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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_lines.c
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_lines.c')
-rw-r--r--src/mesa/swrast/s_lines.c392
1 files changed, 187 insertions, 205 deletions
diff --git a/src/mesa/swrast/s_lines.c b/src/mesa/swrast/s_lines.c
index 5c6743f92f8..19cc6f0cc3c 100644
--- a/src/mesa/swrast/s_lines.c
+++ b/src/mesa/swrast/s_lines.c
@@ -1,4 +1,4 @@
-/* $Id: s_lines.c,v 1.28 2002/04/19 00:38:27 brianp Exp $ */
+/* $Id: s_lines.c,v 1.29 2002/04/19 14:05:50 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -130,29 +130,27 @@ static void flat_ci_line( GLcontext *ctx,
const SWvertex *vert0,
const SWvertex *vert1 )
{
- struct sw_span span;
+ struct sw_span *span = SWRAST_CONTEXT(ctx)->span;
ASSERT(ctx->Light.ShadeModel == GL_FLAT);
ASSERT(!ctx->Line.StippleFlag);
ASSERT(ctx->Line.Width == 1.0F);
INIT_SPAN(span, GL_LINE, 0, SPAN_INDEX, SPAN_XY);
- /*span.arrayMask |= SPAN_XY;
- span.interpMask |= SPAN_INDEX;*/
- span.index = IntToFixed(vert1->index);
- span.indexStep = 0;
+ span->index = IntToFixed(vert1->index);
+ span->indexStep = 0;
#define INTERP_XY 1
#define PLOT(X,Y) \
{ \
- span.xArray[span.end] = X; \
- span.yArray[span.end] = Y; \
- span.end++; \
+ span->xArray[span->end] = X; \
+ span->yArray[span->end] = Y; \
+ span->end++; \
}
#include "s_linetemp.h"
- _mesa_write_index_span(ctx, &span);
+ _mesa_write_index_span(ctx, span);
}
@@ -161,35 +159,33 @@ static void flat_rgba_line( GLcontext *ctx,
const SWvertex *vert0,
const SWvertex *vert1 )
{
- struct sw_span span;
+ struct sw_span *span = SWRAST_CONTEXT(ctx)->span;
ASSERT(ctx->Light.ShadeModel == GL_FLAT);
ASSERT(!ctx->Line.StippleFlag);
ASSERT(ctx->Line.Width == 1.0F);
INIT_SPAN(span, GL_LINE, 0, SPAN_RGBA, SPAN_XY);
- /*span.arrayMask |= SPAN_XY;
- span.interpMask |= SPAN_RGBA;*/
- span.red = ChanToFixed(vert1->color[0]);
- span.green = ChanToFixed(vert1->color[1]);
- span.blue = ChanToFixed(vert1->color[2]);
- span.alpha = ChanToFixed(vert1->color[3]);
- span.redStep = 0;
- span.greenStep = 0;
- span.blueStep = 0;
- span.alphaStep = 0;
+ span->red = ChanToFixed(vert1->color[0]);
+ span->green = ChanToFixed(vert1->color[1]);
+ span->blue = ChanToFixed(vert1->color[2]);
+ span->alpha = ChanToFixed(vert1->color[3]);
+ span->redStep = 0;
+ span->greenStep = 0;
+ span->blueStep = 0;
+ span->alphaStep = 0;
#define INTERP_XY 1
#define PLOT(X,Y) \
{ \
- span.xArray[span.end] = X; \
- span.yArray[span.end] = Y; \
- span.end++; \
+ span->xArray[span->end] = X; \
+ span->yArray[span->end] = Y; \
+ span->end++; \
}
#include "s_linetemp.h"
- _mesa_write_rgba_span(ctx, &span);
+ _mesa_write_rgba_span(ctx, span);
}
@@ -198,28 +194,27 @@ static void smooth_ci_line( GLcontext *ctx,
const SWvertex *vert0,
const SWvertex *vert1 )
{
- struct sw_span span;
+ struct sw_span *span = SWRAST_CONTEXT(ctx)->span;
ASSERT(ctx->Light.ShadeModel == GL_SMOOTH);
ASSERT(!ctx->Line.StippleFlag);
ASSERT(ctx->Line.Width == 1.0F);
INIT_SPAN(span, GL_LINE, 0, 0, SPAN_XY | SPAN_INDEX);
- /*span.arrayMask |= (SPAN_XY | SPAN_INDEX);*/
