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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/swrast/s_aalinetemp.h
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/swrast/s_aalinetemp.h')
-rw-r--r--src/mesa/swrast/s_aalinetemp.h80
1 files changed, 40 insertions, 40 deletions
diff --git a/src/mesa/swrast/s_aalinetemp.h b/src/mesa/swrast/s_aalinetemp.h
index e1e12569155..3bd516ba874 100644
--- a/src/mesa/swrast/s_aalinetemp.h
+++ b/src/mesa/swrast/s_aalinetemp.h
@@ -1,4 +1,4 @@
-/* $Id: s_aalinetemp.h,v 1.19 2002/04/12 15:39:58 brianp Exp $ */
+/* $Id: s_aalinetemp.h,v 1.20 2002/04/19 14:05:50 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -39,47 +39,47 @@ NAME(plot)(GLcontext *ctx, struct LineInfo *line, int ix, int iy)
const GLfloat fx = (GLfloat) ix;
const GLfloat fy = (GLfloat) iy;
const GLfloat coverage = compute_coveragef(line, ix, iy);
- const GLuint i = line->span.end;
+ const GLuint i = line->span->end;
if (coverage == 0.0)
return;
- line->span.end++;
- line->span.coverage[i] = coverage;
- line->span.xArray[i] = ix;
- line->span.yArray[i] = iy;
+ line->span->end++;
+ line->span->coverage[i] = coverage;
+ line->span->xArray[i] = ix;
+ line->span->yArray[i] = iy;
/*
* Compute Z, color, texture coords, fog for the fragment by
* solving the plane equations at (ix,iy).
*/
#ifdef DO_Z
- line->span.zArray[i] = (GLdepth) solve_plane(fx, fy, line->zPlane);
+ line->span->zArray[i] = (GLdepth) solve_plane(fx, fy, line->zPlane);
#endif
#ifdef DO_FOG
- line->span.fogArray[i] = solve_plane(fx, fy, line->fPlane);
+ line->span->fogArray[i] = solve_plane(fx, fy, line->fPlane);
#endif
#ifdef DO_RGBA
- line->span.color.rgba[i][RCOMP] = solve_plane_chan(fx, fy, line->rPlane);
- line->span.color.rgba[i][GCOMP] = solve_plane_chan(fx, fy, line->gPlane);
- line->span.color.rgba[i][BCOMP] = solve_plane_chan(fx, fy, line->bPlane);
- line->span.color.rgba[i][ACOMP] = solve_plane_chan(fx, fy, line->aPlane);
+ line->span->color.rgba[i][RCOMP] = solve_plane_chan(fx, fy, line->rPlane);
+ line->span->color.rgba[i][GCOMP] = solve_plane_chan(fx, fy, line->gPlane);
+ line->span->color.rgba[i][BCOMP] = solve_plane_chan(fx, fy, line->bPlane);
+ line->span->color.rgba[i][ACOMP] = solve_plane_chan(fx, fy, line->aPlane);
#endif
#ifdef DO_INDEX
- line->span.color.index[i] = (GLint) solve_plane(fx, fy, line->iPlane);
+ line->span->color.index[i] = (GLint) solve_plane(fx, fy, line->iPlane);
#endif
#ifdef DO_SPEC
- line->span.specArray[i][RCOMP] = solve_plane_chan(fx, fy, line->srPlane);
- line->span.specArray[i][GCOMP] = solve_plane_chan(fx, fy, line->sgPlane);
- line->span.specArray[i][BCOMP] = solve_plane_chan(fx, fy, line->sbPlane);
+ line->span->specArray[i][RCOMP] = solve_plane_chan(fx, fy, line->srPlane);
