2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 * Triangle Rasterizer Template
28 * This file is #include'd to generate custom triangle rasterizers.
30 * The following macros may be defined to indicate what auxillary information
31 * must be interpolated across the triangle:
32 * INTERP_Z - if defined, interpolate vertex Z values
33 * INTERP_W - if defined, interpolate vertex W values
34 * INTERP_FOG - if defined, interpolate fog values
35 * INTERP_RGB - if defined, interpolate RGB values
36 * INTERP_ALPHA - if defined, interpolate Alpha values (req's INTERP_RGB)
37 * INTERP_SPEC - if defined, interpolate specular RGB values
38 * INTERP_INDEX - if defined, interpolate color index values
39 * INTERP_INT_TEX - if defined, interpolate integer ST texcoords
40 * (fast, simple 2-D texture mapping)
41 * INTERP_TEX - if defined, interpolate set 0 float STRQ texcoords
42 * NOTE: OpenGL STRQ = Mesa STUV (R was taken for red)
43 * INTERP_MULTITEX - if defined, interpolate N units of STRQ texcoords
44 * INTERP_VARYING - if defined, interpolate M floats of GLSL varyings
46 * When one can directly address pixels in the color buffer the following
47 * macros can be defined and used to compute pixel addresses during
48 * rasterization (see pRow):
49 * PIXEL_TYPE - the datatype of a pixel (GLubyte, GLushort, GLuint)
50 * BYTES_PER_ROW - number of bytes per row in the color buffer
51 * PIXEL_ADDRESS(X,Y) - returns the address of pixel at (X,Y) where
52 * Y==0 at bottom of screen and increases upward.
54 * Similarly, for direct depth buffer access, this type is used for depth
56 * DEPTH_TYPE - either GLushort or GLuint
58 * Optionally, one may provide one-time setup code per triangle:
59 * SETUP_CODE - code which is to be executed once per triangle
60 * CLEANUP_CODE - code to execute at end of triangle
62 * The following macro MUST be defined:
63 * RENDER_SPAN(span) - code to write a span of pixels.
65 * This code was designed for the origin to be in the lower-left corner.
67 * Inspired by triangle rasterizer code written by Allen Akin. Thanks Allen!
70 * Some notes on rasterization accuracy:
72 * This code uses fixed point arithmetic (the GLfixed type) to iterate
73 * over the triangle edges and interpolate ancillary data (such as Z,
74 * color, secondary color, etc). The number of fractional bits in
75 * GLfixed and the value of SUB_PIXEL_BITS has a direct bearing on the
76 * accuracy of rasterization.
78 * If SUB_PIXEL_BITS=4 then we'll snap the vertices to the nearest
79 * 1/16 of a pixel. If we're walking up a long, nearly vertical edge
80 * (dx=1/16, dy=1024) we'll need 4 + 10 = 14 fractional bits in
81 * GLfixed to walk the edge without error. If the maximum viewport
82 * height is 4K pixels, then we'll need 4 + 12 = 16 fractional bits.
84 * Historically, Mesa has used 11 fractional bits in GLfixed, snaps
85 * vertices to 1/16 pixel and allowed a maximum viewport height of 2K
86 * pixels. 11 fractional bits is actually insufficient for accurately
87 * rasterizing some triangles. More recently, the maximum viewport
88 * height was increased to 4K pixels. Thus, Mesa should be using 16
89 * fractional bits in GLfixed. Unfortunately, there may be some issues
90 * with setting FIXED_FRAC_BITS=16, such as multiplication overflow.
91 * This will have to be examined in some detail...
93 * For now, if you find rasterization errors, particularly with tall,
94 * sliver triangles, try increasing FIXED_FRAC_BITS and/or decreasing
99 * ColorTemp is used for intermediate color values.
101 #if CHAN_TYPE == GL_FLOAT
102 #define ColorTemp GLfloat
104 #define ColorTemp GLint /* same as GLfixed */
109 * Walk triangle edges with GLfixed or GLdouble
111 #if TRIANGLE_WALK_DOUBLE
112 #define GLinterp GLdouble
113 #define InterpToInt(X) ((GLint) (X))
114 #define INTERP_ONE 1.0
116 #define GLinterp GLfixed
117 #define InterpToInt(X) FixedToInt(X)
118 #define INTERP_ONE FIXED_ONE
123 * Either loop over all texture units, or just use unit zero.
125 #ifdef INTERP_MULTITEX
126 #define TEX_UNIT_LOOP(CODE) \
129 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { \
130 if (ctx->Texture._EnabledCoordUnits & (1 << u)) { \
136 #elif defined(INTERP_TEX)
137 #define TEX_UNIT_LOOP(CODE) \
139 const GLuint u = 0; \
146 #ifdef INTERP_VARYING
147 #define VARYING_LOOP(CODE)\
150 for (iv = 0; iv < MAX_VARYING_VECTORS; iv++) {\
151 for (ic = 0; ic < VARYINGS_PER_VECTOR; ic++) {\
161 * Some code we unfortunately need to prevent negative interpolated colors.
163 #ifndef CLAMP_INTERPOLANT
164 #define CLAMP_INTERPOLANT(CHANNEL, CHANNELSTEP, LEN) \
166 GLfixed endVal = span.CHANNEL + (LEN) * span.CHANNELSTEP; \
168 span.CHANNEL -= endVal; \
170 if (span.CHANNEL < 0) { \
177 static void NAME(GLcontext
*ctx
, const SWvertex
*v0
,
182 const SWvertex
*v0
, *v1
; /* Y(v0) < Y(v1) */
183 #if TRIANGLE_WALK_DOUBLE
184 GLdouble dx
; /* X(v1) - X(v0) */
185 GLdouble dy
; /* Y(v1) - Y(v0) */
186 GLdouble dxdy
; /* dx/dy */
187 GLdouble adjy
; /* adjust from v[0]->fy to fsy, scaled */
188 GLdouble fsx
; /* first sample point x coord */
190 GLdouble fx0
; /*X of lower endpoint */
192 GLfloat dx
; /* X(v1) - X(v0) */
193 GLfloat dy
; /* Y(v1) - Y(v0) */
194 GLfloat dxdy
; /* dx/dy */
195 GLfixed fdxdy
; /* dx/dy in fixed-point */
196 GLfloat adjy
; /* adjust from v[0]->fy to fsy, scaled */
197 GLfixed fsx
; /* first sample point x coord */
199 GLfixed fx0
; /* fixed pt X of lower endpoint */
201 GLint lines
; /* number of lines to be sampled on this edge */
205 const GLint depthBits
= ctx
->DrawBuffer
->Visual
.depthBits
;
206 const GLint fixedToDepthShift
= depthBits
<= 16 ? FIXED_SHIFT
: 0;
207 const GLfloat maxDepth
= ctx
->DrawBuffer
->_DepthMaxF
;
208 #define FixedToDepth(F) ((F) >> fixedToDepthShift)
210 EdgeT eMaj
, eTop
, eBot
;
212 const SWvertex
*vMin
, *vMid
, *vMax
; /* Y(vMin)<=Y(vMid)<=Y(vMax) */
213 GLfloat bf
= SWRAST_CONTEXT(ctx
)->_BackfaceSign
;
214 #if !TRIANGLE_WALK_DOUBLE
215 const GLint snapMask
= ~((FIXED_ONE
/ (1 << SUB_PIXEL_BITS
)) - 1); /* for x/y coord snapping */
217 GLinterp vMin_fx
, vMin_fy
, vMid_fx
, vMid_fy
, vMax_fx
, vMax_fy
;
221 INIT_SPAN(span
, GL_POLYGON
, 0, 0, 0);
224 (void) fixedToDepthShift
;
228 printf("%s()\n", __FUNCTION__);
229 printf(" %g, %g, %g\n", v0->win[0], v0->win[1], v0->win[2]);
230 printf(" %g, %g, %g\n", v1->win[0], v1->win[1], v1->win[2]);
231 printf(" %g, %g, %g\n", v2->win[0], v2->win[1], v2->win[2]);
234 ASSERT(v0->win[2] >= 0.0);
235 ASSERT(v1->win[2] >= 0.0);
236 ASSERT(v2->win[2] >= 0.0);
238 /* Compute fixed point x,y coords w/ half-pixel offsets and snapping.
