with tighter interfaces with the rest of the world.
Proper documentation to come.
-/* $Id: s_aatriangle.c,v 1.1 2000/10/31 18:00:04 keithw Exp $ */
+/* $Id: s_aatriangle.c,v 1.2 2000/11/05 18:24:40 keithw Exp $ */
/*
* Mesa 3-D graphics library
#include "s_aatriangle.h"
+#include "s_context.h"
#include "s_span.h"
static void
-rgba_aa_tri(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv)
+rgba_aa_tri(GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2)
{
#define DO_Z
#define DO_RGBA
static void
-index_aa_tri(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv)
+index_aa_tri(GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2)
{
#define DO_Z
#define DO_INDEX
static void
-tex_aa_tri(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv)
+tex_aa_tri(GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2)
{
#define DO_Z
#define DO_RGBA
static void
-spec_tex_aa_tri(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv)
+spec_tex_aa_tri(GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2)
{
#define DO_Z
#define DO_RGBA
static void
-multitex_aa_tri(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv)
+multitex_aa_tri(GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2)
{
#define DO_Z
#define DO_RGBA
}
static void
-spec_multitex_aa_tri(GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv)
+spec_multitex_aa_tri(GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2)
{
#define DO_Z
#define DO_RGBA
_mesa_set_aa_triangle_function(GLcontext *ctx)
{
ASSERT(ctx->Polygon.SmoothFlag);
- if (ctx->Texture.ReallyEnabled) {
+
+ if (ctx->Texture._ReallyEnabled) {
if (ctx->Light.Enabled &&
- ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR) {
- if (ctx->Texture.MultiTextureEnabled) {
- ctx->Driver.TriangleFunc = spec_multitex_aa_tri;
+ (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR ||
+ ctx->Fog.ColorSumEnabled)) {
+ if (ctx->Texture._MultiTextureEnabled) {
+ SWRAST_CONTEXT(ctx)->Triangle = spec_multitex_aa_tri;
}
else {
- ctx->Driver.TriangleFunc = spec_tex_aa_tri;
+ SWRAST_CONTEXT(ctx)->Triangle = spec_tex_aa_tri;
}
}
else {
- if (ctx->Texture.MultiTextureEnabled) {
- ctx->Driver.TriangleFunc = multitex_aa_tri;
+ if (ctx->Texture._MultiTextureEnabled) {
+ SWRAST_CONTEXT(ctx)->Triangle = multitex_aa_tri;
}
else {
- ctx->Driver.TriangleFunc = tex_aa_tri;
+ SWRAST_CONTEXT(ctx)->Triangle = tex_aa_tri;
}
}
}
else {
if (ctx->Visual.RGBAflag) {
- ctx->Driver.TriangleFunc = rgba_aa_tri;
+ SWRAST_CONTEXT(ctx)->Triangle = rgba_aa_tri;
}
else {
- ctx->Driver.TriangleFunc = index_aa_tri;
+ SWRAST_CONTEXT(ctx)->Triangle = index_aa_tri;
}
}
- ASSERT(ctx->Driver.TriangleFunc);
+ ASSERT(SWRAST_CONTEXT(ctx)->Triangle);
}
-/* $Id: s_aatritemp.h,v 1.1 2000/10/31 18:00:04 keithw Exp $ */
+/* $Id: s_aatritemp.h,v 1.2 2000/11/05 18:24:40 keithw Exp $ */
/*
* Mesa 3-D graphics library
/*void triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv )*/
{
- const struct vertex_buffer *VB = ctx->VB;
- const GLfloat *p0 = VB->Win.data[v0];
- const GLfloat *p1 = VB->Win.data[v1];
- const GLfloat *p2 = VB->Win.data[v2];
- GLint vMin, vMid, vMax;
+ const GLfloat *p0 = v0->win;
+ const GLfloat *p1 = v1->win;
+ const GLfloat *p2 = v2->win;
+ SWvertex *vMin, *vMid, *vMax;
GLint iyMin, iyMax;
GLfloat yMin, yMax;
GLboolean ltor;
GLfloat u[MAX_TEXTURE_UNITS][MAX_WIDTH];
GLfloat lambda[MAX_TEXTURE_UNITS][MAX_WIDTH];
#endif
- GLfloat bf = ctx->backface_sign;
+ GLfloat bf = ctx->_backface_sign;
/* determine bottom to top order of vertices */
{
- GLfloat y0 = VB->Win.data[v0][1];
- GLfloat y1 = VB->Win.data[v1][1];
- GLfloat y2 = VB->Win.data[v2][1];
+ GLfloat y0 = v0->win[1];
+ GLfloat y1 = v1->win[1];
+ GLfloat y2 = v2->win[1];
if (y0 <= y1) {
if (y1 <= y2) {
vMin = v0; vMid = v1; vMax = v2; /* y0<=y1<=y2 */
}
}
- majDx = VB->Win.data[vMax][0] - VB->Win.data[vMin][0];
- majDy = VB->Win.data[vMax][1] - VB->Win.data[vMin][1];
+ majDx = vMax->win[0] - vMin->win[0];
+ majDy = vMax->win[1] - vMin->win[1];
{
- const GLfloat botDx = VB->Win.data[vMid][0] - VB->Win.data[vMin][0];
- const GLfloat botDy = VB->Win.data[vMid][1] - VB->Win.data[vMin][1];
+ const GLfloat botDx = vMid->win[0] - vMin->win[0];
+ const GLfloat botDy = vMid->win[1] - vMin->win[1];
const GLfloat area = majDx * botDy - botDx * majDy;
ltor = (GLboolean) (area < 0.0F);
/* Do backface culling */
#ifdef DO_Z
compute_plane(p0, p1, p2, p0[2], p1[2], p2[2], zPlane);
compute_plane(p0, p1, p2,
- VB->FogCoordPtr->data[v0],
- VB->FogCoordPtr->data[v1],
- VB->FogCoordPtr->data[v2],
+ v0->fog,
+ v1->fog,
+ v2->fog,
fogPlane);
#endif
#ifdef DO_RGBA
if (ctx->Light.ShadeModel == GL_SMOOTH) {
- GLchan (*rgba)[4] = VB->ColorPtr->data;
- compute_plane(p0, p1, p2, rgba[v0][0], rgba[v1][0], rgba[v2][0], rPlane);
- compute_plane(p0, p1, p2, rgba[v0][1], rgba[v1][1], rgba[v2][1], gPlane);
- compute_plane(p0, p1, p2, rgba[v0][2], rgba[v1][2], rgba[v2][2], bPlane);
- compute_plane(p0, p1, p2, rgba[v0][3], rgba[v1][3], rgba[v2][3], aPlane);
+ compute_plane(p0, p1, p2, v0->color[0], v1->color[0], v2->color[0], rPlane);
+ compute_plane(p0, p1, p2, v0->color[1], v1->color[1], v2->color[1], gPlane);
+ compute_plane(p0, p1, p2, v0->color[2], v1->color[2], v2->color[2], bPlane);
+ compute_plane(p0, p1, p2, v0->color[3], v1->color[3], v2->color[3], aPlane);
}
else {
- constant_plane(VB->ColorPtr->data[pv][RCOMP], rPlane);
- constant_plane(VB->ColorPtr->data[pv][GCOMP], gPlane);
- constant_plane(VB->ColorPtr->data[pv][BCOMP], bPlane);
- constant_plane(VB->ColorPtr->data[pv][ACOMP], aPlane);
+ constant_plane(v0->color[RCOMP], rPlane);
+ constant_plane(v0->color[GCOMP], gPlane);
+ constant_plane(v0->color[BCOMP], bPlane);
+ constant_plane(v0->color[ACOMP], aPlane);
}
#endif
#ifdef DO_INDEX
if (ctx->Light.ShadeModel == GL_SMOOTH) {
- compute_plane(p0, p1, p2, VB->IndexPtr->data[v0],
- VB->IndexPtr->data[v1], VB->IndexPtr->data[v2], iPlane);
+ compute_plane(p0, p1, p2, v0->index,
+ v1->index, v2->index, iPlane);
}
else {
- constant_plane(VB->IndexPtr->data[pv], iPlane);
+ constant_plane(v0->index, iPlane);
}
#endif
#ifdef DO_SPEC
{
- GLchan (*spec)[4] = VB->SecondaryColorPtr->data;
- compute_plane(p0, p1, p2, spec[v0][0], spec[v1][0], spec[v2][0],srPlane);
- compute_plane(p0, p1, p2, spec[v0][1], spec[v1][1], spec[v2][1],sgPlane);
- compute_plane(p0, p1, p2, spec[v0][2], spec[v1][2], spec[v2][2],sbPlane);
+ compute_plane(p0, p1, p2, v0->specular[0], v1->specular[0], v2->specular[0],srPlane);
+ compute_plane(p0, p1, p2, v0->specular[1], v1->specular[1], v2->specular[1],sgPlane);
+ compute_plane(p0, p1, p2, v0->specular[2], v1->specular[2], v2->specular[2],sbPlane);
}
#endif
#ifdef DO_TEX
{
- const struct gl_texture_object *obj = ctx->Texture.Unit[0].Current;
+ const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;
const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];
- const GLint tSize = 3;
- const GLfloat invW0 = VB->Win.data[v0][3];
- const GLfloat invW1 = VB->Win.data[v1][3];
- const GLfloat invW2 = VB->Win.data[v2][3];
- GLfloat (*texCoord)[4] = VB->TexCoordPtr[0]->data;
- const GLfloat s0 = texCoord[v0][0] * invW0;
- const GLfloat s1 = texCoord[v1][0] * invW1;
- const GLfloat s2 = texCoord[v2][0] * invW2;
- const GLfloat t0 = (tSize > 1) ? texCoord[v0][1] * invW0 : 0.0F;
- const GLfloat t1 = (tSize > 1) ? texCoord[v1][1] * invW1 : 0.0F;
- const GLfloat t2 = (tSize > 1) ? texCoord[v2][1] * invW2 : 0.0F;
- const GLfloat r0 = (tSize > 2) ? texCoord[v0][2] * invW0 : 0.0F;
- const GLfloat r1 = (tSize > 2) ? texCoord[v1][2] * invW1 : 0.0F;
- const GLfloat r2 = (tSize > 2) ? texCoord[v2][2] * invW2 : 0.0F;
- const GLfloat q0 = (tSize > 3) ? texCoord[v0][3] * invW0 : invW0;
- const GLfloat q1 = (tSize > 3) ? texCoord[v1][3] * invW1 : invW1;
- const GLfloat q2 = (tSize > 3) ? texCoord[v2][3] * invW2 : invW2;
+ const GLfloat invW0 = v0->win[3];
+ const GLfloat invW1 = v1->win[3];
+ const GLfloat invW2 = v2->win[3];
+ const GLfloat s0 = v0->texcoord[0][0] * invW0;
+ const GLfloat s1 = v1->texcoord[0][0] * invW1;
+ const GLfloat s2 = v2->texcoord[0][0] * invW2;
+ const GLfloat t0 = v0->texcoord[0][1] * invW0;
+ const GLfloat t1 = v1->texcoord[0][1] * invW1;
+ const GLfloat t2 = v2->texcoord[0][1] * invW2;
+ const GLfloat r0 = v0->texcoord[0][2] * invW0;
+ const GLfloat r1 = v1->texcoord[0][2] * invW1;
+ const GLfloat r2 = v2->texcoord[0][2] * invW2;
+ const GLfloat q0 = v0->texcoord[0][3] * invW0;
+ const GLfloat q1 = v1->texcoord[0][3] * invW1;
+ const GLfloat q2 = v2->texcoord[0][3] * invW2;
compute_plane(p0, p1, p2, s0, s1, s2, sPlane);
compute_plane(p0, p1, p2, t0, t1, t2, tPlane);
compute_plane(p0, p1, p2, r0, r1, r2, uPlane);
{
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u].ReallyEnabled) {
- const struct gl_texture_object *obj = ctx->Texture.Unit[u].Current;
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
+ const struct gl_texture_object *obj = ctx->Texture.Unit[u]._Current;
const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];
- const GLint tSize = VB->TexCoordPtr[u]->size;
- const GLfloat invW0 = VB->Win.data[v0][3];
- const GLfloat invW1 = VB->Win.data[v1][3];
- const GLfloat invW2 = VB->Win.data[v2][3];
- GLfloat (*texCoord)[4] = VB->TexCoordPtr[u]->data;
- const GLfloat s0 = texCoord[v0][0] * invW0;
- const GLfloat s1 = texCoord[v1][0] * invW1;
- const GLfloat s2 = texCoord[v2][0] * invW2;
- const GLfloat t0 = (tSize > 1) ? texCoord[v0][1] * invW0 : 0.0F;
- const GLfloat t1 = (tSize > 1) ? texCoord[v1][1] * invW1 : 0.0F;
- const GLfloat t2 = (tSize > 1) ? texCoord[v2][1] * invW2 : 0.0F;
- const GLfloat r0 = (tSize > 2) ? texCoord[v0][2] * invW0 : 0.0F;
- const GLfloat r1 = (tSize > 2) ? texCoord[v1][2] * invW1 : 0.0F;
- const GLfloat r2 = (tSize > 2) ? texCoord[v2][2] * invW2 : 0.0F;
- const GLfloat q0 = (tSize > 3) ? texCoord[v0][3] * invW0 : invW0;
- const GLfloat q1 = (tSize > 3) ? texCoord[v1][3] * invW1 : invW1;
- const GLfloat q2 = (tSize > 3) ? texCoord[v2][3] * invW2 : invW2;
+ const GLfloat invW0 = v0->win[3];
+ const GLfloat invW1 = v1->win[3];
+ const GLfloat invW2 = v2->win[3];
+ const GLfloat s0 = v0->texcoord[u][0] * invW0;
+ const GLfloat s1 = v1->texcoord[u][0] * invW1;
+ const GLfloat s2 = v2->texcoord[u][0] * invW2;
+ const GLfloat t0 = v0->texcoord[u][1] * invW0;
+ const GLfloat t1 = v1->texcoord[u][1] * invW1;
+ const GLfloat t2 = v2->texcoord[u][1] * invW2;
+ const GLfloat r0 = v0->texcoord[u][2] * invW0;
+ const GLfloat r1 = v1->texcoord[u][2] * invW1;
+ const GLfloat r2 = v2->texcoord[u][2] * invW2;
+ const GLfloat q0 = v0->texcoord[u][3] * invW0;
+ const GLfloat q1 = v1->texcoord[u][3] * invW1;
+ const GLfloat q2 = v2->texcoord[u][3] * invW2;
compute_plane(p0, p1, p2, s0, s1, s2, sPlane[u]);
compute_plane(p0, p1, p2, t0, t1, t2, tPlane[u]);
compute_plane(p0, p1, p2, r0, r1, r2, uPlane[u]);
}
#endif
- yMin = VB->Win.data[vMin][1];
- yMax = VB->Win.data[vMax][1];
+ yMin = vMin->win[1];
+ yMax = vMax->win[1];
iyMin = (int) yMin;
iyMax = (int) yMax + 1;
if (ltor) {
/* scan left to right */
- const float *pMin = VB->Win.data[vMin];
- const float *pMid = VB->Win.data[vMid];
- const float *pMax = VB->Win.data[vMax];
+ const float *pMin = vMin->win;
+ const float *pMid = vMid->win;
+ const float *pMax = vMax->win;
const float dxdy = majDx / majDy;
const float xAdj = dxdy < 0.0F ? -dxdy : 0.0F;
- float x = VB->Win.data[vMin][0] - (yMin - iyMin) * dxdy;
+ float x = vMin->win[0] - (yMin - iyMin) * dxdy;
int iy;
for (iy = iyMin; iy < iyMax; iy++, x += dxdy) {
GLint ix, startX = (GLint) (x - xAdj);
{
GLuint unit;
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
- if (ctx->Texture.Unit[unit].ReallyEnabled) {
+ if (ctx->Texture.Unit[unit]._ReallyEnabled) {
GLfloat invQ = solve_plane_recip(ix, iy, vPlane[unit]);
s[unit][count] = solve_plane(ix, iy, sPlane[unit]) * invQ;
t[unit][count] = solve_plane(ix, iy, tPlane[unit]) * invQ;
}
else {
/* scan right to left */
- const GLfloat *pMin = VB->Win.data[vMin];
- const GLfloat *pMid = VB->Win.data[vMid];
- const GLfloat *pMax = VB->Win.data[vMax];
+ const GLfloat *pMin = vMin->win;
+ const GLfloat *pMid = vMid->win;
+ const GLfloat *pMax = vMax->win;
const GLfloat dxdy = majDx / majDy;
const GLfloat xAdj = dxdy > 0 ? dxdy : 0.0F;
- GLfloat x = VB->Win.data[vMin][0] - (yMin - iyMin) * dxdy;
+ GLfloat x = vMin->win[0] - (yMin - iyMin) * dxdy;
GLint iy;
for (iy = iyMin; iy < iyMax; iy++, x += dxdy) {
GLint ix, left, startX = (GLint) (x + xAdj);
{
GLuint unit;
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
- if (ctx->Texture.Unit[unit].ReallyEnabled) {
+ if (ctx->Texture.Unit[unit]._ReallyEnabled) {
GLfloat invQ = solve_plane_recip(ix, iy, vPlane[unit]);
s[unit][ix] = solve_plane(ix, iy, sPlane[unit]) * invQ;
t[unit][ix] = solve_plane(ix, iy, tPlane[unit]) * invQ;
{
GLuint unit;
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
- if (ctx->Texture.Unit[unit].ReallyEnabled) {
+ if (ctx->Texture.Unit[unit]._ReallyEnabled) {
GLint j;
for (j = 0; j < n; j++) {
s[unit][j] = s[unit][j + left];
-/* $Id: s_accum.c,v 1.1 2000/10/31 18:00:04 keithw Exp $ */
+/* $Id: s_accum.c,v 1.2 2000/11/05 18:24:40 keithw Exp $ */
/*
* Mesa 3-D graphics library
#include "mem.h"
#include "s_accum.h"
+#include "s_context.h"
#include "s_masking.h"
#include "s_span.h"
+
+
+
+/*
+ * Clear the accumulation Buffer.
+ */
+void
+_mesa_clear_accum_buffer( GLcontext *ctx )
+{
+ GLuint buffersize;
+ GLfloat acc_scale;
+
+ if (ctx->Visual.AccumRedBits==0) {
+ /* No accumulation buffer! */
+ return;
+ }
+
+ if (sizeof(GLaccum)==1) {
+ acc_scale = 127.0;
+ }
+ else if (sizeof(GLaccum)==2) {
+ acc_scale = 32767.0;
+ }
+ else {
+ /* sizeof(GLaccum) > 2 (Cray) */
+ acc_scale = (float) SHRT_MAX;
+ }
+
+ /* number of pixels */
+ buffersize = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height;
+
+ if (!ctx->DrawBuffer->Accum) {
+ /* try to alloc accumulation buffer */
+ ctx->DrawBuffer->Accum = (GLaccum *)
+ MALLOC( buffersize * 4 * sizeof(GLaccum) );
+ }
+
+ if (ctx->DrawBuffer->Accum) {
+ if (ctx->Scissor.Enabled) {
+ /* Limit clear to scissor box */
+ GLaccum r, g, b, a;
+ GLint i, j;
+ GLint width, height;
+ GLaccum *row;
+ r = (GLaccum) (ctx->Accum.ClearColor[0] * acc_scale);
+ g = (GLaccum) (ctx->Accum.ClearColor[1] * acc_scale);
+ b = (GLaccum) (ctx->Accum.ClearColor[2] * acc_scale);
+ a = (GLaccum) (ctx->Accum.ClearColor[3] * acc_scale);
+ /* size of region to clear */
+ width = 4 * (ctx->DrawBuffer->Xmax - ctx->DrawBuffer->Xmin);
+ height = ctx->DrawBuffer->Ymax - ctx->DrawBuffer->Ymin;
+ /* ptr to first element to clear */
+ row = ctx->DrawBuffer->Accum
+ + 4 * (ctx->DrawBuffer->Ymin * ctx->DrawBuffer->Width
+ + ctx->DrawBuffer->Xmin);
+ for (j=0;j<height;j++) {
+ for (i=0;i<width;i+=4) {
+ row[i+0] = r;
+ row[i+1] = g;
+ row[i+2] = b;
+ row[i+3] = a;
+ }
+ row += 4 * ctx->DrawBuffer->Width;
+ }
+ }
+ else {
+ /* clear whole buffer */
+ if (ctx->Accum.ClearColor[0]==0.0 &&
+ ctx->Accum.ClearColor[1]==0.0 &&
+ ctx->Accum.ClearColor[2]==0.0 &&
+ ctx->Accum.ClearColor[3]==0.0) {
+ /* Black */
+ BZERO( ctx->DrawBuffer->Accum, buffersize * 4 * sizeof(GLaccum) );
+ }
+ else {
+ /* Not black */
+ GLaccum *acc, r, g, b, a;
+ GLuint i;
+
+ acc = ctx->DrawBuffer->Accum;
+ r = (GLaccum) (ctx->Accum.ClearColor[0] * acc_scale);
+ g = (GLaccum) (ctx->Accum.ClearColor[1] * acc_scale);
+ b = (GLaccum) (ctx->Accum.ClearColor[2] * acc_scale);
+ a = (GLaccum) (ctx->Accum.ClearColor[3] * acc_scale);
+ for (i=0;i<buffersize;i++) {
+ *acc++ = r;
+ *acc++ = g;
+ *acc++ = b;
+ *acc++ = a;
+ }
+ }
+ }
+
+ /* update optimized accum state vars */
+ if (ctx->Accum.ClearColor[0] == 0.0 && ctx->Accum.ClearColor[1] == 0.0 &&
+ ctx->Accum.ClearColor[2] == 0.0 && ctx->Accum.ClearColor[3] == 0.0) {
+#ifdef USE_OPTIMIZED_ACCUM
+ ctx->IntegerAccumMode = GL_TRUE;
+#else
+ ctx->IntegerAccumMode = GL_FALSE;
+#endif
+ ctx->IntegerAccumScaler = 0.0; /* denotes empty accum buffer */
+ }
+ else {
+ ctx->IntegerAccumMode = GL_FALSE;
+ }
+ }
+}
+
+
void
_swrast_Accum( GLcontext *ctx, GLenum op, GLfloat value,
GLint xpos, GLint ypos,
const GLfloat fChanMax = (1 << (sizeof(GLchan) * 8)) - 1;
+ if (SWRAST_CONTEXT(ctx)->NewState)
+ _swrast_validate_derived( ctx );
+
if (!ctx->DrawBuffer->Accum) {
- _mesa_warning(ctx, "Calling glAccum() without an accumulation buffer (low memory?)");
+ _mesa_warning(ctx,
+ "Calling glAccum() without an accumulation "
+ "buffer (low memory?)");
return;
}
gl_error( ctx, GL_INVALID_ENUM, "glAccum" );
}
}
-
-
-
-/*
- * Clear the accumulation Buffer.
- */
-void
-_mesa_clear_accum_buffer( GLcontext *ctx )
-{
- GLuint buffersize;
- GLfloat acc_scale;
-
- if (ctx->Visual.AccumRedBits==0) {
- /* No accumulation buffer! */
- return;
- }
-
- if (sizeof(GLaccum)==1) {
- acc_scale = 127.0;
- }
- else if (sizeof(GLaccum)==2) {
- acc_scale = 32767.0;
- }
- else {
- /* sizeof(GLaccum) > 2 (Cray) */
- acc_scale = (float) SHRT_MAX;
- }
-
- /* number of pixels */
- buffersize = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height;
-
- if (!ctx->DrawBuffer->Accum) {
- /* try to alloc accumulation buffer */
- ctx->DrawBuffer->Accum = (GLaccum *)
- MALLOC( buffersize * 4 * sizeof(GLaccum) );
- }
-
- if (ctx->DrawBuffer->Accum) {
- if (ctx->Scissor.Enabled) {
- /* Limit clear to scissor box */
- GLaccum r, g, b, a;
- GLint i, j;
- GLint width, height;
- GLaccum *row;
- r = (GLaccum) (ctx->Accum.ClearColor[0] * acc_scale);
- g = (GLaccum) (ctx->Accum.ClearColor[1] * acc_scale);
- b = (GLaccum) (ctx->Accum.ClearColor[2] * acc_scale);
- a = (GLaccum) (ctx->Accum.ClearColor[3] * acc_scale);
- /* size of region to clear */
- width = 4 * (ctx->DrawBuffer->Xmax - ctx->DrawBuffer->Xmin);
- height = ctx->DrawBuffer->Ymax - ctx->DrawBuffer->Ymin;
- /* ptr to first element to clear */
- row = ctx->DrawBuffer->Accum
- + 4 * (ctx->DrawBuffer->Ymin * ctx->DrawBuffer->Width
- + ctx->DrawBuffer->Xmin);
- for (j=0;j<height;j++) {
- for (i=0;i<width;i+=4) {
- row[i+0] = r;
- row[i+1] = g;
- row[i+2] = b;
- row[i+3] = a;
- }
- row += 4 * ctx->DrawBuffer->Width;
- }
- }
- else {
- /* clear whole buffer */
- if (ctx->Accum.ClearColor[0]==0.0 &&
- ctx->Accum.ClearColor[1]==0.0 &&
- ctx->Accum.ClearColor[2]==0.0 &&
- ctx->Accum.ClearColor[3]==0.0) {
- /* Black */
- BZERO( ctx->DrawBuffer->Accum, buffersize * 4 * sizeof(GLaccum) );
- }
- else {
- /* Not black */
- GLaccum *acc, r, g, b, a;
- GLuint i;
-
- acc = ctx->DrawBuffer->Accum;
- r = (GLaccum) (ctx->Accum.ClearColor[0] * acc_scale);
- g = (GLaccum) (ctx->Accum.ClearColor[1] * acc_scale);
- b = (GLaccum) (ctx->Accum.ClearColor[2] * acc_scale);
- a = (GLaccum) (ctx->Accum.ClearColor[3] * acc_scale);
- for (i=0;i<buffersize;i++) {
- *acc++ = r;
- *acc++ = g;
- *acc++ = b;
- *acc++ = a;
- }
- }
- }
-
- /* update optimized accum state vars */
- if (ctx->Accum.ClearColor[0] == 0.0 && ctx->Accum.ClearColor[1] == 0.0 &&
- ctx->Accum.ClearColor[2] == 0.0 && ctx->Accum.ClearColor[3] == 0.0) {
-#ifdef USE_OPTIMIZED_ACCUM
- ctx->IntegerAccumMode = GL_TRUE;
-#else
- ctx->IntegerAccumMode = GL_FALSE;
-#endif
- ctx->IntegerAccumScaler = 0.0; /* denotes empty accum buffer */
- }
- else {
- ctx->IntegerAccumMode = GL_FALSE;
- }
- }
-}
-/* $Id: s_bitmap.c,v 1.1 2000/10/31 18:00:04 keithw Exp $ */
+/* $Id: s_bitmap.c,v 1.2 2000/11/05 18:24:40 keithw Exp $ */
/*
* Mesa 3-D graphics library
#include "macros.h"
#include "pixel.h"
+#include "s_context.h"
#include "s_fog.h"
#include "s_pb.h"
const struct gl_pixelstore_attrib *unpack,
const GLubyte *bitmap )
{
- struct pixel_buffer *PB = ctx->PB;
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
GLint row, col;
GLdepth fragZ;
GLfixed fogCoord;
ASSERT(ctx->RenderMode == GL_RENDER);
ASSERT(bitmap);
- if (ctx->PB->primitive != GL_BITMAP) {
+ if (SWRAST_CONTEXT(ctx)->NewState)
+ _swrast_validate_derived( ctx );
+
+ if (PB->primitive != GL_BITMAP) {
gl_flush_pb( ctx );
- ctx->PB->primitive = GL_BITMAP;
+ PB->primitive = GL_BITMAP;
}
/* Set bitmap drawing color */
-/* $Id: s_blend.c,v 1.1 2000/10/31 18:00:04 keithw Exp $ */
+/* $Id: s_blend.c,v 1.2 2000/11/05 18:24:40 keithw Exp $ */
/*
* Mesa 3-D graphics library
#include "s_alphabuf.h"
#include "s_blend.h"
+#include "s_context.h"
#include "s_pb.h"
#include "s_span.h"
-#ifdef USE_MMX_ASM
+#if defined(USE_MMX_ASM)
+#include "X86/mmx.h"
+#include "X86/common_x86_asm.h"
#define _BLENDAPI _ASMAPI
#else
#define _BLENDAPI
#endif
+
/*
* Common transparency blending mode.
*/
-#if defined(USE_MMX_ASM)
-#include "X86/mmx.h"
-#include "X86/common_x86_asm.h"
-#endif
/*
* Analyze current blending parameters to pick fastest blending function.
* Result: the ctx->Color.BlendFunc pointer is updated.
*/
-static void set_blend_function( GLcontext *ctx )
+void _swrast_choose_blend_func( GLcontext *ctx )
{
const GLenum eq = ctx->Color.BlendEquation;
const GLenum srcRGB = ctx->Color.BlendSrcRGB;
const GLenum srcA = ctx->Color.BlendSrcA;
const GLenum dstA = ctx->Color.BlendDstA;
-#if defined(USE_MMX_ASM)
- /* Hmm. A table here would have 12^4 == way too many entries.
- * Provide a hook for MMX instead.
- */
- if ( cpu_has_mmx ) {
- gl_mmx_set_blend_function( ctx );
- }
- else
-#endif
if (srcRGB != srcA || dstRGB != dstA) {
- ctx->Color.BlendFunc = blend_general;
+ SWRAST_CONTEXT(ctx)->BlendFunc = blend_general;
}
else if (eq==GL_FUNC_ADD_EXT && srcRGB==GL_SRC_ALPHA
- && dstRGB==GL_ONE_MINUS_SRC_ALPHA) {
- ctx->Color.BlendFunc = blend_transparency;
+ && dstRGB==GL_ONE_MINUS_SRC_ALPHA)
+ {
+#if defined(USE_MMX_ASM)
+ if ( cpu_has_mmx ) {
+ SWRAST_CONTEXT(ctx)->BlendFunc = gl_mmx_blend_transparency;
+ }
+ else
+#endif
+ SWRAST_CONTEXT(ctx)->BlendFunc = blend_transparency;
}
else if (eq==GL_FUNC_ADD_EXT && srcRGB==GL_ONE && dstRGB==GL_ONE) {
- ctx->Color.BlendFunc = blend_add;
+ SWRAST_CONTEXT(ctx)->BlendFunc = blend_add;
}
else if (((eq==GL_FUNC_ADD_EXT || eq==GL_FUNC_REVERSE_SUBTRACT_EXT)
- && (srcRGB==GL_ZERO && dstRGB==GL_SRC_COLOR))
- ||
- ((eq==GL_FUNC_ADD_EXT || eq==GL_FUNC_SUBTRACT_EXT)
- && (srcRGB==GL_DST_COLOR && dstRGB==GL_ZERO))) {
- ctx->Color.BlendFunc = blend_modulate;
+ && (srcRGB==GL_ZERO && dstRGB==GL_SRC_COLOR))
+ ||
+ ((eq==GL_FUNC_ADD_EXT || eq==GL_FUNC_SUBTRACT_EXT)
+ && (srcRGB==GL_DST_COLOR && dstRGB==GL_ZERO))) {
+ SWRAST_CONTEXT(ctx)->BlendFunc = blend_modulate;
}
else if (eq==GL_MIN_EXT) {
- ctx->Color.BlendFunc = blend_min;
+ SWRAST_CONTEXT(ctx)->BlendFunc = blend_min;
}
else if (eq==GL_MAX_EXT) {
- ctx->Color.BlendFunc = blend_max;
+ SWRAST_CONTEXT(ctx)->BlendFunc = blend_max;
}
else {
- ctx->Color.BlendFunc = blend_general;
+ SWRAST_CONTEXT(ctx)->BlendFunc = blend_general;
}
}
/* Read span of current frame buffer pixels */
gl_read_rgba_span( ctx, ctx->DrawBuffer, n, x, y, dest );
- if (!ctx->Color.BlendFunc)
- set_blend_function(ctx);
-
- (*ctx->Color.BlendFunc)( ctx, n, mask, rgba, (const GLchan (*)[4])dest );
+ SWRAST_CONTEXT(ctx)->BlendFunc( ctx, n, mask, rgba,
+ (const GLchan (*)[4])dest );
}
GLuint n, const GLint x[], const GLint y[],
GLchan rgba[][4], const GLubyte mask[] )
{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLchan dest[PB_SIZE][4];
/* Check if device driver can do the work */
/* Read pixels from current color buffer */
(*ctx->Driver.ReadRGBAPixels)( ctx, n, x, y, dest, mask );
- if (ctx->RasterMask & ALPHABUF_BIT) {
+ if (swrast->_RasterMask & ALPHABUF_BIT) {
_mesa_read_alpha_pixels( ctx, n, x, y, dest, mask );
}
- if (!ctx->Color.BlendFunc)
- set_blend_function(ctx);
-
- (*ctx->Color.BlendFunc)( ctx, n, mask, rgba, (const GLchan (*)[4])dest );
+ swrast->BlendFunc( ctx, n, mask, rgba, (const GLchan (*)[4])dest );
}
+
+
-/* $Id: s_blend.h,v 1.1 2000/10/31 18:00:04 keithw Exp $ */
+/* $Id: s_blend.h,v 1.2 2000/11/05 18:24:40 keithw Exp $ */
/*
* Mesa 3-D graphics library
GLuint n, const GLint x[], const GLint y[],
GLchan rgba[][4], const GLubyte mask[] );
+extern void
+_swrast_choose_blend_func( GLcontext *ctx );
#endif
-/* $Id: s_context.c,v 1.1 2000/10/31 18:00:04 keithw Exp $ */
+/* $Id: s_context.c,v 1.2 2000/11/05 18:24:40 keithw Exp $ */
/*
* Mesa 3-D graphics library
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ * Authors:
+ * Keith Whitwell <keithw@valinux.com>
*/
-
#include "glheader.h"
+#include "types.h"
+#include "mem.h"
#include "s_pb.h"
+#include "s_points.h"
+#include "s_lines.h"
+#include "s_triangle.h"
+#include "s_quads.h"
+#include "s_blend.h"
+#include "s_context.h"
+#include "s_texture.h"
-GLboolean
-_swrast_create_context( GLcontext *ctx )
+
+
+
+/*
+ * Recompute the value of swrast->_RasterMask, etc. according to
+ * the current context.