+ line->span->specArray[i][GCOMP] = solve_plane_chan(fx, fy, line->sgPlane);
+ line->span->specArray[i][BCOMP] = solve_plane_chan(fx, fy, line->sbPlane);
#endif
#ifdef DO_TEX
{
const GLfloat invQ = solve_plane_recip(fx, fy, line->vPlane[0]);
- line->span.texcoords[0][i][0] = solve_plane(fx, fy, line->sPlane[0]) * invQ;
- line->span.texcoords[0][i][1] = solve_plane(fx, fy, line->tPlane[0]) * invQ;
- line->span.texcoords[0][i][2] = solve_plane(fx, fy, line->uPlane[0]) * invQ;
- line->span.lambda[0][i] = compute_lambda(line->sPlane[0], line->tPlane[0], invQ,
+ line->span->texcoords[0][i][0] = solve_plane(fx, fy, line->sPlane[0]) * invQ;
+ line->span->texcoords[0][i][1] = solve_plane(fx, fy, line->tPlane[0]) * invQ;
+ line->span->texcoords[0][i][2] = solve_plane(fx, fy, line->uPlane[0]) * invQ;
+ line->span->lambda[0][i] = compute_lambda(line->sPlane[0], line->tPlane[0], invQ,
line->texWidth[0], line->texHeight[0]);
}
#elif defined(DO_MULTITEX)
@@ -88,10 +88,10 @@ NAME(plot)(GLcontext *ctx, struct LineInfo *line, int ix, int iy)
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
if (ctx->Texture.Unit[unit]._ReallyEnabled) {
const GLfloat invQ = solve_plane_recip(fx, fy, line->vPlane[unit]);
- line->span.texcoords[unit][i][0] = solve_plane(fx, fy, line->sPlane[unit]) * invQ;
- line->span.texcoords[unit][i][1] = solve_plane(fx, fy, line->tPlane[unit]) * invQ;
- line->span.texcoords[unit][i][2] = solve_plane(fx, fy, line->uPlane[unit]) * invQ;
- line->span.lambda[unit][i] = compute_lambda(line->sPlane[unit],
+ line->span->texcoords[unit][i][0] = solve_plane(fx, fy, line->sPlane[unit]) * invQ;
+ line->span->texcoords[unit][i][1] = solve_plane(fx, fy, line->tPlane[unit]) * invQ;
+ line->span->texcoords[unit][i][2] = solve_plane(fx, fy, line->uPlane[unit]) * invQ;
+ line->span->lambda[unit][i] = compute_lambda(line->sPlane[unit],
line->tPlane[unit], invQ,
line->texWidth[unit], line->texHeight[unit]);
}
@@ -99,15 +99,15 @@ NAME(plot)(GLcontext *ctx, struct LineInfo *line, int ix, int iy)
}
#endif
- if (line->span.end == MAX_WIDTH) {
+ if (line->span->end == MAX_WIDTH) {
#if defined(DO_TEX) || defined(DO_MULTITEX)
- _mesa_write_texture_span(ctx, &line->span);
+ _mesa_write_texture_span(ctx, line->span);
#elif defined(DO_RGBA)
- _mesa_write_rgba_span(ctx, &line->span);
+ _mesa_write_rgba_span(ctx, line->span);
#else
- _mesa_write_index_span(ctx, &line->span);
+ _mesa_write_index_span(ctx, line->span);
#endif
- line->span.end = 0; /* reset counter */
+ line->span->end = 0; /* reset counter */
}
}
@@ -138,24 +138,24 @@ NAME(line)(GLcontext *ctx, const SWvertex *v0, const SWvertex *v1)
if (line.len == 0.0 || IS_INF_OR_NAN(line.len))
return;
+ line.span = swrast->span;
INIT_SPAN(line.span, GL_LINE, 0, 0, SPAN_XY | SPAN_COVERAGE);
