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-rw-r--r--src/mesa/drivers/osmesa/osmesa.c47
1 files changed, 25 insertions, 22 deletions
diff --git a/src/mesa/drivers/osmesa/osmesa.c b/src/mesa/drivers/osmesa/osmesa.c
index 65ab67798cb..c046b18822f 100644
--- a/src/mesa/drivers/osmesa/osmesa.c
+++ b/src/mesa/drivers/osmesa/osmesa.c
@@ -1,4 +1,4 @@
-/* $Id: osmesa.c,v 1.54 2001/05/10 12:22:32 keithw Exp $ */
+/* $Id: osmesa.c,v 1.55 2001/05/14 16:23:04 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -55,6 +55,7 @@
#include "swrast/s_depth.h"
#include "swrast/s_lines.h"
#include "swrast/s_triangle.h"
+#include "swrast/s_trispan.h"
#include "tnl/tnl.h"
#include "tnl/t_context.h"
#include "tnl/t_pipeline.h"
@@ -1600,21 +1601,24 @@ static void smooth_rgba_z_triangle( GLcontext *ctx,
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
#define INTERP_ALPHA 1
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint i, len = RIGHT-LEFT; \
- GLchan *img = PIXELADDR4(LEFT, Y); \
- for (i = 0; i < len; i++, img += 4) { \
- GLdepth z = FixedToDepth(ffz); \
+#define RENDER_SPAN( span ) \
+ GLuint i; \
+ GLchan *img = PIXELADDR4(span.x, span.y); \
+ for (i = 0; i < span.count; i++, img += 4) { \
+ const GLdepth z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
- PACK_RGBA(img, FixedToInt(ffr), FixedToInt(ffg), \
- FixedToInt(ffb), FixedToInt(ffa)); \
+ PACK_RGBA(img, FixedToInt(span.red), \
+ FixedToInt(span.green), FixedToInt(span.blue), \
+ FixedToInt(span.alpha)); \
zRow[i] = z; \
} \
- ffr += fdrdx; ffg += fdgdx; ffb += fdbdx; ffa += fdadx;\
- ffz += fdzdx; \
- } \
-}
+ span.red += span.redStep; \
+ span.green += span.greenStep; \
+ span.blue += span.blueStep; \
+ span.alpha += span.alphaStep; \
+ span.z += span.zStep; \
+ }
+
#ifdef WIN32
#include "..\swrast\s_tritemp.h"
#else
@@ -1641,19 +1645,18 @@ static void flat_rgba_z_triangle( GLcontext *ctx,
PACK_RGBA((GLchan *) &pixel, v0->color[0], v0->color[1], \
v0->color[2], v0->color[3]);
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
-{ \
- GLint i, len = RIGHT-LEFT; \
- GLuint *img = (GLuint *) PIXELADDR4(LEFT, Y); \
- for (i=0;i<len;i++) { \
- GLdepth z = FixedToDepth(ffz); \
+#define RENDER_SPAN( span ) \
+ GLuint i; \
+ GLuint *img = (GLuint *) PIXELADDR4(span.x, span.y); \
+ for (i = 0; i < span.count; i++) { \
+ const GLdepth z = FixedToDepth(span.z); \
if (z < zRow[i]) { \
img[i] = pixel; \
zRow[i] = z; \
} \
- ffz += fdzdx; \
- } \
-}
+ span.z += span.zStep; \
+ }
+
#ifdef WIN32
#include "..\swrast\s_tritemp.h"
#else