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authorBrian Paul <[email protected]>2002-04-19 14:05:50 +0000
committerBrian Paul <[email protected]>2002-04-19 14:05:50 +0000
commitbf80e1ed620836e2ca0dd3f7d2d4cb187d17563d (patch)
tree8666b72f2ff74ac9499d2f9668212fcf4f2e3f5b /src/mesa/drivers/x11
parent05be7ae1253ad68d80816395c3d09665e5619ebc (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/x11')
-rw-r--r--src/mesa/drivers/x11/xm_tri.c450
1 files changed, 225 insertions, 225 deletions
diff --git a/src/mesa/drivers/x11/xm_tri.c b/src/mesa/drivers/x11/xm_tri.c
index 43c923e02e9..6a8b678d7b5 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 1.21 2001/12/17 04:56:29 brianp Exp $ */
+/* $Id: xm_tri.c,v 1.22 2002/04/19 14:05:51 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -68,21 +68,21 @@ static void smooth_TRUECOLOR_z_triangle( GLcontext *ctx,
#define INTERP_RGB 1
#define RENDER_SPAN( span ) \
- GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
+ GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
GLuint i; \
- for (i = 0; i < span.end; i++, x++) { \
- const DEPTH_TYPE z = FixedToDepth(span.z); \
+ for (i = 0; i < span->end; i++, x++) { \
+ const DEPTH_TYPE z = FixedToDepth(span->z); \
if (z < zRow[i]) { \
unsigned long p; \
- PACK_TRUECOLOR(p, FixedToInt(span.red), \
- FixedToInt(span.green), FixedToInt(span.blue)); \
+ PACK_TRUECOLOR(p, FixedToInt(span->red), \
+ FixedToInt(span->green), FixedToInt(span->blue)); \
XMesaPutPixel(img, x, y, p); \
zRow[i] = z; \
} \
- span.red += span.redStep; \
- span.green += span.greenStep; \
- span.blue += span.blueStep; \
- span.z += span.zStep; \
+ span->red += span->redStep; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
+ span->z += span->zStep; \
}
#include "swrast/s_tritemp.h"
@@ -108,17 +108,17 @@ static void smooth_8A8B8G8R_z_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
- for (i = 0; i < span.end; i++) { \
- const DEPTH_TYPE z = FixedToDepth(span.z); \
+ 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), \
- FixedToInt(span.green), FixedToInt(span.blue)); \
+ pRow[i] = PACK_8B8G8R(FixedToInt(span->red), \
+ FixedToInt(span->green), FixedToInt(span->blue)); \
zRow[i] = z; \
} \
- span.red += span.redStep; \
- span.green += span.greenStep; \
- span.blue += span.blueStep; \
- span.z += span.zStep; \
+ span->red += span->redStep; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
+ span->z += span->zStep; \
}
#include "swrast/s_tritemp.h"
@@ -143,17 +143,17 @@ static void smooth_8R8G8B_z_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
- for (i = 0; i < span.end; i++) { \
- const DEPTH_TYPE z = FixedToDepth(span.z); \
+ 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), \
- FixedToInt(span.green), FixedToInt(span.blue)); \
+ pRow[i] = PACK_8R8G8B(FixedToInt(span->red), \
+ FixedToInt(span->green), FixedToInt(span->blue)); \
zRow[i] = z; \
} \
- span.red += span.redStep; \
- span.green += span.greenStep; \
- span.blue += span.blueStep; \
- span.z += span.zStep; \
+ span->red += span->redStep; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
+ span->z += span->zStep; \
}
#include "swrast/s_tritemp.h"
@@ -178,19 +178,19 @@ static void smooth_8R8G8B24_z_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
- for (i = 0; i < span.end; i++) { \
- const DEPTH_TYPE z = FixedToDepth(span.z); \
+ for (i = 0; i < span->end; i++) { \
+ const DEPTH_TYPE z = FixedToDepth(span->z); \
if (z < zRow[i]) { \
PIXEL_TYPE *ptr = pRow + i; \
- ptr->r = FixedToInt(span.red); \
- ptr->g = FixedToInt(span.green); \
- ptr->b = FixedToInt(span.blue); \
+ ptr->r = FixedToInt(span->red); \
+ ptr->g = FixedToInt(span->green); \
+ ptr->b = FixedToInt(span->blue); \
zRow[i] = z; \
} \
- span.red += span.redStep; \
- span.green += span.greenStep; \
- span.blue += span.blueStep; \
- span.z += span.zStep; \
+ span->red += span->redStep; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
+ span->z += span->zStep; \
}
