170 lines
5.5 KiB
C
170 lines
5.5 KiB
C
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/******************************Module*Header*******************************\
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* Module Name: zippy.h
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*
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* included by zippy.c
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*
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* 28-Oct-1994 mikeke Created
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*
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* Copyright (c) 1994 Microsoft Corporation
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\**************************************************************************/
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/*
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** Copyright 1991, 1992, 1993, Silicon Graphics, Inc.
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** All Rights Reserved.
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**
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** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
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** the contents of this file may not be disclosed to third parties, copied or
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** duplicated in any form, in whole or in part, without the prior written
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** permission of Silicon Graphics, Inc.
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**
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** RESTRICTED RIGHTS LEGEND:
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** Use, duplication or disclosure by the Government is subject to restrictions
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** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
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** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
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** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
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** rights reserved under the Copyright Laws of the United States.
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*/
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void FASTCALL
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#if ZBUFFER
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__ZippyFSTZ
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#else
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#if TEXTURE
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#if SHADE
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__ZippyFSTRGBTex
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#else
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__ZippyFSTTex
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#endif
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#else
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#if SHADE
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__ZippyFSTRGB
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#else
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__ZippyFSTCI
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#endif
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#endif
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#endif
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(__GLcontext *gc, GLint iyBottom, GLint iyTop)
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{
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int scansize;
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//
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// this function assumes all this stuff
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//
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assert(((GLint)gc->drawBuffer->buf.other & DIB_FORMAT) != 0);
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assert(((GLuint)gc->drawBuffer->buf.other & MEMORY_DC) != 0);
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assert(gc->state.raster.drawBuffer != GL_FRONT_AND_BACK);
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assert(gc->transform.reasonableViewport);
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assert(gc->transform.clipY0 <= iyBottom);
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assert(iyTop <= gc->transform.clipY1);
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//
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// setup zbuffer
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//
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#if (ZBUFFER)
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if( gc->modes.depthBits == 32 ) {
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gc->polygon.shader.zbuf = (__GLzValue *)
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((GLubyte *)gc->polygon.shader.zbuf+
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(gc->polygon.shader.ixLeft << 2));
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} else {
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gc->polygon.shader.zbuf = (__GLzValue *)
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((GLubyte *)gc->polygon.shader.zbuf+
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(gc->polygon.shader.ixLeft << 1));
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}
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#endif
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//
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// render the spans
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//
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scansize = gc->polygon.shader.cfb->buf.outerWidth;
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gc->polygon.shader.frag.x = gc->polygon.shader.ixLeft;
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for (gc->polygon.shader.frag.y = iyBottom;
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gc->polygon.shader.frag.y != iyTop;
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gc->polygon.shader.frag.y++
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) {
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GLint spanWidth = gc->polygon.shader.ixRight - gc->polygon.shader.frag.x;
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if (spanWidth > 0) {
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gc->polygon.shader.length = spanWidth;
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(GENACCEL(gc).__fastSpanFuncPtr)((__GLGENcontext *)gc);
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}
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GENACCEL(gc).pPix += scansize;
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gc->polygon.shader.ixRightFrac += gc->polygon.shader.dxRightFrac;
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if (gc->polygon.shader.ixRightFrac < 0) {
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/*
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* Carry/Borrow'd. Use large step
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*/
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gc->polygon.shader.ixRight += gc->polygon.shader.dxRightBig;
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gc->polygon.shader.ixRightFrac &= ~0x80000000;
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} else {
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gc->polygon.shader.ixRight += gc->polygon.shader.dxRightLittle;
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}
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gc->polygon.shader.ixLeftFrac += gc->polygon.shader.dxLeftFrac;
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if (gc->polygon.shader.ixLeftFrac < 0) {
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/*
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* Carry/Borrow'd. Use large step
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*/
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gc->polygon.shader.frag.x += gc->polygon.shader.dxLeftBig;
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gc->polygon.shader.ixLeftFrac &= ~0x80000000;
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#if SHADE
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GENACCEL(gc).spanValue.r += *((GLint *)&gc->polygon.shader.rBig);
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GENACCEL(gc).spanValue.g += *((GLint *)&gc->polygon.shader.gBig);
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GENACCEL(gc).spanValue.b += *((GLint *)&gc->polygon.shader.bBig);
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#endif
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#if TEXTURE
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#if SHADE
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GENACCEL(gc).spanValue.a += *((GLint *)&gc->polygon.shader.aBig);
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#endif
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GENACCEL(gc).spanValue.s += *((GLint *)&gc->polygon.shader.sBig);
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GENACCEL(gc).spanValue.t += *((GLint *)&gc->polygon.shader.tBig);
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gc->polygon.shader.frag.qw += gc->polygon.shader.qwBig;
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#endif
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#if !(SHADE) && !(TEXTURE)
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GENACCEL(gc).spanValue.r += *((GLint *)&gc->polygon.shader.rBig);
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#endif
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#if ZBUFFER
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gc->polygon.shader.frag.z += gc->polygon.shader.zBig;
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gc->polygon.shader.zbuf =
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(__GLzValue*)((GLubyte*)gc->polygon.shader.zbuf +
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gc->polygon.shader.zbufBig);
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#endif
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} else {
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/*
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* Use small step
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*/
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gc->polygon.shader.frag.x += gc->polygon.shader.dxLeftLittle;
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#if SHADE
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GENACCEL(gc).spanValue.r += *((GLint *)&gc->polygon.shader.rLittle);
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GENACCEL(gc).spanValue.g += *((GLint *)&gc->polygon.shader.gLittle);
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GENACCEL(gc).spanValue.b += *((GLint *)&gc->polygon.shader.bLittle);
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#endif
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#if TEXTURE
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#if SHADE
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GENACCEL(gc).spanValue.a += *((GLint *)&gc->polygon.shader.aLittle);
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#endif
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GENACCEL(gc).spanValue.s += *((GLint *)&gc->polygon.shader.sLittle);
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GENACCEL(gc).spanValue.t += *((GLint *)&gc->polygon.shader.tLittle);
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gc->polygon.shader.frag.qw += gc->polygon.shader.qwLittle;
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#endif
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#if !(SHADE) && !(TEXTURE)
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GENACCEL(gc).spanValue.r += *((GLint *)&gc->polygon.shader.rLittle);
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#endif
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#if ZBUFFER
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gc->polygon.shader.frag.z += gc->polygon.shader.zLittle;
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gc->polygon.shader.zbuf =
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(__GLzValue*)((GLubyte*)gc->polygon.shader.zbuf +
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gc->polygon.shader.zbufLittle);
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#endif
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}
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}
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gc->polygon.shader.ixLeft = gc->polygon.shader.frag.x;
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}
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