summaryrefslogtreecommitdiffstats
path: root/src
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
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')
-rw-r--r--src/mesa/swrast/s_aatritemp.h130
-rw-r--r--src/mesa/swrast/s_alpha.c4
-rw-r--r--src/mesa/swrast/s_depth.c5
-rw-r--r--src/mesa/swrast/s_drawpix.c3
-rw-r--r--src/mesa/swrast/s_fog.c11
-rw-r--r--src/mesa/swrast/s_span.c855
-rw-r--r--src/mesa/swrast/s_span.h20
-rw-r--r--src/mesa/swrast/s_stencil.c4
-rw-r--r--src/mesa/swrast/s_texture.c52
-rw-r--r--src/mesa/swrast/s_texture.h5
-rw-r--r--src/mesa/swrast/s_triangle.c121
-rw-r--r--src/mesa/swrast/s_zoom.c7
-rw-r--r--src/mesa/swrast/swrast.h13
13 files changed, 249 insertions, 981 deletions
diff --git a/src/mesa/swrast/s_aatritemp.h b/src/mesa/swrast/s_aatritemp.h
index 91571cb3743..e142c6fb279 100644
--- a/src/mesa/swrast/s_aatritemp.h
+++ b/src/mesa/swrast/s_aatritemp.h
@@ -1,4 +1,4 @@
-/* $Id: s_aatritemp.h,v 1.24 2002/01/27 18:32:03 brianp Exp $ */
+/* $Id: s_aatritemp.h,v 1.25 2002/01/28 00:07:33 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -268,7 +268,7 @@
GLint iy;
for (iy = iyMin; iy < iyMax; iy++, x += dxdy) {
GLint ix, startX = (GLint) (x - xAdj);
- GLuint count, n;
+ GLuint count;
GLfloat coverage = 0.0F;
SW_SPAN_RESET(span);
@@ -343,42 +343,15 @@
if (ix <= startX)
continue;
- n = (GLuint) ix - (GLuint) startX;
-
-#ifdef DO_MULTITEX
-# ifdef DO_SPEC
- _old_write_multitexture_span(ctx, n, startX, iy, span.zArray,
- span.fogArray,
- span.texcoords,
- span.lambda, span.color.rgba,
- span.specArray,
- span.coverage, GL_POLYGON);
-# else
- _old_write_multitexture_span(ctx, n, startX, iy, span.zArray,
- span.fogArray,
- span.texcoords,
- span.lambda, span.color.rgba,
- NULL, span.coverage,
- GL_POLYGON);
-# endif
-#elif defined(DO_TEX)
-
span.x = startX;
span.y = iy;
- span.end = n;
+ span.end = (GLuint) ix - (GLuint) startX;
+ ASSERT(span.interpMask == 0);
+#if defined(DO_MULTITEX) || defined(DO_TEX)
_mesa_write_texture_span(ctx, &span, GL_POLYGON);
-
#elif defined(DO_RGBA)
- span.x = startX;
- span.y = iy;
- span.end = n;
- ASSERT(span.interpMask == 0);
_mesa_write_rgba_span(ctx, &span, GL_POLYGON);
#elif defined(DO_INDEX)
- span.x = startX;
- span.y = iy;
- span.end = n;
- ASSERT(span.interpMask == 0);
_mesa_write_index_span(ctx, &span, GL_POLYGON);
#endif
}
@@ -479,7 +452,38 @@
n = (GLuint) startX - (GLuint) ix;
left = ix + 1;
+
+ /* shift all values to the left */
+ /* XXX this is temporary */
+ {
+ GLint j;
+ for (j = 0; j < (GLint) n; j++) {
+#ifdef DO_RGBA
+ COPY_4V(span.color.rgba[j], span.color.rgba[j + left]);
+#endif
+#ifdef DO_SPEC
+ COPY_4V(span.specArray[j], span.specArray[j + left]);
+#endif
+#ifdef DO_INDEX
+ span.color.index[j] = span.color.index[j + left];
+#endif
+#ifdef DO_Z
+ span.zArray[j] = span.zArray[j + left];
+#endif
+#ifdef DO_FOG
+ span.fogArray[j] = span.fogArray[j + left];
+#endif
+#ifdef DO_TEX
+ COPY_4V(span.texcoords[0][j], span.texcoords[0][j + left]);
+#endif
+#if defined(DO_MULTITEX) || defined(DO_TEX)
+ span.lambda[0][j] = span.lambda[0][j + left];
+#endif
+ span.coverage[j] = span.coverage[j + left];
+ }
+ }
#ifdef DO_MULTITEX
+ /* shift texcoords */
{
GLuint unit;
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
@@ -494,73 +498,17 @@
}
}
}
-# ifdef DO_SPEC
- _old_write_multitexture_span(ctx, n, left, iy, span.zArray + left,
- span.fogArray + left,
- span.texcoords, span.lambda,
- span.color.rgba + left,
- span.specArray + left,
- span.coverage + left,
- GL_POLYGON);
-# else
- _old_write_multitexture_span(ctx, n, left, iy, span.zArray + left,
- span.fogArray + left,
- span.texcoords, span.lambda,
- span.color.rgba + left, NULL,
- span.coverage + left,
- GL_POLYGON);
-# endif
-#elif defined(DO_TEX)
+#endif
- /* XXX this is temporary */
- {
- GLint j;
- for (j = 0; j < (GLint) n; j++) {
- span.fogArray[j] = span.fogArray[j + left];
- span.zArray[j] = span.zArray[j + left];
- COPY_4V(span.color.rgba[j], span.color.rgba[j + left]);
- COPY_4V(span.specArray[j], span.specArray[j + left]);
- COPY_4V(span.texcoords[0][j], span.texcoords[0][j + left]);
- span.lambda[0][j] = span.lambda[0][j + left];
- span.coverage[j] = span.coverage[j + left];
- }
- }
span.x = left;
span.y = iy;
span.end = n;
+ ASSERT(span.interpMask == 0);
+#if defined(DO_MULTITEX) || defined(DO_TEX)
_mesa_write_texture_span(ctx, &span, GL_POLYGON);
-
#elif defined(DO_RGBA)
- /* XXX this is temporary */
- {
- GLint j;
- for (j = 0; j < (GLint) n; j++) {
- span.fogArray[j] = span.fogArray[j + left];
- span.zArray[j] = span.zArray[j + left];
- COPY_4V(span.color.rgba[j], span.color.rgba[j + left]);
- span.coverage[j] = span.coverage[j + left];
- }
- }
- span.x = left;
- span.y = iy;
- span.end = n;
- ASSERT(span.interpMask == 0);
_mesa_write_rgba_span(ctx, &span, GL_POLYGON);
#elif defined(DO_INDEX)
- /* XXX this is temporary */
- {
- GLint j;
- for (j = 0; j < (GLint) n; j++) {
- span.fogArray[j] = span.fogArray[j + left];
- span.zArray[j] = span.zArray[j + left];
- span.color.index[j] = span.color.index[j + left];
- span.coverage[j] = span.coverage[j + left];
- }
- }
- span.x = left;
- span.y = iy;
- span.end = n;
- ASSERT(span.interpMask == 0);
_mesa_write_index_span(ctx, &span, GL_POLYGON);
#endif
}
diff --git a/src/mesa/swrast/s_alpha.c b/src/mesa/swrast/s_alpha.c
index ca34c120b43..7ee0f1b118f 100644
--- a/src/mesa/swrast/s_alpha.c
+++ b/src/mesa/swrast/s_alpha.c
@@ -1,4 +1,4 @@
-/* $Id: s_alpha.c,v 1.6 2002/01/27 18:32:03 brianp Exp $ */
+/* $Id: s_alpha.c,v 1.7 2002/01/28 00:07:33 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -49,7 +49,7 @@ _mesa_alpha_test( const GLcontext *ctx, struct sw_span *span,
const GLchan ref = ctx->Color.AlphaRef;
GLubyte *mask = span->mask;
- ASSERT (span->filledAlpha == GL_TRUE || (span->arrayMask & SPAN_RGBA));
+ ASSERT(span->arrayMask & SPAN_RGBA);
/* switch cases ordered from most frequent to less frequent */
switch (ctx->Color.AlphaFunc) {
diff --git a/src/mesa/swrast/s_depth.c b/src/mesa/swrast/s_depth.c
index 3a3f1904d00..1962dbef78c 100644
--- a/src/mesa/swrast/s_depth.c
+++ b/src/mesa/swrast/s_depth.c
@@ -1,4 +1,4 @@
-/* $Id: s_depth.c,v 1.12 2002/01/27 18:32:03 brianp Exp $ */
