point colors throughout mesa.
#define AREA_IS_CCW( a ) (a > 0)
#define GET_VERTEX(e) (rmesa->verts + (e<<rmesa->vertex_stride_shift))
-#define VERT_SET_RGBA( v, c ) do { \
- r128_color_t *vc = (r128_color_t *)&(v)->ui[coloroffset]; \
- vc->blue = (c)[2]; \
- vc->green = (c)[1]; \
- vc->red = (c)[0]; \
- vc->alpha = (c)[3]; \
- } while (0)
+#define VERT_SET_RGBA( v, c ) \
+do { \
+ r128_color_t *color = (r128_color_t *)&((v)->ui[coloroffset]); \
+ UNCLAMPED_FLOAT_TO_UBYTE(color->red, (c)[0]); \
+ UNCLAMPED_FLOAT_TO_UBYTE(color->green, (c)[1]); \
+ UNCLAMPED_FLOAT_TO_UBYTE(color->blue, (c)[2]); \
+ UNCLAMPED_FLOAT_TO_UBYTE(color->alpha, (c)[3]); \
+} while (0)
+
#define VERT_COPY_RGBA( v0, v1 ) v0->ui[coloroffset] = v1->ui[coloroffset]
-#define VERT_SAVE_RGBA( idx ) color[idx] = v[idx]->ui[coloroffset]
-#define VERT_RESTORE_RGBA( idx ) v[idx]->ui[coloroffset] = color[idx]
-#define VERT_SET_SPEC( v0, c ) if (havespec) { \
- (v0)->v.specular.red = (c)[0];\
- (v0)->v.specular.green = (c)[1];\
- (v0)->v.specular.blue = (c)[2]; }
-#define VERT_COPY_SPEC( v0, v1 ) if (havespec) { \
- (v0)->v.specular.red = v1->v.specular.red; \
- (v0)->v.specular.green = v1->v.specular.green; \
- (v0)->v.specular.blue = v1->v.specular.blue; }
+#define VERT_SET_SPEC( v0, c ) \
+do { \
+ if (havespec) { \
+ UNCLAMPED_FLOAT_TO_UBYTE(v0->v.specular.red, (c)[0]); \
+ UNCLAMPED_FLOAT_TO_UBYTE(v0->v.specular.green, (c)[1]); \
+ UNCLAMPED_FLOAT_TO_UBYTE(v0->v.specular.blue, (c)[2]); \
+ } \
+} while (0)
+#define VERT_COPY_SPEC( v0, v1 ) \
+do { \
+ if (havespec) { \
+ v0->v.specular.red = v1->v.specular.red; \
+ v0->v.specular.green = v1->v.specular.green; \
+ v0->v.specular.blue = v1->v.specular.blue; \
+ } \
+} while (0)
+/* These don't need LE32_TO_CPU() as they used to save and restore
+ * colors which are already in the correct format.
+ */
+#define VERT_SAVE_RGBA( idx ) color[idx] = v[idx]->ui[coloroffset]
+#define VERT_RESTORE_RGBA( idx ) v[idx]->ui[coloroffset] = color[idx]
#define VERT_SAVE_SPEC( idx ) if (havespec) spec[idx] = v[idx]->ui[5]
#define VERT_RESTORE_SPEC( idx ) if (havespec) v[idx]->ui[5] = spec[idx]
+
#define LOCAL_VARS(n) \
r128ContextPtr rmesa = R128_CONTEXT(ctx); \
GLuint color[n], spec[n]; \
r200ContextPtr rmesa = R200_CONTEXT(ctx);
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
- GLuint i, length, flags = 0;
+ GLuint i;
render_func *tab = TAG(render_tab_verts);
if (rmesa->swtcl.indexed_verts.buf && (!VB->Elts || stage->changed_inputs))
_mesa_lookup_enum_by_nr(prim & PRIM_MODE_MASK),
start, start+length);
- tab[prim & PRIM_MODE_MASK]( ctx, start, start + length, flags );
+ tab[prim & PRIM_MODE_MASK]( ctx, start, start + length, prim );
}
tnl->Driver.Render.Finish( ctx );
#define AREA_IS_CCW( a ) (a < 0)
#define GET_VERTEX(e) (rmesa->swtcl.verts + (e<<rmesa->swtcl.vertex_stride_shift))
-#define VERT_SET_RGBA( v, c ) v->ui[coloroffset] = LE32_TO_CPU(*(GLuint *)c)
+#define VERT_SET_RGBA( v, c ) \
+do { \
+ r200_color_t *color = (r200_color_t *)&((v)->ui[coloroffset]); \
+ UNCLAMPED_FLOAT_TO_UBYTE(color->red, (c)[0]); \
+ UNCLAMPED_FLOAT_TO_UBYTE(color->green, (c)[1]); \
+ UNCLAMPED_FLOAT_TO_UBYTE(color->blue, (c)[2]); \
+ UNCLAMPED_FLOAT_TO_UBYTE(color->alpha, (c)[3]); \
+} while (0)
+
#define VERT_COPY_RGBA( v0, v1 ) v0->ui[coloroffset] = v1->ui[coloroffset]
-#define VERT_SAVE_RGBA( idx ) color[idx] = CPU_TO_LE32(v[idx]->ui[coloroffset])
-#define VERT_RESTORE_RGBA( idx ) v[idx]->ui[coloroffset] = LE32_TO_CPU(color[idx])
-
-#define VERT_SET_SPEC( v0, c ) if (havespec) { \
- v0->v.specular.red = (c)[0]; \
- v0->v.specular.green = (c)[1]; \
- v0->v.specular.blue = (c)[2]; }
-#define VERT_COPY_SPEC( v0, v1 ) if (havespec) { \
- v0->v.specular.red = v1->v.specular.red; \
- v0->v.specular.green = v1->v.specular.green; \
- v0->v.specular.blue = v1->v.specular.blue; }
-#define VERT_SAVE_SPEC( idx ) if (havespec) spec[idx] = CPU_TO_LE32(v[idx]->ui[5])
-#define VERT_RESTORE_SPEC( idx ) if (havespec) v[idx]->ui[5] = LE32_TO_CPU(spec[idx])
+
+#define VERT_SET_SPEC( v0, c ) \
+do { \
+ if (havespec) { \
+ UNCLAMPED_FLOAT_TO_UBYTE(v0->v.specular.red, (c)[0]); \
+ UNCLAMPED_FLOAT_TO_UBYTE(v0->v.specular.green, (c)[1]); \
+ UNCLAMPED_FLOAT_TO_UBYTE(v0->v.specular.blue, (c)[2]); \
+ } \
+} while (0)
+#define VERT_COPY_SPEC( v0, v1 ) \
+do { \
+ if (havespec) { \
+ v0->v.specular.red = v1->v.specular.red; \
+ v0->v.specular.green = v1->v.specular.green; \
+ v0->v.specular.blue = v1->v.specular.blue; \
+ } \
+} while (0)
+
+/* These don't need LE32_TO_CPU() as they used to save and restore
+ * colors which are already in the correct format.
