-/* $Id: xm_line.c,v 1.5 2000/10/31 18:09:46 keithw Exp $ */
+/* $Id: xm_line.c,v 1.6 2000/11/05 18:26:12 keithw Exp $ */
/*
* Mesa 3-D graphics library
/* Internal swrast includes:
*/
#include "swrast/s_depth.h"
+#include "swrast/s_points.h"
+#include "swrast/s_lines.h"
+#include "swrast/s_context.h"
/**********************************************************************/
/*
* Render an array of points into a pixmap, any pixel format.
*/
-static void draw_points_ANY_pixmap( GLcontext *ctx, GLuint first, GLuint last )
+static void draw_points_ANY_pixmap( GLcontext *ctx, SWvertex *vert )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
XMesaDisplay *dpy = xmesa->xm_visual->display;
XMesaDrawable buffer = xmesa->xm_buffer->buffer;
XMesaGC gc = xmesa->xm_buffer->gc2;
- struct vertex_buffer *VB = ctx->VB;
- register GLuint i;
if (xmesa->xm_visual->gl_visual->RGBAflag) {
- /* RGB mode */
- for (i=first;i<=last;i++) {
- if (VB->ClipMask[i]==0) {
- register int x, y;
- const GLubyte *color = VB->ColorPtr->data[i];
- unsigned long pixel = xmesa_color_to_pixel( xmesa,
- color[0], color[1], color[2], color[3], xmesa->pixelformat);
- XMesaSetForeground( dpy, gc, pixel );
- x = (GLint) VB->Win.data[i][0];
- y = FLIP( xmesa->xm_buffer, (GLint) VB->Win.data[i][1] );
- XMesaDrawPoint( dpy, buffer, gc, x, y);
- }
- }
+ register int x, y;
+ const GLubyte *color = vert->color;
+ unsigned long pixel = xmesa_color_to_pixel( xmesa,
+ color[0], color[1],
+ color[2], color[3],
+ xmesa->pixelformat);
+ XMesaSetForeground( dpy, gc, pixel );
+ x = (GLint) vert->win[0];
+ y = FLIP( xmesa->xm_buffer, (GLint) vert->win[1] );
+ XMesaDrawPoint( dpy, buffer, gc, x, y);
}
else {
/* Color index mode */
- for (i=first;i<=last;i++) {
- if (VB->ClipMask[i]==0) {
- register int x, y;
- XMesaSetForeground( dpy, gc, VB->IndexPtr->data[i] );
- x = (GLint) VB->Win.data[i][0];
- y = FLIP( xmesa->xm_buffer, (GLint) VB->Win.data[i][1] );
- XMesaDrawPoint( dpy, buffer, gc, x, y);
- }
- }
+ register int x, y;
+ XMesaSetForeground( dpy, gc, vert->index );
+ x = (GLint) vert->win[0];
+ y = FLIP( xmesa->xm_buffer, (GLint) vert->win[1] );
+ XMesaDrawPoint( dpy, buffer, gc, x, y);
}
}
-/*
- * Analyze context state to see if we can provide a fast points drawing
- * function, like those in points.c. Otherwise, return NULL.
+/* Override the swrast point-selection function. Try to use one of
+ * our internal point functions, otherwise fall back to the standard
+ * swrast functions.
*/
-points_func xmesa_get_points_func( GLcontext *ctx )
+void xmesa_choose_point( GLcontext *ctx )
{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
- if (ctx->Point.Size==1.0F && !ctx->Point.SmoothFlag && ctx->RasterMask==0
- && !ctx->Texture.ReallyEnabled) {
- if (xmesa->xm_buffer->buffer==XIMAGE) {
- return (points_func) NULL; /*draw_points_ximage;*/
- }
- else {
- return draw_points_ANY_pixmap;
- }
+ if (ctx->Point.Size==1.0F && !ctx->Point.SmoothFlag
+ && swrast->_RasterMask==0
+ && !ctx->Texture._ReallyEnabled) {
+ swrast->Point = draw_points_ANY_pixmap;
}
- else {
- return (points_func) NULL;
+ else {
+ _swrast_choose_point( ctx );
}
}
* Render a line into a pixmap, any pixel format.
*/
static void flat_pixmap_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pv )
+ SWvertex *vert0, SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- struct vertex_buffer *VB = ctx->VB;
register int x0, y0, x1, y1;
XMesaGC gc;
unsigned long pixel;
if (xmesa->xm_visual->gl_visual->RGBAflag) {
- const GLubyte *color = VB->ColorPtr->data[pv];
+ const GLubyte *color = vert0->color;
pixel = xmesa_color_to_pixel( xmesa, color[0], color[1], color[2], color[3],
xmesa->pixelformat );
}
else {
- pixel = VB->IndexPtr->data[pv];
+ pixel = vert0->index;
}
gc = xmesa->xm_buffer->gc2;
XMesaSetForeground( xmesa->display, gc, pixel );
- x0 = (GLint) VB->Win.data[vert0][0];
- y0 = FLIP( xmesa->xm_buffer, (GLint) VB->Win.data[vert0][1] );
- x1 = (GLint) VB->Win.data[vert1][0];
- y1 = FLIP( xmesa->xm_buffer, (GLint) VB->Win.data[vert1][1] );
+ x0 = (GLint) vert0->win[0];
+ y0 = FLIP( xmesa->xm_buffer, (GLint) vert0->win[1] );
+ x1 = (GLint) vert1->win[0];
+ y1 = FLIP( xmesa->xm_buffer, (GLint) vert1->win[1] );
XMesaDrawLine( xmesa->display, xmesa->xm_buffer->buffer, gc,
x0, y0, x1, y1 );
}
* Draw a flat-shaded, PF_TRUECOLOR line into an XImage.
