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-rw-r--r--src/mesa/swrast/s_aatritemp.h520
1 files changed, 246 insertions, 274 deletions
diff --git a/src/mesa/swrast/s_aatritemp.h b/src/mesa/swrast/s_aatritemp.h
index 060f7d988f..6cb45783da 100644
--- a/src/mesa/swrast/s_aatritemp.h
+++ b/src/mesa/swrast/s_aatritemp.h
@@ -1,4 +1,4 @@
-/* $Id: s_aatritemp.h,v 1.19 2001/07/13 20:07:37 brianp Exp $ */
+/* $Id: s_aatritemp.h,v 1.20 2001/07/13 20:12:44 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -48,11 +48,10 @@
const GLfloat *p1 = v1->win;
const GLfloat *p2 = v2->win;
const SWvertex *vMin, *vMid, *vMax;
- GLfloat xMin, yMin, xMid, yMid, xMax, yMax;
- GLfloat majDx, majDy, botDx, botDy, topDx, topDy;
- GLfloat area;
- GLboolean majorOnLeft;
- GLfloat bf = SWRAST_CONTEXT(ctx)->_backface_sign;
+ GLint iyMin, iyMax;
+ GLfloat yMin, yMax;
+ GLboolean ltor;
+ GLfloat majDx, majDy; /* major (i.e. long) edge dx and dy */
#ifdef DO_Z
GLfloat zPlane[4];
@@ -72,7 +71,6 @@
GLfloat iPlane[4];
GLuint index[MAX_WIDTH];
GLint icoverageSpan[MAX_WIDTH];
- GLfloat coverageSpan[MAX_WIDTH];
#else
GLfloat coverageSpan[MAX_WIDTH];
#endif
@@ -98,6 +96,7 @@
DEFMARRAY(GLfloat, u, MAX_TEXTURE_UNITS, MAX_WIDTH);
DEFMARRAY(GLfloat, lambda, MAX_TEXTURE_UNITS, MAX_WIDTH);
#endif
+ GLfloat bf = SWRAST_CONTEXT(ctx)->_backface_sign;
#ifdef DO_RGBA
CHECKARRAY(rgba, return); /* mac 32k limitation */
@@ -141,38 +140,27 @@
}
}
- xMin = vMin->win[0]; yMin = vMin->win[1];
- xMid = vMid->win[0]; yMid = vMid->win[1];
- xMax = vMax->win[0]; yMax = vMax->win[1];
-
- /* the major edge is between the top and bottom vertices */
- majDx = xMax - xMin;
- majDy = yMax - yMin;
- /* the bottom edge is between the bottom and mid vertices */
- botDx = xMid - xMin;
- botDy = yMid - yMin;
- /* the top edge is between the top and mid vertices */
- topDx = xMax - xMid;
- topDy = yMax - yMid;
-
- /* compute clockwise / counter-clockwise orientation and do BF culling */
- area = majDx * botDy - botDx * majDy;
- /* Do backface culling */
- if (area * bf < 0 || area * area < .0025)
- return;
- majorOnLeft = (GLboolean) (area < 0.0F);
+ majDx = vMax->win[0] - vMin->win[0];
+ majDy = vMax->win[1] - vMin->win[1];
+
+ {
+ const GLfloat botDx = vMid->win[0] - vMin->win[0];
+ const GLfloat botDy = vMid->win[1] - vMin->win[1];
+ const GLfloat area = majDx * botDy - botDx * majDy;
+ ltor = (GLboolean) (area < 0.0F);
+ /* Do backface culling */
+ if (area * bf < 0 || area * area < .0025)
+ return;
+ }
#ifndef DO_OCCLUSION_TEST
ctx->OcclusionResult = GL_TRUE;
#endif
- assert(majDy > 0.0F);
-
/* Plane equation setup:
* We evaluate plane equations at window (x,y) coordinates in order
* to compute color, Z, fog, texcoords, etc. This isn't terribly
- * efficient but it's easy and reliable. It also copes with computing
- * interpolated data just outside the triangle's edges.
+ * efficient but it's easy and reliable.
*/
#ifdef DO_Z
compute_plane(p0, p1, p2, p0[2], p1[2], p2[2], zPlane);
@@ -280,301 +268,285 @@
* edges, stopping when we find that coverage = 0. If the long edge
* is on the left we scan left-to-right. Else, we scan right-to-left.
