summaryrefslogtreecommitdiffstats
path: root/src/mesa/swrast/s_triangle.c
diff options
context:
space:
mode:
authorBrian Paul <[email protected]>2002-01-28 00:07:33 +0000
committerBrian Paul <[email protected]>2002-01-28 00:07:33 +0000
commitf1e236987829393c81dc86ea19cb49eefe190317 (patch)
treef7cd40a2765dcf9dcf96e1797c893a83a6193642 /src/mesa/swrast/s_triangle.c
parent2a182a98973edc9ecf2936b1288485bb2b3fa722 (diff)
More span clean-up, mostly texture-related.
_mesa_rasterize_span() is gone, replaced by new _mesa_write_textured_span(). Removed some unneeded triangle functions - more simplification possible.
Diffstat (limited to 'src/mesa/swrast/s_triangle.c')
-rw-r--r--src/mesa/swrast/s_triangle.c121
1 files changed, 16 insertions, 105 deletions
diff --git a/src/mesa/swrast/s_triangle.c b/src/mesa/swrast/s_triangle.c
index fc824858741..37e6d12c94f 100644
--- a/src/mesa/swrast/s_triangle.c
+++ b/src/mesa/swrast/s_triangle.c
@@ -1,4 +1,4 @@
-/* $Id: s_triangle.c,v 1.49 2002/01/27 18:32:03 brianp Exp $ */
+/* $Id: s_triangle.c,v 1.50 2002/01/28 00:07:33 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -131,6 +131,17 @@ static void flat_rgba_triangle( GLcontext *ctx,
#define INTERP_FOG 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
+#define SETUP_CODE \
+ span.interpMask |= SPAN_RGBA; \
+ span.red = ChanToFixed(v2->color[0]); \
+ span.green = ChanToFixed(v2->color[1]); \
+ span.blue = ChanToFixed(v2->color[2]); \
+ span.alpha = ChanToFixed(v2->color[3]); \
+ span.redStep = 0; \
+ span.greenStep = 0; \
+ span.blueStep = 0; \
+ span.alphaStep = 0;
+
#define RENDER_SPAN( span ) \
_mesa_write_monocolor_span(ctx, &span, v2->color, GL_POLYGON );
@@ -274,7 +285,6 @@ 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]) { \
@@ -940,63 +950,6 @@ static void general_textured_triangle( GLcontext *ctx,
#define INTERP_FOG 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
-#define INTERP_ALPHA 1
-#define INTERP_TEX 1
-
-#define SETUP_CODE \
- const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \
- const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\
- span.texWidth[0] = (GLfloat) texImage->Width; \
- span.texHeight[0] = (GLfloat) texImage->Height; \
- (void) fixedToDepthShift;
-
-#define RENDER_SPAN( span ) \
- GLuint i; \
- 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.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); \
- span.color.rgba[i][BCOMP] = FixedToChan(span.blue); \
- span.color.rgba[i][ACOMP] = FixedToChan(span.alpha); \
- span.red += span.redStep; \
- span.green += span.greenStep; \
- span.blue += span.blueStep; \
- span.alpha += span.alphaStep; \
- span.texcoords[0][i][0] = (GLfloat) (span.tex[0][0] * invQ); \
- span.texcoords[0][i][1] = (GLfloat) (span.tex[0][1] * invQ); \
- span.texcoords[0][i][2] = (GLfloat) (span.tex[0][2] * invQ); \
- span.tex[0][0] += span.texStep[0][0]; \
- span.tex[0][1] += span.texStep[0][1]; \
- span.tex[0][2] += span.texStep[0][2]; \
- span.tex[0][3] += span.texStep[0][3]; \
- } \
- _mesa_write_texture_span( ctx, &span, GL_POLYGON );
-
-#include "s_tritemp.h"
-}
-
-
-/*
- * Render a smooth-shaded, textured, RGBA triangle with separate specular
- * color interpolation.
- * Interpolate texcoords with perspective correction, w/out mipmapping.
- */
-static void general_textured_spec_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
-#define INTERP_Z 1
-#define INTERP_FOG 1
-#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define INTERP_RGB 1
#define INTERP_SPEC 1
#define INTERP_ALPHA 1
#define INTERP_TEX 1
@@ -1008,12 +961,13 @@ static void general_textured_spec_triangle( GLcontext *ctx,
span.texHeight[0] = (GLfloat) texImage->Height; \
(void) fixedToDepthShift;
-#define RENDER_SPAN( span ) _mesa_rasterize_span(ctx, &span);
+#define RENDER_SPAN( span ) _mesa_write_texture_span(ctx, &span, GL_POLYGON);
#include "s_tritemp.h"
}
+
/*
* Render a smooth-shaded, textured, RGBA triangle.
* Interpolate S,T,R with perspective correction and compute lambda for
@@ -1030,40 +984,6 @@ static void lambda_textured_triangle( GLcontext *ctx,
#define INTERP_FOG 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
-#define INTERP_ALPHA 1
-#define INTERP_TEX 1
-#define INTERP_LAMBDA 1
-
-#define SETUP_CODE \
- const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \
- const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\
- span.texWidth[0] = (GLfloat) texImage->Width; \
- span.texHeight[0] = (GLfloat) texImage->Height; \
- (void) fixedToDepthShift;
-
-#define RENDER_SPAN( span ) _mesa_rasterize_span(ctx, &span);
-
-#include "s_tritemp.h"
-}
-
-
-/*
- * Render a smooth-shaded, textured, RGBA triangle with separate specular
- * interpolation.
- * Interpolate S,T,R with perspective correction and compute lambda for
- * each fragment. Lambda is used to determine whether to use the
- * minification or magnification filter. If minification and using
- * mipmaps, lambda is also used to select the texture level of detail.
- */
-static void lambda_textured_spec_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
-#define INTERP_Z 1
-#define INTERP_FOG 1
-#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define INTERP_RGB 1
#define INTERP_SPEC 1
#define INTERP_ALPHA 1
#define INTERP_TEX 1
@@ -1076,7 +996,7 @@ static void lambda_textured_spec_triangle( GLcontext *ctx,
span.texHeight[0] = (GLfloat) texImage->Height; \
(void) fixedToDepthShift;
-#define RENDER_SPAN( span ) _mesa_rasterize_span(ctx, &span);
+#define RENDER_SPAN( span ) _mesa_write_texture_span(ctx, &span, GL_POLYGON);
#include "s_tritemp.h"
}
@@ -1118,7 +1038,7 @@ lambda_multitextured_triangle( GLcontext *ctx,
} \
(void) fixedToDepthShift;
-#define RENDER_SPAN( span ) _mesa_rasterize_span(ctx, &span);
+#define RENDER_SPAN( span ) _mesa_write_texture_span(ctx, &span, GL_POLYGON);
#include "s_tritemp.h"
@@ -1347,15 +1267,6 @@ _swrast_choose_triangle( GLcontext *ctx )
if (ctx->Texture._ReallyEnabled > TEXTURE0_ANY) {
USE(lambda_multitextured_triangle);
}
- else if (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR) {
- /* separate specular color interpolation */
- if (needLambda) {
- USE(lambda_textured_spec_triangle);
- }
- else {
- USE(general_textured_spec_triangle);
- }
- }
else {
if (needLambda) {
USE(lambda_textured_triangle);