*/
static void flat_TRUECOLOR_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pv )
+ SWvertex *vert0, SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = ctx->VB->ColorPtr->data[pv];
+ const GLubyte *color = vert0->color;
XMesaImage *img = xmesa->xm_buffer->backimage;
unsigned long pixel;
PACK_TRUECOLOR( pixel, color[0], color[1], color[2] );
* Draw a flat-shaded, PF_8A8B8G8R line into an XImage.
*/
static void flat_8A8B8G8R_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pv )
+ SWvertex *vert0, SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = ctx->VB->ColorPtr->data[pv];
+ const GLubyte *color = vert0->color;
GLuint pixel = PACK_8B8G8R( color[0], color[1], color[2] );
#define PIXEL_TYPE GLuint
* Draw a flat-shaded, PF_8R8G8B line into an XImage.
*/
static void flat_8R8G8B_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pv )
+ SWvertex *vert0, SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = ctx->VB->ColorPtr->data[pv];
+ const GLubyte *color = vert0->color;
GLuint pixel = PACK_8R8G8B( color[0], color[1], color[2] );
#define PIXEL_TYPE GLuint
* Draw a flat-shaded, PF_8R8G8B24 line into an XImage.
*/
static void flat_8R8G8B24_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pv )
+ SWvertex *vert0, SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = ctx->VB->ColorPtr->data[pv];
+ const GLubyte *color = vert0->color;
#define PIXEL_TYPE bgr_t
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
* Draw a flat-shaded, PF_5R6G5B line into an XImage.
*/
static void flat_5R6G5B_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pv )
+ SWvertex *vert0, SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = ctx->VB->ColorPtr->data[pv];
+ const GLubyte *color = vert0->color;
GLushort pixel = PACK_5R6G5B( color[0], color[1], color[2] );
#define PIXEL_TYPE GLushort
* Draw a flat-shaded, PF_DITHER_5R6G5B line into an XImage.
*/
static void flat_DITHER_5R6G5B_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pv )
+ SWvertex *vert0, SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = ctx->VB->ColorPtr->data[pv];
+ const GLubyte *color = vert0->color;
#define PIXEL_TYPE GLushort
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
* Draw a flat-shaded, PF_DITHER 8-bit line into an XImage.
*/
static void flat_DITHER8_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pv )
+ SWvertex *vert0, SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = ctx->VB->ColorPtr->data[pv];
+ const GLubyte *color = vert0->color;
GLint r = color[0], g = color[1], b = color[2];
DITHER_SETUP;
* Draw a flat-shaded, PF_LOOKUP 8-bit line into an XImage.
*/
static void flat_LOOKUP8_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pv )
+ SWvertex *vert0, SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = ctx->VB->ColorPtr->data[pv];
+ const GLubyte *color = vert0->color;
GLubyte pixel;
LOOKUP_SETUP;
pixel = (GLubyte) LOOKUP( color[0], color[1], color[2] );
* Draw a flat-shaded, PF_HPCR line into an XImage.
*/
static void flat_HPCR_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pv )
+ SWvertex *vert0, SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = ctx->VB->ColorPtr->data[pv];
+ const GLubyte *color = vert0->color;
GLint r = color[0], g = color[1], b = color[2];
#define INTERP_XY 1
* Draw a flat-shaded, Z-less, PF_TRUECOLOR line into an XImage.
*/
static void flat_TRUECOLOR_z_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pv )
+ SWvertex *vert0, SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = ctx->VB->ColorPtr->data[pv];
+ const GLubyte *color = vert0->color;
XMesaImage *img = xmesa->xm_buffer->backimage;
unsigned long pixel;
PACK_TRUECOLOR( pixel, color[0], color[1], color[2] );
* Draw a flat-shaded, Z-less, PF_8A8B8G8R line into an XImage.
*/
static void flat_8A8B8G8R_z_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pv )
+ SWvertex *vert0, SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = ctx->VB->ColorPtr->data[pv];
+ const GLubyte *color = vert0->color;
GLuint pixel = PACK_8B8G8R( color[0], color[1], color[2] );
#define INTERP_Z 1
* Draw a flat-shaded, Z-less, PF_8R8G8B line into an XImage.
*/
static void flat_8R8G8B_z_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pv )
+ SWvertex *vert0, SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = ctx->VB->ColorPtr->data[pv];
+ const GLubyte *color = vert0->color;
GLuint pixel = PACK_8R8G8B( color[0], color[1], color[2] );
#define INTERP_Z 1
* Draw a flat-shaded, Z-less, PF_8R8G8B24 line into an XImage.
*/
static void flat_8R8G8B24_z_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pv )
+ SWvertex *vert0, SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = ctx->VB->ColorPtr->data[pv];
+ const GLubyte *color = vert0->color;
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
* Draw a flat-shaded, Z-less, PF_5R6G5B line into an XImage.
*/
static void flat_5R6G5B_z_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pv )
+ SWvertex *vert0, SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = ctx->VB->ColorPtr->data[pv];
+ const GLubyte *color = vert0->color;
GLushort pixel = PACK_5R6G5B( color[0], color[1], color[2] );
#define INTERP_Z 1
* Draw a flat-shaded, Z-less, PF_DITHER_5R6G5B line into an XImage.
*/
static void flat_DITHER_5R6G5B_z_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pv )
+ SWvertex *vert0, SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = ctx->VB->ColorPtr->data[pv];
+ const GLubyte *color = vert0->color;
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
* Draw a flat-shaded, Z-less, PF_DITHER 8-bit line into an XImage.
