-/* $Id: xm_tri.c,v 1.9 2000/11/14 17:40:15 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 3.5
- *
- * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
- *
+ * Version: 5.1
+ *
+ * Copyright (C) 1999-2002 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"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
- *
+ *
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of 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
#include "glxheader.h"
#include "depth.h"
#include "macros.h"
-#include "vb.h"
-#include "types.h"
+#include "imports.h"
+#include "mtypes.h"
#include "xmesaP.h"
/* Internal swrast includes:
-
/**********************************************************************/
/*** Triangle rendering ***/
/**********************************************************************/
/*
* XImage, smooth, depth-buffered, PF_TRUECOLOR triangle.
*/
-static void smooth_TRUECOLOR_z_triangle( GLcontext *ctx,
- SWvertex *v0,
- SWvertex *v1,
- 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 INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer, Y); \
- GLint len = RIGHT-LEFT; \
- (void) fffog; \
- for (i=0;i<len;i++,xx++) { \
- GLdepth z = FixedToDepth(ffz); \
- if (z < zRow[i]) { \
- unsigned long p; \
- PACK_TRUECOLOR(p, FixedToInt(ffr), FixedToInt(ffg), FixedToInt(ffb));\
- XMesaPutPixel( img, xx, yy, p ); \
- zRow[i] = z; \
- } \
- ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \
- ffz += fdzdx; \
- } \
-}
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ XMesaImage *img = xmesa->xm_buffer->backimage;
+
+#define RENDER_SPAN( span ) \
+ GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
+ GLuint i; \
+ 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); \
+ 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_8A8B8G8R triangle.
*/
-static void smooth_8A8B8G8R_z_triangle( GLcontext *ctx,
- SWvertex *v0,
- SWvertex *v1,
- 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 PIXEL_TYPE GLuint
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint i, len = RIGHT-LEFT; \
- (void) fffog; \
- for (i=0;i<len;i++) { \
- GLdepth z = FixedToDepth(ffz); \
- if (z < zRow[i]) { \
- pRow[i] = PACK_8B8G8R( FixedToInt(ffr), FixedToInt(ffg), \
- FixedToInt(ffb) ); \
- zRow[i] = z; \
- } \
- ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \
- ffz += fdzdx; \
- } \
-}
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+
+#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_8B8G8R(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_8R8G8B triangle.
*/
-static void smooth_8R8G8B_z_triangle( GLcontext *ctx,
- SWvertex *v0,
- SWvertex *v1,
- SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#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) PIXELADDR4(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLuint
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint i, len = RIGHT-LEFT; \
- (void) fffog; \
- for (i=0;i<len;i++) { \
- GLdepth z = FixedToDepth(ffz); \
- if (z < zRow[i]) { \
- pRow[i] = PACK_8R8G8B( FixedToInt(ffr), FixedToInt(ffg), \
- FixedToInt(ffb) ); \
- zRow[i] = z; \
- } \
- ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \
- ffz += fdzdx; \
- } \
-}
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+
+#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_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; \
+ }
+
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, smooth, depth-buffered, PF_8R8G8B24 triangle.
*/
-static void smooth_8R8G8B24_z_triangle( GLcontext *ctx,
- SWvertex *v0,
- SWvertex *v1,
- 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) PIXELADDR3(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE bgr_t
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint i, len = RIGHT-LEFT; \
- (void) fffog; \
- for (i=0;i<len;i++) { \
- GLdepth z = FixedToDepth(ffz); \
- if (z < zRow[i]) { \
- PIXEL_TYPE *ptr = pRow + i; \
- ptr->r = FixedToInt(ffr); \
- ptr->g = FixedToInt(ffg); \
- ptr->b = FixedToInt(ffb); \
- zRow[i] = z; \
- } \
- ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \
- ffz += fdzdx; \
- } \
-}
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx);
+#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.
*/
-static void smooth_TRUEDITHER_z_triangle( GLcontext *ctx,
- SWvertex *v0,
- SWvertex *v1,
- 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 INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT; \
- (void) fffog; \
- for (i=0;i<len;i++,xx++) { \
- GLdepth z = FixedToDepth(ffz); \
- if (z < zRow[i]) { \
- unsigned long p; \
- PACK_TRUEDITHER( p, xx, yy, FixedToInt(ffr), \
- FixedToInt(ffg), FixedToInt(ffb) ); \
- XMesaPutPixel( img, xx, yy, p ); \
- zRow[i] = z; \
- } \
- ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \
- ffz += fdzdx; \
- } \
-}
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ XMesaImage *img = xmesa->xm_buffer->backimage;
+#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]) { \
+ unsigned long p; \
+ PACK_TRUEDITHER(p, x, y, FixedToInt(span.red), \
+ FixedToInt(span.green), FixedToInt(span.blue)); \
+ XMesaPutPixel(img, x, y, p); \
+ 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_5R6G5B triangle.
*/
-static void smooth_5R6G5B_z_triangle( GLcontext *ctx,
- SWvertex *v0,
- SWvertex *v1,
- 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) PIXELADDR2(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLushort
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint i, len = RIGHT-LEFT; \
- (void) fffog; \
- for (i=0;i<len;i++) { \
- DEPTH_TYPE z = FixedToDepth(ffz); \
- if (z < zRow[i]) { \
- pRow[i] = PACK_5R6G5B( FixedToInt(ffr), FixedToInt(ffg), \
- FixedToInt(ffb) ); \
- zRow[i] = z; \
- } \
- ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \
- ffz += fdzdx; \
- } \
-}
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx);
+#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.
*/
-static void smooth_DITHER_5R6G5B_z_triangle( GLcontext *ctx,
- SWvertex *v0,
- SWvertex *v1,
- 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) PIXELADDR2(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLushort
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint i, len = RIGHT-LEFT; \
- (void) fffog; \
- for (i=0;i<len;i++) { \
- GLdepth z = FixedToDepth(ffz); \
- if (z < zRow[i]) { \
- PACK_TRUEDITHER(pRow[i], LEFT+i, Y, FixedToInt(ffr), \
- FixedToInt(ffg), FixedToInt(ffb) ); \
- zRow[i] = z; \
- } \
- ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \
- ffz += fdzdx; \
- } \
-}
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx);
+#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]) { \
+ 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; \
+ }
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, smooth, depth-buffered, 8-bit, PF_DITHER8 triangle.