#include "swrast/s_tritemp.h"
@@ -213,20 +213,20 @@ 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.end; i++, x++) { \
- const DEPTH_TYPE z = FixedToDepth(span.z); \
+ GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
+ for (i = 0; i < span->end; i++, x++) { \
+ const DEPTH_TYPE z = FixedToDepth(span->z); \
if (z < zRow[i]) { \
unsigned long p; \
- PACK_TRUEDITHER(p, x, y, FixedToInt(span.red), \
- FixedToInt(span.green), FixedToInt(span.blue)); \
+ PACK_TRUEDITHER(p, x, y, FixedToInt(span->red), \
+ FixedToInt(span->green), FixedToInt(span->blue)); \
XMesaPutPixel(img, x, y, p); \
zRow[i] = z; \
} \
- span.red += span.redStep; \
- span.green += span.greenStep; \
- span.blue += span.blueStep; \
- span.z += span.zStep; \
+ span->red += span->redStep; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
+ span->z += span->zStep; \
}
#include "swrast/s_tritemp.h"
@@ -251,17 +251,17 @@ static void smooth_5R6G5B_z_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
- for (i = 0; i < span.end; i++) { \
- const DEPTH_TYPE z = FixedToDepth(span.z); \
+ 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), \
- FixedToInt(span.green), FixedToInt(span.blue)); \
+ pRow[i] = PACK_5R6G5B(FixedToInt(span->red), \
+ FixedToInt(span->green), FixedToInt(span->blue)); \
zRow[i] = z; \
} \
- span.red += span.redStep; \
- span.green += span.greenStep; \
- span.blue += span.blueStep; \
- span.z += span.zStep; \
+ span->red += span->redStep; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
+ span->z += span->zStep; \
}
#include "swrast/s_tritemp.h"
@@ -286,18 +286,18 @@ 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.end; i++, x++) { \
- const DEPTH_TYPE z = FixedToDepth(span.z); \
+ GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
+ 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), \
- FixedToInt(span.green), FixedToInt(span.blue)); \
+ PACK_TRUEDITHER(pRow[i], x, y, FixedToInt(span->red), \
+ FixedToInt(span->green), FixedToInt(span->blue)); \
zRow[i] = z; \
} \
- span.red += span.redStep; \
- span.green += span.greenStep; \
- span.blue += span.blueStep; \
- span.z += span.zStep; \
+ span->red += span->redStep; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
+ span->z += span->zStep; \
}
#include "swrast/s_tritemp.h"
@@ -322,19 +322,19 @@ static void smooth_DITHER8_z_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
- GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
+ GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
XDITHER_SETUP(y); \
- for (i = 0; i < span.end; i++, x++) { \
- const DEPTH_TYPE z = FixedToDepth(span.z); \
+ 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),\
- FixedToInt(span.green), FixedToInt(span.blue) ); \
+ pRow[i] = (PIXEL_TYPE) XDITHER(x, FixedToInt(span->red),\
+ FixedToInt(span->green), FixedToInt(span->blue) ); \
zRow[i] = z; \
} \
- span.red += span.redStep; \
- span.green += span.greenStep; \
- span.blue += span.blueStep; \
- span.z += span.zStep; \
+ span->red += span->redStep; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
+ span->z += span->zStep; \
}
#include "swrast/s_tritemp.h"
@@ -357,20 +357,20 @@ static void smooth_DITHER_z_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
- GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
+ GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
XDITHER_SETUP(y); \
- for (i = 0; i < span.end; i++, x++) { \
- const DEPTH_TYPE z = FixedToDepth(span.z); \
+ 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), \
- FixedToInt(span.green), FixedToInt(span.blue)); \
+ unsigned long p = XDITHER(x, FixedToInt(span->red), \
+ FixedToInt(span->green), FixedToInt(span->blue)); \
XMesaPutPixel(img, x, y, p); \
zRow[i] = z; \
} \
- span.red += span.redStep; \
- span.green += span.greenStep; \
- span.blue += span.blueStep; \
- span.z += span.zStep; \
+ span->red += span->redStep; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
+ span->z += span->zStep; \
}
