ xrb = xmesa_renderbuffer(ctx->DrawBuffer->_ColorDrawBuffers[0]);
+
+ if (xrb->ximage) {
if ( ctx->Light.ShadeModel==GL_SMOOTH
&& swrast->_RasterMask==DEPTH_BIT
&& ctx->Depth.Func==GL_LESS
&& ctx->Visual.depthBits == DEFAULT_SOFTWARE_DEPTH_BITS
&& ctx->Polygon.StippleFlag==GL_FALSE) {
switch (xmesa->pixelformat) {
- case PF_TRUECOLOR:
+ case PF_Truecolor:
USE(smooth_TRUECOLOR_z_triangle);
case PF_8A8B8G8R:
USE(smooth_8A8B8G8R_z_triangle);
+ case PF_8A8R8G8B:
+ USE(smooth_8A8R8G8B_z_triangle);
case PF_8R8G8B:
USE(smooth_8R8G8B_z_triangle);
case PF_8R8G8B24:
USE(smooth_8R8G8B24_z_triangle);
- case PF_TRUEDITHER:
+ case PF_Dither_True:
USE(smooth_TRUEDITHER_z_triangle);
case PF_5R6G5B:
USE(smooth_5R6G5B_z_triangle);
- case PF_DITHER_5R6G5B:
+ case PF_Dither_5R6G5B:
USE(smooth_DITHER_5R6G5B_z_triangle);
- case PF_HPCR:
- USE(smooth_HPCR_z_triangle);
- case PF_DITHER:
- if (depth == 8)
- USE(smooth_DITHER8_z_triangle);
- else
- USE(smooth_DITHER_z_triangle);
- break;
- case PF_LOOKUP:
- if (depth == 8)
- USE(smooth_LOOKUP8_z_triangle);
- else
- return (swrast_tri_func) NULL;
default:
return (swrast_tri_func) NULL;
}
&& ctx->Visual.depthBits == DEFAULT_SOFTWARE_DEPTH_BITS
&& ctx->Polygon.StippleFlag==GL_FALSE) {
switch (xmesa->pixelformat) {
- case PF_TRUECOLOR:
+ case PF_Truecolor:
USE(flat_TRUECOLOR_z_triangle);
case PF_8A8B8G8R:
USE(flat_8A8B8G8R_z_triangle);
+ case PF_8A8R8G8B:
+ USE(flat_8A8R8G8B_z_triangle);
case PF_8R8G8B:
USE(flat_8R8G8B_z_triangle);
case PF_8R8G8B24:
USE(flat_8R8G8B24_z_triangle);
- case PF_TRUEDITHER:
+ case PF_Dither_True:
USE(flat_TRUEDITHER_z_triangle);
case PF_5R6G5B:
USE(flat_5R6G5B_z_triangle);
- case PF_DITHER_5R6G5B:
+ case PF_Dither_5R6G5B:
USE(flat_DITHER_5R6G5B_z_triangle);
- case PF_HPCR:
- USE(flat_HPCR_z_triangle);
- case PF_DITHER:
- if (depth == 8)
- USE(flat_DITHER8_z_triangle);
- else
- USE(flat_DITHER_z_triangle);
- break;
- case PF_LOOKUP:
- if (depth == 8)
- USE(flat_LOOKUP8_z_triangle);
- else
- return (swrast_tri_func) NULL;
default:
return (swrast_tri_func) NULL;
}
&& ctx->Light.ShadeModel==GL_SMOOTH
&& ctx->Polygon.StippleFlag==GL_FALSE) {
switch (xmesa->pixelformat) {
- case PF_TRUECOLOR:
+ case PF_Truecolor:
USE(smooth_TRUECOLOR_triangle);
case PF_8A8B8G8R:
USE(smooth_8A8B8G8R_triangle);
+ case PF_8A8R8G8B:
+ USE(smooth_8A8R8G8B_triangle);
case PF_8R8G8B:
USE(smooth_8R8G8B_triangle);
case PF_8R8G8B24:
USE(smooth_8R8G8B24_triangle);
- case PF_TRUEDITHER:
+ case PF_Dither_True:
USE(smooth_TRUEDITHER_triangle);
case PF_5R6G5B:
USE(smooth_5R6G5B_triangle);
- case PF_DITHER_5R6G5B:
+ case PF_Dither_5R6G5B:
USE(smooth_DITHER_5R6G5B_triangle);
- case PF_HPCR:
- USE(smooth_HPCR_triangle);
- case PF_DITHER:
- if (depth == 8)
- USE(smooth_DITHER8_triangle);
- else
- USE(smooth_DITHER_triangle);
- break;
- case PF_LOOKUP:
- if (depth == 8)
- USE(smooth_LOOKUP8_triangle);
- else
- return (swrast_tri_func) NULL;
default:
return (swrast_tri_func) NULL;
}
&& ctx->Light.ShadeModel==GL_FLAT
&& ctx->Polygon.StippleFlag==GL_FALSE) {
switch (xmesa->pixelformat) {
- case PF_TRUECOLOR:
+ case PF_Truecolor:
USE(flat_TRUECOLOR_triangle);
- case PF_TRUEDITHER:
+ case PF_Dither_True:
USE(flat_TRUEDITHER_triangle);
case PF_8A8B8G8R:
USE(flat_8A8B8G8R_triangle);
+ case PF_8A8R8G8B:
+ USE(flat_8A8R8G8B_triangle);
case PF_8R8G8B:
USE(flat_8R8G8B_triangle);
case PF_8R8G8B24:
USE(flat_8R8G8B24_triangle);
case PF_5R6G5B:
USE(flat_5R6G5B_triangle);
- case PF_DITHER_5R6G5B:
+ case PF_Dither_5R6G5B:
USE(flat_DITHER_5R6G5B_triangle);
- case PF_HPCR:
- USE(flat_HPCR_triangle);
- case PF_DITHER:
- if (depth == 8)
- USE(flat_DITHER8_triangle);
- else
- USE(flat_DITHER_triangle);
- break;
- case PF_LOOKUP:
- if (depth == 8)
- USE(flat_LOOKUP8_triangle);
- else
- return (swrast_tri_func) NULL;
default:
return (swrast_tri_func) NULL;
}
}
-
- return (swrast_tri_func) NULL;
- }
- else {
- /* draw to pixmap */
- return (swrast_tri_func) NULL;
}
+#endif /* CHAN_BITS == 8 */
+
+ return (swrast_tri_func) NULL;
}
* of our internal tri functions, otherwise fall back to the
* standard swrast functions.
*/
-void xmesa_choose_triangle( GLcontext *ctx )
+void xmesa_choose_triangle( struct gl_context *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);