*/
-static void smooth_DITHER8_z_triangle( GLcontext *ctx,
- SWvertex *v0,
- SWvertex *v1,
- SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_DITHER8_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 INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT; \
- XDITHER_SETUP(yy); \
- (void) fffog; \
- for (i=0;i<len;i++,xx++) { \
- GLdepth z = FixedToDepth(ffz); \
- if (z < zRow[i]) { \
- pRow[i] = (PIXEL_TYPE) XDITHER( xx, FixedToInt(ffr), \
- FixedToInt(ffg), FixedToInt(ffb) ); \
- zRow[i] = z; \
- } \
- ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \
- ffz += fdzdx; \
- } \
-}
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx);
+#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.
*/
-static void smooth_DITHER_z_triangle( GLcontext *ctx,
- SWvertex *v0,
- SWvertex *v1,
- SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- XMesaImage *img = xmesa->xm_buffer->backimage;
+#define NAME smooth_DITHER_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 INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT; \
- XDITHER_SETUP(yy); \
- (void) fffog; \
- for (i=0;i<len;i++,xx++) { \
- GLdepth z = FixedToDepth(ffz); \
- if (z < zRow[i]) { \
- unsigned long p = XDITHER( xx, FixedToInt(ffr), \
- FixedToInt(ffg), FixedToInt(ffb) ); \
- XMesaPutPixel( img, xx, yy, p ); \
- zRow[i] = z; \
- } \
- ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \
- ffz += fdzdx; \
- } \
-}
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ XMesaImage *img = xmesa->xm_buffer->backimage;
+#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]) { \
+ unsigned long p = XDITHER(x, FixedToInt(span.red), \
+ FixedToInt(span.green), FixedToInt(span.blue)); \
+ XMesaPutPixel(img, x, y, p); \
+ 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, 8-bit PF_LOOKUP triangle.
*/
-static void smooth_LOOKUP8_z_triangle( GLcontext *ctx,
- SWvertex *v0,
- SWvertex *v1,
- SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_LOOKUP8_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 INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint i, len = RIGHT-LEFT; \
- LOOKUP_SETUP; \
- (void) fffog; \
- for (i=0;i<len;i++) { \
- GLdepth z = FixedToDepth(ffz); \
- if (z < zRow[i]) { \
- pRow[i] = LOOKUP( FixedToInt(ffr), FixedToInt(ffg), \
- FixedToInt(ffb) ); \
- zRow[i] = z; \
- } \
- ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \
- ffz += fdzdx; \
- } \
-}
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx);
+#define RENDER_SPAN( span ) \
+ GLuint i; \
+ LOOKUP_SETUP; \
+ 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)); \
+ 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, 8-bit PF_HPCR triangle.
*/
-static void smooth_HPCR_z_triangle( GLcontext *ctx,
- SWvertex *v0,
- SWvertex *v1,
- SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_HPCR_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 INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT; \
- (void) fffog; \
- for (i=0;i<len;i++,xx++) { \
- GLdepth z = FixedToDepth(ffz); \
- if (z < zRow[i]) { \
- pRow[i] = DITHER_HPCR( xx, yy, FixedToInt(ffr), \
- FixedToInt(ffg), FixedToInt(ffb) ); \
- zRow[i] = z; \
- } \
- ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \
- ffz += fdzdx; \
- } \
-}
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx);
+#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] = DITHER_HPCR(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; \
+ }
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, depth-buffered, PF_TRUECOLOR triangle.
*/
-static void flat_TRUECOLOR_z_triangle( GLcontext *ctx,
- SWvertex *v0,
- SWvertex *v1,
- 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); \
+ XMesaImage *img = xmesa->xm_buffer->backimage; \
unsigned long pixel; \
- PACK_TRUECOLOR(pixel, v0->color[0], v0->color[1], v0->color[2]);
-
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT; \
- (void) fffog; \
- for (i=0;i<len;i++,xx++) { \
- GLdepth z = FixedToDepth(ffz); \
- if (z < zRow[i]) { \
- XMesaPutPixel( img, xx, yy, pixel ); \
- zRow[i] = z; \
- } \
- ffz += fdzdx; \
- } \
-}
+ PACK_TRUECOLOR(pixel, 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); \
+ 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; \
+ }
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, depth-buffered, PF_8A8B8G8R triangle.
*/
-static void flat_8A8B8G8R_z_triangle( GLcontext *ctx,
- SWvertex *v0,
- SWvertex *v1,
- 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_TYPE GLuint
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define SETUP_CODE \
- unsigned long p = PACK_8B8G8R( v0->color[0], \
- v0->color[1], v0->color[2] );
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint i, len = RIGHT-LEFT; \
- (void) fffog; \
- for (i=0;i<len;i++) { \
- GLdepth z = FixedToDepth(ffz); \
- if (z < zRow[i]) { \
- pRow[i] = (PIXEL_TYPE) p; \
- zRow[i] = z; \
- } \
- ffz += fdzdx; \
- } \
-}
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ 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++) { \
+ 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,
- SWvertex *v0,
- SWvertex *v1,
- 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_TYPE GLuint
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define SETUP_CODE \
- unsigned long p = PACK_8R8G8B( v0->color[0], \
- v0->color[1], v0->color[2] );
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint i, len = RIGHT-LEFT; \
- (void) fffog; \
- for (i=0;i<len;i++) { \
- GLdepth z = FixedToDepth(ffz); \
- if (z < zRow[i]) { \
- pRow[i] = (PIXEL_TYPE) p; \
- zRow[i] = z; \
- } \
- ffz += fdzdx; \
- } \
-}
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ 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++) { \
+ 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_8R8G8B24 triangle.
*/
-static void flat_8R8G8B24_z_triangle( GLcontext *ctx,
- SWvertex *v0,
- SWvertex *v1,
- SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = v0->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_TYPE bgr_t
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint i, len = RIGHT-LEFT; \
- (void) fffog; \
- for (i=0;i<len;i++) { \
- GLdepth z = FixedToDepth(ffz); \
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ 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); \
if (z < zRow[i]) { \
- PIXEL_TYPE *ptr = pRow+i; \
+ PIXEL_TYPE *ptr = pRow + i; \
ptr->r = color[RCOMP]; \
ptr->g = color[GCOMP]; \
ptr->b = color[BCOMP]; \
zRow[i] = z; \
} \
- ffz += fdzdx; \
- } \
-}
+ span.z += span.zStep; \
+ }
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, depth-buffered, PF_TRUEDITHER triangle.
