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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_pointtemp.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_pointtemp.h')
-rw-r--r--src/mesa/swrast/s_pointtemp.h109
1 files changed, 53 insertions, 56 deletions
diff --git a/src/mesa/swrast/s_pointtemp.h b/src/mesa/swrast/s_pointtemp.h
index 29bf3e3baff..2e0618587e4 100644
--- a/src/mesa/swrast/s_pointtemp.h
+++ b/src/mesa/swrast/s_pointtemp.h
@@ -1,4 +1,4 @@
-/* $Id: s_pointtemp.h,v 1.14 2002/04/12 15:39:59 brianp Exp $ */
+/* $Id: s_pointtemp.h,v 1.15 2002/04/19 14:05:50 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -77,7 +77,7 @@ NAME ( GLcontext *ctx, const SWvertex *vert )
const GLchan alpha = vert->color[3];
#endif
- struct sw_span span;
+ struct sw_span *span = SWRAST_CONTEXT(ctx)->span;
/* Cull primitives with malformed coordinates.
*/
@@ -88,55 +88,52 @@ NAME ( GLcontext *ctx, const SWvertex *vert )
}
INIT_SPAN(span, GL_POINT, 0, SPAN_FOG, SPAN_XY | SPAN_Z);
-
- /*span.arrayMask |= (SPAN_XY | SPAN_Z);
- span.interpMask |= SPAN_FOG;*/
- span.fog = vert->fog;
- span.fogStep = 0.0;
+ span->fog = vert->fog;
+ span->fogStep = 0.0;
#if (FLAGS & RGBA)
#if (FLAGS & SMOOTH)
- span.arrayMask |= SPAN_RGBA;
+ span->arrayMask |= SPAN_RGBA;
#else
- span.interpMask |= SPAN_RGBA;
- span.red = ChanToFixed(vert->color[0]);
- span.green = ChanToFixed(vert->color[1]);
- span.blue = ChanToFixed(vert->color[2]);
- span.alpha = ChanToFixed(vert->color[3]);
- span.redStep = span.greenStep = span.blueStep = span.alphaStep = 0;
+ span->interpMask |= SPAN_RGBA;
+ span->red = ChanToFixed(vert->color[0]);
+ span->green = ChanToFixed(vert->color[1]);
+ span->blue = ChanToFixed(vert->color[2]);
+ span->alpha = ChanToFixed(vert->color[3]);
+ span->redStep = span->greenStep = span->blueStep = span->alphaStep = 0;
#endif /*SMOOTH*/
#endif /*RGBA*/
#if FLAGS & SPECULAR
- span.interpMask |= SPAN_SPEC;
- span.specRed = ChanToFixed(vert->specular[0]);
- span.specGreen = ChanToFixed(vert->specular[1]);
- span.specBlue = ChanToFixed(vert->specular[2]);
- span.specRedStep = span.specGreenStep = span.specBlueStep = 0;
+ span->interpMask |= SPAN_SPEC;
+ span->specRed = ChanToFixed(vert->specular[0]);
+ span->specGreen = ChanToFixed(vert->specular[1]);
+ span->specBlue = ChanToFixed(vert->specular[2]);
+ span->specRedStep = span->specGreenStep = span->specBlueStep = 0;
#endif
#if FLAGS & INDEX
- span.interpMask |= SPAN_INDEX;
- span.index = IntToFixed(vert->index);
- span.indexStep = 0;
+ span->interpMask |= SPAN_INDEX;
+ span->index = IntToFixed(vert->index);
+ span->indexStep = 0;
#endif
#if FLAGS & TEXTURE
- span.interpMask |= SPAN_TEXTURE;
+ span->interpMask |= SPAN_TEXTURE;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture.Unit[u]._ReallyEnabled) {
const GLfloat q = vert->texcoord[u][3];
const GLfloat invQ = (q == 0.0 || q == 1.0) ? 1.0 : (1.0 / q);
- span.tex[u][0] = vert->texcoord[u][0] * invQ;
- span.tex[u][1] = vert->texcoord[u][1] * invQ;
- span.tex[u][2] = vert->texcoord[u][2] * invQ;
- span.tex[u][3] = q;