+ */
+static void
+_swrast_update_rasterflags( GLcontext *ctx )
{
- ctx->PB = gl_alloc_pb();
- if (!ctx->PB) return GL_FALSE;
+ GLuint RasterMask = 0;
- return GL_TRUE;
+ if (ctx->Color.AlphaEnabled) RasterMask |= ALPHATEST_BIT;
+ if (ctx->Color.BlendEnabled) RasterMask |= BLEND_BIT;
+ if (ctx->Depth.Test) RasterMask |= DEPTH_BIT;
+ if (ctx->Fog.Enabled) RasterMask |= FOG_BIT;
+ if (ctx->Scissor.Enabled) RasterMask |= SCISSOR_BIT;
+ if (ctx->Stencil.Enabled) RasterMask |= STENCIL_BIT;
+ if (ctx->Visual.RGBAflag) {
+ const GLuint colorMask = *((GLuint *) &ctx->Color.ColorMask);
+ if (colorMask != 0xffffffff) RasterMask |= MASKING_BIT;
+ if (ctx->Color.ColorLogicOpEnabled) RasterMask |= LOGIC_OP_BIT;
+ if (ctx->Texture._ReallyEnabled) RasterMask |= TEXTURE_BIT;
+ }
+ else {
+ if (ctx->Color.IndexMask != 0xffffffff) RasterMask |= MASKING_BIT;
+ if (ctx->Color.IndexLogicOpEnabled) RasterMask |= LOGIC_OP_BIT;
+ }
+
+ if (ctx->DrawBuffer->UseSoftwareAlphaBuffers
+ && ctx->Color.ColorMask[ACOMP]
+ && ctx->Color.DrawBuffer != GL_NONE)
+ RasterMask |= ALPHABUF_BIT;
+
+ if ( ctx->Viewport.X < 0
+ || ctx->Viewport.X + ctx->Viewport.Width > ctx->DrawBuffer->Width
+ || ctx->Viewport.Y < 0
+ || ctx->Viewport.Y + ctx->Viewport.Height > ctx->DrawBuffer->Height) {
+ RasterMask |= WINCLIP_BIT;
+ }
+
+ if (ctx->Depth.OcclusionTest)
+ RasterMask |= OCCLUSION_BIT;
+
+
+ /* If we're not drawing to exactly one color buffer set the
+ * MULTI_DRAW_BIT flag. Also set it if we're drawing to no
+ * buffers or the RGBA or CI mask disables all writes.
+ */
+ if (ctx->Color.MultiDrawBuffer) {
+ RasterMask |= MULTI_DRAW_BIT;
+ }
+ else if (ctx->Color.DrawBuffer==GL_NONE) {
+ RasterMask |= MULTI_DRAW_BIT;
+ }
+ else if (ctx->Visual.RGBAflag && *((GLuint *) ctx->Color.ColorMask) == 0) {
+ RasterMask |= MULTI_DRAW_BIT; /* all RGBA channels disabled */
+ }
+ else if (!ctx->Visual.RGBAflag && ctx->Color.IndexMask==0) {
+ RasterMask |= MULTI_DRAW_BIT; /* all color index bits disabled */
+ }
+
+ if ( ctx->Viewport.X<0
+ || ctx->Viewport.X + ctx->Viewport.Width > ctx->DrawBuffer->Width
+ || ctx->Viewport.Y<0
+ || ctx->Viewport.Y + ctx->Viewport.Height > ctx->DrawBuffer->Height) {
+ RasterMask |= WINCLIP_BIT;
+ }
+
+ SWRAST_CONTEXT(ctx)->_RasterMask = RasterMask;
+}
+
+
+
+#define _SWRAST_NEW_TRIANGLE (_NEW_RENDERMODE| \
+ _NEW_POLYGON| \
+ _NEW_DEPTH| \
+ _NEW_STENCIL| \
+ _NEW_COLOR| \
+ _NEW_TEXTURE| \
+ _NEW_HINT| \
+ _SWRAST_NEW_RASTERMASK| \
+ _NEW_LIGHT| \
+ _NEW_FOG)
+
+#define _SWRAST_NEW_LINE (_NEW_RENDERMODE| \
+ _NEW_LINE| \
+ _NEW_TEXTURE| \
+ _NEW_LIGHT| \
+ _NEW_FOG| \
+ _NEW_DEPTH)
+
+#define _SWRAST_NEW_POINT (_NEW_RENDERMODE | \
+ _NEW_POINT | \
+ _NEW_TEXTURE | \
+ _NEW_LIGHT | \
+ _NEW_FOG)
+
+#define _SWRAST_NEW_QUAD 0
+
+#define _SWRAST_NEW_TEXTURE_SAMPLE_FUNC _NEW_TEXTURE
+
+#define _SWRAST_NEW_BLEND_FUNC _NEW_COLOR
+
+
+
+/* Stub for swrast->Triangle to select a true triangle function
+ * after a state change.
+ */
+static void
+_swrast_validate_quad( GLcontext *ctx,
+ SWvertex *v0, SWvertex *v1, SWvertex *v2, SWvertex *v3 )
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+
+ _swrast_validate_derived( ctx );
+ swrast->choose_quad( ctx );
+
+ swrast->Quad( ctx, v0, v1, v2, v3 );
+}
+
+static void
+_swrast_validate_triangle( GLcontext *ctx,
+ SWvertex *v0, SWvertex *v1, SWvertex *v2 )
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+
+ _swrast_validate_derived( ctx );
+ swrast->choose_triangle( ctx );
+
+ swrast->Triangle( ctx, v0, v1, v2 );
}
+static void
+_swrast_validate_line( GLcontext *ctx, SWvertex *v0, SWvertex *v1 )
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+
+ _swrast_validate_derived( ctx );
+ swrast->choose_line( ctx );
+
+ swrast->Line( ctx, v0, v1 );
+}
+
+static void
+_swrast_validate_point( GLcontext *ctx, SWvertex *v0 )
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+
+ _swrast_validate_derived( ctx );
+ swrast->choose_point( ctx );
+
+ swrast->Point( ctx, v0 );
+}
+
+void
+_swrast_validate_blend_func( GLcontext *ctx, GLuint n,
+ const GLubyte mask[],
+ GLchan src[][4],
+ CONST GLchan dst[][4] )
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+
+ _swrast_validate_derived( ctx );
+ _swrast_choose_blend_func( ctx );
+
+ swrast->BlendFunc( ctx, n, mask, src, dst );
+}
+
+
+void
+_swrast_validate_texture_sample( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj,
+ GLuint n,
+ const GLfloat s[], const GLfloat t[],
+ const GLfloat u[], const GLfloat lambda[],
+ GLchan rgba[][4] )
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+
+ _swrast_validate_derived( ctx );
+ _swrast_choose_texture_sample_func( ctx, texUnit, tObj );
+
+ swrast->TextureSample[texUnit]( ctx, texUnit, tObj, n, s, t, u,
+ lambda, rgba );
+}
+
+
+static void
+_swrast_sleep( GLcontext *ctx, GLuint new_state )
+{
+}
+
+
+static void
+_swrast_invalidate_state( GLcontext *ctx, GLuint new_state )
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GLuint i;
+
+ swrast->NewState |= new_state;
+
+ /* After 10 statechanges without any swrast functions being called,
+ * put the module to sleep.
+ */
+ if (++swrast->StateChanges > 10) {
+ swrast->InvalidateState = _swrast_sleep;
+ swrast->NewState = ~0;
+ new_state = ~0;
+ }
+
+ if (new_state & swrast->invalidate_triangle)
+ swrast->Triangle = _swrast_validate_triangle;
+
+ if (new_state & swrast->invalidate_line)
+ swrast->Line = _swrast_validate_line;
+
+ if (new_state & swrast->invalidate_point)
+ swrast->Point = _swrast_validate_point;
+
+ if (new_state & swrast->invalidate_quad)
+ swrast->Quad = _swrast_validate_quad;
+
+ if (new_state & _SWRAST_NEW_BLEND_FUNC)
+ swrast->BlendFunc = _swrast_validate_blend_func;
+
+ if (new_state & _SWRAST_NEW_TEXTURE_SAMPLE_FUNC)
+ for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++)
+ swrast->TextureSample[i] = _swrast_validate_texture_sample;
+}
+
+
+
void
-_swrast_destroy_context( GLcontext *ctx )
+_swrast_validate_derived( GLcontext *ctx )
{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+
+ if (swrast->NewState)
+ {
+ if (swrast->NewState & _SWRAST_NEW_RASTERMASK)
+ _swrast_update_rasterflags( ctx );
+
+ swrast->NewState = 0;
+ swrast->StateChanges = 0;
+ swrast->InvalidateState = _swrast_invalidate_state;
+ }
}
+/* Public entrypoints: See also s_accum.c, s_bitmap.c, etc.
+ */
+void
+_swrast_Quad( GLcontext *ctx,
+ SWvertex *v0, SWvertex *v1, SWvertex *v2, SWvertex *v3 )
+{
+ SWRAST_CONTEXT(ctx)->Quad( ctx, v0, v1, v2, v3 );
+}
+
+void
+_swrast_Triangle( GLcontext *ctx, SWvertex *v0, SWvertex *v1, SWvertex *v2 )
+{
+ SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v2 );
+}
+
+void
+_swrast_Line( GLcontext *ctx, SWvertex *v0, SWvertex *v1 )
+{
+ SWRAST_CONTEXT(ctx)->Line( ctx, v0, v1 );
+}
+
+void
+_swrast_Point( GLcontext *ctx, SWvertex *v0 )
+{
+ SWRAST_CONTEXT(ctx)->Point( ctx, v0 );
+}
+
+void
+_swrast_InvalidateState( GLcontext *ctx, GLuint new_state )
+{
+ SWRAST_CONTEXT(ctx)->InvalidateState( ctx, new_state );
+}
+
+
+GLuint *
+_swrast_get_stipple_counter_ref( GLcontext *ctx )
+{
+ return &SWRAST_CONTEXT(ctx)->StippleCounter;
+}
+
+
+GLboolean
+_swrast_CreateContext( GLcontext *ctx )
+{
+ GLuint i;
+ SWcontext *swrast = (SWcontext *)CALLOC(sizeof(SWcontext));
+ if (!swrast)
+ return GL_FALSE;
+
+ swrast->PB = gl_alloc_pb();
+ if (!swrast->PB) {
+ FREE(swrast);
+ return GL_FALSE;
+ }
+
+ swrast->NewState = ~0;
+
+ swrast->choose_point = _swrast_choose_point;
+ swrast->choose_line = _swrast_choose_line;
+ swrast->choose_triangle = _swrast_choose_triangle;
+ swrast->choose_quad = _swrast_choose_quad;
+
+ swrast->invalidate_point = _SWRAST_NEW_POINT;
+ swrast->invalidate_line = _SWRAST_NEW_LINE;
+ swrast->invalidate_triangle = _SWRAST_NEW_TRIANGLE;
+ swrast->invalidate_quad = _SWRAST_NEW_QUAD;
+
+ swrast->Point = _swrast_validate_point;
+ swrast->Line = _swrast_validate_line;
+ swrast->Triangle = _swrast_validate_triangle;
+ swrast->Quad = _swrast_validate_quad;
+ swrast->InvalidateState = _swrast_sleep;
+ swrast->BlendFunc = _swrast_validate_blend_func;
+
+ for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++)
+ swrast->TextureSample[i] = _swrast_validate_texture_sample;
+
+ ctx->swrast_context = swrast;
+ return GL_TRUE;
+}
+
+void
+_swrast_DestroyContext( GLcontext *ctx )
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+
+ FREE( swrast->PB );
+ FREE( swrast );
+
+ ctx->swrast_context = 0;
+}
--- /dev/null
+/*
+ * Mesa 3-D graphics library
+ * Version: 3.5
+ *
+ * Copyright (C) 1999 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
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ * Authors:
+ * Keith Whitwell <keithw@valinux.com>
+ */
+
+#ifndef S_CONTEXT_H
+#define S_CONTEXT_H
+
+#include "types.h"
+#include "swrast.h"
+
+/*
+ * For texture sampling:
+ */
+typedef void (*TextureSampleFunc)( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj,
+ GLuint n,
+ const GLfloat s[], const GLfloat t[],
+ const GLfloat u[], const GLfloat lambda[],
+ GLchan rgba[][4] );
+
+
+
+/*
+ * Blending function
+ */
+#ifdef USE_MMX_ASM
+typedef void (_ASMAPIP blend_func)( GLcontext *ctx, GLuint n,
+ const GLubyte mask[],
+ GLchan src[][4], CONST GLchan dst[][4] );
+#else
+typedef void (*blend_func)( GLcontext *ctx, GLuint n, const GLubyte mask[],
+ GLchan src[][4], CONST GLchan dst[][4] );
+#endif
+
+typedef void (*swrast_tri_func)( GLcontext *ctx,
+ SWvertex *, SWvertex *, SWvertex *);
+typedef void (*swrast_line_func)( GLcontext *ctx, SWvertex *, SWvertex *);
+typedef void (*swrast_point_func)( GLcontext *ctx, SWvertex *);
+
+/*
+ * Bitmasks to indicate which rasterization options are enabled (RasterMask)
+ */
+#define ALPHATEST_BIT 0x001 /* Alpha-test pixels */
+#define BLEND_BIT 0x002 /* Blend pixels */
+#define DEPTH_BIT 0x004 /* Depth-test pixels */
+#define FOG_BIT 0x008 /* Fog pixels */
+#define LOGIC_OP_BIT 0x010 /* Apply logic op in software */
+#define SCISSOR_BIT 0x020 /* Scissor pixels */
+#define STENCIL_BIT 0x040 /* Stencil pixels */
+#define MASKING_BIT 0x080 /* Do glColorMask or glIndexMask */
+#define ALPHABUF_BIT 0x100 /* Using software alpha buffer */
+#define WINCLIP_BIT 0x200 /* Clip pixels/primitives to window */
+#define MULTI_DRAW_BIT 0x400 /* Write to more than one color- */
+ /* buffer or no buffers. */
+#define OCCLUSION_BIT 0x800 /* GL_HP_occlusion_test enabled */
+#define TEXTURE_BIT 0x1000 /* Texturing really enabled */
+
+
+#define _SWRAST_NEW_RASTERMASK (_NEW_BUFFERS| \
+ _NEW_SCISSOR| \
+ _NEW_COLOR| \
+ _NEW_DEPTH| \
+ _NEW_FOG| \
+ _NEW_STENCIL| \
+ _NEW_TEXTURE| \
+ _NEW_VIEWPORT| \
+ _NEW_DEPTH)
+
+
+
+typedef struct
+{
+ GLuint NewState;
+ GLuint StateChanges;
+
+ GLuint _RasterMask;
+ GLuint _MinMagThresh[MAX_TEXTURE_UNITS];
+
+ struct pixel_buffer* PB;
+ GLuint StippleCounter; /* Line stipple counter */
+
+
+ /* Mechanism to allow driver (like X11) to register further
+ * software rasterization routines.
+ */
+ void (*choose_point)( GLcontext * );
+ void (*choose_line)( GLcontext * );
+ void (*choose_triangle)( GLcontext * );
+ void (*choose_quad)( GLcontext * );
+
+ GLuint invalidate_point;
+ GLuint invalidate_line;
+ GLuint invalidate_triangle;
+ GLuint invalidate_quad;
+
+
+ /* Function pointers for dispatch behind public entrypoints.
+ */
+ void (*InvalidateState)( GLcontext *ctx, GLuint new_state );
+ void (*Point)( GLcontext *ctx, SWvertex *v );
+ void (*Line)( GLcontext *ctx, SWvertex *v0, SWvertex *v1 );
+ void (*Triangle)( GLcontext *ctx, SWvertex *v0, SWvertex *v1, SWvertex *v2 );
+ void (*Quad)( GLcontext *ctx, SWvertex *v0, SWvertex *v1, SWvertex *v2,
+ SWvertex *v3);
+
+ /* Internal hooks, kept uptodate by the same mechanism as above.
+ */
+ blend_func BlendFunc;
+ TextureSampleFunc TextureSample[MAX_TEXTURE_UNITS];
+
+} SWcontext;
+
+
+void
+_swrast_validate_derived( GLcontext *ctx );
+
+
+#define SWRAST_CONTEXT(ctx) ((SWcontext *)ctx->swrast_context)
+
+
+
+#endif
-/* $Id: s_copypix.c,v 1.2 2000/10/31 23:11:06 brianp Exp $ */
+/* $Id: s_copypix.c,v 1.3 2000/11/05 18:24:40 keithw Exp $ */
/*
* Mesa 3-D graphics library
#include "mmath.h"
#include "pixel.h"
+#include "s_context.h"
#include "s_depth.h"
#include "s_imaging.h"
#include "s_pixeltex.h"
GLboolean changeBuffer;
GLchan *saveReadAlpha;
const GLboolean zoom = ctx->Pixel.ZoomX != 1.0F || ctx->Pixel.ZoomY != 1.0F;
- const GLuint transferOps = ctx->ImageTransferState;
+ const GLuint transferOps = ctx->_ImageTransferState;
GLfloat *dest, *tmpImage, *convImage;
if (ctx->Depth.Test || ctx->Fog.Enabled) {
}
}
- if (ctx->RasterMask == 0
+ if (SWRAST_CONTEXT(ctx)->_RasterMask == 0
&& !zoom
&& destx >= 0
&& destx + width <= ctx->DrawBuffer->Width) {
rgba[i][ACOMP] = (GLchan) CLAMP(a, 0, CHAN_MAX);
}
- if (ctx->Texture.ReallyEnabled && ctx->Pixel.PixelTextureEnabled) {
+ if (ctx->Texture._ReallyEnabled && ctx->Pixel.PixelTextureEnabled) {
GLfloat s[MAX_WIDTH], t[MAX_WIDTH], r[MAX_WIDTH], q[MAX_WIDTH];
GLchan primary_rgba[MAX_WIDTH][4];
GLuint unit;
GLchan *saveReadAlpha;
const GLboolean zoom = ctx->Pixel.ZoomX != 1.0F || ctx->Pixel.ZoomY != 1.0F;
GLint overlapping;
- const GLuint transferOps = ctx->ImageTransferState;
+ const GLuint transferOps = ctx->_ImageTransferState;
if (ctx->Pixel.Convolution2DEnabled || ctx->Pixel.Separable2DEnabled) {
copy_conv_rgba_pixels(ctx, srcx, srcy, width, height, destx, desty);
}
}
- if (ctx->RasterMask == 0
+ if (SWRAST_CONTEXT(ctx)->_RasterMask == 0
&& !zoom
&& destx >= 0
&& destx + width <= ctx->DrawBuffer->Width) {
}
}
- if (ctx->Texture.ReallyEnabled && ctx->Pixel.PixelTextureEnabled) {
+ if (ctx->Texture._ReallyEnabled && ctx->Pixel.PixelTextureEnabled) {
GLfloat s[MAX_WIDTH], t[MAX_WIDTH], r[MAX_WIDTH], q[MAX_WIDTH];
GLchan primary_rgba[MAX_WIDTH][4];
GLuint unit;
GLint destx, GLint desty,
GLenum type )
{
+ if (SWRAST_CONTEXT(ctx)->NewState)
+ _swrast_validate_derived( ctx );
+
if (type == GL_COLOR && ctx->Visual.RGBAflag) {
copy_rgba_pixels( ctx, srcx, srcy, width, height, destx, desty );
}
-/* $Id: s_depth.c,v 1.1 2000/10/31 18:00:04 keithw Exp $ */
+/* $Id: s_depth.c,v 1.2 2000/11/05 18:24:40 keithw Exp $ */
/*
* Mesa 3-D graphics library
#include "mem.h"
#include "s_depth.h"
+#include "s_context.h"
#include "s_pb.h"
-/* $Id: s_drawpix.c,v 1.1 2000/10/31 18:00:04 keithw Exp $ */
+/* $Id: s_drawpix.c,v 1.2 2000/11/05 18:24:40 keithw Exp $ */
/*
* Mesa 3-D graphics library
#include "mmath.h"
#include "pixel.h"
+#include "s_context.h"
#include "s_pixeltex.h"
#include "s_span.h"
#include "s_stencil.h"
return GL_TRUE; /* no-op */
}
- if ((ctx->RasterMask&(~(SCISSOR_BIT|WINCLIP_BIT)))==0
- && ctx->Texture.ReallyEnabled == 0
+ if ((SWRAST_CONTEXT(ctx)->_RasterMask&(~(SCISSOR_BIT|WINCLIP_BIT)))==0
+ && ctx->Texture._ReallyEnabled == 0
&& unpack->Alignment == 1
&& !unpack->SwapBytes
&& !unpack->LsbFirst) {
*/
if (format == GL_RGBA && type == CHAN_TYPE
- && ctx->ImageTransferState==0) {
+ && ctx->_ImageTransferState==0) {
if (ctx->Visual.RGBAflag) {
GLchan *src = (GLchan *) pixels
+ (skipRows * rowLength + skipPixels) * 4;
return GL_TRUE;
}
else if (format == GL_RGB && type == CHAN_TYPE
- && ctx->ImageTransferState == 0) {
+ && ctx->_ImageTransferState == 0) {
if (ctx->Visual.RGBAflag) {
GLchan *src = (GLchan *) pixels
+ (skipRows * rowLength + skipPixels) * 3;
return GL_TRUE;
}
else if (format == GL_LUMINANCE && type == CHAN_TYPE
- && ctx->ImageTransferState==0) {
+ && ctx->_ImageTransferState==0) {
if (ctx->Visual.RGBAflag) {
GLchan *src = (GLchan *) pixels
+ (skipRows * rowLength + skipPixels);
return GL_TRUE;
}
else if (format == GL_LUMINANCE_ALPHA && type == CHAN_TYPE
- && ctx->ImageTransferState == 0) {
+ && ctx->_ImageTransferState == 0) {
if (ctx->Visual.RGBAflag) {
GLchan *src = (GLchan *) pixels
+ (skipRows * rowLength + skipPixels)*2;
return GL_TRUE;
}
}
- else if (ctx->ImageTransferState==0) {
+ else if (ctx->_ImageTransferState==0) {
/* write CI data to CI frame buffer */
GLint row;
if (ctx->Pixel.ZoomX==1.0F && ctx->Pixel.ZoomY==1.0F) {
pixels, width, height, GL_COLOR_INDEX, type, 0, row, 0);
_mesa_unpack_index_span(ctx, drawWidth, GL_UNSIGNED_INT, indexes,
type, source, &ctx->Unpack,
- ctx->ImageTransferState);
+ ctx->_ImageTransferState);
if (zoom) {
gl_write_zoomed_index_span(ctx, drawWidth, x, y, zspan, 0, indexes, desty);
}
pixels, width, height, GL_COLOR_INDEX, type, 0, row, 0);
_mesa_unpack_index_span(ctx, drawWidth, destType, values,
type, source, &ctx->Unpack,
- ctx->ImageTransferState);
- if (ctx->ImageTransferState & IMAGE_SHIFT_OFFSET_BIT) {
+ ctx->_ImageTransferState);
+ if (ctx->_ImageTransferState & IMAGE_SHIFT_OFFSET_BIT) {
_mesa_shift_and_offset_stencil( ctx, drawWidth, values );
}
if (ctx->Pixel.MapStencilFlag) {
const GLvoid *src = _mesa_image_address(&ctx->Unpack,
pixels, width, height, GL_DEPTH_COMPONENT, type, 0, row, 0);
_mesa_unpack_depth_span( ctx, drawWidth, zspan, type, src,
- &ctx->Unpack, ctx->ImageTransferState );
+ &ctx->Unpack, ctx->_ImageTransferState );
if (ctx->Visual.RGBAflag) {
if (zoom) {
gl_write_zoomed_rgba_span(ctx, width, x, y, zspan, 0,
GLdepth zspan[MAX_WIDTH];
GLboolean quickDraw;
GLfloat *convImage = NULL;
- GLuint transferOps = ctx->ImageTransferState;
+ GLuint transferOps = ctx->_ImageTransferState;
if (!_mesa_is_legal_format_and_type(format, type)) {
gl_error(ctx, GL_INVALID_ENUM, "glDrawPixels(format or type)");
}
- if (ctx->RasterMask == 0 && !zoom && x >= 0 && y >= 0
+ if (SWRAST_CONTEXT(ctx)->_RasterMask == 0 && !zoom && x >= 0 && y >= 0
&& x + width <= ctx->DrawBuffer->Width
&& y + height <= ctx->DrawBuffer->Height) {
quickDraw = GL_TRUE;
(ctx->Pixel.HistogramEnabled && ctx->Histogram.Sink))
continue;
- if (ctx->Texture.ReallyEnabled && ctx->Pixel.PixelTextureEnabled) {
+ if (ctx->Texture._ReallyEnabled && ctx->Pixel.PixelTextureEnabled) {
GLfloat s[MAX_WIDTH], t[MAX_WIDTH], r[MAX_WIDTH], q[MAX_WIDTH];
GLchan primary_rgba[MAX_WIDTH][4];
GLuint unit;
MEMCPY(primary_rgba, rgba, 4 * width * sizeof(GLchan));
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
- if (ctx->Texture.Unit[unit].ReallyEnabled) {
+ if (ctx->Texture.Unit[unit]._ReallyEnabled) {
_mesa_pixeltexgen(ctx, width, (const GLchan (*)[4]) rgba,
s, t, r, q);
gl_texture_pixels(ctx, unit, width, s, t, r, NULL,
{
(void) unpack;
+ if (SWRAST_CONTEXT(ctx)->NewState)
+ _swrast_validate_derived( ctx );
+
switch (format) {
case GL_STENCIL_INDEX:
draw_stencil_pixels( ctx, x, y, width, height, type, pixels );
--- /dev/null
+/* $Id: s_feedback.c,v 1.1 2000/11/05 18:24:40 keithw Exp $ */
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 3.3
+ *
+ * Copyright (C) 1999-2000 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
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+#include "glheader.h"
+#include "colormac.h"
+#include "context.h"
+#include "enums.h"
+#include "feedback.h"
+#include "macros.h"
+#include "mmath.h"
+
+#include "s_context.h"
+#include "s_feedback.h"
+#include "s_triangle.h"
+
+
+#define FB_3D 0x01
+#define FB_4D 0x02
+#define FB_INDEX 0x04
+#define FB_COLOR 0x08
+#define FB_TEXTURE 0X10
+
+
+
+
+static void feedback_vertex( GLcontext *ctx, SWvertex *v )
+{
+ GLfloat win[4];
+ GLfloat color[4];
+ GLfloat tc[4];
+ GLuint texUnit = ctx->Texture.CurrentTransformUnit;
+ GLuint index;
+
+ win[0] = v->win[0];
+ win[1] = v->win[1];
+ win[2] = v->win[2] / ctx->Visual.DepthMaxF;
+ win[3] = 1.0 / v->win[3];
+
+ color[0] = CHAN_TO_FLOAT(v->color[0]);
+ color[1] = CHAN_TO_FLOAT(v->color[1]);
+ color[2] = CHAN_TO_FLOAT(v->color[2]);
+ color[3] = CHAN_TO_FLOAT(v->color[3]);
+
+ if (v->texcoord[texUnit][3] != 1.0 &&
+ v->texcoord[texUnit][3] != 0.0) {
+ GLfloat invq = 1.0F / v->texcoord[texUnit][3];
+ tc[0] = v->texcoord[texUnit][0] * invq;
+ tc[1] = v->texcoord[texUnit][1] * invq;
+ tc[2] = v->texcoord[texUnit][2] * invq;
+ tc[3] = v->texcoord[texUnit][3];
+ }
+ else {
+ COPY_4V(tc, v->texcoord[texUnit]);
+ }
+
+ index = v->index;
+
+ gl_feedback_vertex( ctx, win, color, index, tc );
+}
+
+
+/*
+ * Put triangle in feedback buffer.
+ */
+void gl_feedback_triangle( GLcontext *ctx, SWvertex *v0, SWvertex *v1,
+ SWvertex *v2)
+{
+ if (gl_cull_triangle( ctx, v0, v1, v2 )) {
+ FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN );
+ FEEDBACK_TOKEN( ctx, (GLfloat) 3 ); /* three vertices */
+
+ feedback_vertex( ctx, v0 );
+ feedback_vertex( ctx, v1 );
+ feedback_vertex( ctx, v2 );
+ }
+}
+
+
+void gl_feedback_line( GLcontext *ctx, SWvertex *v0, SWvertex *v1 )
+{
+ GLenum token = GL_LINE_TOKEN;
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+
+ if (swrast->StippleCounter==0)
+ token = GL_LINE_RESET_TOKEN;
+
+ FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) token );
+
+ feedback_vertex( ctx, v0 );
+ feedback_vertex( ctx, v1 );
+
+ swrast->StippleCounter++;
+}
+
+
+void gl_feedback_point( GLcontext *ctx, SWvertex *v )
+{
+ FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POINT_TOKEN );
+ feedback_vertex( ctx, v );
+}
+
+
+void gl_select_triangle( GLcontext *ctx, SWvertex *v0, SWvertex *v1,
+ SWvertex *v2)
+{
+ if (gl_cull_triangle( ctx, v0, v1, v2 )) {
+ const GLfloat zs = 1.0F / ctx->Visual.DepthMaxF;
+ gl_update_hitflag( ctx, v0->win[2] * zs );
+ gl_update_hitflag( ctx, v1->win[2] * zs );
+ gl_update_hitflag( ctx, v2->win[2] * zs );
+ }
+}
+
+
+void gl_select_line( GLcontext *ctx, SWvertex *v0, SWvertex *v1 )
+{
+ const GLfloat zs = 1.0F / ctx->Visual.DepthMaxF;
+ gl_update_hitflag( ctx, v0->win[2] * zs );
+ gl_update_hitflag( ctx, v1->win[2] * zs );
+}
+
+
+void gl_select_point( GLcontext *ctx, SWvertex *v )
+{
+ const GLfloat zs = 1.0F / ctx->Visual.DepthMaxF;
+ gl_update_hitflag( ctx, v->win[2] * zs );
+}
+
+
+
--- /dev/null
+/* $Id: s_feedback.h,v 1.1 2000/11/05 18:24:40 keithw Exp $ */
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 3.3
+ *
+ * Copyright (C) 1999 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
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+
+#ifndef S_FEEDBACK_H
+#define S_FEEDBACK_H
+
+
+#include "types.h"
+#include "swrast.h"
+
+
+extern void gl_feedback_point( GLcontext *ctx, SWvertex *v );
+extern void gl_feedback_line( GLcontext *ctx, SWvertex *v1, SWvertex *v2 );
+extern void gl_feedback_triangle( GLcontext *ctx, SWvertex *v0, SWvertex *v1,
+ SWvertex *v2 );
+
+extern void gl_select_point( GLcontext *ctx, SWvertex *v );
+extern void gl_select_line( GLcontext *ctx, SWvertex *v1, SWvertex *v2 );
+extern void gl_select_triangle( GLcontext *ctx, SWvertex *v0, SWvertex *v1,
+ SWvertex *v2 );
+
+#endif
+
-/* $Id: s_fog.c,v 1.1 2000/10/31 18:00:04 keithw Exp $ */
+/* $Id: s_fog.c,v 1.2 2000/11/05 18:24:40 keithw Exp $ */
/*
* Mesa 3-D graphics library
#include "macros.h"
#include "mmath.h"
+#include "s_context.h"
#include "s_fog.h"
GLfloat d = ctx->ProjectionMatrix.m[14];
GLuint i;
- GLfloat tz = ctx->Viewport.WindowMap.m[MAT_TZ];
- GLfloat szInv = 1.0F / ctx->Viewport.WindowMap.m[MAT_SZ];
+ GLfloat tz = ctx->Viewport._WindowMap.m[MAT_TZ];
+ GLfloat szInv = 1.0F / ctx->Viewport._WindowMap.m[MAT_SZ];
switch (ctx->Fog.Mode) {
case GL_LINEAR:
-/* $Id: s_imaging.c,v 1.1 2000/10/31 18:00:04 keithw Exp $ */
+/* $Id: s_imaging.c,v 1.2 2000/11/05 18:24:40 keithw Exp $ */
/*
* Mesa 3-D graphics library
#include "image.h"
#include "mmath.h"
+#include "s_context.h"
#include "s_imaging.h"
#include "s_span.h"
-/* $Id: s_lines.c,v 1.1 2000/10/31 18:00:04 keithw Exp $ */
+/* $Id: s_lines.c,v 1.2 2000/11/05 18:24:40 keithw Exp $ */
/*
* Mesa 3-D graphics library
#include "glheader.h"
-#include "feedback.h"
#include "macros.h"
#include "mmath.h"
#include "vb.h"
#include "s_pb.h"
+#include "s_context.h"
#include "s_depth.h"
+#include "s_lines.h"
+#include "s_feedback.h"
/*
* All line drawing functions have the same arguments:
* v1, v2 - indexes of first and second endpoints into vertex buffer arrays
- * pv - provoking vertex: which vertex color/index to use for flat shading.
