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authorBrian Paul <[email protected]>2001-12-17 04:54:35 +0000
committerBrian Paul <[email protected]>2001-12-17 04:54:35 +0000
commit10f30eb43835c57c00783390a02d72daf4f78e26 (patch)
treed97fd3ed55c760c4d0fb8763d4819b46b35d15ca /src/mesa/drivers/x11
parent57d6e1aebf1f850686a2c8d3a246fb388ec23979 (diff)
first checkpoint commit of Klaus's new span code (struct sw_span)
Diffstat (limited to 'src/mesa/drivers/x11')
-rw-r--r--src/mesa/drivers/x11/xm_tri.c92
1 files changed, 46 insertions, 46 deletions
diff --git a/src/mesa/drivers/x11/xm_tri.c b/src/mesa/drivers/x11/xm_tri.c
index e017ed523fb..43c923e02e9 100644
--- a/src/mesa/drivers/x11/xm_tri.c
+++ b/src/mesa/drivers/x11/xm_tri.c
@@ -1,4 +1,4 @@
-/* $Id: xm_tri.c,v 1.20 2001/05/14 16:23:04 brianp Exp $ */
+/* $Id: xm_tri.c,v 1.21 2001/12/17 04:56:29 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -35,6 +35,7 @@
#include "glxheader.h"
#include "depth.h"
#include "macros.h"
+#include "mem.h"
#include "mmath.h"
#include "mtypes.h"
#include "xmesaP.h"
@@ -44,7 +45,6 @@
#include "swrast/s_context.h"
#include "swrast/s_depth.h"
#include "swrast/s_triangle.h"
-#include "swrast/s_trispan.h"
@@ -70,7 +70,7 @@ static void smooth_TRUECOLOR_z_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
GLuint i; \
- for (i = 0; i < span.count; i++, x++) { \
+ for (i = 0; i < span.end; i++, x++) { \
const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
unsigned long p; \
@@ -108,7 +108,7 @@ static void smooth_8A8B8G8R_z_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
- for (i = 0; i < span.count; i++) { \
+ for (i = 0; i < span.end; i++) { \
const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
pRow[i] = PACK_8B8G8R(FixedToInt(span.red), \
@@ -143,7 +143,7 @@ static void smooth_8R8G8B_z_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
- for (i = 0; i < span.count; i++) { \
+ for (i = 0; i < span.end; i++) { \
const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
pRow[i] = PACK_8R8G8B(FixedToInt(span.red), \
@@ -178,7 +178,7 @@ static void smooth_8R8G8B24_z_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
- for (i = 0; i < span.count; i++) { \
+ for (i = 0; i < span.end; i++) { \
const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
PIXEL_TYPE *ptr = pRow + i; \
@@ -214,7 +214,7 @@ static void smooth_TRUEDITHER_z_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
- for (i = 0; i < span.count; i++, x++) { \
+ for (i = 0; i < span.end; i++, x++) { \
const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
unsigned long p; \
@@ -251,7 +251,7 @@ static void smooth_5R6G5B_z_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
- for (i = 0; i < span.count; i++) { \
+ for (i = 0; i < span.end; i++) { \
const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
pRow[i] = PACK_5R6G5B(FixedToInt(span.red), \
@@ -287,7 +287,7 @@ static void smooth_DITHER_5R6G5B_z_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
- for (i = 0; i < span.count; i++, x++) { \
+ for (i = 0; i < span.end; i++, x++) { \
const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
PACK_TRUEDITHER(pRow[i], x, y, FixedToInt(span.red), \
@@ -324,7 +324,7 @@ static void smooth_DITHER8_z_triangle( GLcontext *ctx,
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
XDITHER_SETUP(y); \
- for (i = 0; i < span.count; i++, x++) { \
+ for (i = 0; i < span.end; i++, x++) { \
const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
pRow[i] = (PIXEL_TYPE) XDITHER(x, FixedToInt(span.red),\
@@ -359,7 +359,7 @@ static void smooth_DITHER_z_triangle( GLcontext *ctx,
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