*/
- {
- const GLint iyMin = (GLint) yMin;
- const GLint iyMax = (GLint) yMax + 1;
- /* upper edge and lower edge derivatives */
- const GLfloat topDxDy = (topDy != 0.0F) ? topDx / topDy : 0.0F;
- const GLfloat botDxDy = (botDy != 0.0F) ? botDx / botDy : 0.0F;
- const GLfloat *pA, *pB, *pC;
- const GLfloat majDxDy = majDx / majDy;
- const GLfloat absMajDxDy = FABSF(majDxDy);
- const GLfloat absTopDxDy = FABSF(topDxDy);
- const GLfloat absBotDxDy = FABSF(botDxDy);
-#if 0
- GLfloat xMaj = xMin - (yMin - (GLfloat) iyMin) * majDxDy;
- GLfloat xBot = xMaj;
- GLfloat xTop = xMid - (yMid - (GLint) yMid) * topDxDy;
-#else
- GLfloat xMaj;
- GLfloat xBot;
- GLfloat xTop;
-#endif
+ yMin = vMin->win[1];
+ yMax = vMax->win[1];
+ iyMin = (GLint) yMin;
+ iyMax = (GLint) yMax + 1;
+
+ if (ltor) {
+ /* scan left to right */
+ const GLfloat *pMin = vMin->win;
+ const GLfloat *pMid = vMid->win;
+ const GLfloat *pMax = vMax->win;
+ const GLfloat dxdy = majDx / majDy;
+ const GLfloat xAdj = dxdy < 0.0F ? -dxdy : 0.0F;
+ GLfloat x = pMin[0] - (yMin - iyMin) * dxdy;
GLint iy;
- GLint k;
-
- /* pA, pB, pC are the vertices in counter-clockwise order */
- if (majorOnLeft) {
- pA = vMin->win;
- pB = vMid->win;
- pC = vMax->win;
- xMaj = xMin - absMajDxDy - 1.0;
- xBot = xMin + absBotDxDy + 1.0;
- xTop = xMid + absTopDxDy + 1.0;
- }
- else {
- pA = vMin->win;
- pB = vMax->win;
- pC = vMid->win;
- xMaj = xMin + absMajDxDy + 1.0;
- xBot = xMin - absBotDxDy - 1.0;
- xTop = xMid - absTopDxDy - 1.0;
- }
-
- /* Scan from bottom to top */
- for (iy = iyMin; iy < iyMax; iy++, xMaj += majDxDy) {
- GLint ix, i, j, len;
- GLint iRight, iLeft;
+ for (iy = iyMin; iy < iyMax; iy++, x += dxdy) {
+ GLint ix, startX = (GLint) (x - xAdj);
+ GLuint count, n;
GLfloat coverage = 0.0F;
-
- if (majorOnLeft) {
- iLeft = (GLint) (xMaj + 0.0);
- /* compute right */
- if (iy <= yMid) {
- /* we're in the lower part */
- iRight = (GLint) (xBot + 0.0);
- xBot += botDxDy;
- }
- else {
- /* we're in the upper part */
- iRight = (GLint) (xTop + 0.0);
- xTop += topDxDy;
- }
- }
- else {
- iRight = (GLint) (xMaj + 0.0);
- /* compute left */
- if (iy <= yMid) {
- /* we're in the lower part */
- iLeft = (GLint) (xBot - 0.0);
- xBot += botDxDy;
- }
- else {
- /* we're in the upper part */
- iLeft = (GLint) (xTop - 0.0);
- xTop += topDxDy;
- }
- }
-
-#ifdef DEBUG
- for (i = 0; i < MAX_WIDTH; i++) {
- coverageSpan[i] = -1.0;
- }
-#endif
-
- if (iLeft < 0)
- iLeft = 0;
- if (iRight >= ctx->DrawBuffer->_Xmax)
- iRight = ctx->DrawBuffer->_Xmax - 1;
-
- /*printf("%d: iLeft = %d iRight = %d\n", iy, iLeft, iRight);*/
-
- /* The pixels at y in [iLeft, iRight] (inclusive) are candidates */
-
- /* scan left to right until we hit 100% coverage or the right edge */
- i = iLeft;
- while (i < iRight) {
- coverage = compute_coveragef(pA, pB, pC, i, iy);
- if (coverage == 0.0F) {
- if (i == iLeft)
- iLeft++; /* skip zero coverage pixels */
- else {
- iRight = i;
- i--;
- break; /* went past right edge */
- }
- }
- else {
- coverageSpan[i - iLeft] = coverage;
- if (coverage == 1.0F)
- break;
