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authorBrian Paul <brian.paul@tungstengraphics.com>2002-11-13 16:51:01 +0000
committerBrian Paul <brian.paul@tungstengraphics.com>2002-11-13 16:51:01 +0000
commitcdf2da368d180205df3573697b51b8764048ad6e (patch)
treefb8cdd07a95617ff37a7aec3981a00fe4e84c3a0 /src
parent36723b6538f1b9b59981cb6402a2dd807debee27 (diff)
moved function declaration into the template, define the NAME to specify the function names
Diffstat (limited to 'src')
-rw-r--r--src/mesa/drivers/dos/dmesa.c70
-rw-r--r--src/mesa/drivers/x11/xm_tri.c684
-rw-r--r--src/mesa/swrast/s_triangle.c132
-rw-r--r--src/mesa/swrast/s_tritemp.h14
4 files changed, 301 insertions, 599 deletions
diff --git a/src/mesa/drivers/dos/dmesa.c b/src/mesa/drivers/dos/dmesa.c
index 77c9a3a1b8..2034fb1cff 100644
--- a/src/mesa/drivers/dos/dmesa.c
+++ b/src/mesa/drivers/dos/dmesa.c
@@ -274,43 +274,34 @@ static void read_rgba_pixels (const GLcontext *ctx,
/*
* flat, NON-depth-buffered, triangle.
*/
-static void tri_rgb_flat (GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2)
-{
- const DMesaContext c = (DMesaContext)ctx->DriverCtx;
- void *b = c->Buffer->the_window;
+#define NAME tri_rgb_flat
+#define SETUP_CODE \
+ GLuint rgb = vl_mixrgb(v2->color); \
+ const DMesaContext c = (DMesaContext)ctx->DriverCtx; \
+ void *b = c->Buffer->the_window; \
GLuint w = c->Buffer->width, h = c->Buffer->height;
-#define SETUP_CODE GLuint rgb = vl_mixrgb(v2->color);
-
#define RENDER_SPAN(span) \
GLuint i, offset = FLIP2(span.y)*w + span.x; \
for (i = 0; i < span.end; i++, offset++) { \
vl_putpixel(b, offset, rgb); \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* flat, depth-buffered, triangle.
*/
-static void tri_rgb_flat_z (GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2)
-{
- const DMesaContext c = (DMesaContext)ctx->DriverCtx;
- void *b = c->Buffer->the_window;
- GLuint w = c->Buffer->width, h = c->Buffer->height;
-
+#define NAME tri_rgb_flat_z
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define SETUP_CODE GLuint rgb = vl_mixrgb(v2->color);
+#define SETUP_CODE \
+ const DMesaContext c = (DMesaContext)ctx->DriverCtx; \
+ void *b = c->Buffer->the_window; \
+ GLuint w = c->Buffer->width, h = c->Buffer->height; \
+ GLuint rgb = vl_mixrgb(v2->color);
#define RENDER_SPAN(span) \
GLuint i, offset = FLIP2(span.y)*w + span.x; \
@@ -322,25 +313,20 @@ static void tri_rgb_flat_z (GLcontext *ctx,
} \
span.z += span.zStep; \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* smooth, NON-depth-buffered, triangle.
*/
-static void tri_rgb_smooth (GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2)
-{
- const DMesaContext c = (DMesaContext)ctx->DriverCtx;
- void *b = c->Buffer->the_window;
- GLuint w = c->Buffer->width, h = c->Buffer->height;
-
+#define NAME tri_rgb_smooth
#define INTERP_RGB 1
+#define SETUP_CODE \
+ const DMesaContext c = (DMesaContext)ctx->DriverCtx; \
+ void *b = c->Buffer->the_window; \
+ GLuint w = c->Buffer->width, h = c->Buffer->height;
#define RENDER_SPAN(span) \
GLuint i, offset = FLIP2(span.y)*w + span.x; \
for (i = 0; i < span.end; i++, offset++) { \
@@ -353,28 +339,21 @@ static void tri_rgb_smooth (GLcontext *ctx,
span.green += span.greenStep; \
span.blue += span.blueStep; \
}
-
#include "swrast/s_tritemp.h"
-}
/*
* smooth, depth-buffered, triangle.
*/
-static void tri_rgb_smooth_z (GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2)
-{
- const DMesaContext c = (DMesaContext)ctx->DriverCtx;
- void *b = c->Buffer->the_window;
- GLuint w = c->Buffer->width, h = c->Buffer->height;
-
+#define NAME tri_rgb_smooth_z
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
-
+#define SETUP_CODE \
+ const DMesaContext c = (DMesaContext)ctx->DriverCtx; \
+ void *b = c->Buffer->the_window; \
+ GLuint w = c->Buffer->width, h = c->Buffer->height;
#define RENDER_SPAN(span) \
GLuint i, offset = FLIP2(span.y)*w + span.x; \
for (i = 0; i < span.end; i++, offset++) { \
@@ -392,9 +371,8 @@ static void tri_rgb_smooth_z (GLcontext *ctx,
span.blue += span.blueStep; \
span.z += span.zStep; \
}
-
#include "swrast/s_tritemp.h"
-}
+
diff --git a/src/mesa/drivers/x11/xm_tri.c b/src/mesa/drivers/x11/xm_tri.c
index 17bbc27a5c..68f457c409 100644
--- a/src/mesa/drivers/x11/xm_tri.c
+++ b/src/mesa/drivers/x11/xm_tri.c
@@ -1,8 +1,8 @@
-/* $Id: xm_tri.c,v 1.29 2002/10/30 20:24:47 brianp Exp $ */
+/* $Id: xm_tri.c,v 1.30 2002/11/13 16:51:02 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 4.1
+ * Version: 5.1
*
* Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
*
@@ -56,16 +56,13 @@
/*
* XImage, smooth, depth-buffered, PF_TRUECOLOR triangle.