+/* $Id: s_depth.c,v 1.13 2002/01/28 00:07:33 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -572,8 +572,7 @@ _mesa_depth_test_span( GLcontext *ctx, struct sw_span *span)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
- ASSERT((span->interpMask & SPAN_Z) || (span->arrayMask & SPAN_Z));
- ASSERT((span->filledDepth == GL_TRUE) || (span->arrayMask & SPAN_Z));
+ ASSERT(span->arrayMask & SPAN_Z);
if (swrast->Driver.ReadDepthSpan) {
/* hardware-based depth buffer */
diff --git a/src/mesa/swrast/s_drawpix.c b/src/mesa/swrast/s_drawpix.c
index 4be186bb917..94dea3d5105 100644
--- a/src/mesa/swrast/s_drawpix.c
+++ b/src/mesa/swrast/s_drawpix.c
@@ -1,4 +1,4 @@
-/* $Id: s_drawpix.c,v 1.26 2002/01/27 18:32:03 brianp Exp $ */
+/* $Id: s_drawpix.c,v 1.27 2002/01/28 00:07:33 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -634,7 +634,6 @@ draw_depth_pixels( GLcontext *ctx, GLint x, GLint y,
span.x = x;
span.y = y;
span.end = drawWidth;
- span.filledDepth = GL_TRUE; /* XXX temporary */
_mesa_write_rgba_span(ctx, &span, GL_BITMAP);
}
}
diff --git a/src/mesa/swrast/s_fog.c b/src/mesa/swrast/s_fog.c
index 4d9af9bb522..e123ff5d9a6 100644
--- a/src/mesa/swrast/s_fog.c
+++ b/src/mesa/swrast/s_fog.c
@@ -1,4 +1,4 @@
-/* $Id: s_fog.c,v 1.18 2002/01/27 18:32:03 brianp Exp $ */
+/* $Id: s_fog.c,v 1.19 2002/01/28 00:07:33 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -85,7 +85,6 @@ _mesa_fog_rgba_pixels( const GLcontext *ctx, struct sw_span *span,
GLfloat fog = span->fog, Dfog = span->fogStep;
GLchan rFog, gFog, bFog;
- /* printf("%s\n", __FUNCTION__);*/
ASSERT(ctx->Fog.Enabled);
ASSERT(span->interpMask & SPAN_FOG);
ASSERT(span->filledColor == GL_TRUE || (span->arrayMask & SPAN_RGBA));
@@ -119,7 +118,6 @@ _mesa_fog_rgba_pixels_with_array( const GLcontext *ctx, struct sw_span *span,
GLuint i;
GLchan rFog, gFog, bFog;
- /* printf("%s\n", __FUNCTION__);*/
ASSERT(fog != NULL);
ASSERT(ctx->Fog.Enabled);
ASSERT(span->filledColor == GL_TRUE || (span->arrayMask & SPAN_RGBA));
@@ -153,7 +151,6 @@ _old_fog_rgba_pixels( const GLcontext *ctx,
GLuint i;
GLchan rFog, gFog, bFog;
- /* printf("%s\n", __FUNCTION__);*/
UNCLAMPED_FLOAT_TO_CHAN(rFog, ctx->Fog.Color[RCOMP]);
UNCLAMPED_FLOAT_TO_CHAN(gFog, ctx->Fog.Color[GCOMP]);
UNCLAMPED_FLOAT_TO_CHAN(bFog, ctx->Fog.Color[BCOMP]);
@@ -185,7 +182,7 @@ _mesa_fog_ci_pixels( const GLcontext *ctx, struct sw_span *span,
ASSERT(ctx->Fog.Enabled);
ASSERT(span->interpMask & SPAN_FOG);
- ASSERT(span->interpMask & SPAN_INDEX);
+ ASSERT(span->arrayMask & SPAN_INDEX);
for (i = 0; i < span->end; i++) {
const GLfloat f = CLAMP(fog, 0.0F, 1.0F);
@@ -396,11 +393,9 @@ _mesa_depth_fog_rgba_pixels(const GLcontext *ctx, struct sw_span *span,
{
GLfloat fogFact[PB_SIZE];
- /* printf("%s\n", __FUNCTION__);*/
ASSERT(ctx->Fog.Enabled);
ASSERT(span->arrayMask & SPAN_Z);
ASSERT(span->end <= PB_SIZE);
- ASSERT((span->filledDepth) == GL_TRUE || (span->arrayMask & SPAN_Z));
compute_fog_factors_from_z(ctx, span->end, span->zArray, fogFact );
_mesa_fog_rgba_pixels_with_array( ctx, span, fogFact, rgba );
@@ -420,7 +415,6 @@ _old_depth_fog_rgba_pixels( const GLcontext *ctx,
{
GLfloat fogFact[PB_SIZE];
ASSERT(n <= PB_SIZE);
- /* printf("%s\n", __FUNCTION__);*/
compute_fog_factors_from_z( ctx, n, z, fogFact );
_old_fog_rgba_pixels( ctx, n, fogFact, rgba );
}
@@ -442,7 +436,6 @@ _mesa_depth_fog_ci_pixels( const GLcontext *ctx, struct sw_span *span,
ASSERT(ctx->Fog.Enabled);
ASSERT(span->arrayMask & SPAN_Z);
ASSERT(span->end <= PB_SIZE);
- ASSERT((span->filledDepth == GL_TRUE) || (span->arrayMask & SPAN_Z));
compute_fog_factors_from_z(ctx, span->end, span->zArray, fogFact );
_mesa_fog_ci_pixels_with_array( ctx, span, fogFact, index );
diff --git a/src/mesa/swrast/s_span.c b/src/mesa/swrast/s_span.c
index 4e4bdf298f6..489a494a7f3 100644
--- a/src/mesa/swrast/s_span.c
+++ b/src/mesa/swrast/s_span.c
@@ -1,4 +1,4 @@
-/* $Id: s_span.c,v 1.24 2002/01/27 18:32:03 brianp Exp $ */
+/* $Id: s_span.c,v 1.25 2002/01/28 00:07:33 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -139,11 +139,6 @@ interpolate_colors(GLcontext *ctx, struct sw_span *span)
ASSERT(span->interpMask & SPAN_RGBA);
- /*
- SW_SPAN_SET_FLAG(span->filledColor);
- SW_SPAN_SET_FLAG(span->filledAlpha);
- */
-
if (span->interpMask & SPAN_FLAT) {
/* constant color */
GLchan color[4];
@@ -251,8 +246,6 @@ interpolate_z(GLcontext *ctx, struct sw_span *span)
ASSERT(span->interpMask & SPAN_Z);
- /* SW_SPAN_SET_FLAG(span->filledDepth);*/
-
if (ctx->Visual.depthBits <= 16) {
GLfixed zval = span->z;
for (i = 0; i < n; i++) {
@@ -294,8 +287,6 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
GLfloat r = span->tex[u][2];
GLfloat q = span->tex[u][3];
GLuint i;
- SW_SPAN_SET_FLAG(span->filledLambda[u]);
- SW_SPAN_SET_FLAG(span->filledTex[u]);
for (i = 0; i < span->end; i++) {
const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
span->texcoords[u][i][0] = s * invQ;
@@ -326,7 +317,6 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
GLfloat r = span->tex[u][2];
GLfloat q = span->tex[u][3];
GLuint i;
- SW_SPAN_SET_FLAG(span->filledTex[u]);
for (i = 0; i < span->end; i++) {
const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
span->texcoords[u][i][0] = s * invQ;
@@ -342,13 +332,6 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
}
}
else {
-#ifdef DEBUG
- {GLint i;
- for (i=0; i<ctx->Const.MaxTextureUnits; i++) {
- ASSERT(span->filledTex[i] == GL_FALSE &&
- span->filledLambda[i] == GL_FALSE);
- }}
-#endif
if (span->interpMask & SPAN_LAMBDA) {
/* just texture unit 0, with lambda */
const GLfloat ds = span->texStep[0][0];
@@ -360,8 +343,6 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
GLfloat r = span->tex[0][2];
GLfloat q = span->tex[0][3];
GLuint i;
- SW_SPAN_SET_FLAG(span->filledLambda[0]);
- SW_SPAN_SET_FLAG(span->filledTex[0]);
for (i = 0; i < span->end; i++) {
const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
span->texcoords[0][i][0] = s * invQ;
@@ -387,7 +368,6 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
GLfloat r = span->tex[0][2];
GLfloat q = span->tex[0][3];
GLuint i;
- SW_SPAN_SET_FLAG(span->filledTex[0]);
for (i = 0; i < span->end; i++) {
const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
span->texcoords[0][i][0] = s * invQ;
@@ -407,31 +387,6 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
* Apply the current polygon stipple pattern to a span of pixels.