- }
- i++;
+ /* skip over fragments with zero coverage */
+ while (startX < MAX_WIDTH) {
+ coverage = compute_coveragef(pMin, pMid, pMax, startX, iy);
+ if (coverage > 0.0F)
+ break;
+ startX++;
}
- assert(coverageSpan[i-iLeft] > 0.0 || iLeft == iRight);
-
- assert(i == iRight || coverage == 1.0 || coverage == 0.0);
-
- /* scan right to left until we hit 100% coverage or the left edge */
- j = iRight;
- assert(j - iLeft >= 0);
- while (1) {
- coverage = compute_coveragef(pA, pB, pC, j, iy);
- if (coverage == 0.0F) {
- if (j == iRight && j > i)
- iRight--; /* skip zero coverage pixels */
- else
- break;
- }
- else {
- if (j <= i)
- break;
- assert(j - iLeft >= 0);
- coverageSpan[j - iLeft] = coverage;
- if (coverage == 1.0F)
- break;
- }
- /*printf("%d: coverage[%d]' = %g\n", iy, j-iLeft, coverage);*/
- j--;
- }
-
- assert(coverageSpan[j-iLeft] > 0.0 || iRight <= iLeft);
-
- printf("iLeft=%d i=%d j=%d iRight=%d\n", iLeft, i, j, iRight);
-
- assert(iLeft >= 0);
- assert(iLeft < ctx->DrawBuffer->_Xmax);
- assert(iRight >= 0);
- assert(iRight < ctx->DrawBuffer->_Xmax);
- assert(iRight >= iLeft);
-
-
- /* any pixels left in between must have 100% coverage */
- k = i + 1;
- while (k < j) {
- coverageSpan[k - iLeft] = 1.0F;
- k++;
- }
-
- len = iRight - iLeft;
- /*printf("len = %d\n", len);*/
- assert(len >= 0);
- assert(len < MAX_WIDTH);
-
- if (len == 0)
- continue;
-
-#ifdef DEBUG
- for (k = 0; k < len; k++) {
- assert(coverageSpan[k] > 0.0);
- }
+ /* enter interior of triangle */
+ ix = startX;
+ count = 0;
+ while (coverage > 0.0F) {
+ /* (cx,cy) = center of fragment */
+ const GLfloat cx = ix + 0.5F, cy = iy + 0.5F;
+#ifdef DO_INDEX
+ icoverageSpan[count] = compute_coveragei(pMin, pMid, pMax, ix, iy);
+#else
+ coverageSpan[count] = coverage;
#endif
-
- /*
- * Compute color, texcoords, etc for the span
- */
- {
- const GLfloat cx = iLeft + 0.5F, cy = iy + 0.5F;
#ifdef DO_Z
- GLfloat zFrag = solve_plane(cx, cy, zPlane);
- const GLfloat zStep = -zPlane[0] / zPlane[2];
+ z[count] = (GLdepth) solve_plane(cx, cy, zPlane);
#endif
#ifdef DO_FOG
- GLfloat fogFrag = solve_plane(cx, cy, fogPlane);
- const GLfloat fogStep = -fogPlane[0] / fogPlane[2];
+ fog[count] = solve_plane(cx, cy, fogPlane);
#endif
#ifdef DO_RGBA
- /* to do */
+ rgba[count][RCOMP] = solve_plane_chan(cx, cy, rPlane);
+ rgba[count][GCOMP] = solve_plane_chan(cx, cy, gPlane);
+ rgba[count][BCOMP] = solve_plane_chan(cx, cy, bPlane);
+ rgba[count][ACOMP] = solve_plane_chan(cx, cy, aPlane);
#endif
#ifdef DO_INDEX
- /* to do */
+ index[count] = (GLint) solve_plane(cx, cy, iPlane);
#endif
#ifdef DO_SPEC
- /* to do */
+ spec[count][RCOMP] = solve_plane_chan(cx, cy, srPlane);
+ spec[count][GCOMP] = solve_plane_chan(cx, cy, sgPlane);
+ spec[count][BCOMP] = solve_plane_chan(cx, cy, sbPlane);
#endif
#ifdef DO_TEX
- GLfloat sFrag = solve_plane(cx, cy, sPlane);
- GLfloat tFrag = solve_plane(cx, cy, tPlane);
- GLfloat uFrag = solve_plane(cx, cy, uPlane);
- GLfloat vFrag = solve_plane(cx, cy, vPlane);
- const GLfloat sStep = -sPlane[0] / sPlane[2];