*/
-static void flat_TRUEDITHER_z_triangle( GLcontext *ctx,
- SWvertex *v0,
- SWvertex *v1,
- 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 INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT; \
- (void) fffog; \
- for (i=0;i<len;i++,xx++) { \
- GLdepth z = FixedToDepth(ffz); \
- if (z < zRow[i]) { \
- unsigned long p; \
- PACK_TRUEDITHER( p, xx, yy, v0->color[0], \
- v0->color[1], v0->color[2] ); \
- XMesaPutPixel( img, xx, yy, p ); \
- zRow[i] = z; \
- } \
- ffz += fdzdx; \
- } \
-}
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ XMesaImage *img = xmesa->xm_buffer->backimage;
+#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]) { \
+ unsigned long p; \
+ PACK_TRUEDITHER(p, x, y, v2->color[0], \
+ v2->color[1], v2->color[2]); \
+ XMesaPutPixel(img, x, y, p); \
+ zRow[i] = z; \
+ } \
+ span.z += span.zStep; \
+ }
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, depth-buffered, PF_5R6G5B triangle.
*/
-static void flat_5R6G5B_z_triangle( GLcontext *ctx,
- SWvertex *v0,
- SWvertex *v1,
- 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_TYPE GLushort
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define SETUP_CODE \
- unsigned long p = PACK_5R6G5B( v0->color[0], \
- v0->color[1], v0->color[2] );
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint i, len = RIGHT-LEFT; \
- (void) fffog; \
- for (i=0;i<len;i++) { \
- DEPTH_TYPE z = FixedToDepth(ffz); \
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ 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++) { \
+ const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
pRow[i] = (PIXEL_TYPE) p; \
zRow[i] = z; \
} \
- ffz += fdzdx; \
- } \
-}
+ 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,
- SWvertex *v0,
- SWvertex *v1,
- SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = v0->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_TYPE GLushort
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint i, len = RIGHT-LEFT; \
- (void) fffog; \
- for (i=0;i<len;i++) { \
- DEPTH_TYPE z = FixedToDepth(ffz); \
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ 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); \
if (z < zRow[i]) { \
- PACK_TRUEDITHER(pRow[i], LEFT+i, Y, color[RCOMP], \
+ PACK_TRUEDITHER(pRow[i], x, y, color[RCOMP], \
color[GCOMP], color[BCOMP]); \
zRow[i] = z; \
} \
- ffz += fdzdx; \
- } \
-}
+ 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,
- SWvertex *v0,
- SWvertex *v1,
- SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_DITHER8_z_triangle
#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( v0->color[0], v0->color[1], v0->color[2] );
-
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint i, xx = LEFT, len = RIGHT-LEFT; \
- FLAT_DITHER_ROW_SETUP(FLIP(xmesa->xm_buffer, Y)); \
- (void) fffog; \
- for (i=0;i<len;i++,xx++) { \
- GLdepth z = FixedToDepth(ffz); \
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ 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(xx); \
+ pRow[i] = (PIXEL_TYPE) FLAT_DITHER(x); \
zRow[i] = z; \
} \
- ffz += fdzdx; \
- } \
-}
+ span.z += span.zStep; \
+ }
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, depth-buffered, PF_DITHER triangle.
*/
-static void flat_DITHER_z_triangle( GLcontext *ctx,
- SWvertex *v0,
- SWvertex *v1,
- SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- XMesaImage *img = xmesa->xm_buffer->backimage;
+#define NAME flat_DITHER_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define SETUP_CODE \
- FLAT_DITHER_SETUP( v0->color[0], v0->color[1], v0->color[2] );
-
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT; \
- FLAT_DITHER_ROW_SETUP(yy); \
- (void) fffog; \
- for (i=0;i<len;i++,xx++) { \
- GLdepth z = FixedToDepth(ffz); \
- if (z < zRow[i]) { \
- unsigned long p = FLAT_DITHER(xx); \
- XMesaPutPixel( img, xx, yy, p ); \
- zRow[i] = z; \
- } \
- ffz += fdzdx; \
- } \
-}
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ XMesaImage *img = xmesa->xm_buffer->backimage; \
+ 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.
*/
-static void flat_HPCR_z_triangle( GLcontext *ctx,
- SWvertex *v0,
- SWvertex *v1,
- SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_HPCR_z_triangle
#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 = v0->color[0]; \
- GLubyte g = v0->color[1]; \
- GLubyte b = v0->color[2];
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT; \
- (void) fffog; \
- for (i=0;i<len;i++,xx++) { \
- GLdepth z = FixedToDepth(ffz); \
- if (z < zRow[i]) { \
- pRow[i] = (PIXEL_TYPE) DITHER_HPCR( xx, yy, r, g, b ); \
- zRow[i] = z; \
- } \
- ffz += fdzdx; \
- } \
-}
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ 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++) { \
+ 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,
- SWvertex *v0,
- SWvertex *v1,
- SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_LOOKUP8_z_triangle
#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 = v0->color[0]; \
- GLubyte g = v0->color[1]; \
- GLubyte b = v0->color[2]; \
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ LOOKUP_SETUP; \
+ GLubyte r = v2->color[0]; \
+ GLubyte g = v2->color[1]; \
+ GLubyte b = v2->color[2]; \
GLubyte p = LOOKUP(r,g,b);
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint i, len = RIGHT-LEFT; \
- (void) fffog; \
- for (i=0;i<len;i++) { \
- GLdepth z = FixedToDepth(ffz); \
+#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; \
} \
- ffz += fdzdx; \
- } \
-}
+ span.z += span.zStep; \
+ }
#include "swrast/s_tritemp.h"
-}
/*
* XImage, smooth, NON-depth-buffered, PF_TRUECOLOR triangle.
