diff options
author | Brian Paul <brian.paul@tungstengraphics.com> | 2002-04-19 14:05:50 +0000 |
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committer | Brian Paul <brian.paul@tungstengraphics.com> | 2002-04-19 14:05:50 +0000 |
commit | bf80e1ed620836e2ca0dd3f7d2d4cb187d17563d (patch) | |
tree | 8666b72f2ff74ac9499d2f9668212fcf4f2e3f5b /src/mesa/swrast/s_pointtemp.h | |
parent | 05be7ae1253ad68d80816395c3d09665e5619ebc (diff) |
Allocate a sw_span struct in the swrast context instead of allocating it
on the stack frame in the point/line/triangle functions. (Klaus Niederkrueger)
This should solve the performance problem Karl found on Windows.
Diffstat (limited to 'src/mesa/swrast/s_pointtemp.h')
-rw-r--r-- | src/mesa/swrast/s_pointtemp.h | 109 |
1 files changed, 53 insertions, 56 deletions
diff --git a/src/mesa/swrast/s_pointtemp.h b/src/mesa/swrast/s_pointtemp.h index 29bf3e3baf..2e0618587e 100644 --- a/src/mesa/swrast/s_pointtemp.h +++ b/src/mesa/swrast/s_pointtemp.h @@ -1,4 +1,4 @@ -/* $Id: s_pointtemp.h,v 1.14 2002/04/12 15:39:59 brianp Exp $ */ +/* $Id: s_pointtemp.h,v 1.15 2002/04/19 14:05:50 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -77,7 +77,7 @@ NAME ( GLcontext *ctx, const SWvertex *vert ) const GLchan alpha = vert->color[3]; #endif - struct sw_span span; + struct sw_span *span = SWRAST_CONTEXT(ctx)->span; /* Cull primitives with malformed coordinates. */ @@ -88,55 +88,52 @@ NAME ( GLcontext *ctx, const SWvertex *vert ) } INIT_SPAN(span, GL_POINT, 0, SPAN_FOG, SPAN_XY | SPAN_Z); - - /*span.arrayMask |= (SPAN_XY | SPAN_Z); - span.interpMask |= SPAN_FOG;*/ - span.fog = vert->fog; - span.fogStep = 0.0; + span->fog = vert->fog; + span->fogStep = 0.0; #if (FLAGS & RGBA) #if (FLAGS & SMOOTH) - span.arrayMask |= SPAN_RGBA; + span->arrayMask |= SPAN_RGBA; #else - span.interpMask |= SPAN_RGBA; - span.red = ChanToFixed(vert->color[0]); - span.green = ChanToFixed(vert->color[1]); - span.blue = ChanToFixed(vert->color[2]); - span.alpha = ChanToFixed(vert->color[3]); - span.redStep = span.greenStep = span.blueStep = span.alphaStep = 0; + span->interpMask |= SPAN_RGBA; + span->red = ChanToFixed(vert->color[0]); + span->green = ChanToFixed(vert->color[1]); + span->blue = ChanToFixed(vert->color[2]); + span->alpha = ChanToFixed(vert->color[3]); + span->redStep = span->greenStep = span->blueStep = span->alphaStep = 0; #endif /*SMOOTH*/ #endif /*RGBA*/ #if FLAGS & SPECULAR - span.interpMask |= SPAN_SPEC; - span.specRed = ChanToFixed(vert->specular[0]); - span.specGreen = ChanToFixed(vert->specular[1]); - span.specBlue = ChanToFixed(vert->specular[2]); - span.specRedStep = span.specGreenStep = span.specBlueStep = 0; + span->interpMask |= SPAN_SPEC; + span->specRed = ChanToFixed(vert->specular[0]); + span->specGreen = ChanToFixed(vert->specular[1]); + span->specBlue = ChanToFixed(vert->specular[2]); + span->specRedStep = span->specGreenStep = span->specBlueStep = 0; #endif #if FLAGS & INDEX - span.interpMask |= SPAN_INDEX; - span.index = IntToFixed(vert->index); - span.indexStep = 0; + span->interpMask |= SPAN_INDEX; + span->index = IntToFixed(vert->index); + span->indexStep = 0; #endif #if FLAGS & TEXTURE - span.interpMask |= SPAN_TEXTURE; + span->interpMask |= SPAN_TEXTURE; for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { if (ctx->Texture.Unit[u]._ReallyEnabled) { const GLfloat q = vert->texcoord[u][3]; const GLfloat invQ = (q == 0.0 || q == 1.0) ? 