239 * And find the order of the 3 vertices along the Y axis.
242 #if TRIANGLE_WALK_DOUBLE
243 const GLdouble fy0
= v0
->win
[1] - 0.5;
244 const GLdouble fy1
= v1
->win
[1] - 0.5;
245 const GLdouble fy2
= v2
->win
[1] - 0.5;
247 const GLfixed fy0
= FloatToFixed(v0
->win
[1] - 0.5F
) & snapMask
;
248 const GLfixed fy1
= FloatToFixed(v1
->win
[1] - 0.5F
) & snapMask
;
249 const GLfixed fy2
= FloatToFixed(v2
->win
[1] - 0.5F
) & snapMask
;
254 vMin
= v0
; vMid
= v1
; vMax
= v2
;
255 vMin_fy
= fy0
; vMid_fy
= fy1
; vMax_fy
= fy2
;
257 else if (fy2
<= fy0
) {
259 vMin
= v2
; vMid
= v0
; vMax
= v1
;
260 vMin_fy
= fy2
; vMid_fy
= fy0
; vMax_fy
= fy1
;
264 vMin
= v0
; vMid
= v2
; vMax
= v1
;
265 vMin_fy
= fy0
; vMid_fy
= fy2
; vMax_fy
= fy1
;
272 vMin
= v1
; vMid
= v0
; vMax
= v2
;
273 vMin_fy
= fy1
; vMid_fy
= fy0
; vMax_fy
= fy2
;
276 else if (fy2
<= fy1
) {
278 vMin
= v2
; vMid
= v1
; vMax
= v0
;
279 vMin_fy
= fy2
; vMid_fy
= fy1
; vMax_fy
= fy0
;
284 vMin
= v1
; vMid
= v2
; vMax
= v0
;
285 vMin_fy
= fy1
; vMid_fy
= fy2
; vMax_fy
= fy0
;
289 /* fixed point X coords */
290 #if TRIANGLE_WALK_DOUBLE
291 vMin_fx
= vMin
->win
[0] + 0.5;
292 vMid_fx
= vMid
->win
[0] + 0.5;
293 vMax_fx
= vMax
->win
[0] + 0.5;
295 vMin_fx
= FloatToFixed(vMin
->win
[0] + 0.5F
) & snapMask
;
296 vMid_fx
= FloatToFixed(vMid
->win
[0] + 0.5F
) & snapMask
;
297 vMax_fx
= FloatToFixed(vMax
->win
[0] + 0.5F
) & snapMask
;
301 /* vertex/edge relationship */
302 eMaj
.v0
= vMin
; eMaj
.v1
= vMax
; /*TODO: .v1's not needed */
303 eTop
.v0
= vMid
; eTop
.v1
= vMax
;
304 eBot
.v0
= vMin
; eBot
.v1
= vMid
;
306 /* compute deltas for each edge: vertex[upper] - vertex[lower] */
307 #if TRIANGLE_WALK_DOUBLE
308 eMaj
.dx
= vMax_fx
- vMin_fx
;
309 eMaj
.dy
= vMax_fy
- vMin_fy
;
310 eTop
.dx
= vMax_fx
- vMid_fx
;
311 eTop
.dy
= vMax_fy
- vMid_fy
;
312 eBot
.dx
= vMid_fx
- vMin_fx
;
313 eBot
.dy
= vMid_fy
- vMin_fy
;
315 eMaj
.dx
= FixedToFloat(vMax_fx
- vMin_fx
);
316 eMaj
.dy
= FixedToFloat(vMax_fy
- vMin_fy
);
317 eTop
.dx
= FixedToFloat(vMax_fx
- vMid_fx
);
318 eTop
.dy
= FixedToFloat(vMax_fy
- vMid_fy
);
319 eBot
.dx
= FixedToFloat(vMid_fx
- vMin_fx
);
320 eBot
.dy
= FixedToFloat(vMid_fy
- vMin_fy
);
323 /* compute area, oneOverArea and perform backface culling */
325 #if TRIANGLE_WALK_DOUBLE
326 const GLdouble area
= eMaj
.dx
* eBot
.dy
- eBot
.dx
* eMaj
.dy
;
328 const GLfloat area
= eMaj
.dx
* eBot
.dy
- eBot
.dx
* eMaj
.dy
;
330 /* Do backface culling */
334 if (IS_INF_OR_NAN(area
) || area
== 0.0F
)
337 oneOverArea
= 1.0F
/ area
;
341 span
.facing
= ctx
->_Facing
; /* for 2-sided stencil test */
343 /* Edge setup. For a triangle strip these could be reused... */
345 #if TRIANGLE_WALK_DOUBLE
346 eMaj
.fsy
= CEILF(vMin_fy
);
347 eMaj
.lines
= (GLint
) CEILF(vMax_fy
- eMaj
.fsy
);
349 eMaj
.fsy
= FixedCeil(vMin_fy
);
350 eMaj
.lines
= FixedToInt(FixedCeil(vMax_fy
- eMaj
.fsy
));
352 if (eMaj
.lines
> 0) {
353 eMaj
.dxdy
= eMaj
.dx
/ eMaj
.dy
;
354 #if TRIANGLE_WALK_DOUBLE
355 eMaj
.adjy
= (eMaj
.fsy
- vMin_fy
) * FIXED_SCALE
; /* SCALED! */
357 eMaj
.fsx
= eMaj
.fx0
+ (eMaj
.adjy
* eMaj
.dxdy
) / (GLdouble
) FIXED_SCALE
;
359 eMaj
.fdxdy
= SignedFloatToFixed(eMaj
.dxdy
);
360 eMaj
.adjy
= (GLfloat
) (eMaj
.fsy
- vMin_fy
); /* SCALED! */
362 eMaj
.fsx
= eMaj
.fx0
+ (GLfixed
) (eMaj
.adjy
* eMaj
.dxdy
);
369 #if TRIANGLE_WALK_DOUBLE
370 eTop
.fsy
= CEILF(vMid_fy
);
371 eTop
.lines
= (GLint
) CEILF(vMax_fy
- eTop
.fsy
);
373 eTop
.fsy
= FixedCeil(vMid_fy
);
374 eTop
.lines
= FixedToInt(FixedCeil(vMax_fy
- eTop
.fsy
));
376 if (eTop
.lines
> 0) {
377 eTop
.dxdy
= eTop
.dx
/ eTop
.dy
;
378 #if TRIANGLE_WALK_DOUBLE
379 eTop
.adjy
= (eTop
.fsy
- vMid_fy
) * FIXED_SCALE
; /* SCALED! */
381 eTop
.fsx
= eTop
.fx0
+ (eTop
.adjy
* eTop
.dxdy
) / (GLdouble
) FIXED_SCALE
;
383 eTop
.fdxdy
= SignedFloatToFixed(eTop
.dxdy
);
384 eTop
.adjy
= (GLfloat
) (eTop
.fsy
- vMid_fy
); /* SCALED! */
386 eTop
.fsx
= eTop
.fx0
+ (GLfixed
) (eTop
.adjy
* eTop
.dxdy
);
390 #if TRIANGLE_WALK_DOUBLE
391 eBot
.fsy
= CEILF(vMin_fy
);
392 eBot
.lines
= (GLint
) CEILF(vMid_fy
- eBot
.fsy
);
394 eBot
.fsy
= FixedCeil(vMin_fy
);
395 eBot
.lines
= FixedToInt(FixedCeil(vMid_fy
- eBot
.fsy
));
397 if (eBot
.lines
> 0) {
398 eBot
.dxdy
= eBot
.dx
/ eBot
.dy
;
399 #if TRIANGLE_WALK_DOUBLE
400 eBot
.adjy
= (eBot
.fsy
- vMin_fy
) * FIXED_SCALE
; /* SCALED! */
402 eBot
.fsx
= eBot
.fx0
+ (eBot
.adjy
* eBot
.dxdy
) / (GLdouble
) FIXED_SCALE
;
404 eBot
.fdxdy
= SignedFloatToFixed(eBot
.dxdy
);
405 eBot
.adjy
= (GLfloat
) (eBot
.fsy
- vMin_fy
); /* SCALED! */
407 eBot
.fsx
= eBot
.fx0
+ (GLfixed
) (eBot
.adjy
* eBot
.dxdy
);
413 * Conceptually, we view a triangle as two subtriangles
414 * separated by a perfectly horizontal line. The edge that is
415 * intersected by this line is one with maximal absolute dy; we
416 * call it a ``major'' edge. The other two edges are the
417 * ``top'' edge (for the upper subtriangle) and the ``bottom''
418 * edge (for the lower subtriangle). If either of these two
419 * edges is horizontal or very close to horizontal, the
420 * corresponding subtriangle might cover zero sample points;
421 * we take care to handle such cases, for performance as well
424 * By stepping rasterization parameters along the major edge,
425 * we can avoid recomputing them at the discontinuity where
426 * the top and bottom edges meet. However, this forces us to
427 * be able to scan both left-to-right and right-to-left.
