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authorBrian Paul <[email protected]>2002-01-27 18:32:03 +0000
committerBrian Paul <[email protected]>2002-01-27 18:32:03 +0000
commit2a182a98973edc9ecf2936b1288485bb2b3fa722 (patch)
tree4c832bef597d1cbbccb7e7ab80f508aac2bbaba9 /src/mesa/swrast/swrast.h
parent6a731f343e847226537080122e2fb327e2486564 (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/swrast.h')
-rw-r--r--src/mesa/swrast/swrast.h39
1 files changed, 28 insertions, 11 deletions
diff --git a/src/mesa/swrast/swrast.h b/src/mesa/swrast/swrast.h
index 5ee58bfcf14..c65631b1c59 100644
--- a/src/mesa/swrast/swrast.h
+++ b/src/mesa/swrast/swrast.h
@@ -1,4 +1,4 @@
-/* $Id: swrast.h,v 1.15 2002/01/21 18:12:34 brianp Exp $ */
+/* $Id: swrast.h,v 1.16 2002/01/27 18:32:03 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -92,7 +92,8 @@ typedef struct {
#define SPAN_TEXTURE 0x020
#define SPAN_INT_TEXTURE 0x040
#define SPAN_LAMBDA 0x080
-#define SPAN_FLAT 0x100 /* flat shading? */
+#define SPAN_COVERAGE 0x100
+#define SPAN_FLAT 0x200 /* flat shading? */
struct sw_span {
@@ -104,7 +105,10 @@ struct sw_span {
/* This flag indicates that only a part of the span is visible */
GLboolean writeAll;
- GLuint activeMask; /* OR of the SPAN_* flags */
+ /* This bitmask (bitwise-or of SPAN_* flags) indicates which of the
+ * x/xStep variables are relevant.
+ */
+ GLuint interpMask;
#if CHAN_TYPE == GL_FLOAT
GLfloat red, redStep;
@@ -132,39 +136,52 @@ struct sw_span {
GLfloat rho[MAX_TEXTURE_UNITS];
GLfloat texWidth[MAX_TEXTURE_UNITS], texHeight[MAX_TEXTURE_UNITS];
+ /* This bitmask (bitwise-or of SPAN_* flags) indicates which of the
+ * fragment arrays are relevant.
+ */
+ GLuint arrayMask;
+
/**
* Arrays of fragment values. These will either be computed from the
* x/xStep values above or loadd from glDrawPixels, etc.
*/
- GLdepth depth[MAX_WIDTH];
union {
GLchan rgb[MAX_WIDTH][3];
GLchan rgba[MAX_WIDTH][4];
GLuint index[MAX_WIDTH];
} color;
- GLchan specular[MAX_WIDTH][4];
- GLint itexcoords[MAX_WIDTH][2]; /* Integer texture (s, t) */
+ GLchan specArray[MAX_WIDTH][4];
+ GLdepth zArray[MAX_WIDTH];
+ GLfloat fogArray[MAX_WIDTH];
/* Texture (s,t,r). 4th component only used for pixel texture */
GLfloat texcoords[MAX_TEXTURE_UNITS][MAX_WIDTH][4];
GLfloat lambda[MAX_TEXTURE_UNITS][MAX_WIDTH];
GLfloat coverage[MAX_WIDTH];
+
+ /* This mask indicates if fragment is alive or culled */
GLubyte mask[MAX_WIDTH];
#ifdef DEBUG
- GLboolean filledDepth, filledMask, filledAlpha;
+ GLboolean filledDepth, filledAlpha;
GLboolean filledColor, filledSpecular;
GLboolean filledLambda[MAX_TEXTURE_UNITS], filledTex[MAX_TEXTURE_UNITS];
- GLboolean testedDepth, testedAlpha;
#endif
};
+#define INIT_SPAN(S) \
+do { \
+ S.interpMask = 0; \
+ S.arrayMask = 0; \
+ S.start = S.end = 0; \
+} while (0)
+
+
#ifdef DEBUG
#define SW_SPAN_SET_FLAG(flag) {ASSERT((flag) == GL_FALSE);(flag) = GL_TRUE;}
#define SW_SPAN_RESET(span) { \
- (span).filledDepth = (span).filledMask = (span).filledAlpha \
- = (span).filledColor = (span).filledSpecular \
- = (span).testedDepth = (span).testedAlpha = GL_FALSE; \
+ (span).filledDepth = (span).filledAlpha \
+ = (span).filledColor = (span).filledSpecular = GL_FALSE; \
MEMSET((span).filledTex, GL_FALSE, \
MAX_TEXTURE_UNITS*sizeof(GLboolean)); \
MEMSET((span).filledLambda, GL_FALSE, \