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 ** ** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.; ** the contents of this file may not be disclosed to third parties, copied or ** duplicated in any form, in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 Unpublished - ** rights reserved under the Copyright Laws of the United States.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