*/
static void flat_DITHER8_z_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pv )
+ SWvertex *vert0, SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = ctx->VB->ColorPtr->data[pv];
+ const GLubyte *color = vert0->color;
GLint r = color[0], g = color[1], b = color[2];
DITHER_SETUP;
* Draw a flat-shaded, Z-less, PF_LOOKUP 8-bit line into an XImage.
*/
static void flat_LOOKUP8_z_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pv )
+ SWvertex *vert0, SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = ctx->VB->ColorPtr->data[pv];
+ const GLubyte *color = vert0->color;
GLubyte pixel;
LOOKUP_SETUP;
pixel = (GLubyte) LOOKUP( color[0], color[1], color[2] );
* Draw a flat-shaded, Z-less, PF_HPCR line into an XImage.
*/
static void flat_HPCR_z_line( GLcontext *ctx,
- GLuint vert0, GLuint vert1, GLuint pv )
+ SWvertex *vert0, SWvertex *vert1 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = ctx->VB->ColorPtr->data[pv];
+ const GLubyte *color = vert0->color;
GLint r = color[0], g = color[1], b = color[2];
#define INTERP_XY 1
}
#endif
-
-
-/*
- * Analyze context state to see if we can provide a fast line drawing
- * function, like those in lines.c. Otherwise, return NULL.
- */
-line_func xmesa_get_line_func( GLcontext *ctx )
+
+static swrast_line_func get_line_func( GLcontext *ctx )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
int depth = GET_VISUAL_DEPTH(xmesa->xm_visual);
(void) DitherValues; /* silence unused var warning */
(void) kernel1; /* silence unused var warning */
- if (ctx->Line.SmoothFlag) return (line_func)NULL;
- if (ctx->Texture.ReallyEnabled) return (line_func)NULL;
- if (ctx->Light.ShadeModel!=GL_FLAT) return (line_func)NULL;
+ if (ctx->Line.SmoothFlag) return (swrast_line_func)NULL;
+ if (ctx->Texture._ReallyEnabled) return (swrast_line_func)NULL;
+ if (ctx->Light.ShadeModel!=GL_FLAT) return (swrast_line_func)NULL;
/* X line stippling doesn't match OpenGL stippling */
- if (ctx->Line.StippleFlag==GL_TRUE) return (line_func)NULL;
+ if (ctx->Line.StippleFlag==GL_TRUE) return (swrast_line_func)NULL;
if (xmesa->xm_buffer->buffer==XIMAGE
- && ctx->RasterMask==DEPTH_BIT
+ && swrast->_RasterMask==DEPTH_BIT
&& ctx->Depth.Func==GL_LESS
&& ctx->Depth.Mask==GL_TRUE
&& ctx->Visual.DepthBits == DEFAULT_SOFTWARE_DEPTH_BITS
case PF_DITHER_5R6G5B:
return flat_DITHER_5R6G5B_z_line;
case PF_DITHER:
- return (depth==8) ? flat_DITHER8_z_line : (line_func)NULL;
+ return (depth==8) ? flat_DITHER8_z_line : (swrast_line_func)NULL;
case PF_LOOKUP:
- return (depth==8) ? flat_LOOKUP8_z_line : (line_func)NULL;
+ return (depth==8) ? flat_LOOKUP8_z_line : (swrast_line_func)NULL;
case PF_HPCR:
return flat_HPCR_z_line;
default:
- return (line_func)NULL;
+ return (swrast_line_func)NULL;
}
}
if (xmesa->xm_buffer->buffer==XIMAGE
- && ctx->RasterMask==0
+ && swrast->_RasterMask==0
&& ctx->Line.Width==1.0F) {
switch (xmesa->pixelformat) {
case PF_TRUECOLOR:
case PF_DITHER_5R6G5B:
return flat_DITHER_5R6G5B_line;
case PF_DITHER:
- return (depth==8) ? flat_DITHER8_line : (line_func)NULL;
+ return (depth==8) ? flat_DITHER8_line : (swrast_line_func)NULL;
case PF_LOOKUP:
- return (depth==8) ? flat_LOOKUP8_line : (line_func)NULL;
+ return (depth==8) ? flat_LOOKUP8_line : (swrast_line_func)NULL;
case PF_HPCR:
return flat_HPCR_line;
default:
- return (line_func)NULL;
+ return (swrast_line_func)NULL;
}
}
#if 0
* software Mesa's. This causes the linehv.c conformance test to fail.
* In the future, we might provide a config option to enable this.
*/
- if (xmesa->xm_buffer->buffer!=XIMAGE && ctx->RasterMask==0) {
+ if (xmesa->xm_buffer->buffer!=XIMAGE && ctx->_RasterMask==0) {
setup_x_line_options( ctx );
return flat_pixmap_line;
}
#endif
- return (line_func)NULL;
+ return (swrast_line_func)NULL;
+}
+
+/* Override for the swrast line-selection function. Try to use one
+ * of our internal line functions, otherwise fall back to the
+ * standard swrast functions.
+ */
+void xmesa_choose_line( GLcontext *ctx )
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+
+ if (!(swrast->Line = get_line_func( ctx )))
+ _swrast_choose_line( ctx );
+}
+
+
+#define XMESA_NEW_POINT (_NEW_POINT|_SWRAST_NEW_RASTERMASK)
+#define XMESA_NEW_LINE (_NEW_LINE|_NEW_TEXTURE|_NEW_LIGHT|\
+ _NEW_DEPTH|_SWRAST_NEW_RASTERMASK)
+#define XMESA_NEW_TRIANGLE (_NEW_POLYGON|_NEW_TEXTURE|_NEW_LIGHT|\
+ _SWRAST_NEW_RASTERMASK|_NEW_DEPTH)
+
+
+/* Extend the software rasterizer with our line/point/triangle
+ * functions.