*/
-static void smooth_TRUECOLOR_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- XMesaImage *img = xmesa->xm_buffer->backimage;
+#define NAME smooth_TRUECOLOR_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
+ XMesaImage *img = xmesa->xm_buffer->backimage;
#define RENDER_SPAN( span ) \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
@@ -86,25 +83,22 @@ static void smooth_TRUECOLOR_z_triangle( GLcontext *ctx,
}
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, smooth, depth-buffered, PF_8A8B8G8R triangle.
*/
-static void smooth_8A8B8G8R_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_8A8B8G8R_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLuint
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
#define RENDER_SPAN( span ) \
GLuint i; \
@@ -122,24 +116,21 @@ static void smooth_8A8B8G8R_z_triangle( GLcontext *ctx,
}
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, smooth, depth-buffered, PF_8R8G8B triangle.
*/
-static void smooth_8R8G8B_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_8R8G8B_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLuint
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
#define RENDER_SPAN( span ) \
GLuint i; \
@@ -157,25 +148,21 @@ static void smooth_8R8G8B_z_triangle( GLcontext *ctx,
}
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, smooth, depth-buffered, PF_8R8G8B24 triangle.
*/
-static void smooth_8R8G8B24_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_8R8G8B24_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXELADDR3(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE bgr_t
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
#define RENDER_SPAN( span ) \
GLuint i; \
for (i = 0; i < span.end; i++) { \
@@ -192,25 +179,20 @@ static void smooth_8R8G8B24_z_triangle( GLcontext *ctx,
span.blue += span.blueStep; \
span.z += span.zStep; \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, smooth, depth-buffered, PF_TRUEDITHER triangle.
*/
-static void smooth_TRUEDITHER_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- XMesaImage *img = xmesa->xm_buffer->backimage;
+#define NAME smooth_TRUEDITHER_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
-
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
+ XMesaImage *img = xmesa->xm_buffer->backimage;
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
@@ -228,27 +210,22 @@ static void smooth_TRUEDITHER_z_triangle( GLcontext *ctx,
span.blue += span.blueStep; \
span.z += span.zStep; \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, smooth, depth-buffered, PF_5R6G5B triangle.
*/
-static void smooth_5R6G5B_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_5R6G5B_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLushort
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
#define RENDER_SPAN( span ) \
GLuint i; \
for (i = 0; i < span.end; i++) { \
@@ -263,27 +240,22 @@ static void smooth_5R6G5B_z_triangle( GLcontext *ctx,
span.blue += span.blueStep; \
span.z += span.zStep; \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, smooth, depth-buffered, PF_DITHER_5R6G5B triangle.
*/
-static void smooth_DITHER_5R6G5B_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_DITHER_5R6G5B_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLushort
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
@@ -299,27 +271,22 @@ static void smooth_DITHER_5R6G5B_z_triangle( GLcontext *ctx,
span.blue += span.blueStep; \
span.z += span.zStep; \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, smooth, depth-buffered, 8-bit, PF_DITHER8 triangle.
*/
-static void smooth_DITHER8_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_DITHER8_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLubyte
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
@@ -336,25 +303,20 @@ static void smooth_DITHER8_z_triangle( GLcontext *ctx,
span.blue += span.blueStep; \
span.z += span.zStep; \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, smooth, depth-buffered, PF_DITHER triangle.
*/
-static void smooth_DITHER_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- XMesaImage *img = xmesa->xm_buffer->backimage;
+#define NAME smooth_DITHER_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
-
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
+ XMesaImage *img = xmesa->xm_buffer->backimage;
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
@@ -372,27 +334,22 @@ static void smooth_DITHER_z_triangle( GLcontext *ctx,
span.blue += span.blueStep; \
span.z += span.zStep; \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, smooth, depth-buffered, 8-bit PF_LOOKUP triangle.
*/
-static void smooth_LOOKUP8_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_LOOKUP8_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLubyte
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
#define RENDER_SPAN( span ) \
GLuint i; \
LOOKUP_SETUP; \
@@ -408,28 +365,22 @@ static void smooth_LOOKUP8_z_triangle( GLcontext *ctx,
span.blue += span.blueStep; \
span.z += span.zStep; \
}
-
#include "swrast/s_tritemp.h"
-}
/*
* XImage, smooth, depth-buffered, 8-bit PF_HPCR triangle.
