X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fdrivers%2Fx11%2Fxm_tri.c;h=8e8b8fc93889a72d395a33b366dd85d455ca204f;hb=57d882b6847128fe5f72575f61a2b2dace7ac46c;hp=a25d58092b8dfb2ed6c957f10018cd36202d327e;hpb=c19d783e0715ac01ad4d3fd0705500d2bf6f7039;p=mesa.git diff --git a/src/mesa/drivers/x11/xm_tri.c b/src/mesa/drivers/x11/xm_tri.c index a25d58092b8..8e8b8fc9388 100644 --- a/src/mesa/drivers/x11/xm_tri.c +++ b/src/mesa/drivers/x11/xm_tri.c @@ -1,21 +1,20 @@ -/* $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 @@ -35,8 +34,8 @@ #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: @@ -47,7 +46,6 @@ - /**********************************************************************/ /*** Triangle rendering ***/ /**********************************************************************/ @@ -56,1555 +54,1385 @@ /* * 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;ixm_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;iDriverCtx; +#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;iDriverCtx; +#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;ir = 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;ixm_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;iDriverCtx; +#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;ixm_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;ixm_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;ixm_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;iDriverCtx; +#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;ixm_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;icolor[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;icolor[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;icolor[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;icolor; +#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;icolor[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;icolor[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;icolor; +#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;icolor[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;ixm_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;icolor[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;iDriverCtx; - 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;xxxm_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;xxDriverCtx; +#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;xxDriverCtx; +#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;xxr = 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;xxxm_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;xxDriverCtx; +#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;xxxm_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;xxxm_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;xxxm_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;xxDriverCtx; - +#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;xxxm_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;xxcolor[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;xxcolor[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;xxcolor[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;xxr = 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;xxcolor[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;xxcolor[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;xxcolor; +#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;xxcolor[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;xxxm_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;xxcolor[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;xxDriverCtx; + XMesaContext xmesa = XMESA_CONTEXT(ctx); int depth = GET_VISUAL_DEPTH(xmesa->xm_visual); (void) kernel1; +#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 (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; } } @@ -1612,33 +1440,39 @@ static swrast_tri_func get_triangle_func( GLcontext *ctx ) && 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 */ @@ -1649,7 +1483,7 @@ static swrast_tri_func get_triangle_func( GLcontext *ctx ) /* 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 ) {