+ */
+void xmesa_register_swrast_functions( GLcontext *ctx )
+{
+ SWcontext *swrast = SWRAST_CONTEXT( ctx );
+
+ swrast->choose_point = xmesa_choose_point;
+ swrast->choose_line = xmesa_choose_line;
+ swrast->choose_triangle = xmesa_choose_triangle;
+
+ swrast->invalidate_point |= XMESA_NEW_POINT;
+ swrast->invalidate_line |= XMESA_NEW_LINE;
+ swrast->invalidate_triangle |= XMESA_NEW_TRIANGLE;
}
-/* $Id: xm_tri.c,v 1.6 2000/10/31 18:09:47 keithw Exp $ */
+/* $Id: xm_tri.c,v 1.7 2000/11/05 18:26:12 keithw Exp $ */
/*
* Mesa 3-D graphics library
/* Internal swrast includes:
*/
+#include "swrast/s_context.h"
#include "swrast/s_depth.h"
+#include "swrast/s_triangle.h"
* no raster ops.
*/
static void flat_pixmap_triangle( GLcontext *ctx,
- GLuint v0, GLuint v1, GLuint v2, GLuint pv )
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- struct vertex_buffer *VB = ctx->VB;
XMesaPoint p[3];
XMesaGC gc;
- if (0 /*VB->MonoColor*/) {
- gc = xmesa->xm_buffer->gc1; /* use current color */
- }
- else {
+ {
unsigned long pixel;
if (xmesa->xm_visual->gl_visual->RGBAflag) {
pixel = xmesa_color_to_pixel( xmesa,
- VB->ColorPtr->data[pv][0], VB->ColorPtr->data[pv][1],
- VB->ColorPtr->data[pv][2], VB->ColorPtr->data[pv][3],
+ v0->color[0], v0->color[1],
+ v0->color[2], v0->color[3],
xmesa->pixelformat );
}
else {
- pixel = VB->IndexPtr->data[pv];
+ pixel = v0->index;
}
gc = xmesa->xm_buffer->gc2;
XMesaSetForeground( xmesa->display, gc, pixel );
}
- p[0].x = (GLint) (VB->Win.data[v0][0] + 0.5f);
- p[0].y = FLIP( xmesa->xm_buffer, (GLint) (VB->Win.data[v0][1] - 0.5f) );
- p[1].x = (GLint) (VB->Win.data[v1][0] + 0.5f);
- p[1].y = FLIP( xmesa->xm_buffer, (GLint) (VB->Win.data[v1][1] - 0.5f) );
- p[2].x = (GLint) (VB->Win.data[v2][0] + 0.5f);
- p[2].y = FLIP( xmesa->xm_buffer, (GLint) (VB->Win.data[v2][1] - 0.5f) );
+ p[0].x = (GLint) (v0->win[0] + 0.5f);
+ p[0].y = FLIP( xmesa->xm_buffer, (GLint) (v0->win[1] - 0.5f) );
+ p[1].x = (GLint) (v1->win[0] + 0.5f);
+ p[1].y = FLIP( xmesa->xm_buffer, (GLint) (v1->win[1] - 0.5f) );
+ p[2].x = (GLint) (v2->win[0] + 0.5f);
+ p[2].y = FLIP( xmesa->xm_buffer, (GLint) (v2->win[1] - 0.5f) );
XMesaFillPolygon( xmesa->display, xmesa->xm_buffer->buffer, gc,
p, 3, Convex, CoordModeOrigin );
}
* XImage, smooth, depth-buffered, PF_TRUECOLOR triangle.
*/
static void smooth_TRUECOLOR_z_triangle( GLcontext *ctx,
- GLuint v0, GLuint v1, GLuint v2,
- GLuint pv )
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
XMesaImage *img = xmesa->xm_buffer->backimage;
- (void) pv;
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
* XImage, smooth, depth-buffered, PF_8A8B8G8R triangle.
*/
static void smooth_8A8B8G8R_z_triangle( GLcontext *ctx,
- GLuint v0, GLuint v1, GLuint v2,
- GLuint pv )
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- (void) pv;
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
* XImage, smooth, depth-buffered, PF_8R8G8B triangle.
*/
static void smooth_8R8G8B_z_triangle( GLcontext *ctx,
- GLuint v0, GLuint v1, GLuint v2,
- GLuint pv )
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- (void) pv;
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
* XImage, smooth, depth-buffered, PF_8R8G8B24 triangle.
*/
static void smooth_8R8G8B24_z_triangle( GLcontext *ctx,
- GLuint v0, GLuint v1, GLuint v2,
- GLuint pv )
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- (void) pv;
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
* XImage, smooth, depth-buffered, PF_TRUEDITHER triangle.
*/
static void smooth_TRUEDITHER_z_triangle( GLcontext *ctx,
- GLuint v0, GLuint v1, GLuint v2,
- GLuint pv )
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
XMesaImage *img = xmesa->xm_buffer->backimage;
- (void) pv;
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
* XImage, smooth, depth-buffered, PF_5R6G5B triangle.
*/
static void smooth_5R6G5B_z_triangle( GLcontext *ctx,
- GLuint v0, GLuint v1, GLuint v2,
- GLuint pv )
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- (void) pv;
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
* XImage, smooth, depth-buffered, PF_DITHER_5R6G5B triangle.