*/
-static void smooth_HPCR_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_HPCR_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLubyte
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
@@ -445,27 +396,21 @@ static void smooth_HPCR_z_triangle( GLcontext *ctx,
span.blue += span.blueStep; \
span.z += span.zStep; \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, depth-buffered, PF_TRUECOLOR triangle.
*/
-static void flat_TRUECOLOR_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- XMesaImage *img = xmesa->xm_buffer->backimage;
+#define NAME flat_TRUECOLOR_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
+ XMesaImage *img = xmesa->xm_buffer->backimage; \
unsigned long pixel; \
PACK_TRUECOLOR(pixel, v2->color[0], v2->color[1], v2->color[2]);
-
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
@@ -477,27 +422,22 @@ static void flat_TRUECOLOR_z_triangle( GLcontext *ctx,
} \
span.z += span.zStep; \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, depth-buffered, PF_8A8B8G8R triangle.
*/
-static void flat_8A8B8G8R_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_8A8B8G8R_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLuint
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define SETUP_CODE \
- unsigned long p = PACK_8B8G8R( v2->color[0], \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
+ unsigned long p = PACK_8B8G8R( v2->color[0], \
v2->color[1], v2->color[2] );
#define RENDER_SPAN( span ) \
GLuint i; \
@@ -509,27 +449,22 @@ static void flat_8A8B8G8R_z_triangle( GLcontext *ctx,
} \
span.z += span.zStep; \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, depth-buffered, PF_8R8G8B triangle.
*/
-static void flat_8R8G8B_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_8R8G8B_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLuint
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define SETUP_CODE \
- unsigned long p = PACK_8R8G8B( v2->color[0], \
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
+ unsigned long p = PACK_8R8G8B( v2->color[0], \
v2->color[1], v2->color[2] );
#define RENDER_SPAN( span ) \
GLuint i; \
@@ -541,26 +476,22 @@ static void flat_8R8G8B_z_triangle( GLcontext *ctx,
} \
span.z += span.zStep; \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, depth-buffered, PF_8R8G8B24 triangle.
*/
-static void flat_8R8G8B24_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = v2->color;
+#define NAME flat_8R8G8B24_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define PIXEL_ADDRESS(X,Y) PIXELADDR3(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE bgr_t
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
+ const GLubyte *color = v2->color;
#define RENDER_SPAN( span ) \
GLuint i; \
for (i = 0; i < span.end; i++) { \
@@ -574,23 +505,19 @@ static void flat_8R8G8B24_z_triangle( GLcontext *ctx,
} \
span.z += span.zStep; \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, depth-buffered, PF_TRUEDITHER triangle.
*/
-static void flat_TRUEDITHER_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- XMesaImage *img = xmesa->xm_buffer->backimage;
+#define NAME flat_TRUEDITHER_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
+ XMesaImage *img = xmesa->xm_buffer->backimage;
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
@@ -605,26 +532,21 @@ static void flat_TRUEDITHER_z_triangle( GLcontext *ctx,
} \
span.z += span.zStep; \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, depth-buffered, PF_5R6G5B triangle.
*/
-static void flat_5R6G5B_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_5R6G5B_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLushort
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
unsigned long p = PACK_5R6G5B( v2->color[0], \
v2->color[1], v2->color[2] );
#define RENDER_SPAN( span ) \
@@ -637,26 +559,22 @@ static void flat_5R6G5B_z_triangle( GLcontext *ctx,
} \
span.z += span.zStep; \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, depth-buffered, PF_DITHER_5R6G5B triangle.
*/
-static void flat_DITHER_5R6G5B_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = v2->color;
+#define NAME flat_DITHER_5R6G5B_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLushort
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
+ const GLubyte *color = v2->color;
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
@@ -669,28 +587,22 @@ static void flat_DITHER_5R6G5B_z_triangle( GLcontext *ctx,
} \
span.z += span.zStep; \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, depth-buffered, 8-bit PF_DITHER triangle.
*/
-static void flat_DITHER8_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_DITHER8_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLubyte
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define SETUP_CODE \
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
FLAT_DITHER_SETUP( v2->color[0], v2->color[1], v2->color[2] );
-
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
@@ -703,26 +615,20 @@ static void flat_DITHER8_z_triangle( GLcontext *ctx,
} \
span.z += span.zStep; \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, depth-buffered, PF_DITHER triangle.
*/
-static void flat_DITHER_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- XMesaImage *img = xmesa->xm_buffer->backimage;
+#define NAME flat_DITHER_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define SETUP_CODE \
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
+ XMesaImage *img = xmesa->xm_buffer->backimage; \
FLAT_DITHER_SETUP( v2->color[0], v2->color[1], v2->color[2] );
-
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
@@ -736,28 +642,23 @@ static void flat_DITHER_z_triangle( GLcontext *ctx,
} \
span.z += span.zStep; \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, depth-buffered, 8-bit PF_HPCR triangle.
*/
-static void flat_HPCR_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_HPCR_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLubyte
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define SETUP_CODE \
- GLubyte r = v2->color[0]; \
- GLubyte g = v2->color[1]; \
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
+ GLubyte r = v2->color[0]; \
+ GLubyte g = v2->color[1]; \
GLubyte b = v2->color[2];
#define RENDER_SPAN( span ) \
GLuint i; \
@@ -770,30 +671,25 @@ static void flat_HPCR_z_triangle( GLcontext *ctx,
} \
span.z += span.zStep; \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, depth-buffered, 8-bit PF_LOOKUP triangle.