*/
/* Flat, color index line */
static void flat_ci_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
+ SWvertex *vert0,
+ SWvertex *vert1 )
{
- PB_SET_INDEX( ctx->PB, ctx->VB->IndexPtr->data[pvert] );
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
+
+ PB_SET_INDEX( PB, vert0->index );
#define INTERP_XY 1
-#define PLOT(X,Y) PB_WRITE_PIXEL(ctx->PB, X, Y, 0, 0);
+#define PLOT(X,Y) PB_WRITE_PIXEL(PB, X, Y, 0, 0);
#include "s_linetemp.h"
/* Flat, color index line with Z interpolation/testing */
static void flat_ci_z_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
+ SWvertex *vert0,
+ SWvertex *vert1 )
{
- PB_SET_INDEX( ctx->PB, ctx->VB->IndexPtr->data[pvert] );
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
+ PB_SET_INDEX( PB, vert0->index );
#define INTERP_XY 1
#define INTERP_Z 1
-#define PLOT(X,Y) PB_WRITE_PIXEL(ctx->PB, X, Y, Z, fog0);
+#define PLOT(X,Y) PB_WRITE_PIXEL(PB, X, Y, Z, fog0);
#include "s_linetemp.h"
/* Flat-shaded, RGBA line */
static void flat_rgba_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
+ SWvertex *vert0,
+ SWvertex *vert1 )
{
- const GLchan *color = ctx->VB->ColorPtr->data[pvert];
- PB_SET_COLOR( ctx->PB, color[0], color[1], color[2], color[3] );
+ const GLchan *color = vert0->color;
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
+ PB_SET_COLOR( PB, color[0], color[1], color[2], color[3] );
#define INTERP_XY 1
-#define PLOT(X,Y) PB_WRITE_PIXEL(ctx->PB, X, Y, 0, 0);
+#define PLOT(X,Y) PB_WRITE_PIXEL(PB, X, Y, 0, 0);
#include "s_linetemp.h"
/* Flat-shaded, RGBA line with Z interpolation/testing */
static void flat_rgba_z_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
+ SWvertex *vert0,
+ SWvertex *vert1 )
{
- const GLchan *color = ctx->VB->ColorPtr->data[pvert];
- PB_SET_COLOR( ctx->PB, color[0], color[1], color[2], color[3] );
+ const GLchan *color = vert0->color;
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
+ PB_SET_COLOR( PB, color[0], color[1], color[2], color[3] );
#define INTERP_XY 1
#define INTERP_Z 1
-#define PLOT(X,Y) PB_WRITE_PIXEL(ctx->PB, X, Y, Z, fog0);
+#define PLOT(X,Y) PB_WRITE_PIXEL(PB, X, Y, Z, fog0);
#include "s_linetemp.h"
/* Smooth shaded, color index line */
static void smooth_ci_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
+ SWvertex *vert0,
+ SWvertex *vert1 )
{
- GLint count = ctx->PB->count;
- GLint *pbx = ctx->PB->x;
- GLint *pby = ctx->PB->y;
- GLuint *pbi = ctx->PB->index;
- (void) pvert;
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
+ GLint count = PB->count;
+ GLint *pbx = PB->x;
+ GLint *pby = PB->y;
+ GLuint *pbi = PB->index;
- ctx->PB->mono = GL_FALSE;
+ PB->mono = GL_FALSE;
#define INTERP_XY 1
#define INTERP_INDEX 1
#include "s_linetemp.h"
- ctx->PB->count = count;
+ PB->count = count;
gl_flush_pb(ctx);
}
/* Smooth shaded, color index line with Z interpolation/testing */
static void smooth_ci_z_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
+ SWvertex *vert0,
+ SWvertex *vert1 )
{
- GLint count = ctx->PB->count;
- GLint *pbx = ctx->PB->x;
- GLint *pby = ctx->PB->y;
- GLdepth *pbz = ctx->PB->z;
- GLuint *pbi = ctx->PB->index;
- (void) pvert;
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
+ GLint count = PB->count;
+ GLint *pbx = PB->x;
+ GLint *pby = PB->y;
+ GLdepth *pbz = PB->z;
+ GLuint *pbi = PB->index;
- ctx->PB->mono = GL_FALSE;
+ PB->mono = GL_FALSE;
#define INTERP_XY 1
#define INTERP_Z 1
#include "s_linetemp.h"
- ctx->PB->count = count;
+ PB->count = count;
gl_flush_pb(ctx);
}
/* Smooth-shaded, RGBA line */
static void smooth_rgba_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
+ SWvertex *vert0,
+ SWvertex *vert1 )
{
- GLint count = ctx->PB->count;
- GLint *pbx = ctx->PB->x;
- GLint *pby = ctx->PB->y;
- GLchan (*pbrgba)[4] = ctx->PB->rgba;
- (void) pvert;
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
+ GLint count = PB->count;
+ GLint *pbx = PB->x;
+ GLint *pby = PB->y;
+ GLchan (*pbrgba)[4] = PB->rgba;
- ctx->PB->mono = GL_FALSE;
+ PB->mono = GL_FALSE;
#define INTERP_XY 1
#define INTERP_RGB 1
#include "s_linetemp.h"
- ctx->PB->count = count;
+ PB->count = count;
gl_flush_pb(ctx);
}
/* Smooth-shaded, RGBA line with Z interpolation/testing */
static void smooth_rgba_z_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
+ SWvertex *vert0,
+ SWvertex *vert1 )
{
- GLint count = ctx->PB->count;
- GLint *pbx = ctx->PB->x;
- GLint *pby = ctx->PB->y;
- GLdepth *pbz = ctx->PB->z;
- GLfixed *pbfog = ctx->PB->fog;
- GLchan (*pbrgba)[4] = ctx->PB->rgba;
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
+ GLint count = PB->count;
+ GLint *pbx = PB->x;
+ GLint *pby = PB->y;
+ GLdepth *pbz = PB->z;
+ GLfixed *pbfog = PB->fog;
+ GLchan (*pbrgba)[4] = PB->rgba;
- (void) pvert;
- ctx->PB->mono = GL_FALSE;
+ PB->mono = GL_FALSE;
#define INTERP_XY 1
#define INTERP_Z 1
#include "s_linetemp.h"
- ctx->PB->count = count;
+ PB->count = count;
gl_flush_pb(ctx);
}
#define CHECK_FULL(count) \
if (count >= PB_SIZE-MAX_WIDTH) { \
- ctx->PB->count = count; \
+ PB->count = count; \
gl_flush_pb(ctx); \
- count = ctx->PB->count; \
+ count = PB->count; \
}
/* Smooth shaded, color index, any width, maybe stippled */
static void general_smooth_ci_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
+ SWvertex *vert0,
+ SWvertex *vert1 )
{
- GLint count = ctx->PB->count;
- GLint *pbx = ctx->PB->x;
- GLint *pby = ctx->PB->y;
- GLdepth *pbz = ctx->PB->z;
- GLfixed *pbfog = ctx->PB->fog;
- GLuint *pbi = ctx->PB->index;
- (void) pvert;
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
+ GLint count = PB->count;
+ GLint *pbx = PB->x;
+ GLint *pby = PB->y;
+ GLdepth *pbz = PB->z;
+ GLfixed *pbfog = PB->fog;
+ GLuint *pbi = PB->index;
- ctx->PB->mono = GL_FALSE;
+ PB->mono = GL_FALSE;
if (ctx->Line.StippleFlag) {
/* stippled */
}
}
- ctx->PB->count = count;
+ PB->count = count;
gl_flush_pb(ctx);
}
/* Flat shaded, color index, any width, maybe stippled */
static void general_flat_ci_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
+ SWvertex *vert0,
+ SWvertex *vert1 )
{
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
GLint count;
- GLint *pbx = ctx->PB->x;
- GLint *pby = ctx->PB->y;
- GLdepth *pbz = ctx->PB->z;
- GLfixed *pbfog = ctx->PB->fog;
- PB_SET_INDEX( ctx->PB, ctx->VB->IndexPtr->data[pvert] );
- count = ctx->PB->count;
+ GLint *pbx = PB->x;
+ GLint *pby = PB->y;
+ GLdepth *pbz = PB->z;
+ GLfixed *pbfog = PB->fog;
+ PB_SET_INDEX( PB, vert0->index );
+ count = PB->count;
if (ctx->Line.StippleFlag) {
/* stippled, any width */
}
}
- ctx->PB->count = count;
+ PB->count = count;
gl_flush_pb(ctx);
}
static void general_smooth_rgba_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert)
+ SWvertex *vert0,
+ SWvertex *vert1 )
{
- GLint count = ctx->PB->count;
- GLint *pbx = ctx->PB->x;
- GLint *pby = ctx->PB->y;
- GLdepth *pbz = ctx->PB->z;
- GLfixed *pbfog = ctx->PB->fog;
- GLchan (*pbrgba)[4] = ctx->PB->rgba;
-
- (void) pvert;
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
+ GLint count = PB->count;
+ GLint *pbx = PB->x;
+ GLint *pby = PB->y;
+ GLdepth *pbz = PB->z;
+ GLfixed *pbfog = PB->fog;
+ GLchan (*pbrgba)[4] = PB->rgba;
- ctx->PB->mono = GL_FALSE;
+ PB->mono = GL_FALSE;
if (ctx->Line.StippleFlag) {
/* stippled */
}
}
- ctx->PB->count = count;
+ PB->count = count;
gl_flush_pb(ctx);
}
static void general_flat_rgba_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
+ SWvertex *vert0,
+ SWvertex *vert1 )
{
- const GLchan *color = ctx->VB->ColorPtr->data[pvert];
- PB_SET_COLOR( ctx->PB, color[0], color[1], color[2], color[3] );
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
+ const GLchan *color = vert0->color;
+ PB_SET_COLOR( PB, color[0], color[1], color[2], color[3] );
if (ctx->Line.StippleFlag) {
/* stippled */
#define INTERP_Z 1
#define WIDE 1
#define STIPPLE 1
-#define PLOT(X,Y) PB_WRITE_PIXEL(ctx->PB, X, Y, Z, fog0);
+#define PLOT(X,Y) PB_WRITE_PIXEL(PB, X, Y, Z, fog0);
#include "s_linetemp.h"
}
else {
/* special case: unstippled and width=2 */
#define INTERP_XY 1
#define INTERP_Z 1
-#define XMAJOR_PLOT(X,Y) PB_WRITE_PIXEL(ctx->PB, X, Y, Z, fog0); \
- PB_WRITE_PIXEL(ctx->PB, X, Y+1, Z, fog0);
-#define YMAJOR_PLOT(X,Y) PB_WRITE_PIXEL(ctx->PB, X, Y, Z, fog0); \
- PB_WRITE_PIXEL(ctx->PB, X+1, Y, Z, fog0);
+#define XMAJOR_PLOT(X,Y) PB_WRITE_PIXEL(PB, X, Y, Z, fog0); \
+ PB_WRITE_PIXEL(PB, X, Y+1, Z, fog0);
+#define YMAJOR_PLOT(X,Y) PB_WRITE_PIXEL(PB, X, Y, Z, fog0); \
+ PB_WRITE_PIXEL(PB, X+1, Y, Z, fog0);
#include "s_linetemp.h"
}
else {
#define INTERP_XY 1
#define INTERP_Z 1
#define WIDE 1
-#define PLOT(X,Y) PB_WRITE_PIXEL(ctx->PB, X, Y, Z, fog0);
+#define PLOT(X,Y) PB_WRITE_PIXEL(PB, X, Y, Z, fog0);
#include "s_linetemp.h"
}
}
/* Flat-shaded, textured, any width, maybe stippled */
static void flat_textured_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pv )
+ SWvertex *vert0,
+ SWvertex *vert1 )
{
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
GLint count;
- GLint *pbx = ctx->PB->x;
- GLint *pby = ctx->PB->y;
- GLdepth *pbz = ctx->PB->z;
- GLfixed *pbfog = ctx->PB->fog;
- GLfloat *pbs = ctx->PB->s[0];
- GLfloat *pbt = ctx->PB->t[0];
- GLfloat *pbu = ctx->PB->u[0];
- GLchan *color = ctx->VB->ColorPtr->data[pv];
- PB_SET_COLOR( ctx->PB, color[0], color[1], color[2], color[3] );
- count = ctx->PB->count;
+ GLint *pbx = PB->x;
+ GLint *pby = PB->y;
+ GLdepth *pbz = PB->z;
+ GLfixed *pbfog = PB->fog;
+ GLfloat *pbs = PB->s[0];
+ GLfloat *pbt = PB->t[0];
+ GLfloat *pbu = PB->u[0];
+ GLchan *color = vert0->color;
+ PB_SET_COLOR( PB, color[0], color[1], color[2], color[3] );
+ count = PB->count;
if (ctx->Line.StippleFlag) {
/* stippled */
#include "s_linetemp.h"
}
- ctx->PB->count = count;
+ PB->count = count;
gl_flush_pb(ctx);
}
/* Smooth-shaded, textured, any width, maybe stippled */
static void smooth_textured_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
+ SWvertex *vert0,
+ SWvertex *vert1 )
{
- GLint count = ctx->PB->count;
- GLint *pbx = ctx->PB->x;
- GLint *pby = ctx->PB->y;
- GLdepth *pbz = ctx->PB->z;
- GLfixed *pbfog = ctx->PB->fog;
- GLfloat *pbs = ctx->PB->s[0];
- GLfloat *pbt = ctx->PB->t[0];
- GLfloat *pbu = ctx->PB->u[0];
- GLchan (*pbrgba)[4] = ctx->PB->rgba;
- (void) pvert;
-
- ctx->PB->mono = GL_FALSE;
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
+ GLint count = PB->count;
+ GLint *pbx = PB->x;
+ GLint *pby = PB->y;
+ GLdepth *pbz = PB->z;
+ GLfixed *pbfog = PB->fog;
+ GLfloat *pbs = PB->s[0];
+ GLfloat *pbt = PB->t[0];
+ GLfloat *pbu = PB->u[0];
+ GLchan (*pbrgba)[4] = PB->rgba;
+
+ PB->mono = GL_FALSE;
if (ctx->Line.StippleFlag) {
/* stippled */
#include "s_linetemp.h"
}
- ctx->PB->count = count;
+ PB->count = count;
gl_flush_pb(ctx);
}
* color interpolation.
*/
static void smooth_multitextured_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
+ SWvertex *vert0,
+ SWvertex *vert1 )
{
- GLint count = ctx->PB->count;
- GLint *pbx = ctx->PB->x;
- GLint *pby = ctx->PB->y;
- GLdepth *pbz = ctx->PB->z;
- GLfixed *pbfog = ctx->PB->fog;
- GLchan (*pbrgba)[4] = ctx->PB->rgba;
- GLchan (*pbspec)[3] = ctx->PB->spec;
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
+ GLint count = PB->count;
+ GLint *pbx = PB->x;
+ GLint *pby = PB->y;
+ GLdepth *pbz = PB->z;
+ GLfixed *pbfog = PB->fog;
+ GLchan (*pbrgba)[4] = PB->rgba;
+ GLchan (*pbspec)[3] = PB->spec;
- (void) pvert;
-
- ctx->PB->mono = GL_FALSE;
+ PB->mono = GL_FALSE;
if (ctx->Line.StippleFlag) {
/* stippled */
pbspec[count][GCOMP] = FixedToInt(sg0); \
pbspec[count][BCOMP] = FixedToInt(sb0); \
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { \
- if (ctx->Texture.Unit[u].ReallyEnabled) { \
- ctx->PB->s[u][0] = fragTexcoord[u][0]; \
- ctx->PB->s[u][1] = fragTexcoord[u][1]; \
- ctx->PB->s[u][2] = fragTexcoord[u][2]; \
- ctx->PB->s[u][3] = fragTexcoord[u][3]; \
+ if (ctx->Texture.Unit[u]._ReallyEnabled) { \
+ PB->s[u][0] = fragTexcoord[u][0]; \
+ PB->s[u][1] = fragTexcoord[u][1]; \
+ PB->s[u][2] = fragTexcoord[u][2]; \
+ PB->s[u][3] = fragTexcoord[u][3]; \
} \
} \
count++; \
pbspec[count][GCOMP] = FixedToInt(sg0); \
pbspec[count][BCOMP] = FixedToInt(sb0); \
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { \
- if (ctx->Texture.Unit[u].ReallyEnabled) { \
- ctx->PB->s[u][0] = fragTexcoord[u][0]; \
- ctx->PB->s[u][1] = fragTexcoord[u][1]; \
- ctx->PB->s[u][2] = fragTexcoord[u][2]; \
- ctx->PB->s[u][3] = fragTexcoord[u][3]; \
+ if (ctx->Texture.Unit[u]._ReallyEnabled) { \
+ PB->s[u][0] = fragTexcoord[u][0]; \
+ PB->s[u][1] = fragTexcoord[u][1]; \
+ PB->s[u][2] = fragTexcoord[u][2]; \
+ PB->s[u][3] = fragTexcoord[u][3]; \
} \
} \
count++; \
#include "s_linetemp.h"
}
- ctx->PB->count = count;
+ PB->count = count;
gl_flush_pb(ctx);
}
* color interpolation.
*/
static void flat_multitextured_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
+ SWvertex *vert0,
+ SWvertex *vert1 )
{
- GLint count = ctx->PB->count;
- GLint *pbx = ctx->PB->x;
- GLint *pby = ctx->PB->y;
- GLdepth *pbz = ctx->PB->z;
- GLfixed *pbfog = ctx->PB->fog;
- GLchan (*pbrgba)[4] = ctx->PB->rgba;
- GLchan (*pbspec)[3] = ctx->PB->spec;
- GLchan *color = ctx->VB->ColorPtr->data[pvert];
- GLchan sRed = ctx->VB->SecondaryColorPtr->data ? ctx->VB->SecondaryColorPtr->data[pvert][0] : 0;
- GLchan sGreen = ctx->VB->SecondaryColorPtr->data ? ctx->VB->SecondaryColorPtr->data[pvert][1] : 0;
- GLchan sBlue = ctx->VB->SecondaryColorPtr->data ? ctx->VB->SecondaryColorPtr->data[pvert][2] : 0;
-
- (void) pvert;
-
- ctx->PB->mono = GL_FALSE;
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
+ GLint count = PB->count;
+ GLint *pbx = PB->x;
+ GLint *pby = PB->y;
+ GLdepth *pbz = PB->z;
+ GLfixed *pbfog = PB->fog;
+ GLchan (*pbrgba)[4] = PB->rgba;
+ GLchan (*pbspec)[3] = PB->spec;
+ GLchan *color = vert0->color;
+ GLchan sRed = vert0->specular[0];
+ GLchan sGreen = vert0->specular[1];
+ GLchan sBlue = vert0->specular[2];
+
+ PB->mono = GL_FALSE;
if (ctx->Line.StippleFlag) {
/* stippled */
pbspec[count][GCOMP] = sGreen; \
pbspec[count][BCOMP] = sBlue; \
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { \
- if (ctx->Texture.Unit[u].ReallyEnabled) { \
- ctx->PB->s[u][0] = fragTexcoord[u][0]; \
- ctx->PB->s[u][1] = fragTexcoord[u][1]; \
- ctx->PB->s[u][2] = fragTexcoord[u][2]; \
- ctx->PB->s[u][3] = fragTexcoord[u][3]; \
+ if (ctx->Texture.Unit[u]._ReallyEnabled) { \
+ PB->s[u][0] = fragTexcoord[u][0]; \
+ PB->s[u][1] = fragTexcoord[u][1]; \
+ PB->s[u][2] = fragTexcoord[u][2]; \
+ PB->s[u][3] = fragTexcoord[u][3]; \
} \
} \
count++; \
pbspec[count][GCOMP] = sGreen; \
pbspec[count][BCOMP] = sBlue; \
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { \
- if (ctx->Texture.Unit[u].ReallyEnabled) { \
- ctx->PB->s[u][0] = fragTexcoord[u][0]; \
- ctx->PB->s[u][1] = fragTexcoord[u][1]; \
- ctx->PB->s[u][2] = fragTexcoord[u][2]; \
- ctx->PB->s[u][3] = fragTexcoord[u][3]; \
+ if (ctx->Texture.Unit[u]._ReallyEnabled) { \
+ PB->s[u][0] = fragTexcoord[u][0]; \
+ PB->s[u][1] = fragTexcoord[u][1]; \
+ PB->s[u][2] = fragTexcoord[u][2]; \
+ PB->s[u][3] = fragTexcoord[u][3]; \
} \
} \
count++; \
#include "s_linetemp.h"
}
- ctx->PB->count = count;
+ PB->count = count;
gl_flush_pb(ctx);
}
* to the specification.
*/
static void aa_rgba_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
+ SWvertex *vert0,
+ SWvertex *vert1 )
{
#define INTERP_RGBA 1
#define PLOT(x, y) \
* to the specification.
*/
static void aa_tex_rgba_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
+ SWvertex *vert0,
+ SWvertex *vert1 )
{
#define INTERP_RGBA 1
#define INTERP_TEX 1
* to the specification.
*/
static void aa_multitex_rgba_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
+ SWvertex *vert0,
+ SWvertex *vert1 )
{
#define INTERP_RGBA 1
#define INTERP_SPEC 1
* Antialiased CI line. Same comments for RGBA antialiased lines apply.
*/
static void aa_ci_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pvert )
+ SWvertex *vert0,
+ SWvertex *vert1 )
{
#define INTERP_INDEX 1
#define PLOT(x, y) \
}
-/*
- * Null rasterizer for measuring transformation speed.
- */
-static void null_line( GLcontext *ctx, GLuint v1, GLuint v2, GLuint pv )
-{
- (void) ctx;
- (void) v1;
- (void) v2;
- (void) pv;
-}
-
-
#ifdef DEBUG
void
_mesa_print_line_function(GLcontext *ctx)
{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+
printf("Line Func == ");
- if (ctx->Driver.LineFunc == flat_ci_line)
+ if (swrast->Line == flat_ci_line)
printf("flat_ci_line\n");
- else if (ctx->Driver.LineFunc == flat_ci_z_line)
+ else if (swrast->Line == flat_ci_z_line)
printf("flat_ci_z_line\n");
- else if (ctx->Driver.LineFunc == flat_rgba_line)
+ else if (swrast->Line == flat_rgba_line)
printf("flat_rgba_line\n");
- else if (ctx->Driver.LineFunc == flat_rgba_z_line)
+ else if (swrast->Line == flat_rgba_z_line)
printf("flat_rgba_z_line\n");
- else if (ctx->Driver.LineFunc == smooth_ci_line)
+ else if (swrast->Line == smooth_ci_line)
printf("smooth_ci_line\n");
- else if (ctx->Driver.LineFunc == smooth_ci_z_line)
+ else if (swrast->Line == smooth_ci_z_line)
printf("smooth_ci_z_line\n");
- else if (ctx->Driver.LineFunc == smooth_rgba_line)
+ else if (swrast->Line == smooth_rgba_line)
printf("smooth_rgba_line\n");
- else if (ctx->Driver.LineFunc == smooth_rgba_z_line)
+ else if (swrast->Line == smooth_rgba_z_line)
printf("smooth_rgba_z_line\n");
- else if (ctx->Driver.LineFunc == general_smooth_ci_line)
+ else if (swrast->Line == general_smooth_ci_line)
printf("general_smooth_ci_line\n");
- else if (ctx->Driver.LineFunc == general_flat_ci_line)
+ else if (swrast->Line == general_flat_ci_line)
printf("general_flat_ci_line\n");
- else if (ctx->Driver.LineFunc == general_smooth_rgba_line)
+ else if (swrast->Line == general_smooth_rgba_line)
printf("general_smooth_rgba_line\n");
- else if (ctx->Driver.LineFunc == general_flat_rgba_line)
+ else if (swrast->Line == general_flat_rgba_line)
printf("general_flat_rgba_line\n");
- else if (ctx->Driver.LineFunc == flat_textured_line)
+ else if (swrast->Line == flat_textured_line)
printf("flat_textured_line\n");
- else if (ctx->Driver.LineFunc == smooth_textured_line)
+ else if (swrast->Line == smooth_textured_line)
printf("smooth_textured_line\n");
- else if (ctx->Driver.LineFunc == smooth_multitextured_line)
+ else if (swrast->Line == smooth_multitextured_line)
printf("smooth_multitextured_line\n");
- else if (ctx->Driver.LineFunc == flat_multitextured_line)
+ else if (swrast->Line == flat_multitextured_line)
printf("flat_multitextured_line\n");
- else if (ctx->Driver.LineFunc == aa_rgba_line)
+ else if (swrast->Line == aa_rgba_line)
printf("aa_rgba_line\n");
- else if (ctx->Driver.LineFunc == aa_tex_rgba_line)
+ else if (swrast->Line == aa_tex_rgba_line)
printf("aa_tex_rgba_line\n");
- else if (ctx->Driver.LineFunc == aa_multitex_rgba_line)
+ else if (swrast->Line == aa_multitex_rgba_line)
printf("aa_multitex_rgba_line\n");
- else if (ctx->Driver.LineFunc == aa_ci_line)
+ else if (swrast->Line == aa_ci_line)
printf("aa_ci_line\n");
- else if (ctx->Driver.LineFunc == null_line)
- printf("null_line\n");
else
- printf("Driver func %p\n", ctx->Driver.LineFunc);
+ printf("Driver func %p\n", swrast->Line);
}
#endif
* tests to this code.