*/
static void
-old_stipple_polygon_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
- GLubyte mask[] )
-{
- const GLuint highbit = 0x80000000;
- GLuint i, m, stipple;
-
- stipple = ctx->PolygonStipple[y % 32];
- m = highbit >> (GLuint) (x % 32);
-
- for (i = 0; i < n; i++) {
- if ((m & stipple) == 0) {
- mask[i] = 0;
- }
- m = m >> 1;
- if (m == 0) {
- m = highbit;
- }
- }
-}
-
-
-/*
- * Apply the current polygon stipple pattern to a span of pixels.
- */
-static void
stipple_polygon_span( GLcontext *ctx, struct sw_span *span)
{
const GLuint highbit = 0x80000000;
@@ -453,49 +408,6 @@ stipple_polygon_span( GLcontext *ctx, struct sw_span *span)
}
-
-/*
- * Clip a pixel span to the current buffer/window boundaries.
- * Return: 'n' such that pixel 'n', 'n+1' etc. are clipped,
- * as a special case:
- * 0 = all pixels clipped
- */
-static GLuint
-old_clip_span( GLcontext *ctx, GLint n, GLint x, GLint y, GLubyte mask[] )
-{
- /* Clip to top and bottom */
- if (y < 0 || y >= ctx->DrawBuffer->Height) {
- return 0;
- }
-
- /* Clip to the left */
- if (x < 0) {
- if (x + n <= 0) {
- /* completely off left side */
- return 0;
- }
- else {
- /* partially off left side */
- BZERO(mask, -x * sizeof(GLubyte));
- }
- }
-
- /* Clip to right */
- if (x + n > ctx->DrawBuffer->Width) {
- if (x >= ctx->DrawBuffer->Width) {
- /* completely off right side */
- return 0;
- }
- else {
- /* partially off right side */
- return ctx->DrawBuffer->Width - x;
- }
- }
-
- return n;
-}
-
-
/*
* Clip a pixel span to the current buffer/window boundaries.
* Return: GL_TRUE some pixel still visible
@@ -596,6 +508,8 @@ multi_write_index_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
/*
* Draw to more than one RGBA color buffer (or none).
+ * All fragment operations, up to (but not) blending/logicop should
+ * have been done first.
*/
static void
multi_write_rgba_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
@@ -845,45 +759,26 @@ _mesa_write_rgba_span( GLcontext *ctx, struct sw_span *span,
}
}
- /* I have to think where to put this!! */
- if (span->interpMask & SPAN_Z) {
-#ifdef DEBUG
- span->filledDepth = GL_TRUE;
-#endif
-
- if (ctx->Visual.depthBits <= 16) {
- GLuint i;
- GLfixed zval = span->z;
- for (i = 0; i < span->end; i++) {
- span->zArray[i] = FixedToInt(zval);
- zval += span->zStep;
+ /* Stencil and Z testing */
+ if (ctx->Stencil.Enabled || ctx->Depth.Test) {
+ if (span->interpMask & SPAN_Z)
+ interpolate_z(ctx, span);
+
+ if (ctx->Stencil.Enabled) {
+ if (!_mesa_stencil_and_ztest_span(ctx, span)) {
+ span->arrayMask = origArrayMask;
+ return;
}
}
else {
- /* Deep Z buffer, no fixed->int shift */
- GLuint i;
- GLfixed zval = span->z;
- for (i = 0; i < span->end; i++) {
- span->zArray[i] = zval;
- zval += span->zStep;
+ ASSERT(ctx->Depth.Test);
+ ASSERT(span->arrayMask & SPAN_Z);
+ /* regular depth testing */
+ if (!_mesa_depth_test_span(ctx, span)) {
+ span->arrayMask = origArrayMask;
+ return;
}
}
- span->arrayMask |= SPAN_Z;
- }
-
- if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (_mesa_stencil_and_ztest_span(ctx, span) == GL_FALSE) {
- span->arrayMask = origArrayMask;
- return;
- }
- }
- else if (ctx->Depth.Test) {
- /* regular depth testing */
- if (_mesa_depth_test_span(ctx, span) == GL_FALSE) {
- span->arrayMask = origArrayMask;
- return;
- }
}
/* if we get here, something passed the depth test */
@@ -895,8 +790,11 @@ _mesa_write_rgba_span( GLcontext *ctx, struct sw_span *span,
_mesa_fog_rgba_pixels_with_array( ctx, span, span->fogArray, rgba);
else if ((span->interpMask & SPAN_FOG) && !swrast->_PreferPixelFog)
_mesa_fog_rgba_pixels( ctx, span, rgba );
- else
+ else {
+ if ((span->interpMask & SPAN_Z) && (span->arrayMask & SPAN_Z) == 0)
+ interpolate_z(ctx, span);
_mesa_depth_fog_rgba_pixels( ctx, span, rgba );
+ }
}
/* Antialias coverage application */
@@ -985,7 +883,9 @@ _mesa_write_monocolor_span( GLcontext *ctx, struct sw_span *span,
/* Do the alpha test */
if (ctx->Color.AlphaEnabled) {
- SW_SPAN_SET_FLAG(span->filledAlpha);
+ if ((span->interpMask & SPAN_RGBA) && (span->arrayMask & SPAN_RGBA) == 0)
+ interpolate_colors(ctx, span);
+
for (i = 0; i < span->end; i++) {
rgba[i][ACOMP] = color[ACOMP];
}
@@ -994,29 +894,8 @@ _mesa_write_monocolor_span( GLcontext *ctx, struct sw_span *span,
}
}
- /* I have to think where to put this!! */
- if (span->interpMask & SPAN_Z) {
- SW_SPAN_SET_FLAG(span->filledDepth);
-
- if (ctx->Visual.depthBits <= 16) {
- GLuint i;
- GLfixed zval = span->z;
- for (i = 0; i < span->end; i++) {
- span->zArray[i] = FixedToInt(zval);
- zval += span->zStep;
- }
- }
- else {
- /* Deep Z buffer, no fixed->int shift */
- GLuint i;
- GLfixed zval = span->z;
- for (i = 0; i < span->end; i++) {
- span->zArray[i] = zval;
- zval += span->zStep;
- }
- }
- span->arrayMask |= SPAN_Z;
- }
+ if (span->interpMask & SPAN_Z)
+ interpolate_z(ctx, span);
if (ctx->Stencil.Enabled) {
/* first stencil test */
@@ -1130,26 +1009,22 @@ _mesa_write_monocolor_span( GLcontext *ctx, struct sw_span *span,
/*
* Add specular color to base color. This is used only when
- * GL_LIGHT_MODEL_COLOR_CONTROL = GL_SEPARATE_SPECULAR_COLOR
- * or GL_COLOR_SUM_EXT is enabled.