*/
static void smooth_DITHER_5R6G5B_z_triangle( GLcontext *ctx,
- GLuint v0, GLuint v1, GLuint v2,
- GLuint pv )
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- (void) pv;
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
* XImage, smooth, depth-buffered, 8-bit, PF_DITHER8 triangle.
*/
static void smooth_DITHER8_z_triangle( GLcontext *ctx,
- GLuint v0, GLuint v1, GLuint v2,
- GLuint pv )
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- (void) pv;
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
* XImage, smooth, depth-buffered, PF_DITHER triangle.
*/
static void smooth_DITHER_z_triangle( GLcontext *ctx,
- GLuint v0, GLuint v1, GLuint v2,
- GLuint pv )
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
XMesaImage *img = xmesa->xm_buffer->backimage;
- (void) pv;
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
/*
* XImage, smooth, depth-buffered, 8-bit PF_LOOKUP triangle.
*/
-static void smooth_LOOKUP8_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void smooth_LOOKUP8_z_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- (void) pv;
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
/*
* XImage, smooth, depth-buffered, 8-bit PF_HPCR triangle.
*/
-static void smooth_HPCR_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void smooth_HPCR_z_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- (void) pv;
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
* XImage, flat, depth-buffered, PF_TRUECOLOR triangle.
*/
static void flat_TRUECOLOR_z_triangle( GLcontext *ctx,
- GLuint v0, GLuint v1, GLuint v2,
- GLuint pv )
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
XMesaImage *img = xmesa->xm_buffer->backimage;
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define SETUP_CODE \
unsigned long pixel; \
- PACK_TRUECOLOR(pixel, VB->ColorPtr->data[pv][0], VB->ColorPtr->data[pv][1], VB->ColorPtr->data[pv][2]);
+ PACK_TRUECOLOR(pixel, v0->color[0], v0->color[1], v0->color[2]);
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
/*
* XImage, flat, depth-buffered, PF_8A8B8G8R triangle.
*/
-static void flat_8A8B8G8R_z_triangle( GLcontext *ctx, GLuint v0,
- GLuint v1, GLuint v2, GLuint pv )
+static void flat_8A8B8G8R_z_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
#define INTERP_Z 1
#define PIXEL_TYPE GLuint
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define SETUP_CODE \
- unsigned long p = PACK_8B8G8R( VB->ColorPtr->data[pv][0], \
- VB->ColorPtr->data[pv][1], VB->ColorPtr->data[pv][2] );
+ unsigned long p = PACK_8B8G8R( v0->color[0], \
+ v0->color[1], v0->color[2] );
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
GLint i, len = RIGHT-LEFT; \
/*
* XImage, flat, depth-buffered, PF_8R8G8B triangle.
*/
-static void flat_8R8G8B_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void flat_8R8G8B_z_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
#define INTERP_Z 1
#define PIXEL_TYPE GLuint
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define SETUP_CODE \
- unsigned long p = PACK_8R8G8B( VB->ColorPtr->data[pv][0], \
- VB->ColorPtr->data[pv][1], VB->ColorPtr->data[pv][2] );
+ unsigned long p = PACK_8R8G8B( v0->color[0], \
+ v0->color[1], v0->color[2] );
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
GLint i, len = RIGHT-LEFT; \
/*
* XImage, flat, depth-buffered, PF_8R8G8B24 triangle.
*/
-static void flat_8R8G8B24_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void flat_8R8G8B24_z_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = ctx->VB->ColorPtr->data[pv];
+ const GLubyte *color = v0->color;
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define PIXEL_ADDRESS(X,Y) PIXELADDR3(xmesa->xm_buffer,X,Y)
/*
* XImage, flat, depth-buffered, PF_TRUEDITHER triangle.
*/
-static void flat_TRUEDITHER_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void flat_TRUEDITHER_z_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
XMesaImage *img = xmesa->xm_buffer->backimage;
GLdepth z = FixedToDepth(ffz); \
if (z < zRow[i]) { \
unsigned long p; \
- PACK_TRUEDITHER( p, xx, yy, VB->ColorPtr->data[pv][0], \
- VB->ColorPtr->data[pv][1], VB->ColorPtr->data[pv][2] ); \
+ PACK_TRUEDITHER( p, xx, yy, v0->color[0], \
+ v0->color[1], v0->color[2] ); \
XMesaPutPixel( img, xx, yy, p ); \
zRow[i] = z; \
} \
/*
* XImage, flat, depth-buffered, PF_5R6G5B triangle.
*/
-static void flat_5R6G5B_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void flat_5R6G5B_z_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
#define INTERP_Z 1
#define PIXEL_TYPE GLushort
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define SETUP_CODE \
- unsigned long p = PACK_5R6G5B( VB->ColorPtr->data[pv][0], \
- VB->ColorPtr->data[pv][1], VB->ColorPtr->data[pv][2] );
+ unsigned long p = PACK_5R6G5B( v0->color[0], \
+ v0->color[1], v0->color[2] );
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
GLint i, len = RIGHT-LEFT; \
/*
* XImage, flat, depth-buffered, PF_DITHER_5R6G5B triangle.
*/
-static void flat_DITHER_5R6G5B_z_triangle( GLcontext *ctx, GLuint v0,
- GLuint v1, GLuint v2, GLuint pv )
+static void flat_DITHER_5R6G5B_z_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = ctx->VB->ColorPtr->data[pv];
+ const GLubyte *color = v0->color;
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y)
/*
* XImage, flat, depth-buffered, 8-bit PF_DITHER triangle.