428 * Also, we must determine whether the major edge is at the
429 * left or right side of the triangle. We do this by
430 * computing the magnitude of the cross-product of the major
431 * and top edges. Since this magnitude depends on the sine of
432 * the angle between the two edges, its sign tells us whether
433 * we turn to the left or to the right when travelling along
434 * the major edge to the top edge, and from this we infer
435 * whether the major edge is on the left or the right.
437 * Serendipitously, this cross-product magnitude is also a
438 * value we need to compute the iteration parameter
439 * derivatives for the triangle, and it can be used to perform
440 * backface culling because its sign tells us whether the
441 * triangle is clockwise or counterclockwise. In this code we
442 * refer to it as ``area'' because it's also proportional to
443 * the pixel area of the triangle.
447 GLint scan_from_left_to_right
; /* true if scanning left-to-right */
453 * Execute user-supplied setup code
459 scan_from_left_to_right
= (oneOverArea
< 0.0F
);
462 /* compute d?/dx and d?/dy derivatives */
464 span
.interpMask
|= SPAN_Z
;
466 GLfloat eMaj_dz
= vMax
->win
[2] - vMin
->win
[2];
467 GLfloat eBot_dz
= vMid
->win
[2] - vMin
->win
[2];
468 span
.dzdx
= oneOverArea
* (eMaj_dz
* eBot
.dy
- eMaj
.dy
* eBot_dz
);
469 if (span
.dzdx
> maxDepth
|| span
.dzdx
< -maxDepth
) {
470 /* probably a sliver triangle */
475 span
.dzdy
= oneOverArea
* (eMaj
.dx
* eBot_dz
- eMaj_dz
* eBot
.dx
);
478 span
.zStep
= SignedFloatToFixed(span
.dzdx
);
480 span
.zStep
= (GLint
) span
.dzdx
;
484 span
.interpMask
|= SPAN_W
;
486 const GLfloat eMaj_dw
= vMax
->win
[3] - vMin
->win
[3];
487 const GLfloat eBot_dw
= vMid
->win
[3] - vMin
->win
[3];
488 span
.dwdx
= oneOverArea
* (eMaj_dw
* eBot
.dy
- eMaj
.dy
* eBot_dw
);
489 span
.dwdy
= oneOverArea
* (eMaj
.dx
* eBot_dw
- eMaj_dw
* eBot
.dx
);
493 span
.interpMask
|= SPAN_FOG
;
496 const GLfloat wMax
= vMax
->win
[3], wMin
= vMin
->win
[3], wMid
= vMid
->win
[3];
497 const GLfloat eMaj_dfog
= vMax
->fog
* wMax
- vMin
->fog
* wMin
;
498 const GLfloat eBot_dfog
= vMid
->fog
* wMid
- vMin
->fog
* wMin
;
500 const GLfloat eMaj_dfog
= vMax
->fog
- vMin
->fog
;
501 const GLfloat eBot_dfog
= vMid
->fog
- vMin
->fog
;
503 span
.dfogdx
= oneOverArea
* (eMaj_dfog
* eBot
.dy
- eMaj
.dy
* eBot_dfog
);
504 span
.dfogdy
= oneOverArea
* (eMaj
.dx
* eBot_dfog
- eMaj_dfog
* eBot
.dx
);
505 span
.fogStep
= span
.dfogdx
;
509 span
.interpMask
|= SPAN_RGBA
;
510 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
511 GLfloat eMaj_dr
= (GLfloat
) ((ColorTemp
) vMax
->color
[RCOMP
] - (ColorTemp
) vMin
->color
[RCOMP
]);
512 GLfloat eBot_dr
= (GLfloat
) ((ColorTemp
) vMid
->color
[RCOMP
] - (ColorTemp
) vMin
->color
[RCOMP
]);
513 GLfloat eMaj_dg
= (GLfloat
) ((ColorTemp
) vMax
->color
[GCOMP
] - (ColorTemp
) vMin
->color
[GCOMP
]);
514 GLfloat eBot_dg
= (GLfloat
) ((ColorTemp
) vMid
->color
[GCOMP
] - (ColorTemp
) vMin
->color
[GCOMP
]);
515 GLfloat eMaj_db
= (GLfloat
) ((ColorTemp
) vMax
->color
[BCOMP
] - (ColorTemp
) vMin
->color
[BCOMP
]);
516 GLfloat eBot_db
= (GLfloat
) ((ColorTemp
) vMid
->color
[BCOMP
] - (ColorTemp
) vMin
->color
[BCOMP
]);
518 GLfloat eMaj_da
= (GLfloat
) ((ColorTemp
) vMax
->color
[ACOMP
] - (ColorTemp
) vMin
->color
[ACOMP
]);
519 GLfloat eBot_da
= (GLfloat
) ((ColorTemp
) vMid
->color
[ACOMP
] - (ColorTemp
) vMin
->color
[ACOMP
]);
521 span
.drdx
= oneOverArea
* (eMaj_dr
* eBot
.dy
- eMaj
.dy
* eBot_dr
);
522 span
.drdy
= oneOverArea
* (eMaj
.dx
* eBot_dr
- eMaj_dr
* eBot
.dx
);
523 span
.dgdx
= oneOverArea
* (eMaj_dg
* eBot
.dy
- eMaj
.dy
* eBot_dg
);
524 span
.dgdy
= oneOverArea
* (eMaj
.dx
* eBot_dg
- eMaj_dg
* eBot
.dx
);
525 span
.dbdx
= oneOverArea
* (eMaj_db
* eBot
.dy
- eMaj
.dy
* eBot_db
);
526 span
.dbdy
= oneOverArea
* (eMaj
.dx
* eBot_db
- eMaj_db
* eBot
.dx
);
527 # if CHAN_TYPE == GL_FLOAT
528 span
.redStep
= span
.drdx
;
529 span
.greenStep
= span
.dgdx
;
530 span
.blueStep
= span
.dbdx
;
532 span
.redStep
= SignedFloatToFixed(span
.drdx
);
533 span
.greenStep
= SignedFloatToFixed(span
.dgdx
);
534 span
.blueStep
= SignedFloatToFixed(span
.dbdx
);
