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diff --git a/xc/extras/Mesa/src/X/xm_tri.c b/xc/extras/Mesa/src/X/xm_tri.c
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+++ 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 );
+}
+