*/
-static void flat_LOOKUP8_z_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_LOOKUP8_z_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLubyte
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define SETUP_CODE \
- LOOKUP_SETUP; \
- GLubyte r = v2->color[0]; \
- GLubyte g = v2->color[1]; \
- GLubyte b = v2->color[2]; \
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
+ LOOKUP_SETUP; \
+ GLubyte r = v2->color[0]; \
+ GLubyte g = v2->color[1]; \
+ GLubyte b = v2->color[2]; \
GLubyte p = LOOKUP(r,g,b);
#define RENDER_SPAN( span ) \
GLuint i; \
@@ -805,23 +701,18 @@ static void flat_LOOKUP8_z_triangle( GLcontext *ctx,
} \
span.z += span.zStep; \
}
-
#include "swrast/s_tritemp.h"
-}
/*
* XImage, smooth, NON-depth-buffered, PF_TRUECOLOR triangle.
*/
-static void smooth_TRUECOLOR_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- XMesaImage *img = xmesa->xm_buffer->backimage;
+#define NAME smooth_TRUECOLOR_triangle
#define INTERP_RGB 1
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
+ XMesaImage *img = xmesa->xm_buffer->backimage;
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
@@ -830,109 +721,93 @@ static void smooth_TRUECOLOR_triangle( GLcontext *ctx,
PACK_TRUECOLOR(p, FixedToInt(span.red), \
FixedToInt(span.green), FixedToInt(span.blue)); \
XMesaPutPixel(img, x, y, p); \
- span.red += span.redStep; \
+ span.red += span.redStep; \
span.green += span.greenStep; \
span.blue += span.blueStep; \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, smooth, NON-depth-buffered, PF_8A8B8G8R triangle.
*/
-static void smooth_8A8B8G8R_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_8A8B8G8R_triangle
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLuint
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
#define RENDER_SPAN( span ) \
GLuint i; \
for (i = 0; i < span.end; i++) { \
pRow[i] = PACK_8B8G8R(FixedToInt(span.red), \
FixedToInt(span.green), FixedToInt(span.blue) ); \
- span.red += span.redStep; \
+ span.red += span.redStep; \
span.green += span.greenStep; \
span.blue += span.blueStep; \
- } \
-
+ }
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, smooth, NON-depth-buffered, PF_8R8G8B triangle.
*/
-static void smooth_8R8G8B_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_8R8G8B_triangle
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLuint
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
#define RENDER_SPAN( span ) \
GLuint i; \
for (i = 0; i < span.end; i++) { \
pRow[i] = PACK_8R8G8B(FixedToInt(span.red), \
FixedToInt(span.green), FixedToInt(span.blue) ); \
- span.red += span.redStep; \
+ span.red += span.redStep; \
span.green += span.greenStep; \
span.blue += span.blueStep; \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, smooth, NON-depth-buffered, PF_8R8G8B triangle.
*/
-static void smooth_8R8G8B24_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_8R8G8B24_triangle
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXELADDR3(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE bgr_t
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
#define RENDER_SPAN( span ) \
GLuint i; \
PIXEL_TYPE *pixel = pRow; \
for (i = 0; i < span.end; i++, pixel++) { \
pixel->r = FixedToInt(span.red); \
pixel->g = FixedToInt(span.green); \
- pixel->b = FixedToInt(span.blue); \
- span.red += span.redStep; \
+ pixel->b = FixedToInt(span.blue); \
+ span.red += span.redStep; \
span.green += span.greenStep; \
span.blue += span.blueStep; \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, smooth, NON-depth-buffered, PF_TRUEDITHER triangle.
*/
-static void smooth_TRUEDITHER_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- XMesaImage *img = xmesa->xm_buffer->backimage;
+#define NAME smooth_TRUEDITHER_triangle
#define INTERP_RGB 1
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
+ XMesaImage *img = xmesa->xm_buffer->backimage;
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
@@ -941,83 +816,71 @@ static void smooth_TRUEDITHER_triangle( GLcontext *ctx,
PACK_TRUEDITHER(p, x, y, FixedToInt(span.red), \
FixedToInt(span.green), FixedToInt(span.blue)); \
XMesaPutPixel(img, x, y, p ); \
- span.red += span.redStep; \
+ span.red += span.redStep; \
span.green += span.greenStep; \
span.blue += span.blueStep; \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, smooth, NON-depth-buffered, PF_5R6G5B triangle.
*/
-static void smooth_5R6G5B_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_5R6G5B_triangle
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLushort
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
#define RENDER_SPAN( span ) \
GLuint i; \
for (i = 0; i < span.end; i++) { \
pRow[i] = (PIXEL_TYPE) PACK_5R6G5B(FixedToInt(span.red), \
FixedToInt(span.green), FixedToInt(span.blue)); \
- span.red += span.redStep; \
+ span.red += span.redStep; \
span.green += span.greenStep; \
span.blue += span.blueStep; \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, smooth, NON-depth-buffered, PF_DITHER_5R6G5B triangle.