*/
void
-_swrast_set_line_function( GLcontext *ctx )
+_swrast_choose_line( GLcontext *ctx )
{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+
GLboolean rgbmode = ctx->Visual.RGBAflag;
/* TODO: antialiased lines */
if (ctx->RenderMode==GL_RENDER) {
- if (ctx->NoRaster) {
- ctx->Driver.LineFunc = null_line;
- return;
- }
- if (ctx->Driver.LineFunc) {
- /* Device driver will draw lines. */
- return;
- }
-
if (ctx->Line.SmoothFlag) {
/* antialiased lines */
if (rgbmode) {
- if (ctx->Texture.ReallyEnabled) {
- if (ctx->Texture.MultiTextureEnabled
+ if (ctx->Texture._ReallyEnabled) {
+ if (ctx->Texture._MultiTextureEnabled
|| ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR
|| ctx->Fog.ColorSumEnabled)
/* Multitextured! */
- ctx->Driver.LineFunc = aa_multitex_rgba_line;
+ swrast->Line = aa_multitex_rgba_line;
else
- ctx->Driver.LineFunc = aa_tex_rgba_line;
+ swrast->Line = aa_tex_rgba_line;
} else {
- ctx->Driver.LineFunc = aa_rgba_line;
+ swrast->Line = aa_rgba_line;
}
}
else {
- ctx->Driver.LineFunc = aa_ci_line;
+ swrast->Line = aa_ci_line;
}
}
- else if (ctx->Texture.ReallyEnabled) {
- if (ctx->Texture.MultiTextureEnabled
+ else if (ctx->Texture._ReallyEnabled) {
+ if (ctx->Texture._MultiTextureEnabled
|| ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR
|| ctx->Fog.ColorSumEnabled) {
/* multi-texture and/or separate specular color */
if (ctx->Light.ShadeModel==GL_SMOOTH)
- ctx->Driver.LineFunc = smooth_multitextured_line;
+ swrast->Line = smooth_multitextured_line;
else
- ctx->Driver.LineFunc = flat_multitextured_line;
+ swrast->Line = flat_multitextured_line;
}
else {
if (ctx->Light.ShadeModel==GL_SMOOTH) {
- ctx->Driver.LineFunc = smooth_textured_line;
+ swrast->Line = smooth_textured_line;
}
else {
- ctx->Driver.LineFunc = flat_textured_line;
+ swrast->Line = flat_textured_line;
}
}
}
|| ctx->Line.SmoothFlag) {
if (ctx->Light.ShadeModel==GL_SMOOTH) {
if (rgbmode)
- ctx->Driver.LineFunc = general_smooth_rgba_line;
+ swrast->Line = general_smooth_rgba_line;
else
- ctx->Driver.LineFunc = general_smooth_ci_line;
+ swrast->Line = general_smooth_ci_line;
}
else {
if (rgbmode)
- ctx->Driver.LineFunc = general_flat_rgba_line;
+ swrast->Line = general_flat_rgba_line;
else
- ctx->Driver.LineFunc = general_flat_ci_line;
+ swrast->Line = general_flat_ci_line;
}
}
else {
/* Width==1, non-stippled, smooth-shaded */
if (ctx->Depth.Test || ctx->Fog.Enabled) {
if (rgbmode)
- ctx->Driver.LineFunc = smooth_rgba_z_line;
+ swrast->Line = smooth_rgba_z_line;
else
- ctx->Driver.LineFunc = smooth_ci_z_line;
+ swrast->Line = smooth_ci_z_line;
}
else {
if (rgbmode)
- ctx->Driver.LineFunc = smooth_rgba_line;
+ swrast->Line = smooth_rgba_line;
else
- ctx->Driver.LineFunc = smooth_ci_line;
+ swrast->Line = smooth_ci_line;
}
}
else {
/* Width==1, non-stippled, flat-shaded */
if (ctx->Depth.Test || ctx->Fog.Enabled) {
if (rgbmode)
- ctx->Driver.LineFunc = flat_rgba_z_line;
+ swrast->Line = flat_rgba_z_line;
else
- ctx->Driver.LineFunc = flat_ci_z_line;
+ swrast->Line = flat_ci_z_line;
}
else {
if (rgbmode)
- ctx->Driver.LineFunc = flat_rgba_line;
+ swrast->Line = flat_rgba_line;
else
- ctx->Driver.LineFunc = flat_ci_line;
+ swrast->Line = flat_ci_line;
}
}
}
}
else if (ctx->RenderMode==GL_FEEDBACK) {
- ctx->Driver.LineFunc = gl_feedback_line;
+ swrast->Line = gl_feedback_line;
}
else {
/* GL_SELECT mode */
- ctx->Driver.LineFunc = gl_select_line;
+ swrast->Line = gl_select_line;
}
/*_mesa_print_line_function(ctx);*/
}
+
+
--- /dev/null
+#ifndef S_LINES_H
+#define S_LINES_H
+
+#include "types.h"
+
+void
+_swrast_choose_line( GLcontext *ctx );
+
+
+#endif
-/* $Id: s_linetemp.h,v 1.1 2000/10/31 18:00:04 keithw Exp $ */
+/* $Id: s_linetemp.h,v 1.2 2000/11/05 18:24:40 keithw Exp $ */
/*
* Mesa 3-D graphics library
*/
-/*void line( GLcontext *ctx, GLuint vert0, GLuint vert1, GLuint pvert )*/
+/*void line( GLcontext *ctx, SWvertex *vert0, SWvertex *vert1 )*/
{
- const struct vertex_buffer *VB = ctx->VB;
- GLint x0 = (GLint) VB->Win.data[vert0][0];
- GLint x1 = (GLint) VB->Win.data[vert1][0];
- GLint y0 = (GLint) VB->Win.data[vert0][1];
- GLint y1 = (GLint) VB->Win.data[vert1][1];
+ GLint x0 = (GLint) vert0->win[0];
+ GLint x1 = (GLint) vert1->win[0];
+ GLint y0 = (GLint) vert0->win[1];
+ GLint y1 = (GLint) vert1->win[1];
GLint dx, dy;
#ifdef INTERP_XY
GLint xstep, ystep;
const GLint fixedToDepthShift = depthBits <= 16 ? FIXED_SHIFT : 0;
# define FixedToDepth(F) ((F) >> fixedToDepthShift)
# ifdef DEPTH_TYPE
- GLint zPtrXstep, zPtrYstep;
- DEPTH_TYPE *zPtr;
+ GLint zPtrXstep, zPtrYstep;
+ DEPTH_TYPE *zPtr;
# endif
- GLfixed fog0 = FloatToFixed(VB->FogCoordPtr->data[vert0]);
- GLfixed dfog = FloatToFixed(VB->FogCoordPtr->data[vert1]) - fog0;
+ GLfixed fog0 = FloatToFixed(vert0->fog);
+ GLfixed dfog = FloatToFixed(vert1->fog) - fog0;
#endif
#ifdef INTERP_RGB
- GLfixed r0 = IntToFixed(VB->ColorPtr->data[vert0][0]);
- GLfixed dr = IntToFixed(VB->ColorPtr->data[vert1][0]) - r0;
- GLfixed g0 = IntToFixed(VB->ColorPtr->data[vert0][1]);
- GLfixed dg = IntToFixed(VB->ColorPtr->data[vert1][1]) - g0;
- GLfixed b0 = IntToFixed(VB->ColorPtr->data[vert0][2]);
- GLfixed db = IntToFixed(VB->ColorPtr->data[vert1][2]) - b0;
+ GLfixed r0 = IntToFixed(vert0->color[0]);
+ GLfixed dr = IntToFixed(vert1->color[0]) - r0;
+ GLfixed g0 = IntToFixed(vert0->color[1]);
+ GLfixed dg = IntToFixed(vert1->color[1]) - g0;
+ GLfixed b0 = IntToFixed(vert0->color[2]);
+ GLfixed db = IntToFixed(vert1->color[2]) - b0;
#endif
#ifdef INTERP_SPEC
- GLfixed sr0 = VB->SecondaryColorPtr->data ? IntToFixed(VB->SecondaryColorPtr->data[vert0][0]) : 0;
- GLfixed dsr = VB->SecondaryColorPtr->data ? IntToFixed(VB->SecondaryColorPtr->data[vert1][0]) - sr0 : 0;
- GLfixed sg0 = VB->SecondaryColorPtr->data ? IntToFixed(VB->SecondaryColorPtr->data[vert0][1]) : 0;
- GLfixed dsg = VB->SecondaryColorPtr->data ? IntToFixed(VB->SecondaryColorPtr->data[vert1][1]) - sg0 : 0;
- GLfixed sb0 = VB->SecondaryColorPtr->data ? IntToFixed(VB->SecondaryColorPtr->data[vert0][2]) : 0;
- GLfixed dsb = VB->SecondaryColorPtr->data ? IntToFixed(VB->SecondaryColorPtr->data[vert1][2]) - sb0 : 0;
+ GLfixed sr0 = IntToFixed(vert0->specular[0]);
+ GLfixed dsr = IntToFixed(vert1->specular[0]) - sr0;
+ GLfixed sg0 = IntToFixed(vert0->specular[1]);
+ GLfixed dsg = IntToFixed(vert1->specular[1]) - sg0;
+ GLfixed sb0 = IntToFixed(vert0->specular[2]);
+ GLfixed dsb = IntToFixed(vert1->specular[2]) - sb0;
#endif
#ifdef INTERP_ALPHA
- GLfixed a0 = IntToFixed(VB->ColorPtr->data[vert0][3]);
- GLfixed da = IntToFixed(VB->ColorPtr->data[vert1][3]) - a0;
+ GLfixed a0 = IntToFixed(vert0->color[3]);
+ GLfixed da = IntToFixed(vert1->color[3]) - a0;
#endif
#ifdef INTERP_INDEX
- GLint i0 = VB->IndexPtr->data[vert0] << 8;
- GLint di = (GLint) (VB->IndexPtr->data[vert1] << 8) - i0;
+ GLint i0 = vert0->index << 8;
+ GLint di = (GLint) (vert1->index << 8) - i0;
#endif
#ifdef INTERP_TEX
- const GLfloat invw0 = VB->Win.data[vert0][3];
- const GLfloat invw1 = VB->Win.data[vert1][3];
+ const GLfloat invw0 = vert0->win[3];
+ const GLfloat invw1 = vert1->win[3];
GLfloat tex[4];
GLfloat dtex[4];
GLfloat fragTexcoord[4];
#endif
#ifdef INTERP_MULTITEX
- const GLfloat invw0 = VB->Win.data[vert0][3];
- const GLfloat invw1 = VB->Win.data[vert1][3];
+ const GLfloat invw0 = vert0->win[3];
+ const GLfloat invw1 = vert1->win[3];
GLfloat tex[MAX_TEXTURE_UNITS][4];
GLfloat dtex[MAX_TEXTURE_UNITS][4];
GLfloat fragTexcoord[MAX_TEXTURE_UNITS][4];
PIXEL_TYPE *pixelPtr;
GLint pixelXstep, pixelYstep;
#endif
+#ifdef STIPPLE
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+#endif
#ifdef WIDE
/* for wide lines, draw all X in [x+min, x+max] or Y in [y+min, y+max] */
GLint width, min, max;
#endif
#ifdef INTERP_TEX
{
- tex[0] = invw0 * VB->TexCoordPtr[0]->data[vert0][0];
- dtex[0] = invw1 * VB->TexCoordPtr[0]->data[vert1][0] - tex[0];
- if (VB->TexCoordPtr[0]->size > 1) {
- tex[1] = invw0 * VB->TexCoordPtr[0]->data[vert0][1];
- dtex[1] = invw1 * VB->TexCoordPtr[0]->data[vert1][1] - tex[1];
- }
- else {
- tex[1] = 0.0;
- dtex[1] = 0.0;
- }
- if (VB->TexCoordPtr[0]->size > 2) {
- tex[2] = invw0 * VB->TexCoordPtr[0]->data[vert0][2];
- dtex[2] = invw1 * VB->TexCoordPtr[0]->data[vert1][2] - tex[2];
- }
- else {
- tex[2] = 0.0;
- dtex[2] = 0.0;
- }
- if (VB->TexCoordPtr[0]->size > 3) {
- tex[3] = invw0 * VB->TexCoordPtr[0]->data[vert0][3];
- dtex[3] = invw1 * VB->TexCoordPtr[0]->data[vert1][3] - tex[3];
- }
- else {
- tex[3] = invw0;
- dtex[3] = invw1 - invw0;
- }
+ tex[0] = invw0 * vert0->texcoord[0][0];
+ dtex[0] = invw1 * vert1->texcoord[0][0] - tex[0];
+ tex[1] = invw0 * vert0->texcoord[0][1];
+ dtex[1] = invw1 * vert1->texcoord[0][1] - tex[1];
+ tex[2] = invw0 * vert0->texcoord[0][2];
+ dtex[2] = invw1 * vert1->texcoord[0][2] - tex[2];
+ tex[3] = invw0 * vert0->texcoord[0][3];
+ dtex[3] = invw1 * vert1->texcoord[0][3] - tex[3];
}
#endif
#ifdef INTERP_MULTITEX
{
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u].ReallyEnabled) {
- tex[u][0] = invw0 * VB->TexCoordPtr[u]->data[vert0][0];
- dtex[u][0] = invw1 * VB->TexCoordPtr[u]->data[vert1][0] - tex[u][0];
- if (VB->TexCoordPtr[u]->size > 1) {
- tex[u][1] = invw0 * VB->TexCoordPtr[u]->data[vert0][1];
- dtex[u][1] = invw1 * VB->TexCoordPtr[u]->data[vert1][1] - tex[u][1];
- }
- else {
- tex[u][1] = 0.0;
- dtex[u][1] = 0.0;
- }
- if (VB->TexCoordPtr[u]->size > 2) {
- tex[u][2] = invw0 * VB->TexCoordPtr[u]->data[vert0][2];
- dtex[u][2] = invw1 * VB->TexCoordPtr[u]->data[vert1][2] - tex[u][2];
- }
- else {
- tex[u][2] = 0.0;
- dtex[u][2] = 0.0;
- }
- if (VB->TexCoordPtr[u]->size > 3) {
- tex[u][3] = invw0 * VB->TexCoordPtr[u]->data[vert0][3];
- dtex[u][3] = invw1 * VB->TexCoordPtr[u]->data[vert1][3] - tex[u][3];
- }
- else {
- tex[u][3] = invw0;
- dtex[u][3] = invw1 - invw0;
- }
- }
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
+ tex[u][0] = invw0 * vert0->texcoord[u][0];
+ dtex[u][0] = invw1 * vert1->texcoord[u][0] - tex[u][0];
+ tex[u][1] = invw0 * vert0->texcoord[u][1];
+ dtex[u][1] = invw1 * vert1->texcoord[u][1] - tex[u][1];
+ tex[u][2] = invw0 * vert0->texcoord[u][2];
+ dtex[u][2] = invw1 * vert1->texcoord[u][2] - tex[u][2];
+ tex[u][3] = invw0 * vert0->texcoord[u][3];
+ dtex[u][3] = invw1 * vert1->texcoord[u][3] - tex[u][3];
+ }
}
}
#endif
zPtr = (DEPTH_TYPE *) _mesa_zbuffer_address(ctx, x0, y0);
# endif
if (depthBits <= 16) {
- z0 = FloatToFixed(VB->Win.data[vert0][2] + ctx->LineZoffset);
- z1 = FloatToFixed(VB->Win.data[vert1][2] + ctx->LineZoffset);
+ z0 = FloatToFixed(vert0->win[2]);
+ z1 = FloatToFixed(vert1->win[2]);
}
else {
- z0 = (int) VB->Win.data[vert0][2] + ctx->LineZoffset;
- z1 = (int) VB->Win.data[vert1][2] + ctx->LineZoffset;
+ z0 = (int) vert0->win[2];
+ z1 = (int) vert1->win[2];
}
#endif
#ifdef PIXEL_ADDRESS
const GLfloat invDx = 1.0F / (GLfloat) dx;
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u].ReallyEnabled) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
dtex[u][0] *= invDx;
dtex[u][1] *= invDx;
dtex[u][2] *= invDx;
for (i=0;i<dx;i++) {
#ifdef STIPPLE
GLushort m;
- m = 1 << ((ctx->StippleCounter/ctx->Line.StippleFactor) & 0xf);
+ m = 1 << ((swrast->StippleCounter/ctx->Line.StippleFactor) & 0xf);
if (ctx->Line.StipplePattern & m) {
#endif
#ifdef INTERP_Z
{
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u].ReallyEnabled) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
const GLfloat invQ = 1.0F / tex[u][3];
fragTexcoord[u][0] = tex[u][0] * invQ;
fragTexcoord[u][1] = tex[u][1] * invQ;
#endif /*WIDE*/
#ifdef STIPPLE
}
- ctx->StippleCounter++;
+ swrast->StippleCounter++;
#endif
#ifdef INTERP_XY
x0 += xstep;
{
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u].ReallyEnabled) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
tex[u][0] += dtex[u][0];
tex[u][1] += dtex[u][1];
tex[u][2] += dtex[u][2];
const GLfloat invDy = 1.0F / (GLfloat) dy;
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u].ReallyEnabled) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
dtex[u][0] *= invDy;
dtex[u][1] *= invDy;
dtex[u][2] *= invDy;
for (i=0;i<dy;i++) {
#ifdef STIPPLE
GLushort m;
- m = 1 << ((ctx->StippleCounter/ctx->Line.StippleFactor) & 0xf);
+ m = 1 << ((swrast->StippleCounter/ctx->Line.StippleFactor) & 0xf);
if (ctx->Line.StipplePattern & m) {
#endif
#ifdef INTERP_Z
{
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u].ReallyEnabled) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
const GLfloat invQ = 1.0F / tex[u][3];
fragTexcoord[u][0] = tex[u][0] * invQ;
fragTexcoord[u][1] = tex[u][1] * invQ;
#endif /*WIDE*/
#ifdef STIPPLE
}
- ctx->StippleCounter++;
+ swrast->StippleCounter++;
#endif
#ifdef INTERP_XY
y0 += ystep;
{
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u].ReallyEnabled) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
tex[u][0] += dtex[u][0];
tex[u][1] += dtex[u][1];
tex[u][2] += dtex[u][2];
-/* $Id: s_logic.c,v 1.1 2000/10/31 18:00:04 keithw Exp $ */
+/* $Id: s_logic.c,v 1.2 2000/11/05 18:24:40 keithw Exp $ */
/*
* Mesa 3-D graphics library
#include "macros.h"
#include "s_alphabuf.h"
+#include "s_context.h"
#include "s_logic.h"
#include "s_pb.h"
#include "s_span.h"
{
GLchan dest[PB_SIZE][4];
(*ctx->Driver.ReadRGBAPixels)( ctx, n, x, y, dest, mask );
- if (ctx->RasterMask & ALPHABUF_BIT) {
+ if (SWRAST_CONTEXT(ctx)->_RasterMask & ALPHABUF_BIT) {
_mesa_read_alpha_pixels( ctx, n, x, y, dest, mask );
}
rgba_logicop( ctx, n, mask, (GLuint *) rgba, (const GLuint *) dest );
-/* $Id: s_masking.c,v 1.1 2000/10/31 18:00:04 keithw Exp $ */
+/* $Id: s_masking.c,v 1.2 2000/11/05 18:24:40 keithw Exp $ */
/*
* Mesa 3-D graphics library
#include "macros.h"
#include "s_alphabuf.h"
+#include "s_context.h"
#include "s_masking.h"
#include "s_pb.h"
#include "s_span.h"
GLuint *dest32 = (GLuint *) dest;
(*ctx->Driver.ReadRGBAPixels)( ctx, n, x, y, dest, mask );
- if (ctx->RasterMask & ALPHABUF_BIT) {
+ if (SWRAST_CONTEXT(ctx)->_RasterMask & ALPHABUF_BIT) {
_mesa_read_alpha_pixels( ctx, n, x, y, dest, mask );
}
const GLint aMask = ctx->Color.ColorMask[ACOMP];
(*ctx->Driver.ReadRGBAPixels)( ctx, n, x, y, dest, mask );
- if (ctx->RasterMask & ALPHABUF_BIT) {
+ if (SWRAST_CONTEXT(ctx)->_RasterMask & ALPHABUF_BIT) {
_mesa_read_alpha_pixels( ctx, n, x, y, dest, mask );
}
-/* $Id: s_pixeltex.c,v 1.1 2000/10/31 18:00:04 keithw Exp $ */
+/* $Id: s_pixeltex.c,v 1.2 2000/11/05 18:24:40 keithw Exp $ */
/*
* Mesa 3-D graphics library
#include "glheader.h"
#include "colormac.h"
+#include "s_context.h"
#include "s_pixeltex.h"
-/* $Id: s_points.c,v 1.1 2000/10/31 18:00:04 keithw Exp $ */
+/* $Id: s_points.c,v 1.2 2000/11/05 18:24:40 keithw Exp $ */
/*
* Mesa 3-D graphics library
#include "glheader.h"
#include "context.h"
-#include "feedback.h"
#include "macros.h"
#include "mmath.h"
#include "texstate.h"
#include "vb.h"
+#include "s_context.h"
+#include "s_feedback.h"
#include "s_pb.h"
+#include "s_points.h"
#include "s_span.h"
* 2. size1: size=1 and any rasterization functions
* 3. general: any size and rasterization functions (slowest)
*
- * All point rendering functions take the same two arguments: first and
- * last which specify that the points specified by VB[first] through
- * VB[last] are to be rendered.
*/
* CI points with size == 1.0
*/
static void
-size1_ci_points( GLcontext *ctx, GLuint first, GLuint last )
+size1_ci_point( GLcontext *ctx, SWvertex *vert )
{
- struct vertex_buffer *VB = ctx->VB;
- struct pixel_buffer *PB = ctx->PB;
- GLfloat *win, *fog;
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
GLint *pbx = PB->x, *pby = PB->y;
GLdepth *pbz = PB->z;
GLfixed *pbfog = PB->fog;
GLuint *pbi = PB->index;
GLuint pbcount = PB->count;
- GLuint i;
-
- win = &VB->Win.data[first][0];
- fog = &VB->FogCoordPtr->data[first];
-
- for (i = first; i <= last; i++) {
- if (VB->ClipMask[i] == 0) {
- pbx[pbcount] = (GLint) win[0];
- pby[pbcount] = (GLint) win[1];
- pbz[pbcount] = (GLint) (win[2] + ctx->PointZoffset);
- pbfog[pbcount] = FloatToFixed(fog[i]);
- pbi[pbcount] = VB->IndexPtr->data[i];
- pbcount++;
- }
- win += 3;
- }
- PB->count = pbcount;
+
+ pbx[pbcount] = (GLint) vert->win[0];
+ pby[pbcount] = (GLint) vert->win[1];
+ pbz[pbcount] = (GLint) vert->win[2];
+ pbfog[pbcount] = FloatToFixed(vert->fog);
+ pbi[pbcount] = vert->index;
+
+ PB->count++;
PB_CHECK_FLUSH(ctx, PB);
}
* RGBA points with size == 1.0
*/
static void
-size1_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
+size1_rgba_point( GLcontext *ctx, SWvertex *vert )
{
- struct vertex_buffer *VB = ctx->VB;
- struct pixel_buffer *PB = ctx->PB;
- GLuint i;
-
- for (i = first; i <= last; i++) {
- if (VB->ClipMask[i] == 0) {
- GLint x, y, z;
- GLint fog;
- GLint red, green, blue, alpha;
-
- x = (GLint) VB->Win.data[i][0];
- y = (GLint) VB->Win.data[i][1];
- z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
-
- fog = FloatToFixed( VB->FogCoordPtr->data[i] );
-
- red = VB->ColorPtr->data[i][0];
- green = VB->ColorPtr->data[i][1];
- blue = VB->ColorPtr->data[i][2];
- alpha = VB->ColorPtr->data[i][3];
-
- PB_WRITE_RGBA_PIXEL( PB, x, y, z, fog, red, green, blue, alpha );
- }
- }
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
+
+ GLint x = (GLint) vert->win[0];
+ GLint y = (GLint) vert->win[1];
+ GLint z = (GLint) (vert->win[2]);
+ GLfixed fog = FloatToFixed( vert->fog );
+ GLubyte red = vert->color[0];
+ GLubyte green = vert->color[1];
+ GLubyte blue = vert->color[2];
+ GLubyte alpha = vert->color[3];
+
+ PB_WRITE_RGBA_PIXEL( PB, x, y, z, fog, red, green, blue, alpha );
PB_CHECK_FLUSH(ctx, PB);
}
* General CI points.
*/
static void
-general_ci_points( GLcontext *ctx, GLuint first, GLuint last )
+general_ci_point( GLcontext *ctx, SWvertex *vert )
{
- struct vertex_buffer *VB = ctx->VB;
- struct pixel_buffer *PB = ctx->PB;
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
const GLint isize = (GLint) (ctx->Point.Size + 0.5F);
GLint radius = isize >> 1;
- GLuint i;
- for (i = first; i <= last; i++) {
- if (VB->ClipMask[i] == 0) {
- GLint x0, x1, y0, y1;
- GLint ix, iy;
+ GLint x0, x1, y0, y1;
+ GLint ix, iy;
- GLint x = (GLint) VB->Win.data[i][0];
- GLint y = (GLint) VB->Win.data[i][1];
- GLint z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+ GLint x = (GLint) vert->win[0];
+ GLint y = (GLint) vert->win[1];
+ GLint z = (GLint) (vert->win[2]);
- GLfixed fog = FloatToFixed( VB->FogCoordPtr->data[i] );
+ GLfixed fog = FloatToFixed( vert->fog );
- if (isize & 1) {
- /* odd size */
- x0 = x - radius;
- x1 = x + radius;
- y0 = y - radius;
- y1 = y + radius;
- }
- else {
- /* even size */
- x0 = (GLint) (x + 1.5F) - radius;
- x1 = x0 + isize - 1;
- y0 = (GLint) (y + 1.5F) - radius;
- y1 = y0 + isize - 1;
- }
+ if (isize & 1) {
+ /* odd size */
+ x0 = x - radius;
+ x1 = x + radius;
+ y0 = y - radius;
+ y1 = y + radius;
+ }
+ else {
+ /* even size */
+ x0 = (GLint) (x + 1.5F) - radius;
+ x1 = x0 + isize - 1;
+ y0 = (GLint) (y + 1.5F) - radius;
+ y1 = y0 + isize - 1;
+ }
- PB_SET_INDEX( PB, VB->IndexPtr->data[i] );
+ PB_SET_INDEX( PB, vert->index );
- for (iy = y0; iy <= y1; iy++) {
- for (ix = x0; ix <= x1; ix++) {
- PB_WRITE_PIXEL( PB, ix, iy, z, fog );
- }
- }
- PB_CHECK_FLUSH(ctx,PB);
+ for (iy = y0; iy <= y1; iy++) {
+ for (ix = x0; ix <= x1; ix++) {
+ PB_WRITE_PIXEL( PB, ix, iy, z, fog );
}
}
+ PB_CHECK_FLUSH(ctx,PB);
}
* General RGBA points.
*/
static void
-general_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
+general_rgba_point( GLcontext *ctx, SWvertex *vert )
{
- struct vertex_buffer *VB = ctx->VB;
- struct pixel_buffer *PB = ctx->PB;
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
GLint isize = (GLint) (ctx->Point.Size + 0.5F);
GLint radius = isize >> 1;
- GLuint i;
- for (i = first; i <= last; i++) {
- if (VB->ClipMask[i] == 0) {
- GLint x0, x1, y0, y1;
- GLint ix, iy;
+ GLint x0, x1, y0, y1;
+ GLint ix, iy;
- GLint x = (GLint) VB->Win.data[i][0];
- GLint y = (GLint) VB->Win.data[i][1];
- GLint z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
+ GLint x = (GLint) vert->win[0];
+ GLint y = (GLint) vert->win[1];
+ GLint z = (GLint) (vert->win[2]);
- GLfixed fog = FloatToFixed( VB->FogCoordPtr->data[i] );
+ GLfixed fog = FloatToFixed( vert->fog );
- if (isize & 1) {
- /* odd size */
- x0 = x - radius;
- x1 = x + radius;
- y0 = y - radius;
- y1 = y + radius;
- }
- else {
- /* even size */
- x0 = (GLint) (x + 1.5F) - radius;
- x1 = x0 + isize - 1;
- y0 = (GLint) (y + 1.5F) - radius;
- y1 = y0 + isize - 1;
- }
+ if (isize & 1) {
+ /* odd size */
+ x0 = x - radius;
+ x1 = x + radius;
+ y0 = y - radius;
+ y1 = y + radius;
+ }
+ else {
+ /* even size */
+ x0 = (GLint) (x + 1.5F) - radius;
+ x1 = x0 + isize - 1;
+ y0 = (GLint) (y + 1.5F) - radius;
+ y1 = y0 + isize - 1;
+ }
- PB_SET_COLOR( PB,
- VB->ColorPtr->data[i][0],
- VB->ColorPtr->data[i][1],
- VB->ColorPtr->data[i][2],
- VB->ColorPtr->data[i][3] );
+ PB_SET_COLOR( PB,
+ vert->color[0],
+ vert->color[1],
+ vert->color[2],
+ vert->color[3] );
- for (iy = y0; iy <= y1; iy++) {
- for (ix = x0; ix <= x1; ix++) {
- PB_WRITE_PIXEL( PB, ix, iy, z, fog );
- }
- }
- PB_CHECK_FLUSH(ctx,PB);
+ for (iy = y0; iy <= y1; iy++) {
+ for (ix = x0; ix <= x1; ix++) {
+ PB_WRITE_PIXEL( PB, ix, iy, z, fog );
}
}
+ PB_CHECK_FLUSH(ctx,PB);
}
* Textured RGBA points.
*/
static void
-textured_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
+textured_rgba_point( GLcontext *ctx, SWvertex *vert )
{
- struct vertex_buffer *VB = ctx->VB;
- struct pixel_buffer *PB = ctx->PB;
- GLuint i;
-
- for (i = first; i <= last; i++) {
- if (VB->ClipMask[i] == 0) {
- GLint x0, x1, y0, y1;
- GLint ix, iy, radius;
- GLint red, green, blue, alpha;
- GLfloat s, t, u;
-
- GLint x = (GLint) VB->Win.data[i][0];
- GLint y = (GLint) VB->Win.data[i][1];
- GLint z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
- GLint isize = (GLint) (ctx->Point.Size + 0.5F);
-
- GLfixed fog = FloatToFixed( VB->FogCoordPtr->data[i] );
-
- if (isize < 1) {
- isize = 1;
- }
- radius = isize >> 1;
-
- if (isize & 1) {
- /* odd size */
- x0 = x - radius;
- x1 = x + radius;
- y0 = y - radius;
- y1 = y + radius;
- }
- else {
- /* even size */
- x0 = (GLint) (x + 1.5F) - radius;
- x1 = x0 + isize - 1;
- y0 = (GLint) (y + 1.5F) - radius;
- y1 = y0 + isize - 1;
- }
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
- red = VB->ColorPtr->data[i][0];
- green = VB->ColorPtr->data[i][1];
- blue = VB->ColorPtr->data[i][2];
- alpha = VB->ColorPtr->data[i][3];
-
- switch (VB->TexCoordPtr[0]->size) {
- case 4:
- s = VB->TexCoordPtr[0]->data[i][0]/VB->TexCoordPtr[0]->data[i][3];
- t = VB->TexCoordPtr[0]->data[i][1]/VB->TexCoordPtr[0]->data[i][3];
- u = VB->TexCoordPtr[0]->data[i][2]/VB->TexCoordPtr[0]->data[i][3];
- break;
- case 3:
- s = VB->TexCoordPtr[0]->data[i][0];
- t = VB->TexCoordPtr[0]->data[i][1];
- u = VB->TexCoordPtr[0]->data[i][2];
- break;
- case 2:
- s = VB->TexCoordPtr[0]->data[i][0];
- t = VB->TexCoordPtr[0]->data[i][1];
- u = 0.0;
- break;
- case 1:
- s = VB->TexCoordPtr[0]->data[i][0];
- t = 0.0;
- u = 0.0;
- break;
- default:
- /* should never get here */
- s = t = u = 0.0;
- gl_problem(ctx, "unexpected texcoord size in textured_rgba_points()");
- }
+ GLint x0, x1, y0, y1;
+ GLint ix, iy, radius;
+ GLint red, green, blue, alpha;
+ GLfloat s, t, u;
- for (iy = y0; iy <= y1; iy++) {
- for (ix = x0; ix <= x1; ix++) {
- PB_WRITE_TEX_PIXEL( PB, ix, iy, z, fog, red, green, blue, alpha,
- s, t, u );
- }
- }
+ GLint x = (GLint) vert->win[0];
+ GLint y = (GLint) vert->win[1];
+ GLint z = (GLint) (vert->win[2]);
+ GLint isize = (GLint) (ctx->Point.Size + 0.5F);
+
+ GLfixed fog = FloatToFixed( vert->fog );
- PB_CHECK_FLUSH(ctx, PB);
+ if (isize < 1) {
+ isize = 1;
+ }
+ radius = isize >> 1;
+
+ if (isize & 1) {
+ /* odd size */
+ x0 = x - radius;
+ x1 = x + radius;
+ y0 = y - radius;
+ y1 = y + radius;
+ }
+ else {
+ /* even size */
+ x0 = (GLint) (x + 1.5F) - radius;
+ x1 = x0 + isize - 1;
+ y0 = (GLint) (y + 1.5F) - radius;
+ y1 = y0 + isize - 1;
+ }
+
+ red = vert->color[0];
+ green = vert->color[1];
+ blue = vert->color[2];
+ alpha = vert->color[3];
+
+ if (vert->texcoord[0][3] != 1.0) {
+ s = vert->texcoord[0][0]/vert->texcoord[0][3];
+ t = vert->texcoord[0][1]/vert->texcoord[0][3];
+ u = vert->texcoord[0][2]/vert->texcoord[0][3];
+ } else {
+ s = vert->texcoord[0][0];
+ t = vert->texcoord[0][1];
+ u = vert->texcoord[0][2];
+ }
+
+ for (iy = y0; iy <= y1; iy++) {
+ for (ix = x0; ix <= x1; ix++) {
+ PB_WRITE_TEX_PIXEL( PB, ix, iy, z, fog, red, green, blue, alpha,
+ s, t, u );
}
}
+
+ PB_CHECK_FLUSH(ctx, PB);
}
+
/*
* Multitextured RGBA points.
*/
static void
-multitextured_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
+multitextured_rgba_point( GLcontext *ctx, SWvertex *vert )
{
- struct vertex_buffer *VB = ctx->VB;
- struct pixel_buffer *PB = ctx->PB;
- GLuint i;
-
- for (i = first; i <= last; i++) {
- if (VB->ClipMask[i] == 0) {
- const GLint red = VB->ColorPtr->data[i][0];
- const GLint green = VB->ColorPtr->data[i][1];
- const GLint blue = VB->ColorPtr->data[i][2];
- const GLint alpha = VB->ColorPtr->data[i][3];
- const GLint sRed = VB->SecondaryColorPtr->data ? VB->SecondaryColorPtr->data[i][0] : 0;
- const GLint sGreen = VB->SecondaryColorPtr->data ? VB->SecondaryColorPtr->data[i][1] : 0;
- const GLint sBlue = VB->SecondaryColorPtr->data ? VB->SecondaryColorPtr->data[i][2] : 0;
- const GLint x = (GLint) VB->Win.data[i][0];
- const GLint y = (GLint) VB->Win.data[i][1];
- const GLint z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
- GLint x0, x1, y0, y1;
- GLint ix, iy;
- GLfloat texcoord[MAX_TEXTURE_UNITS][4];
- GLint radius, u;
- GLint isize = (GLint) (ctx->Point.Size + 0.5F);
-
- GLfixed fog = FloatToFixed( VB->FogCoordPtr->data[i] );
-
- if (isize < 1) {
- isize = 1;
- }
- radius = isize >> 1;
-
- if (isize & 1) {
- /* odd size */
- x0 = x - radius;
- x1 = x + radius;
- y0 = y - radius;
- y1 = y + radius;
- }
- else {
- /* even size */
- x0 = (GLint) (x + 1.5F) - radius;
- x1 = x0 + isize - 1;
- y0 = (GLint) (y + 1.5F) - radius;
- y1 = y0 + isize - 1;
- }
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
+
+ const GLint red = vert->color[0];
+ const GLint green = vert->color[1];
+ const GLint blue = vert->color[2];
+ const GLint alpha = vert->color[3];
+ const GLint sRed = vert->specular[0];
+ const GLint sGreen = vert->specular[1];
+ const GLint sBlue = vert->specular[2];
+ const GLint x = (GLint) vert->win[0];
+ const GLint y = (GLint) vert->win[1];
+ const GLint z = (GLint) (vert->win[2]);
+ GLint x0, x1, y0, y1;
+ GLint ix, iy;
+ GLfloat texcoord[MAX_TEXTURE_UNITS][4];
+ GLint radius, u;
+ GLint isize = (GLint) (ctx->Point.Size + 0.5F);
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u].ReallyEnabled) {
- switch (VB->TexCoordPtr[0]->size) {
- case 4:
- texcoord[u][0] = VB->TexCoordPtr[u]->data[i][0] /
- VB->TexCoordPtr[u]->data[i][3];
- texcoord[u][1] = VB->TexCoordPtr[u]->data[i][1] /
- VB->TexCoordPtr[u]->data[i][3];
- texcoord[u][2] = VB->TexCoordPtr[u]->data[i][2] /
- VB->TexCoordPtr[u]->data[i][3];
- break;
- case 3:
- texcoord[u][0] = VB->TexCoordPtr[u]->data[i][0];
- texcoord[u][1] = VB->TexCoordPtr[u]->data[i][1];
- texcoord[u][2] = VB->TexCoordPtr[u]->data[i][2];
- break;
- case 2:
- texcoord[u][0] = VB->TexCoordPtr[u]->data[i][0];
- texcoord[u][1] = VB->TexCoordPtr[u]->data[i][1];
- texcoord[u][2] = 0.0;
- break;
- case 1:
- texcoord[u][0] = VB->TexCoordPtr[u]->data[i][0];
- texcoord[u][1] = 0.0;
- texcoord[u][2] = 0.0;
- break;
- default:
- /* should never get here */
- gl_problem(ctx, "unexpected texcoord size");
- }
- }
- }
+ GLfixed fog = FloatToFixed( vert->fog );
- for (iy = y0; iy <= y1; iy++) {
- for (ix = x0; ix <= x1; ix++) {
- PB_WRITE_MULTITEX_SPEC_PIXEL( PB, ix, iy, z, fog,
- red, green, blue, alpha,
- sRed, sGreen, sBlue,
- texcoord );
- }
- }
- PB_CHECK_FLUSH(ctx, PB);
+ if (isize < 1) {
+ isize = 1;
+ }
+ radius = isize >> 1;
+
+ if (isize & 1) {
+ /* odd size */
+ x0 = x - radius;
+ x1 = x + radius;
+ y0 = y - radius;
+ y1 = y + radius;
+ }
+ else {
+ /* even size */
+ x0 = (GLint) (x + 1.5F) - radius;
+ x1 = x0 + isize - 1;
+ y0 = (GLint) (y + 1.5F) - radius;
+ y1 = y0 + isize - 1;
+ }
+
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
+ if (vert->texcoord[u][3] != 1.0) {
+ texcoord[u][0] = vert->texcoord[u][0] /
+ vert->texcoord[u][3];
+ texcoord[u][1] = vert->texcoord[u][1] /
+ vert->texcoord[u][3];
+ texcoord[u][2] = vert->texcoord[u][2] /
+ vert->texcoord[u][3];
+ }
+ else {
+ texcoord[u][0] = vert->texcoord[u][0];
+ texcoord[u][1] = vert->texcoord[u][1];
+ texcoord[u][2] = vert->texcoord[u][2];
+ }
}
}
+
+ for (iy = y0; iy <= y1; iy++) {
+ for (ix = x0; ix <= x1; ix++) {
+ PB_WRITE_MULTITEX_SPEC_PIXEL( PB, ix, iy, z, fog,
+ red, green, blue, alpha,
+ sRed, sGreen, sBlue,
+ texcoord );
+ }
+ }
+ PB_CHECK_FLUSH(ctx, PB);
}
* Antialiased points with or without texture mapping.
