-/* $Id: s_linetemp.h,v 1.16 2002/11/15 15:05:04 brianp Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 5.1
+ * Version: 6.5.3
*
- * Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2007 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"),
static void
NAME( GLcontext *ctx, const SWvertex *vert0, const SWvertex *vert1 )
{
- struct sw_span span;
+ SWspan span;
GLuint interpFlags = 0;
GLint x0 = (GLint) vert0->win[0];
GLint x1 = (GLint) vert1->win[0];
GLint numPixels;
GLint xstep, ystep;
#if defined(DEPTH_TYPE)
- const GLint depthBits = ctx->Visual.depthBits;
+ const GLint depthBits = ctx->DrawBuffer->Visual.depthBits;
const GLint fixedToDepthShift = depthBits <= 16 ? FIXED_SHIFT : 0;
+ struct gl_renderbuffer *zrb = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
#define FixedToDepth(F) ((F) >> fixedToDepthShift)
GLint zPtrXstep, zPtrYstep;
DEPTH_TYPE *zPtr;
#elif defined(INTERP_Z)
- const GLint depthBits = ctx->Visual.depthBits;
+ const GLint depthBits = ctx->DrawBuffer->Visual.depthBits;
+/*ctx->Visual.depthBits;*/
#endif
#ifdef PIXEL_ADDRESS
PIXEL_TYPE *pixelPtr;
return;
#ifdef DEPTH_TYPE
- zPtr = (DEPTH_TYPE *) _mesa_zbuffer_address(ctx, x0, y0);
+ zPtr = (DEPTH_TYPE *) zrb->GetPointer(ctx, zrb, x0, y0);
#endif
#ifdef PIXEL_ADDRESS
pixelPtr = (PIXEL_TYPE *) PIXEL_ADDRESS(x0,y0);
#ifdef INTERP_INDEX
interpFlags |= SPAN_INDEX;
if (ctx->Light.ShadeModel == GL_SMOOTH) {
- span.index = IntToFixed(vert0->index);
- span.indexStep = IntToFixed(vert1->index - vert0->index) / numPixels;
+ span.index = FloatToFixed(vert0->index);
+ span.indexStep = FloatToFixed(vert1->index - vert0->index) / numPixels;
}
else {
- span.index = IntToFixed(vert1->index);
+ span.index = FloatToFixed(vert1->index);
span.indexStep = 0;
}
#endif
span.zStep = FloatToFixed(vert1->win[2] - vert0->win[2]) / numPixels;
}
else {
- span.z = vert0->win[2];
- span.zStep = (vert1->win[2] - vert0->win[2]) / numPixels;
+ /* don't use fixed point */
+ span.z = (GLuint) vert0->win[2];
+ span.zStep = (GLint) ((vert1->win[2] - vert0->win[2]) / numPixels);
}
}
#endif
INIT_SPAN(span, GL_LINE, numPixels, interpFlags, SPAN_XY);
+ /* Need these for fragment prog texcoord interpolation */
+ span.w = 1.0F;
+ span.dwdx = 0.0F;
+ span.dwdy = 0.0F;
+
/*
* Draw
*/
for (i = 0; i < dx; i++) {
#ifdef DEPTH_TYPE
- GLdepth Z = FixedToDepth(span.z);
+ GLuint Z = FixedToDepth(span.z);
#endif
#ifdef PLOT
PLOT( x0, y0 );
for (i=0;i<dy;i++) {
#ifdef DEPTH_TYPE
- GLdepth Z = FixedToDepth(span.z);
+ GLuint Z = FixedToDepth(span.z);
#endif
#ifdef PLOT
PLOT( x0, y0 );
RENDER_SPAN( span );
#endif
+ (void)span;
+
}