- const GLfloat tStep = -tPlane[0] / tPlane[2];
- const GLfloat uStep = -uPlane[0] / uPlane[2];
- const GLfloat vStep = -vPlane[0] / vPlane[2];
+ {
+ const GLfloat invQ = solve_plane_recip(cx, cy, vPlane);
+ s[count] = solve_plane(cx, cy, sPlane) * invQ;
+ t[count] = solve_plane(cx, cy, tPlane) * invQ;
+ u[count] = solve_plane(cx, cy, uPlane) * invQ;
+ lambda[count] = compute_lambda(sPlane, tPlane, invQ,
+ texWidth, texHeight);
+ }
#elif defined(DO_MULTITEX)
- /* to do */
+ {
+ GLuint unit;
+ for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
+ if (ctx->Texture.Unit[unit]._ReallyEnabled) {
+ GLfloat invQ = solve_plane_recip(cx, cy, vPlane[unit]);
+ s[unit][count] = solve_plane(cx, cy, sPlane[unit]) * invQ;
+ t[unit][count] = solve_plane(cx, cy, tPlane[unit]) * invQ;
+ u[unit][count] = solve_plane(cx, cy, uPlane[unit]) * invQ;
+ lambda[unit][count] = compute_lambda(sPlane[unit],
+ tPlane[unit], invQ, texWidth[unit], texHeight[unit]);
+ }
+ }
+ }
+#endif
+ ix++;
+ count++;
+ coverage = compute_coveragef(pMin, pMid, pMax, ix, iy);
+ }
+
+ if (ix <= startX)
+ continue;
+
+ n = (GLuint) ix - (GLuint) startX;
+
+#ifdef DO_MULTITEX
+# ifdef DO_SPEC
+ _mesa_write_multitexture_span(ctx, n, startX, iy, z, fog,
+ (const GLfloat (*)[MAX_WIDTH]) s,
+ (const GLfloat (*)[MAX_WIDTH]) t,
+ (const GLfloat (*)[MAX_WIDTH]) u,
+ (GLfloat (*)[MAX_WIDTH]) lambda,
+ rgba, (const GLchan (*)[4]) spec,
+ coverageSpan, GL_POLYGON);
+# else
+ _mesa_write_multitexture_span(ctx, n, startX, iy, z, fog,
+ (const GLfloat (*)[MAX_WIDTH]) s,
+ (const GLfloat (*)[MAX_WIDTH]) t,
+ (const GLfloat (*)[MAX_WIDTH]) u,
+ lambda, rgba, NULL, coverageSpan,
+ GL_POLYGON);
+# endif
+#elif defined(DO_TEX)
+# ifdef DO_SPEC
+ _mesa_write_texture_span(ctx, n, startX, iy, z, fog,
+ s, t, u, lambda, rgba,
+ (const GLchan (*)[4]) spec,
+ coverageSpan, GL_POLYGON);
+# else
+ _mesa_write_texture_span(ctx, n, startX, iy, z, fog,
+ s, t, u, lambda,
+ rgba, NULL, coverageSpan, GL_POLYGON);
+# endif
+#elif defined(DO_RGBA)
+ _mesa_write_rgba_span(ctx, n, startX, iy, z, fog, rgba,
+ coverageSpan, GL_POLYGON);
+#elif defined(DO_INDEX)
+ _mesa_write_index_span(ctx, n, startX, iy, z, fog, index,
+ icoverageSpan, GL_POLYGON);
#endif
+ }
+ }
+ else {
+ /* scan right to left */
+ const GLfloat *pMin = vMin->win;
+ const GLfloat *pMid = vMid->win;
+ const GLfloat *pMax = vMax->win;
+ const GLfloat dxdy = majDx / majDy;
+ const GLfloat xAdj = dxdy > 0 ? dxdy : 0.0F;
+ GLfloat x = pMin[0] - (yMin - iyMin) * dxdy;
+ GLint iy;
+ for (iy = iyMin; iy < iyMax; iy++, x += dxdy) {
+ GLint ix, left, startX = (GLint) (x + xAdj);
+ GLuint count, n;
+ GLfloat coverage = 0.0F;
- for (ix = iLeft; ix < iRight; ix++) {
- const GLint k = ix - iLeft;
- const GLfloat cx = ix + 0.5F, cy = iy + 0.5F;
+ /* make sure we're not past the window edge */
+ if (startX >= ctx->DrawBuffer->_Xmax) {
+ startX = ctx->DrawBuffer->_Xmax - 1;
+ }
+ /* skip fragments with zero coverage */
+ while (startX >= 0) {
+ coverage = compute_coveragef(pMin, pMax, pMid, startX, iy);
+ if (coverage > 0.0F)
+ break;
+ startX--;
+ }
+