#define INTERP_XY 1
#define INTERP_INDEX 1
#define PLOT(X,Y) \
{ \
- span.xArray[span.end] = X; \
- span.yArray[span.end] = Y; \
- span.color.index[span.end] = I; \
- span.end++; \
+ span->xArray[span->end] = X; \
+ span->yArray[span->end] = Y; \
+ span->color.index[span->end] = I; \
+ span->end++; \
}
#include "s_linetemp.h"
- _mesa_write_index_span(ctx, &span);
+ _mesa_write_index_span(ctx, span);
}
@@ -228,32 +223,31 @@ static void smooth_rgba_line( GLcontext *ctx,
const SWvertex *vert0,
const SWvertex *vert1 )
{
- struct sw_span span;
+ struct sw_span *span = SWRAST_CONTEXT(ctx)->span;
ASSERT(ctx->Light.ShadeModel == GL_SMOOTH);
ASSERT(!ctx->Line.StippleFlag);
ASSERT(ctx->Line.Width == 1.0F);
INIT_SPAN(span, GL_LINE, 0, 0, SPAN_XY | SPAN_RGBA);
- /*span.arrayMask |= (SPAN_XY | SPAN_RGBA);*/
#define INTERP_XY 1
#define INTERP_RGB 1
#define INTERP_ALPHA 1
#define PLOT(X,Y) \
{ \
- span.xArray[span.end] = X; \
- span.yArray[span.end] = Y; \
- span.color.rgba[span.end][RCOMP] = FixedToInt(r0); \
- span.color.rgba[span.end][GCOMP] = FixedToInt(g0); \
- span.color.rgba[span.end][BCOMP] = FixedToInt(b0); \
- span.color.rgba[span.end][ACOMP] = FixedToInt(a0); \
- span.end++; \
+ span->xArray[span->end] = X; \
+ span->yArray[span->end] = Y; \
+ span->color.rgba[span->end][RCOMP] = FixedToInt(r0); \
+ span->color.rgba[span->end][GCOMP] = FixedToInt(g0); \
+ span->color.rgba[span->end][BCOMP] = FixedToInt(b0); \
+ span->color.rgba[span->end][ACOMP] = FixedToInt(a0); \
+ span->end++; \
}
#include "s_linetemp.h"
- _mesa_write_rgba_span(ctx, &span);
+ _mesa_write_rgba_span(ctx, span);
}
@@ -263,13 +257,12 @@ static void general_smooth_ci_line( GLcontext *ctx,
const SWvertex *vert1 )
{
GLboolean xMajor = GL_FALSE;
- struct sw_span span;
+ struct sw_span *span = SWRAST_CONTEXT(ctx)->span;
ASSERT(ctx->Light.ShadeModel == GL_SMOOTH);
INIT_SPAN(span, GL_LINE, 0, 0,
SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_INDEX);
- /*span.arrayMask |= (SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_INDEX);*/
#define SET_XMAJOR 1
#define INTERP_XY 1
@@ -278,25 +271,25 @@ static void general_smooth_ci_line( GLcontext *ctx,
#define INTERP_INDEX 1
#define PLOT(X,Y) \
{ \
- span.xArray[span.end] = X; \
- span.yArray[span.end] = Y; \
- span.zArray[span.end] = Z; \
- span.fogArray[span.end] = fog0; \
- span.color.index[span.end] = I; \
- span.end++; \
+ span->xArray[span->end] = X; \
+ span->yArray[span->end] = Y; \
+ span->zArray[span->end] = Z; \
+ span->fogArray[span->end] = fog0; \
+ span->color.index[span->end] = I; \
+ span->end++; \
}
#include "s_linetemp.h"
if (ctx->Line.StippleFlag) {
- span.arrayMask |= SPAN_MASK;
- compute_stipple_mask(ctx, span.end, span.mask);
+ span->arrayMask |= SPAN_MASK;
+ compute_stipple_mask(ctx, span->end, span->mask);
}
if (ctx->Line.Width > 1.0) {
- draw_wide_line(ctx, &span, xMajor);
+ draw_wide_line(ctx, span, xMajor);
}
else {
- _mesa_write_index_span(ctx, &span);
+ _mesa_write_index_span(ctx, span);
}
}
@@ -307,16 +300,14 @@ static void general_flat_ci_line( GLcontext *ctx,
const SWvertex *vert1 )
{
GLboolean xMajor = GL_FALSE;