*/
static void
-antialiased_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
+antialiased_rgba_point( GLcontext *ctx, SWvertex *vert )
{
- struct vertex_buffer *VB = ctx->VB;
- struct pixel_buffer *PB = ctx->PB;
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
const GLfloat radius = ctx->Point.Size * 0.5F;
const GLfloat rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */
const GLfloat rmax = radius + 0.7071F;
const GLfloat rmin2 = MAX2(0.0, rmin * rmin);
const GLfloat rmax2 = rmax * rmax;
const GLfloat cscale = 256.0F / (rmax2 - rmin2);
- GLuint i;
-
- if (ctx->Texture.ReallyEnabled) {
- for (i = first; i <= last; i++) {
- if (VB->ClipMask[i] == 0) {
- GLint x, y;
- GLfloat vx = VB->Win.data[i][0];
- GLfloat vy = VB->Win.data[i][1];
- const GLint xmin = (GLint) (vx - radius);
- const GLint xmax = (GLint) (vx + radius);
- const GLint ymin = (GLint) (vy - radius);
- const GLint ymax = (GLint) (vy + radius);
- const GLint z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
- const GLint red = VB->ColorPtr->data[i][0];
- const GLint green = VB->ColorPtr->data[i][1];
- const GLint blue = VB->ColorPtr->data[i][2];
- GLfloat texcoord[MAX_TEXTURE_UNITS][4];
- GLint u, alpha;
-
- GLfixed fog = FloatToFixed( VB->FogCoordPtr->data[i] );
-
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u].ReallyEnabled) {
- switch (VB->TexCoordPtr[0]->size) {
- case 4:
- texcoord[u][0] = VB->TexCoordPtr[u]->data[i][0] /
- VB->TexCoordPtr[u]->data[i][3];
- texcoord[u][1] = VB->TexCoordPtr[u]->data[i][1] /
- VB->TexCoordPtr[u]->data[i][3];
- texcoord[u][2] = VB->TexCoordPtr[u]->data[i][2] /
- VB->TexCoordPtr[u]->data[i][3];
- break;
- case 3:
- texcoord[u][0] = VB->TexCoordPtr[u]->data[i][0];
- texcoord[u][1] = VB->TexCoordPtr[u]->data[i][1];
- texcoord[u][2] = VB->TexCoordPtr[u]->data[i][2];
- break;
- case 2:
- texcoord[u][0] = VB->TexCoordPtr[u]->data[i][0];
- texcoord[u][1] = VB->TexCoordPtr[u]->data[i][1];
- texcoord[u][2] = 0.0;
- break;
- case 1:
- texcoord[u][0] = VB->TexCoordPtr[u]->data[i][0];
- texcoord[u][1] = 0.0;
- texcoord[u][2] = 0.0;
- break;
- default:
- /* should never get here */
- gl_problem(ctx, "unexpected texcoord size in antialiased_rgba_points()");
- }
- }
- }
- /* translate by a half pixel to simplify math below */
- vx -= 0.5F;
- vx -= 0.5F;
-
- for (y = ymin; y <= ymax; y++) {
- for (x = xmin; x <= xmax; x++) {
- const GLfloat dx = x - vx;
- const GLfloat dy = y - vy;
- const GLfloat dist2 = dx*dx + dy*dy;
- if (dist2 < rmax2) {
- alpha = VB->ColorPtr->data[i][3];
- if (dist2 >= rmin2) {
- GLint coverage = (GLint) (256.0F - (dist2 - rmin2) * cscale);
- /* coverage is in [0,256] */
- alpha = (alpha * coverage) >> 8;
- }
- if (ctx->Texture.MultiTextureEnabled) {
- PB_WRITE_MULTITEX_PIXEL( PB, x,y,z, fog,
- red, green, blue,
- alpha, texcoord );
- }
- else {
- PB_WRITE_TEX_PIXEL( PB, x,y,z, fog,
- red, green, blue, alpha,
- texcoord[0][0],
- texcoord[0][1],
- texcoord[0][2] );
- }
- }
- }
- }
+ if (ctx->Texture._ReallyEnabled) {
+ GLint x, y;
+ GLfloat vx = vert->win[0];
+ GLfloat vy = vert->win[1];
+ const GLint xmin = (GLint) (vx - radius);
+ const GLint xmax = (GLint) (vx + radius);
+ const GLint ymin = (GLint) (vy - radius);
+ const GLint ymax = (GLint) (vy + radius);
+ const GLint z = (GLint) (vert->win[2]);
+ const GLint red = vert->color[0];
+ const GLint green = vert->color[1];
+ const GLint blue = vert->color[2];
+ GLfloat texcoord[MAX_TEXTURE_UNITS][4];
+ GLint u, alpha;
+
+ GLfixed fog = FloatToFixed( vert->fog );
+
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
+ if (texcoord[u][3] != 1.0) {
+ texcoord[u][0] = (vert->texcoord[u][0] /
+ vert->texcoord[u][3]);
+ texcoord[u][1] = (vert->texcoord[u][1] /
+ vert->texcoord[u][3]);
+ texcoord[u][2] = (vert->texcoord[u][2] /
+ vert->texcoord[u][3]);
+ }
+ else {
+ texcoord[u][0] = vert->texcoord[u][0];
+ texcoord[u][1] = vert->texcoord[u][1];
+ texcoord[u][2] = vert->texcoord[u][2];
+ }
+ }
+ }
- PB_CHECK_FLUSH(ctx,PB);
- }
+ /* translate by a half pixel to simplify math below */
+ vx -= 0.5F;
+ vx -= 0.5F;
+
+ for (y = ymin; y <= ymax; y++) {
+ for (x = xmin; x <= xmax; x++) {
+ const GLfloat dx = x - vx;
+ const GLfloat dy = y - vy;
+ const GLfloat dist2 = dx*dx + dy*dy;
+ if (dist2 < rmax2) {
+ alpha = vert->color[3];
+ if (dist2 >= rmin2) {
+ GLint coverage = (GLint) (256.0F - (dist2 - rmin2) * cscale);
+ /* coverage is in [0,256] */
+ alpha = (alpha * coverage) >> 8;
+ }
+ if (ctx->Texture._MultiTextureEnabled) {
+ PB_WRITE_MULTITEX_PIXEL( PB, x,y,z, fog,
+ red, green, blue,
+ alpha, texcoord );
+ }
+ else {
+ PB_WRITE_TEX_PIXEL( PB, x,y,z, fog,
+ red, green, blue, alpha,
+ texcoord[0][0],
+ texcoord[0][1],
+ texcoord[0][2] );
+ }
+ }
+ }
}
+
+ PB_CHECK_FLUSH(ctx,PB);
}
else {
/* Not texture mapped */
- for (i=first;i<=last;i++) {
- if (VB->ClipMask[i]==0) {
- const GLint xmin = (GLint) (VB->Win.data[i][0] - 0.0 - radius);
- const GLint xmax = (GLint) (VB->Win.data[i][0] - 0.0 + radius);
- const GLint ymin = (GLint) (VB->Win.data[i][1] - 0.0 - radius);
- const GLint ymax = (GLint) (VB->Win.data[i][1] - 0.0 + radius);
- const GLint red = VB->ColorPtr->data[i][0];
- const GLint green = VB->ColorPtr->data[i][1];
- const GLint blue = VB->ColorPtr->data[i][2];
- const GLint z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
- GLint x, y;
-
- GLfixed fog = FloatToFixed( VB->FogCoordPtr->data[i] );
-
- /*
- printf("point %g, %g\n", VB->Win.data[i][0], VB->Win.data[i][1]);
- printf("%d..%d X %d..%d\n", xmin, xmax, ymin, ymax);
- */
- for (y = ymin; y <= ymax; y++) {
- for (x = xmin; x <= xmax; x++) {
- const GLfloat dx = x + 0.5F - VB->Win.data[i][0];
- const GLfloat dy = y + 0.5F - VB->Win.data[i][1];
- const GLfloat dist2 = dx*dx + dy*dy;
- if (dist2 < rmax2) {
- GLint alpha = VB->ColorPtr->data[i][3];
- if (dist2 >= rmin2) {
- GLint coverage = (GLint) (256.0F - (dist2 - rmin2) * cscale);
- /* coverage is in [0,256] */
- alpha = (alpha * coverage) >> 8;
- }
- PB_WRITE_RGBA_PIXEL(PB, x, y, z, fog,
- red, green, blue, alpha);
- }
- }
- }
- PB_CHECK_FLUSH(ctx,PB);
+ const GLint xmin = (GLint) (vert->win[0] - 0.0 - radius);
+ const GLint xmax = (GLint) (vert->win[0] - 0.0 + radius);
+ const GLint ymin = (GLint) (vert->win[1] - 0.0 - radius);
+ const GLint ymax = (GLint) (vert->win[1] - 0.0 + radius);
+ const GLint red = vert->color[0];
+ const GLint green = vert->color[1];
+ const GLint blue = vert->color[2];
+ const GLint z = (GLint) (vert->win[2]);
+ GLint x, y;
+
+ GLfixed fog = FloatToFixed( vert->fog );
+
+ /*
+ printf("point %g, %g\n", vert->win[0], vert->win[1]);
+ printf("%d..%d X %d..%d\n", xmin, xmax, ymin, ymax);
+ */
+ for (y = ymin; y <= ymax; y++) {
+ for (x = xmin; x <= xmax; x++) {
+ const GLfloat dx = x + 0.5F - vert->win[0];
+ const GLfloat dy = y + 0.5F - vert->win[1];
+ const GLfloat dist2 = dx*dx + dy*dy;
+ if (dist2 < rmax2) {
+ GLint alpha = vert->color[3];
+ if (dist2 >= rmin2) {
+ GLint coverage = (GLint) (256.0F - (dist2 - rmin2) * cscale);
+ /* coverage is in [0,256] */
+ alpha = (alpha * coverage) >> 8;
+ }
+ PB_WRITE_RGBA_PIXEL(PB, x, y, z, fog,
+ red, green, blue, alpha);
+ }
}
}
+ PB_CHECK_FLUSH(ctx,PB);
}
}
-/*
- * Null rasterizer for measuring transformation speed.
- */
-static void
-null_points( GLcontext *ctx, GLuint first, GLuint last )
-{
- (void) ctx;
- (void) first;
- (void) last;
-}
-
-
-
/* Definition of the functions for GL_EXT_point_parameters */
/* Calculates the distance attenuation formula of a vector of points in
* eye space coordinates
*/
-static void
-dist3(GLfloat *out, GLuint first, GLuint last,
- const GLcontext *ctx, const GLvector4f *v)
-{
- GLuint stride = v->stride;
- const GLfloat *p = VEC_ELT(v, GLfloat, first);
- GLuint i;
-
- for (i = first ; i <= last ; i++, STRIDE_F(p, stride) ) {
- GLfloat dist = GL_SQRT(p[0]*p[0]+p[1]*p[1]+p[2]*p[2]);
- out[i] = 1.0F / (ctx->Point.Params[0] +
- dist * (ctx->Point.Params[1] +
- dist * ctx->Point.Params[2]));
- }
-}
-
-
-static void
-dist2(GLfloat *out, GLuint first, GLuint last,
- const GLcontext *ctx, const GLvector4f *v)
+static GLfloat attenuation_distance(const GLcontext *ctx, const GLfloat *pos)
{
- GLuint stride = v->stride;
- const GLfloat *p = VEC_ELT(v, GLfloat, first);
- GLuint i;
-
- for (i = first ; i <= last ; i++, STRIDE_F(p, stride) ) {
- GLfloat dist = GL_SQRT(p[0]*p[0]+p[1]*p[1]);
- out[i] = 1.0F / (ctx->Point.Params[0] +
- dist * (ctx->Point.Params[1] +
- dist * ctx->Point.Params[2]));
- }
+ GLfloat dist = GL_SQRT(pos[0]*pos[0]+pos[1]*pos[1]+pos[2]*pos[2]);
+ return 1.0F / (ctx->Point.Params[0] +
+ dist * (ctx->Point.Params[1] +
+ dist * ctx->Point.Params[2]));
}
-typedef void (*dist_func)(GLfloat *out, GLuint first, GLuint last,
- const GLcontext *ctx, const GLvector4f *v);
-
-
-static dist_func eye_dist_tab[5] = {
- 0,
- 0,
- dist2,
- dist3,
- dist3
-};
* Distance Attenuated General CI points.
*/
static void
-dist_atten_general_ci_points( GLcontext *ctx, GLuint first, GLuint last )
+dist_atten_general_ci_point( GLcontext *ctx, SWvertex *vert )
{
- struct vertex_buffer *VB = ctx->VB;
- struct pixel_buffer *PB = ctx->PB;
- GLfloat dist[VB_SIZE];
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
const GLfloat psize = ctx->Point.Size;
- GLuint i;
-
- ASSERT(ctx->NeedEyeCoords);
- (eye_dist_tab[VB->EyePtr->size])( dist, first, last, ctx, VB->EyePtr );
-
-
- for (i=first;i<=last;i++) {
- if (VB->ClipMask[i]==0) {
- GLint x0, x1, y0, y1;
- GLint ix, iy;
- GLint isize, radius;
- GLint x = (GLint) VB->Win.data[i][0];
- GLint y = (GLint) VB->Win.data[i][1];
- GLint z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
- GLfloat dsize = psize * dist[i];
-
- GLfixed fog = FloatToFixed( VB->FogCoordPtr->data[i] );
-
- if (dsize >= ctx->Point.Threshold) {
- isize = (GLint) (MIN2(dsize, ctx->Point.MaxSize) + 0.5F);
- }
- else {
- isize = (GLint) (MAX2(ctx->Point.Threshold, ctx->Point.MinSize) + 0.5F);
- }
- radius = isize >> 1;
-
- if (isize & 1) {
- /* odd size */
- x0 = x - radius;
- x1 = x + radius;
- y0 = y - radius;
- y1 = y + radius;
- }
- else {
- /* even size */
- x0 = (GLint) (x + 1.5F) - radius;
- x1 = x0 + isize - 1;
- y0 = (GLint) (y + 1.5F) - radius;
- y1 = y0 + isize - 1;
- }
+ GLfloat dist = attenuation_distance( ctx, vert->eye );
+ GLint x0, x1, y0, y1;
+ GLint ix, iy;
+ GLint isize, radius;
+ GLint x = (GLint) vert->win[0];
+ GLint y = (GLint) vert->win[1];
+ GLint z = (GLint) (vert->win[2]);
+ GLfloat dsize = psize * dist;
+
+ GLfixed fog = FloatToFixed( vert->fog );
+
+ if (dsize >= ctx->Point.Threshold) {
+ isize = (GLint) (MIN2(dsize, ctx->Point.MaxSize) + 0.5F);
+ }
+ else {
+ isize = (GLint) (MAX2(ctx->Point.Threshold, ctx->Point.MinSize) + 0.5F);
+ }
+ radius = isize >> 1;
+
+ if (isize & 1) {
+ /* odd size */
+ x0 = x - radius;
+ x1 = x + radius;
+ y0 = y - radius;
+ y1 = y + radius;
+ }
+ else {
+ /* even size */
+ x0 = (GLint) (x + 1.5F) - radius;
+ x1 = x0 + isize - 1;
+ y0 = (GLint) (y + 1.5F) - radius;
+ y1 = y0 + isize - 1;
+ }
- PB_SET_INDEX( PB, VB->IndexPtr->data[i] );
+ PB_SET_INDEX( PB, vert->index );
- for (iy=y0;iy<=y1;iy++) {
- for (ix=x0;ix<=x1;ix++) {
- PB_WRITE_PIXEL( PB, ix, iy, z, fog );
- }
- }
- PB_CHECK_FLUSH(ctx,PB);
+ for (iy=y0;iy<=y1;iy++) {
+ for (ix=x0;ix<=x1;ix++) {
+ PB_WRITE_PIXEL( PB, ix, iy, z, fog );
}
}
+ PB_CHECK_FLUSH(ctx,PB);
}
/*
* Distance Attenuated General RGBA points.
*/
static void
-dist_atten_general_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
+dist_atten_general_rgba_point( GLcontext *ctx, SWvertex *vert )
{
- struct vertex_buffer *VB = ctx->VB;
- struct pixel_buffer *PB = ctx->PB;
- GLfloat dist[VB_SIZE];
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
const GLfloat psize = ctx->Point.Size;
- GLuint i;
-
- ASSERT (ctx->NeedEyeCoords);
- (eye_dist_tab[VB->EyePtr->size])( dist, first, last, ctx, VB->EyePtr );
-
- for (i=first;i<=last;i++) {
- if (VB->ClipMask[i]==0) {
- GLint x0, x1, y0, y1;
- GLint ix, iy;
- GLint isize, radius;
- GLint x = (GLint) VB->Win.data[i][0];
- GLint y = (GLint) VB->Win.data[i][1];
- GLint z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
- GLfloat dsize=psize*dist[i];
- GLchan alpha;
- GLfixed fog = FloatToFixed( VB->FogCoordPtr->data[i] );
-
- if (dsize >= ctx->Point.Threshold) {
- isize = (GLint) (MIN2(dsize,ctx->Point.MaxSize)+0.5F);
- alpha = VB->ColorPtr->data[i][3];
- }
- else {
- isize = (GLint) (MAX2(ctx->Point.Threshold,ctx->Point.MinSize)+0.5F);
- dsize /= ctx->Point.Threshold;
- alpha = (GLint) (VB->ColorPtr->data[i][3]* (dsize*dsize));
- }
- radius = isize >> 1;
-
- if (isize & 1) {
- /* odd size */
- x0 = x - radius;
- x1 = x + radius;
- y0 = y - radius;
- y1 = y + radius;
- }
- else {
- /* even size */
- x0 = (GLint) (x + 1.5F) - radius;
- x1 = x0 + isize - 1;
- y0 = (GLint) (y + 1.5F) - radius;
- y1 = y0 + isize - 1;
- }
+ GLfloat dist = attenuation_distance( ctx, vert->eye );
+ GLint x0, x1, y0, y1;
+ GLint ix, iy;
+ GLint isize, radius;
+ GLint x = (GLint) vert->win[0];
+ GLint y = (GLint) vert->win[1];
+ GLint z = (GLint) (vert->win[2]);
+ GLfloat dsize=psize*dist;
+ GLchan alpha;
+ GLfixed fog = FloatToFixed( vert->fog );
+
+ if (dsize >= ctx->Point.Threshold) {
+ isize = (GLint) (MIN2(dsize,ctx->Point.MaxSize)+0.5F);
+ alpha = vert->color[3];
+ }
+ else {
+ isize = (GLint) (MAX2(ctx->Point.Threshold,ctx->Point.MinSize)+0.5F);
+ dsize /= ctx->Point.Threshold;
+ alpha = (GLint) (vert->color[3]* (dsize*dsize));
+ }
+ radius = isize >> 1;
+
+ if (isize & 1) {
+ /* odd size */
+ x0 = x - radius;
+ x1 = x + radius;
+ y0 = y - radius;
+ y1 = y + radius;
+ }
+ else {
+ /* even size */
+ x0 = (GLint) (x + 1.5F) - radius;
+ x1 = x0 + isize - 1;
+ y0 = (GLint) (y + 1.5F) - radius;
+ y1 = y0 + isize - 1;
+ }
- PB_SET_COLOR( PB,
- VB->ColorPtr->data[i][0],
- VB->ColorPtr->data[i][1],
- VB->ColorPtr->data[i][2],
- alpha );
+ PB_SET_COLOR( PB,
+ vert->color[0],
+ vert->color[1],
+ vert->color[2],
+ alpha );
- for (iy = y0; iy <= y1; iy++) {
- for (ix = x0; ix <= x1; ix++) {
- PB_WRITE_PIXEL( PB, ix, iy, z, fog );
- }
- }
- PB_CHECK_FLUSH(ctx,PB);
+ for (iy = y0; iy <= y1; iy++) {
+ for (ix = x0; ix <= x1; ix++) {
+ PB_WRITE_PIXEL( PB, ix, iy, z, fog );
}
}
+ PB_CHECK_FLUSH(ctx,PB);
}
/*
* Distance Attenuated Textured RGBA points.
*/
static void
-dist_atten_textured_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
+dist_atten_textured_rgba_point( GLcontext *ctx, SWvertex *vert )
{
- struct vertex_buffer *VB = ctx->VB;
- struct pixel_buffer *PB = ctx->PB;
- GLfloat dist[VB_SIZE];
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
const GLfloat psize = ctx->Point.Size;
- GLuint i;
-
- ASSERT(ctx->NeedEyeCoords);
- (eye_dist_tab[VB->EyePtr->size])( dist, first, last, ctx, VB->EyePtr );
-
- for (i=first;i<=last;i++) {
- if (VB->ClipMask[i]==0) {
- const GLint x = (GLint) VB->Win.data[i][0];
- const GLint y = (GLint) VB->Win.data[i][1];
- const GLint z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
- const GLint red = VB->ColorPtr->data[i][0];
- const GLint green = VB->ColorPtr->data[i][1];
- const GLint blue = VB->ColorPtr->data[i][2];
- GLfloat texcoord[MAX_TEXTURE_UNITS][4];
- GLint x0, x1, y0, y1;
- GLint ix, iy, alpha, u;
- GLint isize, radius;
- GLfloat dsize = psize*dist[i];
-
- GLfixed fog = FloatToFixed( VB->FogCoordPtr->data[i] );
-
- /* compute point size and alpha */
- if (dsize >= ctx->Point.Threshold) {
- isize = (GLint) (MIN2(dsize, ctx->Point.MaxSize) + 0.5F);
- alpha = VB->ColorPtr->data[i][3];
- }
- else {
- isize = (GLint) (MAX2(ctx->Point.Threshold, ctx->Point.MinSize) + 0.5F);
- dsize /= ctx->Point.Threshold;
- alpha = (GLint) (VB->ColorPtr->data[i][3] * (dsize * dsize));
- }
- if (isize < 1) {
- isize = 1;
- }
- radius = isize >> 1;
-
- if (isize & 1) {
- /* odd size */
- x0 = x - radius;
- x1 = x + radius;
- y0 = y - radius;
- y1 = y + radius;
- }
- else {
- /* even size */
- x0 = (GLint) (x + 1.5F) - radius;
- x1 = x0 + isize - 1;
- y0 = (GLint) (y + 1.5F) - radius;
- y1 = y0 + isize - 1;
- }
+ GLfloat dist = attenuation_distance( ctx, vert->eye );
+
+ const GLint x = (GLint) vert->win[0];
+ const GLint y = (GLint) vert->win[1];
+ const GLint z = (GLint) (vert->win[2]);
+ const GLint red = vert->color[0];
+ const GLint green = vert->color[1];
+ const GLint blue = vert->color[2];
+ GLfloat texcoord[MAX_TEXTURE_UNITS][4];
+ GLint x0, x1, y0, y1;
+ GLint ix, iy, alpha, u;
+ GLint isize, radius;
+ GLfloat dsize = psize*dist;
+
+ GLfixed fog = FloatToFixed( vert->fog );
+
+ /* compute point size and alpha */
+ if (dsize >= ctx->Point.Threshold) {
+ isize = (GLint) (MIN2(dsize, ctx->Point.MaxSize) + 0.5F);
+ alpha = vert->color[3];
+ }
+ else {
+ isize = (GLint) (MAX2(ctx->Point.Threshold, ctx->Point.MinSize) + 0.5F);
+ dsize /= ctx->Point.Threshold;
+ alpha = (GLint) (vert->color[3] * (dsize * dsize));
+ }
+ if (isize < 1) {
+ isize = 1;
+ }
+ radius = isize >> 1;
+
+ if (isize & 1) {
+ /* odd size */
+ x0 = x - radius;
+ x1 = x + radius;
+ y0 = y - radius;
+ y1 = y + radius;
+ }
+ else {
+ /* even size */
+ x0 = (GLint) (x + 1.5F) - radius;
+ x1 = x0 + isize - 1;
+ y0 = (GLint) (y + 1.5F) - radius;
+ y1 = y0 + isize - 1;
+ }
- /* get texture coordinates */
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u].ReallyEnabled) {
- switch (VB->TexCoordPtr[0]->size) {
- case 4:
- texcoord[u][0] = VB->TexCoordPtr[u]->data[i][0] /
- VB->TexCoordPtr[u]->data[i][3];
- texcoord[u][1] = VB->TexCoordPtr[u]->data[i][1] /
- VB->TexCoordPtr[u]->data[i][3];
- texcoord[u][2] = VB->TexCoordPtr[u]->data[i][2] /
- VB->TexCoordPtr[u]->data[i][3];
- break;
- case 3:
- texcoord[u][0] = VB->TexCoordPtr[u]->data[i][0];
- texcoord[u][1] = VB->TexCoordPtr[u]->data[i][1];
- texcoord[u][2] = VB->TexCoordPtr[u]->data[i][2];
- break;
- case 2:
- texcoord[u][0] = VB->TexCoordPtr[u]->data[i][0];
- texcoord[u][1] = VB->TexCoordPtr[u]->data[i][1];
- texcoord[u][2] = 0.0;
- break;
- case 1:
- texcoord[u][0] = VB->TexCoordPtr[u]->data[i][0];
- texcoord[u][1] = 0.0;
- texcoord[u][2] = 0.0;
- break;
- default:
- /* should never get here */
- gl_problem(ctx, "unexpected texcoord size");
- }
- }
- }
+ /* get texture coordinates */
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
+ if (texcoord[u][3] != 1.0) {
+ texcoord[u][0] = vert->texcoord[u][0] /
+ vert->texcoord[u][3];
+ texcoord[u][1] = vert->texcoord[u][1] /
+ vert->texcoord[u][3];
+ texcoord[u][2] = vert->texcoord[u][2] /
+ vert->texcoord[u][3];
+ }
+ else {
+ texcoord[u][0] = vert->texcoord[u][0];
+ texcoord[u][1] = vert->texcoord[u][1];
+ texcoord[u][2] = vert->texcoord[u][2];
+ }
+ }
+ }
- for (iy = y0; iy <= y1; iy++) {
- for (ix = x0; ix <= x1; ix++) {
- if (ctx->Texture.MultiTextureEnabled) {
- PB_WRITE_MULTITEX_PIXEL( PB, ix, iy, z, fog,
- red, green, blue, alpha,
- texcoord );
- }
- else {
- PB_WRITE_TEX_PIXEL( PB, ix, iy, z, fog,
- red, green, blue, alpha,
- texcoord[0][0],
- texcoord[0][1],
- texcoord[0][2] );
- }
- }
- }
- PB_CHECK_FLUSH(ctx,PB);
+ for (iy = y0; iy <= y1; iy++) {
+ for (ix = x0; ix <= x1; ix++) {
+ if (ctx->Texture._MultiTextureEnabled) {
+ PB_WRITE_MULTITEX_PIXEL( PB, ix, iy, z, fog,
+ red, green, blue, alpha,
+ texcoord );
+ }
+ else {
+ PB_WRITE_TEX_PIXEL( PB, ix, iy, z, fog,
+ red, green, blue, alpha,
+ texcoord[0][0],
+ texcoord[0][1],
+ texcoord[0][2] );
+ }
}
}
+ PB_CHECK_FLUSH(ctx,PB);
}
/*
* Distance Attenuated Antialiased points with or without texture mapping.