+ /* enter interior of triangle */
+ ix = startX;
+ count = 0;
+ while (coverage > 0.0F) {
+ /* (cx,cy) = center of fragment */
+ const GLfloat cx = ix + 0.5F, cy = iy + 0.5F;
+#ifdef DO_INDEX
+ icoverageSpan[ix] = compute_coveragei(pMin, pMid, pMax, ix, iy);
+#else
+ coverageSpan[ix] = coverage;
+#endif
#ifdef DO_Z
- z[k] = zFrag; zFrag += zStep;
+ z[ix] = (GLdepth) solve_plane(cx, cy, zPlane);
#endif
#ifdef DO_FOG
- fog[k] = fogFrag; fogFrag += fogStep;
+ fog[ix] = solve_plane(cx, cy, fogPlane);
#endif
#ifdef DO_RGBA
- rgba[k][RCOMP] = solve_plane_chan(cx, cy, rPlane);
- rgba[k][GCOMP] = solve_plane_chan(cx, cy, gPlane);
- rgba[k][BCOMP] = solve_plane_chan(cx, cy, bPlane);
- rgba[k][ACOMP] = solve_plane_chan(cx, cy, aPlane);
+ rgba[ix][RCOMP] = solve_plane_chan(cx, cy, rPlane);
+ rgba[ix][GCOMP] = solve_plane_chan(cx, cy, gPlane);
+ rgba[ix][BCOMP] = solve_plane_chan(cx, cy, bPlane);
+ rgba[ix][ACOMP] = solve_plane_chan(cx, cy, aPlane);
#endif
#ifdef DO_INDEX
- index[k] = (GLint) solve_plane(cx, cy, iPlane);
+ index[ix] = (GLint) solve_plane(cx, cy, iPlane);
#endif
#ifdef DO_SPEC
- spec[k][RCOMP] = solve_plane_chan(cx, cy, srPlane);
- spec[k][GCOMP] = solve_plane_chan(cx, cy, sgPlane);
- spec[k][BCOMP] = solve_plane_chan(cx, cy, sbPlane);
+ spec[ix][RCOMP] = solve_plane_chan(cx, cy, srPlane);
+ spec[ix][GCOMP] = solve_plane_chan(cx, cy, sgPlane);
+ spec[ix][BCOMP] = solve_plane_chan(cx, cy, sbPlane);
#endif
#ifdef DO_TEX
- s[k] = sFrag / vFrag;
- t[k] = tFrag / vFrag;
- u[k] = uFrag / vFrag;
- lambda[k] = compute_lambda(sPlane, tPlane, 1.0F / vFrag,
- texWidth, texHeight);
- sFrag += sStep;
- tFrag += tStep;
- uFrag += uStep;
- vFrag += vStep;
+ {
+ const GLfloat invQ = solve_plane_recip(cx, cy, vPlane);
+ s[ix] = solve_plane(cx, cy, sPlane) * invQ;
+ t[ix] = solve_plane(cx, cy, tPlane) * invQ;
+ u[ix] = solve_plane(cx, cy, uPlane) * invQ;
+ lambda[ix] = compute_lambda(sPlane, tPlane, invQ,
+ texWidth, texHeight);
+ }
#elif defined(DO_MULTITEX)
- {
- GLuint unit;
- for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
- if (ctx->Texture.Unit[unit]._ReallyEnabled) {
- GLfloat invQ = solve_plane_recip(cx, cy, vPlane[unit]);
- s[unit][k] = solve_plane(cx, cy, sPlane[unit]) * invQ;
- t[unit][k] = solve_plane(cx, cy, tPlane[unit]) * invQ;
- u[unit][k] = solve_plane(cx, cy, uPlane[unit]) * invQ;
- lambda[unit][k] = compute_lambda(sPlane[unit],
- tPlane[unit], invQ, texWidth[unit], texHeight[unit]);
- }
+ {
+ GLuint unit;
+ for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
+ if (ctx->Texture.Unit[unit]._ReallyEnabled) {
+ GLfloat invQ = solve_plane_recip(cx, cy, vPlane[unit]);
+ s[unit][ix] = solve_plane(cx, cy, sPlane[unit]) * invQ;
+ t[unit][ix] = solve_plane(cx, cy, tPlane[unit]) * invQ;
+ u[unit][ix] = solve_plane(cx, cy, uPlane[unit]) * invQ;
+ lambda[unit][ix] = compute_lambda(sPlane[unit],
+ tPlane[unit], invQ, texWidth[unit], texHeight[unit]);
}
}
+ }
#endif
- } /* for ix */
+ ix--;
+ count++;
+ coverage = compute_coveragef(pMin, pMax, pMid, ix, iy);
}
- /*
- * Write/process the span of fragments.
