diff options
author | Brian Paul <[email protected]> | 2002-11-13 16:51:01 +0000 |
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committer | Brian Paul <[email protected]> | 2002-11-13 16:51:01 +0000 |
commit | cdf2da368d180205df3573697b51b8764048ad6e (patch) | |
tree | fb8cdd07a95617ff37a7aec3981a00fe4e84c3a0 /src/mesa/swrast/s_triangle.c | |
parent | 36723b6538f1b9b59981cb6402a2dd807debee27 (diff) |
moved function declaration into the template, define the NAME to specify the function names
Diffstat (limited to 'src/mesa/swrast/s_triangle.c')
-rw-r--r-- | src/mesa/swrast/s_triangle.c | 132 |
1 files changed, 29 insertions, 103 deletions
diff --git a/src/mesa/swrast/s_triangle.c b/src/mesa/swrast/s_triangle.c index f96fbe1f2ca..d1575cb691d 100644 --- a/src/mesa/swrast/s_triangle.c +++ b/src/mesa/swrast/s_triangle.c @@ -1,8 +1,8 @@ -/* $Id: s_triangle.c,v 1.64 2002/10/30 20:16:44 brianp Exp $ */ +/* $Id: s_triangle.c,v 1.65 2002/11/13 16:51:01 brianp Exp $ */ /* * Mesa 3-D graphics library - * Version: 5.0 + * Version: 5.1 * * Copyright (C) 1999-2002 Brian Paul All Rights Reserved. * @@ -74,57 +74,37 @@ GLboolean _mesa_cull_triangle( GLcontext *ctx, /* * Render a flat-shaded color index triangle. */ -static void flat_ci_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ +#define NAME flat_ci_triangle #define INTERP_Z 1 #define INTERP_FOG 1 - -#define SETUP_CODE \ - span.interpMask |= SPAN_INDEX; \ - span.index = IntToFixed(v2->index); \ +#define SETUP_CODE \ + span.interpMask |= SPAN_INDEX; \ + span.index = IntToFixed(v2->index); \ span.indexStep = 0; - #define RENDER_SPAN( span ) _mesa_write_index_span(ctx, &span); - #include "s_tritemp.h" -} /* * Render a smooth-shaded color index triangle. */ -static void smooth_ci_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ +#define NAME smooth_ci_triangle #define INTERP_Z 1 #define INTERP_FOG 1 #define INTERP_INDEX 1 - #define RENDER_SPAN( span ) _mesa_write_index_span(ctx, &span); - #include "s_tritemp.h" -} /* * Render a flat-shaded RGBA triangle. */ -static void flat_rgba_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ +#define NAME flat_rgba_triangle #define INTERP_Z 1 #define INTERP_FOG 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE - #define SETUP_CODE \ ASSERT(ctx->Texture._EnabledUnits == 0); \ ASSERT(ctx->Light.ShadeModel==GL_FLAT); \ @@ -137,41 +117,29 @@ static void flat_rgba_triangle( GLcontext *ctx, span.greenStep = 0; \ span.blueStep = 0; \ span.alphaStep = 0; - #define RENDER_SPAN( span ) _mesa_write_rgba_span(ctx, &span); - #include "s_tritemp.h" -} /* * Render a smooth-shaded RGBA triangle. */ -static void smooth_rgba_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - +#define NAME smooth_rgba_triangle #define INTERP_Z 1 #define INTERP_FOG 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INTERP_RGB 1 #define INTERP_ALPHA 1 - #define SETUP_CODE \ { \ /* texturing must be off */ \ ASSERT(ctx->Texture._EnabledUnits == 0); \ ASSERT(ctx->Light.ShadeModel==GL_SMOOTH); \ } - #define RENDER_SPAN( span ) _mesa_write_rgba_span(ctx, &span); - #include "s_tritemp.h" -} /* @@ -180,11 +148,7 @@ static void smooth_rgba_triangle( GLcontext *ctx, * * No fog. */ -static void simple_textured_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ +#define NAME simple_textured_triangle #define INTERP_INT_TEX 1 #define S_SCALE twidth #define T_SCALE theight @@ -222,9 +186,8 @@ static void simple_textured_triangle( GLcontext *ctx, (*swrast->Driver.WriteRGBSpan)(ctx, span.end, span.x, span.y, \ (CONST GLchan (*)[3]) span.array->rgb,\ NULL ); - #include "s_tritemp.h" -} + /* @@ -234,11 +197,7 @@ static void simple_textured_triangle( GLcontext *ctx, * * No fog. */ -static void simple_z_textured_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ +#define NAME simple_z_textured_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INTERP_INT_TEX 1 @@ -287,9 +246,8 @@ static void simple_z_textured_triangle( GLcontext *ctx, (*swrast->Driver.WriteRGBSpan)(ctx, span.end, span.x, span.y, \ (CONST GLchan (*)[3]) span.array->rgb,\ span.array->mask ); - #include "s_tritemp.h" -} + #if CHAN_TYPE != GL_FLOAT @@ -568,11 +526,7 @@ affine_span(GLcontext *ctx, struct sw_span *span, /* * Render an RGB/RGBA textured triangle without perspective correction. */ -static void affine_textured_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ +#define NAME affine_textured_triangle #define INTERP_Z 1 #define INTERP_FOG 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE @@ -635,8 +589,6 @@ static void affine_textured_triangle( GLcontext *ctx, #include "s_tritemp.h" -} - struct persp_info @@ -846,11 +798,7 @@ fast_persp_span(GLcontext *ctx, struct sw_span *span, * by interpolated Q/W comes out right. * */ -static void persp_textured_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ +#define NAME persp_textured_triangle #define INTERP_Z 1 #define INTERP_FOG 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE @@ -911,8 +859,6 @@ static void persp_textured_triangle( GLcontext *ctx, #include "s_tritemp.h" -} - #endif /* CHAN_BITS != GL_FLOAT */ @@ -923,11 +869,7 @@ static void persp_textured_triangle( GLcontext *ctx, * Render a smooth-shaded, textured, RGBA triangle. * Interpolate S,T,R with perspective correction, w/out mipmapping. */ -static void general_textured_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ +#define NAME general_textured_triangle #define INTERP_Z 1 #define INTERP_FOG 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE @@ -935,11 +877,8 @@ static void general_textured_triangle( GLcontext *ctx, #define INTERP_SPEC 1 #define INTERP_ALPHA 1 #define INTERP_TEX 1 - #define RENDER_SPAN( span ) _mesa_write_texture_span(ctx, &span); - #include "s_tritemp.h" -} @@ -948,13 +887,7 @@ static void general_textured_triangle( GLcontext *ctx, * Interpolate Z, RGB, Alpha, specular, fog, and N sets of texture coordinates. * Yup, it's slow. */ -static void -multitextured_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - +#define NAME multitextured_triangle #define INTERP_Z 1 #define INTERP_FOG 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE @@ -962,27 +895,19 @@ multitextured_triangle( GLcontext *ctx, #define INTERP_ALPHA 1 #define INTERP_SPEC 1 #define INTERP_MULTITEX 1 - #define RENDER_SPAN( span ) _mesa_write_texture_span(ctx, &span); - #include "s_tritemp.h" -} - -static void occlusion_zless_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - if (ctx->OcclusionResult) { - return; - } +#define NAME occlusion_zless_triangle #define DO_OCCLUSION_TEST #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE - +#define SETUP_CODE \ + if (ctx->OcclusionResult) { \ + return; \ + } #define RENDER_SPAN( span ) \ GLuint i; \ for (i = 0; i < span.end; i++) { \ @@ -993,14 +918,15 @@ static void occlusion_zless_triangle( GLcontext *ctx, } \ span.z += span.zStep; \ } - #include "s_tritemp.h" -} -static void nodraw_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) + + +static void +nodraw_triangle( GLcontext *ctx, + const SWvertex *v0, + const SWvertex *v1, + const SWvertex *v2 ) { (void) (ctx && v0 && v1 && v2); } |