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 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)) { \
131 const GLuint attr = FRAG_ATTRIB_TEX0 + u; \
138 #elif defined(INTERP_TEX)
139 #define TEX_UNIT_LOOP(CODE) \
141 const GLuint u = 0; \
142 const GLuint attr = FRAG_ATTRIB_TEX0 + u; \
150 #ifdef INTERP_VARYING
152 #define VARYING_LOOP(CODE) \
155 for (iv = 0; iv < MAX_VARYING; iv++) { \
156 if (inputsUsed & FRAG_BIT_VAR(iv)) { \
157 GLuint attr = FRAG_ATTRIB_VAR0 + iv; \
159 for (ic = 0; ic < 4; ic++) { \
170 * Some code we unfortunately need to prevent negative interpolated colors.
172 #ifndef CLAMP_INTERPOLANT
173 #define CLAMP_INTERPOLANT(CHANNEL, CHANNELSTEP, LEN) \
175 GLfixed endVal = span.CHANNEL + (LEN) * span.CHANNELSTEP; \
177 span.CHANNEL -= endVal; \
179 if (span.CHANNEL < 0) { \
186 static void NAME(GLcontext
*ctx
, const SWvertex
*v0
,
191 const SWvertex
*v0
, *v1
; /* Y(v0) < Y(v1) */
192 #if TRIANGLE_WALK_DOUBLE
193 GLdouble dx
; /* X(v1) - X(v0) */
194 GLdouble dy
; /* Y(v1) - Y(v0) */
195 GLdouble dxdy
; /* dx/dy */
196 GLdouble adjy
; /* adjust from v[0]->fy to fsy, scaled */
197 GLdouble fsx
; /* first sample point x coord */
199 GLdouble fx0
; /*X of lower endpoint */
201 GLfloat dx
; /* X(v1) - X(v0) */
202 GLfloat dy
; /* Y(v1) - Y(v0) */
203 GLfloat dxdy
; /* dx/dy */
204 GLfixed fdxdy
; /* dx/dy in fixed-point */
205 GLfloat adjy
; /* adjust from v[0]->fy to fsy, scaled */
206 GLfixed fsx
; /* first sample point x coord */
208 GLfixed fx0
; /* fixed pt X of lower endpoint */
210 GLint lines
; /* number of lines to be sampled on this edge */
214 const GLint depthBits
= ctx
->DrawBuffer
->Visual
.depthBits
;
215 const GLint fixedToDepthShift
= depthBits
<= 16 ? FIXED_SHIFT
: 0;
216 const GLfloat maxDepth
= ctx
->DrawBuffer
->_DepthMaxF
;
217 #define FixedToDepth(F) ((F) >> fixedToDepthShift)
219 EdgeT eMaj
, eTop
, eBot
;
221 const SWvertex
*vMin
, *vMid
, *vMax
; /* Y(vMin)<=Y(vMid)<=Y(vMax) */
222 GLfloat bf
= SWRAST_CONTEXT(ctx
)->_BackfaceSign
;
223 #if !TRIANGLE_WALK_DOUBLE
224 const GLint snapMask
= ~((FIXED_ONE
/ (1 << SUB_PIXEL_BITS
)) - 1); /* for x/y coord snapping */
226 GLinterp vMin_fx
, vMin_fy
, vMid_fx
, vMid_fy
, vMax_fx
, vMax_fy
;
227 #ifdef INTERP_VARYING
228 const GLbitfield inputsUsed
= ctx
->FragmentProgram
._Current
?
229 ctx
->FragmentProgram
._Current
->Base
.InputsRead
: 0x0;
234 INIT_SPAN(span
, GL_POLYGON
, 0, 0, 0);
237 (void) fixedToDepthShift
;
241 printf("%s()\n", __FUNCTION__);
242 printf(" %g, %g, %g\n", v0->win[0], v0->win[1], v0->win[2]);
243 printf(" %g, %g, %g\n", v1->win[0], v1->win[1], v1->win[2]);
244 printf(" %g, %g, %g\n", v2->win[0], v2->win[1], v2->win[2]);
247 ASSERT(v0->win[2] >= 0.0);
248 ASSERT(v1->win[2] >= 0.0);
249 ASSERT(v2->win[2] >= 0.0);
251 /* Compute fixed point x,y coords w/ half-pixel offsets and snapping.