+ * GL_LIGHT_MODEL_COLOR_CONTROL = GL_SEPARATE_SPECULAR_COLOR.
*/
static void
-add_colors(CONST struct sw_span *span, GLchan rgba[][4])
+add_colors(GLuint n, GLchan rgba[][4], GLchan specular[][4] )
{
GLuint i;
- assert(span->arrayMask & SPAN_RGBA);
- assert(span->arrayMask & SPAN_SPEC);
-
- for (i = 0; i < span->end; i++) {
+ for (i = 0; i < n; i++) {
#if CHAN_TYPE == GL_FLOAT
/* no clamping */
- rgba[i][RCOMP] += span->specArray[i][RCOMP];
- rgba[i][GCOMP] += span->specArray[i][GCOMP];
- rgba[i][BCOMP] += span->specArray[i][BCOMP];
+ rgba[i][RCOMP] += specular[i][RCOMP];
+ rgba[i][GCOMP] += specular[i][GCOMP];
+ rgba[i][BCOMP] += specular[i][BCOMP];
#else
- GLint r = rgba[i][RCOMP] + span->specArray[i][RCOMP];
- GLint g = rgba[i][GCOMP] + span->specArray[i][GCOMP];
- GLint b = rgba[i][BCOMP] + span->specArray[i][BCOMP];
+ GLint r = rgba[i][RCOMP] + specular[i][RCOMP];
+ GLint g = rgba[i][GCOMP] + specular[i][GCOMP];
+ GLint b = rgba[i][BCOMP] + specular[i][BCOMP];
rgba[i][RCOMP] = (GLchan) MIN2(r, CHAN_MAX);
rgba[i][GCOMP] = (GLchan) MIN2(g, CHAN_MAX);
rgba[i][BCOMP] = (GLchan) MIN2(b, CHAN_MAX);
@@ -1159,32 +1034,32 @@ add_colors(CONST struct sw_span *span, GLchan rgba[][4])
/*
- * Write a horizontal span of textured pixels to the frame buffer.
- * The color of each pixel is different.
- * Alpha-testing, stenciling, depth-testing, and blending are done
- * as needed.
- * Input: span - contains span-data with the exception of
- * fog - array of fog factor values in [0,1]
- * primitive - either GL_POINT, GL_LINE, GL_POLYGON or GL_BITMAP.
+ * This function may modify any of the array values in the span.
+ * span->arrayMask, however, will not be modified (or we'll
+ * restore it to the original incoming value before returning.
*/
void
_mesa_write_texture_span( GLcontext *ctx, struct sw_span *span,
- GLenum primitive )
+ GLenum primitive )
{
const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask);
- GLchan rgbaBackup[MAX_WIDTH][4];
- GLchan (*rgba)[4]; /* points to either rgbaIn or rgbaBackup */
SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ const GLuint origArrayMask = span->arrayMask;
+
+ /* printf("%s() interp 0x%x array 0x%x\n", __FUNCTION__, span->interpMask, span->arrayMask);*/
+
+ ASSERT(ctx->Texture._ReallyEnabled);
MEMSET(span->mask, 1, span->end);
+ /* clip against window bounds */
if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
if (clip_span(ctx,span) == GL_FALSE) {
return;
}
}
- /* Do the scissor test */
+ /* Scissor test */
if (ctx->Scissor.Enabled) {
if (_mesa_scissor_span( ctx, span ) == GL_FALSE) {
return;
@@ -1196,300 +1071,109 @@ _mesa_write_texture_span( GLcontext *ctx, struct sw_span *span,
stipple_polygon_span( ctx, span);
}
-
- if (primitive==GL_BITMAP || (swrast->_RasterMask & MULTI_DRAW_BIT)) {
- /* must make a copy of the colors since they may be modified */
- MEMCPY(rgbaBackup, span->color.rgba, 4 * span->end * sizeof(GLchan));
- rgba = rgbaBackup;
- }
- else {
- rgba = span->color.rgba;
- }
-
+ /* Need texture coordinates now */
+ if ((span->interpMask & SPAN_TEXTURE)
+ && (span->arrayMask & SPAN_TEXTURE) == 0)
+ interpolate_texcoords(ctx, span);
/* Texture with alpha test */
if (ctx->Color.AlphaEnabled) {
+
+ /* Now we need the rgba array, fill it in if needed */
+ if ((span->interpMask & SPAN_RGBA) && (span->arrayMask & SPAN_RGBA) == 0)
+ interpolate_colors(ctx, span);
+
/* Texturing without alpha is done after depth-testing which
- gives a potential speed-up. */
- ASSERT(ctx->Texture._ReallyEnabled);
- _swrast_texture_fragments( ctx, 0, span, rgba );
+ * gives a potential speed-up.
+ */
+ _swrast_multitexture_fragments( ctx, span );
/* Do the alpha test */
- if (_mesa_alpha_test( ctx, span, (const GLchan (*)[4]) rgba ) == 0) {
+ if (!_old_alpha_test(ctx, span->end,
+ (CONST GLchan (*)[4]) span->color.rgba,
+ span->mask)) {
+ span->arrayMask = origArrayMask;
return;
}
}
- if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (_mesa_stencil_and_ztest_span(ctx, span) == GL_FALSE)
- return;
- }
- else if (ctx->Depth.Test) {
- /* regular depth testing */
- if (_mesa_depth_test_span(ctx, span) == 0)
- return;
- }
-
- /* if we get here, something passed the depth test */
- ctx->OcclusionResult = GL_TRUE;
-
- /* Texture without alpha test */
- if (! ctx->Color.AlphaEnabled) {
- ASSERT(ctx->Texture._ReallyEnabled);
- _swrast_texture_fragments( ctx, 0, span, rgba );
- }
-
+ /* Stencil and Z testing */
+ if (ctx->Stencil.Enabled || ctx->Depth.Test) {
+ if (span->interpMask & SPAN_Z)
+ interpolate_z(ctx, span);
- /* Add base and specular colors */
- if ((span->arrayMask & SPAN_SPEC) && /* Is this right test ???*/
- (ctx->Fog.ColorSumEnabled ||
- (ctx->Light.Enabled &&
- ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR))) {
- add_colors(span, rgba); /* rgba = rgba + span->spec */
- }
-
- /* Per-pixel fog */
- if (ctx->Fog.Enabled) {
- if ((span->arrayMask & SPAN_FOG) && !swrast->_PreferPixelFog)
- _mesa_fog_rgba_pixels_with_array( ctx, span, span->fogArray, rgba);
- else if ((span->interpMask & SPAN_FOG) && !swrast->_PreferPixelFog)
- _mesa_fog_rgba_pixels( ctx, span, rgba );
- else
- _mesa_depth_fog_rgba_pixels(ctx, span, rgba);
- }
-
-
- /* Antialias coverage application */
- if (span->arrayMask & SPAN_COVERAGE) {
- GLuint i;
- for (i = 0; i < span->end; i++) {
- rgba[i][ACOMP] = (GLchan) (rgba[i][ACOMP] * span->coverage[i]);
- }
- }
-
- if (swrast->_RasterMask & MULTI_DRAW_BIT) {
- multi_write_rgba_span( ctx, span->end, span->x, span->y, (const GLchan (*)[4]) rgba, span->mask );
- }
- else {
- /* normal: write to exactly one buffer */
- if (ctx->Color.ColorLogicOpEnabled) {
- _mesa_logicop_rgba_span( ctx, span->end, span->x, span->y, rgba, span->mask );
- }
- else if (ctx->Color.BlendEnabled) {
- _mesa_blend_span( ctx, span->end, span->x, span->y, rgba, span->mask );
- }
- if (colorMask == 0x0) {
- return;
- }
- else if (colorMask != 0xffffffff) {
- _mesa_mask_rgba_span( ctx, span->end, span->x, span->y, rgba );
- }
-
- (*swrast->Driver.WriteRGBASpan)( ctx, span->end, span->x, span->y,
- (const GLchan (*)[4]) rgba,
- span->writeAll ? NULL : span->mask );
- if (swrast->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_alpha_span( ctx, span->end, span->x, span->y,
- (const GLchan (*)[4]) rgba,
- span->writeAll ? NULL : span->mask );
- }
- }
-}
-
-
-/*
- * Write a horizontal span of textured pixels to the frame buffer.
