/* * Mesa 3-D graphics library * Version: 6.5 * * Copyright (C) 1999-2006 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. */ /* * This file contains "accelerated" triangle functions. It should be * fairly easy to write new special-purpose triangle functions and hook * them into this module. */ #include "main/imports.h" #include "main/mtypes.h" #include "glxheader.h" #include "xmesaP.h" /* Internal swrast includes: */ #include "swrast/s_context.h" #include "swrast/s_depth.h" #include "swrast/s_triangle.h" #define GET_XRB(XRB) struct xmesa_renderbuffer *XRB = \ xmesa_renderbuffer(ctx->DrawBuffer->_ColorDrawBuffers[0]) /**********************************************************************/ /*** Triangle rendering ***/ /**********************************************************************/ #if CHAN_BITS == 8 /* * XImage, smooth, depth-buffered, PF_TRUECOLOR triangle. */ #define NAME smooth_TRUECOLOR_z_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INTERP_RGB 1 #define SETUP_CODE \ XMesaContext xmesa = XMESA_CONTEXT(ctx); \ GET_XRB(xrb); #define RENDER_SPAN( span ) { \ GLint x = span.x, y = YFLIP(xrb, span.y); \ GLuint i; \ for (i = 0; i < span.end; i++, x++) { \ const DEPTH_TYPE z = FixedToDepth(span.z); \ if (z < zRow[i]) { \ unsigned long p; \ PACK_TRUECOLOR(p, FixedToInt(span.red), \ FixedToInt(span.green), FixedToInt(span.blue)); \ XMesaPutPixel(xrb->ximage, x, y, p); \ zRow[i] = z; \ } \ span.red += span.redStep; \ span.green += span.greenStep; \ span.blue += span.blueStep; \ span.z += span.zStep; \ } } #include "swrast/s_tritemp.h" /* * XImage, smooth, depth-buffered, PF_8A8B8G8R triangle. */ #define NAME smooth_8A8B8G8R_z_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INTERP_RGB 1 #define INTERP_ALPHA 1 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y) #define PIXEL_TYPE GLuint #define BYTES_PER_ROW (xrb->ximage->bytes_per_line) #define SETUP_CODE \ GET_XRB(xrb); #define RENDER_SPAN( span ) { \ GLuint i; \ for (i = 0; i < span.end; i++) { \ const DEPTH_TYPE z = FixedToDepth(span.z); \ if (z < zRow[i]) { \ pRow[i] = PACK_8A8B8G8R(FixedToInt(span.red), \ FixedToInt(span.green), FixedToInt(span.blue), \ FixedToInt(span.alpha)); \ zRow[i] = z; \ } \ span.red += span.redStep; \ span.green += span.greenStep; \ span.blue += span.blueStep; \ span.alpha += span.alphaStep; \ span.z += span.zStep; \ } } #include "swrast/s_tritemp.h" /* * XImage, smooth, depth-buffered, PF_8A8R8G8B triangle. */ #define NAME smooth_8A8R8G8B_z_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INTERP_RGB 1 #define INTERP_ALPHA 1 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y) #define PIXEL_TYPE GLuint #define BYTES_PER_ROW (xrb->ximage->bytes_per_line) #define SETUP_CODE \ GET_XRB(xrb); #define RENDER_SPAN( span ) { \ GLuint i; \ for (i = 0; i < span.end; i++) { \ const DEPTH_TYPE z = FixedToDepth(span.z); \ if (z < zRow[i]) { \ pRow[i] = PACK_8A8R8G8B(FixedToInt(span.red), \ FixedToInt(span.green), FixedToInt(span.blue), \ FixedToInt(span.alpha)); \ zRow[i] = z; \ } \ span.red += span.redStep; \ span.green += span.greenStep; \ span.blue += span.blueStep; \ span.alpha += span.alphaStep; \ span.z += span.zStep; \ } } #include "swrast/s_tritemp.h" /* * XImage, smooth, depth-buffered, PF_8R8G8B triangle. */ #define NAME smooth_8R8G8B_z_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y) #define PIXEL_TYPE GLuint #define BYTES_PER_ROW (xrb->ximage->bytes_per_line) #define SETUP_CODE \ GET_XRB(xrb); #define RENDER_SPAN( span ) { \ GLuint i; \ for (i = 0; i < span.end; i++) { \ const DEPTH_TYPE z = FixedToDepth(span.z); \ if (z < zRow[i]) { \ pRow[i] = PACK_8R8G8B(FixedToInt(span.red), \ FixedToInt(span.green), FixedToInt(span.blue)); \ zRow[i] = z; \ } \ span.red += span.redStep; \ span.green += span.greenStep; \ span.blue += span.blueStep; \ span.z += span.zStep; \ } } #include "swrast/s_tritemp.h" /* * XImage, smooth, depth-buffered, PF_8R8G8B24 triangle. */ #define NAME smooth_8R8G8B24_z_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR3(xrb, X, Y) #define PIXEL_TYPE bgr_t #define BYTES_PER_ROW (xrb->ximage->bytes_per_line) #define SETUP_CODE \ GET_XRB(xrb); #define RENDER_SPAN( span ) { \ GLuint i; \ for (i = 0; i < span.end; i++) { \ const DEPTH_TYPE z = FixedToDepth(span.z); \ if (z < zRow[i]) { \ PIXEL_TYPE *ptr = pRow + i; \ ptr->r = FixedToInt(span.red); \ ptr->g = FixedToInt(span.green); \ ptr->b = FixedToInt(span.blue); \ zRow[i] = z; \ } \ span.red += span.redStep; \ span.green += span.greenStep; \ span.blue += span.blueStep; \ span.z += span.zStep; \ } } #include "swrast/s_tritemp.h" /* * XImage, smooth, depth-buffered, PF_TRUEDITHER triangle. */ #define NAME smooth_TRUEDITHER_z_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INTERP_RGB 1 #define SETUP_CODE \ XMesaContext xmesa = XMESA_CONTEXT(ctx); \ GET_XRB(xrb); #define RENDER_SPAN( span ) { \ GLuint i; \ GLint x = span.x, y = YFLIP(xrb, span.y); \ for (i = 0; i < span.end; i++, x++) { \ const DEPTH_TYPE z = FixedToDepth(span.z); \ if (z < zRow[i]) { \ unsigned long p; \ PACK_TRUEDITHER(p, x, y, FixedToInt(span.red), \ FixedToInt(span.green), FixedToInt(span.blue)); \ XMesaPutPixel(xrb->ximage, x, y, p); \ zRow[i] = z; \ } \ span.red += span.redStep; \ span.green += span.greenStep; \ span.blue += span.blueStep; \ span.z += span.zStep; \ } } #include "swrast/s_tritemp.h" /* * XImage, smooth, depth-buffered, PF_5R6G5B triangle. */ #define NAME smooth_5R6G5B_z_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y) #define PIXEL_TYPE GLushort #define BYTES_PER_ROW (xrb->ximage->bytes_per_line) #define SETUP_CODE \ GET_XRB(xrb); #define RENDER_SPAN( span ) { \ GLuint i; \ for (i = 0; i < span.end; i++) { \ const DEPTH_TYPE z = FixedToDepth(span.z); \ if (z < zRow[i]) { \ pRow[i] = PACK_5R6G5B(FixedToInt(span.red), \ FixedToInt(span.green), FixedToInt(span.blue)); \ zRow[i] = z; \ } \ span.red += span.redStep; \ span.green += span.greenStep; \ span.blue += span.blueStep; \ span.z += span.zStep; \ } } #include "swrast/s_tritemp.h" /* * XImage, smooth, depth-buffered, PF_DITHER_5R6G5B triangle. */ #define NAME smooth_DITHER_5R6G5B_z_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y) #define PIXEL_TYPE GLushort #define BYTES_PER_ROW (xrb->ximage->bytes_per_line) #define SETUP_CODE \ XMesaContext xmesa = XMESA_CONTEXT(ctx); \ GET_XRB(xrb); #define RENDER_SPAN( span ) { \ GLuint i; \ GLint x = span.x, y = YFLIP(xrb, span.y); \ for (i = 0; i < span.end; i++, x++) { \ const DEPTH_TYPE z = FixedToDepth(span.z); \ if (z < zRow[i]) { \ PACK_TRUEDITHER(pRow[i], x, y, FixedToInt(span.red), \ FixedToInt(span.green), FixedToInt(span.blue)); \ zRow[i] = z; \ } \ span.red += span.redStep; \ span.green += span.greenStep; \ span.blue += span.blueStep; \ span.z += span.zStep; \ } } #include "swrast/s_tritemp.h" /* * XImage, flat, depth-buffered, PF_TRUECOLOR triangle. */ #define NAME flat_TRUECOLOR_z_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define SETUP_CODE \ XMesaContext xmesa = XMESA_CONTEXT(ctx); \ GET_XRB(xrb); \ XMesaImage *img = xrb->ximage; \ unsigned long pixel; \ PACK_TRUECOLOR(pixel, v2->color[0], v2->color[1], v2->color[2]); #define RENDER_SPAN( span ) { \ GLuint i; \ GLint x = span.x, y = YFLIP(xrb, span.y); \ for (i = 0; i < span.end; i++, x++) { \ const DEPTH_TYPE z = FixedToDepth(span.z); \ if (z < zRow[i]) { \ XMesaPutPixel(img, x, y, pixel); \ zRow[i] = z; \ } \ span.z += span.zStep; \ } } #include "swrast/s_tritemp.h" /* * XImage, flat, depth-buffered, PF_8A8B8G8R triangle. */ #define NAME flat_8A8B8G8R_z_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y) #define PIXEL_TYPE GLuint #define BYTES_PER_ROW (xrb->ximage->bytes_per_line) #define SETUP_CODE \ GET_XRB(xrb); \ GLuint p = PACK_8A8B8G8R( v2->color[0], v2->color[1],\ v2->color[2], v2->color[3]); #define RENDER_SPAN( span ) { \ GLuint i; \ for (i = 0; i < span.end; i++) { \ const DEPTH_TYPE z = FixedToDepth(span.z); \ if (z < zRow[i]) { \ pRow[i] = (PIXEL_TYPE) p; \ zRow[i] = z; \ } \ span.z += span.zStep; \ } } #include "swrast/s_tritemp.h" /* * XImage, flat, depth-buffered, PF_8A8R8G8B triangle. */ #define NAME flat_8A8R8G8B_z_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y) #define PIXEL_TYPE GLuint #define BYTES_PER_ROW (xrb->ximage->bytes_per_line) #define SETUP_CODE \ GET_XRB(xrb); \ GLuint p = PACK_8A8R8G8B(v2->color[0], v2->color[1], \ v2->color[2], v2->color[3]); #define RENDER_SPAN( span ) { \ GLuint i; \ for (i = 0; i < span.end; i++) { \ const DEPTH_TYPE z = FixedToDepth(span.z); \ if (z < zRow[i]) { \ pRow[i] = (PIXEL_TYPE) p; \ zRow[i] = z; \ } \ span.z += span.zStep; \ } } #include "swrast/s_tritemp.h" /* * XImage, flat, depth-buffered, PF_8R8G8B triangle. */ #define NAME flat_8R8G8B_z_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y) #define PIXEL_TYPE GLuint #define BYTES_PER_ROW (xrb->ximage->bytes_per_line) #define SETUP_CODE \ GET_XRB(xrb); \ GLuint p = PACK_8R8G8B( v2->color[0], v2->color[1], v2->color[2] ); #define RENDER_SPAN( span ) { \ GLuint i; \ for (i = 0; i < span.end; i++) { \ DEPTH_TYPE z = FixedToDepth(span.z); \ if (z < zRow[i]) { \ pRow[i] = (PIXEL_TYPE) p; \ zRow[i] = z; \ } \ span.z += span.zStep; \ } } #include "swrast/s_tritemp.h" /* * XImage, flat, depth-buffered, PF_8R8G8B24 triangle. */ #define NAME flat_8R8G8B24_z_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR3(xrb, X, Y) #define PIXEL_TYPE bgr_t #define BYTES_PER_ROW (xrb->ximage->bytes_per_line) #define SETUP_CODE \ GET_XRB(xrb); \ const GLubyte *color = v2->color; #define RENDER_SPAN( span ) { \ GLuint i; \ for (i = 0; i < span.end; i++) { \ const DEPTH_TYPE z = FixedToDepth(span.z); \ if (z < zRow[i]) { \ PIXEL_TYPE *ptr = pRow + i; \ ptr->r = color[RCOMP]; \ ptr->g = color[GCOMP]; \ ptr->b = color[BCOMP]; \ zRow[i] = z; \ } \ span.z += span.zStep; \ } } #include "swrast/s_tritemp.h" /* * XImage, flat, depth-buffered, PF_TRUEDITHER triangle. */ #define NAME flat_TRUEDITHER_z_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define SETUP_CODE \ XMesaContext xmesa = XMESA_CONTEXT(ctx); \ GET_XRB(xrb); \ XMesaImage *img = xrb->ximage; #define RENDER_SPAN( span ) { \ GLuint i; \ GLint x = span.x, y = YFLIP(xrb, span.y); \ for (i = 0; i < span.end; i++, x++) { \ const DEPTH_TYPE z = FixedToDepth(span.z); \ if (z < zRow[i]) { \ unsigned long p; \ PACK_TRUEDITHER(p, x, y, v2->color[0], \ v2->color[1], v2->color[2]); \ XMesaPutPixel(img, x, y, p); \ zRow[i] = z; \ } \ span.z += span.zStep; \ } } #include "swrast/s_tritemp.h" /* * XImage, flat, depth-buffered, PF_5R6G5B triangle. */ #define NAME flat_5R6G5B_z_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y) #define PIXEL_TYPE GLushort #define BYTES_PER_ROW (xrb->ximage->bytes_per_line) #define SETUP_CODE \ GET_XRB(xrb); \ GLushort p = PACK_5R6G5B( v2->color[0], v2->color[1], v2->color[2] ); #define RENDER_SPAN( span ) { \ GLuint i; \ for (i = 0; i < span.end; i++) { \ const DEPTH_TYPE z = FixedToDepth(span.z); \ if (z < zRow[i]) { \ pRow[i] = (PIXEL_TYPE) p; \ zRow[i] = z; \ } \ span.z += span.zStep; \ } } #include "swrast/s_tritemp.h" /* * XImage, flat, depth-buffered, PF_DITHER_5R6G5B triangle. */ #define NAME flat_DITHER_5R6G5B_z_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y) #define PIXEL_TYPE GLushort #define BYTES_PER_ROW (xrb->ximage->bytes_per_line) #define SETUP_CODE \ XMesaContext xmesa = XMESA_CONTEXT(ctx); \ GET_XRB(xrb); \ const GLubyte *color = v2->color; #define RENDER_SPAN( span ) { \ GLuint i; \ GLint x = span.x, y = YFLIP(xrb, span.y); \ for (i = 0; i < span.end; i++, x++) { \ const DEPTH_TYPE z = FixedToDepth(span.z); \ if (z < zRow[i]) { \ PACK_TRUEDITHER(pRow[i], x, y, color[RCOMP], \ color[GCOMP], color[BCOMP]); \ zRow[i] = z; \ } \ span.z += span.zStep; \ } } #include "swrast/s_tritemp.h" /* * XImage, smooth, NON-depth-buffered, PF_TRUECOLOR triangle. */ #define NAME smooth_TRUECOLOR_triangle #define INTERP_RGB 1 #define SETUP_CODE \ XMesaContext xmesa = XMESA_CONTEXT(ctx); \ GET_XRB(xrb); \ XMesaImage *img = xrb->ximage; #define RENDER_SPAN( span ) { \ GLuint i; \ GLint x = span.x, y = YFLIP(xrb, span.y); \ for (i = 0; i < span.end; i++, x++) { \ unsigned long p; \ PACK_TRUECOLOR(p, FixedToInt(span.red), \ FixedToInt(span.green), FixedToInt(span.blue)); \ XMesaPutPixel(img, x, y, p); \ span.red += span.redStep; \ span.green += span.greenStep; \ span.blue += span.blueStep; \ } } #include "swrast/s_tritemp.h" /* * XImage, smooth, NON-depth-buffered, PF_8A8B8G8R triangle. */ #define NAME smooth_8A8B8G8R_triangle #define INTERP_RGB 1 #define INTERP_ALPHA 1 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y) #define PIXEL_TYPE GLuint #define BYTES_PER_ROW (xrb->ximage->bytes_per_line) #define SETUP_CODE \ GET_XRB(xrb); #define RENDER_SPAN( span ) { \ GLuint i; \ for (i = 0; i < span.end; i++) { \ pRow[i] = PACK_8A8B8G8R(FixedToInt(span.red), \ FixedToInt(span.green), FixedToInt(span.blue), \ FixedToInt(span.alpha)); \ span.red += span.redStep; \ span.green += span.greenStep; \ span.blue += span.blueStep; \ span.alpha += span.alphaStep; \ } } #include "swrast/s_tritemp.h" /* * XImage, smooth, NON-depth-buffered, PF_8A8R8G8B triangle. */ #define NAME smooth_8A8R8G8B_triangle #define INTERP_RGB 1 #define INTERP_ALPHA 1 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y) #define PIXEL_TYPE GLuint #define BYTES_PER_ROW (xrb->ximage->bytes_per_line) #define SETUP_CODE \ GET_XRB(xrb); #define RENDER_SPAN( span ) { \ GLuint i; \ for (i = 0; i < span.end; i++) { \ pRow[i] = PACK_8A8R8G8B(FixedToInt(span.red), \ FixedToInt(span.green), FixedToInt(span.blue), \ FixedToInt(span.alpha)); \ span.red += span.redStep; \ span.green += span.greenStep; \ span.blue += span.blueStep; \ span.alpha += span.alphaStep; \ } } #include "swrast/s_tritemp.h" /* * XImage, smooth, NON-depth-buffered, PF_8R8G8B triangle. */ #define NAME smooth_8R8G8B_triangle #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y) #define PIXEL_TYPE GLuint #define BYTES_PER_ROW (xrb->ximage->bytes_per_line) #define SETUP_CODE \ GET_XRB(xrb); #define RENDER_SPAN( span ) { \ GLuint i; \ for (i = 0; i < span.end; i++) { \ pRow[i] = PACK_8R8G8B(FixedToInt(span.red), \ FixedToInt(span.green), FixedToInt(span.blue) ); \ span.red += span.redStep; \ span.green += span.greenStep; \ span.blue += span.blueStep; \ } } #include "swrast/s_tritemp.h" /* * XImage, smooth, NON-depth-buffered, PF_8R8G8B triangle. */ #define NAME smooth_8R8G8B24_triangle #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR3(xrb, X, Y) #define PIXEL_TYPE bgr_t #define BYTES_PER_ROW (xrb->ximage->bytes_per_line) #define SETUP_CODE \ GET_XRB(xrb); #define RENDER_SPAN( span ) { \ GLuint i; \ PIXEL_TYPE *pixel = pRow; \ for (i = 0; i < span.end; i++, pixel++) { \ pixel->r = FixedToInt(span.red); \ pixel->g = FixedToInt(span.green); \ pixel->b = FixedToInt(span.blue); \ span.red += span.redStep; \ span.green += span.greenStep; \ span.blue += span.blueStep; \ } } #include "swrast/s_tritemp.h" /* * XImage, smooth, NON-depth-buffered, PF_TRUEDITHER triangle. */ #define NAME smooth_TRUEDITHER_triangle #define INTERP_RGB 1 #define SETUP_CODE \ XMesaContext xmesa = XMESA_CONTEXT(ctx); \ GET_XRB(xrb); \ XMesaImage *img = xrb->ximage; #define RENDER_SPAN( span ) { \ GLuint i; \ GLint x = span.x, y = YFLIP(xrb, span.y); \ for (i = 0; i < span.end; i++, x++) { \ unsigned long p; \ PACK_TRUEDITHER(p, x, y, FixedToInt(span.red), \ FixedToInt(span.green), FixedToInt(span.blue)); \ XMesaPutPixel(img, x, y, p ); \ span.red += span.redStep; \ span.green += span.greenStep; \ span.blue += span.blueStep; \ } } #include "swrast/s_tritemp.h" /* * XImage, smooth, NON-depth-buffered, PF_5R6G5B triangle. */ #define NAME smooth_5R6G5B_triangle #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y) #define PIXEL_TYPE GLushort #define BYTES_PER_ROW (xrb->ximage->bytes_per_line) #define SETUP_CODE \ GET_XRB(xrb); #define RENDER_SPAN( span ) { \ GLuint i; \ for (i = 0; i < span.end; i++) { \ pRow[i] = (PIXEL_TYPE) PACK_5R6G5B(FixedToInt(span.red), \ FixedToInt(span.green), FixedToInt(span.blue)); \ span.red += span.redStep; \ span.green += span.greenStep; \ span.blue += span.blueStep; \ } } #include "swrast/s_tritemp.h" /* * XImage, smooth, NON-depth-buffered, PF_DITHER_5R6G5B triangle. */ #define NAME smooth_DITHER_5R6G5B_triangle #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y) #define PIXEL_TYPE GLushort #define BYTES_PER_ROW (xrb->ximage->bytes_per_line) #define SETUP_CODE \ XMesaContext xmesa = XMESA_CONTEXT(ctx); \ GET_XRB(xrb); #define RENDER_SPAN( span ) { \ GLuint i; \ GLint x = span.x, y = YFLIP(xrb, span.y); \ for (i = 0; i < span.end; i++, x++) { \ PACK_TRUEDITHER(pRow[i], x, y, FixedToInt(span.red), \ FixedToInt(span.green), FixedToInt(span.blue)); \ span.red += span.redStep; \ span.green += span.greenStep; \ span.blue += span.blueStep; \ } } #include "swrast/s_tritemp.h" /* * XImage, flat, NON-depth-buffered, PF_TRUECOLOR triangle. */ #define NAME flat_TRUECOLOR_triangle #define SETUP_CODE \ XMesaContext xmesa = XMESA_CONTEXT(ctx); \ GET_XRB(xrb); \ XMesaImage *img = xrb->ximage; \ unsigned long pixel; \ PACK_TRUECOLOR(pixel, v2->color[0], v2->color[1], v2->color[2]); #define RENDER_SPAN( span ) { \ GLuint i; \ GLint x = span.x, y = YFLIP(xrb, span.y); \ for (i = 0; i < span.end; i++, x++) { \ XMesaPutPixel(img, x, y, pixel); \ } } #include "swrast/s_tritemp.h" /* * XImage, flat, NON-depth-buffered, PF_8A8B8G8R triangle. */ #define NAME flat_8A8B8G8R_triangle #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y) #define PIXEL_TYPE GLuint #define BYTES_PER_ROW (xrb->ximage->bytes_per_line) #define SETUP_CODE \ GET_XRB(xrb); \ unsigned long p = PACK_8B8G8R( v2->color[0], \ v2->color[1], v2->color[2] ); #define RENDER_SPAN( span ) { \ GLuint i; \ for (i = 0; i < span.end; i++) { \ pRow[i] = (PIXEL_TYPE) p; \ } } #include "swrast/s_tritemp.h" /* * XImage, flat, NON-depth-buffered, PF_8A8R8G8B triangle. */ #define NAME flat_8A8R8G8B_triangle #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y) #define PIXEL_TYPE GLuint #define BYTES_PER_ROW (xrb->ximage->bytes_per_line) #define SETUP_CODE \ GET_XRB(xrb); \ unsigned long p = PACK_8R8G8B( v2->color[0], \ v2->color[1], v2->color[2] ); #define RENDER_SPAN( span ) { \ GLuint i; \ for (i = 0; i < span.end; i++) { \ pRow[i] = (PIXEL_TYPE) p; \ } } #include "swrast/s_tritemp.h" /* * XImage, flat, NON-depth-buffered, PF_8R8G8B triangle. */ #define NAME flat_8R8G8B_triangle #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR4(xrb, X, Y) #define PIXEL_TYPE GLuint #define BYTES_PER_ROW (xrb->ximage->bytes_per_line) #define SETUP_CODE \ GET_XRB(xrb); \ unsigned long p = PACK_8R8G8B( v2->color[0], \ v2->color[1], v2->color[2] ); #define RENDER_SPAN( span ) { \ GLuint i; \ for (i = 0; i < span.end; i++) { \ pRow[i] = (PIXEL_TYPE) p; \ } } #include "swrast/s_tritemp.h" /* * XImage, flat, NON-depth-buffered, PF_8R8G8B24 triangle. */ #define NAME flat_8R8G8B24_triangle #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR3(xrb, X, Y) #define PIXEL_TYPE bgr_t #define BYTES_PER_ROW (xrb->ximage->bytes_per_line) #define SETUP_CODE \ GET_XRB(xrb); \ const GLubyte *color = v2->color; #define RENDER_SPAN( span ) { \ GLuint i; \ PIXEL_TYPE *pixel = pRow; \ for (i = 0; i < span.end; i++, pixel++) { \ pixel->r = color[RCOMP]; \ pixel->g = color[GCOMP]; \ pixel->b = color[BCOMP]; \ } } #include "swrast/s_tritemp.h" /* * XImage, flat, NON-depth-buffered, PF_TRUEDITHER triangle. */ #define NAME flat_TRUEDITHER_triangle #define SETUP_CODE \ XMesaContext xmesa = XMESA_CONTEXT(ctx); \ GET_XRB(xrb); \ XMesaImage *img = xrb->ximage; #define RENDER_SPAN( span ) { \ GLuint i; \ GLint x = span.x, y = YFLIP(xrb, span.y); \ for (i = 0; i < span.end; i++, x++) { \ unsigned long p; \ PACK_TRUEDITHER(p, x, y, v2->color[0], \ v2->color[1], v2->color[2] ); \ XMesaPutPixel(img, x, y, p); \ } } #include "swrast/s_tritemp.h" /* * XImage, flat, NON-depth-buffered, PF_5R6G5B triangle. */ #define NAME flat_5R6G5B_triangle #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y) #define PIXEL_TYPE GLushort #define BYTES_PER_ROW (xrb->ximage->bytes_per_line) #define SETUP_CODE \ GET_XRB(xrb); \ unsigned long p = PACK_5R6G5B( v2->color[0], \ v2->color[1], v2->color[2] ); #define RENDER_SPAN( span ) { \ GLuint i; \ for (i = 0; i < span.end; i++) { \ pRow[i] = (PIXEL_TYPE) p; \ } } #include "swrast/s_tritemp.h" /* * XImage, flat, NON-depth-buffered, PF_DITHER_5R6G5B triangle. */ #define NAME flat_DITHER_5R6G5B_triangle #define PIXEL_ADDRESS(X,Y) PIXEL_ADDR2(xrb, X, Y) #define PIXEL_TYPE GLushort #define BYTES_PER_ROW (xrb->ximage->bytes_per_line) #define SETUP_CODE \ XMesaContext xmesa = XMESA_CONTEXT(ctx); \ GET_XRB(xrb); \ const GLubyte *color = v2->color; #define RENDER_SPAN( span ) { \ GLuint i; \ GLint x = span.x, y = YFLIP(xrb, span.y); \ for (i = 0; i < span.end; i++, x++) { \ PACK_TRUEDITHER(pRow[i], x, y, color[RCOMP], \ color[GCOMP], color[BCOMP]); \ } } #include "swrast/s_tritemp.h" #endif /* CHAN_BITS == 8 */ #if defined(DEBUG) && CHAN_BITS == 8 extern void _xmesa_print_triangle_func( swrast_tri_func triFunc ); void _xmesa_print_triangle_func( swrast_tri_func triFunc ) { printf("XMesa tri func = "); if (triFunc ==smooth_TRUECOLOR_z_triangle) printf("smooth_TRUECOLOR_z_triangle\n"); else if (triFunc ==smooth_8A8B8G8R_z_triangle) printf("smooth_8A8B8G8R_z_triangle\n"); else if (triFunc ==smooth_8A8R8G8B_z_triangle) printf("smooth_8A8R8G8B_z_triangle\n"); else if (triFunc ==smooth_8R8G8B_z_triangle) printf("smooth_8R8G8B_z_triangle\n"); else if (triFunc ==smooth_8R8G8B24_z_triangle) printf("smooth_8R8G8B24_z_triangle\n"); else if (triFunc ==smooth_TRUEDITHER_z_triangle) printf("smooth_TRUEDITHER_z_triangle\n"); else if (triFunc ==smooth_5R6G5B_z_triangle) printf("smooth_5R6G5B_z_triangle\n"); else if (triFunc ==smooth_DITHER_5R6G5B_z_triangle) printf("smooth_DITHER_5R6G5B_z_triangle\n"); else if (triFunc ==flat_TRUECOLOR_z_triangle) printf("flat_TRUECOLOR_z_triangle\n"); else if (triFunc ==flat_8A8B8G8R_z_triangle) printf("flat_8A8B8G8R_z_triangle\n"); else if (triFunc ==flat_8A8R8G8B_z_triangle) printf("flat_8A8R8G8B_z_triangle\n"); else if (triFunc ==flat_8R8G8B_z_triangle) printf("flat_8R8G8B_z_triangle\n"); else if (triFunc ==flat_8R8G8B24_z_triangle) printf("flat_8R8G8B24_z_triangle\n"); else if (triFunc ==flat_TRUEDITHER_z_triangle) printf("flat_TRUEDITHER_z_triangle\n"); else if (triFunc ==flat_5R6G5B_z_triangle) printf("flat_5R6G5B_z_triangle\n"); else if (triFunc ==flat_DITHER_5R6G5B_z_triangle) printf("flat_DITHER_5R6G5B_z_triangle\n"); else if (triFunc ==smooth_TRUECOLOR_triangle) printf("smooth_TRUECOLOR_triangle\n"); else if (triFunc ==smooth_8A8B8G8R_triangle) printf("smooth_8A8B8G8R_triangle\n"); else if (triFunc ==smooth_8A8R8G8B_triangle) printf("smooth_8A8R8G8B_triangle\n"); else if (triFunc ==smooth_8R8G8B_triangle) printf("smooth_8R8G8B_triangle\n"); else if (triFunc ==smooth_8R8G8B24_triangle) printf("smooth_8R8G8B24_triangle\n"); else if (triFunc ==smooth_TRUEDITHER_triangle) printf("smooth_TRUEDITHER_triangle\n"); else if (triFunc ==smooth_5R6G5B_triangle) printf("smooth_5R6G5B_triangle\n"); else if (triFunc ==smooth_DITHER_5R6G5B_triangle) printf("smooth_DITHER_5R6G5B_triangle\n"); else if (triFunc ==flat_TRUECOLOR_triangle) printf("flat_TRUECOLOR_triangle\n"); else if (triFunc ==flat_TRUEDITHER_triangle) printf("flat_TRUEDITHER_triangle\n"); else if (triFunc ==flat_8A8B8G8R_triangle) printf("flat_8A8B8G8R_triangle\n"); else if (triFunc ==flat_8A8R8G8B_triangle) printf("flat_8A8R8G8B_triangle\n"); else if (triFunc ==flat_8R8G8B_triangle) printf("flat_8R8G8B_triangle\n"); else if (triFunc ==flat_8R8G8B24_triangle) printf("flat_8R8G8B24_triangle\n"); else if (triFunc ==flat_5R6G5B_triangle) printf("flat_5R6G5B_triangle\n"); else if (triFunc ==flat_DITHER_5R6G5B_triangle) printf("flat_DITHER_5R6G5B_triangle\n"); else printf("???\n"); } #endif #ifdef DEBUG /* record the current triangle function name */ static const char *triFuncName = NULL; #define USE(triFunc) \ do { \ triFuncName = #triFunc; \ return triFunc; \ } while (0) #else #define USE(triFunc) return triFunc #endif /** * Return pointer to line drawing function, or NULL if we should use a * swrast fallback. */ static swrast_tri_func get_triangle_func(struct gl_context *ctx) { #if CHAN_BITS == 8 SWcontext *swrast = SWRAST_CONTEXT(ctx); XMesaContext xmesa = XMESA_CONTEXT(ctx); const struct xmesa_renderbuffer *xrb; #ifdef DEBUG triFuncName = NULL; #endif /* trivial fallback tests */ if ((ctx->DrawBuffer->_ColorDrawBufferIndexes[0] != BUFFER_BIT_FRONT_LEFT) && (ctx->DrawBuffer->_ColorDrawBufferIndexes[0] != BUFFER_BIT_BACK_LEFT)) return (swrast_tri_func) NULL; if (ctx->RenderMode != GL_RENDER) return (swrast_tri_func) NULL; if (ctx->Polygon.SmoothFlag) return (swrast_tri_func) NULL; if (ctx->Texture._EnabledUnits) return (swrast_tri_func) NULL; if (swrast->_RasterMask & MULTI_DRAW_BIT) return (swrast_tri_func) NULL; if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) return (swrast_tri_func) NULL; xrb = xmesa_renderbuffer(ctx->DrawBuffer->_ColorDrawBuffers[0]); if (xrb->ximage) { if ( ctx->Light.ShadeModel==GL_SMOOTH && swrast->_RasterMask==DEPTH_BIT && ctx->Depth.Func==GL_LESS && ctx->Depth.Mask==GL_TRUE && ctx->Visual.depthBits == DEFAULT_SOFTWARE_DEPTH_BITS && ctx->Polygon.StippleFlag==GL_FALSE) { switch (xmesa->pixelformat) { case PF_Truecolor: USE(smooth_TRUECOLOR_z_triangle); case PF_8A8B8G8R: USE(smooth_8A8B8G8R_z_triangle); case PF_8A8R8G8B: USE(smooth_8A8R8G8B_z_triangle); case PF_8R8G8B: USE(smooth_8R8G8B_z_triangle); case PF_8R8G8B24: USE(smooth_8R8G8B24_z_triangle); case PF_Dither_True: USE(smooth_TRUEDITHER_z_triangle); case PF_5R6G5B: USE(smooth_5R6G5B_z_triangle); case PF_Dither_5R6G5B: USE(smooth_DITHER_5R6G5B_z_triangle); default: return (swrast_tri_func) NULL; } } if ( ctx->Light.ShadeModel==GL_FLAT && swrast->_RasterMask==DEPTH_BIT && ctx->Depth.Func==GL_LESS && ctx->Depth.Mask==GL_TRUE && ctx->Visual.depthBits == DEFAULT_SOFTWARE_DEPTH_BITS && ctx->Polygon.StippleFlag==GL_FALSE) { switch (xmesa->pixelformat) { case PF_Truecolor: USE(flat_TRUECOLOR_z_triangle); case PF_8A8B8G8R: USE(flat_8A8B8G8R_z_triangle); case PF_8A8R8G8B: USE(flat_8A8R8G8B_z_triangle); case PF_8R8G8B: USE(flat_8R8G8B_z_triangle); case PF_8R8G8B24: USE(flat_8R8G8B24_z_triangle); case PF_Dither_True: USE(flat_TRUEDITHER_z_triangle); case PF_5R6G5B: USE(flat_5R6G5B_z_triangle); case PF_Dither_5R6G5B: USE(flat_DITHER_5R6G5B_z_triangle); default: return (swrast_tri_func) NULL; } } if ( swrast->_RasterMask==0 /* no depth test */ && ctx->Light.ShadeModel==GL_SMOOTH && ctx->Polygon.StippleFlag==GL_FALSE) { switch (xmesa->pixelformat) { case PF_Truecolor: USE(smooth_TRUECOLOR_triangle); case PF_8A8B8G8R: USE(smooth_8A8B8G8R_triangle); case PF_8A8R8G8B: USE(smooth_8A8R8G8B_triangle); case PF_8R8G8B: USE(smooth_8R8G8B_triangle); case PF_8R8G8B24: USE(smooth_8R8G8B24_triangle); case PF_Dither_True: USE(smooth_TRUEDITHER_triangle); case PF_5R6G5B: USE(smooth_5R6G5B_triangle); case PF_Dither_5R6G5B: USE(smooth_DITHER_5R6G5B_triangle); default: return (swrast_tri_func) NULL; } } if ( swrast->_RasterMask==0 /* no depth test */ && ctx->Light.ShadeModel==GL_FLAT && ctx->Polygon.StippleFlag==GL_FALSE) { switch (xmesa->pixelformat) { case PF_Truecolor: USE(flat_TRUECOLOR_triangle); case PF_Dither_True: USE(flat_TRUEDITHER_triangle); case PF_8A8B8G8R: USE(flat_8A8B8G8R_triangle); case PF_8A8R8G8B: USE(flat_8A8R8G8B_triangle); case PF_8R8G8B: USE(flat_8R8G8B_triangle); case PF_8R8G8B24: USE(flat_8R8G8B24_triangle); case PF_5R6G5B: USE(flat_5R6G5B_triangle); case PF_Dither_5R6G5B: USE(flat_DITHER_5R6G5B_triangle); default: return (swrast_tri_func) NULL; } } } #endif /* CHAN_BITS == 8 */ return (swrast_tri_func) NULL; } /* Override for the swrast tri-selection function. Try to use one * of our internal tri functions, otherwise fall back to the * standard swrast functions. */ void xmesa_choose_triangle( struct gl_context *ctx ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); if (!(swrast->Triangle = get_triangle_func( ctx ))) _swrast_choose_triangle( ctx ); }