diff options
author | Brian Paul <[email protected]> | 2002-04-19 14:05:50 +0000 |
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committer | Brian Paul <[email protected]> | 2002-04-19 14:05:50 +0000 |
commit | bf80e1ed620836e2ca0dd3f7d2d4cb187d17563d (patch) | |
tree | 8666b72f2ff74ac9499d2f9668212fcf4f2e3f5b /src/mesa/drivers/osmesa | |
parent | 05be7ae1253ad68d80816395c3d09665e5619ebc (diff) |
Allocate a sw_span struct in the swrast context instead of allocating it
on the stack frame in the point/line/triangle functions. (Klaus Niederkrueger)
This should solve the performance problem Karl found on Windows.
Diffstat (limited to 'src/mesa/drivers/osmesa')
-rw-r--r-- | src/mesa/drivers/osmesa/osmesa.c | 32 |
1 files changed, 16 insertions, 16 deletions
diff --git a/src/mesa/drivers/osmesa/osmesa.c b/src/mesa/drivers/osmesa/osmesa.c index 4fdf290383f..9dc08b58206 100644 --- a/src/mesa/drivers/osmesa/osmesa.c +++ b/src/mesa/drivers/osmesa/osmesa.c @@ -1,4 +1,4 @@ -/* $Id: osmesa.c,v 1.78 2002/04/04 16:58:04 brianp Exp $ */ +/* $Id: osmesa.c,v 1.79 2002/04/19 14:05:51 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -1882,20 +1882,20 @@ static void smooth_rgba_z_triangle( GLcontext *ctx, #define INTERP_ALPHA 1 #define RENDER_SPAN( span ) \ GLuint i; \ - GLchan *img = PIXELADDR4(span.x, span.y); \ - for (i = 0; i < span.end; i++, img += 4) { \ - const GLdepth z = FixedToDepth(span.z); \ + GLchan *img = PIXELADDR4(span->x, span->y); \ + for (i = 0; i < span->end; i++, img += 4) { \ + const GLdepth z = FixedToDepth(span->z); \ if (z < zRow[i]) { \ - PACK_RGBA(img, FixedToChan(span.red), \ - FixedToChan(span.green), FixedToChan(span.blue), \ - FixedToChan(span.alpha)); \ + PACK_RGBA(img, FixedToChan(span->red), \ + FixedToChan(span->green), FixedToChan(span->blue), \ + FixedToChan(span->alpha)); \ zRow[i] = z; \ } \ - span.red += span.redStep; \ - span.green += span.greenStep; \ - span.blue += span.blueStep; \ - span.alpha += span.alphaStep; \ - span.z += span.zStep; \ + span->red += span->redStep; \ + span->green += span->greenStep; \ + span->blue += span->blueStep; \ + span->alpha += span->alphaStep; \ + span->z += span->zStep; \ } #ifdef WIN32 @@ -1926,14 +1926,14 @@ static void flat_rgba_z_triangle( GLcontext *ctx, #define RENDER_SPAN( span ) \ GLuint i; \ - GLuint *img = (GLuint *) PIXELADDR4(span.x, span.y); \ - for (i = 0; i < span.end; i++) { \ - const GLdepth z = FixedToDepth(span.z); \ + GLuint *img = (GLuint *) PIXELADDR4(span->x, span->y); \ + for (i = 0; i < span->end; i++) { \ + const GLdepth z = FixedToDepth(span->z); \ if (z < zRow[i]) { \ img[i] = pixel; \ zRow[i] = z; \ } \ - span.z += span.zStep; \ + span->z += span->zStep; \ } #ifdef WIN32 |