*/
-static void smooth_TRUECOLOR_triangle( GLcontext *ctx,
- SWvertex *v0,
- SWvertex *v1,
- SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- XMesaImage *img = xmesa->xm_buffer->backimage;
+#define NAME smooth_TRUECOLOR_triangle
#define INTERP_RGB 1
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint xx, yy = FLIP(xmesa->xm_buffer, Y); \
- for (xx=LEFT;xx<RIGHT;xx++) { \
- unsigned long p; \
- PACK_TRUECOLOR(p, FixedToInt(ffr), FixedToInt(ffg), FixedToInt(ffb));\
- XMesaPutPixel( img, xx, yy, p ); \
- ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \
- } \
-}
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ XMesaImage *img = xmesa->xm_buffer->backimage;
+#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; \
+ }
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, smooth, NON-depth-buffered, PF_8A8B8G8R triangle.
*/
-static void smooth_8A8B8G8R_triangle( GLcontext *ctx,
- SWvertex *v0,
- SWvertex *v1,
- SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_8A8B8G8R_triangle
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLuint
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint xx; \
- PIXEL_TYPE *pixel = pRow; \
- for (xx=LEFT;xx<RIGHT;xx++,pixel++) { \
- *pixel = PACK_8B8G8R( FixedToInt(ffr), FixedToInt(ffg), \
- FixedToInt(ffb) ); \
- ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \
- } \
-}
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx);
+#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; \
+ }
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, smooth, NON-depth-buffered, PF_8R8G8B triangle.
*/
-static void smooth_8R8G8B_triangle( GLcontext *ctx,
- SWvertex *v0,
- SWvertex *v1,
- 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_TYPE GLuint
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint xx; \
- PIXEL_TYPE *pixel = pRow; \
- for (xx=LEFT;xx<RIGHT;xx++,pixel++) { \
- *pixel = PACK_8R8G8B( FixedToInt(ffr), FixedToInt(ffg), \
- FixedToInt(ffb) ); \
- ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \
- } \
-}
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx);
+#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; \
+ }
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, smooth, NON-depth-buffered, PF_8R8G8B triangle.
*/
-static void smooth_8R8G8B24_triangle( GLcontext *ctx,
- SWvertex *v0,
- SWvertex *v1,
- 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_TYPE bgr_t
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint xx; \
- PIXEL_TYPE *pixel = pRow; \
- for (xx=LEFT;xx<RIGHT;xx++) { \
- pixel->r = FixedToInt(ffr); \
- pixel->g = FixedToInt(ffg); \
- pixel->b = FixedToInt(ffb); \
- ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \
- pixel++; \
- } \
-}
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx);
+#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; \
+ }
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, smooth, NON-depth-buffered, PF_TRUEDITHER triangle.
*/
-static void smooth_TRUEDITHER_triangle( GLcontext *ctx,
- SWvertex *v0,
- SWvertex *v1,
- SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- XMesaImage *img = xmesa->xm_buffer->backimage;
+#define NAME smooth_TRUEDITHER_triangle
#define INTERP_RGB 1
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint xx, yy = FLIP(xmesa->xm_buffer, Y); \
- for (xx=LEFT;xx<RIGHT;xx++) { \
- unsigned long p; \
- PACK_TRUEDITHER( p, xx, yy, FixedToInt(ffr), FixedToInt(ffg), \
- FixedToInt(ffb) ); \
- XMesaPutPixel( img, xx, yy, p ); \
- ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \
- } \
-}
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ XMesaImage *img = xmesa->xm_buffer->backimage;
+#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_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; \
+ }
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, smooth, NON-depth-buffered, PF_5R6G5B triangle.
*/
-static void smooth_5R6G5B_triangle( GLcontext *ctx,
- SWvertex *v0,
- SWvertex *v1,
- 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_TYPE GLushort
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint xx; \
- PIXEL_TYPE *pixel = pRow; \
- for (xx=LEFT;xx<RIGHT;xx++,pixel++) { \
- *pixel = (PIXEL_TYPE) PACK_5R6G5B( FixedToInt(ffr), \
- FixedToInt(ffg), FixedToInt(ffb) ); \
- ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \
- } \
-}
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx);
+#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; \
+ }
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, smooth, NON-depth-buffered, PF_DITHER_5R6G5B triangle.
*/
-static void smooth_DITHER_5R6G5B_triangle( GLcontext *ctx,
- SWvertex *v0,
- SWvertex *v1,
- 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_TYPE GLushort
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint xx; \
- PIXEL_TYPE *pixel = pRow; \
- for (xx=LEFT;xx<RIGHT;xx++,pixel++) { \
- PACK_TRUEDITHER(*pixel, xx, Y, FixedToInt(ffr), \
- FixedToInt(ffg), FixedToInt(ffb) ); \
- ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \
- } \
-}
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx);
+#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,
- SWvertex *v0,
- SWvertex *v1,
- SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_DITHER8_triangle
#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 INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint xx, yy = FLIP(xmesa->xm_buffer, Y); \
- PIXEL_TYPE *pixel = pRow; \
- XDITHER_SETUP(yy); \
- for (xx=LEFT;xx<RIGHT;xx++,pixel++) { \
- *pixel = (PIXEL_TYPE) XDITHER( xx, FixedToInt(ffr), \
- FixedToInt(ffg), FixedToInt(ffb) ); \
- ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \
- } \
-}
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx);
+#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; \
+ }
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, smooth, NON-depth-buffered, PF_DITHER triangle.