- * The color of each pixel is different.
- * Depth-testing, stenciling, scissor-testing etc. should already
- * have been done,
- * only if alpha-testing is used, depth-testing is still done in this
- * function.
- * Input: n - number of pixels in the span
- * x, y - location of leftmost pixel in the span
- * z - array of [n] z-values
- * s, t - array of (s,t) texture coordinates for each pixel
- * lambda - array of texture lambda values
- * rgba - array of [n] color components
- * mask - masked pixels
- * primitive - either GL_POINT, GL_LINE, GL_POLYGON or GL_BITMAP.
- * Contributed by Klaus Niederkrueger.
- */
-static void
-masked_texture_span( GLcontext *ctx, struct sw_span *span)
-{
- const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask);
- GLchan rgbaBackup[MAX_WIDTH][4];
- GLchan (*rgba)[4]; /* points to either span->color.rgba or rgbaBackup */
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
-
-
- if (swrast->_RasterMask & MULTI_DRAW_BIT) {
- /* must make a copy of the colors since they may be modified */
- MEMCPY(rgbaBackup, span->color.rgba, 4 * span->end * sizeof(GLchan));
- rgba = rgbaBackup;
- }
- else {
- rgba = span->color.rgba;
- }
-
-
- ASSERT(ctx->Texture._ReallyEnabled);
- _swrast_texture_fragments( ctx, 0, span, rgba );
-
-
- /* Texture with alpha test */
- if (ctx->Color.AlphaEnabled) {
- /* Do the alpha test */
- if (_mesa_alpha_test( ctx, span, (const GLchan (*)[4]) rgba ) == 0) {
- return;
- }
-
- /* Depth test usually in 'rasterize_span' but if alpha test
- needed, we have to wait for that test before depth test can
- be done. */
if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (_mesa_stencil_and_ztest_span(ctx, span) == GL_FALSE)
+ if (!_mesa_stencil_and_ztest_span(ctx, span)) {
+ span->arrayMask = origArrayMask;
return;
+ }
}
- else if (ctx->Depth.Test) {
+ else {
+ ASSERT(ctx->Depth.Test);
+ ASSERT(span->arrayMask & SPAN_Z);
/* regular depth testing */
- if (_mesa_depth_test_span(ctx, span) == 0)
+ if (!_mesa_depth_test_span(ctx, span)) {
+ span->arrayMask = origArrayMask;
return;
+ }
}
}
- /* if we get here, something passed the depth test */
+ /* if we get here, some fragments passed the depth test */
ctx->OcclusionResult = GL_TRUE;
-
-
- /* Add base and specular colors */
- if ((span->interpMask & SPAN_SPEC) && /* Is this right test ???*/
- (ctx->Fog.ColorSumEnabled ||
- (ctx->Light.Enabled &&
- ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)))
- add_colors(span, rgba); /* rgba = rgba + span->spec */
-
- /* Per-pixel fog */
- if (ctx->Fog.Enabled) {
- /* Is this the right 'if' ?? */
- if ((span->interpMask & SPAN_FOG) && !swrast->_PreferPixelFog)
- _mesa_fog_rgba_pixels(ctx, span, rgba);
- else
- _mesa_depth_fog_rgba_pixels(ctx, span, rgba);
- }
- /* Antialias coverage application */
- if (span->arrayMask & SPAN_COVERAGE) {
- GLuint i;
- for (i = 0; i < span->end; i++) {
- rgba[i][ACOMP] = (GLchan) (rgba[i][ACOMP] * span->coverage[i]);
- }
- }
-
- if (swrast->_RasterMask & MULTI_DRAW_BIT) {
- multi_write_rgba_span( ctx, span->end, span->x, span->y, (const GLchan (*)[4]) rgba, span->mask );
- }
- else {
- /* normal: write to exactly one buffer */
- if (ctx->Color.ColorLogicOpEnabled) {
- _mesa_logicop_rgba_span( ctx, span->end, span->x, span->y, rgba, span->mask );
- }
- else if (ctx->Color.BlendEnabled) {
- _mesa_blend_span( ctx, span->end, span->x, span->y, rgba, span->mask );
- }
- if (colorMask == 0x0) {
- return;
- }
- else if (colorMask != 0xffffffff) {
- _mesa_mask_rgba_span( ctx, span->end, span->x, span->y, rgba );
- }
-
- (*swrast->Driver.WriteRGBASpan)( ctx, span->end, span->x, span->y,
- (const GLchan (*)[4]) rgba,
- span->writeAll ? NULL : span->mask );
- if (swrast->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_alpha_span( ctx, span->end, span->x, span->y,
- (const GLchan (*)[4]) rgba,
- span->writeAll ? NULL : span->mask );
- }
+ /* We had to wait until now to check for glColorMask(F,F,F,F) because of
+ * the occlusion test.
+ */
+ if (colorMask == 0x0) {
+ span->arrayMask = origArrayMask;
+ return;
}
-}
+ /* Texture without alpha test */
+ if (!ctx->Color.AlphaEnabled) {
-/*
- * As above but perform multiple stages of texture application.
- * Contributed by Klaus Niederkrueger.
