void lp_rast_shade_tile( struct lp_rasterizer *rast,
const union lp_rast_cmd_arg arg )
{
+#if 0
const struct lp_rast_shader_inputs *inputs = arg.shade_tile;
const unsigned masks[4] = {~0, ~0, ~0, ~0};
unsigned x, y;
for (y = 0; y < TILE_SIZE; y += 2)
for (x = 0; x < TILE_SIZE; x += 8)
lp_rast_shade_quads( rast, inputs, x, y, masks);
+#else
+ RAST_DEBUG("%s\n", __FUNCTION__);
+ memset(rast->tile.color, 0x80, TILE_SIZE * TILE_SIZE * 4);
+#endif
}
c2 = tri->c2 + tri->dx23 * miny - tri->dy23 * minx;
c3 = tri->c3 + tri->dx31 * miny - tri->dy31 * minx;
- /* Convert to tile coordinates:
- */
minx /= TILESIZE;
- maxx /= TILESIZE;
miny /= TILESIZE;
+ maxx /= TILESIZE;
maxy /= TILESIZE;
-
+
+ /* Convert to tile coordinates:
+ */
if (miny == maxy && minx == maxx)
{
/* Triangle is contained in a single tile:
* Trivially accept or reject blocks, else jump to per-pixel
* examination above.
*/
- for (y = miny; y < maxy; y++)
+ for (y = miny; y <= maxy; y++)
{
float cx1 = c1;
float cx2 = c2;
float cx3 = c3;
- for (x = minx; x < maxx; x++)
+ for (x = minx; x <= maxx; x++)
{
if (cx1 + eo1 < 0 ||
cx2 + eo2 < 0 ||