*/
-static void smooth_DITHER_triangle( GLcontext *ctx,
- SWvertex *v0,
- SWvertex *v1,
- SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- XMesaImage *img = xmesa->xm_buffer->backimage;
-
+#define NAME smooth_DITHER_triangle
#define INTERP_RGB 1
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint xx, yy = FLIP(xmesa->xm_buffer, Y); \
- XDITHER_SETUP(yy); \
- for (xx=LEFT;xx<RIGHT;xx++) { \
- unsigned long p = XDITHER( xx, FixedToInt(ffr), \
- FixedToInt(ffg), FixedToInt(ffb) ); \
- XMesaPutPixel( img, xx, yy, p ); \
- ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \
- } \
-}
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ XMesaImage *img = xmesa->xm_buffer->backimage;
+#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,
- SWvertex *v0,
- SWvertex *v1,
- SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-
+#define NAME smooth_LOOKUP8_triangle
#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 INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint xx; \
- PIXEL_TYPE *pixel = pRow; \
- LOOKUP_SETUP; \
- for (xx=LEFT;xx<RIGHT;xx++,pixel++) { \
- *pixel = LOOKUP( FixedToInt(ffr), FixedToInt(ffg), \
- FixedToInt(ffb) ); \
- ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \
- } \
-}
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx);
+#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,
- SWvertex *v0,
- SWvertex *v1,
- SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
-
+#define NAME smooth_HPCR_triangle
#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 INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint xx, yy = FLIP(xmesa->xm_buffer, Y); \
- PIXEL_TYPE *pixel = pRow; \
- for (xx=LEFT;xx<RIGHT;xx++,pixel++) { \
- *pixel = DITHER_HPCR( xx, yy, FixedToInt(ffr), \
- FixedToInt(ffg), FixedToInt(ffb) ); \
- ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; \
- } \
-}
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx);
+#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,
- SWvertex *v0,
- SWvertex *v1,
- 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); \
+ XMesaImage *img = xmesa->xm_buffer->backimage; \
unsigned long pixel; \
- PACK_TRUECOLOR(pixel, v0->color[0], v0->color[1], v0->color[2]);
-
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint xx, yy = FLIP(xmesa->xm_buffer, Y); \
- for (xx=LEFT;xx<RIGHT;xx++) { \
- XMesaPutPixel( img, xx, yy, pixel ); \
- } \
-}
+ PACK_TRUECOLOR(pixel, 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); \
+ 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,
- SWvertex *v0,
- SWvertex *v1,
- SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_8A8B8G8R_triangle
#define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLuint
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define SETUP_CODE \
- unsigned long p = PACK_8B8G8R( v0->color[0], \
- v0->color[1], v0->color[2] );
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint xx; \
- PIXEL_TYPE *pixel = pRow; \
- for (xx=LEFT;xx<RIGHT;xx++,pixel++) { \
- *pixel = (PIXEL_TYPE) p; \
- } \
-}
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ 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; \
+ }
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, NON-depth-buffered, PF_8R8G8B triangle.
*/
-static void flat_8R8G8B_triangle( GLcontext *ctx,
- SWvertex *v0,
- SWvertex *v1,
- SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_8R8G8B_triangle
#define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,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( v0->color[0], \
- v0->color[1], v0->color[2] );
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint xx; \
- PIXEL_TYPE *pixel = pRow; \
- for (xx=LEFT;xx<RIGHT;xx++,pixel++) { \
- *pixel = (PIXEL_TYPE) p; \
- } \
-}
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ 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_8R8G8B24 triangle.
*/
-static void flat_8R8G8B24_triangle( GLcontext *ctx,
- SWvertex *v0,
- SWvertex *v1,
- SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = v0->color;
+#define NAME flat_8R8G8B24_triangle
#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 INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint xx; \
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ const GLubyte *color = v2->color;
+#define RENDER_SPAN( span ) \
+ GLuint i; \
PIXEL_TYPE *pixel = pRow; \
- for (xx=LEFT;xx<RIGHT;xx++) { \
+ for (i = 0; i < span.end; i++, pixel++) { \
pixel->r = color[RCOMP]; \
pixel->g = color[GCOMP]; \
pixel->b = color[BCOMP]; \
- pixel++; \
- } \
-}
+ }
#include "swrast/s_tritemp.h"
-}
+
+
/*
* XImage, flat, NON-depth-buffered, PF_TRUEDITHER triangle.
*/
-static void flat_TRUEDITHER_triangle( GLcontext *ctx,
- SWvertex *v0,
- SWvertex *v1,
- SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_TRUEDITHER_triangle
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
XMesaImage *img = xmesa->xm_buffer->backimage;
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint xx, yy = FLIP(xmesa->xm_buffer, Y); \
- for (xx=LEFT;xx<RIGHT;xx++) { \
- unsigned long p; \
- PACK_TRUEDITHER( p, xx, yy, v0->color[0], \
- v0->color[1], v0->color[2] ); \
- XMesaPutPixel( img, xx, yy, p ); \
- } \
-}
+#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_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,
- SWvertex *v0,
- SWvertex *v1,
- SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_5R6G5B_triangle
#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 SETUP_CODE \
- unsigned long p = PACK_5R6G5B( v0->color[0], \
- v0->color[1], v0->color[2] );
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint xx; \
- PIXEL_TYPE *pixel = pRow; \
- for (xx=LEFT;xx<RIGHT;xx++,pixel++) { \
- *pixel = (PIXEL_TYPE) p; \
- } \
-}
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ 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; \
+ }
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, NON-depth-buffered, PF_DITHER_5R6G5B triangle.
*/
-static void flat_DITHER_5R6G5B_triangle( GLcontext *ctx,
- SWvertex *v0,
- SWvertex *v1,
- SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = v0->color;
+#define NAME flat_DITHER_5R6G5B_triangle
#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 INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint xx; \
- PIXEL_TYPE *pixel = pRow; \
- for (xx=LEFT;xx<RIGHT;xx++,pixel++) { \
- PACK_TRUEDITHER(*pixel, xx, Y, color[RCOMP], \
- color[GCOMP], color[BCOMP]); \
- } \
-}
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ 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++) { \
+ 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,
- SWvertex *v0,
- SWvertex *v1,
- SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_DITHER8_triangle
#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( v0->color[0], v0->color[1], v0->color[2] );
-
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint xx; \
- PIXEL_TYPE *pixel = pRow; \
- FLAT_DITHER_ROW_SETUP(FLIP(xmesa->xm_buffer, Y)); \
- for (xx=LEFT;xx<RIGHT;xx++,pixel++) { \
- *pixel = (PIXEL_TYPE) FLAT_DITHER(xx); \
- } \
-}
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ 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,
- SWvertex *v0,
- SWvertex *v1,
- SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- XMesaImage *img = xmesa->xm_buffer->backimage;
-#define SETUP_CODE \
- FLAT_DITHER_SETUP( v0->color[0], v0->color[1], v0->color[2] );
-
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint xx, yy = FLIP(xmesa->xm_buffer, Y); \
- FLAT_DITHER_ROW_SETUP(yy); \
- for (xx=LEFT;xx<RIGHT;xx++) { \
- unsigned long p = FLAT_DITHER(xx); \
- XMesaPutPixel( img, xx, yy, p ); \
- } \
-}
+#define NAME flat_DITHER_triangle
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ XMesaImage *img = xmesa->xm_buffer->backimage; \
+ 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"
-}
+
/*
* XImage, flat, NON-depth-buffered, 8-bit PF_HPCR triangle.