XDITHER_SETUP(y); \
- for (i = 0; i < span.count; i++, x++) { \
+ for (i = 0; i < span.end; i++, x++) { \
const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
unsigned long p = XDITHER(x, FixedToInt(span.red), \
@@ -396,7 +396,7 @@ static void smooth_LOOKUP8_z_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
LOOKUP_SETUP; \
- for (i = 0; i < span.count; i++) { \
+ for (i = 0; i < span.end; i++) { \
const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
pRow[i] = LOOKUP(FixedToInt(span.red), \
@@ -433,7 +433,7 @@ static void smooth_HPCR_z_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
- for (i = 0; i < span.count; i++, x++) { \
+ for (i = 0; i < span.end; i++, x++) { \
const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
pRow[i] = DITHER_HPCR(x, y, FixedToInt(span.red), \
@@ -469,7 +469,7 @@ static void flat_TRUECOLOR_z_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
- for (i = 0; i < span.count; i++, x++) { \
+ for (i = 0; i < span.end; i++, x++) { \
const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
XMesaPutPixel(img, x, y, pixel); \
@@ -501,7 +501,7 @@ static void flat_8A8B8G8R_z_triangle( GLcontext *ctx,
v2->color[1], v2->color[2] );
#define RENDER_SPAN( span ) \
GLuint i; \
- for (i = 0; i < span.count; i++) { \
+ for (i = 0; i < span.end; i++) { \
const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
pRow[i] = (PIXEL_TYPE) p; \
@@ -533,7 +533,7 @@ static void flat_8R8G8B_z_triangle( GLcontext *ctx,
v2->color[1], v2->color[2] );
#define RENDER_SPAN( span ) \
GLuint i; \
- for (i = 0; i < span.count; i++) { \
+ for (i = 0; i < span.end; i++) { \
DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
pRow[i] = (PIXEL_TYPE) p; \
@@ -563,7 +563,7 @@ static void flat_8R8G8B24_z_triangle( GLcontext *ctx,
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define RENDER_SPAN( span ) \
GLuint i; \
- for (i = 0; i < span.count; i++) { \
+ for (i = 0; i < span.end; i++) { \
const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
PIXEL_TYPE *ptr = pRow + i; \
@@ -594,7 +594,7 @@ static void flat_TRUEDITHER_z_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
- for (i = 0; i < span.count; i++, x++) { \
+ for (i = 0; i < span.end; i++, x++) { \
const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
unsigned long p; \
@@ -629,7 +629,7 @@ static void flat_5R6G5B_z_triangle( GLcontext *ctx,
v2->color[1], v2->color[2] );
#define RENDER_SPAN( span ) \
GLuint i; \
- for (i = 0; i < span.count; i++) { \
+ for (i = 0; i < span.end; i++) { \
const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
pRow[i] = (PIXEL_TYPE) p; \
@@ -660,7 +660,7 @@ static void flat_DITHER_5R6G5B_z_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
- for (i = 0; i < span.count; i++, x++) { \
+ for (i = 0; i < span.end; i++, x++) { \
const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
PACK_TRUEDITHER(pRow[i], x, y, color[RCOMP], \
@@ -695,7 +695,7 @@ static void flat_DITHER8_z_triangle( GLcontext *ctx,
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
FLAT_DITHER_ROW_SETUP(FLIP(xmesa->xm_buffer, y)); \
- for (i = 0; i < span.count; i++, x++) { \
+ for (i = 0; i < span.end; i++, x++) { \
const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
pRow[i] = (PIXEL_TYPE) FLAT_DITHER(x); \
@@ -727,7 +727,7 @@ static void flat_DITHER_z_triangle( GLcontext *ctx,
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
FLAT_DITHER_ROW_SETUP(y); \
- for (i = 0; i < span.count; i++, x++) { \
+ for (i = 0; i < span.end; i++, x++) { \
const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
unsigned long p = FLAT_DITHER(x); \
