diff options
Diffstat (limited to 'src/mesa')
-rw-r--r-- | src/mesa/drivers/dos/dmesa.c | 70 | ||||
-rw-r--r-- | src/mesa/drivers/x11/xm_tri.c | 684 | ||||
-rw-r--r-- | src/mesa/swrast/s_triangle.c | 132 | ||||
-rw-r--r-- | src/mesa/swrast/s_tritemp.h | 14 |
4 files changed, 301 insertions, 599 deletions
diff --git a/src/mesa/drivers/dos/dmesa.c b/src/mesa/drivers/dos/dmesa.c index 77c9a3a1b8..2034fb1cff 100644 --- a/src/mesa/drivers/dos/dmesa.c +++ b/src/mesa/drivers/dos/dmesa.c @@ -274,43 +274,34 @@ static void read_rgba_pixels (const GLcontext *ctx, /*
* flat, NON-depth-buffered, triangle.
*/
-static void tri_rgb_flat (GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2)
-{
- const DMesaContext c = (DMesaContext)ctx->DriverCtx;
- void *b = c->Buffer->the_window;
+#define NAME tri_rgb_flat
+#define SETUP_CODE \
+ GLuint rgb = vl_mixrgb(v2->color); \
+ const DMesaContext c = (DMesaContext)ctx->DriverCtx; \
+ void *b = c->Buffer->the_window; \
GLuint w = c->Buffer->width, h = c->Buffer->height;
-#define SETUP_CODE GLuint rgb = vl_mixrgb(v2->color);
-
#define RENDER_SPAN(span) \
GLuint i, offset = FLIP2(span.y)*w + span.x; \
for (i = 0; i < span.end; i++, offset++) { \
vl_putpixel(b, offset, rgb); \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* flat, depth-buffered, triangle.
*/
-static void tri_rgb_flat_z (GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2)
-{
- const DMesaContext c = (DMesaContext)ctx->DriverCtx;
- void *b = c->Buffer->the_window;
- GLuint w = c->Buffer->width, h = c->Buffer->height;
-
+#define NAME tri_rgb_flat_z
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define SETUP_CODE GLuint rgb = vl_mixrgb(v2->color);
+#define SETUP_CODE \
+ const DMesaContext c = (DMesaContext)ctx->DriverCtx; \
+ void *b = c->Buffer->the_window; \
+ GLuint w = c->Buffer->width, h = c->Buffer->height; \
+ GLuint rgb = vl_mixrgb(v2->color);
#define RENDER_SPAN(span) \
GLuint i, offset = FLIP2(span.y)*w + span.x; \
@@ -322,25 +313,20 @@ static void tri_rgb_flat_z (GLcontext *ctx, } \
span.z += span.zStep; \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* smooth, NON-depth-buffered, triangle.
*/
-static void tri_rgb_smooth (GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2)
-{
- const DMesaContext c = (DMesaContext)ctx->DriverCtx;
- void *b = c->Buffer->the_window;
- GLuint w = c->Buffer->width, h = c->Buffer->height;
-
+#define NAME tri_rgb_smooth
#define INTERP_RGB 1
+#define SETUP_CODE \
+ const DMesaContext c = (DMesaContext)ctx->DriverCtx; \
+ void *b = c->Buffer->the_window; \
+ GLuint w = c->Buffer->width, h = c->Buffer->height;
#define RENDER_SPAN(span) \
GLuint i, offset = FLIP2(span.y)*w + span.x; \
for (i = 0; i < span.end; i++, offset++) { \
@@ -353,28 +339,21 @@ static void tri_rgb_smooth (GLcontext *ctx, span.green += span.greenStep; \
span.blue += span.blueStep; \
}
-
#include "swrast/s_tritemp.h"
-}
/*
* smooth, depth-buffered, triangle.