*/
static void
-dist_atten_antialiased_rgba_points( GLcontext *ctx, GLuint first, GLuint last )
+dist_atten_antialiased_rgba_point( GLcontext *ctx, SWvertex *vert )
{
- struct vertex_buffer *VB = ctx->VB;
- struct pixel_buffer *PB = ctx->PB;
- GLfloat dist[VB_SIZE];
+ struct pixel_buffer *PB = SWRAST_CONTEXT(ctx)->PB;
const GLfloat psize = ctx->Point.Size;
- GLuint i;
-
- ASSERT(ctx->NeedEyeCoords);
- (eye_dist_tab[VB->EyePtr->size])( dist, first, last, ctx, VB->EyePtr );
-
- if (ctx->Texture.ReallyEnabled) {
- for (i=first;i<=last;i++) {
- if (VB->ClipMask[i]==0) {
- GLfloat radius, rmin, rmax, rmin2, rmax2, cscale, alphaf;
- GLint xmin, ymin, xmax, ymax;
- GLint x, y, z;
- GLint red, green, blue, alpha;
- GLfloat texcoord[MAX_TEXTURE_UNITS][4];
- GLfloat dsize = psize * dist[i];
- GLint u;
-
- GLfixed fog = FloatToFixed( VB->FogCoordPtr->data[i] );
-
- if (dsize >= ctx->Point.Threshold) {
- radius = MIN2(dsize, ctx->Point.MaxSize) * 0.5F;
- alphaf = 1.0F;
- }
- else {
- radius = (MAX2(ctx->Point.Threshold, ctx->Point.MinSize) * 0.5F);
- dsize /= ctx->Point.Threshold;
- alphaf = (dsize*dsize);
- }
- rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */
- rmax = radius + 0.7071F;
- rmin2 = MAX2(0.0, rmin * rmin);
- rmax2 = rmax * rmax;
- cscale = 256.0F / (rmax2 - rmin2);
-
- xmin = (GLint) (VB->Win.data[i][0] - radius);
- xmax = (GLint) (VB->Win.data[i][0] + radius);
- ymin = (GLint) (VB->Win.data[i][1] - radius);
- ymax = (GLint) (VB->Win.data[i][1] + radius);
- z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
-
- red = VB->ColorPtr->data[i][0];
- green = VB->ColorPtr->data[i][1];
- blue = VB->ColorPtr->data[i][2];
+ GLfloat dist = attenuation_distance( ctx, vert->eye );
+
+ if (ctx->Texture._ReallyEnabled) {
+ GLfloat radius, rmin, rmax, rmin2, rmax2, cscale, alphaf;
+ GLint xmin, ymin, xmax, ymax;
+ GLint x, y, z;
+ GLint red, green, blue, alpha;
+ GLfloat texcoord[MAX_TEXTURE_UNITS][4];
+ GLfloat dsize = psize * dist;
+ GLint u;
+
+ GLfixed fog = FloatToFixed( vert->fog );
+
+ if (dsize >= ctx->Point.Threshold) {
+ radius = MIN2(dsize, ctx->Point.MaxSize) * 0.5F;
+ alphaf = 1.0F;
+ }
+ else {
+ radius = (MAX2(ctx->Point.Threshold, ctx->Point.MinSize) * 0.5F);
+ dsize /= ctx->Point.Threshold;
+ alphaf = (dsize*dsize);
+ }
+ rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */
+ rmax = radius + 0.7071F;
+ rmin2 = MAX2(0.0, rmin * rmin);
+ rmax2 = rmax * rmax;
+ cscale = 256.0F / (rmax2 - rmin2);
+
+ xmin = (GLint) (vert->win[0] - radius);
+ xmax = (GLint) (vert->win[0] + radius);
+ ymin = (GLint) (vert->win[1] - radius);
+ ymax = (GLint) (vert->win[1] + radius);
+ z = (GLint) (vert->win[2]);
+
+ red = vert->color[0];
+ green = vert->color[1];
+ blue = vert->color[2];
- /* get texture coordinates */
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u].ReallyEnabled) {
- switch (VB->TexCoordPtr[0]->size) {
- case 4:
- texcoord[u][0] = VB->TexCoordPtr[u]->data[i][0] /
- VB->TexCoordPtr[u]->data[i][3];
- texcoord[u][1] = VB->TexCoordPtr[u]->data[i][1] /
- VB->TexCoordPtr[u]->data[i][3];
- texcoord[u][2] = VB->TexCoordPtr[u]->data[i][2] /
- VB->TexCoordPtr[u]->data[i][3];
- break;
- case 3:
- texcoord[u][0] = VB->TexCoordPtr[u]->data[i][0];
- texcoord[u][1] = VB->TexCoordPtr[u]->data[i][1];
- texcoord[u][2] = VB->TexCoordPtr[u]->data[i][2];
- break;
- case 2:
- texcoord[u][0] = VB->TexCoordPtr[u]->data[i][0];
- texcoord[u][1] = VB->TexCoordPtr[u]->data[i][1];
- texcoord[u][2] = 0.0;
- break;
- case 1:
- texcoord[u][0] = VB->TexCoordPtr[u]->data[i][0];
- texcoord[u][1] = 0.0;
- texcoord[u][2] = 0.0;
- break;
- default:
- /* should never get here */
- gl_problem(ctx, "unexpected texcoord size");
- }
- }
- }
+ /* get texture coordinates */
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
+ if (vert->texcoord[u][3] != 1.0 && vert->texcoord[u][3] != 0.0) {
+ texcoord[u][0] = vert->texcoord[u][0] / vert->texcoord[u][3];
+ texcoord[u][1] = vert->texcoord[u][1] / vert->texcoord[u][3];
+ texcoord[u][2] = vert->texcoord[u][2] / vert->texcoord[u][3];
+ }
+ else {
+ texcoord[u][0] = vert->texcoord[u][0];
+ texcoord[u][1] = vert->texcoord[u][1];
+ texcoord[u][2] = vert->texcoord[u][2];
+ }
+ }
+ }
- for (y = ymin; y <= ymax; y++) {
- for (x = xmin; x <= xmax; x++) {
- const GLfloat dx = x + 0.5F - VB->Win.data[i][0];
- const GLfloat dy = y + 0.5F - VB->Win.data[i][1];
- const GLfloat dist2 = dx*dx + dy*dy;
- if (dist2 < rmax2) {
- alpha = VB->ColorPtr->data[i][3];
- if (dist2 >= rmin2) {
- GLint coverage = (GLint) (256.0F - (dist2 - rmin2) * cscale);
- /* coverage is in [0,256] */
- alpha = (alpha * coverage) >> 8;
- }
- alpha = (GLint) (alpha * alphaf);
- if (ctx->Texture.MultiTextureEnabled) {
- PB_WRITE_MULTITEX_PIXEL( PB, x, y, z, fog,
- red, green, blue, alpha,
- texcoord );
- }
- else {
- PB_WRITE_TEX_PIXEL( PB, x,y,z, fog,
- red, green, blue, alpha,
- texcoord[0][0],
- texcoord[0][1],
- texcoord[0][2] );
- }
- }
- }
- }
- PB_CHECK_FLUSH(ctx,PB);
- }
+ for (y = ymin; y <= ymax; y++) {
+ for (x = xmin; x <= xmax; x++) {
+ const GLfloat dx = x + 0.5F - vert->win[0];
+ const GLfloat dy = y + 0.5F - vert->win[1];
+ const GLfloat dist2 = dx*dx + dy*dy;
+ if (dist2 < rmax2) {
+ alpha = vert->color[3];
+ if (dist2 >= rmin2) {
+ GLint coverage = (GLint) (256.0F - (dist2 - rmin2) * cscale);
+ /* coverage is in [0,256] */
+ alpha = (alpha * coverage) >> 8;
+ }
+ alpha = (GLint) (alpha * alphaf);
+ if (ctx->Texture._MultiTextureEnabled) {
+ PB_WRITE_MULTITEX_PIXEL( PB, x, y, z, fog,
+ red, green, blue, alpha,
+ texcoord );
+ }
+ else {
+ PB_WRITE_TEX_PIXEL( PB, x,y,z, fog,
+ red, green, blue, alpha,
+ texcoord[0][0],
+ texcoord[0][1],
+ texcoord[0][2] );
+ }
+ }
+ }
}
+ PB_CHECK_FLUSH(ctx,PB);
}
else {
/* Not texture mapped */
- for (i = first; i <= last; i++) {
- if (VB->ClipMask[i] == 0) {
- GLfloat radius, rmin, rmax, rmin2, rmax2, cscale, alphaf;
- GLint xmin, ymin, xmax, ymax;
- GLint x, y, z;
- GLfixed fog;
- GLint red, green, blue, alpha;
- GLfloat dsize = psize * dist[i];
-
- if (dsize >= ctx->Point.Threshold) {
- radius = MIN2(dsize, ctx->Point.MaxSize) * 0.5F;
- alphaf = 1.0F;
- }
- else {
- radius = (MAX2(ctx->Point.Threshold, ctx->Point.MinSize) * 0.5F);
- dsize /= ctx->Point.Threshold;
- alphaf = dsize * dsize;
- }
- rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */
- rmax = radius + 0.7071F;
- rmin2 = MAX2(0.0, rmin * rmin);
- rmax2 = rmax * rmax;
- cscale = 256.0F / (rmax2 - rmin2);
-
- xmin = (GLint) (VB->Win.data[i][0] - radius);
- xmax = (GLint) (VB->Win.data[i][0] + radius);
- ymin = (GLint) (VB->Win.data[i][1] - radius);
- ymax = (GLint) (VB->Win.data[i][1] + radius);
- z = (GLint) (VB->Win.data[i][2] + ctx->PointZoffset);
-
- fog = FloatToFixed( VB->FogCoordPtr->data[i] );
-
- red = VB->ColorPtr->data[i][0];
- green = VB->ColorPtr->data[i][1];
- blue = VB->ColorPtr->data[i][2];
-
- for (y = ymin; y <= ymax; y++) {
- for (x = xmin; x <= xmax; x++) {
- const GLfloat dx = x + 0.5F - VB->Win.data[i][0];
- const GLfloat dy = y + 0.5F - VB->Win.data[i][1];
- const GLfloat dist2 = dx * dx + dy * dy;
- if (dist2 < rmax2) {
- alpha = VB->ColorPtr->data[i][3];
- if (dist2 >= rmin2) {
- GLint coverage = (GLint) (256.0F - (dist2 - rmin2) * cscale);
- /* coverage is in [0,256] */
- alpha = (alpha * coverage) >> 8;
- }
- alpha = (GLint) (alpha * alphaf);
- PB_WRITE_RGBA_PIXEL(PB, x, y, z, fog,
- red, green, blue, alpha);
- }
- }
- }
- PB_CHECK_FLUSH(ctx,PB);
+ GLfloat radius, rmin, rmax, rmin2, rmax2, cscale, alphaf;
+ GLint xmin, ymin, xmax, ymax;
+ GLint x, y, z;
+ GLfixed fog;
+ GLint red, green, blue, alpha;
+ GLfloat dsize = psize * dist;
+
+ if (dsize >= ctx->Point.Threshold) {
+ radius = MIN2(dsize, ctx->Point.MaxSize) * 0.5F;
+ alphaf = 1.0F;
+ }
+ else {
+ radius = (MAX2(ctx->Point.Threshold, ctx->Point.MinSize) * 0.5F);
+ dsize /= ctx->Point.Threshold;
+ alphaf = dsize * dsize;
+ }
+ rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */
+ rmax = radius + 0.7071F;
+ rmin2 = MAX2(0.0, rmin * rmin);
+ rmax2 = rmax * rmax;
+ cscale = 256.0F / (rmax2 - rmin2);
+
+ xmin = (GLint) (vert->win[0] - radius);
+ xmax = (GLint) (vert->win[0] + radius);
+ ymin = (GLint) (vert->win[1] - radius);
+ ymax = (GLint) (vert->win[1] + radius);
+ z = (GLint) (vert->win[2]);
+
+ fog = FloatToFixed( vert->fog );
+
+ red = vert->color[0];
+ green = vert->color[1];
+ blue = vert->color[2];
+
+ for (y = ymin; y <= ymax; y++) {
+ for (x = xmin; x <= xmax; x++) {
+ const GLfloat dx = x + 0.5F - vert->win[0];
+ const GLfloat dy = y + 0.5F - vert->win[1];
+ const GLfloat dist2 = dx * dx + dy * dy;
+ if (dist2 < rmax2) {
+ alpha = vert->color[3];
+ if (dist2 >= rmin2) {
+ GLint coverage = (GLint) (256.0F - (dist2 - rmin2) * cscale);
+ /* coverage is in [0,256] */
+ alpha = (alpha * coverage) >> 8;
+ }
+ alpha = (GLint) (alpha * alphaf);
+ PB_WRITE_RGBA_PIXEL(PB, x, y, z, fog,
+ red, green, blue, alpha);
+ }
}
}
+ PB_CHECK_FLUSH(ctx,PB);
}
}
#ifdef DEBUG
void
-_mesa_print_points_function(GLcontext *ctx)
+_mesa_print_point_function(GLcontext *ctx)
{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+
printf("Point Func == ");
- if (ctx->Driver.PointsFunc == size1_ci_points)
- printf("size1_ci_points\n");
- else if (ctx->Driver.PointsFunc == size1_rgba_points)
- printf("size1_rgba_points\n");
- else if (ctx->Driver.PointsFunc == general_ci_points)
- printf("general_ci_points\n");
- else if (ctx->Driver.PointsFunc == general_rgba_points)
- printf("general_rgba_points\n");
- else if (ctx->Driver.PointsFunc == textured_rgba_points)
- printf("textured_rgba_points\n");
- else if (ctx->Driver.PointsFunc == multitextured_rgba_points)
- printf("multitextured_rgba_points\n");
- else if (ctx->Driver.PointsFunc == antialiased_rgba_points)
- printf("antialiased_rgba_points\n");
- else if (ctx->Driver.PointsFunc == null_points)
- printf("null_points\n");
- else if (ctx->Driver.PointsFunc == dist_atten_general_ci_points)
- printf("dist_atten_general_ci_points\n");
- else if (ctx->Driver.PointsFunc == dist_atten_general_rgba_points)
- printf("dist_atten_general_rgba_points\n");
- else if (ctx->Driver.PointsFunc == dist_atten_textured_rgba_points)
- printf("dist_atten_textured_rgba_points\n");
- else if (ctx->Driver.PointsFunc == dist_atten_antialiased_rgba_points)
- printf("dist_atten_antialiased_rgba_points\n");
- else if (!ctx->Driver.PointsFunc)
+ if (swrast->Point == size1_ci_point)
+ printf("size1_ci_point\n");
+ else if (swrast->Point == size1_rgba_point)
+ printf("size1_rgba_point\n");
+ else if (swrast->Point == general_ci_point)
+ printf("general_ci_point\n");
+ else if (swrast->Point == general_rgba_point)
+ printf("general_rgba_point\n");
+ else if (swrast->Point == textured_rgba_point)
+ printf("textured_rgba_point\n");
+ else if (swrast->Point == multitextured_rgba_point)
+ printf("multitextured_rgba_point\n");
+ else if (swrast->Point == antialiased_rgba_point)
+ printf("antialiased_rgba_point\n");
+ else if (swrast->Point == dist_atten_general_ci_point)
+ printf("dist_atten_general_ci_point\n");
+ else if (swrast->Point == dist_atten_general_rgba_point)
+ printf("dist_atten_general_rgba_point\n");
+ else if (swrast->Point == dist_atten_textured_rgba_point)
+ printf("dist_atten_textured_rgba_point\n");
+ else if (swrast->Point == dist_atten_antialiased_rgba_point)
+ printf("dist_atten_antialiased_rgba_point\n");
+ else if (!swrast->Point)
printf("NULL\n");
else
- printf("Driver func %p\n", ctx->Driver.PointsFunc);
+ printf("Driver func %p\n", swrast->Point);
}
#endif
* should be used.
*/
void
-_swrast_set_point_function( GLcontext *ctx )
+_swrast_choose_point( GLcontext *ctx )
{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLboolean rgbmode = ctx->Visual.RGBAflag;
if (ctx->RenderMode==GL_RENDER) {
- if (ctx->NoRaster) {
- ctx->Driver.PointsFunc = null_points;
- return;
- }
- if (ctx->Driver.PointsFunc) {
- /* Device driver will draw points. */
- ctx->IndirectTriangles &= ~DD_POINT_SW_RASTERIZE;
- return;
- }
-
- if (!ctx->Point.Attenuated) {
+ if (!ctx->Point._Attenuated) {
if (ctx->Point.SmoothFlag && rgbmode) {
- ctx->Driver.PointsFunc = antialiased_rgba_points;
+ swrast->Point = antialiased_rgba_point;
}
- else if (ctx->Texture.ReallyEnabled) {
- if (ctx->Texture.MultiTextureEnabled ||
+ else if (ctx->Texture._ReallyEnabled) {
+ if (ctx->Texture._MultiTextureEnabled ||
ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR ||
ctx->Fog.ColorSumEnabled) {
- ctx->Driver.PointsFunc = multitextured_rgba_points;
+ swrast->Point = multitextured_rgba_point;
}
else {
- ctx->Driver.PointsFunc = textured_rgba_points;
+ swrast->Point = textured_rgba_point;
}
}
else if (ctx->Point.Size==1.0) {
/* size=1, any raster ops */
if (rgbmode)
- ctx->Driver.PointsFunc = size1_rgba_points;
+ swrast->Point = size1_rgba_point;
else
- ctx->Driver.PointsFunc = size1_ci_points;
+ swrast->Point = size1_ci_point;
}
else {
/* every other kind of point rendering */
if (rgbmode)
- ctx->Driver.PointsFunc = general_rgba_points;
+ swrast->Point = general_rgba_point;
else
- ctx->Driver.PointsFunc = general_ci_points;
+ swrast->Point = general_ci_point;
}
}
else if(ctx->Point.SmoothFlag && rgbmode) {
- ctx->Driver.PointsFunc = dist_atten_antialiased_rgba_points;
+ swrast->Point = dist_atten_antialiased_rgba_point;
}
- else if (ctx->Texture.ReallyEnabled) {
- ctx->Driver.PointsFunc = dist_atten_textured_rgba_points;
+ else if (ctx->Texture._ReallyEnabled) {
+ swrast->Point = dist_atten_textured_rgba_point;
}
else {
/* every other kind of point rendering */
if (rgbmode)
- ctx->Driver.PointsFunc = dist_atten_general_rgba_points;
+ swrast->Point = dist_atten_general_rgba_point;
else
- ctx->Driver.PointsFunc = dist_atten_general_ci_points;
+ swrast->Point = dist_atten_general_ci_point;
}
}
else if (ctx->RenderMode==GL_FEEDBACK) {
- ctx->Driver.PointsFunc = gl_feedback_points;
+ swrast->Point = gl_feedback_point;
}
else {
/* GL_SELECT mode */
- ctx->Driver.PointsFunc = gl_select_points;
+ swrast->Point = gl_select_point;
}
/*_mesa_print_points_function(ctx);*/
--- /dev/null
+#ifndef S_POINTS_H
+#define S_POINTS_H
+
+#include "types.h"
+
+void
+_swrast_choose_point( GLcontext *ctx );
+
+
+#endif
-/* $Id: s_readpix.c,v 1.1 2000/10/31 18:00:04 keithw Exp $ */
+/* $Id: s_readpix.c,v 1.2 2000/11/05 18:24:40 keithw Exp $ */
/*
* Mesa 3-D graphics library
#include "pixel.h"
#include "s_alphabuf.h"
+#include "s_context.h"
#include "s_depth.h"
#include "s_span.h"
#include "s_stencil.h"
const struct gl_pixelstore_attrib *packing )
{
/* can't do scale, bias, mapping, etc */
- if (ctx->ImageTransferState)
+ if (ctx->_ImageTransferState)
return GL_FALSE;
/* can't do fancy pixel packing */
}
if (ctx->Pixel.Convolution2DEnabled || ctx->Pixel.Separable2DEnabled) {
- const GLuint transferOps = ctx->ImageTransferState;
+ const GLuint transferOps = ctx->_ImageTransferState;
GLfloat *dest, *src, *tmpImage, *convImage;
GLint row;
format, type, 0, row, 0);
_mesa_pack_rgba_span(ctx, readWidth, (const GLchan (*)[4]) rgba,
format, type, dst, packing,
- ctx->ImageTransferState);
+ ctx->_ImageTransferState);
}
}
{
(void) pack;
+ if (SWRAST_CONTEXT(ctx)->NewState)
+ _swrast_validate_derived( ctx );
+
switch (format) {
case GL_COLOR_INDEX:
read_index_pixels(ctx, x, y, width, height, type, pixels, &ctx->Pack);
-/* $Id: s_span.c,v 1.1 2000/10/31 18:00:04 keithw Exp $ */
+/* $Id: s_span.c,v 1.2 2000/11/05 18:24:40 keithw Exp $ */
/*
* Mesa 3-D graphics library
#include "s_alpha.h"
#include "s_alphabuf.h"
#include "s_blend.h"
+#include "s_context.h"
#include "s_depth.h"
#include "s_fog.h"
#include "s_logic.h"
GLubyte mask[MAX_WIDTH];
GLuint indexBackup[MAX_WIDTH];
GLuint *index; /* points to indexIn or indexBackup */
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
/* init mask to 1's (all pixels are to be written) */
MEMSET(mask, 1, n);
- if ((ctx->RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
+ if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
if (clip_span(ctx,n,x,y,mask)==0) {
return;
}
}
- if ((primitive==GL_BITMAP && (ctx->RasterMask & modBits))
- || (ctx->RasterMask & MULTI_DRAW_BIT)) {
+ if ((primitive==GL_BITMAP && (swrast->_RasterMask & modBits))
+ || (swrast->_RasterMask & MULTI_DRAW_BIT)) {
/* Make copy of color indexes */
MEMCPY( indexBackup, indexIn, n * sizeof(GLuint) );
index = indexBackup;
/* if we get here, something passed the depth test */
ctx->OcclusionResult = GL_TRUE;
- if (ctx->RasterMask & MULTI_DRAW_BIT) {
+ if (swrast->_RasterMask & MULTI_DRAW_BIT) {
/* draw to zero or two or more buffers */
multi_write_index_span( ctx, n, x, y, index, mask );
}
const GLfixed fog[],
GLuint index, GLenum primitive )
{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLubyte mask[MAX_WIDTH];
GLuint i;
/* init mask to 1's (all pixels are to be written) */
MEMSET(mask, 1, n);
- if ((ctx->RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
+ if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
if (clip_span( ctx, n, x, y, mask)==0) {
return;
}
_mesa_logicop_ci_span( ctx, n, x, y, indexes, mask );
}
- if (ctx->RasterMask & MULTI_DRAW_BIT) {
+ if (swrast->_RasterMask & MULTI_DRAW_BIT) {
/* draw to zero or two or more buffers */
multi_write_index_span( ctx, n, x, y, indexes, mask );
}
/* same color index for all pixels */
ASSERT(!ctx->Color.IndexLogicOpEnabled);
ASSERT(ctx->Color.IndexMask == 0xffffffff);
- if (ctx->RasterMask & MULTI_DRAW_BIT) {
+ if (swrast->_RasterMask & MULTI_DRAW_BIT) {
/* draw to zero or two or more buffers */
GLuint indexes[MAX_WIDTH];
for (i=0;i<n;i++)
{
const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask);
GLuint bufferBit;
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
if (ctx->Color.DrawBuffer == GL_NONE)
return;
(*ctx->Driver.WriteRGBASpan)( ctx, n, x, y,
(const GLchan (*)[4]) rgbaTmp, mask );
- if (ctx->RasterMask & ALPHABUF_BIT) {
+ if (swrast->_RasterMask & ALPHABUF_BIT) {
_mesa_write_alpha_span( ctx, n, x, y,
(const GLchan (*)[4])rgbaTmp, mask );
}
GLchan rgbaBackup[MAX_WIDTH][4];
GLchan (*rgba)[4];
const GLubyte *Null = 0;
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
/* init mask to 1's (all pixels are to be written) */
MEMSET(mask, 1, n);
- if ((ctx->RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
+ if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
if (clip_span( ctx,n,x,y,mask)==0) {
return;
}
write_all = GL_FALSE;
}
- if ((primitive==GL_BITMAP && (ctx->RasterMask & modBits))
- || (ctx->RasterMask & MULTI_DRAW_BIT)) {
+ if ((primitive==GL_BITMAP && (swrast->_RasterMask & modBits))
+ || (swrast->_RasterMask & MULTI_DRAW_BIT)) {
/* must make a copy of the colors since they may be modified */
MEMCPY( rgbaBackup, rgbaIn, 4 * n * sizeof(GLchan) );
rgba = rgbaBackup;
/* if we get here, something passed the depth test */
ctx->OcclusionResult = GL_TRUE;
- if (ctx->RasterMask & MULTI_DRAW_BIT) {
+ if (swrast->_RasterMask & MULTI_DRAW_BIT) {
multi_write_rgba_span( ctx, n, x, y, (const GLchan (*)[4]) rgba, mask );
}
else {
(const GLchan (*)[4]) rgba,
write_all ? Null : mask );
- if (ctx->RasterMask & ALPHABUF_BIT) {
+ if (swrast->_RasterMask & ALPHABUF_BIT) {
_mesa_write_alpha_span( ctx, n, x, y,
(const GLchan (*)[4]) rgba,
write_all ? Null : mask );
GLboolean write_all = GL_TRUE;
GLchan rgba[MAX_WIDTH][4];
const GLubyte *Null = 0;
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
/* init mask to 1's (all pixels are to be written) */
MEMSET(mask, 1, n);
- if ((ctx->RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
+ if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
if (clip_span( ctx,n,x,y,mask)==0) {
return;
}
}
if (ctx->Color.ColorLogicOpEnabled || colorMask != 0xffffffff ||
- (ctx->RasterMask & (BLEND_BIT | FOG_BIT))) {
+ (swrast->_RasterMask & (BLEND_BIT | FOG_BIT))) {
/* assign same color to each pixel */
for (i=0;i<n;i++) {
if (mask[i]) {
_mesa_depth_fog_rgba_pixels( ctx, n, z, rgba );
}
- if (ctx->RasterMask & MULTI_DRAW_BIT) {
+ if (swrast->_RasterMask & MULTI_DRAW_BIT) {
multi_write_rgba_span( ctx, n, x, y,
(const GLchan (*)[4]) rgba, mask );
}
(*ctx->Driver.WriteRGBASpan)( ctx, n, x, y,
(const GLchan (*)[4]) rgba,
write_all ? Null : mask );
- if (ctx->RasterMask & ALPHABUF_BIT) {
+ if (swrast->_RasterMask & ALPHABUF_BIT) {
_mesa_write_alpha_span( ctx, n, x, y,
(const GLchan (*)[4]) rgba,
write_all ? Null : mask );
ASSERT(!ctx->Color.BlendEnabled);
ASSERT(!ctx->Color.ColorLogicOpEnabled);
- if (ctx->RasterMask & MULTI_DRAW_BIT) {
+ if (swrast->_RasterMask & MULTI_DRAW_BIT) {
for (i=0;i<n;i++) {
if (mask[i]) {
COPY_CHAN4(rgba[i], color);
}
else {
(*ctx->Driver.WriteMonoRGBASpan)( ctx, n, x, y, mask );
- if (ctx->RasterMask & ALPHABUF_BIT) {
+ if (swrast->_RasterMask & ALPHABUF_BIT) {
_mesa_write_mono_alpha_span( ctx, n, x, y, (GLchan) color[ACOMP],
write_all ? Null : mask );
}
GLchan rgbaBackup[MAX_WIDTH][4];
GLchan (*rgba)[4]; /* points to either rgbaIn or rgbaBackup */
const GLubyte *Null = 0;
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
/* init mask to 1's (all pixels are to be written) */
MEMSET(mask, 1, n);
- if ((ctx->RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
+ if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
if (clip_span(ctx, n, x, y, mask)==0) {
return;
}
}
- if (primitive==GL_BITMAP || (ctx->RasterMask & MULTI_DRAW_BIT)) {
+ if (primitive==GL_BITMAP || (swrast->_RasterMask & MULTI_DRAW_BIT)) {
/* must make a copy of the colors since they may be modified */
MEMCPY(rgbaBackup, rgbaIn, 4 * n * sizeof(GLchan));
rgba = rgbaBackup;
}
/* Texture */
- ASSERT(ctx->Texture.ReallyEnabled);
+ ASSERT(ctx->Texture._ReallyEnabled);
gl_texture_pixels( ctx, 0, n, s, t, u, lambda, rgba, rgba );
/* Add base and specular colors */
/* if we get here, something passed the depth test */
ctx->OcclusionResult = GL_TRUE;
- if (ctx->RasterMask & MULTI_DRAW_BIT) {
+ if (swrast->_RasterMask & MULTI_DRAW_BIT) {
multi_write_rgba_span( ctx, n, x, y, (const GLchan (*)[4]) rgba, mask );
}
else {
(*ctx->Driver.WriteRGBASpan)( ctx, n, x, y, (const GLchan (*)[4])rgba,
write_all ? Null : mask );
- if (ctx->RasterMask & ALPHABUF_BIT) {
+ if (swrast->_RasterMask & ALPHABUF_BIT) {
_mesa_write_alpha_span( ctx, n, x, y, (const GLchan (*)[4]) rgba,
write_all ? Null : mask );
}
GLuint i;
const GLubyte *Null = 0;
const GLuint texUnits = ctx->Const.MaxTextureUnits;
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
/* init mask to 1's (all pixels are to be written) */
MEMSET(mask, 1, n);
- if ((ctx->RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
+ if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
if (clip_span(ctx, n, x, y, mask)==0) {
return;
}
}
- if (primitive==GL_BITMAP || (ctx->RasterMask & MULTI_DRAW_BIT)
+ if (primitive==GL_BITMAP || (swrast->_RasterMask & MULTI_DRAW_BIT)
|| texUnits > 1) {
/* must make a copy of the colors since they may be modified */
MEMCPY(rgbaBackup, rgbaIn, 4 * n * sizeof(GLchan));
}
/* Texture */
- ASSERT(ctx->Texture.ReallyEnabled);
+ ASSERT(ctx->Texture._ReallyEnabled);
for (i = 0; i < texUnits; i++)
gl_texture_pixels( ctx, i, n, s[i], t[i], u[i], lambda[i], rgbaIn, rgba );
/* if we get here, something passed the depth test */
ctx->OcclusionResult = GL_TRUE;
- if (ctx->RasterMask & MULTI_DRAW_BIT) {
+ if (swrast->_RasterMask & MULTI_DRAW_BIT) {
multi_write_rgba_span( ctx, n, x, y, (const GLchan (*)[4]) rgba, mask );
}
else {
}
(*ctx->Driver.WriteRGBASpan)( ctx, n, x, y, (const GLchan (*)[4])rgba, write_all ? Null : mask );
- if (ctx->RasterMask & ALPHABUF_BIT) {
+ if (swrast->_RasterMask & ALPHABUF_BIT) {
_mesa_write_alpha_span( ctx, n, x, y, (const GLchan (*)[4])rgba,
write_all ? Null : mask );
}
-/* $Id: s_stencil.c,v 1.1 2000/10/31 18:00:04 keithw Exp $ */
+/* $Id: s_stencil.c,v 1.2 2000/11/05 18:24:40 keithw Exp $ */
/*
* Mesa 3-D graphics library
#include "macros.h"
#include "mem.h"
+#include "s_context.h"
#include "s_depth.h"
#include "s_pb.h"
#include "s_stencil.h"
-/* $Id: s_texture.c,v 1.1 2000/10/31 18:00:04 keithw Exp $ */
+/* $Id: s_texture.c,v 1.2 2000/11/05 18:24:40 keithw Exp $ */
/*
* Mesa 3-D graphics library
#include "mem.h"
#include "teximage.h"
+#include "s_context.h"
#include "s_pb.h"
#include "s_texture.h"
{ \
if (lambda < 0.0F) \
lambda = 0.0F; \
- else if (lambda > tObj->M) \
- lambda = tObj->M; \
+ else if (lambda > tObj->_M) \
+ lambda = tObj->_M; \
level = (GLint) (tObj->BaseLevel + lambda); \
}
{ \
if (lambda <= 0.5F) \
lambda = 0.0F; \
- else if (lambda > tObj->M + 0.4999F) \
- lambda = tObj->M + 0.4999F; \
+ else if (lambda > tObj->_M + 0.4999F) \
+ lambda = tObj->_M + 0.4999F; \
level = (GLint) (tObj->BaseLevel + lambda + 0.5F); \
- if (level > tObj->P) \
- level = tObj->P; \
+ if (level > tObj->_P) \
+ level = tObj->_P; \
}
COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda, level);
- if (level >= tObj->P) {
- sample_1d_nearest( tObj, tObj->Image[tObj->P], s, rgba );
+ if (level >= tObj->_P) {
+ sample_1d_nearest( tObj, tObj->Image[tObj->_P], s, rgba );
}
else {
GLchan t0[4], t1[4];
COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda, level);
- if (level >= tObj->P) {
- sample_1d_linear( tObj, tObj->Image[tObj->P], s, rgba );
+ if (level >= tObj->_P) {
+ sample_1d_linear( tObj, tObj->Image[tObj->_P], s, rgba );
}
else {
GLchan t0[4], t1[4];
-static void sample_nearest_1d( const struct gl_texture_object *tObj, GLuint n,
+static void sample_nearest_1d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
-static void sample_linear_1d( const struct gl_texture_object *tObj, GLuint n,
+static void sample_linear_1d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
* return a texture sample.
*
*/
-static void sample_lambda_1d( const struct gl_texture_object *tObj, GLuint n,
+static void sample_lambda_1d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
{
+ GLfloat MinMagThresh = SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit];
GLuint i;
(void) t;
(void) u;
for (i=0;i<n;i++) {
- if (lambda[i] > tObj->MinMagThresh) {
+ if (lambda[i] > MinMagThresh) {
/* minification */
switch (tObj->MinFilter) {
case GL_NEAREST:
COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda, level);
- if (level >= tObj->P) {
- sample_2d_nearest( tObj, tObj->Image[tObj->P], s, t, rgba );
+ if (level >= tObj->_P) {
+ sample_2d_nearest( tObj, tObj->Image[tObj->_P], s, t, rgba );
}
else {
GLchan t0[4], t1[4]; /* texels */
COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda, level);
- if (level >= tObj->P) {
- sample_2d_linear( tObj, tObj->Image[tObj->P], s, t, rgba );
+ if (level >= tObj->_P) {
+ sample_2d_linear( tObj, tObj->Image[tObj->_P], s, t, rgba );
}
else {
GLchan t0[4], t1[4]; /* texels */
-static void sample_nearest_2d( const struct gl_texture_object *tObj, GLuint n,
+static void sample_nearest_2d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
-static void sample_linear_2d( const struct gl_texture_object *tObj, GLuint n,
+static void sample_linear_2d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
* Given an (s,t) texture coordinate and lambda (level of detail) value,
* return a texture sample.
*/
-static void sample_lambda_2d( const struct gl_texture_object *tObj,
+static void sample_lambda_2d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj,
GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
{
+ GLfloat MinMagThresh = SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit];
GLuint i;
(void) u;
for (i=0;i<n;i++) {
- if (lambda[i] > tObj->MinMagThresh) {
+ if (lambda[i] > MinMagThresh) {
/* minification */
switch (tObj->MinFilter) {
case GL_NEAREST:
* No border
* Format = GL_RGB
*/
-static void opt_sample_rgb_2d( const struct gl_texture_object *tObj,
+static void opt_sample_rgb_2d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj,
GLuint n, const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
* No border
* Format = GL_RGBA
*/
-static void opt_sample_rgba_2d( const struct gl_texture_object *tObj,
+static void opt_sample_rgba_2d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj,
GLuint n, const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda, level);
- if (level >= tObj->P) {
- sample_3d_nearest( tObj, tObj->Image[tObj->P], s, t, r, rgba );
+ if (level >= tObj->_P) {
+ sample_3d_nearest( tObj, tObj->Image[tObj->_P], s, t, r, rgba );
}
else {
GLchan t0[4], t1[4]; /* texels */
COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda, level);
- if (level >= tObj->P) {
- sample_3d_linear( tObj, tObj->Image[tObj->P], s, t, r, rgba );
+ if (level >= tObj->_P) {
+ sample_3d_linear( tObj, tObj->Image[tObj->_P], s, t, r, rgba );
}
else {
GLchan t0[4], t1[4]; /* texels */
}
-static void sample_nearest_3d( const struct gl_texture_object *tObj, GLuint n,
+static void sample_nearest_3d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
-static void sample_linear_3d( const struct gl_texture_object *tObj, GLuint n,
+static void sample_linear_3d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
* Given an (s,t,r) texture coordinate and lambda (level of detail) value,
* return a texture sample.
*/
-static void sample_lambda_3d( const struct gl_texture_object *tObj, GLuint n,
+static void sample_lambda_3d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
{
GLuint i;
+ GLfloat MinMagThresh = SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit];
for (i=0;i<n;i++) {
- if (lambda[i] > tObj->MinMagThresh) {
+ if (lambda[i] > MinMagThresh) {
/* minification */
switch (tObj->MinFilter) {
case GL_NEAREST:
static void
-sample_nearest_cube(const struct gl_texture_object *tObj, GLuint n,
+sample_nearest_cube(GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4])
static void
-sample_linear_cube(const struct gl_texture_object *tObj, GLuint n,
+sample_linear_cube(GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4])
images = choose_cube_face(tObj, s, t, u, &newS, &newT);
- if (level >= tObj->P) {
- sample_2d_nearest( tObj, images[tObj->P], newS, newT, rgba );
+ if (level >= tObj->_P) {
+ sample_2d_nearest( tObj, images[tObj->_P], newS, newT, rgba );
}
else {
GLchan t0[4], t1[4]; /* texels */
images = choose_cube_face(tObj, s, t, u, &newS, &newT);
- if (level >= tObj->P) {
- sample_2d_linear( tObj, images[tObj->P], newS, newT, rgba );
+ if (level >= tObj->_P) {
+ sample_2d_linear( tObj, images[tObj->_P], newS, newT, rgba );
}
else {
GLchan t0[4], t1[4];
static void
-sample_lambda_cube(const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
- GLchan rgba[][4])
+sample_lambda_cube( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat s[], const GLfloat t[],
+ const GLfloat u[], const GLfloat lambda[],
+ GLchan rgba[][4])
{
+ GLfloat MinMagThresh = SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit];
GLuint i;
for (i = 0; i < n; i++) {
- if (lambda[i] > tObj->MinMagThresh) {
+ if (lambda[i] > MinMagThresh) {
/* minification */
switch (tObj->MinFilter) {
case GL_NEAREST:
}
}
+static void
+null_sample_func( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat s[], const GLfloat t[],
+ const GLfloat u[], const GLfloat lambda[],
+ GLchan rgba[][4])
+{
+}
/**********************************************************************/
/* Texture Sampling Setup */
* Setup the texture sampling function for this texture object.