+ */
+#define VERT_SAVE_RGBA( idx ) color[idx] = v[idx]->ui[coloroffset]
+#define VERT_RESTORE_RGBA( idx ) v[idx]->ui[coloroffset] = color[idx]
+#define VERT_SAVE_SPEC( idx ) if (havespec) spec[idx] = v[idx]->ui[5]
+#define VERT_RESTORE_SPEC( idx ) if (havespec) v[idx]->ui[5] = spec[idx]
#undef LOCAL_VARS
#undef TAG
#define AREA_IS_CCW( a ) (a < 0)
#define GET_VERTEX(e) (rmesa->swtcl.verts + (e<<rmesa->swtcl.vertex_stride_shift))
-#define VERT_SET_RGBA( v, c ) v->ui[coloroffset] = LE32_TO_CPU(*(GLuint *)c)
+#define VERT_SET_RGBA( v, c ) \
+do { \
+ radeon_color_t *color = (radeon_color_t *)&((v)->ui[coloroffset]); \
+ UNCLAMPED_FLOAT_TO_UBYTE(color->red, (c)[0]); \
+ UNCLAMPED_FLOAT_TO_UBYTE(color->green, (c)[1]); \
+ UNCLAMPED_FLOAT_TO_UBYTE(color->blue, (c)[2]); \
+ UNCLAMPED_FLOAT_TO_UBYTE(color->alpha, (c)[3]); \
+} while (0)
+
#define VERT_COPY_RGBA( v0, v1 ) v0->ui[coloroffset] = v1->ui[coloroffset]
-#define VERT_SAVE_RGBA( idx ) color[idx] = CPU_TO_LE32(v[idx]->ui[coloroffset])
-#define VERT_RESTORE_RGBA( idx ) v[idx]->ui[coloroffset] = LE32_TO_CPU(color[idx])
-
-#define VERT_SET_SPEC( v0, c ) if (havespec) { \
- v0->v.specular.red = (c)[0]; \
- v0->v.specular.green = (c)[1]; \
- v0->v.specular.blue = (c)[2]; }
-#define VERT_COPY_SPEC( v0, v1 ) if (havespec) { \
- v0->v.specular.red = v1->v.specular.red; \
- v0->v.specular.green = v1->v.specular.green; \
- v0->v.specular.blue = v1->v.specular.blue; }
-#define VERT_SAVE_SPEC( idx ) if (havespec) spec[idx] = CPU_TO_LE32(v[idx]->ui[5])
-#define VERT_RESTORE_SPEC( idx ) if (havespec) v[idx]->ui[5] = LE32_TO_CPU(spec[idx])
+
+#define VERT_SET_SPEC( v0, c ) \
+do { \
+ if (havespec) { \
+ UNCLAMPED_FLOAT_TO_UBYTE(v0->v.specular.red, (c)[0]); \
+ UNCLAMPED_FLOAT_TO_UBYTE(v0->v.specular.green, (c)[1]); \
+ UNCLAMPED_FLOAT_TO_UBYTE(v0->v.specular.blue, (c)[2]); \
+ } \
+} while (0)
+#define VERT_COPY_SPEC( v0, v1 ) \
+do { \
+ if (havespec) { \
+ v0->v.specular.red = v1->v.specular.red; \
+ v0->v.specular.green = v1->v.specular.green; \
+ v0->v.specular.blue = v1->v.specular.blue; \
+ } \
+} while (0)
+
+/* These don't need LE32_TO_CPU() as they used to save and restore
+ * colors which are already in the correct format.
+ */
+#define VERT_SAVE_RGBA( idx ) color[idx] = v[idx]->ui[coloroffset]
+#define VERT_RESTORE_RGBA( idx ) v[idx]->ui[coloroffset] = color[idx]
+#define VERT_SAVE_SPEC( idx ) if (havespec) spec[idx] = v[idx]->ui[5]
+#define VERT_RESTORE_SPEC( idx ) if (havespec) v[idx]->ui[5] = spec[idx]
#undef LOCAL_VARS
#undef TAG