*/
-static void tri_rgb_smooth_z (GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2)
-{
- const DMesaContext c = (DMesaContext)ctx->DriverCtx;
- void *b = c->Buffer->the_window;
- GLuint w = c->Buffer->width, h = c->Buffer->height;
-
+#define NAME tri_rgb_smooth_z
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
-
+#define SETUP_CODE \
+ const DMesaContext c = (DMesaContext)ctx->DriverCtx; \
+ void *b = c->Buffer->the_window; \
+ GLuint w = c->Buffer->width, h = c->Buffer->height;
#define RENDER_SPAN(span) \
GLuint i, offset = FLIP2(span.y)*w + span.x; \
for (i = 0; i < span.end; i++, offset++) { \
@@ -392,9 +371,8 @@ static void tri_rgb_smooth_z (GLcontext *ctx, span.blue += span.blueStep; \
span.z += span.zStep; \
}
-
#include "swrast/s_tritemp.h"
-}
+
diff --git a/src/mesa/drivers/x11/xm_tri.c b/src/mesa/drivers/x11/xm_tri.c index 17bbc27a5c..68f457c409 100644 --- a/src/mesa/drivers/x11/xm_tri.c +++ b/src/mesa/drivers/x11/xm_tri.c @@ -1,8 +1,8 @@ -/* $Id: xm_tri.c,v 1.29 2002/10/30 20:24:47 brianp Exp $ */ +/* $Id: xm_tri.c,v 1.30 2002/11/13 16:51:02 brianp Exp $ */ /* * Mesa 3-D graphics library - * Version: 4.1 + * Version: 5.1 * * Copyright (C) 1999-2002 Brian Paul All Rights Reserved. * @@ -56,16 +56,13 @@ /* * XImage, smooth, depth-buffered, PF_TRUECOLOR triangle. */ -static void smooth_TRUECOLOR_z_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; - XMesaImage *img = xmesa->xm_buffer->backimage; +#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 = (XMesaContext) ctx->DriverCtx; \ + XMesaImage *img = xmesa->xm_buffer->backimage; #define RENDER_SPAN( span ) \ GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ @@ -86,25 +83,22 @@ static void smooth_TRUECOLOR_z_triangle( GLcontext *ctx, } #include "swrast/s_tritemp.h" -} + /* * XImage, smooth, depth-buffered, PF_8A8B8G8R triangle. */ -static void smooth_8A8B8G8R_z_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#define NAME smooth_8A8B8G8R_z_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y) #define PIXEL_TYPE GLuint #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define RENDER_SPAN( span ) \ GLuint i; \ @@ -122,24 +116,21 @@ static void smooth_8A8B8G8R_z_triangle( GLcontext *ctx, } #include "swrast/s_tritemp.h" -} + /* * XImage, smooth, depth-buffered, PF_8R8G8B triangle. */ -static void smooth_8R8G8B_z_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#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) PIXELADDR4(xmesa->xm_buffer,X,Y) #define PIXEL_TYPE GLuint #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define RENDER_SPAN( span ) \ GLuint i; \ @@ -157,25 +148,21 @@ static void smooth_8R8G8B_z_triangle( GLcontext *ctx, } #include "swrast/s_tritemp.h" -} + /* * XImage, smooth, depth-buffered, PF_8R8G8B24 triangle. */ -static void smooth_8R8G8B24_z_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#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) PIXELADDR3(xmesa->xm_buffer,X,Y) #define PIXEL_TYPE bgr_t #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) - +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define RENDER_SPAN( span ) \ GLuint i; \ for (i = 0; i < span.end; i++) { \ @@ -192,25 +179,20 @@ static void smooth_8R8G8B24_z_triangle( GLcontext *ctx, span.blue += span.blueStep; \ span.z += span.zStep; \ } - #include "swrast/s_tritemp.h" -} + /* * XImage, smooth, depth-buffered, PF_TRUEDITHER triangle. */ -static void smooth_TRUEDITHER_z_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; - XMesaImage *img = xmesa->xm_buffer->backimage; +#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 = (XMesaContext) ctx->DriverCtx; \ + XMesaImage *img = xmesa->xm_buffer->backimage; #define RENDER_SPAN( span ) \ GLuint i; \ GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ @@ -228,27 +210,22 @@ static void smooth_TRUEDITHER_z_triangle( GLcontext *ctx, span.blue += span.blueStep; \ span.z += span.zStep; \ } - #include "swrast/s_tritemp.h" -} + /* * XImage, smooth, depth-buffered, PF_5R6G5B triangle. */ -static void smooth_5R6G5B_z_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#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) PIXELADDR2(xmesa->xm_buffer,X,Y) #define PIXEL_TYPE GLushort #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) - +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define RENDER_SPAN( span ) \ GLuint i; \ for (i = 0; i < span.end; i++) { \ @@ -263,27 +240,22 @@ static void smooth_5R6G5B_z_triangle( GLcontext *ctx, span.blue += span.blueStep; \ span.z += span.zStep; \ } - #include "swrast/s_tritemp.h" -} + /* * XImage, smooth, depth-buffered, PF_DITHER_5R6G5B triangle. */ -static void smooth_DITHER_5R6G5B_z_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#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) PIXELADDR2(xmesa->xm_buffer,X,Y) #define PIXEL_TYPE GLushort #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) - +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define RENDER_SPAN( span ) \ GLuint i; \ GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ @@ -299,27 +271,22 @@ static void smooth_DITHER_5R6G5B_z_triangle( GLcontext *ctx, span.blue += span.blueStep; \ span.z += span.zStep; \ } - #include "swrast/s_tritemp.h" -} + /* * XImage, smooth, depth-buffered, 8-bit, PF_DITHER8 triangle. */ -static void smooth_DITHER8_z_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#define NAME smooth_DITHER8_z_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y) #define PIXEL_TYPE GLubyte #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) - +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define RENDER_SPAN( span ) \ GLuint i; \ GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ @@ -336,25 +303,20 @@ static void smooth_DITHER8_z_triangle( GLcontext *ctx, span.blue += span.blueStep; \ span.z += span.zStep; \ } - #include "swrast/s_tritemp.h" -} + /* * XImage, smooth, depth-buffered, PF_DITHER triangle. */ -static void smooth_DITHER_z_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; - XMesaImage *img = xmesa->xm_buffer->backimage; +#define NAME smooth_DITHER_z_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INTERP_RGB 1 - +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \ + XMesaImage *img = xmesa->xm_buffer->backimage; #define RENDER_SPAN( span ) \ GLuint i; \ GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ @@ -372,27 +334,22 @@ static void smooth_DITHER_z_triangle( GLcontext *ctx, span.blue += span.blueStep; \ span.z += span.zStep; \ } - #include "swrast/s_tritemp.h" -} + /* * XImage, smooth, depth-buffered, 8-bit PF_LOOKUP triangle. */ -static void smooth_LOOKUP8_z_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#define NAME smooth_LOOKUP8_z_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y) #define PIXEL_TYPE GLubyte #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) - +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define RENDER_SPAN( span ) \ GLuint i; \ LOOKUP_SETUP; \ @@ -408,28 +365,22 @@ static void smooth_LOOKUP8_z_triangle( GLcontext *ctx, span.blue += span.blueStep; \ span.z += span.zStep; \ } - #include "swrast/s_tritemp.h" -} /* * XImage, smooth, depth-buffered, 8-bit PF_HPCR triangle. */ -static void smooth_HPCR_z_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#define NAME smooth_HPCR_z_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y) #define PIXEL_TYPE GLubyte #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) - +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define RENDER_SPAN( span ) \ GLuint i; \ GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ @@ -445,27 +396,21 @@ static void smooth_HPCR_z_triangle( GLcontext *ctx, span.blue += span.blueStep; \ span.z += span.zStep; \ } - #include "swrast/s_tritemp.h" -} + /* * XImage, flat, depth-buffered, PF_TRUECOLOR triangle. */ -static void flat_TRUECOLOR_z_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; - XMesaImage *img = xmesa->xm_buffer->backimage; +#define NAME flat_TRUECOLOR_z_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \ + XMesaImage *img = xmesa->xm_buffer->backimage; \ 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 = FLIP(xmesa->xm_buffer, span.y); \ @@ -477,27 +422,22 @@ static void flat_TRUECOLOR_z_triangle( GLcontext *ctx, } \ span.z += span.zStep; \ } - #include "swrast/s_tritemp.h" -} + /* * XImage, flat, depth-buffered, PF_8A8B8G8R triangle. */ -static void flat_8A8B8G8R_z_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#define NAME flat_8A8B8G8R_z_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y) #define PIXEL_TYPE GLuint #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) #define SETUP_CODE \ - unsigned long p = PACK_8B8G8R( v2->color[0], \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \ + unsigned long p = PACK_8B8G8R( v2->color[0], \ v2->color[1], v2->color[2] ); #define RENDER_SPAN( span ) \ GLuint i; \ @@ -509,27 +449,22 @@ static void flat_8A8B8G8R_z_triangle( GLcontext *ctx, } \ span.z += span.zStep; \ } - #include "swrast/s_tritemp.h" -} + /* * XImage, flat, depth-buffered, PF_8R8G8B triangle. */ -static void flat_8R8G8B_z_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#define NAME flat_8R8G8B_z_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y) #define PIXEL_TYPE GLuint #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) -#define SETUP_CODE \ - unsigned long p = PACK_8R8G8B( v2->color[0], \ +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \ + unsigned long p = PACK_8R8G8B( v2->color[0], \ v2->color[1], v2->color[2] ); #define RENDER_SPAN( span ) \ GLuint i; \ @@ -541,26 +476,22 @@ static void flat_8R8G8B_z_triangle( GLcontext *ctx, } \ span.z += span.zStep; \ } - #include "swrast/s_tritemp.h" -} + /* * XImage, flat, depth-buffered, PF_8R8G8B24 triangle. */ -static void flat_8R8G8B24_z_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; - const GLubyte *color = v2->color; +#define NAME flat_8R8G8B24_z_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define PIXEL_ADDRESS(X,Y) PIXELADDR3(xmesa->xm_buffer,X,Y) #define PIXEL_TYPE bgr_t #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \ + const GLubyte *color = v2->color; #define RENDER_SPAN( span ) \ GLuint i; \ for (i = 0; i < span.end; i++) { \ @@ -574,23 +505,19 @@ static void flat_8R8G8B24_z_triangle( GLcontext *ctx, } \ span.z += span.zStep; \ } - #include "swrast/s_tritemp.h" -} + /* * XImage, flat, depth-buffered, PF_TRUEDITHER