- span.texStepX[u][0] = span.texStepY[u][0] = 0.0;
- span.texStepX[u][1] = span.texStepY[u][1] = 0.0;
- span.texStepX[u][2] = span.texStepY[u][2] = 0.0;
- span.texStepX[u][3] = span.texStepY[u][3] = 0.0;
+ span->tex[u][0] = vert->texcoord[u][0] * invQ;
+ span->tex[u][1] = vert->texcoord[u][1] * invQ;
+ span->tex[u][2] = vert->texcoord[u][2] * invQ;
+ span->tex[u][3] = q;
+ span->texStepX[u][0] = span->texStepY[u][0] = 0.0;
+ span->texStepX[u][1] = span->texStepY[u][1] = 0.0;
+ span->texStepX[u][2] = span->texStepY[u][2] = 0.0;
+ span->texStepX[u][3] = span->texStepY[u][3] = 0.0;
}
}
#endif
#if FLAGS & SMOOTH
- span.arrayMask |= SPAN_COVERAGE;
+ span->arrayMask |= SPAN_COVERAGE;
#endif
#if FLAGS & ATTENUATE
@@ -260,67 +257,67 @@ NAME ( GLcontext *ctx, const SWvertex *vert )
if (dist2 < rmax2) {
if (dist2 >= rmin2) {
/* compute partial coverage */
- span.coverage[count] = 1.0F - (dist2 - rmin2) * cscale;
+ span->coverage[count] = 1.0F - (dist2 - rmin2) * cscale;
#if FLAGS & INDEX
- span.coverage[count] *= 15.0; /* coverage in [0,15] */
+ span->coverage[count] *= 15.0; /* coverage in [0,15] */
#endif
}
else {
/* full coverage */
- span.coverage[count] = 1.0F;
+ span->coverage[count] = 1.0F;
}
- span.xArray[count] = x;
- span.yArray[count] = y;
- span.zArray[count] = z;
+ span->xArray[count] = x;
+ span->yArray[count] = y;
+ span->zArray[count] = z;
#if FLAGS & RGBA
- span.color.rgba[count][RCOMP] = red;
- span.color.rgba[count][GCOMP] = green;
- span.color.rgba[count][BCOMP] = blue;
+ span->color.rgba[count][RCOMP] = red;
+ span->color.rgba[count][GCOMP] = green;
+ span->color.rgba[count][BCOMP] = blue;
#if FLAGS & ATTENUATE
- span.color.rgba[count][ACOMP] = (GLchan) (alpha * alphaAtten);
+ span->color.rgba[count][ACOMP] = (GLchan) (alpha * alphaAtten);
#else
- span.color.rgba[count][ACOMP] = alpha;
+ span->color.rgba[count][ACOMP] = alpha;
#endif /*ATTENUATE*/
#endif /*RGBA*/
count++;
} /*if*/
#else /*SMOOTH*/
/* not smooth (square points */
- span.xArray[count] = x;
- span.yArray[count] = y;
- span.zArray[count] = z;
+ span->xArray[count] = x;
+ span->yArray[count] = y;
+ span->zArray[count] = z;
count++;
#endif /*SMOOTH*/
} /*for x*/
} /*for y*/
- span.end = count;
+ span->end = count;
}
#else /* LARGE || ATTENUATE || SMOOTH*/
{
/* size == 1 */
- span.xArray[0] = (GLint) vert->win[0];
- span.yArray[0] = (GLint) vert->win[1];
- span.zArray[0] = (GLint) vert->win[2];
- span.end = 1;
+ span->xArray[0] = (GLint) vert->win[0];
+ span->yArray[0] = (GLint) vert->win[1];
+ span->zArray[0] = (GLint) vert->win[2];
+ span->end = 1;
}
#endif /* LARGE || ATTENUATE || SMOOTH */
- ASSERT(span.end > 0);
+ ASSERT(span->end > 0);
#if FLAGS & TEXTURE
if (ctx->Texture._ReallyEnabled)
- _mesa_write_texture_span(ctx, &span);
+ _mesa_write_texture_span(ctx, span);
else
- _mesa_write_rgba_span(ctx, &span);
+ _mesa_write_rgba_span(ctx, span);
#elif FLAGS & RGBA
- _mesa_write_rgba_span(ctx, &span);
+ _mesa_write_rgba_span(ctx, span);
#else
- _mesa_write_index_span(ctx, &span);
+ _mesa_write_index_span(ctx, span);
#endif
}