252 * And find the order of the 3 vertices along the Y axis.
255 #if TRIANGLE_WALK_DOUBLE
256 const GLdouble fy0
= v0
->win
[1] - 0.5;
257 const GLdouble fy1
= v1
->win
[1] - 0.5;
258 const GLdouble fy2
= v2
->win
[1] - 0.5;
260 const GLfixed fy0
= FloatToFixed(v0
->win
[1] - 0.5F
) & snapMask
;
261 const GLfixed fy1
= FloatToFixed(v1
->win
[1] - 0.5F
) & snapMask
;
262 const GLfixed fy2
= FloatToFixed(v2
->win
[1] - 0.5F
) & snapMask
;
267 vMin
= v0
; vMid
= v1
; vMax
= v2
;
268 vMin_fy
= fy0
; vMid_fy
= fy1
; vMax_fy
= fy2
;
270 else if (fy2
<= fy0
) {
272 vMin
= v2
; vMid
= v0
; vMax
= v1
;
273 vMin_fy
= fy2
; vMid_fy
= fy0
; vMax_fy
= fy1
;
277 vMin
= v0
; vMid
= v2
; vMax
= v1
;
278 vMin_fy
= fy0
; vMid_fy
= fy2
; vMax_fy
= fy1
;
285 vMin
= v1
; vMid
= v0
; vMax
= v2
;
286 vMin_fy
= fy1
; vMid_fy
= fy0
; vMax_fy
= fy2
;
289 else if (fy2
<= fy1
) {
291 vMin
= v2
; vMid
= v1
; vMax
= v0
;
292 vMin_fy
= fy2
; vMid_fy
= fy1
; vMax_fy
= fy0
;
297 vMin
= v1
; vMid
= v2
; vMax
= v0
;
298 vMin_fy
= fy1
; vMid_fy
= fy2
; vMax_fy
= fy0
;
302 /* fixed point X coords */
303 #if TRIANGLE_WALK_DOUBLE
304 vMin_fx
= vMin
->win
[0] + 0.5;
305 vMid_fx
= vMid
->win
[0] + 0.5;
306 vMax_fx
= vMax
->win
[0] + 0.5;
308 vMin_fx
= FloatToFixed(vMin
->win
[0] + 0.5F
) & snapMask
;
309 vMid_fx
= FloatToFixed(vMid
->win
[0] + 0.5F
) & snapMask
;
310 vMax_fx
= FloatToFixed(vMax
->win
[0] + 0.5F
) & snapMask
;
314 /* vertex/edge relationship */
315 eMaj
.v0
= vMin
; eMaj
.v1
= vMax
; /*TODO: .v1's not needed */
316 eTop
.v0
= vMid
; eTop
.v1
= vMax
;
317 eBot
.v0
= vMin
; eBot
.v1
= vMid
;
319 /* compute deltas for each edge: vertex[upper] - vertex[lower] */
320 #if TRIANGLE_WALK_DOUBLE
321 eMaj
.dx
= vMax_fx
- vMin_fx
;
322 eMaj
.dy
= vMax_fy
- vMin_fy
;
323 eTop
.dx
= vMax_fx
- vMid_fx
;
324 eTop
.dy
= vMax_fy
- vMid_fy
;
325 eBot
.dx
= vMid_fx
- vMin_fx
;
326 eBot
.dy
= vMid_fy
- vMin_fy
;
328 eMaj
.dx
= FixedToFloat(vMax_fx
- vMin_fx
);
329 eMaj
.dy
= FixedToFloat(vMax_fy
- vMin_fy
);
330 eTop
.dx
= FixedToFloat(vMax_fx
- vMid_fx
);
331 eTop
.dy
= FixedToFloat(vMax_fy
- vMid_fy
);
332 eBot
.dx
= FixedToFloat(vMid_fx
- vMin_fx
);
333 eBot
.dy
= FixedToFloat(vMid_fy
- vMin_fy
);
336 /* compute area, oneOverArea and perform backface culling */
338 #if TRIANGLE_WALK_DOUBLE
339 const GLdouble area
= eMaj
.dx
* eBot
.dy
- eBot
.dx
* eMaj
.dy
;
341 const GLfloat area
= eMaj
.dx
* eBot
.dy
- eBot
.dx
* eMaj
.dy
;
343 /* Do backface culling */
347 if (IS_INF_OR_NAN(area
) || area
== 0.0F
)
350 oneOverArea
= 1.0F
/ area
;
354 span
.facing
= ctx
->_Facing
; /* for 2-sided stencil test */
356 /* Edge setup. For a triangle strip these could be reused... */
358 #if TRIANGLE_WALK_DOUBLE
359 eMaj
.fsy