535 # endif /* GL_FLOAT */
537 span
.dadx
= oneOverArea
* (eMaj_da
* eBot
.dy
- eMaj
.dy
* eBot_da
);
538 span
.dady
= oneOverArea
* (eMaj
.dx
* eBot_da
- eMaj_da
* eBot
.dx
);
539 # if CHAN_TYPE == GL_FLOAT
540 span
.alphaStep
= span
.dadx
;
542 span
.alphaStep
= SignedFloatToFixed(span
.dadx
);
543 # endif /* GL_FLOAT */
544 # endif /* INTERP_ALPHA */
547 ASSERT(ctx
->Light
.ShadeModel
== GL_FLAT
);
548 span
.interpMask
|= SPAN_FLAT
;
549 span
.drdx
= span
.drdy
= 0.0F
;
550 span
.dgdx
= span
.dgdy
= 0.0F
;
551 span
.dbdx
= span
.dbdy
= 0.0F
;
552 # if CHAN_TYPE == GL_FLOAT
554 span
.greenStep
= 0.0F
;
555 span
.blueStep
= 0.0F
;
560 # endif /* GL_FLOAT */
562 span
.dadx
= span
.dady
= 0.0F
;
563 # if CHAN_TYPE == GL_FLOAT
564 span
.alphaStep
= 0.0F
;
567 # endif /* GL_FLOAT */
570 #endif /* INTERP_RGB */
572 span
.interpMask
|= SPAN_SPEC
;
573 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
574 GLfloat eMaj_dsr
= (GLfloat
) ((ColorTemp
) vMax
->specular
[RCOMP
] - (ColorTemp
) vMin
->specular
[RCOMP
]);
575 GLfloat eBot_dsr
= (GLfloat
) ((ColorTemp
) vMid
->specular
[RCOMP
] - (ColorTemp
) vMin
->specular
[RCOMP
]);
576 GLfloat eMaj_dsg
= (GLfloat
) ((ColorTemp
) vMax
->specular
[GCOMP
] - (ColorTemp
) vMin
->specular
[GCOMP
]);
577 GLfloat eBot_dsg
= (GLfloat
) ((ColorTemp
) vMid
->specular
[GCOMP
] - (ColorTemp
) vMin
->specular
[GCOMP
]);
578 GLfloat eMaj_dsb
= (GLfloat
) ((ColorTemp
) vMax
->specular
[BCOMP
] - (ColorTemp
) vMin
->specular
[BCOMP
]);
579 GLfloat eBot_dsb
= (GLfloat
) ((ColorTemp
) vMid
->specular
[BCOMP
] - (ColorTemp
) vMin
->specular
[BCOMP
]);
580 span
.dsrdx
= oneOverArea
* (eMaj_dsr
* eBot
.dy
- eMaj
.dy
* eBot_dsr
);
581 span
.dsrdy
= oneOverArea
* (eMaj
.dx
* eBot_dsr
- eMaj_dsr
* eBot
.dx
);
582 span
.dsgdx
= oneOverArea
* (eMaj_dsg
* eBot
.dy
- eMaj
.dy
* eBot_dsg
);
583 span
.dsgdy
= oneOverArea
* (eMaj
.dx
* eBot_dsg
- eMaj_dsg
* eBot
.dx
);
584 span
.dsbdx
= oneOverArea
* (eMaj_dsb
* eBot
.dy
- eMaj
.dy
* eBot_dsb
);
585 span
.dsbdy
= oneOverArea
* (eMaj
.dx
* eBot_dsb
- eMaj_dsb
* eBot
.dx
);
586 # if CHAN_TYPE == GL_FLOAT
587 span
.specRedStep
= span
.dsrdx
;
588 span
.specGreenStep
= span
.dsgdx
;
589 span
.specBlueStep
= span
.dsbdx
;
591 span
.specRedStep
= SignedFloatToFixed(span
.dsrdx
);
592 span
.specGreenStep
= SignedFloatToFixed(span
.dsgdx
);
593 span
.specBlueStep
= SignedFloatToFixed(span
.dsbdx
);
597 span
.dsrdx
= span
.dsrdy
= 0.0F
;
598 span
.dsgdx
= span
.dsgdy
= 0.0F
;
599 span
.dsbdx
= span
.dsbdy
= 0.0F
;
600 # if CHAN_TYPE == GL_FLOAT
601 span
.specRedStep
= 0.0F
;
602 span
.specGreenStep
= 0.0F
;
603 span
.specBlueStep
= 0.0F
;
605 span
.specRedStep
= 0;
606 span
.specGreenStep
= 0;
607 span
.specBlueStep
= 0;
610 #endif /* INTERP_SPEC */
612 span
.interpMask
|= SPAN_INDEX
;
613 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
614 GLfloat eMaj_di
= vMax
->index
- vMin
->index
;
615 GLfloat eBot_di
= vMid
->index
- vMin
->index
;
616 didx
= oneOverArea
* (eMaj_di
* eBot
.dy
- eMaj
.dy
* eBot_di
);
617 didy
= oneOverArea
* (eMaj
.dx
* eBot_di
- eMaj_di
* eBot
.dx
);
618 span
.indexStep
= SignedFloatToFixed(didx
);
621 span
.interpMask
|= SPAN_FLAT
;
626 #ifdef INTERP_INT_TEX
627 span
.interpMask
|= SPAN_INT_TEXTURE
;
629 GLfloat eMaj_ds
= (vMax
->texcoord
[0][0] - vMin
->texcoord
[0][0]) * S_SCALE
;
630 GLfloat eBot_ds
= (vMid
->texcoord
[0][0] - vMin
->texcoord
[0][0]) * S_SCALE
;
631 GLfloat eMaj_dt
= (vMax
->texcoord
[0][1] - vMin
->texcoord
[0][1]) * T_SCALE
;
632 GLfloat eBot_dt
= (vMid
->texcoord
[0][1] - vMin
->texcoord
[0][1]) * T_SCALE
;
633 span
.texStepX
[0][0] = oneOverArea
* (eMaj_ds
* eBot
.dy
- eMaj
.dy
* eBot_ds
);
634 span
.texStepY
[0][0] = oneOverArea
* (eMaj
.dx
* eBot_ds
- eMaj_ds
* eBot
.dx
);
635 span
.texStepX
[0][1] = oneOverArea
* (eMaj_dt
* eBot
.dy
- eMaj
.dy
* eBot_dt
);
636 span
.texStepY
[0][1] = oneOverArea
* (eMaj
.dx
* eBot_dt
- eMaj_dt
* eBot
.dx
);
637 span
.intTexStep
[0] = SignedFloatToFixed(span
.texStepX
[0][0]);
638 span
.intTexStep
[1] = SignedFloatToFixed(span
.texStepX
[0][1]);
642 span
.interpMask
|= SPAN_TEXTURE
;
645 const GLfloat wMax
= vMax
->win
[3], wMin
= vMin
->win
[3], wMid
= vMid
->win
[3];
647 GLfloat eMaj_ds