#include "swrast/s_tritemp.h"
@@ -396,17 +396,17 @@ static void smooth_LOOKUP8_z_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
LOOKUP_SETUP; \
- for (i = 0; i < span.end; i++) { \
- const DEPTH_TYPE z = FixedToDepth(span.z); \
+ for (i = 0; i < span->end; i++) { \
+ const DEPTH_TYPE z = FixedToDepth(span->z); \
if (z < zRow[i]) { \
- pRow[i] = LOOKUP(FixedToInt(span.red), \
- FixedToInt(span.green), FixedToInt(span.blue)); \
+ pRow[i] = LOOKUP(FixedToInt(span->red), \
+ FixedToInt(span->green), FixedToInt(span->blue)); \
zRow[i] = z; \
} \
- span.red += span.redStep; \
- span.green += span.greenStep; \
- span.blue += span.blueStep; \
- span.z += span.zStep; \
+ span->red += span->redStep; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
+ span->z += span->zStep; \
}
#include "swrast/s_tritemp.h"
@@ -432,18 +432,18 @@ 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.end; i++, x++) { \
- const DEPTH_TYPE z = FixedToDepth(span.z); \
+ GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
+ 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), \
- FixedToInt(span.green), FixedToInt(span.blue) ); \
+ pRow[i] = DITHER_HPCR(x, y, FixedToInt(span->red), \
+ FixedToInt(span->green), FixedToInt(span->blue) ); \
zRow[i] = z; \
} \
- span.red += span.redStep; \
- span.green += span.greenStep; \
- span.blue += span.blueStep; \
- span.z += span.zStep; \
+ span->red += span->redStep; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
+ span->z += span->zStep; \
}
#include "swrast/s_tritemp.h"
@@ -468,14 +468,14 @@ 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.end; i++, x++) { \
- const DEPTH_TYPE z = FixedToDepth(span.z); \
+ GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
+ for (i = 0; i < span->end; i++, x++) { \
+ const DEPTH_TYPE z = FixedToDepth(span->z); \
if (z < zRow[i]) { \
XMesaPutPixel(img, x, y, pixel); \
zRow[i] = z; \
} \
- span.z += span.zStep; \
+ span->z += span->zStep; \
}
#include "swrast/s_tritemp.h"
@@ -501,13 +501,13 @@ 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.end; i++) { \
- const DEPTH_TYPE z = FixedToDepth(span.z); \
+ for (i = 0; i < span->end; i++) { \
+ const DEPTH_TYPE z = FixedToDepth(span->z); \
if (z < zRow[i]) { \
pRow[i] = (PIXEL_TYPE) p; \
zRow[i] = z; \
} \
- span.z += span.zStep; \
+ span->z += span->zStep; \
}
#include "swrast/s_tritemp.h"
@@ -533,13 +533,13 @@ 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.end; i++) { \
- DEPTH_TYPE z = FixedToDepth(span.z); \
+ for (i = 0; i < span->end; i++) { \
+ DEPTH_TYPE z = FixedToDepth(span->z); \
if (z < zRow[i]) { \
pRow[i] = (PIXEL_TYPE) p; \
zRow[i] = z; \
} \
- span.z += span.zStep; \
+ span->z += span->zStep; \
}
#include "swrast/s_tritemp.h"
@@ -563,8 +563,8 @@ 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.end; i++) { \
- const DEPTH_TYPE z = FixedToDepth(span.z); \
+ for (i = 0; i < span->end; i++) { \
+ const DEPTH_TYPE z = FixedToDepth(span->z); \
if (z < zRow[i]) { \
PIXEL_TYPE *ptr = pRow + i; \
ptr->r = color[RCOMP]; \
@@ -572,7 +572,7 @@ static void flat_8R8G8B24_z_triangle( GLcontext *ctx,
ptr->b = color[BCOMP]; \
zRow[i] = z; \
} \
- span.z += span.zStep; \
+ span->z += span->zStep; \
}
#include "swrast/s_tritemp.h"
@@ -593,9 +593,9 @@ static void flat_TRUEDITHER_z_triangle( GLcontext *ctx,
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define RENDER_SPAN( span ) \
GLuint i; \
- GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
- for (i = 0; i < span.end; i++, x++) { \
- const DEPTH_TYPE z = FixedToDepth(span.z); \
+ GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
+ for (i = 0; i < span->end; i++, x++) { \
+ const DEPTH_TYPE z = FixedToDepth(span->z); \
if (z < zRow[i]) { \
unsigned long p; \
PACK_TRUEDITHER(p, x, y, v2->color[0], \
@@ -603,7 +603,7 @@ static void flat_TRUEDITHER_z_triangle( GLcontext *ctx,
XMesaPutPixel(img, x, y, p); \
zRow[i] = z; \
} \
- span.z += span.zStep; \
+ span->z += span->zStep; \
}