triangle. */ -static void flat_TRUEDITHER_z_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; - XMesaImage *img = xmesa->xm_buffer->backimage; +#define NAME flat_TRUEDITHER_z_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \ + XMesaImage *img = xmesa->xm_buffer->backimage; #define RENDER_SPAN( span ) \ GLuint i; \ GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ @@ -605,26 +532,21 @@ static void flat_TRUEDITHER_z_triangle( GLcontext *ctx, } \ span.z += span.zStep; \ } - #include "swrast/s_tritemp.h" -} + /* * XImage, flat, depth-buffered, PF_5R6G5B triangle. */ -static void flat_5R6G5B_z_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#define NAME flat_5R6G5B_z_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y) #define PIXEL_TYPE GLushort #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) #define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \ unsigned long p = PACK_5R6G5B( v2->color[0], \ v2->color[1], v2->color[2] ); #define RENDER_SPAN( span ) \ @@ -637,26 +559,22 @@ static void flat_5R6G5B_z_triangle( GLcontext *ctx, } \ span.z += span.zStep; \ } - #include "swrast/s_tritemp.h" -} + /* * XImage, flat, depth-buffered, PF_DITHER_5R6G5B triangle. */ -static void flat_DITHER_5R6G5B_z_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; - const GLubyte *color = v2->color; +#define NAME flat_DITHER_5R6G5B_z_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y) #define PIXEL_TYPE GLushort #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \ + const GLubyte *color = v2->color; #define RENDER_SPAN( span ) \ GLuint i; \ GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ @@ -669,28 +587,22 @@ static void flat_DITHER_5R6G5B_z_triangle( GLcontext *ctx, } \ span.z += span.zStep; \ } - #include "swrast/s_tritemp.h" -} + /* * XImage, flat, depth-buffered, 8-bit PF_DITHER triangle. */ -static void flat_DITHER8_z_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#define NAME flat_DITHER8_z_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y) #define PIXEL_TYPE GLubyte #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) -#define SETUP_CODE \ +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \ FLAT_DITHER_SETUP( v2->color[0], v2->color[1], v2->color[2] ); - #define RENDER_SPAN( span ) \ GLuint i; \ GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ @@ -703,26 +615,20 @@ static void flat_DITHER8_z_triangle( GLcontext *ctx, } \ span.z += span.zStep; \ } - #include "swrast/s_tritemp.h" -} + /* * XImage, flat, depth-buffered, PF_DITHER triangle. */ -static void flat_DITHER_z_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; - XMesaImage *img = xmesa->xm_buffer->backimage; +#define NAME flat_DITHER_z_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE -#define SETUP_CODE \ +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \ + XMesaImage *img = xmesa->xm_buffer->backimage; \ FLAT_DITHER_SETUP( v2->color[0], v2->color[1], v2->color[2] ); - #define RENDER_SPAN( span ) \ GLuint i; \ GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ @@ -736,28 +642,23 @@ static void flat_DITHER_z_triangle( GLcontext *ctx, } \ span.z += span.zStep; \ } - #include "swrast/s_tritemp.h" -} + /* * XImage, flat, depth-buffered, 8-bit PF_HPCR triangle. */ -static void flat_HPCR_z_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#define NAME flat_HPCR_z_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y) #define PIXEL_TYPE GLubyte #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) -#define SETUP_CODE \ - GLubyte r = v2->color[0]; \ - GLubyte g = v2->color[1]; \ +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \ + GLubyte r = v2->color[0]; \ + GLubyte g = v2->color[1]; \ GLubyte b = v2->color[2]; #define RENDER_SPAN( span ) \ GLuint i; \ @@ -770,30 +671,25 @@ static void flat_HPCR_z_triangle( GLcontext *ctx, } \ span.z += span.zStep; \ } - #include "swrast/s_tritemp.h" -} + /* * XImage, flat, depth-buffered, 8-bit PF_LOOKUP triangle. */ -static void flat_LOOKUP8_z_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#define NAME flat_LOOKUP8_z_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y) #define PIXEL_TYPE GLubyte #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) -#define SETUP_CODE \ - LOOKUP_SETUP; \ - GLubyte r = v2->color[0]; \ - GLubyte g = v2->color[1]; \ - GLubyte b = v2->color[2]; \ +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \ + LOOKUP_SETUP; \ + GLubyte r = v2->color[0]; \ + GLubyte g = v2->color[1]; \ + GLubyte b = v2->color[2]; \ GLubyte p = LOOKUP(r,g,b); #define RENDER_SPAN( span ) \ GLuint i; \ @@ -805,23 +701,18 @@ static void flat_LOOKUP8_z_triangle( GLcontext *ctx, } \ span.z += span.zStep; \ } - #include "swrast/s_tritemp.h" -} /* * XImage, smooth, NON-depth-buffered, PF_TRUECOLOR triangle. */ -static void smooth_TRUECOLOR_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; - XMesaImage *img = xmesa->xm_buffer->backimage; +#define NAME smooth_TRUECOLOR_triangle #define INTERP_RGB 1 +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \ + XMesaImage *img = xmesa->xm_buffer->backimage; #define RENDER_SPAN( span ) \ GLuint i; \ GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ @@ -830,109 +721,93 @@ static void smooth_TRUECOLOR_triangle( GLcontext *ctx, PACK_TRUECOLOR(p, FixedToInt(span.red), \ FixedToInt(span.green), FixedToInt(span.blue)); \ XMesaPutPixel(img, x, y, p); \ - span.red += span.redStep; \ + 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. */ -static void smooth_8A8B8G8R_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#define NAME smooth_8A8B8G8R_triangle #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y) #define PIXEL_TYPE GLuint #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define RENDER_SPAN( span ) \ GLuint i; \ for (i = 0; i < span.end; i++) { \ pRow[i] = PACK_8B8G8R(FixedToInt(span.red), \ FixedToInt(span.green), FixedToInt(span.blue) ); \ - span.red += span.redStep; \ + 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. */ -static void smooth_8R8G8B_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#define NAME smooth_8R8G8B_triangle #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y) #define PIXEL_TYPE GLuint #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #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.red += span.redStep; \ span.green += span.greenStep; \ span.blue += span.blueStep; \ } - #include "swrast/s_tritemp.h" -} + /* * XImage, smooth, NON-depth-buffered, PF_8R8G8B triangle. */ -static void smooth_8R8G8B24_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#define NAME smooth_8R8G8B24_triangle #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXELADDR3(xmesa->xm_buffer,X,Y) #define PIXEL_TYPE bgr_t #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #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; \ + 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. */ -static void smooth_TRUEDITHER_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; - XMesaImage *img = xmesa->xm_buffer->backimage; +#define NAME smooth_TRUEDITHER_triangle #define INTERP_RGB 1 +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \ + XMesaImage *img = xmesa->xm_buffer->backimage; #define RENDER_SPAN( span ) \ GLuint i; \ GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ @@ -941,83 +816,71 @@ static void smooth_TRUEDITHER_triangle( GLcontext *ctx, PACK_TRUEDITHER(p, x, y, FixedToInt(span.red), \ FixedToInt(span.green), FixedToInt(span.blue)); \ XMesaPutPixel(img, x, y, p ); \ - span.red += span.redStep; \ + 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. */ -static void smooth_5R6G5B_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#define NAME smooth_5R6G5B_triangle #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y) #define PIXEL_TYPE GLushort #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #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.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. */ -static void smooth_DITHER_5R6G5B_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#define NAME smooth_DITHER_5R6G5B_triangle #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y) #define PIXEL_TYPE GLushort #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define RENDER_SPAN( span ) \ GLuint i; \ GLint x = span.x, y = FLIP(xmesa->xm_buffer, 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.red += span.redStep; \ span.green += span.greenStep; \ span.blue += span.blueStep; \ } - #include "swrast/s_tritemp.h" -} + /* * XImage, smooth, NON-depth-buffered, 8-bit PF_DITHER triangle. */ -static void smooth_DITHER8_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#define NAME smooth_DITHER8_triangle #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y) #define PIXEL_TYPE GLubyte #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define RENDER_SPAN( span ) \ GLuint i; \ GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ @@ -1025,26 +888,22 @@ static void smooth_DITHER8_triangle( GLcontext *ctx, for (i = 0; i < span.end; i++, x++) { \ pRow[i] = (PIXEL_TYPE) XDITHER(x, FixedToInt(span.red), \ FixedToInt(span.green), FixedToInt(span.blue) ); \ - span.red += span.redStep; \ + span.red += span.redStep; \ span.green += span.greenStep; \ span.blue += span.blueStep; \ } - #include "swrast/s_tritemp.h" -} + /* * XImage, smooth, NON-depth-buffered, PF_DITHER triangle. */ -static void smooth_DITHER_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; - XMesaImage *img = xmesa->xm_buffer->backimage; +#define NAME smooth_DITHER_triangle #define INTERP_RGB 1 +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \ + XMesaImage *img = xmesa->xm_buffer->backimage; #define RENDER_SPAN( span ) \ GLuint i; \ GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ @@ -1053,160 +912,131 @@ static void smooth_DITHER_triangle( GLcontext *ctx, unsigned long p = XDITHER(x, FixedToInt(span.red), \ FixedToInt(span.green), FixedToInt(span.blue) ); \ XMesaPutPixel(img, x, y, p); \ - span.red += span.redStep; \ + span.red += span.redStep; \ span.green += span.greenStep; \ span.blue += span.blueStep; \ } - #include "swrast/s_tritemp.h" -} + /* * XImage, smooth, NON-depth-buffered, 8-bit PF_LOOKUP triangle. */ -static void smooth_LOOKUP8_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#define NAME smooth_LOOKUP8_triangle #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y) #define PIXEL_TYPE