= CEILF(vMin_fy
);
360 eMaj
.lines
= (GLint
) CEILF(vMax_fy
- eMaj
.fsy
);
362 eMaj
.fsy
= FixedCeil(vMin_fy
);
363 eMaj
.lines
= FixedToInt(FixedCeil(vMax_fy
- eMaj
.fsy
));
365 if (eMaj
.lines
> 0) {
366 eMaj
.dxdy
= eMaj
.dx
/ eMaj
.dy
;
367 #if TRIANGLE_WALK_DOUBLE
368 eMaj
.adjy
= (eMaj
.fsy
- vMin_fy
) * FIXED_SCALE
; /* SCALED! */
370 eMaj
.fsx
= eMaj
.fx0
+ (eMaj
.adjy
* eMaj
.dxdy
) / (GLdouble
) FIXED_SCALE
;
372 eMaj
.fdxdy
= SignedFloatToFixed(eMaj
.dxdy
);
373 eMaj
.adjy
= (GLfloat
) (eMaj
.fsy
- vMin_fy
); /* SCALED! */
375 eMaj
.fsx
= eMaj
.fx0
+ (GLfixed
) (eMaj
.adjy
* eMaj
.dxdy
);
382 #if TRIANGLE_WALK_DOUBLE
383 eTop
.fsy
= CEILF(vMid_fy
);
384 eTop
.lines
= (GLint
) CEILF(vMax_fy
- eTop
.fsy
);
386 eTop
.fsy
= FixedCeil(vMid_fy
);
387 eTop
.lines
= FixedToInt(FixedCeil(vMax_fy
- eTop
.fsy
));
389 if (eTop
.lines
> 0) {
390 eTop
.dxdy
= eTop
.dx
/ eTop
.dy
;
391 #if TRIANGLE_WALK_DOUBLE
392 eTop
.adjy
= (eTop
.fsy
- vMid_fy
) * FIXED_SCALE
; /* SCALED! */
394 eTop
.fsx
= eTop
.fx0
+ (eTop
.adjy
* eTop
.dxdy
) / (GLdouble
) FIXED_SCALE
;
396 eTop
.fdxdy
= SignedFloatToFixed(eTop
.dxdy
);
397 eTop
.adjy
= (GLfloat
) (eTop
.fsy
- vMid_fy
); /* SCALED! */
399 eTop
.fsx
= eTop
.fx0
+ (GLfixed
) (eTop
.adjy
* eTop
.dxdy
);
403 #if TRIANGLE_WALK_DOUBLE
404 eBot
.fsy
= CEILF(vMin_fy
);
405 eBot
.lines
= (GLint
) CEILF(vMid_fy
- eBot
.fsy
);
407 eBot
.fsy
= FixedCeil(vMin_fy
);
408 eBot
.lines
= FixedToInt(FixedCeil(vMid_fy
- eBot
.fsy
));
410 if (eBot
.lines
> 0) {
411 eBot
.dxdy
= eBot
.dx
/ eBot
.dy
;
412 #if TRIANGLE_WALK_DOUBLE
413 eBot
.adjy
= (eBot
.fsy
- vMin_fy
) * FIXED_SCALE
; /* SCALED! */
415 eBot
.fsx
= eBot
.fx0
+ (eBot
.adjy
* eBot
.dxdy
) / (GLdouble
) FIXED_SCALE
;
417 eBot
.fdxdy
= SignedFloatToFixed(eBot
.dxdy
);
418 eBot
.adjy
= (GLfloat
) (eBot
.fsy
- vMin_fy
); /* SCALED! */
420 eBot
.fsx
= eBot
.fx0
+ (GLfixed
) (eBot
.adjy
* eBot
.dxdy
);
426 * Conceptually, we view a triangle as two subtriangles
427 * separated by a perfectly horizontal line. The edge that is
428 * intersected by this line is one with maximal absolute dy; we
429 * call it a ``major'' edge. The other two edges are the
430 * ``top'' edge (for the upper subtriangle) and the ``bottom''
431 * edge (for the lower subtriangle). If either of these two
432 * edges is horizontal or very close to horizontal, the
433 * corresponding subtriangle might cover zero sample points;
434 * we take care to handle such cases, for performance as well
437 * By stepping rasterization parameters along the major edge,
438 * we can avoid recomputing them at the discontinuity where
439 * the top and bottom edges meet. However, this forces us to
440 * be able to scan both left-to-right and right-to-left.