#include "swrast/s_tritemp.h"
@@ -629,13 +629,13 @@ 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.end; i++) { \
- const DEPTH_TYPE z = FixedToDepth(span.z); \
+ for (i = 0; i < span->end; i++) { \
+ const DEPTH_TYPE z = FixedToDepth(span->z); \
if (z < zRow[i]) { \
pRow[i] = (PIXEL_TYPE) p; \
zRow[i] = z; \
} \
- span.z += span.zStep; \
+ span->z += span->zStep; \
}
#include "swrast/s_tritemp.h"
@@ -659,15 +659,15 @@ static void flat_DITHER_5R6G5B_z_triangle( GLcontext *ctx,
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define RENDER_SPAN( span ) \
GLuint i; \
- GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
- for (i = 0; i < span.end; i++, x++) { \
- const DEPTH_TYPE z = FixedToDepth(span.z); \
+ GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
+ 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], \
color[GCOMP], color[BCOMP]); \
zRow[i] = z; \
} \
- span.z += span.zStep; \
+ span->z += span->zStep; \
}
#include "swrast/s_tritemp.h"
@@ -693,15 +693,15 @@ static void flat_DITHER8_z_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
- GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
+ 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.end; i++, x++) { \
- const DEPTH_TYPE z = FixedToDepth(span.z); \
+ 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); \
zRow[i] = z; \
} \
- span.z += span.zStep; \
+ span->z += span->zStep; \
}
#include "swrast/s_tritemp.h"
@@ -725,16 +725,16 @@ static void flat_DITHER_z_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
- GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
+ GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
FLAT_DITHER_ROW_SETUP(y); \
- for (i = 0; i < span.end; i++, x++) { \
- const DEPTH_TYPE z = FixedToDepth(span.z); \
+ 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); \
XMesaPutPixel(img, x, y, p); \
zRow[i] = z; \
} \
- span.z += span.zStep; \
+ span->z += span->zStep; \
}
#include "swrast/s_tritemp.h"
@@ -761,14 +761,14 @@ static void flat_HPCR_z_triangle( GLcontext *ctx,
GLubyte b = v2->color[2];
#define RENDER_SPAN( span ) \
GLuint i; \
- GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
- for (i = 0; i < span.end; i++, x++) { \
- const DEPTH_TYPE z = FixedToDepth(span.z); \
+ GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
+ 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); \
zRow[i] = z; \
} \
- span.z += span.zStep; \
+ span->z += span->zStep; \
}
#include "swrast/s_tritemp.h"
@@ -797,13 +797,13 @@ 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.end; i++) { \
- const DEPTH_TYPE z = FixedToDepth(span.z); \
+ for (i = 0; i < span->end; i++) { \
+ const DEPTH_TYPE z = FixedToDepth(span->z); \
if (z < zRow[i]) { \
pRow[i] = p; \
zRow[i] = z; \
} \
- span.z += span.zStep; \
+ span->z += span->zStep; \
}
#include "swrast/s_tritemp.h"
@@ -824,15 +824,15 @@ static void smooth_TRUECOLOR_triangle( GLcontext *ctx,
#define INTERP_RGB 1
#define RENDER_SPAN( span ) \
GLuint i; \
- GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
- for (i = 0; i < span.end; i++, x++) { \
+ GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
+ for (i = 0; i < span->end; i++, x++) { \
unsigned long p; \
- PACK_TRUECOLOR(p, FixedToInt(span.red), \
- FixedToInt(span.green), FixedToInt(span.blue)); \
+ PACK_TRUECOLOR(p, FixedToInt(span->red), \
+ FixedToInt(span->green), FixedToInt(span->blue)); \
XMesaPutPixel(img, x, y, p); \
- span.red += span.redStep; \
- span.green += span.greenStep; \
- span.blue += span.blueStep; \
+ span->red += span->redStep; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
}
#include "swrast/s_tritemp.h"
@@ -854,12 +854,12 @@ 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.end; i++) { \
- pRow[i] = PACK_8B8G8R(FixedToInt(span.red), \
- FixedToInt(span.green), FixedToInt(span.blue) ); \
- span.red += span.redStep; \
- span.green += span.greenStep; \
- span.blue += span.blueStep; \
+ for (i = 0; i < span->end; i++) { \
