diff options
author | Brian Paul <[email protected]> | 2002-08-07 00:45:07 +0000 |
---|---|---|
committer | Brian Paul <[email protected]> | 2002-08-07 00:45:07 +0000 |
commit | 77df88727cb0a423dd5cb41498c2302d9df4fce7 (patch) | |
tree | 98234cef23e87e196b3628095196daed47bf6dce /src/mesa/drivers | |
parent | 2353e96c320d4bd26d10dc29b57df3e9f882e6d3 (diff) |
struct sw_span is again allocated on the stack, but the arrays of span
data are broken out into a new struct span_arrays which is allocated
per-context (to avoid huge stack allocations - a problem on Windows).
This lets us use span.redStep instead of span->redStep (for example) to
hopefully get slightly better performance in the triangle functions.
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 | 464 |
2 files changed, 246 insertions, 250 deletions
diff --git a/src/mesa/drivers/osmesa/osmesa.c b/src/mesa/drivers/osmesa/osmesa.c index 8a80ab75971..51d65082838 100644 --- a/src/mesa/drivers/osmesa/osmesa.c +++ b/src/mesa/drivers/osmesa/osmesa.c @@ -1,4 +1,4 @@ -/* $Id: osmesa.c,v 1.86 2002/07/09 01:22:51 brianp Exp $ */ +/* $Id: osmesa.c,v 1.87 2002/08/07 00:45:07 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -1886,20 +1886,20 @@ 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 @@ -1930,14 +1930,14 @@ 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 8e68f708c08..9184f0c0857 100644 --- a/src/mesa/drivers/x11/xm_tri.c +++ b/src/mesa/drivers/x11/xm_tri.c @@ -1,10 +1,10 @@ -/* $Id: xm_tri.c,v 1.26 2002/06/25 15:25:17 brianp Exp $ */ +/* $Id: xm_tri.c,v 1.27 2002/08/07 00:45:07 brianp Exp $ */ /* * Mesa 3-D graphics library - * Version: 3.5 + * Version: 4.1 * - * Copyright (C) 1999-2000 Brian Paul All Rights Reserved. + * Copyright (C) 1999-2002 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), @@ -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" @@ -1044,19 +1044,18 @@ static void smooth_DITHER_triangle( GLcontext *ctx, { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; XMesaImage *img = xmesa->xm_buffer->backimage; - #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" @@ -1072,7 +1071,6 @@ static void smooth_LOOKUP8_triangle( GLcontext *ctx, const SWvertex *v2 ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; - #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y) #define PIXEL_TYPE GLubyte @@ -1080,12 +1078,12 @@ 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" @@ -1102,20 +1100,19 @@ static void smooth_HPCR_triangle( GLcontext *ctx, const SWvertex *v2 ) { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; - #define INTERP_RGB 1 #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 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 +1135,8 @@ 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 +1161,7 @@ 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 +1186,7 @@ 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 +1210,7 @@ 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]; \ @@ -1232,11 +1229,10 @@ static void flat_TRUEDITHER_triangle( GLcontext *ctx, { XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; XMesaImage *img = xmesa->xm_buffer->backimage; - #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] ); \ @@ -1260,12 +1256,12 @@ static void flat_5R6G5B_triangle( GLcontext *ctx, #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 \ +#define SETUP_CODE \ unsigned long p = PACK_5R6G5B( v2->color[0], \ 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 +1284,8 @@ 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 +1311,9 @@ 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 +1336,9 @@ 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 ); \ } @@ -1363,14 +1359,14 @@ static void flat_HPCR_triangle( GLcontext *ctx, #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 \ +#define SETUP_CODE \ GLubyte r = v2->color[0]; \ GLubyte g = v2->color[1]; \ GLubyte b = v2->color[2]; -#define RENDER_SPAN( span ) \ +#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 +1394,7 @@ 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; \ } |