*/
-static void flat_DITHER8_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void flat_DITHER8_z_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
#define INTERP_Z 1
#define PIXEL_TYPE GLubyte
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define SETUP_CODE \
- FLAT_DITHER_SETUP( VB->ColorPtr->data[pv][0], VB->ColorPtr->data[pv][1], VB->ColorPtr->data[pv][2] );
+ FLAT_DITHER_SETUP( v0->color[0], v0->color[1], v0->color[2] );
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
/*
* XImage, flat, depth-buffered, PF_DITHER triangle.
*/
-static void flat_DITHER_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void flat_DITHER_z_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
XMesaImage *img = xmesa->xm_buffer->backimage;
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define SETUP_CODE \
- FLAT_DITHER_SETUP( VB->ColorPtr->data[pv][0], VB->ColorPtr->data[pv][1], VB->ColorPtr->data[pv][2] );
+ FLAT_DITHER_SETUP( v0->color[0], v0->color[1], v0->color[2] );
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
/*
* XImage, flat, depth-buffered, 8-bit PF_HPCR triangle.
*/
-static void flat_HPCR_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void flat_HPCR_z_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
#define INTERP_Z 1
#define PIXEL_TYPE GLubyte
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define SETUP_CODE \
- GLubyte r = VB->ColorPtr->data[pv][0]; \
- GLubyte g = VB->ColorPtr->data[pv][1]; \
- GLubyte b = VB->ColorPtr->data[pv][2];
+ GLubyte r = v0->color[0]; \
+ GLubyte g = v0->color[1]; \
+ GLubyte b = v0->color[2];
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
GLint i, xx = LEFT, yy = FLIP(xmesa->xm_buffer,Y), len = RIGHT-LEFT; \
/*
* XImage, flat, depth-buffered, 8-bit PF_LOOKUP triangle.
*/
-static void flat_LOOKUP8_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void flat_LOOKUP8_z_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
#define INTERP_Z 1
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define SETUP_CODE \
LOOKUP_SETUP; \
- GLubyte r = VB->ColorPtr->data[pv][0]; \
- GLubyte g = VB->ColorPtr->data[pv][1]; \
- GLubyte b = VB->ColorPtr->data[pv][2]; \
+ GLubyte r = v0->color[0]; \
+ GLubyte g = v0->color[1]; \
+ GLubyte b = v0->color[2]; \
GLubyte p = LOOKUP(r,g,b);
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
/*
* XImage, smooth, NON-depth-buffered, PF_TRUECOLOR triangle.
*/
-static void smooth_TRUECOLOR_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void smooth_TRUECOLOR_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
XMesaImage *img = xmesa->xm_buffer->backimage;
- (void) pv;
#define INTERP_RGB 1
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
/*
* XImage, smooth, NON-depth-buffered, PF_8A8B8G8R triangle.
*/
-static void smooth_8A8B8G8R_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void smooth_8A8B8G8R_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- (void) pv;
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLuint
/*
* XImage, smooth, NON-depth-buffered, PF_8R8G8B triangle.
*/
-static void smooth_8R8G8B_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void smooth_8R8G8B_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- (void) pv;
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLuint
/*
* XImage, smooth, NON-depth-buffered, PF_8R8G8B triangle.
*/
-static void smooth_8R8G8B24_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void smooth_8R8G8B24_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- (void) pv;
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXELADDR3(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE bgr_t
/*
* XImage, smooth, NON-depth-buffered, PF_TRUEDITHER triangle.
*/
-static void smooth_TRUEDITHER_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void smooth_TRUEDITHER_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
XMesaImage *img = xmesa->xm_buffer->backimage;
- (void) pv;
#define INTERP_RGB 1
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
/*
* XImage, smooth, NON-depth-buffered, PF_5R6G5B triangle.
*/
-static void smooth_5R6G5B_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void smooth_5R6G5B_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- (void) pv;
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLushort
/*
* XImage, smooth, NON-depth-buffered, PF_DITHER_5R6G5B triangle.
*/
-static void smooth_DITHER_5R6G5B_triangle( GLcontext *ctx, GLuint v0,
- GLuint v1, GLuint v2, GLuint pv )
+static void smooth_DITHER_5R6G5B_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- (void) pv;
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLushort
/*
* XImage, smooth, NON-depth-buffered, 8-bit PF_DITHER triangle.
*/
-static void smooth_DITHER8_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void smooth_DITHER8_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- (void) pv;
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLubyte
/*
* XImage, smooth, NON-depth-buffered, PF_DITHER triangle.
*/
-static void smooth_DITHER_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void smooth_DITHER_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
XMesaImage *img = xmesa->xm_buffer->backimage;
- (void) pv;
+
#define INTERP_RGB 1
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
/*
* XImage, smooth, NON-depth-buffered, 8-bit PF_LOOKUP triangle.
*/
-static void smooth_LOOKUP8_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void smooth_LOOKUP8_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- (void) pv;
+
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLubyte
/*
* XImage, smooth, NON-depth-buffered, 8-bit PF_HPCR triangle.
*/
-static void smooth_HPCR_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void smooth_HPCR_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- (void) pv;
+
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLubyte
/*
* XImage, flat, NON-depth-buffered, PF_TRUECOLOR triangle.