*/
-static void smooth_DITHER_5R6G5B_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_DITHER_5R6G5B_triangle
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLushort
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
for (i = 0; i < span.end; i++, x++) { \
PACK_TRUEDITHER(pRow[i], x, y, FixedToInt(span.red), \
FixedToInt(span.green), FixedToInt(span.blue)); \
- span.red += span.redStep; \
+ span.red += span.redStep; \
span.green += span.greenStep; \
span.blue += span.blueStep; \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, smooth, NON-depth-buffered, 8-bit PF_DITHER triangle.
*/
-static void smooth_DITHER8_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_DITHER8_triangle
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLubyte
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
@@ -1025,26 +888,22 @@ static void smooth_DITHER8_triangle( GLcontext *ctx,
for (i = 0; i < span.end; i++, x++) { \
pRow[i] = (PIXEL_TYPE) XDITHER(x, FixedToInt(span.red), \
FixedToInt(span.green), FixedToInt(span.blue) ); \
- span.red += span.redStep; \
+ span.red += span.redStep; \
span.green += span.greenStep; \
span.blue += span.blueStep; \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, smooth, NON-depth-buffered, PF_DITHER triangle.
*/
-static void smooth_DITHER_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- XMesaImage *img = xmesa->xm_buffer->backimage;
+#define NAME smooth_DITHER_triangle
#define INTERP_RGB 1
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
+ XMesaImage *img = xmesa->xm_buffer->backimage;
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
@@ -1053,160 +912,131 @@ static void smooth_DITHER_triangle( GLcontext *ctx,
unsigned long p = XDITHER(x, FixedToInt(span.red), \
FixedToInt(span.green), FixedToInt(span.blue) ); \
XMesaPutPixel(img, x, y, p); \
- span.red += span.redStep; \
+ span.red += span.redStep; \
span.green += span.greenStep; \
span.blue += span.blueStep; \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, smooth, NON-depth-buffered, 8-bit PF_LOOKUP triangle.
*/
-static void smooth_LOOKUP8_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_LOOKUP8_triangle
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLubyte
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define RENDER_SPAN( span ) \
- GLuint i; \
- LOOKUP_SETUP; \
- for (i = 0; i < span.end; i++) { \
- pRow[i] = LOOKUP(FixedToInt(span.red), \
- FixedToInt(span.green), FixedToInt(span.blue));\
- span.red += span.redStep; \
- span.green += span.greenStep; \
- span.blue += span.blueStep; \
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define RENDER_SPAN( span ) \
+ GLuint i; \
+ LOOKUP_SETUP; \
+ for (i = 0; i < span.end; i++) { \
+ pRow[i] = LOOKUP(FixedToInt(span.red), \
+ FixedToInt(span.green), FixedToInt(span.blue)); \
+ span.red += span.redStep; \
+ span.green += span.greenStep; \
+ span.blue += span.blueStep; \
}
-
#include "swrast/s_tritemp.h"
-}
/*
* XImage, smooth, NON-depth-buffered, 8-bit PF_HPCR triangle.
*/
-static void smooth_HPCR_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME smooth_HPCR_triangle
#define INTERP_RGB 1
#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLubyte
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
for (i = 0; i < span.end; i++, x++) { \
- pRow[i] = DITHER_HPCR(x, y, FixedToInt(span.red), \
+ pRow[i] = DITHER_HPCR(x, y, FixedToInt(span.red), \
FixedToInt(span.green), FixedToInt(span.blue)); \
- span.red += span.redStep; \
+ span.red += span.redStep; \
span.green += span.greenStep; \
span.blue += span.blueStep; \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, NON-depth-buffered, PF_TRUECOLOR triangle.
*/
-static void flat_TRUECOLOR_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- XMesaImage *img = xmesa->xm_buffer->backimage;
+#define NAME flat_TRUECOLOR_triangle
#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
+ XMesaImage *img = xmesa->xm_buffer->backimage; \
unsigned long pixel; \
PACK_TRUECOLOR(pixel, v2->color[0], v2->color[1], v2->color[2]);
-
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
for (i = 0; i < span.end; i++, x++) { \
XMesaPutPixel(img, x, y, pixel); \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, NON-depth-buffered, PF_8A8B8G8R triangle.
*/
-static void flat_8A8B8G8R_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_8A8B8G8R_triangle
#define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLuint
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
unsigned long p = PACK_8B8G8R( v2->color[0], \
v2->color[1], v2->color[2] );
-#define RENDER_SPAN( span ) \
- GLuint i; \
- for (i = 0; i < span.end; i++) { \
- pRow[i] = (PIXEL_TYPE) p; \
+#define RENDER_SPAN( span ) \
+ GLuint i; \
+ for (i = 0; i < span.end; i++) { \
+ pRow[i] = (PIXEL_TYPE) p; \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, NON-depth-buffered, PF_8R8G8B triangle.