= vMax
->texcoord
[u
][0] * wMax
- vMin
->texcoord
[u
][0] * wMin
;
648 GLfloat eBot_ds
= vMid
->texcoord
[u
][0] * wMid
- vMin
->texcoord
[u
][0] * wMin
;
649 GLfloat eMaj_dt
= vMax
->texcoord
[u
][1] * wMax
- vMin
->texcoord
[u
][1] * wMin
;
650 GLfloat eBot_dt
= vMid
->texcoord
[u
][1] * wMid
- vMin
->texcoord
[u
][1] * wMin
;
651 GLfloat eMaj_du
= vMax
->texcoord
[u
][2] * wMax
- vMin
->texcoord
[u
][2] * wMin
;
652 GLfloat eBot_du
= vMid
->texcoord
[u
][2] * wMid
- vMin
->texcoord
[u
][2] * wMin
;
653 GLfloat eMaj_dv
= vMax
->texcoord
[u
][3] * wMax
- vMin
->texcoord
[u
][3] * wMin
;
654 GLfloat eBot_dv
= vMid
->texcoord
[u
][3] * wMid
- vMin
->texcoord
[u
][3] * wMin
;
655 span
.texStepX
[u
][0] = oneOverArea
* (eMaj_ds
* eBot
.dy
- eMaj
.dy
* eBot_ds
);
656 span
.texStepY
[u
][0] = oneOverArea
* (eMaj
.dx
* eBot_ds
- eMaj_ds
* eBot
.dx
);
657 span
.texStepX
[u
][1] = oneOverArea
* (eMaj_dt
* eBot
.dy
- eMaj
.dy
* eBot_dt
);
658 span
.texStepY
[u
][1] = oneOverArea
* (eMaj
.dx
* eBot_dt
- eMaj_dt
* eBot
.dx
);
659 span
.texStepX
[u
][2] = oneOverArea
* (eMaj_du
* eBot
.dy
- eMaj
.dy
* eBot_du
);
660 span
.texStepY
[u
][2] = oneOverArea
* (eMaj
.dx
* eBot_du
- eMaj_du
* eBot
.dx
);
661 span
.texStepX
[u
][3] = oneOverArea
* (eMaj_dv
* eBot
.dy
- eMaj
.dy
* eBot_dv
);
662 span
.texStepY
[u
][3] = oneOverArea
* (eMaj
.dx
* eBot_dv
- eMaj_dv
* eBot
.dx
);
666 #ifdef INTERP_VARYING
667 span
.interpMask
|= SPAN_VARYING
;
670 const GLfloat wMax
= vMax
->win
[3], wMin
= vMin
->win
[3], wMid
= vMid
->win
[3];
672 GLfloat eMaj_dvar
= vMax
->attribute
[iv
][ic
] * wMax
- vMin
->attribute
[iv
][ic
] * wMin
;
673 GLfloat eBot_dvar
= vMid
->attribute
[iv
][ic
] * wMid
- vMin
->attribute
[iv
][ic
] * wMin
;
674 span
.varStepX
[iv
][ic
] = oneOverArea
* (eMaj_dvar
* eBot
.dy
- eMaj
.dy
* eBot_dvar
);
675 span
.varStepY
[iv
][ic
] = oneOverArea
* (eMaj
.dx
* eBot_dvar
- eMaj_dvar
* eBot
.dx
);
681 * We always sample at pixel centers. However, we avoid
682 * explicit half-pixel offsets in this code by incorporating
683 * the proper offset in each of x and y during the
684 * transformation to window coordinates.
686 * We also apply the usual rasterization rules to prevent
687 * cracks and overlaps. A pixel is considered inside a
688 * subtriangle if it meets all of four conditions: it is on or
689 * to the right of the left edge, strictly to the left of the
690 * right edge, on or below the top edge, and strictly above
691 * the bottom edge. (Some edges may be degenerate.)
693 * The following discussion assumes left-to-right scanning
694 * (that is, the major edge is on the left); the right-to-left
695 * case is a straightforward variation.
697 * We start by finding the half-integral y coordinate that is
698 * at or below the top of the triangle. This gives us the
699 * first scan line that could possibly contain pixels that are
700 * inside the triangle.
702 * Next we creep down the major edge until we reach that y,
703 * and compute the corresponding x coordinate on the edge.
704 * Then we find the half-integral x that lies on or just
705 * inside the edge. This is the first pixel that might lie in
706 * the interior of the triangle. (We won't know for sure
707 * until we check the other edges.)
709 * As we rasterize the triangle, we'll step down the major
710 * edge. For each step in y, we'll move an integer number
711 * of steps in x. There are two possible x step sizes, which
712 * we'll call the ``inner'' step (guaranteed to land on the
713 * edge or inside it) and the ``outer'' step (guaranteed to
714 * land on the edge or outside it). The inner and outer steps
715 * differ by one. During rasterization we maintain an error
716 * term that indicates our distance from the true edge, and
717 * select either the inner step or the outer step, whichever
718 * gets us to the first pixel that falls inside the triangle.
720 * All parameters (z, red, etc.) as well as the buffer
721 * addresses for color and z have inner and outer step values,
722 * so that we can increment them appropriately. This method
723 * eliminates the need to adjust parameters by creeping a
724 * sub-pixel amount into the triangle at each scanline.