GLubyte #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) -#define RENDER_SPAN( span ) \ - GLuint i; \ - LOOKUP_SETUP; \ - for (i = 0; i < span.end; i++) { \ - pRow[i] = LOOKUP(FixedToInt(span.red), \ - FixedToInt(span.green), FixedToInt(span.blue));\ - span.red += span.redStep; \ - span.green += span.greenStep; \ - span.blue += span.blueStep; \ +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#define RENDER_SPAN( span ) \ + GLuint i; \ + LOOKUP_SETUP; \ + for (i = 0; i < span.end; i++) { \ + pRow[i] = LOOKUP(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, 8-bit PF_HPCR triangle. */ -static void smooth_HPCR_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#define NAME smooth_HPCR_triangle #define INTERP_RGB 1 #define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y) #define PIXEL_TYPE GLubyte #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; #define RENDER_SPAN( span ) \ GLuint i; \ GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ for (i = 0; i < span.end; i++, x++) { \ - pRow[i] = DITHER_HPCR(x, y, FixedToInt(span.red), \ + pRow[i] = DITHER_HPCR(x, y, FixedToInt(span.red), \ FixedToInt(span.green), FixedToInt(span.blue)); \ - span.red += span.redStep; \ + 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. */ -static void flat_TRUECOLOR_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; - XMesaImage *img = xmesa->xm_buffer->backimage; +#define NAME flat_TRUECOLOR_triangle #define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \ + XMesaImage *img = xmesa->xm_buffer->backimage; \ 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 = FLIP(xmesa->xm_buffer, 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. */ -static void flat_8A8B8G8R_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#define NAME flat_8A8B8G8R_triangle #define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y) #define PIXEL_TYPE GLuint #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) #define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \ 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; \ +#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. */ -static void flat_8R8G8B_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#define NAME flat_8R8G8B_triangle #define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y) #define PIXEL_TYPE GLuint #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) -#define SETUP_CODE \ - unsigned long p = PACK_8R8G8B( v2->color[0], \ +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \ + 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; \ +#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. */ -static void flat_8R8G8B24_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; - const GLubyte *color = v2->color; +#define NAME flat_8R8G8B24_triangle #define PIXEL_ADDRESS(X,Y) PIXELADDR3(xmesa->xm_buffer,X,Y) #define PIXEL_TYPE bgr_t #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \ + const GLubyte *color = v2->color; #define RENDER_SPAN( span ) \ GLuint i; \ PIXEL_TYPE *pixel = pRow; \ @@ -1215,19 +1045,16 @@ static void flat_8R8G8B24_triangle( GLcontext *ctx, pixel->g = color[GCOMP]; \ pixel->b = color[BCOMP]; \ } - #include "swrast/s_tritemp.h" -} + + /* * XImage, flat, NON-depth-buffered, PF_TRUEDITHER triangle. */ -static void flat_TRUEDITHER_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#define NAME flat_TRUEDITHER_triangle +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \ XMesaImage *img = xmesa->xm_buffer->backimage; #define RENDER_SPAN( span ) \ GLuint i; \ @@ -1238,50 +1065,40 @@ static void flat_TRUEDITHER_triangle( GLcontext *ctx, v2->color[1], v2->color[2] ); \ XMesaPutPixel(img, x, y, p); \ } - #include "swrast/s_tritemp.h" -} /* * XImage, flat, NON-depth-buffered, PF_5R6G5B triangle. */ -static void flat_5R6G5B_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#define NAME flat_5R6G5B_triangle #define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y) #define PIXEL_TYPE GLushort #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) -#define SETUP_CODE \ - unsigned long p = PACK_5R6G5B( v2->color[0], \ +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \ + 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; \ +#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. */ -static void flat_DITHER_5R6G5B_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; - const GLubyte *color = v2->color; +#define NAME flat_DITHER_5R6G5B_triangle #define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y) #define PIXEL_TYPE GLushort #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \ + const GLubyte *color = v2->color; #define RENDER_SPAN( span ) \ GLuint i; \ GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ @@ -1289,26 +1106,20 @@ static void flat_DITHER_5R6G5B_triangle( GLcontext *ctx, PACK_TRUEDITHER(pRow[i], x, y, color[RCOMP], \ color[GCOMP], color[BCOMP]); \ } - #include "swrast/s_tritemp.h" -} + /* * XImage, flat, NON-depth-buffered, 8-bit PF_DITHER triangle. */ -static void flat_DITHER8_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#define NAME flat_DITHER8_triangle #define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y) #define PIXEL_TYPE GLubyte #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) -#define SETUP_CODE \ +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \ FLAT_DITHER_SETUP( v2->color[0], v2->color[1], v2->color[2] ); - #define RENDER_SPAN( span ) \ GLuint i; \ GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ @@ -1316,24 +1127,18 @@ static void flat_DITHER8_triangle( GLcontext *ctx, for (i = 0; i < span.end; i++, x++) { \ pRow[i] = (PIXEL_TYPE) FLAT_DITHER(x); \ } - #include "swrast/s_tritemp.h" -} + /* * XImage, flat, NON-depth-buffered, PF_DITHER triangle. */ -static void flat_DITHER_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; - XMesaImage *img = xmesa->xm_buffer->backimage; -#define SETUP_CODE \ +#define NAME flat_DITHER_triangle +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \ + XMesaImage *img = xmesa->xm_buffer->backimage; \ FLAT_DITHER_SETUP( v2->color[0], v2->color[1], v2->color[2] ); - #define RENDER_SPAN( span ) \ GLuint i; \ GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ @@ -1342,26 +1147,21 @@ static void flat_DITHER_triangle( GLcontext *ctx, unsigned long p = FLAT_DITHER(x); \ XMesaPutPixel(img, x, y, p ); \ } - #include "swrast/s_tritemp.h" -} + /* * XImage, flat, NON-depth-buffered, 8-bit PF_HPCR triangle. */ -static void flat_HPCR_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#define NAME flat_HPCR_triangle #define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y) #define PIXEL_TYPE GLubyte #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) -#define SETUP_CODE \ - GLubyte r = v2->color[0]; \ - GLubyte g = v2->color[1]; \ +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \ + GLubyte r = v2->color[0]; \ + GLubyte g = v2->color[1]; \ GLubyte b = v2->color[2]; #define RENDER_SPAN( span ) \ GLuint i; \ @@ -1369,37 +1169,31 @@ static void flat_HPCR_triangle( GLcontext *ctx, for (i = 0; i < span.end; i++, x++) { \ pRow[i] = (PIXEL_TYPE) DITHER_HPCR(x, y, r, g, b); \ } - #include "swrast/s_tritemp.h" -} + /* * XImage, flat, NON-depth-buffered, 8-bit PF_LOOKUP triangle. */ -static void flat_LOOKUP8_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#define NAME flat_LOOKUP8_triangle #define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y) #define PIXEL_TYPE GLubyte #define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line) -#define SETUP_CODE \ - LOOKUP_SETUP; \ - GLubyte r = v2->color[0]; \ - GLubyte g = v2->color[1]; \ - GLubyte b = v2->color[2]; \ +#define SETUP_CODE \ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \ + LOOKUP_SETUP; \ + GLubyte r = v2->color[0]; \ + GLubyte g = v2->color[1]; \ + GLubyte b = v2->color[2]; \ GLubyte p = LOOKUP(r,g,b); -#define RENDER_SPAN( span ) \ - GLuint i; \ - for (i = 0; i < span.end; i++) { \ - pRow[i] = (PIXEL_TYPE) p; \ +#define RENDER_SPAN( span ) \ + GLuint i; \ + for (i = 0; i < span.end; i++) { \ + pRow[i] = (PIXEL_TYPE) p; \ } - #include "swrast/s_tritemp.h" -} + #ifdef DEBUG diff --git a/src/mesa/swrast/s_triangle.c b/src/mesa/swrast/s_triangle.c index f96fbe1f2c..d1575cb691 100644 --- a/src/mesa/swrast/s_triangle.c +++ b/src/mesa/swrast/s_triangle.c @@ -1,8 +1,8 @@ -/* $Id: s_triangle.c,v 1.64 2002/10/30 20:16:44 brianp Exp $ */ +/* $Id: s_triangle.c,v 1.65 2002/11/13 16:51:01 brianp Exp $ */ /* * Mesa 3-D graphics library - * Version: 5.0 + * Version: 5.1 * * Copyright (C) 1999-2002 Brian Paul All Rights Reserved. * @@ -74,57 +74,37 @@ GLboolean _mesa_cull_triangle( GLcontext *ctx, /* * Render a flat-shaded color index triangle. */ -static void flat_ci_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ +#define NAME flat_ci_triangle #define INTERP_Z 1 #define INTERP_FOG 1 - -#define SETUP_CODE \ - span.interpMask |= SPAN_INDEX; \ - span.index = IntToFixed(v2->index); \ +#define SETUP_CODE \ + span.interpMask |= SPAN_INDEX; \ + span.index = IntToFixed(v2->index); \ span.indexStep = 0; - #define RENDER_SPAN( span ) _mesa_write_index_span(ctx, &span); - #include "s_tritemp.h" -} /* * Render a smooth-shaded color index triangle. */ -static void smooth_ci_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ +#define NAME smooth_ci_triangle #define INTERP_Z 1 #define INTERP_FOG 1 #define INTERP_INDEX 1 - #define RENDER_SPAN( span ) _mesa_write_index_span(ctx, &span); - #include "s_tritemp.h" -} /* * Render a flat-shaded RGBA triangle. */ -static void flat_rgba_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ +#define NAME flat_rgba_triangle #define INTERP_Z 1 #define INTERP_FOG 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE - #define SETUP_CODE \ ASSERT(ctx->Texture._EnabledUnits == 0); \ ASSERT(ctx->Light.ShadeModel==GL_FLAT); \ @@ -137,41 +117,29 @@ static void flat_rgba_triangle( GLcontext *ctx, span.greenStep = 0; \ span.blueStep = 0; \ span.alphaStep = 0; - #define RENDER_SPAN( span ) _mesa_write_rgba_span(ctx, &span); - #include "s_tritemp.h" -} /* * Render a smooth-shaded RGBA triangle. */ -static void smooth_rgba_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - +#define NAME smooth_rgba_triangle #define INTERP_Z 1 #define INTERP_FOG 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INTERP_RGB 1 #define INTERP_ALPHA 1 - #define SETUP_CODE \ { \ /* texturing must be off */ \ ASSERT(ctx->Texture._EnabledUnits == 0); \ ASSERT(ctx->Light.ShadeModel==GL_SMOOTH); \ } - #define RENDER_SPAN( span ) _mesa_write_rgba_span(ctx, &span); - #include "s_tritemp.h" -} /* @@ -180,11 +148,7 @@ static void smooth_rgba_triangle( GLcontext *ctx, * * No fog. */ -static void simple_textured_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ +#define NAME simple_textured_triangle #define INTERP_INT_TEX 1 #define S_SCALE twidth #define T_SCALE theight @@ -222,9 +186,8 @@ static void simple_textured_triangle( GLcontext *ctx, (*swrast->Driver.WriteRGBSpan)(ctx, span.end, span.x, span.y, \ (CONST GLchan (*)[3]) span.array->rgb,\ NULL ); - #include "s_tritemp.h" -} + /* @@ -234,11 +197,7 @@ static void simple_textured_triangle( GLcontext *ctx, * * No fog. */ -static void simple_z_textured_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ +#define NAME simple_z_textured_triangle #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INTERP_INT_TEX 1 @@ -287,9 +246,8 @@ static void simple_z_textured_triangle( GLcontext *ctx, (*swrast->Driver.WriteRGBSpan)(ctx, span.end, span.x, span.y, \ (CONST GLchan (*)[3]) span.array->rgb,\ span.array->mask ); - #include "s_tritemp.h" -} + #if CHAN_TYPE != GL_FLOAT @@ -568,11 +526,7 @@ affine_span(GLcontext *ctx, struct sw_span *span, /* * Render an RGB/RGBA textured triangle without perspective correction. */ -static void affine_textured_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ +#define NAME affine_textured_triangle #define INTERP_Z 1 #define INTERP_FOG 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE @@ -635,8 +589,6 @@ static void affine_textured_triangle( GLcontext *ctx, #include "s_tritemp.h" -} - struct persp_info @@ -846,11 +798,7 @@ fast_persp_span(GLcontext *ctx, struct sw_span *span, * by interpolated Q/W comes out right. * */ -static void persp_textured_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ +#define NAME persp_textured_triangle #define INTERP_Z 1 #define INTERP_FOG 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE @@ -911,8 +859,6 @@ static void persp_textured_triangle( GLcontext *ctx, #include "s_tritemp.h" -} - #endif /* CHAN_BITS != GL_FLOAT */ @@ -923,11 +869,7 @@ static void persp_textured_triangle( GLcontext *ctx, * Render a smooth-shaded, textured, RGBA triangle. * Interpolate S,T,R with perspective correction, w/out mipmapping. */ -static void general_textured_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ +#define NAME general_textured_triangle #define INTERP_Z 1 #define INTERP_FOG 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE @@ -935,11 +877,8 @@ static void general_textured_triangle( GLcontext *ctx, #define INTERP_SPEC 1 #define INTERP_ALPHA 1 #define INTERP_TEX 1 - #define RENDER_SPAN( span ) _mesa_write_texture_span(ctx, &span); - #include "s_tritemp.h" -} @@ -948,13 +887,7 @@ static void general_textured_triangle( GLcontext *ctx, * Interpolate Z, RGB, Alpha, specular, fog, and N sets of texture coordinates. * Yup, it's slow. */ -static void -multitextured_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - +#define NAME multitextured_triangle #define INTERP_Z 1 #define INTERP_FOG 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE @@ -962,27 +895,19 @@ multitextured_triangle( GLcontext *ctx, #define INTERP_ALPHA 1 #define INTERP_SPEC 1 #define INTERP_MULTITEX 1 - #define RENDER_SPAN( span ) _mesa_write_texture_span(ctx, &span); - #include "s_tritemp.h" -} - -static void occlusion_zless_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - if (ctx->OcclusionResult) { - return; - } +#define NAME occlusion_zless_triangle #define DO_OCCLUSION_TEST #define INTERP_Z 1 #define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE - +#define SETUP_CODE \ + if (ctx->OcclusionResult) { \ + return; \ + } #define RENDER_SPAN( span ) \ GLuint i; \ for (i = 0; i < span.end; i++) { \ @@ -993,14 +918,15 @@ static void occlusion_zless_triangle( GLcontext *ctx, } \ span.z += span.zStep; \ } - #include "s_tritemp.h" -} -static void nodraw_triangle( GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) + + +static void +nodraw_triangle( GLcontext *ctx, + const SWvertex *v0, + const SWvertex *v1, + const SWvertex *v2 ) { (void) (ctx && v0 && v1 && v2); } diff --git a/src/mesa/swrast/s_tritemp.h b/src/mesa/swrast/s_tritemp.h index dcd1f4a8d8..38762112f0 100644 --- a/src/mesa/swrast/s_tritemp.h +++ b/src/mesa/swrast/s_tritemp.h @@ -1,10 +1,10 @@ -/* $Id: s_tritemp.h,v 1.40 2002/10/17 15:26:39 brianp Exp $ */ +/* $Id: s_tritemp.h,v 1.41 2002/11/13 16:51:02 brianp Exp $ */ /* * Mesa 3-D graphics library - * Version: 3.5 + * Version: 5.1 * - * Copyright (C) 1999-2001 Brian Paul All Rights Reserved. + * Copyright (C) 1999-2002 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"), @@ -88,10 +88,13 @@ #define INTERP_FLOAT_SPEC #endif -#endif +#endif /* CHAN_TYPE == GL_FLOAT */ + -/*void triangle( GLcontext *ctx, SWvertex *v0, SWvertex *v1, SWvertex *v2 )*/ +static void NAME(GLcontext *ctx, const SWvertex *v0, + const SWvertex *v1, + const SWvertex *v2 ) { typedef struct { const SWvertex *v0, *v1; /* Y(v0) < Y(v1) */ @@ -1404,3 +1407,4 @@ #undef FixedToDepth #undef DO_OCCLUSION_TEST +#undef NAME |