+ pRow[i] = PACK_8B8G8R(FixedToInt(span->red), \
+ FixedToInt(span->green), FixedToInt(span->blue) ); \
+ span->red += span->redStep; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
} \
#include "swrast/s_tritemp.h"
@@ -881,12 +881,12 @@ 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.end; i++) { \
- pRow[i] = PACK_8R8G8B(FixedToInt(span.red), \
- FixedToInt(span.green), FixedToInt(span.blue) ); \
- span.red += span.redStep; \
- span.green += span.greenStep; \
- span.blue += span.blueStep; \
+ for (i = 0; i < span->end; i++) { \
+ pRow[i] = PACK_8R8G8B(FixedToInt(span->red), \
+ FixedToInt(span->green), FixedToInt(span->blue) ); \
+ span->red += span->redStep; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
}
#include "swrast/s_tritemp.h"
@@ -909,13 +909,13 @@ static void smooth_8R8G8B24_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
PIXEL_TYPE *pixel = pRow; \
- for (i = 0; i < span.end; i++, pixel++) { \
- pixel->r = FixedToInt(span.red); \
- pixel->g = FixedToInt(span.green); \
- pixel->b = FixedToInt(span.blue); \
- span.red += span.redStep; \
- span.green += span.greenStep; \
- span.blue += span.blueStep; \
+ for (i = 0; i < span->end; i++, pixel++) { \
+ pixel->r = FixedToInt(span->red); \
+ pixel->g = FixedToInt(span->green); \
+ pixel->b = FixedToInt(span->blue); \
+ span->red += span->redStep; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
}
#include "swrast/s_tritemp.h"
@@ -935,15 +935,15 @@ static void smooth_TRUEDITHER_triangle( GLcontext *ctx,
#define INTERP_RGB 1
#define RENDER_SPAN( span ) \
GLuint i; \
- GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
- for (i = 0; i < span.end; i++, x++) { \
+ GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
+ 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)); \
+ PACK_TRUEDITHER(p, x, y, FixedToInt(span->red), \
+ FixedToInt(span->green), FixedToInt(span->blue)); \
XMesaPutPixel(img, x, y, p ); \
- span.red += span.redStep; \
- span.green += span.greenStep; \
- span.blue += span.blueStep; \
+ span->red += span->redStep; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
}
#include "swrast/s_tritemp.h"
@@ -965,12 +965,12 @@ 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.end; i++) { \
- pRow[i] = (PIXEL_TYPE) PACK_5R6G5B(FixedToInt(span.red), \
- FixedToInt(span.green), FixedToInt(span.blue)); \
- span.red += span.redStep; \
- span.green += span.greenStep; \
- span.blue += span.blueStep; \
+ 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; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
}
#include "swrast/s_tritemp.h"
@@ -992,13 +992,13 @@ static void smooth_DITHER_5R6G5B_triangle( GLcontext *ctx,
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define RENDER_SPAN( span ) \
GLuint i; \
- GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
- 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; \
- span.green += span.greenStep; \
- span.blue += span.blueStep; \
+ GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
+ 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; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
}
#include "swrast/s_tritemp.h"
@@ -1020,14 +1020,14 @@ static void smooth_DITHER8_triangle( GLcontext *ctx,
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define RENDER_SPAN( span ) \
GLuint i; \
- GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
+ GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
XDITHER_SETUP(y); \
- 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; \
- span.green += span.greenStep; \
- span.blue += span.blueStep; \
+ 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; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
}
#include "swrast/s_tritemp.h"
@@ -1048,15 +1048,15 @@ static void smooth_DITHER_triangle( GLcontext *ctx,
#define INTERP_RGB 1
#define RENDER_SPAN( span ) \
GLuint i; \
- GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
+ GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
XDITHER_SETUP(y); \