- */
+ if (startX <= ix)
+ continue;
+
+ n = (GLuint) startX - (GLuint) ix;
+
+ left = ix + 1;
#ifdef DO_MULTITEX
- _mesa_write_multitexture_span(ctx, len, iLeft, iy, z, fog,
+ {
+ GLuint unit;
+ for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
+ if (ctx->Texture.Unit[unit]._ReallyEnabled) {
+ GLint j;
+ for (j = 0; j < (GLint) n; j++) {
+ s[unit][j] = s[unit][j + left];
+ t[unit][j] = t[unit][j + left];
+ u[unit][j] = u[unit][j + left];
+ lambda[unit][j] = lambda[unit][j + left];
+ }
+ }
+ }
+ }
+# ifdef DO_SPEC
+ _mesa_write_multitexture_span(ctx, n, left, iy, z + left, fog + left,
(const GLfloat (*)[MAX_WIDTH]) s,
(const GLfloat (*)[MAX_WIDTH]) t,
(const GLfloat (*)[MAX_WIDTH]) u,
- (GLfloat (*)[MAX_WIDTH]) lambda,
- rgba,
-# ifdef DO_SPEC
- (const GLchan (*)[4]) spec,
+ lambda, rgba + left,
+ (const GLchan (*)[4]) (spec + left),
+ coverageSpan + left,
+ GL_POLYGON);
# else
- NULL,
+ _mesa_write_multitexture_span(ctx, n, left, iy, z + left, fog + left,
+ (const GLfloat (*)[MAX_WIDTH]) s,
+ (const GLfloat (*)[MAX_WIDTH]) t,
+ (const GLfloat (*)[MAX_WIDTH]) u,
+ lambda,
+ rgba + left, NULL, coverageSpan + left,
+ GL_POLYGON);
# endif
- coverageSpan, GL_POLYGON);
#elif defined(DO_TEX)
- _mesa_write_texture_span(ctx, len, iLeft, iy, z, fog,
- s, t, u, lambda, rgba,
# ifdef DO_SPEC
- (const GLchan (*)[4]) spec,
+ _mesa_write_texture_span(ctx, n, left, iy, z + left, fog + left,
+ s + left, t + left, u + left,
+ lambda + left, rgba + left,
+ (const GLchan (*)[4]) (spec + left),
+ coverageSpan + left,
+ GL_POLYGON);
# else
- NULL,
+ _mesa_write_texture_span(ctx, n, left, iy, z + left, fog + left,
+ s + left, t + left,
+ u + left, lambda + left,
+ rgba + left, NULL,
+ coverageSpan + left, GL_POLYGON);
# endif
- coverageSpan, GL_POLYGON);
#elif defined(DO_RGBA)
- _mesa_write_rgba_span(ctx, len, iLeft, iy, z, fog, rgba,
- coverageSpan, GL_POLYGON);
+ _mesa_write_rgba_span(ctx, n, left, iy, z + left, fog + left,
+ rgba + left, coverageSpan + left, GL_POLYGON);
#elif defined(DO_INDEX)
- _mesa_write_index_span(ctx, len, iLeft, iy, z, fog, index,
- icoverageSpan, GL_POLYGON);
+ _mesa_write_index_span(ctx, n, left, iy, z + left, fog + left,
+ index + left, icoverageSpan + left, GL_POLYGON);
#endif
-
- } /* for iy */
+ }
}
-
#ifdef DO_RGBA
UNDEFARRAY(rgba); /* mac 32k limitation */
#endif