diff options
author | Brian Paul <[email protected]> | 2002-04-19 14:05:50 +0000 |
---|---|---|
committer | Brian Paul <[email protected]> | 2002-04-19 14:05:50 +0000 |
commit | bf80e1ed620836e2ca0dd3f7d2d4cb187d17563d (patch) | |
tree | 8666b72f2ff74ac9499d2f9668212fcf4f2e3f5b /src/mesa/swrast/s_triangle.c | |
parent | 05be7ae1253ad68d80816395c3d09665e5619ebc (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_triangle.c')
-rw-r--r-- | src/mesa/swrast/s_triangle.c | 114 |
1 files changed, 57 insertions, 57 deletions
diff --git a/src/mesa/swrast/s_triangle.c b/src/mesa/swrast/s_triangle.c index b5d439609d6..1816624d67a 100644 --- a/src/mesa/swrast/s_triangle.c +++ b/src/mesa/swrast/s_triangle.c @@ -1,4 +1,4 @@ -/* $Id: s_triangle.c,v 1.57 2002/04/12 15:39:59 brianp Exp $ */ +/* $Id: s_triangle.c,v 1.58 2002/04/19 14:05:50 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -81,11 +81,11 @@ static void flat_ci_triangle( GLcontext *ctx, #define INTERP_FOG 1 #define SETUP_CODE \ - span.interpMask |= SPAN_INDEX; \ - span.index = IntToFixed(v2->index); \ - span.indexStep = 0; + span->interpMask |= SPAN_INDEX; \ + span->index = IntToFixed(v2->index); \ + span->indexStep = 0; -#define RENDER_SPAN( span ) _mesa_write_index_span(ctx, &span); +#define RENDER_SPAN( span ) _mesa_write_index_span(ctx, span); #include "s_tritemp.h" } @@ -104,7 +104,7 @@ static void smooth_ci_triangle( GLcontext *ctx, #define INTERP_FOG 1 #define INTERP_INDEX 1 -#define RENDER_SPAN( span ) _mesa_write_index_span(ctx, &span); +#define RENDER_SPAN( span ) _mesa_write_index_span(ctx, span); #include "s_tritemp.h" } @@ -126,17 +126,17 @@ static void flat_rgba_triangle( GLcontext *ctx, #define SETUP_CODE \ ASSERT(!ctx->Texture._ReallyEnabled); \ ASSERT(ctx->Light.ShadeModel==GL_FLAT); \ - 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_rgba_span(ctx, &span); + 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_rgba_span(ctx, span); #include "s_tritemp.h" } @@ -165,7 +165,7 @@ static void smooth_rgba_triangle( GLcontext *ctx, ASSERT(ctx->Light.ShadeModel==GL_SMOOTH); \ } -#define RENDER_SPAN( span ) _mesa_write_rgba_span(ctx, &span); +#define RENDER_SPAN( span ) _mesa_write_rgba_span(ctx, span); #include "s_tritemp.h" @@ -204,21 +204,21 @@ static void simple_textured_triangle( GLcontext *ctx, #define RENDER_SPAN( span ) \ GLuint i; \ - span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \ - span.intTex[1] -= FIXED_HALF; \ - for (i = 0; i < span.end; i++) { \ - GLint s = FixedToInt(span.intTex[0]) & smask; \ - GLint t = FixedToInt(span.intTex[1]) & tmask; \ + span->intTex[0] -= FIXED_HALF; /* off-by-one error? */ \ + span->intTex[1] -= FIXED_HALF; \ + for (i = 0; i < span->end; i++) { \ + GLint s = FixedToInt(span->intTex[0]) & smask; \ + GLint t = FixedToInt(span->intTex[1]) & tmask; \ GLint pos = (t << twidth_log2) + s; \ pos = pos + pos + pos; /* multiply by 3 */ \ - span.color.rgb[i][RCOMP] = texture[pos]; \ - span.color.rgb[i][GCOMP] = texture[pos+1]; \ - span.color.rgb[i][BCOMP] = texture[pos+2]; \ - span.intTex[0] += span.intTexStep[0]; \ - span.intTex[1] += span.intTexStep[1]; \ + span->color.rgb[i][RCOMP] = texture[pos]; \ + span->color.rgb[i][GCOMP] = texture[pos+1]; \ + span->color.rgb[i][BCOMP] = texture[pos+2]; \ + span->intTex[0] += span->intTexStep[0]; \ + span->intTex[1] += span->intTexStep[1]; \ } \ - (*swrast->Driver.WriteRGBSpan)(ctx, span.end, span.x, span.y, \ - (CONST GLchan (*)[3]) span.color.rgb, \ + (*swrast->Driver.WriteRGBSpan)(ctx, span->end, span->x, span->y, \ + (CONST GLchan (*)[3]) span->color.rgb, \ NULL ); #include "s_tritemp.h" @@ -260,31 +260,31 @@ static void simple_z_textured_triangle( GLcontext *ctx, #define RENDER_SPAN( span ) \ GLuint i; \ - span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \ - span.intTex[1] -= FIXED_HALF; \ - for (i = 0; i < span.end; i++) { \ - const GLdepth z = FixedToDepth(span.z); \ + span->intTex[0] -= FIXED_HALF; /* off-by-one error? */ \ + span->intTex[1] -= FIXED_HALF; \ + for (i = 0; i < span->end; i++) { \ + const GLdepth z = FixedToDepth(span->z); \ if (z < zRow[i]) { \ - GLint s = FixedToInt(span.intTex[0]) & smask; \ - GLint t = FixedToInt(span.intTex[1]) & tmask; \ + GLint s = FixedToInt(span->intTex[0]) & smask; \ + GLint t = FixedToInt(span->intTex[1]) & tmask; \ GLint pos = (t << twidth_log2) + s; \ pos = pos + pos + pos; /* multiply by 3 */ \ - span.color.rgb[i][RCOMP] = texture[pos]; \ - span.color.rgb[i][GCOMP] = texture[pos+1]; \ - span.color.rgb[i][BCOMP] = texture[pos+2]; \ + span->color.rgb[i][RCOMP] = texture[pos]; \ + span->color.rgb[i][GCOMP] = texture[pos+1]; \ + span->color.rgb[i][BCOMP] = texture[pos+2]; \ zRow[i] = z; \ - span.mask[i] = 1; \ + span->mask[i] = 1; \ } \ else { \ - span.mask[i] = 0; \ + span->mask[i] = 0; \ } \ - span.intTex[0] += span.intTexStep[0]; \ - span.intTex[1] += span.intTexStep[1]; \ - span.z += span.zStep; \ + span->intTex[0] += span->intTexStep[0]; \ + span->intTex[1] += span->intTexStep[1]; \ + span->z += span->zStep; \ } \ - (*swrast->Driver.WriteRGBSpan)(ctx, span.end, span.x, span.y, \ - (CONST GLchan (*)[3]) span.color.rgb, \ - span.mask ); + (*swrast->Driver.WriteRGBSpan)(ctx, span->end, span->x, span->y, \ + (CONST GLchan (*)[3]) span->color.rgb, \ + span->mask ); #include "s_tritemp.h" } @@ -589,7 +589,7 @@ 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; \ + span->arrayMask |= SPAN_RGBA; \ \ if (info.envmode == GL_BLEND) { \ /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \ @@ -624,7 +624,7 @@ static void affine_textured_triangle( GLcontext *ctx, } \ info.tsize = obj->Image[b]->Height * info.tbytesline; -#define RENDER_SPAN( span ) affine_span(ctx, &span, &info); +#define RENDER_SPAN( span ) affine_span(ctx, span, &info); #include "s_tritemp.h" @@ -895,9 +895,9 @@ static void persp_textured_triangle( GLcontext *ctx, info.tsize = obj->Image[b]->Height * info.tbytesline; #define RENDER_SPAN( span ) \ - span.interpMask &= ~SPAN_RGBA; \ - span.arrayMask |= SPAN_RGBA; \ - fast_persp_span(ctx, &span, &info); + span->interpMask &= ~SPAN_RGBA; \ + span->arrayMask |= SPAN_RGBA; \ + fast_persp_span(ctx, span, &info); #include "s_tritemp.h" @@ -926,7 +926,7 @@ static void general_textured_triangle( GLcontext *ctx, #define INTERP_ALPHA 1 #define INTERP_TEX 1 -#define RENDER_SPAN( span ) _mesa_write_texture_span(ctx, &span); +#define RENDER_SPAN( span ) _mesa_write_texture_span(ctx, span); #include "s_tritemp.h" } @@ -953,7 +953,7 @@ multitextured_triangle( GLcontext *ctx, #define INTERP_SPEC 1 #define INTERP_MULTITEX 1 -#define RENDER_SPAN( span ) _mesa_write_texture_span(ctx, &span); +#define RENDER_SPAN( span ) _mesa_write_texture_span(ctx, span); #include "s_tritemp.h" @@ -975,13 +975,13 @@ static void occlusion_zless_triangle( GLcontext *ctx, #define RENDER_SPAN( span ) \ GLuint i; \ - for (i = 0; i < span.end; i++) { \ - GLdepth z = FixedToDepth(span.z); \ + for (i = 0; i < span->end; i++) { \ + GLdepth z = FixedToDepth(span->z); \ if (z < zRow[i]) { \ ctx->OcclusionResult = GL_TRUE; \ return; \ } \ - span.z += span.zStep; \ + span->z += span->zStep; \ } #include "s_tritemp.h" |