diff options
author | Brian Paul <[email protected]> | 2002-01-27 18:32:03 +0000 |
---|---|---|
committer | Brian Paul <[email protected]> | 2002-01-27 18:32:03 +0000 |
commit | 2a182a98973edc9ecf2936b1288485bb2b3fa722 (patch) | |
tree | 4c832bef597d1cbbccb7e7ab80f508aac2bbaba9 /src/mesa/swrast/s_triangle.c | |
parent | 6a731f343e847226537080122e2fb327e2486564 (diff) |
LOTS of changes, building upon Klaus's work.
struct sw_span is used throughout span/fragment processing.
This is leading to less code and more chances for optimization.
Diffstat (limited to 'src/mesa/swrast/s_triangle.c')
-rw-r--r-- | src/mesa/swrast/s_triangle.c | 45 |
1 files changed, 31 insertions, 14 deletions
diff --git a/src/mesa/swrast/s_triangle.c b/src/mesa/swrast/s_triangle.c index 06d1c313086..fc824858741 100644 --- a/src/mesa/swrast/s_triangle.c +++ b/src/mesa/swrast/s_triangle.c @@ -1,4 +1,4 @@ -/* $Id: s_triangle.c,v 1.48 2002/01/21 18:12:34 brianp Exp $ */ +/* $Id: s_triangle.c,v 1.49 2002/01/27 18:32:03 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -80,8 +80,13 @@ static void flat_ci_triangle( GLcontext *ctx, #define INTERP_Z 1 #define INTERP_FOG 1 -#define RENDER_SPAN( span ) \ - _mesa_write_monoindex_span(ctx, &span, v2->index, GL_POLYGON ); +#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, GL_POLYGON ); #include "s_tritemp.h" } @@ -107,7 +112,7 @@ static void smooth_ci_triangle( GLcontext *ctx, span.color.index[i] = FixedToInt(span.index); \ span.index += span.indexStep; \ } \ - _mesa_write_index_span(ctx, &span, NULL, GL_POLYGON); + _mesa_write_index_span(ctx, &span, GL_POLYGON); #include "s_tritemp.h" } @@ -156,6 +161,8 @@ static void smooth_rgba_triangle( GLcontext *ctx, GLuint i; \ SW_SPAN_SET_FLAG(span.filledColor); \ SW_SPAN_SET_FLAG(span.filledAlpha); \ + ASSERT(span.interpMask & SPAN_RGBA); \ + span.arrayMask |= SPAN_RGBA; \ for (i = 0; i < span.end; i++) { \ span.color.rgba[i][RCOMP] = FixedToChan(span.red); \ span.color.rgba[i][GCOMP] = FixedToChan(span.green); \ @@ -166,7 +173,7 @@ static void smooth_rgba_triangle( GLcontext *ctx, span.blue += span.blueStep; \ span.alpha += span.alphaStep; \ } \ - _mesa_write_rgba_span(ctx, &span, NULL, GL_POLYGON); + _mesa_write_rgba_span(ctx, &span, GL_POLYGON); #include "s_tritemp.h" @@ -267,6 +274,7 @@ static void simple_z_textured_triangle( GLcontext *ctx, span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \ span.intTex[1] -= FIXED_HALF; \ SW_SPAN_SET_FLAG(span.filledColor); \ + SW_SPAN_SET_FLAG(span.filledDepth); \ for (i = 0; i < span.end; i++) { \ const GLdepth z = FixedToDepth(span.z); \ if (z < zRow[i]) { \ @@ -460,6 +468,7 @@ affine_span(GLcontext *ctx, struct sw_span *span, GLchan *dest = span->color.rgba[0]; SW_SPAN_SET_FLAG(span->filledColor); + SW_SPAN_SET_FLAG(span->filledAlpha); span->intTex[0] -= FIXED_HALF; span->intTex[1] -= FIXED_HALF; @@ -555,7 +564,9 @@ affine_span(GLcontext *ctx, struct sw_span *span, } break; } - _mesa_write_rgba_span(ctx, span, NULL, GL_POLYGON); + ASSERT(span->interpMask & SPAN_RGBA); + ASSERT(span->arrayMask & SPAN_RGBA); + _mesa_write_rgba_span(ctx, span, GL_POLYGON); #undef SPAN_NEAREST #undef SPAN_LINEAR @@ -594,6 +605,7 @@ static void affine_textured_triangle( GLcontext *ctx, info.format = obj->Image[b]->Format; \ info.filter = obj->MinFilter; \ info.envmode = unit->EnvMode; \ + span.arrayMask |= SPAN_RGBA; \ \ if (info.envmode == GL_BLEND) { \ /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \ @@ -726,6 +738,7 @@ fast_persp_span(GLcontext *ctx, struct sw_span *span, GLchan *dest = span->color.rgba[0]; SW_SPAN_SET_FLAG(span->filledColor); + SW_SPAN_SET_FLAG(span->filledAlpha); tex_coord[0] = span->tex[0][0] * (info->smask + 1), tex_step[0] = span->texStep[0][0] * (info->smask + 1); @@ -827,7 +840,9 @@ fast_persp_span(GLcontext *ctx, struct sw_span *span, break; } - _mesa_write_rgba_span(ctx, span, NULL, GL_POLYGON); + ASSERT(span->interpMask & SPAN_RGBA); + ASSERT(span->arrayMask & SPAN_RGBA); + _mesa_write_rgba_span(ctx, span, GL_POLYGON); #undef SPAN_NEAREST @@ -865,6 +880,7 @@ static void persp_textured_triangle( GLcontext *ctx, info.format = obj->Image[b]->Format; \ info.filter = obj->MinFilter; \ info.envmode = unit->EnvMode; \ + span.arrayMask |= SPAN_RGBA; \ \ if (info.envmode == GL_BLEND) { \ /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \ @@ -939,10 +955,11 @@ static void general_textured_triangle( GLcontext *ctx, SW_SPAN_SET_FLAG(span.filledColor); \ SW_SPAN_SET_FLAG(span.filledAlpha); \ SW_SPAN_SET_FLAG(span.filledTex[0]); \ + SW_SPAN_SET_FLAG(span.filledDepth); \ /* NOTE: we could just call rasterize_span() here instead */ \ for (i = 0; i < span.end; i++) { \ GLdouble invQ = span.tex[0][3] ? (1.0 / span.tex[0][3]) : 1.0; \ - span.depth[i] = FixedToDepth(span.z); \ + span.zArray[i] = FixedToDepth(span.z); \ span.z += span.zStep; \ span.color.rgba[i][RCOMP] = FixedToChan(span.red); \ span.color.rgba[i][GCOMP] = FixedToChan(span.green); \ @@ -960,7 +977,7 @@ static void general_textured_triangle( GLcontext *ctx, span.tex[0][2] += span.texStep[0][2]; \ span.tex[0][3] += span.texStep[0][3]; \ } \ - _mesa_write_texture_span( ctx, &span, NULL, GL_POLYGON ); + _mesa_write_texture_span( ctx, &span, GL_POLYGON ); #include "s_tritemp.h" } @@ -1204,11 +1221,11 @@ void _swrast_add_spec_terms_triangle( GLcontext *ctx, /* record the current triangle function name */ const char *_mesa_triFuncName = NULL; -#define USE(triFunc) \ -do { \ - _mesa_triFuncName = #triFunc; \ - /*printf("%s\n", triFuncName);*/ \ - swrast->Triangle = triFunc; \ +#define USE(triFunc) \ +do { \ + _mesa_triFuncName = #triFunc; \ + /*printf("%s\n", _mesa_triFuncName);*/ \ + swrast->Triangle = triFunc; \ } while (0) #else |