*/
-static void flat_HPCR_triangle( GLcontext *ctx,
- SWvertex *v0,
- SWvertex *v1,
- SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_HPCR_triangle
#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 = v0->color[0]; \
- GLubyte g = v0->color[1]; \
- GLubyte b = v0->color[2];
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint xx, yy = FLIP(xmesa->xm_buffer, Y); \
- PIXEL_TYPE *pixel = pRow; \
- for (xx=LEFT;xx<RIGHT;xx++,pixel++) { \
- *pixel = (PIXEL_TYPE) DITHER_HPCR( xx, yy, r, g, b ); \
- } \
-}
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ 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,
- SWvertex *v0,
- SWvertex *v1,
- SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_LOOKUP8_triangle
#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 = v0->color[0]; \
- GLubyte g = v0->color[1]; \
- GLubyte b = v0->color[2]; \
+#define SETUP_CODE \
+ XMesaContext xmesa = XMESA_CONTEXT(ctx); \
+ LOOKUP_SETUP; \
+ GLubyte r = v2->color[0]; \
+ GLubyte g = v2->color[1]; \
+ GLubyte b = v2->color[2]; \
GLubyte p = LOOKUP(r,g,b);
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint xx; \
- PIXEL_TYPE *pixel = pRow; \
- for (xx=LEFT;xx<RIGHT;xx++,pixel++) { \
- *pixel = p; \
- } \
-}
+#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
-void
-_xmesa_print_triangle_func( swrast_tri_func triFunc )
+extern void _xmesa_print_triangle_func( swrast_tri_func triFunc );
+void _xmesa_print_triangle_func( swrast_tri_func triFunc )
{
- printf("XMesa tri func = ");
+ _mesa_printf("XMesa tri func = ");
if (triFunc ==smooth_TRUECOLOR_z_triangle)
- printf("smooth_TRUECOLOR_z_triangle\n");
+ _mesa_printf("smooth_TRUECOLOR_z_triangle\n");
else if (triFunc ==smooth_8A8B8G8R_z_triangle)
- printf("smooth_8A8B8G8R_z_triangle\n");
+ _mesa_printf("smooth_8A8B8G8R_z_triangle\n");
else if (triFunc ==smooth_8R8G8B_z_triangle)
- printf("smooth_8R8G8B_z_triangle\n");
+ _mesa_printf("smooth_8R8G8B_z_triangle\n");
else if (triFunc ==smooth_8R8G8B24_z_triangle)
- printf("smooth_8R8G8B24_z_triangle\n");
+ _mesa_printf("smooth_8R8G8B24_z_triangle\n");
else if (triFunc ==smooth_TRUEDITHER_z_triangle)
- printf("smooth_TRUEDITHER_z_triangle\n");
+ _mesa_printf("smooth_TRUEDITHER_z_triangle\n");
else if (triFunc ==smooth_5R6G5B_z_triangle)
- printf("smooth_5R6G5B_z_triangle\n");
+ _mesa_printf("smooth_5R6G5B_z_triangle\n");
else if (triFunc ==smooth_DITHER_5R6G5B_z_triangle)
- printf("smooth_DITHER_5R6G5B_z_triangle\n");
+ _mesa_printf("smooth_DITHER_5R6G5B_z_triangle\n");
else if (triFunc ==smooth_HPCR_z_triangle)
- printf("smooth_HPCR_z_triangle\n");
+ _mesa_printf("smooth_HPCR_z_triangle\n");
else if (triFunc ==smooth_DITHER8_z_triangle)
- printf("smooth_DITHER8_z_triangle\n");
+ _mesa_printf("smooth_DITHER8_z_triangle\n");
else if (triFunc ==smooth_LOOKUP8_z_triangle)
- printf("smooth_LOOKUP8_z_triangle\n");
+ _mesa_printf("smooth_LOOKUP8_z_triangle\n");
else if (triFunc ==flat_TRUECOLOR_z_triangle)
- printf("flat_TRUECOLOR_z_triangle\n");
+ _mesa_printf("flat_TRUECOLOR_z_triangle\n");
else if (triFunc ==flat_8A8B8G8R_z_triangle)
- printf("flat_8A8B8G8R_z_triangle\n");
+ _mesa_printf("flat_8A8B8G8R_z_triangle\n");
else if (triFunc ==flat_8R8G8B_z_triangle)
- printf("flat_8R8G8B_z_triangle\n");
+ _mesa_printf("flat_8R8G8B_z_triangle\n");
else if (triFunc ==flat_8R8G8B24_z_triangle)
- printf("flat_8R8G8B24_z_triangle\n");
+ _mesa_printf("flat_8R8G8B24_z_triangle\n");
else if (triFunc ==flat_TRUEDITHER_z_triangle)
- printf("flat_TRUEDITHER_z_triangle\n");
+ _mesa_printf("flat_TRUEDITHER_z_triangle\n");
else if (triFunc ==flat_5R6G5B_z_triangle)
- printf("flat_5R6G5B_z_triangle\n");
+ _mesa_printf("flat_5R6G5B_z_triangle\n");
else if (triFunc ==flat_DITHER_5R6G5B_z_triangle)
- printf("flat_DITHER_5R6G5B_z_triangle\n");
+ _mesa_printf("flat_DITHER_5R6G5B_z_triangle\n");
else if (triFunc ==flat_HPCR_z_triangle)
- printf("flat_HPCR_z_triangle\n");
+ _mesa_printf("flat_HPCR_z_triangle\n");
else if (triFunc ==flat_DITHER8_z_triangle)
- printf("flat_DITHER8_z_triangle\n");
+ _mesa_printf("flat_DITHER8_z_triangle\n");
else if (triFunc ==flat_LOOKUP8_z_triangle)
- printf("flat_LOOKUP8_z_triangle\n");
+ _mesa_printf("flat_LOOKUP8_z_triangle\n");
else if (triFunc ==smooth_TRUECOLOR_triangle)
