diff options
Diffstat (limited to 'xc/extras/Mesa/src/X/xm_tri.c')
-rw-r--r-- | xc/extras/Mesa/src/X/xm_tri.c | 1705 |
1 files changed, 1705 insertions, 0 deletions
diff --git a/xc/extras/Mesa/src/X/xm_tri.c b/xc/extras/Mesa/src/X/xm_tri.c new file mode 100644 index 000000000..c2e205afe --- /dev/null +++ b/xc/extras/Mesa/src/X/xm_tri.c @@ -0,0 +1,1705 @@ + +/* + * Mesa 3-D graphics library + * Version: 4.0.3 + * + * 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"), + * 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 + * BRIAN PAUL 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 "glxheader.h" +#include "depth.h" +#include "macros.h" +#include "mmath.h" +#include "mtypes.h" +#include "xmesaP.h" + +/* Internal swrast includes: + */ +#include "swrast/s_context.h" +#include "swrast/s_depth.h" +#include "swrast/s_triangle.h" +#include "swrast/s_trispan.h" + + + +/**********************************************************************/ +/*** Triangle rendering ***/ +/**********************************************************************/ + + +/* + * 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 INTERP_Z 1 +#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE +#define INTERP_RGB 1 + +#define RENDER_SPAN( span ) \ + GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ + GLuint i; \ + for (i = 0; i < span.count; 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(img, 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. + */ +static void smooth_8A8B8G8R_z_triangle( GLcontext *ctx, + const SWvertex *v0, + const SWvertex *v1, + const SWvertex *v2 ) +{ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#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 RENDER_SPAN( span ) \ + GLuint i; \ + for (i = 0; i < span.count; i++) { \ + const DEPTH_TYPE z = FixedToDepth(span.z); \ + if (z < zRow[i]) { \ + pRow[i] = PACK_8B8G8R(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_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 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 RENDER_SPAN( span ) \ + GLuint i; \ + for (i = 0; i < span.count; 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. + */ +static void smooth_8R8G8B24_z_triangle( GLcontext *ctx, + const SWvertex *v0, + const SWvertex *v1, + const SWvertex *v2 ) +{ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#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 RENDER_SPAN( span ) \ + GLuint i; \ + for (i = 0; i < span.count; 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. + */ +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 INTERP_Z 1 +#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE +#define INTERP_RGB 1 + +#define RENDER_SPAN( span ) \ + GLuint i; \ + GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ + for (i = 0; i < span.count; 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(img, 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. + */ +static void smooth_5R6G5B_z_triangle( GLcontext *ctx, + const SWvertex *v0, + const SWvertex *v1, + const SWvertex *v2 ) +{ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#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 RENDER_SPAN( span ) \ + GLuint i; \ + for (i = 0; i < span.count; 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. + */ +static void smooth_DITHER_5R6G5B_z_triangle( GLcontext *ctx, + const SWvertex *v0, + const SWvertex *v1, + const SWvertex *v2 ) +{ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#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 RENDER_SPAN( span ) \ + GLuint i; \ + GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ + for (i = 0; i < span.count; 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, 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 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 RENDER_SPAN( span ) \ + GLuint i; \ + GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ + XDITHER_SETUP(y); \ + for (i = 0; i < span.count; i++, x++) { \ + const DEPTH_TYPE z = FixedToDepth(span.z); \ + if (z < zRow[i]) { \ + pRow[i] = (PIXEL_TYPE) XDITHER(x, 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 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 INTERP_Z 1 +#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE +#define INTERP_RGB 1 + +#define RENDER_SPAN( span ) \ + GLuint i; \ + GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ + XDITHER_SETUP(y); \ + for (i = 0; i < span.count; i++, x++) { \ + const DEPTH_TYPE z = FixedToDepth(span.z); \ + if (z < zRow[i]) { \ + unsigned long p = XDITHER(x, FixedToInt(span.red), \ + FixedToInt(span.green), FixedToInt(span.blue)); \ + XMesaPutPixel(img, 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, 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 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 RENDER_SPAN( span ) \ + GLuint i; \ + LOOKUP_SETUP; \ + for (i = 0; i < span.count; i++) { \ + const DEPTH_TYPE z = FixedToDepth(span.z); \ + if (z < zRow[i]) { \ + pRow[i] = LOOKUP(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, 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 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 RENDER_SPAN( span ) \ + GLuint i; \ + GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ + for (i = 0; i < span.count; i++, x++) { \ + const DEPTH_TYPE z = FixedToDepth(span.z); \ + if (z < zRow[i]) { \ + pRow[i] = DITHER_HPCR(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. + */ +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 INTERP_Z 1 +#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE +#define SETUP_CODE \ + 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.count; 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. + */ +static void flat_8A8B8G8R_z_triangle( GLcontext *ctx, + const SWvertex *v0, + const SWvertex *v1, + const SWvertex *v2 ) +{ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#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], \ + v2->color[1], v2->color[2] ); +#define RENDER_SPAN( span ) \ + GLuint i; \ + for (i = 0; i < span.count; 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. + */ +static void flat_8R8G8B_z_triangle( GLcontext *ctx, + const SWvertex *v0, + const SWvertex *v1, + const SWvertex *v2 ) +{ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#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], \ + v2->color[1], v2->color[2] ); +#define RENDER_SPAN( span ) \ + GLuint i; \ + for (i = 0; i < span.count; 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. + */ +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 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 RENDER_SPAN( span ) \ + GLuint i; \ + for (i = 0; i < span.count; 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. + */ +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 INTERP_Z 1 +#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE +#define RENDER_SPAN( span ) \ + GLuint i; \ + GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ + for (i = 0; i < span.count; 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. + */ +static void flat_5R6G5B_z_triangle( GLcontext *ctx, + const SWvertex *v0, + const SWvertex *v1, + const SWvertex *v2 ) +{ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#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 \ + 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.count; 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. + */ +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 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 RENDER_SPAN( span ) \ + GLuint i; \ + GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ + for (i = 0; i < span.count; 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, 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 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 \ + 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); \ + FLAT_DITHER_ROW_SETUP(FLIP(xmesa->xm_buffer, y)); \ + for (i = 0; i < span.count; i++, x++) { \ + const DEPTH_TYPE z = FixedToDepth(span.z); \ + if (z < zRow[i]) { \ + pRow[i] = (PIXEL_TYPE) FLAT_DITHER(x); \ + zRow[i] = z; \ + } \ + 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 INTERP_Z 1 +#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE +#define SETUP_CODE \ + 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); \ + FLAT_DITHER_ROW_SETUP(y); \ + for (i = 0; i < span.count; i++, x++) { \ + const DEPTH_TYPE z = FixedToDepth(span.z); \ + if (z < zRow[i]) { \ + unsigned long p = FLAT_DITHER(x); \ + XMesaPutPixel(img, x, y, p); \ + zRow[i] = z; \ + } \ + 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 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]; \ + GLubyte b = 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.count; i++, x++) { \ + const DEPTH_TYPE z = FixedToDepth(span.z); \ + if (z < zRow[i]) { \ + pRow[i] = (PIXEL_TYPE) DITHER_HPCR(x, y, r, g, b); \ + zRow[i] = z; \ + } \ + 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 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]; \ + GLubyte p = LOOKUP(r,g,b); +#define RENDER_SPAN( span ) \ + GLuint i; \ + for (i = 0; i < span.count; i++) { \ + const DEPTH_TYPE z = FixedToDepth(span.z); \ + if (z < zRow[i]) { \ + pRow[i] = p; \ + zRow[i] = z; \ + } \ + 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 INTERP_RGB 1 +#define RENDER_SPAN( span ) \ + GLuint i; \ + GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ + for (i = 0; i < span.count; 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. + */ +static void smooth_8A8B8G8R_triangle( GLcontext *ctx, + const SWvertex *v0, + const SWvertex *v1, + const SWvertex *v2 ) +{ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#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 RENDER_SPAN( span ) \ + GLuint i; \ + for (i = 0; i < span.count; i++) { \ + pRow[i] = PACK_8B8G8R(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. + */ +static void smooth_8R8G8B_triangle( GLcontext *ctx, + const SWvertex *v0, + const SWvertex *v1, + const SWvertex *v2 ) +{ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#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 RENDER_SPAN( span ) \ + GLuint i; \ + for (i = 0; i < span.count; 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. + */ +static void smooth_8R8G8B24_triangle( GLcontext *ctx, + const SWvertex *v0, + const SWvertex *v1, + const SWvertex *v2 ) +{ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#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 RENDER_SPAN( span ) \ + GLuint i; \ + PIXEL_TYPE *pixel = pRow; \ + for (i = 0; i < span.count; 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. + */ +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 INTERP_RGB 1 +#define RENDER_SPAN( span ) \ + GLuint i; \ + GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ + for (i = 0; i < span.count; 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. + */ +static void smooth_5R6G5B_triangle( GLcontext *ctx, + const SWvertex *v0, + const SWvertex *v1, + const SWvertex *v2 ) +{ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#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 RENDER_SPAN( span ) \ + GLuint i; \ + for (i = 0; i < span.count; 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. + */ +static void smooth_DITHER_5R6G5B_triangle( GLcontext *ctx, + const SWvertex *v0, + const SWvertex *v1, + const SWvertex *v2 ) +{ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#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 RENDER_SPAN( span ) \ + GLuint i; \ + GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ + for (i = 0; i < span.count; 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, 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 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; \ + GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ + XDITHER_SETUP(y); \ + for (i = 0; i < span.count; i++, x++) { \ + pRow[i] = (PIXEL_TYPE) XDITHER(x, 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 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 INTERP_RGB 1 +#define RENDER_SPAN( span ) \ + GLuint i; \ + GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ + XDITHER_SETUP(y); \ + for (i = 0; i < span.count; i++, x++) { \ + unsigned long p = XDITHER(x, 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, 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 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.count; 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 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; \ + GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ + for (i = 0; i < span.count; i++, x++) { \ + pRow[i] = DITHER_HPCR(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. + */ +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 SETUP_CODE \ + 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.count; 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 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], \ + v2->color[1], v2->color[2] ); +#define RENDER_SPAN( span ) \ + GLuint i; \ + for (i = 0; i < span.count; 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 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], \ + v2->color[1], v2->color[2] ); +#define RENDER_SPAN( span ) \ + GLuint i; \ + for (i = 0; i < span.count; 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 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 RENDER_SPAN( span ) \ + GLuint i; \ + PIXEL_TYPE *pixel = pRow; \ + for (i = 0; i < span.count; 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. + */ +static void flat_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 RENDER_SPAN( span ) \ + GLuint i; \ + GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ + for (i = 0; i < span.count; 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. + */ +static void flat_5R6G5B_triangle( GLcontext *ctx, + const SWvertex *v0, + const SWvertex *v1, + const SWvertex *v2 ) +{ + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; +#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], \ + v2->color[1], v2->color[2] ); +#define RENDER_SPAN( span ) \ + GLuint i; \ + for (i = 0; i < span.count; 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 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 RENDER_SPAN( span ) \ + GLuint i; \ + GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \ + for (i = 0; i < span.count; i++, x++) { \ + 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 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 \ + 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); \ + FLAT_DITHER_ROW_SETUP(FLIP(xmesa->xm_buffer, y)); \ + for (i = 0; i < span.count; 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 \ + 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); \ + FLAT_DITHER_ROW_SETUP(y); \ + for (i = 0; i < span.count; i++, x++) { \ + 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 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]; \ + GLubyte b = 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.count; 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 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]; \ + GLubyte p = LOOKUP(r,g,b); +#define RENDER_SPAN( span ) \ + GLuint i; \ + for (i = 0; i < span.count; i++) { \ + pRow[i] = (PIXEL_TYPE) p; \ + } + +#include "swrast/s_tritemp.h" +} + + +#ifdef DEBUG +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_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 ==smooth_HPCR_z_triangle) + printf("smooth_HPCR_z_triangle\n"); + else if (triFunc ==smooth_DITHER8_z_triangle) + printf("smooth_DITHER8_z_triangle\n"); + else if (triFunc ==smooth_LOOKUP8_z_triangle) + printf("smooth_LOOKUP8_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_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 ==flat_HPCR_z_triangle) + printf("flat_HPCR_z_triangle\n"); + else if (triFunc ==flat_DITHER8_z_triangle) + printf("flat_DITHER8_z_triangle\n"); + else if (triFunc ==flat_LOOKUP8_z_triangle) + printf("flat_LOOKUP8_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_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 ==smooth_HPCR_triangle) + printf("smooth_HPCR_triangle\n"); + else if (triFunc ==smooth_DITHER8_triangle) + printf("smooth_DITHER8_triangle\n"); + else if (triFunc ==smooth_LOOKUP8_triangle) + printf("smooth_LOOKUP8_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_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 if (triFunc ==flat_HPCR_triangle) + printf("flat_HPCR_triangle\n"); + else if (triFunc ==flat_DITHER8_triangle) + printf("flat_DITHER8_triangle\n"); + else if (triFunc ==flat_LOOKUP8_triangle) + printf("flat_LOOKUP8_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 + + +static swrast_tri_func get_triangle_func( GLcontext *ctx ) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; + int depth = GET_VISUAL_DEPTH(xmesa->xm_visual); + + (void) kernel1; + +#ifdef DEBUG + triFuncName = NULL; +#endif + + if (ctx->RenderMode != GL_RENDER || + ctx->Polygon.SmoothFlag || + ctx->Texture._ReallyEnabled || + (swrast->_RasterMask & MULTI_DRAW_BIT) || + (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)) + return (swrast_tri_func) NULL; + + if (xmesa->xm_buffer->buffer==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_8R8G8B: + USE(smooth_8R8G8B_z_triangle); + case PF_8R8G8B24: + USE(smooth_8R8G8B24_z_triangle); + case PF_TRUEDITHER: + USE(smooth_TRUEDITHER_z_triangle); + case PF_5R6G5B: + USE(smooth_5R6G5B_z_triangle); + case PF_DITHER_5R6G5B: + USE(smooth_DITHER_5R6G5B_z_triangle); + case PF_HPCR: + USE(smooth_HPCR_z_triangle); + case PF_DITHER: + if (depth == 8) + USE(smooth_DITHER8_z_triangle); + else + USE(smooth_DITHER_z_triangle); + break; + case PF_LOOKUP: + if (depth == 8) + USE(smooth_LOOKUP8_z_triangle); + else + return (swrast_tri_func) NULL; + 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_8R8G8B: + USE(flat_8R8G8B_z_triangle); + case PF_8R8G8B24: + USE(flat_8R8G8B24_z_triangle); + case PF_TRUEDITHER: + USE(flat_TRUEDITHER_z_triangle); + case PF_5R6G5B: + USE(flat_5R6G5B_z_triangle); + case PF_DITHER_5R6G5B: + USE(flat_DITHER_5R6G5B_z_triangle); + case PF_HPCR: + USE(flat_HPCR_z_triangle); + case PF_DITHER: + if (depth == 8) + USE(flat_DITHER8_z_triangle); + else + USE(flat_DITHER_z_triangle); + break; + case PF_LOOKUP: + if (depth == 8) + USE(flat_LOOKUP8_z_triangle); + else + return (swrast_tri_func) NULL; + 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_8R8G8B: + USE(smooth_8R8G8B_triangle); + case PF_8R8G8B24: + USE(smooth_8R8G8B24_triangle); + case PF_TRUEDITHER: + USE(smooth_TRUEDITHER_triangle); + case PF_5R6G5B: + USE(smooth_5R6G5B_triangle); + case PF_DITHER_5R6G5B: + USE(smooth_DITHER_5R6G5B_triangle); + case PF_HPCR: + USE(smooth_HPCR_triangle); + case PF_DITHER: + if (depth == 8) + USE(smooth_DITHER8_triangle); + else + USE(smooth_DITHER_triangle); + break; + case PF_LOOKUP: + if (depth == 8) + USE(smooth_LOOKUP8_triangle); + else + return (swrast_tri_func) NULL; + 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_TRUEDITHER: + USE(flat_TRUEDITHER_triangle); + case PF_8A8B8G8R: + USE(flat_8A8B8G8R_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); + case PF_HPCR: + USE(flat_HPCR_triangle); + case PF_DITHER: + if (depth == 8) + USE(flat_DITHER8_triangle); + else + USE(flat_DITHER_triangle); + break; + case PF_LOOKUP: + if (depth == 8) + USE(flat_LOOKUP8_triangle); + else + return (swrast_tri_func) NULL; + default: + return (swrast_tri_func) NULL; + } + } + + return (swrast_tri_func) NULL; + } + else { + /* draw to pixmap */ + 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( GLcontext *ctx ) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + + if (!(swrast->Triangle = get_triangle_func( ctx ))) + _swrast_choose_triangle( ctx ); +} + |