- struct sw_span span;
+ struct sw_span *span = SWRAST_CONTEXT(ctx)->span;
ASSERT(ctx->Light.ShadeModel == GL_FLAT);
INIT_SPAN(span, GL_LINE, 0, SPAN_INDEX,
SPAN_XY | SPAN_Z | SPAN_FOG);
- /*span.arrayMask |= (SPAN_XY | SPAN_Z | SPAN_FOG);
- span.interpMask |= SPAN_INDEX;*/
- span.index = IntToFixed(vert1->index);
- span.indexStep = 0;
+ span->index = IntToFixed(vert1->index);
+ span->indexStep = 0;
#define SET_XMAJOR 1
#define INTERP_XY 1
@@ -324,24 +315,24 @@ static void general_flat_ci_line( GLcontext *ctx,
#define INTERP_FOG 1
#define PLOT(X,Y) \
{ \
- span.xArray[span.end] = X; \
- span.yArray[span.end] = Y; \
- span.zArray[span.end] = Z; \
- span.fogArray[span.end] = fog0; \
- span.end++; \
+ span->xArray[span->end] = X; \
+ span->yArray[span->end] = Y; \
+ span->zArray[span->end] = Z; \
+ span->fogArray[span->end] = fog0; \
+ span->end++; \
}
#include "s_linetemp.h"
if (ctx->Line.StippleFlag) {
- span.arrayMask |= SPAN_MASK;
- compute_stipple_mask(ctx, span.end, span.mask);
+ span->arrayMask |= SPAN_MASK;
+ compute_stipple_mask(ctx, span->end, span->mask);
}
if (ctx->Line.Width > 1.0) {
- draw_wide_line(ctx, &span, xMajor);
+ draw_wide_line(ctx, span, xMajor);
}
else {
- _mesa_write_index_span(ctx, &span);
+ _mesa_write_index_span(ctx, span);
}
}
@@ -352,13 +343,12 @@ static void general_smooth_rgba_line( GLcontext *ctx,
const SWvertex *vert1 )
{
GLboolean xMajor = GL_FALSE;
- struct sw_span span;
+ struct sw_span *span = SWRAST_CONTEXT(ctx)->span;
ASSERT(ctx->Light.ShadeModel == GL_SMOOTH);
INIT_SPAN(span, GL_LINE, 0, 0,
SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_RGBA);
- /*span.arrayMask |= (SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_RGBA);*/
#define SET_XMAJOR 1
#define INTERP_XY 1
@@ -368,28 +358,28 @@ static void general_smooth_rgba_line( GLcontext *ctx,
#define INTERP_ALPHA 1
#define PLOT(X,Y) \
{ \
- span.xArray[span.end] = X; \
- span.yArray[span.end] = Y; \
- span.zArray[span.end] = Z; \
- span.color.rgba[span.end][RCOMP] = FixedToInt(r0); \
- span.color.rgba[span.end][GCOMP] = FixedToInt(g0); \
- span.color.rgba[span.end][BCOMP] = FixedToInt(b0); \
- span.color.rgba[span.end][ACOMP] = FixedToInt(a0); \
- span.fogArray[span.end] = fog0; \
- span.end++; \
+ span->xArray[span->end] = X; \
+ span->yArray[span->end] = Y; \
+ span->zArray[span->end] = Z; \
+ span->color.rgba[span->end][RCOMP] = FixedToInt(r0); \
+ span->color.rgba[span->end][GCOMP] = FixedToInt(g0); \
+ span->color.rgba[span->end][BCOMP] = FixedToInt(b0); \
+ span->color.rgba[span->end][ACOMP] = FixedToInt(a0); \
+ span->fogArray[span->end] = fog0; \
+ span->end++; \
}
#include "s_linetemp.h"
if (ctx->Line.StippleFlag) {
- span.arrayMask |= SPAN_MASK;
- compute_stipple_mask(ctx, span.end, span.mask);
+ span->arrayMask |= SPAN_MASK;
+ compute_stipple_mask(ctx, span->end, span->mask);
}
if (ctx->Line.Width > 1.0) {
- draw_wide_line(ctx, &span, xMajor);
+ draw_wide_line(ctx, span, xMajor);
}
else {
- _mesa_write_rgba_span(ctx, &span);
+ _mesa_write_rgba_span(ctx, span);
}
}
@@ -399,22 +389,20 @@ static void general_flat_rgba_line( GLcontext *ctx,
const SWvertex *vert1 )