441 * Also, we must determine whether the major edge is at the
442 * left or right side of the triangle. We do this by
443 * computing the magnitude of the cross-product of the major
444 * and top edges. Since this magnitude depends on the sine of
445 * the angle between the two edges, its sign tells us whether
446 * we turn to the left or to the right when travelling along
447 * the major edge to the top edge, and from this we infer
448 * whether the major edge is on the left or the right.
450 * Serendipitously, this cross-product magnitude is also a
451 * value we need to compute the iteration parameter
452 * derivatives for the triangle, and it can be used to perform
453 * backface culling because its sign tells us whether the
454 * triangle is clockwise or counterclockwise. In this code we
455 * refer to it as ``area'' because it's also proportional to
456 * the pixel area of the triangle.
460 GLint scan_from_left_to_right
; /* true if scanning left-to-right */
466 * Execute user-supplied setup code
472 scan_from_left_to_right
= (oneOverArea
< 0.0F
);
475 /* compute d?/dx and d?/dy derivatives */
477 span
.interpMask
|= SPAN_Z
;
479 GLfloat eMaj_dz
= vMax
->win
[2] - vMin
->win
[2];
480 GLfloat eBot_dz
= vMid
->win
[2] - vMin
->win
[2];
481 span
.attrStepX
[FRAG_ATTRIB_WPOS
][2] = oneOverArea
* (eMaj_dz
* eBot
.dy
- eMaj
.dy
* eBot_dz
);
482 if (span
.attrStepX
[FRAG_ATTRIB_WPOS
][2] > maxDepth
|| span
.attrStepX
[FRAG_ATTRIB_WPOS
][2] < -maxDepth
) {
483 /* probably a sliver triangle */
484 span
.attrStepX
[FRAG_ATTRIB_WPOS
][2] = 0.0;
485 span
.attrStepY
[FRAG_ATTRIB_WPOS
][2] = 0.0;
488 span
.attrStepY
[FRAG_ATTRIB_WPOS
][2] = oneOverArea
* (eMaj
.dx
* eBot_dz
- eMaj_dz
* eBot
.dx
);
491 span
.zStep
= SignedFloatToFixed(span
.attrStepX
[FRAG_ATTRIB_WPOS
][2]);
493 span
.zStep
= (GLint
) span
.attrStepX
[FRAG_ATTRIB_WPOS
][2];
497 span
.interpMask
|= SPAN_W
;
499 const GLfloat eMaj_dw
= vMax
->win
[3] - vMin
->win
[3];
500 const GLfloat eBot_dw
= vMid
->win
[3] - vMin
->win
[3];
501 span
.attrStepX
[FRAG_ATTRIB_WPOS
][3] = oneOverArea
* (eMaj_dw
* eBot
.dy
- eMaj
.dy
* eBot_dw
);
502 span
.attrStepY
[FRAG_ATTRIB_WPOS
][3] = oneOverArea
* (eMaj
.dx
* eBot_dw
- eMaj_dw
* eBot
.dx
);
506 span
.interpMask
|= SPAN_FOG
;
509 const GLfloat wMax
= vMax
->win
[3], wMin
= vMin
->win
[3], wMid
= vMid
->win
[3];
510 const GLfloat eMaj_dfog
= vMax
->fog
* wMax
- vMin
->fog
* wMin
;
511 const GLfloat eBot_dfog
= vMid
->fog
* wMid
- vMin
->fog
* wMin
;
513 const GLfloat eMaj_dfog
= vMax
->fog
- vMin
->fog
;
514 const GLfloat eBot_dfog