*/
void
-_swrast_set_texture_sampler( struct gl_texture_object *t )
+_swrast_choose_texture_sample_func( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *t )
{
- if (!t->Complete) {
- t->SampleFunc = NULL;
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+
+ if (!t->Complete) {
+ swrast->TextureSample[texUnit] = null_sample_func;
}
else {
GLboolean needLambda = (GLboolean) (t->MinFilter != t->MagFilter);
if (t->MagFilter==GL_LINEAR
&& (t->MinFilter==GL_NEAREST_MIPMAP_NEAREST ||
t->MinFilter==GL_LINEAR_MIPMAP_NEAREST)) {
- t->MinMagThresh = 0.5F;
+ swrast->_MinMagThresh[texUnit] = 0.5F;
}
else {
- t->MinMagThresh = 0.0F;
+ swrast->_MinMagThresh[texUnit] = 0.0F;
}
}
switch (t->Dimensions) {
case 1:
if (needLambda) {
- t->SampleFunc = sample_lambda_1d;
+ swrast->TextureSample[texUnit] = sample_lambda_1d;
}
else if (t->MinFilter==GL_LINEAR) {
- t->SampleFunc = sample_linear_1d;
+ swrast->TextureSample[texUnit] = sample_linear_1d;
}
else {
ASSERT(t->MinFilter==GL_NEAREST);
- t->SampleFunc = sample_nearest_1d;
+ swrast->TextureSample[texUnit] = sample_nearest_1d;
}
break;
case 2:
if (needLambda) {
- t->SampleFunc = sample_lambda_2d;
+ swrast->TextureSample[texUnit] = sample_lambda_2d;
}
else if (t->MinFilter==GL_LINEAR) {
- t->SampleFunc = sample_linear_2d;
+ swrast->TextureSample[texUnit] = sample_linear_2d;
}
else {
ASSERT(t->MinFilter==GL_NEAREST);
if (t->WrapS==GL_REPEAT && t->WrapT==GL_REPEAT
&& t->Image[0]->Border==0 && t->Image[0]->Format==GL_RGB) {
- t->SampleFunc = opt_sample_rgb_2d;
+ swrast->TextureSample[texUnit] = opt_sample_rgb_2d;
}
else if (t->WrapS==GL_REPEAT && t->WrapT==GL_REPEAT
&& t->Image[0]->Border==0 && t->Image[0]->Format==GL_RGBA) {
- t->SampleFunc = opt_sample_rgba_2d;
+ swrast->TextureSample[texUnit] = opt_sample_rgba_2d;
}
else
- t->SampleFunc = sample_nearest_2d;
+ swrast->TextureSample[texUnit] = sample_nearest_2d;
}
break;
case 3:
if (needLambda) {
- t->SampleFunc = sample_lambda_3d;
+ swrast->TextureSample[texUnit] = sample_lambda_3d;
}
else if (t->MinFilter==GL_LINEAR) {
- t->SampleFunc = sample_linear_3d;
+ swrast->TextureSample[texUnit] = sample_linear_3d;
}
else {
ASSERT(t->MinFilter==GL_NEAREST);
- t->SampleFunc = sample_nearest_3d;
+ swrast->TextureSample[texUnit] = sample_nearest_3d;
}
break;
case 6: /* cube map */
if (needLambda) {
- t->SampleFunc = sample_lambda_cube;
+ swrast->TextureSample[texUnit] = sample_lambda_cube;
}
else if (t->MinFilter==GL_LINEAR) {
- t->SampleFunc = sample_linear_cube;
+ swrast->TextureSample[texUnit] = sample_linear_cube;
}
else {
ASSERT(t->MinFilter==GL_NEAREST);
- t->SampleFunc = sample_nearest_cube;
+ swrast->TextureSample[texUnit] = sample_nearest_cube;
}
break;
default:
GLenum format;
ASSERT(texUnit);
- ASSERT(texUnit->Current);
+ ASSERT(texUnit->_Current);
- baseLevel = texUnit->Current->BaseLevel;
- ASSERT(texUnit->Current->Image[baseLevel]);
+ baseLevel = texUnit->_Current->BaseLevel;
+ ASSERT(texUnit->_Current->Image[baseLevel]);
- format = texUnit->Current->Image[baseLevel]->Format;
+ format = texUnit->_Current->Image[baseLevel]->Format;
if (format==GL_COLOR_INDEX) {
format = GL_RGBA; /* XXXX a hack! */
{
const GLuint mask = TEXTURE0_ANY << (texUnit * 4);
- if (ctx->Texture.ReallyEnabled & mask) {
+ if (ctx->Texture._ReallyEnabled & mask) {
const struct gl_texture_unit *textureUnit = &ctx->Texture.Unit[texUnit];
- if (textureUnit->Current && textureUnit->Current->SampleFunc) {
+ if (textureUnit->_Current) {
GLchan texel[PB_SIZE][4];
if (textureUnit->LodBias != 0.0F) {
}
}
- if (textureUnit->Current->MinLod != -1000.0
- || textureUnit->Current->MaxLod != 1000.0) {
+ if (textureUnit->_Current->MinLod != -1000.0
+ || textureUnit->_Current->MaxLod != 1000.0) {
/* apply LOD clamping to lambda */
- GLfloat min = textureUnit->Current->MinLod;
- GLfloat max = textureUnit->Current->MaxLod;
+ GLfloat min = textureUnit->_Current->MinLod;
+ GLfloat max = textureUnit->_Current->MaxLod;
GLuint i;
for (i=0;i<n;i++) {
GLfloat l = lambda[i];
/* fetch texture images from device driver, if needed */
if (ctx->Driver.GetTexImage) {
- if (!_mesa_get_teximages_from_driver(ctx, textureUnit->Current)) {
+ if (!_mesa_get_teximages_from_driver(ctx, textureUnit->_Current)) {
return;
}
}
/* Sample the texture. */
- (*textureUnit->Current->SampleFunc)( textureUnit->Current, n,
- s, t, r, lambda, texel );
+ SWRAST_CONTEXT(ctx)->TextureSample[texUnit]( ctx, texUnit,
+ textureUnit->_Current,
+ n, s, t, r,
+ lambda, texel );
apply_texture( ctx, textureUnit, n, primary_rgba, texel, rgba );
}
-/* $Id: s_texture.h,v 1.1 2000/10/31 18:00:04 keithw Exp $ */
+/* $Id: s_texture.h,v 1.2 2000/11/05 18:24:41 keithw Exp $ */
/*
* Mesa 3-D graphics library
const GLfloat r[], GLfloat lambda[],
GLchan primary_rgba[][4], GLchan rgba[][4] );
+extern void
+_swrast_choose_texture_sample_func( GLcontext *ctx,
+ GLuint texUnit,
+ const struct gl_texture_object *tObj );
#endif
-/* $Id: s_triangle.c,v 1.1 2000/10/31 18:00:04 keithw Exp $ */
+/* $Id: s_triangle.c,v 1.2 2000/11/05 18:24:41 keithw Exp $ */
/*
* Mesa 3-D graphics library
#include "glheader.h"
#include "context.h"
-#include "feedback.h"
#include "macros.h"
#include "mem.h"
#include "mmath.h"
#include "texstate.h"
#include "s_aatriangle.h"
+#include "s_context.h"
#include "s_depth.h"
+#include "s_feedback.h"
#include "s_span.h"
-
-static GLboolean cull_triangle( GLcontext *ctx,
- GLuint v0, GLuint v1, GLuint v2, GLuint pv )
+#include "s_triangle.h"
+
+GLboolean gl_cull_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
- struct vertex_buffer *VB = ctx->VB;
- GLfloat (*win)[4] = VB->Win.data;
- GLfloat ex = win[v1][0] - win[v0][0];
- GLfloat ey = win[v1][1] - win[v0][1];
- GLfloat fx = win[v2][0] - win[v0][0];
- GLfloat fy = win[v2][1] - win[v0][1];
+ GLfloat ex = v1->win[0] - v0->win[0];
+ GLfloat ey = v1->win[1] - v0->win[1];
+ GLfloat fx = v2->win[0] - v0->win[0];
+ GLfloat fy = v2->win[1] - v0->win[1];
GLfloat c = ex*fy-ey*fx;
- if (c * ctx->backface_sign > 0)
+ if (c * ctx->_backface_sign > 0)
return 0;
return 1;
* Render a flat-shaded color index triangle.
*/
static void flat_ci_triangle( GLcontext *ctx,
- GLuint v0, GLuint v1, GLuint v2, GLuint pv )
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
#define INTERP_Z 1
#define SETUP_CODE \
- GLuint index = VB->IndexPtr->data[pv]; \
+ GLuint index = v0->index; \
if (1) { \
/* set the color index */ \
(*ctx->Driver.Index)( ctx, index ); \
* Render a smooth-shaded color index triangle.
*/
static void smooth_ci_triangle( GLcontext *ctx,
- GLuint v0, GLuint v1, GLuint v2, GLuint pv )
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
- (void) pv;
#define INTERP_Z 1
#define INTERP_INDEX 1
* Render a flat-shaded RGBA triangle.
*/
static void flat_rgba_triangle( GLcontext *ctx,
- GLuint v0, GLuint v1, GLuint v2, GLuint pv )
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define SETUP_CODE \
if (1) { \
/* set the color */ \
- GLchan r = VB->ColorPtr->data[pv][0]; \
- GLchan g = VB->ColorPtr->data[pv][1]; \
- GLchan b = VB->ColorPtr->data[pv][2]; \
- GLchan a = VB->ColorPtr->data[pv][3]; \
+ GLchan r = v0->color[0]; \
+ GLchan g = v0->color[1]; \
+ GLchan b = v0->color[2]; \
+ GLchan a = v0->color[3]; \
(*ctx->Driver.Color)( ctx, r, g, b, a ); \
}
} \
gl_write_monocolor_span( ctx, n, LEFT, Y, zspan, \
fogspan, \
- VB->ColorPtr->data[pv], \
+ v0->color, \
GL_POLYGON ); \
} \
}
#include "s_tritemp.h"
- ASSERT(!ctx->Texture.ReallyEnabled); /* texturing must be off */
+ ASSERT(!ctx->Texture._ReallyEnabled); /* texturing must be off */
ASSERT(ctx->Light.ShadeModel==GL_FLAT);
}
* Render a smooth-shaded RGBA triangle.
*/
static void smooth_rgba_triangle( GLcontext *ctx,
- GLuint v0, GLuint v1, GLuint v2, GLuint pv )
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
- (void) pv;
+
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
#include "s_tritemp.h"
- ASSERT(!ctx->Texture.ReallyEnabled); /* texturing must be off */
+ ASSERT(!ctx->Texture._ReallyEnabled); /* texturing must be off */
ASSERT(ctx->Light.ShadeModel==GL_SMOOTH);
}
*
* No fog.
*/
-static void simple_textured_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void simple_textured_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
#define INTERP_INT_TEX 1
#define S_SCALE twidth
GLchan *texture = obj->Image[b]->Data; \
GLint smask = obj->Image[b]->Width - 1; \
GLint tmask = obj->Image[b]->Height - 1; \
- (void) pv; \
if (!texture) { \
if (!_mesa_get_teximages_from_driver(ctx, obj)) \
return; \
*
* No fog.
*/
-static void simple_z_textured_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void simple_z_textured_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
GLchan *texture = obj->Image[b]->Data; \
GLint smask = obj->Image[b]->Width - 1; \
GLint tmask = obj->Image[b]->Height - 1; \
- (void) pv; \
if (!texture) { \
if (!_mesa_get_teximages_from_driver(ctx, obj)) \
return; \
/*
* Render an RGB/RGBA textured triangle without perspective correction.
*/
-static void affine_textured_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void affine_textured_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
} \
tbytesline = obj->Image[b]->Width * comp; \
tsize = theight * tbytesline;
- (void) pv;
+
/* Instead of defining a function for each mode, a test is done
* between the outer and inner loops. This is to reduce code size
* This function written by Klaus Niederkrueger <klaus@math.leidenuniv.nl>
* Send all questions and bug reports to him.
*/
-static void near_persp_textured_triangle(GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void near_persp_textured_triangle(GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
/* The BIAS value is used to shift negative values into positive values.
* Without this, negative texture values don't GL_REPEAT correctly at just
const GLint format = obj->Image[b]->Format; \
const GLint envmode = unit->EnvMode; \
GLfloat sscale, tscale; \
- /*GLint comp, tbytesline, tsize; */ \
GLfixed er, eg, eb, ea; \
GLint tr, tg, tb, ta; \
if (!texture) { \
eb = FloatToFixed(unit->EnvColor[2]); \
ea = FloatToFixed(unit->EnvColor[3]); \
} \
- /*switch (format) { \
- case GL_ALPHA: \
- case GL_LUMINANCE: \
- case GL_INTENSITY: \
- comp = 1; \
- break; \
- case GL_LUMINANCE_ALPHA: \
- comp = 2; \
- break; \
- case GL_RGB: \
- comp = 3; \
- break; \
- case GL_RGBA: \
- comp = 4; \
- break; \
- default: \
- gl_problem(NULL, "Bad texture format in near_persp_texture_triangle"); \
- return; \
- } */ \
sscale = twidth; \
tscale = theight; \
- /*tbytesline = obj->Image[b]->Width * comp; \
- tsize = theight * tbytesline;*/
- (void) pv;
+
#define OLD_SPAN(DO_TEX,COMP) \
for (i=0;i<n;i++) { \
* This function written by Klaus Niederkrueger <klaus@math.leidenuniv.nl>
* Send all questions and bug reports to him.
*/
-static void lin_persp_textured_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void lin_persp_textured_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
tscale = FIXED_SCALE * theight; \
tbytesline = obj->Image[b]->Width * comp; \
tsize = theight * tbytesline;
- (void) pv;
+
#define SPAN(DO_TEX,COMP) \
for (i=0;i<n;i++) { \
* Note: we use texture coordinates S,T,U,V instead of S,T,R,Q because
* R is already used for red.
*/
-static void general_textured_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void general_textured_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
GLint r, g, b, a; \
if (flat_shade) { \
- r = VB->ColorPtr->data[pv][0]; \
- g = VB->ColorPtr->data[pv][1]; \
- b = VB->ColorPtr->data[pv][2]; \
- a = VB->ColorPtr->data[pv][3]; \
+ r = v0->color[0]; \
+ g = v0->color[1]; \
+ b = v0->color[2]; \
+ a = v0->color[3]; \
}
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
* Note: we use texture coordinates S,T,U,V instead of S,T,R,Q because
* R is already used for red.
*/
-static void general_textured_spec_triangle1( GLcontext *ctx, GLuint v0,
- GLuint v1, GLuint v2, GLuint pv,
+static void general_textured_spec_triangle1( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2,
GLdepth zspan[MAX_WIDTH],
GLfixed fogspan[MAX_WIDTH],
GLchan rgba[MAX_WIDTH][4],
GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
GLint r, g, b, a, sr, sg, sb; \
if (flat_shade) { \
- r = VB->ColorPtr->data[pv][0]; \
- g = VB->ColorPtr->data[pv][1]; \
- b = VB->ColorPtr->data[pv][2]; \
- a = VB->ColorPtr->data[pv][3]; \
- sr = VB->SecondaryColorPtr->data[pv][0]; \
- sg = VB->SecondaryColorPtr->data[pv][1]; \
- sb = VB->SecondaryColorPtr->data[pv][2]; \
+ r = v0->color[0]; \
+ g = v0->color[1]; \
+ b = v0->color[2]; \
+ a = v0->color[3]; \
+ sr = v0->specular[0]; \
+ sg = v0->specular[1]; \
+ sb = v0->specular[2]; \
}
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
* minification or magnification filter. If minification and using
* mipmaps, lambda is also used to select the texture level of detail.
*/
-static void lambda_textured_triangle1( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv,
+static void lambda_textured_triangle1( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2,
GLfloat s[MAX_WIDTH],
GLfloat t[MAX_WIDTH],
GLfloat u[MAX_WIDTH] )
#define INTERP_TEX 1
#define SETUP_CODE \
- const struct gl_texture_object *obj = ctx->Texture.Unit[0].Current; \
+ const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \
const GLint baseLevel = obj->BaseLevel; \
const struct gl_texture_image *texImage = obj->Image[baseLevel]; \
const GLfloat twidth = (GLfloat) texImage->Width; \
const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
GLint r, g, b, a; \
if (flat_shade) { \
- r = VB->ColorPtr->data[pv][0]; \
- g = VB->ColorPtr->data[pv][1]; \
- b = VB->ColorPtr->data[pv][2]; \
- a = VB->ColorPtr->data[pv][3]; \
+ r = v0->color[0]; \
+ g = v0->color[1]; \
+ b = v0->color[2]; \
+ a = v0->color[3]; \
}
#define INNER_LOOP( LEFT, RIGHT, Y ) \
* minification or magnification filter. If minification and using
* mipmaps, lambda is also used to select the texture level of detail.
*/
-static void lambda_textured_spec_triangle1( GLcontext *ctx, GLuint v0,
- GLuint v1, GLuint v2, GLuint pv,
+static void lambda_textured_spec_triangle1( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2,
GLfloat s[MAX_WIDTH],
GLfloat t[MAX_WIDTH],
GLfloat u[MAX_WIDTH] )
#define INTERP_TEX 1
#define SETUP_CODE \
- const struct gl_texture_object *obj = ctx->Texture.Unit[0].Current; \
+ const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \
const GLint baseLevel = obj->BaseLevel; \
const struct gl_texture_image *texImage = obj->Image[baseLevel]; \
const GLfloat twidth = (GLfloat) texImage->Width; \
const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
GLint r, g, b, a, sr, sg, sb; \
if (flat_shade) { \
- r = VB->ColorPtr->data[pv][0]; \
- g = VB->ColorPtr->data[pv][1]; \
- b = VB->ColorPtr->data[pv][2]; \
- a = VB->ColorPtr->data[pv][3]; \
- sr = VB->SecondaryColorPtr->data[pv][0]; \
- sg = VB->SecondaryColorPtr->data[pv][1]; \
- sb = VB->SecondaryColorPtr->data[pv][2]; \
+ r = v0->color[0]; \
+ g = v0->color[1]; \
+ b = v0->color[2]; \
+ a = v0->color[3]; \
+ sr = v0->specular[0]; \
+ sg = v0->specular[1]; \
+ sb = v0->specular[2]; \
}
#define INNER_LOOP( LEFT, RIGHT, Y ) \
* Interpolate Z, RGB, Alpha, and two sets of texture coordinates.
* Yup, it's slow.
*/
-static void lambda_multitextured_triangle1( GLcontext *ctx, GLuint v0,
- GLuint v1, GLuint v2, GLuint pv,
- GLfloat s[MAX_TEXTURE_UNITS][MAX_WIDTH],
- GLfloat t[MAX_TEXTURE_UNITS][MAX_WIDTH],
- GLfloat u[MAX_TEXTURE_UNITS][MAX_WIDTH]
- )
+static void
+lambda_multitextured_triangle1( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2,
+ GLfloat s[MAX_TEXTURE_UNITS][MAX_WIDTH],
+ GLfloat t[MAX_TEXTURE_UNITS][MAX_WIDTH],
+ GLfloat u[MAX_TEXTURE_UNITS][MAX_WIDTH])
{
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
GLfloat twidth[MAX_TEXTURE_UNITS], theight[MAX_TEXTURE_UNITS]; \
GLint r, g, b, a; \
if (flat_shade) { \
- r = VB->ColorPtr->data[pv][0]; \
- g = VB->ColorPtr->data[pv][1]; \
- b = VB->ColorPtr->data[pv][2]; \
- a = VB->ColorPtr->data[pv][3]; \
+ r = v0->color[0]; \
+ g = v0->color[1]; \
+ b = v0->color[2]; \
+ a = v0->color[3]; \
} \
{ \
GLuint unit; \
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { \
- if (ctx->Texture.Unit[unit].ReallyEnabled) { \
- const struct gl_texture_object *obj = ctx->Texture.Unit[unit].Current; \
+ if (ctx->Texture.Unit[unit]._ReallyEnabled) { \
+ const struct gl_texture_object *obj = ctx->Texture.Unit[unit]._Current; \
const GLint baseLevel = obj->BaseLevel; \
const struct gl_texture_image *texImage = obj->Image[baseLevel]; \
twidth[unit] = (GLfloat) texImage->Width; \
{ \
GLuint unit; \
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { \
- if (ctx->Texture.Unit[unit].ReallyEnabled) { \
+ if (ctx->Texture.Unit[unit]._ReallyEnabled) { \
GLdouble invQ = 1.0 / vv[unit]; \
s[unit][i] = ss[unit] * invQ; \
t[unit][i] = tt[unit] * invQ; \
{ \
GLuint unit; \
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { \
- if (ctx->Texture.Unit[unit].ReallyEnabled) { \
+ if (ctx->Texture.Unit[unit]._ReallyEnabled) { \
GLdouble invQ = 1.0 / vv[unit]; \
s[unit][i] = ss[unit] * invQ; \
t[unit][i] = tt[unit] * invQ; \
* on Mac / PowerPC systems.
*/
-static void general_textured_spec_triangle(GLcontext *ctx, GLuint v0,
- GLuint v1, GLuint v2, GLuint pv)
+static void general_textured_spec_triangle(GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
GLdepth zspan[MAX_WIDTH];
GLfixed fogspan[MAX_WIDTH];
GLchan rgba[MAX_WIDTH][4], spec[MAX_WIDTH][4];
- general_textured_spec_triangle1(ctx,v0,v1,v2,pv,zspan,fogspan,rgba,spec);
+ general_textured_spec_triangle1(ctx,v0,v1,v2,zspan,fogspan,rgba,spec);
}
-static void lambda_textured_triangle( GLcontext *ctx, GLuint v0,
- GLuint v1, GLuint v2, GLuint pv )
+static void lambda_textured_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
GLfloat s[MAX_WIDTH], t[MAX_WIDTH], u[MAX_WIDTH];
- lambda_textured_triangle1(ctx,v0,v1,v2,pv,s,t,u);
+ lambda_textured_triangle1(ctx,v0,v1,v2,s,t,u);
}
-static void lambda_textured_spec_triangle( GLcontext *ctx, GLuint v0,
- GLuint v1, GLuint v2, GLuint pv )
+static void lambda_textured_spec_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
GLfloat s[MAX_WIDTH];
GLfloat t[MAX_WIDTH];
GLfloat u[MAX_WIDTH];
- lambda_textured_spec_triangle1(ctx,v0,v1,v2,pv,s,t,u);
+ lambda_textured_spec_triangle1(ctx,v0,v1,v2,s,t,u);
}
-static void lambda_multitextured_triangle( GLcontext *ctx, GLuint v0,
- GLuint v1, GLuint v2, GLuint pv)
+static void lambda_multitextured_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
GLfloat s[MAX_TEXTURE_UNITS][MAX_WIDTH];
DEFMARRAY(GLfloat,u,MAX_TEXTURE_UNITS,MAX_WIDTH);
CHECKARRAY(u,return);
- lambda_multitextured_triangle1(ctx,v0,v1,v2,pv,s,t,u);
+ lambda_multitextured_triangle1(ctx,v0,v1,v2,s,t,u);
UNDEFARRAY(u);
}
-static void occlusion_zless_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void occlusion_zless_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
- (void)pv;
if (ctx->OcclusionResult) {
return;
}
-/*
- * Null rasterizer for measuring transformation speed.
- */
-static void null_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
-{
- (void) ctx;
- (void) v0;
- (void) v1;
- (void) v2;
- (void) pv;
-}
#if 0
* remove tests to this code.
*/
void
-_swrast_set_triangle_function( GLcontext *ctx )
+_swrast_choose_triangle( GLcontext *ctx )
{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
const GLboolean rgbmode = ctx->Visual.RGBAflag;
if (ctx->RenderMode==GL_RENDER) {
- if (ctx->NoRaster) {
- ctx->Driver.TriangleFunc = null_triangle;
- return;
- }
- if (ctx->Driver.TriangleFunc) {
- /* Device driver will draw triangles. */
- dputs("Driver triangle");
- return;
- }
if (ctx->Polygon.SmoothFlag) {
_mesa_set_aa_triangle_function(ctx);
- ASSERT(ctx->Driver.TriangleFunc);
+ ASSERT(swrast->Triangle);
return;
}
||
(!rgbmode && ctx->Color.IndexMask == 0)) {
dputs("occlusion_test_triangle");
- ctx->Driver.TriangleFunc = occlusion_zless_triangle;
+ swrast->Triangle = occlusion_zless_triangle;
return;
}
}
- if (ctx->Texture.ReallyEnabled) {
+ if (ctx->Texture._ReallyEnabled) {
/* Ugh, we do a _lot_ of tests to pick the best textured tri func */
GLint format, filter;
const struct gl_texture_object *current2Dtex = ctx->Texture.Unit[0].CurrentD[2];
const struct gl_texture_image *image;
/* First see if we can used an optimized 2-D texture function */
- if (ctx->Texture.ReallyEnabled==TEXTURE0_2D
+ if (ctx->Texture._ReallyEnabled==TEXTURE0_2D
&& current2Dtex->WrapS==GL_REPEAT
&& current2Dtex->WrapT==GL_REPEAT
&& ((image = current2Dtex->Image[current2Dtex->BaseLevel]) != 0) /* correct! */
&& format==GL_RGB
&& (ctx->Texture.Unit[0].EnvMode==GL_REPLACE
|| ctx->Texture.Unit[0].EnvMode==GL_DECAL)
- && ((ctx->RasterMask==DEPTH_BIT
+ && ((swrast->_RasterMask==DEPTH_BIT
&& ctx->Depth.Func==GL_LESS
&& ctx->Depth.Mask==GL_TRUE)
- || ctx->RasterMask==0)
+ || swrast->_RasterMask==0)
&& ctx->Polygon.StippleFlag==GL_FALSE) {
- if (ctx->RasterMask==DEPTH_BIT) {
- ctx->Driver.TriangleFunc = simple_z_textured_triangle;
+ if (swrast->_RasterMask==DEPTH_BIT) {
+ swrast->Triangle = simple_z_textured_triangle;
dputs("simple_z_textured_triangle");
}
else {
- ctx->Driver.TriangleFunc = simple_textured_triangle;
+ swrast->Triangle = simple_textured_triangle;
dputs("simple_textured_triangle");
}
}
else {
if (ctx->Texture.Unit[0].EnvMode==GL_ADD) {
- ctx->Driver.TriangleFunc = general_textured_triangle;
+ swrast->Triangle = general_textured_triangle;
dputs("general_textured_triangle");
}
else {
- ctx->Driver.TriangleFunc = affine_textured_triangle;
+ swrast->Triangle = affine_textured_triangle;
dputs("affine_textured_triangle");
}
}
}
else {
if (filter==GL_NEAREST) {
- ctx->Driver.TriangleFunc = near_persp_textured_triangle;
+ swrast->Triangle = near_persp_textured_triangle;
dputs("near_persp_textured_triangle");
}
else {
- ctx->Driver.TriangleFunc = lin_persp_textured_triangle;
+ swrast->Triangle = lin_persp_textured_triangle;
dputs("lin_persp_textured_triangle");
}
}
/* More complicated textures (mipmap, multi-tex, sep specular) */
GLboolean needLambda;
/* if mag filter != min filter we need to compute lambda */
- const struct gl_texture_object *obj = ctx->Texture.Unit[0].Current;
+ const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;
if (obj && obj->MinFilter != obj->MagFilter)
needLambda = GL_TRUE;
else
needLambda = GL_FALSE;
- if (ctx->Texture.MultiTextureEnabled) {
- ctx->Driver.TriangleFunc = lambda_multitextured_triangle;
+ if (ctx->Texture._MultiTextureEnabled) {
+ swrast->Triangle = lambda_multitextured_triangle;
dputs("lambda_multitextured_triangle");
}
else if ((ctx->Light.Enabled &&
|| ctx->Fog.ColorSumEnabled) {
/* separate specular color interpolation */
if (needLambda) {
- ctx->Driver.TriangleFunc = lambda_textured_spec_triangle;
+ swrast->Triangle = lambda_textured_spec_triangle;
dputs("lambda_textured_spec_triangle");
}
else {
- ctx->Driver.TriangleFunc = general_textured_spec_triangle;
+ swrast->Triangle = general_textured_spec_triangle;
dputs("general_textured_spec_triangle");
}
}
else {
if (needLambda) {
- ctx->Driver.TriangleFunc = lambda_textured_triangle;
+ swrast->Triangle = lambda_textured_triangle;
dputs("lambda_textured_triangle");
}
else {
- ctx->Driver.TriangleFunc = general_textured_triangle;
+ swrast->Triangle = general_textured_triangle;
dputs("general_textured_triangle");
}
}
/* smooth shaded, no texturing, stippled or some raster ops */
if (rgbmode) {
dputs("smooth_rgba_triangle");
- ctx->Driver.TriangleFunc = smooth_rgba_triangle;
+ swrast->Triangle = smooth_rgba_triangle;
}
else {
dputs("smooth_ci_triangle");
- ctx->Driver.TriangleFunc = smooth_ci_triangle;
+ swrast->Triangle = smooth_ci_triangle;
}
}
else {
/* flat shaded, no texturing, stippled or some raster ops */
if (rgbmode) {
dputs("flat_rgba_triangle");
- ctx->Driver.TriangleFunc = flat_rgba_triangle;
+ swrast->Triangle = flat_rgba_triangle;
}
else {
dputs("flat_ci_triangle");
- ctx->Driver.TriangleFunc = flat_ci_triangle;
+ swrast->Triangle = flat_ci_triangle;
}
}
}
}
else if (ctx->RenderMode==GL_FEEDBACK) {
- ctx->Driver.TriangleFunc = gl_feedback_triangle;
+ swrast->Triangle = gl_feedback_triangle;
}
else {
/* GL_SELECT mode */
- ctx->Driver.TriangleFunc = gl_select_triangle;
+ swrast->Triangle = gl_select_triangle;
}
}
-/* $Id: s_triangle.h,v 1.1 2000/10/31 18:00:04 keithw Exp $ */
+/* $Id: s_triangle.h,v 1.2 2000/11/05 18:24:41 keithw Exp $ */
/*
* Mesa 3-D graphics library
#include "swrast.h"
-void gl_set_triangle_function( GLcontext *ctx );
-GLboolean gl_cull_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv );
+GLboolean gl_cull_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2);
+
+
+void
+_swrast_choose_triangle( GLcontext *ctx );
#endif
-/* $Id: s_tritemp.h,v 1.1 2000/10/31 18:00:04 keithw Exp $ */
+/* $Id: s_tritemp.h,v 1.2 2000/11/05 18:24:41 keithw Exp $ */
/*
* Mesa 3-D graphics library
*/
-/*void triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv )*/
+/*void triangle( GLcontext *ctx, SWvertex *v0, SWvertex *v1, SWvertex *v2 )*/
{
typedef struct {
- GLint v0, v1; /* Y(v0) < Y(v1) */
+ SWvertex *v0, *v1; /* Y(v0) < Y(v1) */
GLfloat dx; /* X(v1) - X(v0) */
GLfloat dy; /* Y(v1) - Y(v0) */
GLfixed fdxdy; /* dx/dy in fixed-point */
const GLfloat maxDepth = ctx->Visual.DepthMaxF;