- /*line.span.arrayMask |= (SPAN_XY | SPAN_COVERAGE);*/
line.xAdj = line.dx / line.len * line.halfWidth;
line.yAdj = line.dy / line.len * line.halfWidth;
#ifdef DO_Z
- line.span.arrayMask |= SPAN_Z;
+ line.span->arrayMask |= SPAN_Z;
compute_plane(line.x0, line.y0, line.x1, line.y1,
v0->win[2], v1->win[2], line.zPlane);
#endif
#ifdef DO_FOG
- line.span.arrayMask |= SPAN_FOG;
+ line.span->arrayMask |= SPAN_FOG;
compute_plane(line.x0, line.y0, line.x1, line.y1,
v0->fog, v1->fog, line.fPlane);
#endif
#ifdef DO_RGBA
- line.span.arrayMask |= SPAN_RGBA;
+ line.span->arrayMask |= SPAN_RGBA;
if (ctx->Light.ShadeModel == GL_SMOOTH) {
compute_plane(line.x0, line.y0, line.x1, line.y1,
v0->color[RCOMP], v1->color[RCOMP], line.rPlane);
@@ -174,7 +174,7 @@ NAME(line)(GLcontext *ctx, const SWvertex *v0, const SWvertex *v1)
}
#endif
#ifdef DO_SPEC
- line.span.arrayMask |= SPAN_SPEC;
+ line.span->arrayMask |= SPAN_SPEC;
if (ctx->Light.ShadeModel == GL_SMOOTH) {
compute_plane(line.x0, line.y0, line.x1, line.y1,
v0->specular[RCOMP], v1->specular[RCOMP], line.srPlane);
@@ -190,7 +190,7 @@ NAME(line)(GLcontext *ctx, const SWvertex *v0, const SWvertex *v1)
}
#endif
#ifdef DO_INDEX
- line.span.arrayMask |= SPAN_INDEX;
+ line.span->arrayMask |= SPAN_INDEX;
if (ctx->Light.ShadeModel == GL_SMOOTH) {
compute_plane(line.x0, line.y0, line.x1, line.y1,
(GLfloat) v0->index, (GLfloat) v1->index, line.iPlane);
@@ -213,7 +213,7 @@ NAME(line)(GLcontext *ctx, const SWvertex *v0, const SWvertex *v1)
const GLfloat r1 = v1->texcoord[0][2] * invW0;
const GLfloat q0 = v0->texcoord[0][3] * invW0;
const GLfloat q1 = v1->texcoord[0][3] * invW0;
- line.span.arrayMask |= (SPAN_TEXTURE | SPAN_LAMBDA);
+ line.span->arrayMask |= (SPAN_TEXTURE | SPAN_LAMBDA);
compute_plane(line.x0, line.y0, line.x1, line.y1, s0, s1, line.sPlane[0]);
compute_plane(line.x0, line.y0, line.x1, line.y1, t0, t1, line.tPlane[0]);
compute_plane(line.x0, line.y0, line.x1, line.y1, r0, r1, line.uPlane[0]);
@@ -224,7 +224,7 @@ NAME(line)(GLcontext *ctx, const SWvertex *v0, const SWvertex *v1)
#elif defined(DO_MULTITEX)
{
GLuint u;
- line.span.arrayMask |= (SPAN_TEXTURE | SPAN_LAMBDA);
+ line.span->arrayMask |= (SPAN_TEXTURE | SPAN_LAMBDA);
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture.Unit[u]._ReallyEnabled) {
const struct gl_texture_object *obj = ctx->Texture.Unit[u]._Current;
@@ -295,11 +295,11 @@ NAME(line)(GLcontext *ctx, const SWvertex *v0, const SWvertex *v1)
}
#if defined(DO_TEX) || defined(DO_MULTITEX)
- _mesa_write_texture_span(ctx, &line.span);
+ _mesa_write_texture_span(ctx, line.span);
#elif defined(DO_RGBA)
- _mesa_write_rgba_span(ctx, &line.span);
+ _mesa_write_rgba_span(ctx, line.span);
#else
- _mesa_write_index_span(ctx, &line.span);
+ _mesa_write_index_span(ctx, line.span);
#endif
}