= vMid
->fog
- vMin
->fog
;
516 span
.attrStepX
[FRAG_ATTRIB_FOGC
][0] = oneOverArea
* (eMaj_dfog
* eBot
.dy
- eMaj
.dy
* eBot_dfog
);
517 span
.attrStepY
[FRAG_ATTRIB_FOGC
][0] = oneOverArea
* (eMaj
.dx
* eBot_dfog
- eMaj_dfog
* eBot
.dx
);
521 span
.interpMask
|= SPAN_RGBA
;
522 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
523 GLfloat eMaj_dr
= (GLfloat
) ((ColorTemp
) vMax
->color
[RCOMP
] - (ColorTemp
) vMin
->color
[RCOMP
]);
524 GLfloat eBot_dr
= (GLfloat
) ((ColorTemp
) vMid
->color
[RCOMP
] - (ColorTemp
) vMin
->color
[RCOMP
]);
525 GLfloat eMaj_dg
= (GLfloat
) ((ColorTemp
) vMax
->color
[GCOMP
] - (ColorTemp
) vMin
->color
[GCOMP
]);
526 GLfloat eBot_dg
= (GLfloat
) ((ColorTemp
) vMid
->color
[GCOMP
] - (ColorTemp
) vMin
->color
[GCOMP
]);
527 GLfloat eMaj_db
= (GLfloat
) ((ColorTemp
) vMax
->color
[BCOMP
] - (ColorTemp
) vMin
->color
[BCOMP
]);
528 GLfloat eBot_db
= (GLfloat
) ((ColorTemp
) vMid
->color
[BCOMP
] - (ColorTemp
) vMin
->color
[BCOMP
]);
530 GLfloat eMaj_da
= (GLfloat
) ((ColorTemp
) vMax
->color
[ACOMP
] - (ColorTemp
) vMin
->color
[ACOMP
]);
531 GLfloat eBot_da
= (GLfloat
) ((ColorTemp
) vMid
->color
[ACOMP
] - (ColorTemp
) vMin
->color
[ACOMP
]);
533 span
.attrStepX
[FRAG_ATTRIB_COL0
][0] = oneOverArea
* (eMaj_dr
* eBot
.dy
- eMaj
.dy
* eBot_dr
);
534 span
.attrStepY
[FRAG_ATTRIB_COL0
][0] = oneOverArea
* (eMaj
.dx
* eBot_dr
- eMaj_dr
* eBot
.dx
);
535 span
.attrStepX
[FRAG_ATTRIB_COL0
][1] = oneOverArea
* (eMaj_dg
* eBot
.dy
- eMaj
.dy
* eBot_dg
);
536 span
.attrStepY
[FRAG_ATTRIB_COL0
][1] = oneOverArea
* (eMaj
.dx
* eBot_dg
- eMaj_dg
* eBot
.dx
);
537 span
.attrStepX
[FRAG_ATTRIB_COL0
][2] = oneOverArea
* (eMaj_db
* eBot
.dy
- eMaj
.dy
* eBot_db
);
538 span
.attrStepY
[FRAG_ATTRIB_COL0
][2] = oneOverArea
* (eMaj
.dx
* eBot_db
- eMaj_db
* eBot
.dx
);
539 # if CHAN_TYPE == GL_FLOAT
540 span
.redStep
= span
.attrStepX
[FRAG_ATTRIB_COL0
][0];
541 span
.greenStep
= span
.attrStepX
[FRAG_ATTRIB_COL0
][1];
542 span
.blueStep
= span
.attrStepX
[FRAG_ATTRIB_COL0
][2];
544 span
.redStep
= SignedFloatToFixed(span
.attrStepX
[FRAG_ATTRIB_COL0
][0]);
545 span
.greenStep
= SignedFloatToFixed(span
.attrStepX
[FRAG_ATTRIB_COL0
][1]);
546 span
.blueStep
= SignedFloatToFixed(span
.attrStepX
[FRAG_ATTRIB_COL0
][2]);
547 # endif /* GL_FLOAT */
549 span
.attrStepX
[FRAG_ATTRIB_COL0
][3] = oneOverArea
* (eMaj_da
* eBot
.dy
- eMaj
.dy
* eBot_da
);
550 span
.attrStepX
[FRAG_ATTRIB_COL0
][3] = oneOverArea
* (eMaj
.dx
* eBot_da
- eMaj_da
* eBot
.dx
);
551 # if CHAN_TYPE == GL_FLOAT
552 span
.alphaStep
= span
.attrStepX