@@ -762,7 +762,7 @@ static void flat_HPCR_z_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
- for (i = 0; i < span.count; i++, x++) { \
+ for (i = 0; i < span.end; i++, x++) { \
const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
pRow[i] = (PIXEL_TYPE) DITHER_HPCR(x, y, r, g, b); \
@@ -797,7 +797,7 @@ static void flat_LOOKUP8_z_triangle( GLcontext *ctx,
GLubyte p = LOOKUP(r,g,b);
#define RENDER_SPAN( span ) \
GLuint i; \
- for (i = 0; i < span.count; i++) { \
+ for (i = 0; i < span.end; i++) { \
const DEPTH_TYPE z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
pRow[i] = p; \
@@ -825,7 +825,7 @@ static void smooth_TRUECOLOR_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
- for (i = 0; i < span.count; i++, x++) { \
+ for (i = 0; i < span.end; i++, x++) { \
unsigned long p; \
PACK_TRUECOLOR(p, FixedToInt(span.red), \
FixedToInt(span.green), FixedToInt(span.blue)); \
@@ -854,7 +854,7 @@ static void smooth_8A8B8G8R_triangle( GLcontext *ctx,
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define RENDER_SPAN( span ) \
GLuint i; \
- for (i = 0; i < span.count; i++) { \
+ for (i = 0; i < span.end; i++) { \
pRow[i] = PACK_8B8G8R(FixedToInt(span.red), \
FixedToInt(span.green), FixedToInt(span.blue) ); \
span.red += span.redStep; \
@@ -881,7 +881,7 @@ static void smooth_8R8G8B_triangle( GLcontext *ctx,
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define RENDER_SPAN( span ) \
GLuint i; \
- for (i = 0; i < span.count; i++) { \
+ for (i = 0; i < span.end; i++) { \
pRow[i] = PACK_8R8G8B(FixedToInt(span.red), \
FixedToInt(span.green), FixedToInt(span.blue) ); \
span.red += span.redStep; \
@@ -909,7 +909,7 @@ static void smooth_8R8G8B24_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
PIXEL_TYPE *pixel = pRow; \
- for (i = 0; i < span.count; i++, pixel++) { \
+ for (i = 0; i < span.end; i++, pixel++) { \
pixel->r = FixedToInt(span.red); \
pixel->g = FixedToInt(span.green); \
pixel->b = FixedToInt(span.blue); \
@@ -936,7 +936,7 @@ static void smooth_TRUEDITHER_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
- for (i = 0; i < span.count; i++, x++) { \
+ for (i = 0; i < span.end; i++, x++) { \
unsigned long p; \
PACK_TRUEDITHER(p, x, y, FixedToInt(span.red), \
FixedToInt(span.green), FixedToInt(span.blue)); \
@@ -965,7 +965,7 @@ static void smooth_5R6G5B_triangle( GLcontext *ctx,
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define RENDER_SPAN( span ) \
GLuint i; \
- for (i = 0; i < span.count; i++) { \
+ for (i = 0; i < span.end; i++) { \
pRow[i] = (PIXEL_TYPE) PACK_5R6G5B(FixedToInt(span.red), \
FixedToInt(span.green), FixedToInt(span.blue)); \
span.red += span.redStep; \
@@ -993,7 +993,7 @@ static void smooth_DITHER_5R6G5B_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
- for (i = 0; i < span.count; i++, x++) { \
+ for (i = 0; i < span.end; i++, x++) { \
PACK_TRUEDITHER(pRow[i], x, y, FixedToInt(span.red), \
FixedToInt(span.green), FixedToInt(span.blue)); \
span.red += span.redStep; \
@@ -1022,7 +1022,7 @@ static void smooth_DITHER8_triangle( GLcontext *ctx,
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
XDITHER_SETUP(y); \
- for (i = 0; i < span.count; i++, x++) { \
+ for (i = 0; i < span.end; i++, x++) { \
pRow[i] = (PIXEL_TYPE) XDITHER(x, FixedToInt(span.red), \
FixedToInt(span.green), FixedToInt(span.blue) ); \
span.red += span.redStep; \
@@ -1050,7 +1050,7 @@ static void smooth_DITHER_triangle( GLcontext *ctx,
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
XDITHER_SETUP(y); \
- for (i = 0; i < span.count; i++, x++) { \
+ for (i = 0; i < span.end; i++, x++) { \
unsigned long p = XDITHER(x, FixedToInt(span.red), \