729 GLinterp fxLeftEdge
= 0, fxRightEdge
= 0;
730 GLinterp fdxLeftEdge
= 0, fdxRightEdge
= 0;
731 GLinterp fError
= 0, fdError
= 0;
733 PIXEL_TYPE
*pRow
= NULL
;
734 GLint dPRowOuter
= 0, dPRowInner
; /* offset in bytes */
738 struct gl_renderbuffer
*zrb
739 = ctx
->DrawBuffer
->Attachment
[BUFFER_DEPTH
].Renderbuffer
;
740 DEPTH_TYPE
*zRow
= NULL
;
741 GLint dZRowOuter
= 0, dZRowInner
; /* offset in bytes */
744 GLfixed fdzOuter
= 0, fdzInner
;
747 GLfloat wLeft
= 0, dwOuter
= 0, dwInner
;
750 GLfloat fogLeft
= 0, dfogOuter
= 0, dfogInner
;
753 ColorTemp rLeft
= 0, fdrOuter
= 0, fdrInner
;
754 ColorTemp gLeft
= 0, fdgOuter
= 0, fdgInner
;
755 ColorTemp bLeft
= 0, fdbOuter
= 0, fdbInner
;
758 ColorTemp aLeft
= 0, fdaOuter
= 0, fdaInner
;
761 ColorTemp srLeft
=0, dsrOuter
=0, dsrInner
;
762 ColorTemp sgLeft
=0, dsgOuter
=0, dsgInner
;
763 ColorTemp sbLeft
=0, dsbOuter
=0, dsbInner
;
766 GLfixed iLeft
=0, diOuter
=0, diInner
;
768 #ifdef INTERP_INT_TEX
769 GLfixed sLeft
=0, dsOuter
=0, dsInner
;
770 GLfixed tLeft
=0, dtOuter
=0, dtInner
;
773 GLfloat sLeft
[MAX_TEXTURE_COORD_UNITS
];
774 GLfloat tLeft
[MAX_TEXTURE_COORD_UNITS
];
775 GLfloat uLeft
[MAX_TEXTURE_COORD_UNITS
];
776 GLfloat vLeft
[MAX_TEXTURE_COORD_UNITS
];
777 GLfloat dsOuter
[MAX_TEXTURE_COORD_UNITS
], dsInner
[MAX_TEXTURE_COORD_UNITS
];
778 GLfloat dtOuter
[MAX_TEXTURE_COORD_UNITS
], dtInner
[MAX_TEXTURE_COORD_UNITS
];
779 GLfloat duOuter
[MAX_TEXTURE_COORD_UNITS
], duInner
[MAX_TEXTURE_COORD_UNITS
];
780 GLfloat dvOuter
[MAX_TEXTURE_COORD_UNITS
], dvInner
[MAX_TEXTURE_COORD_UNITS
];
782 #ifdef INTERP_VARYING
783 GLfloat varLeft
[MAX_VARYING_VECTORS
][VARYINGS_PER_VECTOR
];
784 GLfloat dvarOuter
[MAX_VARYING_VECTORS
][VARYINGS_PER_VECTOR
];
785 GLfloat dvarInner
[MAX_VARYING_VECTORS
][VARYINGS_PER_VECTOR
];
788 for (subTriangle
=0; subTriangle
<=1; subTriangle
++) {
789 EdgeT
*eLeft
, *eRight
;
790 int setupLeft
, setupRight
;
793 if (subTriangle
==0) {
795 if (scan_from_left_to_right
) {
798 lines
= eRight
->lines
;
805 lines
= eLeft
->lines
;
812 if (scan_from_left_to_right
) {
815 lines
= eRight
->lines
;
822 lines
= eLeft
->lines
;
830 if (setupLeft
&& eLeft
->lines
> 0) {
831 const SWvertex
*vLower
= eLeft
->v0
;
832 #if TRIANGLE_WALK_DOUBLE
833 const GLdouble fsy
= eLeft
->fsy
;
834 const GLdouble fsx
= eLeft
->fsx
;
835 const GLdouble fx
= CEILF(fsx
);
836 const GLdouble adjx
= (fx
- eLeft
->fx0
) * FIXED_SCALE
; /* SCALED! */
838 const GLfixed fsy
= eLeft
->fsy
;
839 const GLfixed fsx
= eLeft
->fsx
; /* no fractional part */
840 const GLfixed fx
= FixedCeil(fsx
); /* no fractional part */
841 const GLfixed adjx
= (GLinterp
) (fx
- eLeft
->fx0
); /* SCALED! */
843 const GLinterp adjy
= (GLinterp
) eLeft
->adjy
; /* SCALED! */
845 #if TRIANGLE_WALK_DOUBLE
848 fError
= fx
- fsx
- 1.0;
850 fdxLeftEdge
= eLeft
->dxdy
;
851 dxOuter
= FLOORF(fdxLeftEdge
);
852 fdError
= dxOuter
- fdxLeftEdge
+ 1.0;
853 idxOuter
= (GLint
) dxOuter
;
854 span
.y
= (GLint
) fsy
;
859 fError
= fx
- fsx
- FIXED_ONE
;
860 fxLeftEdge
= fsx
- FIXED_EPSILON
;
861 fdxLeftEdge
= eLeft
->fdxdy
;
862 fdxOuter
= FixedFloor(fdxLeftEdge
- FIXED_EPSILON
);
863 fdError
= fdxOuter
- fdxLeftEdge
+ FIXED_ONE
;
864 idxOuter
= FixedToInt(fdxOuter
);
865 dxOuter
= (GLfloat
) idxOuter
;
866 span
.y
= FixedToInt(fsy
);
869 /* silence warnings on some compilers */
877 pRow
= (PIXEL_TYPE
*) PIXEL_ADDRESS(InterpToInt(fxLeftEdge
), span
.y
);
878 dPRowOuter
= -((int)BYTES_PER_ROW
) + idxOuter
* sizeof(PIXEL_TYPE
);
879 /* negative because Y=0 at bottom and increases upward */
883 * Now we need the set of parameter (z, color, etc.) values at
884 * the point (fx, fsy). This gives us properly-sampled parameter
885 * values that we can step from pixel to pixel. Furthermore,
886 * although we might have intermediate results that overflow
887 * the normal parameter range when we step temporarily outside
888 * the triangle, we shouldn't overflow or underflow for any
889 * pixel that's actually inside the triangle.
894 GLfloat z0
= vLower
->win
[2];
895 if (depthBits
<= 16) {
896 /* interpolate fixed-pt values */
897 GLfloat tmp
= (z0
* FIXED_SCALE
+ span
.dzdx
* adjx
898 + span
.dzdy
* adjy
) + FIXED_HALF
;
899 if (tmp
< MAX_GLUINT
/ 2)
900 zLeft
= (GLfixed
) tmp
;
902 zLeft
= MAX_GLUINT
/ 2;
903 fdzOuter
= SignedFloatToFixed(span
.dzdy
+ dxOuter
* span
.dzdx
);
906 /* interpolate depth values w/out scaling */
907 zLeft
= (GLuint
) (z0
+ span
.dzdx
* FixedToFloat(adjx
)
908 + span
.dzdy
* FixedToFloat(adjy
));
909 fdzOuter
= (GLint
) (span
.dzdy
+ dxOuter
* span
.dzdx
);
912 zRow
= (DEPTH_TYPE
*)
913 zrb
->GetPointer(ctx
, zrb
, InterpToInt(fxLeftEdge
), span
.y
);
914 dZRowOuter
= (ctx
->DrawBuffer
->Width
+ idxOuter
) * sizeof(DEPTH_TYPE
);
919 wLeft
= vLower
->win
[3] + (span
.dwdx
* adjx
+ span
.dwdy
* adjy
) * (1.0F
/FIXED_SCALE
);
920 dwOuter
= span
.dwdy
+ dxOuter
* span
.dwdx
;
924 fogLeft
= vLower
->fog
* vLower
->win
[3] + (span
.dfogdx
* adjx
+ span
.dfogdy
* adjy
) * (1.0F
/FIXED_SCALE
);
926 fogLeft