- for (i = 0; i < span.end; i++, x++) { \
- unsigned long p = XDITHER(x, FixedToInt(span.red), \
- FixedToInt(span.green), FixedToInt(span.blue) ); \
+ 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); \
- span.red += span.redStep; \
- span.green += span.greenStep; \
- span.blue += span.blueStep; \
+ span->red += span->redStep; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
}
#include "swrast/s_tritemp.h"
@@ -1080,12 +1080,12 @@ static void smooth_LOOKUP8_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
LOOKUP_SETUP; \
- for (i = 0; i < span.end; i++) { \
- pRow[i] = LOOKUP(FixedToInt(span.red), \
- FixedToInt(span.green), FixedToInt(span.blue));\
- span.red += span.redStep; \
- span.green += span.greenStep; \
- span.blue += span.blueStep; \
+ for (i = 0; i < span->end; i++) { \
+ pRow[i] = LOOKUP(FixedToInt(span->red), \
+ FixedToInt(span->green), FixedToInt(span->blue));\
+ span->red += span->redStep; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
}
#include "swrast/s_tritemp.h"
@@ -1109,13 +1109,13 @@ static void smooth_HPCR_triangle( GLcontext *ctx,
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define RENDER_SPAN( span ) \
GLuint i; \
- GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
- 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; \
- span.green += span.greenStep; \
- span.blue += span.blueStep; \
+ GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
+ 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; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
}
#include "swrast/s_tritemp.h"
@@ -1138,8 +1138,8 @@ 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.end; i++, x++) { \
+ GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
+ 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.end; 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.end; 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.end; i++, pixel++) { \
+ for (i = 0; i < span->end; i++, pixel++) { \
pixel->r = color[RCOMP]; \
pixel->g = color[GCOMP]; \
pixel->b = color[BCOMP]; \
@@ -1235,8 +1235,8 @@ 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.end; i++, x++) { \
+ GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
+ 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.end; i++) { \
+ for (i = 0; i < span->end; i++) { \
pRow[i] = (PIXEL_TYPE) p; \
}
@@ -1288,8 +1288,8 @@ static void flat_DITHER_5R6G5B_triangle( GLcontext *ctx,
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define RENDER_SPAN( span ) \
GLuint i; \
- GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
- for (i = 0; i < span.end; i++, x++) { \
+ GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
+ for (i = 0; i < span->end; i++, x++) { \
PACK_TRUEDITHER(pRow[i], x, y, color[RCOMP], \
color[GCOMP], color[BCOMP]); \
}
@@ -1315,9 +1315,9 @@ static void flat_DITHER8_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
- GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
+ 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.end; i++, x++) { \
+ for (i = 0; i < span->end; i++, x++) { \
pRow[i] = (PIXEL_TYPE) FLAT_DITHER(x); \
}
@@ -1340,9 +1340,9 @@ static void flat_DITHER_triangle( GLcontext *ctx,
#define RENDER_SPAN( span ) \
GLuint i; \
- GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
+ GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
FLAT_DITHER_ROW_SETUP(y); \
- for (i = 0; i < span.end; i++, x++) { \
+ for (i = 0; i < span->end; i++, x++) { \
unsigned long p = FLAT_DITHER(x); \
XMesaPutPixel(img, x, y, p ); \
}
@@ -1369,8 +1369,8 @@ static void flat_HPCR_triangle( GLcontext *ctx,
GLubyte b = v2->color[2];
#define RENDER_SPAN( span ) \
GLuint i; \
- GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
- for (i = 0; i < span.end; i++, x++) { \
+ GLint x = span->x, y = FLIP(xmesa->xm_buffer, span->y); \
+ 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.end; i++) { \
+ for (i = 0; i < span->end; i++) { \
pRow[i] = (PIXEL_TYPE) p; \
}