{
GLboolean xMajor = GL_FALSE;
- struct sw_span span;
+ struct sw_span *span = SWRAST_CONTEXT(ctx)->span;
ASSERT(ctx->Light.ShadeModel == GL_FLAT);
INIT_SPAN(span, GL_LINE, 0, SPAN_RGBA,
SPAN_XY | SPAN_Z | SPAN_FOG);
- /*span.arrayMask |= (SPAN_XY | SPAN_Z | SPAN_FOG);
- span.interpMask |= SPAN_RGBA;*/
- span.red = ChanToFixed(vert1->color[0]);
- span.green = ChanToFixed(vert1->color[1]);
- span.blue = ChanToFixed(vert1->color[2]);
- span.alpha = ChanToFixed(vert1->color[3]);
- span.redStep = 0;
- span.greenStep = 0;
- span.blueStep = 0;
- span.alphaStep = 0;
+ span->red = ChanToFixed(vert1->color[0]);
+ span->green = ChanToFixed(vert1->color[1]);
+ span->blue = ChanToFixed(vert1->color[2]);
+ span->alpha = ChanToFixed(vert1->color[3]);
+ span->redStep = 0;
+ span->greenStep = 0;
+ span->blueStep = 0;
+ span->alphaStep = 0;
#define SET_XMAJOR 1
#define INTERP_XY 1
@@ -422,24 +410,24 @@ static void general_flat_rgba_line( GLcontext *ctx,
#define INTERP_FOG 1
#define PLOT(X,Y) \
{ \
- span.xArray[span.end] = X; \
- span.yArray[span.end] = Y; \
- span.zArray[span.end] = Z; \
- span.fogArray[span.end] = fog0; \
- span.end++; \
+ span->xArray[span->end] = X; \
+ span->yArray[span->end] = Y; \
+ span->zArray[span->end] = Z; \
+ span->fogArray[span->end] = fog0; \
+ span->end++; \
}
#include "s_linetemp.h"
if (ctx->Line.StippleFlag) {
- span.arrayMask |= SPAN_MASK;
- compute_stipple_mask(ctx, span.end, span.mask);
+ span->arrayMask |= SPAN_MASK;
+ compute_stipple_mask(ctx, span->end, span->mask);
}
if (ctx->Line.Width > 1.0) {
- draw_wide_line(ctx, &span, xMajor);
+ draw_wide_line(ctx, span, xMajor);
}
else {
- _mesa_write_rgba_span(ctx, &span);
+ _mesa_write_rgba_span(ctx, span);
}
}
@@ -450,28 +438,26 @@ static void flat_textured_line( GLcontext *ctx,
const SWvertex *vert1 )
{
GLboolean xMajor = GL_FALSE;
- struct sw_span span;
+ struct sw_span *span = SWRAST_CONTEXT(ctx)->span;
ASSERT(ctx->Light.ShadeModel == GL_FLAT);
INIT_SPAN(span, GL_LINE, 0, SPAN_RGBA | SPAN_SPEC,
- SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_TEXTURE | SPAN_RGBA);
- /*span.arrayMask |= (SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_TEXTURE | SPAN_LAMBDA);
- span.interpMask |= (SPAN_RGBA | SPAN_SPEC);*/
- span.red = ChanToFixed(vert1->color[0]);
- span.green = ChanToFixed(vert1->color[1]);
- span.blue = ChanToFixed(vert1->color[2]);
- span.alpha = ChanToFixed(vert1->color[3]);
- span.redStep = 0;
- span.greenStep = 0;
- span.blueStep = 0;
- span.alphaStep = 0;
- span.specRed = ChanToFixed(vert1->specular[0]);
- span.specGreen = ChanToFixed(vert1->specular[1]);
- span.specBlue = ChanToFixed(vert1->specular[2]);
- span.specRedStep = 0;
- span.specGreenStep = 0;
- span.specBlueStep = 0;
+ SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_TEXTURE | SPAN_LAMBDA);
+ span->red = ChanToFixed(vert1->color[0]);
+ span->green = ChanToFixed(vert1->color[1]);
+ span->blue = ChanToFixed(vert1->color[2]);
+ span->alpha = ChanToFixed(vert1->color[3]);
+ span->redStep = 0;
+ span->greenStep = 0;
+ span->blueStep = 0;
+ span->alphaStep = 0;
+ span->specRed = ChanToFixed(vert1->specular[0]);