= vLower
->fog
+ (span
.dfogdx
* adjx
+ span
.dfogdy
* adjy
) * (1.0F
/FIXED_SCALE
);
928 dfogOuter
= span
.dfogdy
+ dxOuter
* span
.dfogdx
;
931 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
932 # if CHAN_TYPE == GL_FLOAT
933 rLeft
= vLower
->color
[RCOMP
] + (span
.drdx
* adjx
+ span
.drdy
* adjy
) * (1.0F
/ FIXED_SCALE
);
934 gLeft
= vLower
->color
[GCOMP
] + (span
.dgdx
* adjx
+ span
.dgdy
* adjy
) * (1.0F
/ FIXED_SCALE
);
935 bLeft
= vLower
->color
[BCOMP
] + (span
.dbdx
* adjx
+ span
.dbdy
* adjy
) * (1.0F
/ FIXED_SCALE
);
936 fdrOuter
= span
.drdy
+ dxOuter
* span
.drdx
;
937 fdgOuter
= span
.dgdy
+ dxOuter
* span
.dgdx
;
938 fdbOuter
= span
.dbdy
+ dxOuter
* span
.dbdx
;
940 rLeft
= (GLint
)(ChanToFixed(vLower
->color
[RCOMP
]) + span
.drdx
* adjx
+ span
.drdy
* adjy
) + FIXED_HALF
;
941 gLeft
= (GLint
)(ChanToFixed(vLower
->color
[GCOMP
]) + span
.dgdx
* adjx
+ span
.dgdy
* adjy
) + FIXED_HALF
;
942 bLeft
= (GLint
)(ChanToFixed(vLower
->color
[BCOMP
]) + span
.dbdx
* adjx
+ span
.dbdy
* adjy
) + FIXED_HALF
;
943 fdrOuter
= SignedFloatToFixed(span
.drdy
+ dxOuter
* span
.drdx
);
944 fdgOuter
= SignedFloatToFixed(span
.dgdy
+ dxOuter
* span
.dgdx
);
945 fdbOuter
= SignedFloatToFixed(span
.dbdy
+ dxOuter
* span
.dbdx
);
948 # if CHAN_TYPE == GL_FLOAT
949 aLeft
= vLower
->color
[ACOMP
] + (span
.dadx
* adjx
+ span
.dady
* adjy
) * (1.0F
/ FIXED_SCALE
);
950 fdaOuter
= span
.dady
+ dxOuter
* span
.dadx
;
952 aLeft
= (GLint
)(ChanToFixed(vLower
->color
[ACOMP
]) + span
.dadx
* adjx
+ span
.dady
* adjy
) + FIXED_HALF
;
953 fdaOuter
= SignedFloatToFixed(span
.dady
+ dxOuter
* span
.dadx
);
958 ASSERT(ctx
->Light
.ShadeModel
== GL_FLAT
);
959 # if CHAN_TYPE == GL_FLOAT
960 rLeft
= v2
->color
[RCOMP
];
961 gLeft
= v2
->color
[GCOMP
];
962 bLeft
= v2
->color
[BCOMP
];
963 fdrOuter
= fdgOuter
= fdbOuter
= 0.0F
;
965 rLeft
= ChanToFixed(v2
->color
[RCOMP
]);
966 gLeft
= ChanToFixed(v2
->color
[GCOMP
]);
967 bLeft
= ChanToFixed(v2
->color
[BCOMP
]);
968 fdrOuter
= fdgOuter
= fdbOuter
= 0;
971 # if CHAN_TYPE == GL_FLOAT
972 aLeft
= v2
->color
[ACOMP
];
975 aLeft
= ChanToFixed(v2
->color
[ACOMP
]);
980 #endif /* INTERP_RGB */
984 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
985 # if CHAN_TYPE == GL_FLOAT
986 srLeft
= vLower
->specular
[RCOMP
] + (span
.dsrdx
* adjx
+ span
.dsrdy
* adjy
) * (1.0F
/ FIXED_SCALE
);
987 sgLeft
= vLower
->specular
[GCOMP
] + (span
.dsgdx
* adjx
+ span
.dsgdy
* adjy
) * (1.0F
/ FIXED_SCALE
);
988 sbLeft
= vLower
->specular
[BCOMP
] + (span
.dsbdx
* adjx
+ span
.dsbdy
* adjy
) * (1.0F
/ FIXED_SCALE
);
989 dsrOuter
= span
.dsrdy
+ dxOuter
* span
.dsrdx
;
990 dsgOuter
= span
.dsgdy
+ dxOuter
* span
.dsgdx
;
991 dsbOuter
= span
.dsbdy
+ dxOuter
* span
.dsbdx
;
993 srLeft
= (GLfixed
) (ChanToFixed(vLower
->specular
[RCOMP
]) + span
.dsrdx
* adjx
+ span
.dsrdy
* adjy
) + FIXED_HALF
;
994 sgLeft
= (GLfixed
) (ChanToFixed(vLower
->specular
[GCOMP
]) + span
.dsgdx
* adjx
+ span
.dsgdy
* adjy
) + FIXED_HALF
;
995 sbLeft
= (GLfixed
) (ChanToFixed(vLower
->specular
[BCOMP
]) + span
.dsbdx
* adjx
+ span
.dsbdy
* adjy
) + FIXED_HALF
;
996 dsrOuter
= SignedFloatToFixed(span
.dsrdy
+ dxOuter
* span
.dsrdx
);
997 dsgOuter
= SignedFloatToFixed(span
.dsgdy
+ dxOuter
* span
.dsgdx
);
998 dsbOuter
= SignedFloatToFixed(span
.dsbdy
+ dxOuter
* span
.dsbdx
);
1002 ASSERT(ctx
->Light
.ShadeModel
== GL_FLAT
);
1003 #if CHAN_TYPE == GL_FLOAT
1004 srLeft
= v2
->specular
[RCOMP
];
1005 sgLeft
= v2
->specular
[GCOMP
];
1006 sbLeft
= v2
->specular
[BCOMP
];
1007 dsrOuter
= dsgOuter
= dsbOuter
= 0.0F
;
1009 srLeft
= ChanToFixed(v2
->specular
[RCOMP
]);
1010 sgLeft
= ChanToFixed(v2
->specular
[GCOMP
]);
1011 sbLeft
= ChanToFixed(v2
->specular
[BCOMP
]);
1012 dsrOuter
= dsgOuter
= dsbOuter
= 0;
1018 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
1019 iLeft
= (GLfixed
)(vLower
->index
* FIXED_SCALE
1020 + didx
* adjx
+ didy
* adjy
) + FIXED_HALF
;
1021 diOuter
= SignedFloatToFixed(didy
+ dxOuter
* didx
);
1024 ASSERT(ctx
->Light
.ShadeModel
== GL_FLAT
);
1025 iLeft
= FloatToFixed(v2
->index
);
1029 #ifdef INTERP_INT_TEX
1032 s0
= vLower
->texcoord
[0][0] * S_SCALE
;
1033 sLeft
= (GLfixed
)(s0
* FIXED_SCALE
+ span
.texStepX
[0][0] * adjx
1034 + span
.texStepY
[0][0] * adjy
) + FIXED_HALF
;
1035 dsOuter
= SignedFloatToFixed(span
.texStepY
[0][0] + dxOuter
* span
.texStepX
[0][0]);
1037 t0
= vLower
->texcoord
[0][1] * T_SCALE
;
1038 tLeft
= (GLfixed
)(t0
* FIXED_SCALE
+ span
.texStepX
[0][1] * adjx
1039 + span
.texStepY
[0][1] * adjy
) + FIXED_HALF
;
1040 dtOuter
= SignedFloatToFixed(span
.texStepY
[0][1] + dxOuter
* span
.texStepX
[0][1]);
1045 const GLfloat invW
= vLower
->win
[3];
1046 const GLfloat s0
= vLower
->texcoord
[u
][0] * invW
;
1047 const GLfloat t0
= vLower
->texcoord
[u
][1] * invW
;
1048 const GLfloat u0
= vLower
->texcoord
[u
][2] * invW
;
1049 const GLfloat v0
= vLower
->texcoord
[u
][3] * invW
;
1050 sLeft
[u
] = s0
+ (span
.texStepX
[u
][0] * adjx
+ span
.texStepY
[u
][0] * adjy
) * (1.0F