*/
-static void flat_TRUECOLOR_triangle( GLcontext *ctx, GLuint v0,
- GLuint v1, GLuint v2, GLuint pv )
+static void flat_TRUECOLOR_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
XMesaImage *img = xmesa->xm_buffer->backimage;
#define SETUP_CODE \
unsigned long pixel; \
- PACK_TRUECOLOR(pixel, VB->ColorPtr->data[pv][0], VB->ColorPtr->data[pv][1], VB->ColorPtr->data[pv][2]);
+ PACK_TRUECOLOR(pixel, v0->color[0], v0->color[1], v0->color[2]);
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
/*
* XImage, flat, NON-depth-buffered, PF_8A8B8G8R triangle.
*/
-static void flat_8A8B8G8R_triangle( GLcontext *ctx, GLuint v0,
- GLuint v1, GLuint v2, GLuint pv )
+static void flat_8A8B8G8R_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
#define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLuint
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define SETUP_CODE \
- unsigned long p = PACK_8B8G8R( VB->ColorPtr->data[pv][0], \
- VB->ColorPtr->data[pv][1], VB->ColorPtr->data[pv][2] );
+ unsigned long p = PACK_8B8G8R( v0->color[0], \
+ v0->color[1], v0->color[2] );
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
GLint xx; \
/*
* XImage, flat, NON-depth-buffered, PF_8R8G8B triangle.
*/
-static void flat_8R8G8B_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void flat_8R8G8B_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
#define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLuint
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define SETUP_CODE \
- unsigned long p = PACK_8R8G8B( VB->ColorPtr->data[pv][0], \
- VB->ColorPtr->data[pv][1], VB->ColorPtr->data[pv][2] );
+ unsigned long p = PACK_8R8G8B( v0->color[0], \
+ v0->color[1], v0->color[2] );
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
GLint xx; \
/*
* XImage, flat, NON-depth-buffered, PF_8R8G8B24 triangle.
*/
-static void flat_8R8G8B24_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void flat_8R8G8B24_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = ctx->VB->ColorPtr->data[pv];
+ const GLubyte *color = v0->color;
#define PIXEL_ADDRESS(X,Y) PIXELADDR3(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE bgr_t
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
/*
* XImage, flat, NON-depth-buffered, PF_TRUEDITHER triangle.
*/
-static void flat_TRUEDITHER_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void flat_TRUEDITHER_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
XMesaImage *img = xmesa->xm_buffer->backimage;
GLint xx, yy = FLIP(xmesa->xm_buffer, Y); \
for (xx=LEFT;xx<RIGHT;xx++) { \
unsigned long p; \
- PACK_TRUEDITHER( p, xx, yy, VB->ColorPtr->data[pv][0], \
- VB->ColorPtr->data[pv][1], VB->ColorPtr->data[pv][2] ); \
+ PACK_TRUEDITHER( p, xx, yy, v0->color[0], \
+ v0->color[1], v0->color[2] ); \
XMesaPutPixel( img, xx, yy, p ); \
} \
}
/*
* XImage, flat, NON-depth-buffered, PF_5R6G5B triangle.
*/
-static void flat_5R6G5B_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void flat_5R6G5B_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
#define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLushort
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define SETUP_CODE \
- unsigned long p = PACK_5R6G5B( VB->ColorPtr->data[pv][0], \
- VB->ColorPtr->data[pv][1], VB->ColorPtr->data[pv][2] );
+ unsigned long p = PACK_5R6G5B( v0->color[0], \
+ v0->color[1], v0->color[2] );
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
GLint xx; \
/*
* XImage, flat, NON-depth-buffered, PF_DITHER_5R6G5B triangle.
*/
-static void flat_DITHER_5R6G5B_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void flat_DITHER_5R6G5B_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = ctx->VB->ColorPtr->data[pv];
+ const GLubyte *color = v0->color;
#define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLushort
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
/*
* XImage, flat, NON-depth-buffered, 8-bit PF_DITHER triangle.
*/
-static void flat_DITHER8_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void flat_DITHER8_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLubyte
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define SETUP_CODE \
- FLAT_DITHER_SETUP( VB->ColorPtr->data[pv][0], VB->ColorPtr->data[pv][1], VB->ColorPtr->data[pv][2] );
+ FLAT_DITHER_SETUP( v0->color[0], v0->color[1], v0->color[2] );
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
/*
* XImage, flat, NON-depth-buffered, PF_DITHER triangle.
*/
-static void flat_DITHER_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void flat_DITHER_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
XMesaImage *img = xmesa->xm_buffer->backimage;
#define SETUP_CODE \
- FLAT_DITHER_SETUP( VB->ColorPtr->data[pv][0], VB->ColorPtr->data[pv][1], VB->ColorPtr->data[pv][2] );
+ FLAT_DITHER_SETUP( v0->color[0], v0->color[1], v0->color[2] );
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
/*
* XImage, flat, NON-depth-buffered, 8-bit PF_HPCR triangle.
*/
-static void flat_HPCR_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void flat_HPCR_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLubyte
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define SETUP_CODE \
- GLubyte r = VB->ColorPtr->data[pv][0]; \
- GLubyte g = VB->ColorPtr->data[pv][1]; \
- GLubyte b = VB->ColorPtr->data[pv][2];
+ GLubyte r = v0->color[0]; \
+ GLubyte g = v0->color[1]; \
+ GLubyte b = v0->color[2];
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
GLint xx, yy = FLIP(xmesa->xm_buffer, Y); \
/*
* XImage, flat, NON-depth-buffered, 8-bit PF_LOOKUP triangle.
