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-rw-r--r--src/mesa/swrast/s_trispan.h63
1 files changed, 1 insertions, 62 deletions
diff --git a/src/mesa/swrast/s_trispan.h b/src/mesa/swrast/s_trispan.h
index 48f397e4c5..ebd5188d39 100644
--- a/src/mesa/swrast/s_trispan.h
+++ b/src/mesa/swrast/s_trispan.h
@@ -1,4 +1,4 @@
-/* $Id: s_trispan.h,v 1.3 2001/09/13 22:12:54 brianp Exp $ */
+/* $Id: s_trispan.h,v 1.4 2001/12/17 04:54:35 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -29,65 +29,4 @@
#define S_TRISPAN_H
-/*
- * The triangle_span structure is used by the triangle template code in
- * s_tritemp.h. It describes how colors, Z, texcoords, etc are to be
- * interpolated across each scanline of triangle.
- * With this structure it's easy to hand-off span rasterization to a
- * subroutine instead of doing it all inline like we used to do.
- * It also cleans up the local variable namespace a great deal.
- *
- * It would be interesting to experiment with multiprocessor rasterization
- * with this structure. The triangle rasterizer could simply emit a
- * stream of these structures which would be consumed by one or more
- * span-processing threads which could run in parallel.
- */
-
-
-/* When the triangle_span struct is initialized, these flags indicates
- * which values are needed for rendering the triangle.
- */
-#define SPAN_RGBA 0x001
-#define SPAN_SPEC 0x002
-#define SPAN_INDEX 0x004
-#define SPAN_Z 0x008
-#define SPAN_FOG 0x010
-#define SPAN_TEXTURE 0x020
-#define SPAN_INT_TEXTURE 0x040
-#define SPAN_LAMBDA 0x080
-#define SPAN_FLAT 0x100 /* flat shading? */
-
-
-struct triangle_span {
- GLint x, y;
- GLuint count;
- GLuint activeMask; /* OR of the SPAN_* flags */
-#if CHAN_TYPE == GL_FLOAT
- GLfloat red, redStep;
- GLfloat green, greenStep;
- GLfloat blue, blueStep;
- GLfloat alpha, alphaStep;
- GLfloat specRed, specRedStep;
- GLfloat specGreen, specGreenStep;
- GLfloat specBlue, specBlueStep;
-#else
- GLfixed red, redStep;
- GLfixed green, greenStep;
- GLfixed blue, blueStep;
- GLfixed alpha, alphaStep;
- GLfixed specRed, specRedStep;
- GLfixed specGreen, specGreenStep;
- GLfixed specBlue, specBlueStep;
-#endif
- GLfixed index, indexStep;
- GLfixed z, zStep;
- GLfloat fog, fogStep;
- GLfloat tex[MAX_TEXTURE_UNITS][4], texStep[MAX_TEXTURE_UNITS][4];
- GLfixed intTex[2], intTexStep[2];
- /* Needed for texture lambda (LOD) computation */
- GLfloat rho[MAX_TEXTURE_UNITS];
- GLfloat texWidth[MAX_TEXTURE_UNITS], texHeight[MAX_TEXTURE_UNITS];
-};
-
-
#endif /* S_TRISPAN_H */