/FIXED_SCALE
);
1051 tLeft
[u
] = t0
+ (span
.texStepX
[u
][1] * adjx
+ span
.texStepY
[u
][1] * adjy
) * (1.0F
/FIXED_SCALE
);
1052 uLeft
[u
] = u0
+ (span
.texStepX
[u
][2] * adjx
+ span
.texStepY
[u
][2] * adjy
) * (1.0F
/FIXED_SCALE
);
1053 vLeft
[u
] = v0
+ (span
.texStepX
[u
][3] * adjx
+ span
.texStepY
[u
][3] * adjy
) * (1.0F
/FIXED_SCALE
);
1054 dsOuter
[u
] = span
.texStepY
[u
][0] + dxOuter
* span
.texStepX
[u
][0];
1055 dtOuter
[u
] = span
.texStepY
[u
][1] + dxOuter
* span
.texStepX
[u
][1];
1056 duOuter
[u
] = span
.texStepY
[u
][2] + dxOuter
* span
.texStepX
[u
][2];
1057 dvOuter
[u
] = span
.texStepY
[u
][3] + dxOuter
* span
.texStepX
[u
][3];
1060 #ifdef INTERP_VARYING
1062 const GLfloat invW
= vLower
->win
[3];
1063 const GLfloat var0
= vLower
->attribute
[iv
][ic
] * invW
;
1064 varLeft
[iv
][ic
] = var0
+ (span
.varStepX
[iv
][ic
] * adjx
+
1065 span
.varStepY
[iv
][ic
] * adjy
) * (1.0f
/ FIXED_SCALE
);
1066 dvarOuter
[iv
][ic
] = span
.varStepY
[iv
][ic
] + dxOuter
* span
.varStepX
[iv
][ic
];
1072 if (setupRight
&& eRight
->lines
>0) {
1073 #if TRIANGLE_WALK_DOUBLE
1074 fxRightEdge
= eRight
->fsx
;
1075 fdxRightEdge
= eRight
->dxdy
;
1077 fxRightEdge
= eRight
->fsx
- FIXED_EPSILON
;
1078 fdxRightEdge
= eRight
->fdxdy
;
1087 /* Rasterize setup */
1088 #ifdef PIXEL_ADDRESS
1089 dPRowInner
= dPRowOuter
+ sizeof(PIXEL_TYPE
);
1093 dZRowInner
= dZRowOuter
+ sizeof(DEPTH_TYPE
);
1095 fdzInner
= fdzOuter
+ span
.zStep
;
1098 dwInner
= dwOuter
+ span
.dwdx
;
1101 dfogInner
= dfogOuter
+ span
.dfogdx
;
1104 fdrInner
= fdrOuter
+ span
.redStep
;
1105 fdgInner
= fdgOuter
+ span
.greenStep
;
1106 fdbInner
= fdbOuter
+ span
.blueStep
;
1109 fdaInner
= fdaOuter
+ span
.alphaStep
;
1112 dsrInner
= dsrOuter
+ span
.specRedStep
;
1113 dsgInner
= dsgOuter
+ span
.specGreenStep
;
1114 dsbInner
= dsbOuter
+ span
.specBlueStep
;
1117 diInner
= diOuter
+ span
.indexStep
;
1119 #ifdef INTERP_INT_TEX
1120 dsInner
= dsOuter
+ span
.intTexStep
[0];
1121 dtInner
= dtOuter
+ span
.intTexStep
[1];
1125 dsInner
[u
] = dsOuter
[u
] + span
.texStepX
[u
][0];
1126 dtInner
[u
] = dtOuter
[u
] + span
.texStepX
[u
][1];
1127 duInner
[u
] = duOuter
[u
] + span
.texStepX
[u
][2];
1128 dvInner
[u
] = dvOuter
[u
] + span
.texStepX
[u
][3];
1131 #ifdef INTERP_VARYING
1133 dvarInner
[iv
][ic
] = dvarOuter
[iv
][ic
] + span
.varStepX
[iv
][ic
];
1138 /* initialize the span interpolants to the leftmost value */
1139 /* ff = fixed-pt fragment */
1140 const GLint right
= InterpToInt(fxRightEdge
);
1141 span
.x
= InterpToInt(fxLeftEdge
);
1142 if (right
<= span
.x
)
1145 span
.end
= right
- span
.x
;
1165 span
.specRed
= srLeft
;
1166 span
.specGreen
= sgLeft
;
1167 span
.specBlue
= sbLeft
;
1172 #ifdef INTERP_INT_TEX
1173 span
.intTex
[0] = sLeft
;
1174 span
.intTex
[1] = tLeft
;
1179 span
.tex
[u
][0] = sLeft
[u
];
1180 span
.tex
[u
][1] = tLeft
[u
];
1181 span
.tex
[u
][2] = uLeft
[u
];
1182 span
.tex
[u
][3] = vLeft
[u
];
1185 #ifdef INTERP_VARYING
1187 span
.var
[iv
][ic
] = varLeft
[iv
][ic
];
1191 /* This is where we actually generate fragments */
1192 /* XXX the test for span.y > 0 _shouldn't_ be needed but
1193 * it fixes a problem on 64-bit Opterons (bug 4842).
1195 if (span
.end
> 0 && span
.y
>= 0) {
1196 const GLint len
= span
.end
- 1;
1199 CLAMP_INTERPOLANT(red
, redStep
, len
);
1200 CLAMP_INTERPOLANT(green
, greenStep
, len
);
1201 CLAMP_INTERPOLANT(blue
, blueStep
, len
);
1204 CLAMP_INTERPOLANT(alpha
, alphaStep
, len
);
1207 CLAMP_INTERPOLANT(specRed
, specRedStep
, len
);
1208 CLAMP_INTERPOLANT(specGreen
, specGreenStep
, len
);
1209 CLAMP_INTERPOLANT(specBlue
, specBlueStep
, len
);
1212 CLAMP_INTERPOLANT(index
, indexStep
, len
);
1215 RENDER_SPAN( span
);
1220 * Advance to the next scan line. Compute the
1221 * new edge coordinates, and adjust the
1222 * pixel-center x coordinate so that it stays
1223 * on or inside the major edge.
1228 fxLeftEdge
+= fdxLeftEdge
;
1229 fxRightEdge
+= fdxRightEdge
;
1233 fError
-= INTERP_ONE
;
1235 #ifdef PIXEL_ADDRESS
1236 pRow
= (PIXEL_TYPE
*) ((GLubyte
*) pRow
+ dPRowOuter
);
1240 zRow
= (DEPTH_TYPE
*) ((GLubyte
*) zRow
+ dZRowOuter
);
1248 fogLeft
+= dfogOuter
;
1266 #ifdef INTERP_INT_TEX
1272 sLeft
[u
] += dsOuter
[u
];
1273 tLeft
[u
] += dtOuter
[u
];
1274 uLeft
[u
] += duOuter
[u
];
1275 vLeft
[u
] += dvOuter
[u
];
1278 #ifdef INTERP_VARYING
1280 varLeft
[iv
][ic
] += dvarOuter
[iv
][ic
];
1285 #ifdef PIXEL_ADDRESS
1286 pRow
= (PIXEL_TYPE
*) ((GLubyte
*) pRow
+ dPRowInner
);
1290 zRow
= (DEPTH_TYPE
*) ((GLubyte
*) zRow
+ dZRowInner
);
1298 fogLeft
+= dfogInner
;
1316 #ifdef INTERP_INT_TEX
1322 sLeft
[u
] += dsInner
[u
];
1323 tLeft
[u
] += dtInner
[u
];
1324 uLeft
[u
] += duInner
[u
];
1325 vLeft
[u
] += dvInner
[u
];
1328 #ifdef INTERP_VARYING
1330 varLeft
[iv
][ic
] += dvarInner
[iv
][ic
];
1336 } /* for subTriangle */
1350 #undef BYTES_PER_ROW
1351 #undef PIXEL_ADDRESS
1361 #undef INTERP_INT_TEX
1363 #undef INTERP_MULTITEX
1364 #undef INTERP_VARYING
1365 #undef TEX_UNIT_LOOP