1.0 : (1.0 / q); - span.tex[u][0] = vert->texcoord[u][0] * invQ; - span.tex[u][1] = vert->texcoord[u][1] * invQ; - span.tex[u][2] = vert->texcoord[u][2] * invQ; - span.tex[u][3] = q; - span.texStepX[u][0] = span.texStepY[u][0] = 0.0; - span.texStepX[u][1] = span.texStepY[u][1] = 0.0; - span.texStepX[u][2] = span.texStepY[u][2] = 0.0; - span.texStepX[u][3] = span.texStepY[u][3] = 0.0; + span->tex[u][0] = vert->texcoord[u][0] * invQ; + span->tex[u][1] = vert->texcoord[u][1] * invQ; + span->tex[u][2] = vert->texcoord[u][2] * invQ; + span->tex[u][3] = q; + span->texStepX[u][0] = span->texStepY[u][0] = 0.0; + span->texStepX[u][1] = span->texStepY[u][1] = 0.0; + span->texStepX[u][2] = span->texStepY[u][2] = 0.0; + span->texStepX[u][3] = span->texStepY[u][3] = 0.0; } } #endif #if FLAGS & SMOOTH - span.arrayMask |= SPAN_COVERAGE; + span->arrayMask |= SPAN_COVERAGE; #endif #if FLAGS & ATTENUATE @@ -260,67 +257,67 @@ NAME ( GLcontext *ctx, const SWvertex *vert ) if (dist2 < rmax2) { if (dist2 >= rmin2) { /* compute partial coverage */ - span.coverage[count] = 1.0F - (dist2 - rmin2) * cscale; + span->coverage[count] = 1.0F - (dist2 - rmin2) * cscale; #if FLAGS & INDEX - span.coverage[count] *= 15.0; /* coverage in [0,15] */ + span->coverage[count] *= 15.0; /* coverage in [0,15] */ #endif } else { /* full coverage */ - span.coverage[count] = 1.0F; + span->coverage[count] = 1.0F; } - span.xArray[count] = x; - span.yArray[count] = y; - span.zArray[count] = z; + span->xArray[count] = x; + span->yArray[count] = y; + span->zArray[count] = z; #if FLAGS & RGBA - span.color.rgba[count][RCOMP] = red; - span.color.rgba[count][GCOMP] = green; - span.color.rgba[count][BCOMP] = blue; + span->color.rgba[count][RCOMP] = red; + span->color.rgba[count][GCOMP] = green; + span->color.rgba[count][BCOMP] = blue; #if FLAGS & ATTENUATE - span.color.rgba[count][ACOMP] = (GLchan) (alpha * alphaAtten); + span->color.rgba[count][ACOMP] = (GLchan) (alpha * alphaAtten); #else - span.color.rgba[count][ACOMP] = alpha; + span->color.rgba[count][ACOMP] = alpha; #endif /*ATTENUATE*/ #endif /*RGBA*/ count++; } /*if*/ #else /*SMOOTH*/ /* not smooth (square points */ - span.xArray[count] = x; - span.yArray[count] = y; - span.zArray[count] = z; + span->xArray[count] = x; + span->yArray[count] = y; + span->zArray[count] = z; count++; #endif /*SMOOTH*/ } /*for x*/ } /*for y*/ - span.end = count; + span->end = count; } #else /* LARGE || ATTENUATE || SMOOTH*/ { /* size == 1 */ - span.xArray[0] = (GLint) vert->win[0]; - span.yArray[0] = (GLint) vert->win[1]; - span.zArray[0] = (GLint) vert->win[2]; - span.end = 1; + span->xArray[0] = (GLint) vert->win[0]; + span->yArray[0] = (GLint) vert->win[1]; + span->zArray[0] = (GLint) vert->win[2]; + span->end = 1; } #endif /* LARGE || ATTENUATE || SMOOTH */ - ASSERT(span.end > 0); + ASSERT(span->end > 0); #if FLAGS & TEXTURE if (ctx->Texture._ReallyEnabled) - _mesa_write_texture_span(ctx, &span); + _mesa_write_texture_span(ctx, span); else - _mesa_write_rgba_span(ctx, &span); + _mesa_write_rgba_span(ctx, span); #elif FLAGS & RGBA - _mesa_write_rgba_span(ctx, &span); + _mesa_write_rgba_span(ctx, span); #else - _mesa_write_index_span(ctx, &span); + _mesa_write_index_span(ctx, span); #endif } |