- printf("smooth_TRUECOLOR_triangle\n");
+ _mesa_printf("smooth_TRUECOLOR_triangle\n");
else if (triFunc ==smooth_8A8B8G8R_triangle)
- printf("smooth_8A8B8G8R_triangle\n");
+ _mesa_printf("smooth_8A8B8G8R_triangle\n");
else if (triFunc ==smooth_8R8G8B_triangle)
- printf("smooth_8R8G8B_triangle\n");
+ _mesa_printf("smooth_8R8G8B_triangle\n");
else if (triFunc ==smooth_8R8G8B24_triangle)
- printf("smooth_8R8G8B24_triangle\n");
+ _mesa_printf("smooth_8R8G8B24_triangle\n");
else if (triFunc ==smooth_TRUEDITHER_triangle)
- printf("smooth_TRUEDITHER_triangle\n");
+ _mesa_printf("smooth_TRUEDITHER_triangle\n");
else if (triFunc ==smooth_5R6G5B_triangle)
- printf("smooth_5R6G5B_triangle\n");
+ _mesa_printf("smooth_5R6G5B_triangle\n");
else if (triFunc ==smooth_DITHER_5R6G5B_triangle)
- printf("smooth_DITHER_5R6G5B_triangle\n");
+ _mesa_printf("smooth_DITHER_5R6G5B_triangle\n");
else if (triFunc ==smooth_HPCR_triangle)
- printf("smooth_HPCR_triangle\n");
+ _mesa_printf("smooth_HPCR_triangle\n");
else if (triFunc ==smooth_DITHER8_triangle)
- printf("smooth_DITHER8_triangle\n");
+ _mesa_printf("smooth_DITHER8_triangle\n");
else if (triFunc ==smooth_LOOKUP8_triangle)
- printf("smooth_LOOKUP8_triangle\n");
+ _mesa_printf("smooth_LOOKUP8_triangle\n");
else if (triFunc ==flat_TRUECOLOR_triangle)
- printf("flat_TRUECOLOR_triangle\n");
+ _mesa_printf("flat_TRUECOLOR_triangle\n");
else if (triFunc ==flat_TRUEDITHER_triangle)
- printf("flat_TRUEDITHER_triangle\n");
+ _mesa_printf("flat_TRUEDITHER_triangle\n");
else if (triFunc ==flat_8A8B8G8R_triangle)
- printf("flat_8A8B8G8R_triangle\n");
+ _mesa_printf("flat_8A8B8G8R_triangle\n");
else if (triFunc ==flat_8R8G8B_triangle)
- printf("flat_8R8G8B_triangle\n");
+ _mesa_printf("flat_8R8G8B_triangle\n");
else if (triFunc ==flat_8R8G8B24_triangle)
- printf("flat_8R8G8B24_triangle\n");
+ _mesa_printf("flat_8R8G8B24_triangle\n");
else if (triFunc ==flat_5R6G5B_triangle)
- printf("flat_5R6G5B_triangle\n");
+ _mesa_printf("flat_5R6G5B_triangle\n");
else if (triFunc ==flat_DITHER_5R6G5B_triangle)
- printf("flat_DITHER_5R6G5B_triangle\n");
+ _mesa_printf("flat_DITHER_5R6G5B_triangle\n");
else if (triFunc ==flat_HPCR_triangle)
- printf("flat_HPCR_triangle\n");
+ _mesa_printf("flat_HPCR_triangle\n");
else if (triFunc ==flat_DITHER8_triangle)
- printf("flat_DITHER8_triangle\n");
+ _mesa_printf("flat_DITHER8_triangle\n");
else if (triFunc ==flat_LOOKUP8_triangle)
- printf("flat_LOOKUP8_triangle\n");
+ _mesa_printf("flat_LOOKUP8_triangle\n");
else
- printf("???\n");
+ _mesa_printf("???\n");
}
#endif
+#ifdef DEBUG
+
+/* record the current triangle function name */
+static const char *triFuncName = NULL;
+
+#define USE(triFunc) \
+do { \
+ triFuncName = #triFunc; \
+ return triFunc; \
+} while (0)
+
+#else
+
+#define USE(triFunc) return triFunc
+
+#endif
+
+
static swrast_tri_func get_triangle_func( GLcontext *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+ XMesaContext xmesa = XMESA_CONTEXT(ctx);
int depth = GET_VISUAL_DEPTH(xmesa->xm_visual);
- (void) kernel1;
+#ifdef DEBUG
+ triFuncName = NULL;
+#endif
+ if ((ctx->Color._DrawDestMask & (DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT)) ==0)
+ 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._ReallyEnabled) 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) {
if ( ctx->Light.ShadeModel==GL_SMOOTH
&& swrast->_RasterMask==DEPTH_BIT
&& ctx->Depth.Func==GL_LESS
&& ctx->Depth.Mask==GL_TRUE
- && ctx->Visual.DepthBits == DEFAULT_SOFTWARE_DEPTH_BITS
+ && ctx->Visual.depthBits == DEFAULT_SOFTWARE_DEPTH_BITS
&& ctx->Polygon.StippleFlag==GL_FALSE) {
switch (xmesa->pixelformat) {
- case PF_TRUECOLOR:
- return smooth_TRUECOLOR_z_triangle;
+ case PF_Truecolor:
+ USE(smooth_TRUECOLOR_z_triangle);
case PF_8A8B8G8R:
- return smooth_8A8B8G8R_z_triangle;
+ USE(smooth_8A8B8G8R_z_triangle);
case PF_8R8G8B:
- return smooth_8R8G8B_z_triangle;
+ USE(smooth_8R8G8B_z_triangle);
case PF_8R8G8B24:
- return smooth_8R8G8B24_z_triangle;
- case PF_TRUEDITHER:
- return smooth_TRUEDITHER_z_triangle;
+ USE(smooth_8R8G8B24_z_triangle);
+ case PF_Dither_True:
+ USE(smooth_TRUEDITHER_z_triangle);
case PF_5R6G5B:
- return smooth_5R6G5B_z_triangle;
- case PF_DITHER_5R6G5B:
- return smooth_DITHER_5R6G5B_z_triangle;
+ USE(smooth_5R6G5B_z_triangle);