FixedToInt(span.green), FixedToInt(span.blue) ); \
XMesaPutPixel(img, x, y, p); \
@@ -1080,7 +1080,7 @@ static void smooth_LOOKUP8_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
LOOKUP_SETUP; \
- for (i = 0; i < span.count; i++) { \
+ for (i = 0; i < span.end; i++) { \
pRow[i] = LOOKUP(FixedToInt(span.red), \
FixedToInt(span.green), FixedToInt(span.blue));\
span.red += span.redStep; \
@@ -1110,7 +1110,7 @@ static void smooth_HPCR_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
- for (i = 0; i < span.count; i++, x++) { \
+ for (i = 0; i < span.end; i++, x++) { \
pRow[i] = DITHER_HPCR(x, y, FixedToInt(span.red), \
FixedToInt(span.green), FixedToInt(span.blue)); \
span.red += span.redStep; \
@@ -1139,7 +1139,7 @@ static void flat_TRUECOLOR_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
- for (i = 0; i < span.count; i++, x++) { \
+ for (i = 0; i < span.end; i++, x++) { \
XMesaPutPixel(img, x, y, pixel); \
}
@@ -1164,7 +1164,7 @@ static void flat_8A8B8G8R_triangle( GLcontext *ctx,
v2->color[1], v2->color[2] );
#define RENDER_SPAN( span ) \
GLuint i; \
- for (i = 0; i < span.count; i++) { \
+ for (i = 0; i < span.end; i++) { \
pRow[i] = (PIXEL_TYPE) p; \
}
@@ -1189,7 +1189,7 @@ static void flat_8R8G8B_triangle( GLcontext *ctx,
v2->color[1], v2->color[2] );
#define RENDER_SPAN( span ) \
GLuint i; \
- for (i = 0; i < span.count; i++) { \
+ for (i = 0; i < span.end; i++) { \
pRow[i] = (PIXEL_TYPE) p; \
}
@@ -1213,7 +1213,7 @@ static void flat_8R8G8B24_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
PIXEL_TYPE *pixel = pRow; \
- for (i = 0; i < span.count; i++, pixel++) { \
+ for (i = 0; i < span.end; i++, pixel++) { \
pixel->r = color[RCOMP]; \
pixel->g = color[GCOMP]; \
pixel->b = color[BCOMP]; \
@@ -1236,7 +1236,7 @@ static void flat_TRUEDITHER_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
- for (i = 0; i < span.count; i++, x++) { \
+ for (i = 0; i < span.end; i++, x++) { \
unsigned long p; \
PACK_TRUEDITHER(p, x, y, v2->color[0], \
v2->color[1], v2->color[2] ); \
@@ -1265,7 +1265,7 @@ static void flat_5R6G5B_triangle( GLcontext *ctx,
v2->color[1], v2->color[2] );
#define RENDER_SPAN( span ) \
GLuint i; \
- for (i = 0; i < span.count; i++) { \
+ for (i = 0; i < span.end; i++) { \
pRow[i] = (PIXEL_TYPE) p; \
}
@@ -1289,7 +1289,7 @@ static void flat_DITHER_5R6G5B_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
- for (i = 0; i < span.count; i++, x++) { \
+ for (i = 0; i < span.end; i++, x++) { \
PACK_TRUEDITHER(pRow[i], x, y, color[RCOMP], \
color[GCOMP], color[BCOMP]); \
}
@@ -1317,7 +1317,7 @@ static void flat_DITHER8_triangle( GLcontext *ctx,
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
FLAT_DITHER_ROW_SETUP(FLIP(xmesa->xm_buffer, y)); \
- for (i = 0; i < span.count; i++, x++) { \
+ for (i = 0; i < span.end; i++, x++) { \
pRow[i] = (PIXEL_TYPE) FLAT_DITHER(x); \
}
@@ -1342,7 +1342,7 @@ static void flat_DITHER_triangle( GLcontext *ctx,
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
FLAT_DITHER_ROW_SETUP(y); \
- for (i = 0; i < span.count; i++, x++) { \
+ for (i = 0; i < span.end; i++, x++) { \
unsigned long p = FLAT_DITHER(x); \
XMesaPutPixel(img, x, y, p ); \
}
@@ -1370,7 +1370,7 @@ static void flat_HPCR_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
- for (i = 0; i < span.count; i++, x++) { \
+ for (i = 0; i < span.end; i++, x++) { \
pRow[i] = (PIXEL_TYPE) DITHER_HPCR(x, y, r, g, b); \
}
@@ -1398,7 +1398,7 @@ static void flat_LOOKUP8_triangle( GLcontext *ctx,
GLubyte p = LOOKUP(r,g,b);
#define RENDER_SPAN( span ) \
GLuint i; \
- for (i = 0; i < span.count; i++) { \
+ for (i = 0; i < span.end; i++) { \
pRow[i] = (PIXEL_TYPE) p; \
}