[FRAG_ATTRIB_COL0
][3];
554 span
.alphaStep
= SignedFloatToFixed(span
.attrStepX
[FRAG_ATTRIB_COL0
][3]);
555 # endif /* GL_FLOAT */
556 # endif /* INTERP_ALPHA */
559 ASSERT(ctx
->Light
.ShadeModel
== GL_FLAT
);
560 span
.interpMask
|= SPAN_FLAT
;
561 span
.attrStepX
[FRAG_ATTRIB_COL0
][0] = span
.attrStepY
[FRAG_ATTRIB_COL0
][0] = 0.0F
;
562 span
.attrStepX
[FRAG_ATTRIB_COL0
][1] = span
.attrStepY
[FRAG_ATTRIB_COL0
][1] = 0.0F
;
563 span
.attrStepX
[FRAG_ATTRIB_COL0
][2] = span
.attrStepY
[FRAG_ATTRIB_COL0
][2] = 0.0F
;
564 # if CHAN_TYPE == GL_FLOAT
566 span
.greenStep
= 0.0F
;
567 span
.blueStep
= 0.0F
;
572 # endif /* GL_FLOAT */
574 span
.attrStepX
[FRAG_ATTRIB_COL0
][3] = span
.attrStepX
[FRAG_ATTRIB_COL0
][3] = 0.0F
;
575 # if CHAN_TYPE == GL_FLOAT
576 span
.alphaStep
= 0.0F
;
579 # endif /* GL_FLOAT */
582 #endif /* INTERP_RGB */
584 span
.interpMask
|= SPAN_SPEC
;
585 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
586 GLfloat eMaj_dsr
= (GLfloat
) ((ColorTemp
) vMax
->specular
[RCOMP
] - (ColorTemp
) vMin
->specular
[RCOMP
]);
587 GLfloat eBot_dsr
= (GLfloat
) ((ColorTemp
) vMid
->specular
[RCOMP
] - (ColorTemp
) vMin
->specular
[RCOMP
]);
588 GLfloat eMaj_dsg
= (GLfloat
) ((ColorTemp
) vMax
->specular
[GCOMP
] - (ColorTemp
) vMin
->specular
[GCOMP
]);
589 GLfloat eBot_dsg
= (GLfloat
) ((ColorTemp
) vMid
->specular
[GCOMP
] - (ColorTemp
) vMin
->specular
[GCOMP
]);
590 GLfloat eMaj_dsb
= (GLfloat
) ((ColorTemp
) vMax
->specular
[BCOMP
] - (ColorTemp
) vMin
->specular
[BCOMP
]);
591 GLfloat eBot_dsb
= (GLfloat
) ((ColorTemp
) vMid
->specular
[BCOMP
] - (ColorTemp
) vMin
->specular
[BCOMP
]);
592 span
.attrStepX
[FRAG_ATTRIB_COL1
][0] = oneOverArea
* (eMaj_dsr
* eBot
.dy
- eMaj
.dy
* eBot_dsr
);
593 span
.attrStepY
[FRAG_ATTRIB_COL1
][0] = oneOverArea
* (eMaj
.dx
* eBot_dsr
- eMaj_dsr
* eBot
.dx
);
594 span
.attrStepX
[FRAG_ATTRIB_COL1
][1] = oneOverArea
* (eMaj_dsg
* eBot
.dy
- eMaj
.dy
* eBot_dsg
);
595 span
.attrStepY
[FRAG_ATTRIB_COL1
][1] = oneOverArea
* (eMaj
.dx
* eBot_dsg
- eMaj_dsg
* eBot
.dx
);
596 span
.attrStepX
[FRAG_ATTRIB_COL1
][2] = oneOverArea
* (eMaj_dsb
* eBot
.dy
- eMaj
.dy
* eBot_dsb
);
597 span
.attrStepY
[FRAG_ATTRIB_COL1
][2] = oneOverArea
* (eMaj
.dx
* eBot_dsb
- eMaj_dsb
* eBot
.dx
);
598 # if CHAN_TYPE == GL_FLOAT
599 span
.specRedStep
= span
.attrStep
[FRAG_ATTRIB_COL1
][0];
600 span
.specGreenStep
= span
.dsgdx
;
601 span
.specBlueStep
= span
.dsbdx
;
603 span
.specRedStep
= SignedFloatToFixed(span
.attrStepX
[FRAG_ATTRIB_COL1
][0]);
604 span
.specGreenStep
= SignedFloatToFixed(span