+ case PF_Dither_5R6G5B:
+ USE(smooth_DITHER_5R6G5B_z_triangle);
case PF_HPCR:
- return smooth_HPCR_z_triangle;
- case PF_DITHER:
- return (depth==8) ? smooth_DITHER8_z_triangle
- : smooth_DITHER_z_triangle;
- case PF_LOOKUP:
- return (depth==8) ? smooth_LOOKUP8_z_triangle : (swrast_tri_func)NULL;
+ 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;
+ return (swrast_tri_func) NULL;
}
}
if ( ctx->Light.ShadeModel==GL_FLAT
&& swrast->_RasterMask==DEPTH_BIT
&& ctx->Depth.Func==GL_LESS
&& ctx->Depth.Mask==GL_TRUE
- && ctx->Visual.DepthBits == DEFAULT_SOFTWARE_DEPTH_BITS
+ && ctx->Visual.depthBits == DEFAULT_SOFTWARE_DEPTH_BITS
&& ctx->Polygon.StippleFlag==GL_FALSE) {
switch (xmesa->pixelformat) {
- case PF_TRUECOLOR:
- return flat_TRUECOLOR_z_triangle;
+ case PF_Truecolor:
+ USE(flat_TRUECOLOR_z_triangle);
case PF_8A8B8G8R:
- return flat_8A8B8G8R_z_triangle;
+ USE(flat_8A8B8G8R_z_triangle);
case PF_8R8G8B:
- return flat_8R8G8B_z_triangle;
+ USE(flat_8R8G8B_z_triangle);
case PF_8R8G8B24:
- return flat_8R8G8B24_z_triangle;
- case PF_TRUEDITHER:
- return flat_TRUEDITHER_z_triangle;
+ USE(flat_8R8G8B24_z_triangle);
+ case PF_Dither_True:
+ USE(flat_TRUEDITHER_z_triangle);
case PF_5R6G5B:
- return flat_5R6G5B_z_triangle;
- case PF_DITHER_5R6G5B:
- return flat_DITHER_5R6G5B_z_triangle;
+ USE(flat_5R6G5B_z_triangle);
+ case PF_Dither_5R6G5B:
+ USE(flat_DITHER_5R6G5B_z_triangle);
case PF_HPCR:
- return flat_HPCR_z_triangle;
- case PF_DITHER:
- return (depth==8) ? flat_DITHER8_z_triangle
- : flat_DITHER_z_triangle;
- case PF_LOOKUP:
- return (depth==8) ? flat_LOOKUP8_z_triangle : (swrast_tri_func)NULL;
+ 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;
+ return (swrast_tri_func) NULL;
}
}
if ( swrast->_RasterMask==0 /* no depth test */
&& ctx->Light.ShadeModel==GL_SMOOTH
&& ctx->Polygon.StippleFlag==GL_FALSE) {
switch (xmesa->pixelformat) {
- case PF_TRUECOLOR:
- return smooth_TRUECOLOR_triangle;
+ case PF_Truecolor:
+ USE(smooth_TRUECOLOR_triangle);
case PF_8A8B8G8R:
- return smooth_8A8B8G8R_triangle;
+ USE(smooth_8A8B8G8R_triangle);
case PF_8R8G8B:
- return smooth_8R8G8B_triangle;
+ USE(smooth_8R8G8B_triangle);
case PF_8R8G8B24:
- return smooth_8R8G8B24_triangle;
- case PF_TRUEDITHER:
- return smooth_TRUEDITHER_triangle;
+ USE(smooth_8R8G8B24_triangle);
+ case PF_Dither_True:
+ USE(smooth_TRUEDITHER_triangle);
case PF_5R6G5B:
- return smooth_5R6G5B_triangle;
- case PF_DITHER_5R6G5B:
- return smooth_DITHER_5R6G5B_triangle;
+ USE(smooth_5R6G5B_triangle);
+ case PF_Dither_5R6G5B:
+ USE(smooth_DITHER_5R6G5B_triangle);
case PF_HPCR:
- return smooth_HPCR_triangle;
- case PF_DITHER:
- return (depth==8) ? smooth_DITHER8_triangle
- : smooth_DITHER_triangle;
- case PF_LOOKUP:
- return (depth==8) ? smooth_LOOKUP8_triangle : (swrast_tri_func)NULL;
+ 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;
+ return (swrast_tri_func) NULL;
}
}
&& ctx->Light.ShadeModel==GL_FLAT
&& ctx->Polygon.StippleFlag==GL_FALSE) {
switch (xmesa->pixelformat) {
- case PF_TRUECOLOR:
- return flat_TRUECOLOR_triangle;
- case PF_TRUEDITHER:
- return flat_TRUEDITHER_triangle;
+ case PF_Truecolor:
+ USE(flat_TRUECOLOR_triangle);
+ case PF_Dither_True:
+ USE(flat_TRUEDITHER_triangle);
case PF_8A8B8G8R:
- return flat_8A8B8G8R_triangle;
+ USE(flat_8A8B8G8R_triangle);
case PF_8R8G8B:
- return flat_8R8G8B_triangle;
+ USE(flat_8R8G8B_triangle);
case PF_8R8G8B24:
- return flat_8R8G8B24_triangle;
+ USE(flat_8R8G8B24_triangle);
case PF_5R6G5B:
- return flat_5R6G5B_triangle;
- case PF_DITHER_5R6G5B:
- return flat_DITHER_5R6G5B_triangle;
+ USE(flat_5R6G5B_triangle);
+ case PF_Dither_5R6G5B:
+ USE(flat_DITHER_5R6G5B_triangle);
case PF_HPCR:
- return flat_HPCR_triangle;
- case PF_DITHER:
- return (depth==8) ? flat_DITHER8_triangle
- : flat_DITHER_triangle;
- case PF_LOOKUP:
- return (depth==8) ? flat_LOOKUP8_triangle : (swrast_tri_func)NULL;
+ 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;
}
}
- return (swrast_tri_func)NULL;
+ return (swrast_tri_func) NULL;
}
else {
/* draw to pixmap */
/* Override for the swrast tri-selection function. Try to use one
* of our internal tri functions, otherwise fall back to the
- * standard swrast functions.
+ * standard swrast functions.
*/
void xmesa_choose_triangle( GLcontext *ctx )
{