*/
-static void flat_LOOKUP8_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
+static void flat_LOOKUP8_triangle( GLcontext *ctx,
+ SWvertex *v0,
+ SWvertex *v1,
+ SWvertex *v2 )
{
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define SETUP_CODE \
LOOKUP_SETUP; \
- GLubyte r = VB->ColorPtr->data[pv][0]; \
- GLubyte g = VB->ColorPtr->data[pv][1]; \
- GLubyte b = VB->ColorPtr->data[pv][2]; \
+ GLubyte r = v0->color[0]; \
+ GLubyte g = v0->color[1]; \
+ GLubyte b = v0->color[2]; \
GLubyte p = LOOKUP(r,g,b);
#define INNER_LOOP( LEFT, RIGHT, Y ) \
{ \
#endif
+
#ifdef DEBUG
void
-_xmesa_print_triangle_func( triangle_func triFunc )
+_xmesa_print_triangle_func( swrast_tri_func triFunc )
{
printf("XMesa tri func = ");
if (triFunc ==smooth_TRUECOLOR_z_triangle)
#endif
-triangle_func xmesa_get_triangle_func( GLcontext *ctx )
+static swrast_tri_func get_triangle_func( GLcontext *ctx )
{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
int depth = GET_VISUAL_DEPTH(xmesa->xm_visual);
(void) kernel1;
- if (ctx->Polygon.SmoothFlag) return (triangle_func)NULL;
- if (ctx->Texture.ReallyEnabled) return (triangle_func)NULL;
+ if (ctx->Polygon.SmoothFlag) return (swrast_tri_func)NULL;
+ if (ctx->Texture._ReallyEnabled) return (swrast_tri_func)NULL;
if (xmesa->xm_buffer->buffer==XIMAGE) {
if ( ctx->Light.ShadeModel==GL_SMOOTH
- && ctx->RasterMask==DEPTH_BIT
+ && swrast->_RasterMask==DEPTH_BIT
&& ctx->Depth.Func==GL_LESS
&& ctx->Depth.Mask==GL_TRUE
&& ctx->Visual.DepthBits == DEFAULT_SOFTWARE_DEPTH_BITS
return (depth==8) ? smooth_DITHER8_z_triangle
: smooth_DITHER_z_triangle;
case PF_LOOKUP:
- return (depth==8) ? smooth_LOOKUP8_z_triangle : (triangle_func)NULL;
+ return (depth==8) ? smooth_LOOKUP8_z_triangle : (swrast_tri_func)NULL;
default:
- return (triangle_func)NULL;
+ return (swrast_tri_func)NULL;
}
}
if ( ctx->Light.ShadeModel==GL_FLAT
- && ctx->RasterMask==DEPTH_BIT
+ && swrast->_RasterMask==DEPTH_BIT
&& ctx->Depth.Func==GL_LESS
&& ctx->Depth.Mask==GL_TRUE
&& ctx->Visual.DepthBits == DEFAULT_SOFTWARE_DEPTH_BITS
return (depth==8) ? flat_DITHER8_z_triangle
: flat_DITHER_z_triangle;
case PF_LOOKUP:
- return (depth==8) ? flat_LOOKUP8_z_triangle : (triangle_func)NULL;
+ return (depth==8) ? flat_LOOKUP8_z_triangle : (swrast_tri_func)NULL;
default:
- return (triangle_func)NULL;
+ return (swrast_tri_func)NULL;
}
}
- if ( ctx->RasterMask==0 /* no depth test */
+ if ( swrast->_RasterMask==0 /* no depth test */
&& ctx->Light.ShadeModel==GL_SMOOTH
&& ctx->Polygon.StippleFlag==GL_FALSE) {
switch (xmesa->pixelformat) {
return (depth==8) ? smooth_DITHER8_triangle
: smooth_DITHER_triangle;
case PF_LOOKUP:
- return (depth==8) ? smooth_LOOKUP8_triangle : (triangle_func)NULL;
+ return (depth==8) ? smooth_LOOKUP8_triangle : (swrast_tri_func)NULL;
default:
- return (triangle_func)NULL;
+ return (swrast_tri_func)NULL;
}
}
- if ( ctx->RasterMask==0 /* no depth test */
+ if ( swrast->_RasterMask==0 /* no depth test */
&& ctx->Light.ShadeModel==GL_FLAT
&& ctx->Polygon.StippleFlag==GL_FALSE) {
switch (xmesa->pixelformat) {
return (depth==8) ? flat_DITHER8_triangle
: flat_DITHER_triangle;
case PF_LOOKUP:
- return (depth==8) ? flat_LOOKUP8_triangle : (triangle_func)NULL;
+ return (depth==8) ? flat_LOOKUP8_triangle : (swrast_tri_func)NULL;
default:
- return (triangle_func)NULL;
+ return (swrast_tri_func)NULL;
}
}
- return (triangle_func)NULL;
+ return (swrast_tri_func)NULL;
}
else {
/* draw to pixmap */
* test failure in the conformance tests.
* In the future, we might provide a config option to enable this.
*/
- if (ctx->Light.ShadeModel==GL_FLAT && ctx->RasterMask==0) {
+ if (ctx->Light.ShadeModel==GL_FLAT && ctx->_RasterMask==0) {
if (ctx->Color.DitherFlag && depth < 24)
- return (triangle_func)NULL;
+ return (swrast_tri_func)NULL;
setup_x_polygon_options( ctx );
return flat_pixmap_triangle;
}
#endif
- return (triangle_func)NULL;
+ return (swrast_tri_func)NULL;
}
}
+
+
+/* Override for the swrast tri-selection function. Try to use one
+ * of our internal tri functions, otherwise fall back to the
+ * standard swrast functions.
+ */
+void xmesa_choose_triangle( GLcontext *ctx )
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+
+ if (!(swrast->Triangle = get_triangle_func( ctx )))
+ _swrast_choose_triangle( ctx );
+}
+