+ span->specGreen = ChanToFixed(vert1->specular[1]);
+ span->specBlue = ChanToFixed(vert1->specular[2]);
+ span->specRedStep = 0;
+ span->specGreenStep = 0;
+ span->specBlueStep = 0;
#define SET_XMAJOR 1
#define INTERP_XY 1
@@ -480,28 +466,28 @@ static void flat_textured_line( GLcontext *ctx,
#define INTERP_TEX 1
#define PLOT(X,Y) \
{ \
- span.xArray[span.end] = X; \
- span.yArray[span.end] = Y; \
- span.zArray[span.end] = Z; \
- span.fogArray[span.end] = fog0; \
- span.texcoords[0][span.end][0] = fragTexcoord[0]; \
- span.texcoords[0][span.end][1] = fragTexcoord[1]; \
- span.texcoords[0][span.end][2] = fragTexcoord[2]; \
- span.lambda[0][span.end] = 0.0; \
- span.end++; \
+ span->xArray[span->end] = X; \
+ span->yArray[span->end] = Y; \
+ span->zArray[span->end] = Z; \
+ span->fogArray[span->end] = fog0; \
+ span->texcoords[0][span->end][0] = fragTexcoord[0]; \
+ span->texcoords[0][span->end][1] = fragTexcoord[1]; \
+ span->texcoords[0][span->end][2] = fragTexcoord[2]; \
+ span->lambda[0][span->end] = 0.0; \
+ span->end++; \
}
#include "s_linetemp.h"
if (ctx->Line.StippleFlag) {
- span.arrayMask |= SPAN_MASK;
- compute_stipple_mask(ctx, span.end, span.mask);
+ span->arrayMask |= SPAN_MASK;
+ compute_stipple_mask(ctx, span->end, span->mask);
}
if (ctx->Line.Width > 1.0) {
- draw_wide_line(ctx, &span, xMajor);
+ draw_wide_line(ctx, span, xMajor);
}
else {
- _mesa_write_texture_span(ctx, &span);
+ _mesa_write_texture_span(ctx, span);
}
}
@@ -513,13 +499,12 @@ static void smooth_textured_line( GLcontext *ctx,
const SWvertex *vert1 )
{
GLboolean xMajor = GL_FALSE;
- struct sw_span span;
+ struct sw_span *span = SWRAST_CONTEXT(ctx)->span;
ASSERT(ctx->Light.ShadeModel == GL_SMOOTH);
INIT_SPAN(span, GL_LINE, 0, 0,
SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_RGBA | SPAN_TEXTURE | SPAN_LAMBDA);
- /*span.arrayMask |= (SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_RGBA | SPAN_TEXTURE | SPAN_LAMBDA);*/
#define SET_XMAJOR 1
#define INTERP_XY 1
@@ -530,32 +515,32 @@ static void smooth_textured_line( GLcontext *ctx,
#define INTERP_TEX 1
#define PLOT(X,Y) \
{ \
- span.xArray[span.end] = X; \
- span.yArray[span.end] = Y; \
- span.zArray[span.end] = Z; \
- span.fogArray[span.end] = fog0; \
- span.color.rgba[span.end][RCOMP] = FixedToInt(r0); \
- span.color.rgba[span.end][GCOMP] = FixedToInt(g0); \
- span.color.rgba[span.end][BCOMP] = FixedToInt(b0); \
- span.color.rgba[span.end][ACOMP] = FixedToInt(a0); \
- span.texcoords[0][span.end][0] = fragTexcoord[0]; \
- span.texcoords[0][span.end][1] = fragTexcoord[1]; \
- span.texcoords[0][span.end][2] = fragTexcoord[2]; \
- span.lambda[0][span.end] = 0.0; \
- span.end++; \
+ span->xArray[span->end] = X; \
+ span->yArray[span->end] = Y; \
+ span->zArray[span->end] = Z; \
+ span->fogArray[span->end] = fog0; \
+ span->color.rgba[span->end][RCOMP] = FixedToInt(r0); \
+ span->color.rgba[span->end][GCOMP] = FixedToInt(g0); \
+ span->color.rgba[span->end][BCOMP] = FixedToInt(b0); \
+ span->color.rgba[span->end][ACOMP] = FixedToInt(a0); \
+ span->texcoords[0][span->end][0] = fragTexcoord[0]; \
