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/swrast.h | |
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/swrast.h')
-rw-r--r-- | src/mesa/swrast/swrast.h | 39 |
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, \ |