- */
-static void
-masked_multitexture_span( GLcontext *ctx, struct sw_span *span)
-{
- GLchan rgbaBackup[MAX_WIDTH][4];
- GLchan (*rgba)[4]; /* points to either span->color.rgba or rgbaBackup */
- GLuint i;
- const GLuint texUnits = ctx->Const.MaxTextureUnits;
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ /* Now we need the rgba array, fill it in if needed */
+ if ((span->interpMask & SPAN_RGBA) && (span->arrayMask & SPAN_RGBA) == 0)
+ interpolate_colors(ctx, span);
-
- if ( (swrast->_RasterMask & MULTI_DRAW_BIT) || texUnits > 1) {
- /* must make a copy of the colors since they may be modified */
- MEMCPY(rgbaBackup, span->color.rgba, 4 * span->end * sizeof(GLchan));
- rgba = rgbaBackup;
+ _swrast_multitexture_fragments( ctx, span );
}
- else {
- rgba = span->color.rgba;
- }
-
-
- ASSERT(ctx->Texture._ReallyEnabled);
- for (i = 0; i < texUnits; i++)
- _swrast_texture_fragments( ctx, i, span, rgba );
- /* Texture with alpha test */
- if (ctx->Color.AlphaEnabled) {
- /* Do the alpha test */
- if (_mesa_alpha_test( ctx, span, (const GLchan (*)[4])rgba ) == 0) {
- return;
- }
+ ASSERT(span->arrayMask & SPAN_RGBA);
- /* Depth test usually in 'rasterize_span' but if alpha test
- needed, we have to wait for that test before depth test can
- be done. */
- if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (_mesa_stencil_and_ztest_span(ctx, span) == GL_FALSE)
- return;
- }
- else if (ctx->Depth.Test) {
- /* regular depth testing */
- if (_mesa_depth_test_span(ctx, span) == GL_FALSE)
- return;
+ /* Add base and specular colors */
+ if (ctx->Fog.ColorSumEnabled ||
+ (ctx->Light.Enabled &&
+ ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)) {
+ if (span->interpMask & SPAN_SPEC) {
+ interpolate_specular(ctx, span);
}
+ ASSERT(span->arrayMask & SPAN_SPEC);
+ add_colors( span->end, span->color.rgba, span->specArray );
}
- /* if we get here, something passed the depth test */
- ctx->OcclusionResult = GL_TRUE;
-
-
- /* Add base and specular colors */
- if ((span->interpMask & SPAN_SPEC) && /* Is this right test ???*/
- (ctx->Fog.ColorSumEnabled ||
- (ctx->Light.Enabled &&
- ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)))
- add_colors(span, rgba); /* rgba = rgba + span->spec */
-
/* Per-pixel fog */
if (ctx->Fog.Enabled) {
- /* Is this the right 'if' ?? */
- if ((span->interpMask & SPAN_FOG) && !swrast->_PreferPixelFog)
- _mesa_fog_rgba_pixels( ctx, span, rgba );
- else
- _mesa_depth_fog_rgba_pixels( ctx, span, rgba );
+#if 0
+ if ((span->interpMask & SPAN_FOG) && (span->arrayMask & SPAN_FOG) == 0)
+ interpolate_fog(ctx, span);
+#endif
+ if ((span->arrayMask & SPAN_FOG) && !swrast->_PreferPixelFog)
+ _mesa_fog_rgba_pixels_with_array( ctx, span, span->fogArray,
+ span->color.rgba);
+ else if ((span->interpMask & SPAN_FOG) && !swrast->_PreferPixelFog)
+ _mesa_fog_rgba_pixels( ctx, span, span->color.rgba );
+ else {
+ if ((span->interpMask & SPAN_Z) && (span->arrayMask & SPAN_Z) == 0)
+ interpolate_z(ctx, span);
+ _mesa_depth_fog_rgba_pixels(ctx, span, span->color.rgba);
+ }
}
-
+
/* Antialias coverage application */
if (span->arrayMask & SPAN_COVERAGE) {
+ GLchan (*rgba)[4] = span->color.rgba;
GLuint i;
for (i = 0; i < span->end; i++) {
rgba[i][ACOMP] = (GLchan) (rgba[i][ACOMP] * span->coverage[i]);
@@ -1498,325 +1182,38 @@ masked_multitexture_span( GLcontext *ctx, struct sw_span *span)
if (swrast->_RasterMask & MULTI_DRAW_BIT) {
multi_write_rgba_span( ctx, span->end, span->x, span->y,
- (const GLchan (*)[4]) rgba, span->mask );
+ (const GLchan (*)[4]) span->color.rgba,
+ span->mask );
}
else {
/* normal: write to exactly one buffer */
- const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask);
-
if (ctx->Color.ColorLogicOpEnabled) {
- _mesa_logicop_rgba_span( ctx, span->end, span->x, span->y, rgba, span->mask );
+ _mesa_logicop_rgba_span( ctx, span->end, span->x, span->y,
+ span->color.rgba, span->mask );
}
else if (ctx->Color.BlendEnabled) {
- _mesa_blend_span( ctx, span->end, span->x, span->y, rgba, span->mask );
+ _mesa_blend_span( ctx, span->end, span->x, span->y,
+ span->color.rgba, span->mask);
}
- if (colorMask == 0x0) {
- return;
- }
- else if (colorMask != 0xffffffff) {
- _mesa_mask_rgba_span( ctx, span->end, span->x, span->y, rgba );
+ if (colorMask != 0xffffffff) {
+ _mesa_mask_rgba_span( ctx, span->end, span->x, span->y,
+ span->color.rgba );
}
(*swrast->Driver.WriteRGBASpan)( ctx, span->end, span->x, span->y,
- (const GLchan (*)[4])rgba,
+ (const GLchan (*)[4]) span->color.rgba,
span->writeAll ? NULL : span->mask );
if (swrast->_RasterMask & ALPHABUF_BIT) {
_mesa_write_alpha_span( ctx, span->end, span->x, span->y,
- (const GLchan (*)[4])rgba,
+ (const GLchan (*)[4]) span->color.rgba,
span->writeAll ? NULL : span->mask );
}
}
-}
-
-
-/*
- * Generate arrays of fragment colors, z, fog, texcoords, etc from a
- * triangle span object. Then call the span/fragment processsing
- * functions in s_span.[ch]. This is used by a bunch of the textured
- * triangle functions.
- * Contributed by Klaus Niederkrueger.
- */
-void
-_mesa_rasterize_span(GLcontext *ctx, struct sw_span *span)
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
-
- MEMSET(span->mask, 1, span->end);
-
- if (swrast->_RasterMask & WINCLIP_BIT) {
- if (clip_span(ctx, span) == GL_FALSE) {
- return;
- }
- }
-
- /* Do the scissor test */
- if (ctx->Scissor.Enabled) {
- if (_mesa_scissor_span( ctx, span ) == GL_FALSE) {
- return;
- }
- }
-
- /* Polygon Stippling */
- if (ctx->Polygon.StippleFlag) {
- stipple_polygon_span( ctx, span );
- }
-
- /* I have to think where to put this!! */
- if (span->interpMask & SPAN_Z) {
- SW_SPAN_SET_FLAG(span->filledDepth);
-
- if (ctx->Visual.depthBits <= 16) {
- GLuint i;
- GLfixed zval = span->z;
- for (i = 0; i < span->end; i++) {
- span->zArray[i] = FixedToInt(zval);
- zval += span->zStep;
- }
- }
- else {
- /* Deep Z buffer, no fixed->int shift */
- GLuint i;
- GLfixed zval = span->z;
- for (i = 0; i < span->end; i++) {
- span->zArray[i] = zval;
- zval += span->zStep;
- }
- }
- span->arrayMask |= SPAN_Z;
- }
-
- /* Correct order: texturing --> alpha test --> depth test. But if
- no alpha test needed, we can do here the depth test and
- potentially avoid some of the texturing (otherwise alpha test,
- depth test etc. happens in masked_texture_span(). */
- if (span->interpMask & SPAN_Z && !ctx->Color.AlphaEnabled) {
- if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (_mesa_stencil_and_ztest_span(ctx, span) == GL_FALSE)
- return;
- }
- else if (ctx->Depth.Test) {
- /* regular depth testing */
- if (_mesa_depth_test_span( ctx, span) == 0) {
- return;
- }
- }
- }
-
- if (span->interpMask & SPAN_RGBA)
- interpolate_colors(ctx, span);
-
- if (span->interpMask & SPAN_SPEC)
- interpolate_specular(ctx, span);
-
- if (span->interpMask & SPAN_INDEX)
- interpolate_indexes(ctx, span);
-
- if (span->interpMask & SPAN_TEXTURE)
- interpolate_texcoords(ctx, span);
-
- /* examine interpMask and call a s_span.c function */
- if (span->interpMask & SPAN_TEXTURE) {
-
- if (ctx->Texture._ReallyEnabled & ~TEXTURE0_ANY) {
- /* multi texture */
- masked_multitexture_span(ctx, span);
- }
- else {
- /* single texture */
- masked_texture_span(ctx, span);
- }
- }
- else {
- _mesa_problem(ctx, "rasterize_span() should only be used for texturing");
- }
+ span->arrayMask = origArrayMask;
}
-/*
- * Add specular color to base color. This is used only when
- * GL_LIGHT_MODEL_COLOR_CONTROL = GL_SEPARATE_SPECULAR_COLOR.
- */
-static void
-_old_add_colors(GLuint n, GLchan rgba[][4], GLchan specular[][4] )
-{
- GLuint i;
- for (i = 0; i < n; i++) {
-#if CHAN_TYPE == GL_FLOAT
- /* no clamping */
- rgba[i][RCOMP] += specular[i][RCOMP];
- rgba[i][GCOMP] += specular[i][GCOMP];
- rgba[i][BCOMP] += specular[i][BCOMP];
-#else
- GLint r = rgba[i][RCOMP] + specular[i][RCOMP];
- GLint g = rgba[i][GCOMP] + specular[i][GCOMP];
- GLint b = rgba[i][BCOMP] + specular[i][BCOMP];
- rgba[i][RCOMP] = (GLchan) MIN2(r, CHAN_MAX);
- rgba[i][GCOMP] = (GLchan) MIN2(g, CHAN_MAX);
- rgba[i][BCOMP] = (GLchan) MIN2(b, CHAN_MAX);
-#endif
- }
-}
-
-
-/*
- * As above but perform multiple stages of texture application.