*/
-static void flat_8R8G8B_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_8R8G8B_triangle
#define PIXEL_ADDRESS(X,Y) PIXELADDR4(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLuint
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define SETUP_CODE \
- unsigned long p = PACK_8R8G8B( v2->color[0], \
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
+ unsigned long p = PACK_8R8G8B( v2->color[0], \
v2->color[1], v2->color[2] );
-#define RENDER_SPAN( span ) \
- GLuint i; \
- for (i = 0; i < span.end; i++) { \
- pRow[i] = (PIXEL_TYPE) p; \
+#define RENDER_SPAN( span ) \
+ GLuint i; \
+ for (i = 0; i < span.end; i++) { \
+ pRow[i] = (PIXEL_TYPE) p; \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, NON-depth-buffered, PF_8R8G8B24 triangle.
*/
-static void flat_8R8G8B24_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = v2->color;
+#define NAME flat_8R8G8B24_triangle
#define PIXEL_ADDRESS(X,Y) PIXELADDR3(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE bgr_t
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
+ const GLubyte *color = v2->color;
#define RENDER_SPAN( span ) \
GLuint i; \
PIXEL_TYPE *pixel = pRow; \
@@ -1215,19 +1045,16 @@ static void flat_8R8G8B24_triangle( GLcontext *ctx,
pixel->g = color[GCOMP]; \
pixel->b = color[BCOMP]; \
}
-
#include "swrast/s_tritemp.h"
-}
+
+
/*
* XImage, flat, NON-depth-buffered, PF_TRUEDITHER triangle.
*/
-static void flat_TRUEDITHER_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_TRUEDITHER_triangle
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
XMesaImage *img = xmesa->xm_buffer->backimage;
#define RENDER_SPAN( span ) \
GLuint i; \
@@ -1238,50 +1065,40 @@ static void flat_TRUEDITHER_triangle( GLcontext *ctx,
v2->color[1], v2->color[2] ); \
XMesaPutPixel(img, x, y, p); \
}
-
#include "swrast/s_tritemp.h"
-}
/*
* XImage, flat, NON-depth-buffered, PF_5R6G5B triangle.
*/
-static void flat_5R6G5B_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_5R6G5B_triangle
#define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLushort
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define SETUP_CODE \
- unsigned long p = PACK_5R6G5B( v2->color[0], \
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
+ unsigned long p = PACK_5R6G5B( v2->color[0], \
v2->color[1], v2->color[2] );
-#define RENDER_SPAN( span ) \
- GLuint i; \
- for (i = 0; i < span.end; i++) { \
- pRow[i] = (PIXEL_TYPE) p; \
+#define RENDER_SPAN( span ) \
+ GLuint i; \
+ for (i = 0; i < span.end; i++) { \
+ pRow[i] = (PIXEL_TYPE) p; \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, NON-depth-buffered, PF_DITHER_5R6G5B triangle.
*/
-static void flat_DITHER_5R6G5B_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- const GLubyte *color = v2->color;
+#define NAME flat_DITHER_5R6G5B_triangle
#define PIXEL_ADDRESS(X,Y) PIXELADDR2(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLushort
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
+ const GLubyte *color = v2->color;
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
@@ -1289,26 +1106,20 @@ static void flat_DITHER_5R6G5B_triangle( GLcontext *ctx,
PACK_TRUEDITHER(pRow[i], x, y, color[RCOMP], \
color[GCOMP], color[BCOMP]); \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, NON-depth-buffered, 8-bit PF_DITHER triangle.
*/
-static void flat_DITHER8_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_DITHER8_triangle
#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLubyte
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define SETUP_CODE \
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
FLAT_DITHER_SETUP( v2->color[0], v2->color[1], v2->color[2] );
-
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
@@ -1316,24 +1127,18 @@ static void flat_DITHER8_triangle( GLcontext *ctx,
for (i = 0; i < span.end; i++, x++) { \
pRow[i] = (PIXEL_TYPE) FLAT_DITHER(x); \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, NON-depth-buffered, PF_DITHER triangle.
*/
-static void flat_DITHER_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
- XMesaImage *img = xmesa->xm_buffer->backimage;
-#define SETUP_CODE \
+#define NAME flat_DITHER_triangle
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
+ XMesaImage *img = xmesa->xm_buffer->backimage; \
FLAT_DITHER_SETUP( v2->color[0], v2->color[1], v2->color[2] );
-
#define RENDER_SPAN( span ) \
GLuint i; \
GLint x = span.x, y = FLIP(xmesa->xm_buffer, span.y); \
@@ -1342,26 +1147,21 @@ static void flat_DITHER_triangle( GLcontext *ctx,
unsigned long p = FLAT_DITHER(x); \
XMesaPutPixel(img, x, y, p ); \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, NON-depth-buffered, 8-bit PF_HPCR triangle.
*/
-static void flat_HPCR_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_HPCR_triangle
#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLubyte
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define SETUP_CODE \
- GLubyte r = v2->color[0]; \
- GLubyte g = v2->color[1]; \
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
+ GLubyte r = v2->color[0]; \
+ GLubyte g = v2->color[1]; \
GLubyte b = v2->color[2];
#define RENDER_SPAN( span ) \
GLuint i; \
@@ -1369,37 +1169,31 @@ static void flat_HPCR_triangle( GLcontext *ctx,
for (i = 0; i < span.end; i++, x++) { \
pRow[i] = (PIXEL_TYPE) DITHER_HPCR(x, y, r, g, b); \
}
-
#include "swrast/s_tritemp.h"
-}
+
/*
* XImage, flat, NON-depth-buffered, 8-bit PF_LOOKUP triangle.
