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authorBrian Paul <brian.paul@tungstengraphics.com>2002-08-07 00:45:07 +0000
committerBrian Paul <brian.paul@tungstengraphics.com>2002-08-07 00:45:07 +0000
commit77df88727cb0a423dd5cb41498c2302d9df4fce7 (patch)
tree98234cef23e87e196b3628095196daed47bf6dce /src/mesa/swrast/s_depth.c
parent2353e96c320d4bd26d10dc29b57df3e9f882e6d3 (diff)
struct sw_span is again allocated on the stack, but the arrays of span
data are broken out into a new struct span_arrays which is allocated per-context (to avoid huge stack allocations - a problem on Windows). This lets us use span.redStep instead of span->redStep (for example) to hopefully get slightly better performance in the triangle functions.
Diffstat (limited to 'src/mesa/swrast/s_depth.c')
-rw-r--r--src/mesa/swrast/s_depth.c20
1 files changed, 11 insertions, 9 deletions
diff --git a/src/mesa/swrast/s_depth.c b/src/mesa/swrast/s_depth.c
index 0c0a5b6fe1..e7517b1e9e 100644
--- a/src/mesa/swrast/s_depth.c
+++ b/src/mesa/swrast/s_depth.c
@@ -1,4 +1,4 @@
-/* $Id: s_depth.c,v 1.22 2002/04/19 00:38:27 brianp Exp $ */
+/* $Id: s_depth.c,v 1.23 2002/08/07 00:45:07 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -549,9 +549,11 @@ depth_test_span( GLcontext *ctx, struct sw_span *span)
GLdepth zbuffer[MAX_WIDTH];
GLuint passed;
(*swrast->Driver.ReadDepthSpan)(ctx, n, x, y, zbuffer);
- passed = depth_test_span32(ctx, n, zbuffer, span->zArray, span->mask);
+ passed = depth_test_span32(ctx, n, zbuffer, span->array->z,
+ span->array->mask);
ASSERT(swrast->Driver.WriteDepthSpan);
- (*swrast->Driver.WriteDepthSpan)(ctx, n, x, y, zbuffer, span->mask);
+ (*swrast->Driver.WriteDepthSpan)(ctx, n, x, y, zbuffer,
+ span->array->mask);
if (passed < n)
span->writeAll = GL_FALSE;
return passed;
@@ -561,11 +563,11 @@ depth_test_span( GLcontext *ctx, struct sw_span *span)
/* software depth buffer */
if (ctx->Visual.depthBits <= 16) {
GLushort *zptr = (GLushort *) Z_ADDRESS16(ctx, x, y);
- passed = depth_test_span16(ctx, n, zptr, span->zArray, span->mask);
+ passed = depth_test_span16(ctx, n, zptr, span->array->z, span->array->mask);
}
else {
GLuint *zptr = (GLuint *) Z_ADDRESS32(ctx, x, y);
- passed = depth_test_span32(ctx, n, zptr, span->zArray, span->mask);
+ passed = depth_test_span32(ctx, n, zptr, span->array->z, span->array->mask);
}
#if 1
if (passed < span->end) {
@@ -1321,10 +1323,10 @@ depth_test_pixels( GLcontext *ctx, struct sw_span *span )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
const GLuint n = span->end;
- const GLint *x = span->xArray;
- const GLint *y = span->yArray;
- const GLdepth *z = span->zArray;
- GLubyte *mask = span->mask;
+ const GLint *x = span->array->x;
+ const GLint *y = span->array->y;
+ const GLdepth *z = span->array->z;
+ GLubyte *mask = span->array->mask;
if (swrast->Driver.ReadDepthPixels) {
/* read depth values from hardware Z buffer */