- */
-void
-_old_write_multitexture_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
- const GLdepth z[], const GLfloat fog[],
- GLfloat texcoord[MAX_TEXTURE_UNITS][MAX_WIDTH][4],
- GLfloat lambda[][MAX_WIDTH],
- GLchan rgbaIn[MAX_TEXTURE_UNITS][4],
- GLchan spec[MAX_TEXTURE_UNITS][4],
- const GLfloat coverage[],
- GLenum primitive )
-{
- GLubyte mask[MAX_WIDTH];
- GLboolean write_all = GL_TRUE;
- GLchan rgbaBackup[MAX_WIDTH][4];
- GLchan (*rgba)[4]; /* points to either rgbaIn or rgbaBackup */
- GLuint i;
- const GLubyte *Null = 0;
- const GLuint texUnits = ctx->Const.MaxTextureUnits;
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
-
- /* init mask to 1's (all pixels are to be written) */
- MEMSET(mask, 1, n);
-
- if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
- if ((n=old_clip_span(ctx, n, x, y, mask)) == 0) {
- return;
- }
- if (mask[0] == 0)
- write_all = GL_FALSE;
- }
-
-
- if (primitive==GL_BITMAP || (swrast->_RasterMask & MULTI_DRAW_BIT)
- || texUnits > 1) {
- /* must make a copy of the colors since they may be modified */
- MEMCPY(rgbaBackup, rgbaIn, 4 * n * sizeof(GLchan));
- rgba = rgbaBackup;
- }
- else {
- rgba = rgbaIn;
- }
-
- /* Do the scissor test */
- if (ctx->Scissor.Enabled) {
- if ((n = _old_scissor_span( ctx, n, x, y, mask )) == 0) {
- return;
- }
- if (mask[0] == 0)
- write_all = GL_FALSE;
- }
-
- /* Polygon Stippling */
- if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
- old_stipple_polygon_span( ctx, n, x, y, mask );
- write_all = GL_FALSE;
- }
-
- /* Texture with alpha test */
- if (ctx->Color.AlphaEnabled) {
- /* Texturing without alpha is done after depth-testing which
- * gives a potential speed-up.
- */
- ASSERT(ctx->Texture._ReallyEnabled);
- for (i = 0; i < texUnits; i++)
- _old_swrast_texture_fragments( ctx, i, n, texcoord[i], lambda[i],
- (CONST GLchan (*)[4]) rgbaIn, rgba );
-
- /* Do the alpha test */
- if (_old_alpha_test( ctx, n, (const GLchan (*)[4])rgba, mask ) == 0) {
- return;
- }
- write_all = GL_FALSE;
- }
-
- if (ctx->Stencil.Enabled) {
- /* first stencil test */
- if (_old_stencil_and_ztest_span(ctx, n, x, y, z, mask) == GL_FALSE) {
- return;
- }
- write_all = GL_FALSE;
- }
- else if (ctx->Depth.Test) {
- /* regular depth testing */
- GLuint m = _old_depth_test_span( ctx, n, x, y, z, mask );
- if (m == 0) {
- return;
- }
- if (m < n) {
- write_all = GL_FALSE;
- }
- }
-
- /* if we get here, something passed the depth test */
- ctx->OcclusionResult = GL_TRUE;
-
- /* Texture without alpha test */
- if (! ctx->Color.AlphaEnabled) {
- ASSERT(ctx->Texture._ReallyEnabled);
- for (i = 0; i < texUnits; i++)
- _old_swrast_texture_fragments( ctx, i, n, texcoord[i], lambda[i],
- (CONST GLchan (*)[4]) rgbaIn, rgba );
- }
-
- /* Add base and specular colors */
- if (spec &&
- (ctx->Fog.ColorSumEnabled ||
- (ctx->Light.Enabled &&
- ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)))
- _old_add_colors( n, rgba, spec ); /* rgba = rgba + spec */
-
- /* Per-pixel fog */
- if (ctx->Fog.Enabled) {
- if (fog && !swrast->_PreferPixelFog)
- _old_fog_rgba_pixels( ctx, n, fog, rgba );
- else
- _old_depth_fog_rgba_pixels( ctx, n, z, rgba );
- }
-
- /* Antialias coverage application */
- if (coverage) {
- GLuint i;
- for (i = 0; i < n; i++) {
- rgba[i][ACOMP] = (GLchan) (rgba[i][ACOMP] * coverage[i]);
- }
- }
-
- if (swrast->_RasterMask & MULTI_DRAW_BIT) {
- multi_write_rgba_span( ctx, n, x, y, (const GLchan (*)[4]) rgba, mask );
- }
- else {
- /* normal: write to exactly one buffer */
- const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask);
-
- if (ctx->Color.ColorLogicOpEnabled) {
- _mesa_logicop_rgba_span( ctx, n, x, y, rgba, mask );
- }
- else if (ctx->Color.BlendEnabled) {
- _mesa_blend_span( ctx, n, x, y, rgba, mask );
- }
-
- if (colorMask == 0x0) {
- return;
- }
- else if (colorMask != 0xffffffff) {
- _mesa_mask_rgba_span( ctx, n, x, y, rgba );
- }
-
- (*swrast->Driver.WriteRGBASpan)( ctx, n, x, y, (const GLchan (*)[4])rgba,
- write_all ? Null : mask );
- if (swrast->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_alpha_span( ctx, n, x, y, (const GLchan (*)[4])rgba,
- write_all ? Null : mask );
- }
- }
-}
/*
diff --git a/src/mesa/swrast/s_span.h b/src/mesa/swrast/s_span.h
index f6d03caf836..bceef2e44a7 100644
--- a/src/mesa/swrast/s_span.h
+++ b/src/mesa/swrast/s_span.h
@@ -1,4 +1,4 @@
-/* $Id: s_span.h,v 1.12 2002/01/27 18:32:03 brianp Exp $ */
+/* $Id: s_span.h,v 1.13 2002/01/28 00:07:33 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -57,30 +57,14 @@ _mesa_write_monocolor_span( GLcontext *ctx, struct sw_span *span,
extern void
_mesa_write_texture_span( GLcontext *ctx, struct sw_span *span,
- GLenum primitive );
-
-
-extern void
-_mesa_rasterize_span(GLcontext *ctx, struct sw_span *span);
-
-
-extern void
-_old_write_multitexture_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
- const GLdepth z[], const GLfloat fog[],
- GLfloat texcoord[MAX_TEXTURE_UNITS][MAX_WIDTH][4],
- GLfloat lambda[MAX_TEXTURE_UNITS][MAX_WIDTH],
- GLchan rgba[][4], GLchan spec[][4],
- const GLfloat coverage[], GLenum primitive );
-
+ GLenum primitive );
extern void
_mesa_read_rgba_span( GLcontext *ctx, GLframebuffer *buffer,
GLuint n, GLint x, GLint y, GLchan rgba[][4] );
-
extern void
_mesa_read_index_span( GLcontext *ctx, GLframebuffer *buffer,
GLuint n, GLint x, GLint y, GLuint indx[] );
-
#endif
diff --git a/src/mesa/swrast/s_stencil.c b/src/mesa/swrast/s_stencil.c
index 3effec2af39..29d161eeb81 100644
--- a/src/mesa/swrast/s_stencil.c
+++ b/src/mesa/swrast/s_stencil.c
@@ -1,4 +1,4 @@
-/* $Id: s_stencil.c,v 1.16 2002/01/27 18:32:03 brianp Exp $ */
+/* $Id: s_stencil.c,v 1.17 2002/01/28 00:07:33 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -561,7 +561,7 @@ _mesa_stencil_and_ztest_span(GLcontext *ctx, struct sw_span *span)
ASSERT(span->end <= MAX_WIDTH);
#ifdef DEBUG
if (ctx->Depth.Test) {
- ASSERT((span->filledDepth == GL_TRUE) || (span->arrayMask & SPAN_Z));
+ ASSERT(span->arrayMask & SPAN_Z);
}
#endif
diff --git a/src/mesa/swrast/s_texture.c b/src/mesa/swrast/s_texture.c
index 5663d1d5600..663fa6c7575 100644
--- a/src/mesa/swrast/s_texture.c
+++ b/src/mesa/swrast/s_texture.c
@@ -1,4 +1,4 @@
-/* $Id: s_texture.c,v 1.46 2002/01/27 18:32:03 brianp Exp $ */
+/* $Id: s_texture.c,v 1.47 2002/01/28 00:07:33 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -3100,10 +3100,6 @@ _swrast_texture_fragments( GLcontext *ctx, GLuint texUnit,
lambda = (span->arrayMask & SPAN_LAMBDA) ? span->lambda[texUnit] : NULL;
- /* XXXX
- ASSERT(span->filledTex[texUnit] == GL_TRUE);
- */
-
if (textureUnit->_Current) { /* XXX need this? */
const struct gl_texture_object *curObj = textureUnit->_Current;
GLchan texel[PB_SIZE][4];
@@ -3149,3 +3145,49 @@ _swrast_texture_fragments( GLcontext *ctx, GLuint texUnit,
}
}
}
+
+
+/*
+ * Apply multiple texture stages (or just unit 0) to the span.