+ span->texcoords[0][span->end][1] = fragTexcoord[1]; \
+ span->texcoords[0][span->end][2] = fragTexcoord[2]; \
+ span->lambda[0][span->end] = 0.0; \
+ span->end++; \
}
#include "s_linetemp.h"
if (ctx->Line.StippleFlag) {
- span.arrayMask |= SPAN_MASK;
- compute_stipple_mask(ctx, span.end, span.mask);
+ span->arrayMask |= SPAN_MASK;
+ compute_stipple_mask(ctx, span->end, span->mask);
}
if (ctx->Line.Width > 1.0) {
- draw_wide_line(ctx, &span, xMajor);
+ draw_wide_line(ctx, span, xMajor);
}
else {
- _mesa_write_texture_span(ctx, &span);
+ _mesa_write_texture_span(ctx, span);
}
}
@@ -568,14 +553,13 @@ static void smooth_multitextured_line( GLcontext *ctx,
const SWvertex *vert1 )
{
GLboolean xMajor = GL_FALSE;
- struct sw_span span;
+ struct sw_span *span = SWRAST_CONTEXT(ctx)->span;
GLuint u;
ASSERT(ctx->Light.ShadeModel == GL_SMOOTH);
INIT_SPAN(span, GL_LINE, 0, 0,
SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_RGBA | SPAN_SPEC | SPAN_TEXTURE | SPAN_LAMBDA);
- /*span.arrayMask |= (SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_RGBA | SPAN_SPEC | SPAN_TEXTURE | SPAN_LAMBDA);*/
#define SET_XMAJOR 1
#define INTERP_XY 1
@@ -587,39 +571,39 @@ static void smooth_multitextured_line( GLcontext *ctx,
#define INTERP_MULTITEX 1
#define PLOT(X,Y) \
{ \
- span.xArray[span.end] = X; \
- span.yArray[span.end] = Y; \
- span.zArray[span.end] = Z; \
- span.fogArray[span.end] = fog0; \
- span.color.rgba[span.end][RCOMP] = FixedToInt(r0); \
- span.color.rgba[span.end][GCOMP] = FixedToInt(g0); \
- span.color.rgba[span.end][BCOMP] = FixedToInt(b0); \
- span.color.rgba[span.end][ACOMP] = FixedToInt(a0); \
- span.specArray[span.end][RCOMP] = FixedToInt(sr0); \
- span.specArray[span.end][GCOMP] = FixedToInt(sb0); \
- span.specArray[span.end][BCOMP] = FixedToInt(sb0); \
+ span->xArray[span->end] = X; \
+ span->yArray[span->end] = Y; \
+ span->zArray[span->end] = Z; \
+ span->fogArray[span->end] = fog0; \
+ span->color.rgba[span->end][RCOMP] = FixedToInt(r0); \
+ span->color.rgba[span->end][GCOMP] = FixedToInt(g0); \
+ span->color.rgba[span->end][BCOMP] = FixedToInt(b0); \
+ span->color.rgba[span->end][ACOMP] = FixedToInt(a0); \
+ span->specArray[span->end][RCOMP] = FixedToInt(sr0); \
+ span->specArray[span->end][GCOMP] = FixedToInt(sb0); \
+ span->specArray[span->end][BCOMP] = FixedToInt(sb0); \
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { \
if (ctx->Texture.Unit[u]._ReallyEnabled) { \
- span.texcoords[u][span.end][0] = fragTexcoord[u][0]; \
- span.texcoords[u][span.end][1] = fragTexcoord[u][1]; \
- span.texcoords[u][span.end][2] = fragTexcoord[u][2]; \
- span.lambda[u][span.end] = 0.0; \
+ span->texcoords[u][span->end][0] = fragTexcoord[u][0]; \
+ span->texcoords[u][span->end][1] = fragTexcoord[u][1]; \
+ span->texcoords[u][span->end][2] = fragTexcoord[u][2]; \
+ span->lambda[u][span->end] = 0.0; \
} \
} \
- span.end++; \
+ span->end++; \
}
#include "s_linetemp.h"
if (ctx->Line.StippleFlag) {
- span.arrayMask |= SPAN_MASK;
- compute_stipple_mask(ctx, span.end, span.mask);
+ span->arrayMask |= SPAN_MASK;
+ compute_stipple_mask(ctx, span->end, span->mask);
}