*/
-static void flat_LOOKUP8_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- XMesaContext xmesa = (XMesaContext) ctx->DriverCtx;
+#define NAME flat_LOOKUP8_triangle
#define PIXEL_ADDRESS(X,Y) PIXELADDR1(xmesa->xm_buffer,X,Y)
#define PIXEL_TYPE GLubyte
#define BYTES_PER_ROW (xmesa->xm_buffer->backimage->bytes_per_line)
-#define SETUP_CODE \
- LOOKUP_SETUP; \
- GLubyte r = v2->color[0]; \
- GLubyte g = v2->color[1]; \
- GLubyte b = v2->color[2]; \
+#define SETUP_CODE \
+ XMesaContext xmesa = (XMesaContext) ctx->DriverCtx; \
+ LOOKUP_SETUP; \
+ GLubyte r = v2->color[0]; \
+ GLubyte g = v2->color[1]; \
+ GLubyte b = v2->color[2]; \
GLubyte p = LOOKUP(r,g,b);
-#define RENDER_SPAN( span ) \
- GLuint i; \
- for (i = 0; i < span.end; i++) { \
- pRow[i] = (PIXEL_TYPE) p; \
+#define RENDER_SPAN( span ) \
+ GLuint i; \
+ for (i = 0; i < span.end; i++) { \
+ pRow[i] = (PIXEL_TYPE) p; \
}
-
#include "swrast/s_tritemp.h"
-}
+
#ifdef DEBUG
diff --git a/src/mesa/swrast/s_triangle.c b/src/mesa/swrast/s_triangle.c
index f96fbe1f2c..d1575cb691 100644
--- a/src/mesa/swrast/s_triangle.c
+++ b/src/mesa/swrast/s_triangle.c
@@ -1,8 +1,8 @@
-/* $Id: s_triangle.c,v 1.64 2002/10/30 20:16:44 brianp Exp $ */
+/* $Id: s_triangle.c,v 1.65 2002/11/13 16:51:01 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 5.0
+ * Version: 5.1
*
* Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
*
@@ -74,57 +74,37 @@ GLboolean _mesa_cull_triangle( GLcontext *ctx,
/*
* Render a flat-shaded color index triangle.
*/
-static void flat_ci_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
+#define NAME flat_ci_triangle
#define INTERP_Z 1
#define INTERP_FOG 1
-
-#define SETUP_CODE \
- span.interpMask |= SPAN_INDEX; \
- span.index = IntToFixed(v2->index); \
+#define SETUP_CODE \
+ span.interpMask |= SPAN_INDEX; \
+ span.index = IntToFixed(v2->index); \
span.indexStep = 0;
-
#define RENDER_SPAN( span ) _mesa_write_index_span(ctx, &span);
-
#include "s_tritemp.h"
-}
/*
* Render a smooth-shaded color index triangle.
*/
-static void smooth_ci_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
+#define NAME smooth_ci_triangle
#define INTERP_Z 1
#define INTERP_FOG 1
#define INTERP_INDEX 1
-
#define RENDER_SPAN( span ) _mesa_write_index_span(ctx, &span);
-
#include "s_tritemp.h"
-}
/*
* Render a flat-shaded RGBA triangle.
*/
-static void flat_rgba_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
+#define NAME flat_rgba_triangle
#define INTERP_Z 1
#define INTERP_FOG 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-
#define SETUP_CODE \
ASSERT(ctx->Texture._EnabledUnits == 0); \
ASSERT(ctx->Light.ShadeModel==GL_FLAT); \
@@ -137,41 +117,29 @@ static void flat_rgba_triangle( GLcontext *ctx,
span.greenStep = 0; \
span.blueStep = 0; \
span.alphaStep = 0;
-
#define RENDER_SPAN( span ) _mesa_write_rgba_span(ctx, &span);
-
#include "s_tritemp.h"
-}
/*
* Render a smooth-shaded RGBA triangle.
*/
-static void smooth_rgba_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
-
+#define NAME smooth_rgba_triangle
#define INTERP_Z 1
#define INTERP_FOG 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
#define INTERP_ALPHA 1
-
#define SETUP_CODE \
{ \
/* texturing must be off */ \
ASSERT(ctx->Texture._EnabledUnits == 0); \
ASSERT(ctx->Light.ShadeModel==GL_SMOOTH); \
}
-
#define RENDER_SPAN( span ) _mesa_write_rgba_span(ctx, &span);
-
#include "s_tritemp.h"
-}
/*
@@ -180,11 +148,7 @@ static void smooth_rgba_triangle( GLcontext *ctx,
*
* No fog.
*/
-static void simple_textured_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
+#define NAME simple_textured_triangle
#define INTERP_INT_TEX 1
#define S_SCALE twidth
#define T_SCALE theight
@@ -222,9 +186,8 @@ static void simple_textured_triangle( GLcontext *ctx,
(*swrast->Driver.WriteRGBSpan)(ctx, span.end, span.x, span.y, \
(CONST GLchan (*)[3]) span.array->rgb,\
NULL );
-
#include "s_tritemp.h"
-}
+
/*
@@ -234,11 +197,7 @@ static void simple_textured_triangle( GLcontext *ctx,
*
* No fog.