+ * At some point in the future we'll probably modify this so that
+ * texels from any texture unit are available in any combiner unit.
+ * That'll require doing all the texture sampling first, and then
+ * all the application (blending) afterward.
+ */
+void
+_swrast_multitexture_fragments( GLcontext *ctx, struct sw_span *span )
+{
+ if (ctx->Texture._ReallyEnabled & ~TEXTURE0_ANY) {
+ /* multitexture */
+ GLchan primary_rgba[PB_SIZE][4];
+ GLuint unit;
+
+ ASSERT(span->end < PB_SIZE);
+
+ /* save copy of the span colors (the GL_PRIMARY_COLOR) */
+ MEMCPY(primary_rgba, span->color.rgba, 4 * span->end * sizeof(GLchan));
+
+ /* loop over texture units, modifying the span->color.rgba values */
+ for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
+ if (ctx->Texture.Unit[unit]._ReallyEnabled) {
+ _old_swrast_texture_fragments( ctx, unit, span->end,
+ span->texcoords[unit],
+ (span->arrayMask & SPAN_LAMBDA) ?
+ span->lambda[unit] : NULL,
+ (CONST GLchan (*)[4]) primary_rgba,
+ span->color.rgba );
+ }
+ }
+ }
+ else {
+ /* Just unit 0 enabled */
+ ASSERT(ctx->Texture._ReallyEnabled & TEXTURE0_ANY);
+
+ _old_swrast_texture_fragments( ctx, 0, span->end,
+ span->texcoords[0],
+ (span->arrayMask & SPAN_LAMBDA) ?
+ span->lambda[0] : NULL,
+ (CONST GLchan (*)[4]) span->color.rgba,
+ span->color.rgba );
+ }
+}
diff --git a/src/mesa/swrast/s_texture.h b/src/mesa/swrast/s_texture.h
index aa86c0fa04a..6c3b2b801a3 100644
--- a/src/mesa/swrast/s_texture.h
+++ b/src/mesa/swrast/s_texture.h
@@ -1,4 +1,4 @@
-/* $Id: s_texture.h,v 1.9 2002/01/27 18:32:03 brianp Exp $ */
+/* $Id: s_texture.h,v 1.10 2002/01/28 00:07:33 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -50,4 +50,7 @@ _old_swrast_texture_fragments( GLcontext *ctx, GLuint texSet, GLuint n,
CONST GLchan primary_rgba[][4],
GLchan rgba[][4] );
+extern void
+_swrast_multitexture_fragments( GLcontext *ctx, struct sw_span *span );
+
#endif
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);
diff --git a/src/mesa/swrast/s_zoom.c b/src/mesa/swrast/s_zoom.c
index 4fba332890c..749730caed5 100644
--- a/src/mesa/swrast/s_zoom.c
+++ b/src/mesa/swrast/s_zoom.c
@@ -1,4 +1,4 @@
-/* $Id: s_zoom.c,v 1.9 2002/01/27 18:32:03 brianp Exp $ */
+/* $Id: s_zoom.c,v 1.10 2002/01/28 00:07:33 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -86,7 +86,7 @@ _mesa_write_zoomed_rgba_span( GLcontext *ctx,
struct sw_span zoomed;
const GLint maxwidth = MIN2( ctx->DrawBuffer->Width, MAX_WIDTH );
- SW_SPAN_RESET (zoomed);
+ SW_SPAN_RESET(zoomed);
INIT_SPAN(zoomed);
/* compute width of output row */
@@ -150,7 +150,6 @@ _mesa_write_zoomed_rgba_span( GLcontext *ctx,
if (ctx->Pixel.ZoomX==-1.0F) {
SW_SPAN_SET_FLAG(zoomed.filledColor);
SW_SPAN_SET_FLAG(zoomed.filledAlpha);
- SW_SPAN_SET_FLAG(zoomed.filledDepth);
/* n==m */
for (j=zoomed.start; j<zoomed.end; j++) {
i = n - j - 1;
@@ -168,7 +167,6 @@ _mesa_write_zoomed_rgba_span( GLcontext *ctx,
const GLfloat xscale = 1.0F / ctx->Pixel.ZoomX;
SW_SPAN_SET_FLAG(zoomed.filledColor);
SW_SPAN_SET_FLAG(zoomed.filledAlpha);
- SW_SPAN_SET_FLAG(zoomed.filledDepth);
for (j=zoomed.start; j<zoomed.end; j++) {
i = (GLint) (j * xscale);
if (i<0) i = n + i - 1;
@@ -184,6 +182,7 @@ _mesa_write_zoomed_rgba_span( GLcontext *ctx,
}
}
+ zoomed.arrayMask |= SPAN_RGBA;
zoomed.arrayMask |= SPAN_Z;
if (fog)
zoomed.arrayMask |= SPAN_FOG;
diff --git a/src/mesa/swrast/swrast.h b/src/mesa/swrast/swrast.h
index c65631b1c59..02b23865923 100644
--- a/src/mesa/swrast/swrast.h
+++ b/src/mesa/swrast/swrast.h
@@ -1,4 +1,4 @@
-/* $Id: swrast.h,v 1.16 2002/01/27 18:32:03 brianp Exp $ */
+/* $Id: swrast.h,v 1.17 2002/01/28 00:07:33 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -162,9 +162,7 @@ struct sw_span {
GLubyte mask[MAX_WIDTH];
#ifdef DEBUG
- GLboolean filledDepth, filledAlpha;
- GLboolean filledColor, filledSpecular;
- GLboolean filledLambda[MAX_TEXTURE_UNITS], filledTex[MAX_TEXTURE_UNITS];
+ GLboolean filledAlpha, filledColor;
#endif
};
@@ -180,12 +178,7 @@ do { \
#ifdef DEBUG
#define SW_SPAN_SET_FLAG(flag) {ASSERT((flag) == GL_FALSE);(flag) = GL_TRUE;}
#define SW_SPAN_RESET(span) { \
- (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, \
- MAX_TEXTURE_UNITS*sizeof(GLboolean)); \
+ (span).filledAlpha = (span).filledColor = GL_FALSE; \
(span).start = 0; (span).writeAll = GL_TRUE;}
#else
#define SW_SPAN_SET_FLAG(flag) ;