if (ctx->Line.Width > 1.0) {
- draw_wide_line(ctx, &span, xMajor);
+ draw_wide_line(ctx, span, xMajor);
}
else {
- _mesa_write_texture_span(ctx, &span);
+ _mesa_write_texture_span(ctx, span);
}
}
@@ -632,29 +616,27 @@ static void flat_multitextured_line( GLcontext *ctx,
const SWvertex *vert1 )
{
GLboolean xMajor = GL_FALSE;
- struct sw_span span;
+ struct sw_span *span = SWRAST_CONTEXT(ctx)->span;
GLuint u;
ASSERT(ctx->Light.ShadeModel == GL_FLAT);
INIT_SPAN(span, GL_LINE, 0, SPAN_RGBA | SPAN_SPEC,
SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_TEXTURE | SPAN_LAMBDA);
- /*span.arrayMask |= (SPAN_XY | SPAN_Z | SPAN_FOG | SPAN_TEXTURE | SPAN_LAMBDA);
- span.interpMask |= (SPAN_RGBA | SPAN_SPEC);*/
- span.red = ChanToFixed(vert1->color[0]);
- span.green = ChanToFixed(vert1->color[1]);
- span.blue = ChanToFixed(vert1->color[2]);
- span.alpha = ChanToFixed(vert1->color[3]);
- span.redStep = 0;
- span.greenStep = 0;
- span.blueStep = 0;
- span.alphaStep = 0;
- span.specRed = ChanToFixed(vert1->specular[0]);
- span.specGreen = ChanToFixed(vert1->specular[1]);
- span.specBlue = ChanToFixed(vert1->specular[2]);
- span.specRedStep = 0;
- span.specGreenStep = 0;
- span.specBlueStep = 0;
+ span->red = ChanToFixed(vert1->color[0]);
+ span->green = ChanToFixed(vert1->color[1]);
+ span->blue = ChanToFixed(vert1->color[2]);
+ span->alpha = ChanToFixed(vert1->color[3]);
+ span->redStep = 0;
+ span->greenStep = 0;
+ span->blueStep = 0;
+ span->alphaStep = 0;
+ span->specRed = ChanToFixed(vert1->specular[0]);
+ span->specGreen = ChanToFixed(vert1->specular[1]);
+ span->specBlue = ChanToFixed(vert1->specular[2]);
+ span->specRedStep = 0;
+ span->specGreenStep = 0;
+ span->specBlueStep = 0;
#define SET_XMAJOR 1
#define INTERP_XY 1
@@ -663,32 +645,32 @@ static void flat_multitextured_line( GLcontext *ctx,
#define INTERP_MULTITEX 1
#define PLOT(X,Y) \
{ \
- span.xArray[span.end] = X; \
- span.yArray[span.end] = Y; \
- span.zArray[span.end] = Z; \
- span.fogArray[span.end] = fog0; \
+ span->xArray[span->end] = X; \
+ span->yArray[span->end] = Y; \
+ span->zArray[span->end] = Z; \
+ span->fogArray[span->end] = fog0; \
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { \
if (ctx->Texture.Unit[u]._ReallyEnabled) { \
- span.texcoords[u][span.end][0] = fragTexcoord[u][0]; \
- span.texcoords[u][span.end][1] = fragTexcoord[u][1]; \
- span.texcoords[u][span.end][2] = fragTexcoord[u][2]; \
- span.lambda[u][span.end] = 0.0; \
+ span->texcoords[u][span->end][0] = fragTexcoord[u][0]; \
+ span->texcoords[u][span->end][1] = fragTexcoord[u][1]; \
+ span->texcoords[u][span->end][2] = fragTexcoord[u][2]; \
+ span->lambda[u][span->end] = 0.0; \
} \
} \
- span.end++; \
+ span->end++; \
}
#include "s_linetemp.h"
if (ctx->Line.StippleFlag) {
- span.arrayMask |= SPAN_MASK;
- compute_stipple_mask(ctx, span.end, span.mask);
+ span->arrayMask |= SPAN_MASK;
+ compute_stipple_mask(ctx, span->end, span->mask);
}
if (ctx->Line.Width > 1.0) {
- draw_wide_line(ctx, &span, xMajor);
+ draw_wide_line(ctx, span, xMajor);
}
else {
- _mesa_write_texture_span(ctx, &span);
+ _mesa_write_texture_span(ctx, span);
}
}