#define FixedToDepth(F) ((F) >> fixedToDepthShift)
#endif
- const struct vertex_buffer *VB = ctx->VB;
EdgeT eMaj, eTop, eBot;
GLfloat oneOverArea;
- int vMin, vMid, vMax; /* vertex indexes: Y(vMin)<=Y(vMid)<=Y(vMax) */
- float bf = ctx->backface_sign;
+ SWvertex *vMin, *vMid, *vMax; /* Y(vMin)<=Y(vMid)<=Y(vMax) */
+ float bf = ctx->_backface_sign;
/* find the order of the 3 vertices along the Y axis */
{
- GLfloat y0 = VB->Win.data[v0][1];
- GLfloat y1 = VB->Win.data[v1][1];
- GLfloat y2 = VB->Win.data[v2][1];
+ GLfloat y0 = v0->win[1];
+ GLfloat y1 = v1->win[1];
+ GLfloat y2 = v2->win[1];
if (y0<=y1) {
if (y1<=y2) {
eBot.v0 = vMin; eBot.v1 = vMid;
/* compute deltas for each edge: vertex[v1] - vertex[v0] */
- eMaj.dx = VB->Win.data[vMax][0] - VB->Win.data[vMin][0];
- eMaj.dy = VB->Win.data[vMax][1] - VB->Win.data[vMin][1];
- eTop.dx = VB->Win.data[vMax][0] - VB->Win.data[vMid][0];
- eTop.dy = VB->Win.data[vMax][1] - VB->Win.data[vMid][1];
- eBot.dx = VB->Win.data[vMid][0] - VB->Win.data[vMin][0];
- eBot.dy = VB->Win.data[vMid][1] - VB->Win.data[vMin][1];
+ eMaj.dx = vMax->win[0] - vMin->win[0];
+ eMaj.dy = vMax->win[1] - vMin->win[1];
+ eTop.dx = vMax->win[0] - vMid->win[0];
+ eTop.dy = vMax->win[1] - vMid->win[1];
+ eBot.dx = vMid->win[0] - vMin->win[0];
+ eBot.dy = vMid->win[1] - vMin->win[1];
/* compute oneOverArea */
{
/* Edge setup. For a triangle strip these could be reused... */
{
/* fixed point Y coordinates */
- GLfixed vMin_fx = FloatToFixed(VB->Win.data[vMin][0] + 0.5F);
- GLfixed vMin_fy = FloatToFixed(VB->Win.data[vMin][1] - 0.5F);
- GLfixed vMid_fx = FloatToFixed(VB->Win.data[vMid][0] + 0.5F);
- GLfixed vMid_fy = FloatToFixed(VB->Win.data[vMid][1] - 0.5F);
- GLfixed vMax_fy = FloatToFixed(VB->Win.data[vMax][1] - 0.5F);
+ GLfixed vMin_fx = FloatToFixed(vMin->win[0] + 0.5F);
+ GLfixed vMin_fy = FloatToFixed(vMin->win[1] - 0.5F);
+ GLfixed vMid_fx = FloatToFixed(vMid->win[0] + 0.5F);
+ GLfixed vMid_fy = FloatToFixed(vMid->win[1] - 0.5F);
+ GLfixed vMax_fy = FloatToFixed(vMax->win[1] - 0.5F);
eMaj.fsy = FixedCeil(vMin_fy);
eMaj.lines = FixedToInt(vMax_fy + FIXED_ONE - FIXED_EPSILON - eMaj.fsy);
#ifdef INTERP_Z
{
GLfloat eMaj_dz, eBot_dz;
- eMaj_dz = VB->Win.data[vMax][2] - VB->Win.data[vMin][2];
- eBot_dz = VB->Win.data[vMid][2] - VB->Win.data[vMin][2];
+ eMaj_dz = vMax->win[2] - vMin->win[2];
+ eBot_dz = vMid->win[2] - vMin->win[2];
dzdx = oneOverArea * (eMaj_dz * eBot.dy - eMaj.dy * eBot_dz);
if (dzdx > maxDepth || dzdx < -maxDepth) {
/* probably a sliver triangle */
}
{
GLfloat eMaj_dfog, eBot_dfog;
- eMaj_dfog = (VB->FogCoordPtr->data[vMax] - VB->FogCoordPtr->data[vMin]) * 256;
- eBot_dfog = (VB->FogCoordPtr->data[vMid] - VB->FogCoordPtr->data[vMin]) * 256;
+ eMaj_dfog = (vMax->fog - vMin->fog) * 256;
+ eBot_dfog = (vMid->fog - vMin->fog) * 256;
dfogdx = oneOverArea * (eMaj_dfog * eBot.dy - eMaj.dy * eBot_dfog);
fdfogdx = SignedFloatToFixed(dfogdx);
dfogdy = oneOverArea * (eMaj.dx * eBot_dfog - eMaj_dfog * eBot.dx);
#ifdef INTERP_RGB
{
GLfloat eMaj_dr, eBot_dr;
- eMaj_dr = (GLint) VB->ColorPtr->data[vMax][0]
- - (GLint) VB->ColorPtr->data[vMin][0];
- eBot_dr = (GLint) VB->ColorPtr->data[vMid][0]
- - (GLint) VB->ColorPtr->data[vMin][0];
+ eMaj_dr = (GLint) vMax->color[0]
+ - (GLint) vMin->color[0];
+ eBot_dr = (GLint) vMid->color[0]
+ - (GLint) vMin->color[0];
drdx = oneOverArea * (eMaj_dr * eBot.dy - eMaj.dy * eBot_dr);
fdrdx = SignedFloatToFixed(drdx);
drdy = oneOverArea * (eMaj.dx * eBot_dr - eMaj_dr * eBot.dx);
}
{
GLfloat eMaj_dg, eBot_dg;
- eMaj_dg = (GLint) VB->ColorPtr->data[vMax][1]
- - (GLint) VB->ColorPtr->data[vMin][1];
- eBot_dg = (GLint) VB->ColorPtr->data[vMid][1]
- - (GLint) VB->ColorPtr->data[vMin][1];
+ eMaj_dg = (GLint) vMax->color[1]
+ - (GLint) vMin->color[1];
+ eBot_dg = (GLint) vMid->color[1]
+ - (GLint) vMin->color[1];
dgdx = oneOverArea * (eMaj_dg * eBot.dy - eMaj.dy * eBot_dg);
fdgdx = SignedFloatToFixed(dgdx);
dgdy = oneOverArea * (eMaj.dx * eBot_dg - eMaj_dg * eBot.dx);
}
{
GLfloat eMaj_db, eBot_db;
- eMaj_db = (GLint) VB->ColorPtr->data[vMax][2]
- - (GLint) VB->ColorPtr->data[vMin][2];
- eBot_db = (GLint) VB->ColorPtr->data[vMid][2]
- - (GLint) VB->ColorPtr->data[vMin][2];
+ eMaj_db = (GLint) vMax->color[2]
+ - (GLint) vMin->color[2];
+ eBot_db = (GLint) vMid->color[2]
+ - (GLint) vMin->color[2];
dbdx = oneOverArea * (eMaj_db * eBot.dy - eMaj.dy * eBot_db);
fdbdx = SignedFloatToFixed(dbdx);
dbdy = oneOverArea * (eMaj.dx * eBot_db - eMaj_db * eBot.dx);
#ifdef INTERP_SPEC
{
GLfloat eMaj_dsr, eBot_dsr;
- eMaj_dsr = (GLint) VB->SecondaryColorPtr->data[vMax][0]
- - (GLint) VB->SecondaryColorPtr->data[vMin][0];
- eBot_dsr = (GLint) VB->SecondaryColorPtr->data[vMid][0]
- - (GLint) VB->SecondaryColorPtr->data[vMin][0];
+ eMaj_dsr = (GLint) vMax->specular[0]
+ - (GLint) vMin->specular[0];
+ eBot_dsr = (GLint) vMid->specular[0]
+ - (GLint) vMin->specular[0];
dsrdx = oneOverArea * (eMaj_dsr * eBot.dy - eMaj.dy * eBot_dsr);
fdsrdx = SignedFloatToFixed(dsrdx);
dsrdy = oneOverArea * (eMaj.dx * eBot_dsr - eMaj_dsr * eBot.dx);
}
{
GLfloat eMaj_dsg, eBot_dsg;
- eMaj_dsg = (GLint) VB->SecondaryColorPtr->data[vMax][1]
- - (GLint) VB->SecondaryColorPtr->data[vMin][1];
- eBot_dsg = (GLint) VB->SecondaryColorPtr->data[vMid][1]
- - (GLint) VB->SecondaryColorPtr->data[vMin][1];
+ eMaj_dsg = (GLint) vMax->specular[1]
+ - (GLint) vMin->specular[1];
+ eBot_dsg = (GLint) vMid->specular[1]
+ - (GLint) vMin->specular[1];
dsgdx = oneOverArea * (eMaj_dsg * eBot.dy - eMaj.dy * eBot_dsg);
fdsgdx = SignedFloatToFixed(dsgdx);
dsgdy = oneOverArea * (eMaj.dx * eBot_dsg - eMaj_dsg * eBot.dx);
}
{
GLfloat eMaj_dsb, eBot_dsb;
- eMaj_dsb = (GLint) VB->SecondaryColorPtr->data[vMax][2]
- - (GLint) VB->SecondaryColorPtr->data[vMin][2];
- eBot_dsb = (GLint) VB->SecondaryColorPtr->data[vMid][2]
- - (GLint) VB->SecondaryColorPtr->data[vMin][2];
+ eMaj_dsb = (GLint) vMax->specular[2]
+ - (GLint) vMin->specular[2];
+ eBot_dsb = (GLint) vMid->specular[2]
+ - (GLint) vMin->specular[2];
dsbdx = oneOverArea * (eMaj_dsb * eBot.dy - eMaj.dy * eBot_dsb);
fdsbdx = SignedFloatToFixed(dsbdx);
dsbdy = oneOverArea * (eMaj.dx * eBot_dsb - eMaj_dsb * eBot.dx);
#ifdef INTERP_ALPHA
{
GLfloat eMaj_da, eBot_da;
- eMaj_da = (GLint) VB->ColorPtr->data[vMax][3]
- - (GLint) VB->ColorPtr->data[vMin][3];
- eBot_da = (GLint) VB->ColorPtr->data[vMid][3]
- - (GLint) VB->ColorPtr->data[vMin][3];
+ eMaj_da = (GLint) vMax->color[3]
+ - (GLint) vMin->color[3];
+ eBot_da = (GLint) vMid->color[3]
+ - (GLint) vMin->color[3];
dadx = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da);
fdadx = SignedFloatToFixed(dadx);
dady = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx);
#ifdef INTERP_INDEX
{
GLfloat eMaj_di, eBot_di;
- eMaj_di = (GLint) VB->IndexPtr->data[vMax]
- - (GLint) VB->IndexPtr->data[vMin];
- eBot_di = (GLint) VB->IndexPtr->data[vMid]
- - (GLint) VB->IndexPtr->data[vMin];
+ eMaj_di = (GLint) vMax->index
+ - (GLint) vMin->index;
+ eBot_di = (GLint) vMid->index
+ - (GLint) vMin->index;
didx = oneOverArea * (eMaj_di * eBot.dy - eMaj.dy * eBot_di);
fdidx = SignedFloatToFixed(didx);
didy = oneOverArea * (eMaj.dx * eBot_di - eMaj_di * eBot.dx);
#ifdef INTERP_INT_TEX
{
GLfloat eMaj_ds, eBot_ds;
- eMaj_ds = (VB->TexCoordPtr[0]->data[vMax][0]
- - VB->TexCoordPtr[0]->data[vMin][0]) * S_SCALE;
- eBot_ds = (VB->TexCoordPtr[0]->data[vMid][0]
- - VB->TexCoordPtr[0]->data[vMin][0]) * S_SCALE;
+ eMaj_ds = (vMax->texcoord[0][0] - vMin->texcoord[0][0]) * S_SCALE;
+ eBot_ds = (vMid->texcoord[0][0] - vMin->texcoord[0][0]) * S_SCALE;
dsdx = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
fdsdx = SignedFloatToFixed(dsdx);
dsdy = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
}
- if (VB->TexCoordPtr[0]->size > 1) {
+ {
GLfloat eMaj_dt, eBot_dt;
- eMaj_dt = (VB->TexCoordPtr[0]->data[vMax][1]
- - VB->TexCoordPtr[0]->data[vMin][1]) * T_SCALE;
- eBot_dt = (VB->TexCoordPtr[0]->data[vMid][1]
- - VB->TexCoordPtr[0]->data[vMin][1]) * T_SCALE;
+ eMaj_dt = (vMax->texcoord[0][1] - vMin->texcoord[0][1]) * T_SCALE;
+ eBot_dt = (vMid->texcoord[0][1] - vMin->texcoord[0][1]) * T_SCALE;
dtdx = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
fdtdx = SignedFloatToFixed(dtdx);
dtdy = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
}
- else {
- dtdx = 0;
- fdtdx = SignedFloatToFixed(dtdx);
- dtdy = 0;
- }
#endif
#ifdef INTERP_TEX
{
- GLfloat wMax = VB->Win.data[vMax][3];
- GLfloat wMin = VB->Win.data[vMin][3];
- GLfloat wMid = VB->Win.data[vMid][3];
+ GLfloat wMax = vMax->win[3];
+ GLfloat wMin = vMin->win[3];
+ GLfloat wMid = vMid->win[3];
GLfloat eMaj_ds, eBot_ds;
GLfloat eMaj_dt, eBot_dt;
GLfloat eMaj_du, eBot_du;
GLfloat eMaj_dv, eBot_dv;
- eMaj_ds = VB->TexCoordPtr[0]->data[vMax][0] * wMax
- - VB->TexCoordPtr[0]->data[vMin][0] * wMin;
- eBot_ds = VB->TexCoordPtr[0]->data[vMid][0] * wMid
- - VB->TexCoordPtr[0]->data[vMin][0] * wMin;
+ eMaj_ds = vMax->texcoord[0][0] * wMax - vMin->texcoord[0][0] * wMin;
+ eBot_ds = vMid->texcoord[0][0] * wMid - vMin->texcoord[0][0] * wMin;
dsdx = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
dsdy = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
- if (VB->TexCoordPtr[0]->size > 1) {
- eMaj_dt = VB->TexCoordPtr[0]->data[vMax][1] * wMax
- - VB->TexCoordPtr[0]->data[vMin][1] * wMin;
- eBot_dt = VB->TexCoordPtr[0]->data[vMid][1] * wMid
- - VB->TexCoordPtr[0]->data[vMin][1] * wMin;
- dtdx = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
- dtdy = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
- }
- else {
- dtdx = 0;
- dtdy = 0;
- }
+ eMaj_dt = vMax->texcoord[0][1] * wMax - vMin->texcoord[0][1] * wMin;
+ eBot_dt = vMid->texcoord[0][1] * wMid - vMin->texcoord[0][1] * wMin;
+ dtdx = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
+ dtdy = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
+
+ eMaj_du = vMax->texcoord[0][2] * wMax - vMin->texcoord[0][2] * wMin;
+ eBot_du = vMid->texcoord[0][2] * wMid - vMin->texcoord[0][2] * wMin;
+ dudx = oneOverArea * (eMaj_du * eBot.dy - eMaj.dy * eBot_du);
+ dudy = oneOverArea * (eMaj.dx * eBot_du - eMaj_du * eBot.dx);
- if (VB->TexCoordPtr[0]->size > 2) {
- eMaj_du = VB->TexCoordPtr[0]->data[vMax][2] * wMax
- - VB->TexCoordPtr[0]->data[vMin][2] * wMin;
- eBot_du = VB->TexCoordPtr[0]->data[vMid][2] * wMid
- - VB->TexCoordPtr[0]->data[vMin][2] * wMin;
- dudx = oneOverArea * (eMaj_du * eBot.dy - eMaj.dy * eBot_du);
- dudy = oneOverArea * (eMaj.dx * eBot_du - eMaj_du * eBot.dx);
- }
- else {
- dudx = 0;
- dudy = 0;
- }
- if (VB->TexCoordPtr[0]->size > 3) {
- eMaj_dv = VB->TexCoordPtr[0]->data[vMax][3] * wMax
- - VB->TexCoordPtr[0]->data[vMin][3] * wMin;
- eBot_dv = VB->TexCoordPtr[0]->data[vMid][3] * wMid
- - VB->TexCoordPtr[0]->data[vMin][3] * wMin;
- dvdx = oneOverArea * (eMaj_dv * eBot.dy - eMaj.dy * eBot_dv);
- dvdy = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
- }
- else {
- eMaj_dv = wMax - wMin;
- eBot_dv = wMid - wMin;
- dvdx = oneOverArea * (eMaj_dv * eBot.dy - eMaj.dy * eBot_dv);
- dvdy = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
- }
+ eMaj_dv = vMax->texcoord[0][3] * wMax - vMin->texcoord[0][3] * wMin;
+ eBot_dv = vMid->texcoord[0][3] * wMid - vMin->texcoord[0][3] * wMin;
+ dvdx = oneOverArea * (eMaj_dv * eBot.dy - eMaj.dy * eBot_dv);
+ dvdy = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
}
#endif
#ifdef INTERP_MULTITEX
{
- GLfloat wMax = VB->Win.data[vMax][3];
- GLfloat wMin = VB->Win.data[vMin][3];
- GLfloat wMid = VB->Win.data[vMid][3];
+ GLfloat wMax = vMax->win[3];
+ GLfloat wMin = vMin->win[3];
+ GLfloat wMid = vMid->win[3];
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u].ReallyEnabled) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
GLfloat eMaj_ds, eBot_ds;
GLfloat eMaj_dt, eBot_dt;
GLfloat eMaj_du, eBot_du;
GLfloat eMaj_dv, eBot_dv;
- eMaj_ds = VB->TexCoordPtr[u]->data[vMax][0] * wMax
- - VB->TexCoordPtr[u]->data[vMin][0] * wMin;
- eBot_ds = VB->TexCoordPtr[u]->data[vMid][0] * wMid
- - VB->TexCoordPtr[u]->data[vMin][0] * wMin;
+ eMaj_ds = vMax->texcoord[u][0] * wMax
+ - vMin->texcoord[u][0] * wMin;
+ eBot_ds = vMid->texcoord[u][0] * wMid
+ - vMin->texcoord[u][0] * wMin;
dsdx[u] = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
dsdy[u] = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
- if (VB->TexCoordPtr[u]->size > 1) {
- eMaj_dt = VB->TexCoordPtr[u]->data[vMax][1] * wMax
- - VB->TexCoordPtr[u]->data[vMin][1] * wMin;
- eBot_dt = VB->TexCoordPtr[u]->data[vMid][1] * wMid
- - VB->TexCoordPtr[u]->data[vMin][1] * wMin;
- dtdx[u] = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
- dtdy[u] = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
- }
- else {
- dtdx[u] = 0.0;
- dtdy[u] = 0.0;
- }
-
- if (VB->TexCoordPtr[u]->size > 2) {
- eMaj_du = VB->TexCoordPtr[u]->data[vMax][2] * wMax
- - VB->TexCoordPtr[u]->data[vMin][2] * wMin;
- eBot_du = VB->TexCoordPtr[u]->data[vMid][2] * wMid
- - VB->TexCoordPtr[u]->data[vMin][2] * wMin;
- dudx[u] = oneOverArea * (eMaj_du * eBot.dy - eMaj.dy * eBot_du);
- dudy[u] = oneOverArea * (eMaj.dx * eBot_du - eMaj_du * eBot.dx);
- }
- else {
- dudx[u] = 0.0;
- dudy[u] = 0.0;
- }
-
- if (VB->TexCoordPtr[u]->size > 3) {
- eMaj_dv = VB->TexCoordPtr[u]->data[vMax][3] * wMax
- - VB->TexCoordPtr[u]->data[vMin][3] * wMin;
- eBot_dv = VB->TexCoordPtr[u]->data[vMid][3] * wMid
- - VB->TexCoordPtr[u]->data[vMin][3] * wMin;
- dvdx[u] = oneOverArea * (eMaj_dv * eBot.dy - eMaj.dy * eBot_dv);
- dvdy[u] = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
- }
- else {
- eMaj_dv = wMax - wMin;
- eBot_dv = wMid - wMin;
- dvdx[u] = oneOverArea * (eMaj_dv * eBot.dy - eMaj.dy * eBot_dv);
- dvdy[u] = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
- }
+ eMaj_dt = vMax->texcoord[u][1] * wMax
+ - vMin->texcoord[u][1] * wMin;
+ eBot_dt = vMid->texcoord[u][1] * wMid
+ - vMin->texcoord[u][1] * wMin;
+ dtdx[u] = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
+ dtdy[u] = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
+
+ eMaj_du = vMax->texcoord[u][2] * wMax
+ - vMin->texcoord[u][2] * wMin;
+ eBot_du = vMid->texcoord[u][2] * wMid
+ - vMin->texcoord[u][2] * wMin;
+ dudx[u] = oneOverArea * (eMaj_du * eBot.dy - eMaj.dy * eBot_du);
+ dudy[u] = oneOverArea * (eMaj.dx * eBot_du - eMaj_du * eBot.dx);
+
+ eMaj_dv = vMax->texcoord[u][3] * wMax
+ - vMin->texcoord[u][3] * wMin;
+ eBot_dv = vMid->texcoord[u][3] * wMid
+ - vMin->texcoord[u][3] * wMin;
+ dvdx[u] = oneOverArea * (eMaj_dv * eBot.dy - eMaj.dy * eBot_dv);
+ dvdy[u] = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
}
}
}
}
if (setupLeft && eLeft->lines > 0) {
- GLint vLower;
+ SWvertex *vLower;
GLfixed fsx = eLeft->fsx;
fx = FixedCeil(fsx);
fError = fx - fsx - FIXED_ONE;
#ifdef INTERP_Z
{
- GLfloat z0 = VB->Win.data[vLower][2] + ctx->PolygonZoffset;
+ GLfloat z0 = vLower->win[2];
if (depthBits <= 16) {
/* interpolate fixed-pt values */
GLfloat tmp = (z0 * FIXED_SCALE +
dZRowOuter = (ctx->DrawBuffer->Width + idxOuter) * sizeof(DEPTH_TYPE);
# endif
}
- ffog = FloatToFixed(VB->FogCoordPtr->data[vLower]) * 256 + dfogdx * adjx + dfogdy * adjy + FIXED_HALF;
+ ffog = FloatToFixed(vLower->fog) * 256 + dfogdx * adjx + dfogdy * adjy + FIXED_HALF;
fdfogOuter = SignedFloatToFixed(dfogdy + dxOuter * dfogdx);
#endif
#ifdef INTERP_RGB
- fr = (GLfixed)(IntToFixed(VB->ColorPtr->data[vLower][0])
+ fr = (GLfixed)(IntToFixed(vLower->color[0])
+ drdx * adjx + drdy * adjy) + FIXED_HALF;
fdrOuter = SignedFloatToFixed(drdy + dxOuter * drdx);
- fg = (GLfixed)(IntToFixed(VB->ColorPtr->data[vLower][1])
+ fg = (GLfixed)(IntToFixed(vLower->color[1])
+ dgdx * adjx + dgdy * adjy) + FIXED_HALF;
fdgOuter = SignedFloatToFixed(dgdy + dxOuter * dgdx);
- fb = (GLfixed)(IntToFixed(VB->ColorPtr->data[vLower][2])
+ fb = (GLfixed)(IntToFixed(vLower->color[2])
+ dbdx * adjx + dbdy * adjy) + FIXED_HALF;
fdbOuter = SignedFloatToFixed(dbdy + dxOuter * dbdx);
#endif
#ifdef INTERP_SPEC
- fsr = (GLfixed)(IntToFixed(VB->SecondaryColorPtr->data[vLower][0])
+ fsr = (GLfixed)(IntToFixed(vLower->specular[0])
+ dsrdx * adjx + dsrdy * adjy) + FIXED_HALF;
fdsrOuter = SignedFloatToFixed(dsrdy + dxOuter * dsrdx);
- fsg = (GLfixed)(IntToFixed(VB->SecondaryColorPtr->data[vLower][1])
+ fsg = (GLfixed)(IntToFixed(vLower->specular[1])
+ dsgdx * adjx + dsgdy * adjy) + FIXED_HALF;
fdsgOuter = SignedFloatToFixed(dsgdy + dxOuter * dsgdx);
- fsb = (GLfixed)(IntToFixed(VB->SecondaryColorPtr->data[vLower][2])
+ fsb = (GLfixed)(IntToFixed(vLower->specular[2])
+ dsbdx * adjx + dsbdy * adjy) + FIXED_HALF;
fdsbOuter = SignedFloatToFixed(dsbdy + dxOuter * dsbdx);
#endif
#ifdef INTERP_ALPHA
- fa = (GLfixed)(IntToFixed(VB->ColorPtr->data[vLower][3])
+ fa = (GLfixed)(IntToFixed(vLower->color[3])
+ dadx * adjx + dady * adjy) + FIXED_HALF;
fdaOuter = SignedFloatToFixed(dady + dxOuter * dadx);
#endif
#ifdef INTERP_INDEX
- fi = (GLfixed)(VB->IndexPtr->data[vLower] * FIXED_SCALE
+ fi = (GLfixed)(vLower->index * FIXED_SCALE
+ didx * adjx + didy * adjy) + FIXED_HALF;
fdiOuter = SignedFloatToFixed(didy + dxOuter * didx);
#endif
#ifdef INTERP_INT_TEX
{
GLfloat s0, t0;
- s0 = VB->TexCoordPtr[0]->data[vLower][0] * S_SCALE;
+ s0 = vLower->texcoord[0][0] * S_SCALE;
fs = (GLfixed)(s0 * FIXED_SCALE + dsdx * adjx + dsdy * adjy) + FIXED_HALF;
fdsOuter = SignedFloatToFixed(dsdy + dxOuter * dsdx);
- if (VB->TexCoordPtr[0]->size > 1)
- {
- t0 = VB->TexCoordPtr[0]->data[vLower][1] * T_SCALE;
- ft = (GLfixed)(t0 * FIXED_SCALE + dtdx * adjx + dtdy * adjy) + FIXED_HALF;
- fdtOuter = SignedFloatToFixed(dtdy + dxOuter * dtdx);
- }
- else
- {
- t0 = 0;
- ft = (GLfixed) FIXED_HALF;
- fdtOuter = SignedFloatToFixed(0);
- }
+ t0 = vLower->texcoord[0][1] * T_SCALE;
+ ft = (GLfixed)(t0 * FIXED_SCALE + dtdx * adjx + dtdy * adjy) + FIXED_HALF;
+ fdtOuter = SignedFloatToFixed(dtdy + dxOuter * dtdx);
}
#endif
#ifdef INTERP_TEX
{
- GLfloat invW = VB->Win.data[vLower][3];
+ GLfloat invW = vLower->win[3];
GLfloat s0, t0, u0, v0;
- s0 = VB->TexCoordPtr[0]->data[vLower][0] * invW;
+ s0 = vLower->texcoord[0][0] * invW;
sLeft = s0 + (dsdx * adjx + dsdy * adjy) * (1.0F/FIXED_SCALE);
dsOuter = dsdy + dxOuter * dsdx;
- if (VB->TexCoordPtr[0]->size > 1) {
- t0 = VB->TexCoordPtr[0]->data[vLower][1] * invW;
- tLeft = t0 + (dtdx * adjx + dtdy * adjy) * (1.0F/FIXED_SCALE);
- dtOuter = dtdy + dxOuter * dtdx;
- }
- else {
- tLeft = dtOuter = 0.0;
- }
- if (VB->TexCoordPtr[0]->size > 2) {
- u0 = VB->TexCoordPtr[0]->data[vLower][2] * invW;
- uLeft = u0 + (dudx * adjx + dudy * adjy) * (1.0F/FIXED_SCALE);
- duOuter = dudy + dxOuter * dudx;
- }
- else {
- uLeft = duOuter = 0.0;
- }
- if (VB->TexCoordPtr[0]->size > 3) {
- v0 = VB->TexCoordPtr[0]->data[vLower][3] * invW;
- }
- else {
- v0 = invW;
- }
+ t0 = vLower->texcoord[0][1] * invW;
+ tLeft = t0 + (dtdx * adjx + dtdy * adjy) * (1.0F/FIXED_SCALE);
+ dtOuter = dtdy + dxOuter * dtdx;
+ u0 = vLower->texcoord[0][2] * invW;
+ uLeft = u0 + (dudx * adjx + dudy * adjy) * (1.0F/FIXED_SCALE);
+ duOuter = dudy + dxOuter * dudx;
+ v0 = vLower->texcoord[0][3] * invW;
vLeft = v0 + (dvdx * adjx + dvdy * adjy) * (1.0F/FIXED_SCALE);
dvOuter = dvdy + dxOuter * dvdx;
}
{
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u].ReallyEnabled) {
- GLfloat invW = VB->Win.data[vLower][3];
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
+ GLfloat invW = vLower->win[3];
GLfloat s0, t0, u0, v0;
- s0 = VB->TexCoordPtr[u]->data[vLower][0] * invW;
+ s0 = vLower->texcoord[u][0] * invW;
sLeft[u] = s0 + (dsdx[u] * adjx + dsdy[u] * adjy) * (1.0F/FIXED_SCALE);
dsOuter[u] = dsdy[u] + dxOuter * dsdx[u];
- if (VB->TexCoordPtr[u]->size > 1) {
- t0 = VB->TexCoordPtr[u]->data[vLower][1] * invW;
- tLeft[u] = t0 + (dtdx[u] * adjx + dtdy[u] * adjy) * (1.0F/FIXED_SCALE);
- dtOuter[u] = dtdy[u] + dxOuter * dtdx[u];
- }
- else {
- tLeft[u] = dtOuter[u] = 0.0;
- }
- if (VB->TexCoordPtr[u]->size > 2) {
- u0 = VB->TexCoordPtr[u]->data[vLower][2] * invW;
- uLeft[u] = u0 + (dudx[u] * adjx + dudy[u] * adjy) * (1.0F/FIXED_SCALE);
- duOuter[u] = dudy[u] + dxOuter * dudx[u];
- }
- else {
- uLeft[u] = duOuter[u] = 0.0;
- }
- if (VB->TexCoordPtr[u]->size > 3) {
- v0 = VB->TexCoordPtr[u]->data[vLower][3] * invW;
- }
- else {
- v0 = invW;
- }
+ t0 = vLower->texcoord[u][1] * invW;
+ tLeft[u] = t0 + (dtdx[u] * adjx + dtdy[u] * adjy) * (1.0F/FIXED_SCALE);
+ dtOuter[u] = dtdy[u] + dxOuter * dtdx[u];
+ u0 = vLower->texcoord[u][2] * invW;
+ uLeft[u] = u0 + (dudx[u] * adjx + dudy[u] * adjy) * (1.0F/FIXED_SCALE);
+ duOuter[u] = dudy[u] + dxOuter * dudx[u];
+ v0 = vLower->texcoord[u][3] * invW;
vLeft[u] = v0 + (dvdx[u] * adjx + dvdy[u] * adjy) * (1.0F/FIXED_SCALE);
dvOuter[u] = dvdy[u] + dxOuter * dvdx[u];
}
{
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u].ReallyEnabled) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
dsInner[u] = dsOuter[u] + dsdx[u];
dtInner[u] = dtOuter[u] + dtdx[u];
duInner[u] = duOuter[u] + dudx[u];
{
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u].ReallyEnabled) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
ss[u] = sLeft[u];
tt[u] = tLeft[u];
uu[u] = uLeft[u];
{
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u].ReallyEnabled) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
sLeft[u] += dsOuter[u];
tLeft[u] += dtOuter[u];
uLeft[u] += duOuter[u];
{
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u].ReallyEnabled) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
sLeft[u] += dsInner[u];
tLeft[u] += dtInner[u];
uLeft[u] += duInner[u];
-/* $Id: s_zoom.c,v 1.1 2000/10/31 18:00:05 keithw Exp $ */
+/* $Id: s_zoom.c,v 1.2 2000/11/05 18:24:41 keithw Exp $ */
/*
* Mesa 3-D graphics library
#include "glheader.h"
#include "macros.h"
+#include "s_context.h"
#include "s_span.h"
#include "s_stencil.h"
#include "s_zoom.h"
+/*
+ * Mesa 3-D graphics library
+ * Version: 3.5
+ *
+ * Copyright (C) 1999 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
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ * Authors:
+ * Keith Whitwell <keithw@valinux.com>
+ */
+
#ifndef SWRAST_H
#define SWRAST_H
#include "types.h"
-/* These are the functions exported from swrast. (more to come)
+/* The software rasterizer now uses this format for vertices. Thus a
+ * 'RasterSetup' stage or other translation is required between the
+ * tnl module and the swrast rasterization functions. This serves to
+ * isolate the swrast module from the internals of the tnl module, and
+ * improve its usefulness as a fallback mechanism for hardware
+ * drivers.
+ *
+ * Full software drivers:
+ * - Register the rastersetup and triangle functions from
+ * utils/software_helper.
+ * - On statechange, update the rasterization pointers in that module.
+ *
+ * Rasterization hardware drivers:
+ * - Keep native rastersetup.
+ * - Implement native twoside,offset and unfilled triangle setup.
+ * - Implement a translator from native vertices to swrast vertices.
+ * - On partial fallback (mix of accelerated and unaccelerated
+ * prims), call a pass-through function which translates native
+ * vertices to SWvertices and calls the appropriate swrast function.
+ * - On total fallback (vertex format insufficient for state or all
+ * primitives unaccelerated), hook in swrast_setup instead.
+ */
+typedef struct {
+ GLfloat win[4];
+ GLfloat eye[4]; /* for GL_EXT_point_param only */
+ GLfloat texcoord[MAX_TEXTURE_UNITS][4];
+ GLchan color[4];
+ GLchan specular[4];
+ GLfloat fog;
+ GLuint index;
+} SWvertex;
+
+
+
+
+/* These are the public-access functions exported from swrast.
*/
void
_swrast_alloc_buffers( GLcontext *ctx );
+GLboolean
+_swrast_CreateContext( GLcontext *ctx );
+
+void
+_swrast_DestroyContext( GLcontext *ctx );
+
+
+
void
_swrast_Bitmap( GLcontext *ctx,
GLfloat value, GLint xpos, GLint ypos,
GLint width, GLint height );
-void
-_swrast_set_line_function( GLcontext *ctx );
-
-void
-_swrast_set_point_function( GLcontext *ctx );
-
-void
-_swrast_set_triangle_function( GLcontext *ctx );
-
-void
-_swrast_set_quad_function( GLcontext *ctx );
-
-void
-_swrast_flush( GLcontext *ctx );
-
-GLboolean
-_swrast_create_context( GLcontext *ctx );
-
-void
-_swrast_destroy_context( GLcontext *ctx );
+/* Get a pointer to the stipple counter.
+ */
+GLuint *
+_swrast_get_stipple_counter_ref( GLcontext *ctx );
-/* Replace:
+/* These will always render the correct point/line/triangle for the
+ * current state.
*/
void
-_swrast_set_texture_sampler( struct gl_texture_object *t );
-
-
+_swrast_Point( GLcontext *ctx, SWvertex *v );
-#define _SWRAST_NEW_TRIANGLE (_NEW_RENDERMODE| \
- _NEW_POLYGON| \
- _NEW_DEPTH| \
- _NEW_STENCIL| \
- _NEW_COLOR| \
- _NEW_TEXTURE| \
- _NEW_HINT| \
- _SWRAST_NEW_RASTERMASK| \
- _NEW_LIGHT| \
- _NEW_FOG)
-
-#define _SWRAST_NEW_LINE (_NEW_RENDERMODE| \
- _NEW_LINE| \
- _NEW_TEXTURE| \
- _NEW_LIGHT| \
- _NEW_FOG| \
- _NEW_DEPTH)
-
-#define _SWRAST_NEW_POINT (_NEW_RENDERMODE | \
- _NEW_POINT | \
- _NEW_TEXTURE | \
- _NEW_LIGHT | \
- _NEW_FOG)
+void
+_swrast_Line( GLcontext *ctx, SWvertex *v0, SWvertex *v1 );
+void
+_swrast_Triangle( GLcontext *ctx, SWvertex *v0, SWvertex *v1, SWvertex *v2 );
+void
+_swrast_Quad( GLcontext *ctx, SWvertex *v0, SWvertex *v1, SWvertex *v2,
+ SWvertex *v3);
+void
+_swrast_flush( GLcontext *ctx );
+/* Tell the software rasterizer about core state changes.
+ */
+void
+_swrast_InvalidateState( GLcontext *ctx, GLuint new_state );
#endif