diff options
author | Brian Paul <[email protected]> | 2002-04-19 14:05:50 +0000 |
---|---|---|
committer | Brian Paul <[email protected]> | 2002-04-19 14:05:50 +0000 |
commit | bf80e1ed620836e2ca0dd3f7d2d4cb187d17563d (patch) | |
tree | 8666b72f2ff74ac9499d2f9668212fcf4f2e3f5b /src/mesa/drivers | |
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')
-rw-r--r-- | src/mesa/drivers/osmesa/osmesa.c | 32 | ||||
-rw-r--r-- | src/mesa/drivers/x11/xm_tri.c | 450 |
2 files changed, 241 insertions, 241 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 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; \ } |