*/
-static void simple_z_textured_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
+#define NAME simple_z_textured_triangle
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_INT_TEX 1
@@ -287,9 +246,8 @@ static void simple_z_textured_triangle( GLcontext *ctx,
(*swrast->Driver.WriteRGBSpan)(ctx, span.end, span.x, span.y, \
(CONST GLchan (*)[3]) span.array->rgb,\
span.array->mask );
-
#include "s_tritemp.h"
-}
+
#if CHAN_TYPE != GL_FLOAT
@@ -568,11 +526,7 @@ affine_span(GLcontext *ctx, struct sw_span *span,
/*
* Render an RGB/RGBA textured triangle without perspective correction.
*/
-static void affine_textured_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
+#define NAME affine_textured_triangle
#define INTERP_Z 1
#define INTERP_FOG 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
@@ -635,8 +589,6 @@ static void affine_textured_triangle( GLcontext *ctx,
#include "s_tritemp.h"
-}
-
struct persp_info
@@ -846,11 +798,7 @@ fast_persp_span(GLcontext *ctx, struct sw_span *span,
* by interpolated Q/W comes out right.
*
*/
-static void persp_textured_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
+#define NAME persp_textured_triangle
#define INTERP_Z 1
#define INTERP_FOG 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
@@ -911,8 +859,6 @@ static void persp_textured_triangle( GLcontext *ctx,
#include "s_tritemp.h"
-}
-
#endif /* CHAN_BITS != GL_FLOAT */
@@ -923,11 +869,7 @@ static void persp_textured_triangle( GLcontext *ctx,
* Render a smooth-shaded, textured, RGBA triangle.
* Interpolate S,T,R with perspective correction, w/out mipmapping.
*/
-static void general_textured_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
+#define NAME general_textured_triangle
#define INTERP_Z 1
#define INTERP_FOG 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
@@ -935,11 +877,8 @@ static void general_textured_triangle( GLcontext *ctx,
#define INTERP_SPEC 1
#define INTERP_ALPHA 1
#define INTERP_TEX 1
-
#define RENDER_SPAN( span ) _mesa_write_texture_span(ctx, &span);
-
#include "s_tritemp.h"
-}
@@ -948,13 +887,7 @@ static void general_textured_triangle( GLcontext *ctx,
* Interpolate Z, RGB, Alpha, specular, fog, and N sets of texture coordinates.
* Yup, it's slow.
*/
-static void
-multitextured_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
-
+#define NAME multitextured_triangle
#define INTERP_Z 1
#define INTERP_FOG 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
@@ -962,27 +895,19 @@ multitextured_triangle( GLcontext *ctx,
#define INTERP_ALPHA 1
#define INTERP_SPEC 1
#define INTERP_MULTITEX 1
-
#define RENDER_SPAN( span ) _mesa_write_texture_span(ctx, &span);
-
#include "s_tritemp.h"
-}
-
-static void occlusion_zless_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- if (ctx->OcclusionResult) {
- return;
- }
+#define NAME occlusion_zless_triangle
#define DO_OCCLUSION_TEST
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-
+#define SETUP_CODE \
+ if (ctx->OcclusionResult) { \
+ return; \
+ }
#define RENDER_SPAN( span ) \
GLuint i; \
for (i = 0; i < span.end; i++) { \
@@ -993,14 +918,15 @@ static void occlusion_zless_triangle( GLcontext *ctx,
} \
span.z += span.zStep; \
}
-
#include "s_tritemp.h"
-}
-static void nodraw_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
+
+
+static void
+nodraw_triangle( GLcontext *ctx,
+ const SWvertex *v0,
+ const SWvertex *v1,
+ const SWvertex *v2 )
{
(void) (ctx && v0 && v1 && v2);
}
diff --git a/src/mesa/swrast/s_tritemp.h b/src/mesa/swrast/s_tritemp.h
index dcd1f4a8d8..38762112f0 100644
--- a/src/mesa/swrast/s_tritemp.h
+++ b/src/mesa/swrast/s_tritemp.h
@@ -1,10 +1,10 @@
-/* $Id: s_tritemp.h,v 1.40 2002/10/17 15:26:39 brianp Exp $ */
+/* $Id: s_tritemp.h,v 1.41 2002/11/13 16:51:02 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 3.5
+ * Version: 5.1
*
- * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
@@ -88,10 +88,13 @@
#define INTERP_FLOAT_SPEC
#endif
-#endif
+#endif /* CHAN_TYPE == GL_FLOAT */
+
-/*void triangle( GLcontext *ctx, SWvertex *v0, SWvertex *v1, SWvertex *v2 )*/
+static void NAME(GLcontext *ctx, const SWvertex *v0,
+ const SWvertex *v1,
+ const SWvertex *v2 )
{
typedef struct {
const SWvertex *v0, *v1; /* Y(v0) < Y(v1) */
@@ -1404,3 +1407,4 @@
#undef FixedToDepth
#undef DO_OCCLUSION_TEST
+#undef NAME