.attrStepX
[FRAG_ATTRIB_COL1
][1]);
605 span
.specBlueStep
= SignedFloatToFixed(span
.attrStepX
[FRAG_ATTRIB_COL1
][2]);
609 span
.attrStepX
[FRAG_ATTRIB_COL1
][0] = span
.attrStepY
[FRAG_ATTRIB_COL1
][0] = 0.0F
;
610 span
.attrStepX
[FRAG_ATTRIB_COL1
][1] = span
.attrStepY
[FRAG_ATTRIB_COL1
][1] = 0.0F
;
611 span
.attrStepX
[FRAG_ATTRIB_COL1
][2] = span
.attrStepY
[FRAG_ATTRIB_COL1
][2] = 0.0F
;
612 # if CHAN_TYPE == GL_FLOAT
613 span
.specRedStep
= 0.0F
;
614 span
.specGreenStep
= 0.0F
;
615 span
.specBlueStep
= 0.0F
;
617 span
.specRedStep
= 0;
618 span
.specGreenStep
= 0;
619 span
.specBlueStep
= 0;
622 #endif /* INTERP_SPEC */
624 span
.interpMask
|= SPAN_INDEX
;
625 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
626 GLfloat eMaj_di
= vMax
->index
- vMin
->index
;
627 GLfloat eBot_di
= vMid
->index
- vMin
->index
;
628 didx
= oneOverArea
* (eMaj_di
* eBot
.dy
- eMaj
.dy
* eBot_di
);
629 didy
= oneOverArea
* (eMaj
.dx
* eBot_di
- eMaj_di
* eBot
.dx
);
630 span
.indexStep
= SignedFloatToFixed(didx
);
633 span
.interpMask
|= SPAN_FLAT
;
638 #ifdef INTERP_INT_TEX
639 span
.interpMask
|= SPAN_INT_TEXTURE
;
641 GLfloat eMaj_ds
= (vMax
->texcoord
[0][0] - vMin
->texcoord
[0][0]) * S_SCALE
;
642 GLfloat eBot_ds
= (vMid
->texcoord
[0][0] - vMin
->texcoord
[0][0]) * S_SCALE
;
643 GLfloat eMaj_dt
= (vMax
->texcoord
[0][1] - vMin
->texcoord
[0][1]) * T_SCALE
;
644 GLfloat eBot_dt
= (vMid
->texcoord
[0][1] - vMin
->texcoord
[0][1]) * T_SCALE
;
645 span
.attrStepX
[FRAG_ATTRIB_TEX0
][0] = oneOverArea
* (eMaj_ds
* eBot
.dy
- eMaj
.dy
* eBot_ds
);
646 span
.attrStepY
[FRAG_ATTRIB_TEX0
][0] = oneOverArea
* (eMaj
.dx
* eBot_ds
- eMaj_ds
* eBot
.dx
);
647 span
.attrStepX
[FRAG_ATTRIB_TEX0
][1] = oneOverArea
* (eMaj_dt
* eBot
.dy
- eMaj
.dy
* eBot_dt
);
648 span
.attrStepY
[FRAG_ATTRIB_TEX0
][1] = oneOverArea
* (eMaj
.dx
* eBot_dt
- eMaj_dt
* eBot
.dx
);
649 span
.intTexStep
[0] = SignedFloatToFixed(span
.attrStepX
[FRAG_ATTRIB_TEX0
][0]);
650 span
.intTexStep
[1] = SignedFloatToFixed(span
.attrStepX
[FRAG_ATTRIB_TEX0
][1]);
654 span
.interpMask
|= SPAN_TEXTURE
;
657 const GLfloat wMax
= vMax
->win
[3], wMin
= vMin
->win
[3], wMid
= vMid
->win
[3];
659 GLfloat eMaj_ds
= vMax
->texcoord
[u
][0] * wMax
- vMin
->texcoord
[u
][0] * wMin
;
660 GLfloat eBot_ds
= vMid
->texcoord
[u
][0] * wMid
- vMin
->texcoord
[u
][0] * wMin
;
661 GLfloat eMaj_dt
= vMax
->texcoord
[u
][1] * wMax
- vMin
->texcoord
[u
][1] * wMin
;
662 GLfloat eBot_dt
= vMid
->texcoord
[u
][1] * wMid
- vMin
->texcoord
[u
][1] * wMin
;
663 GLfloat eMaj_du
= vMax
->texcoord
[u
][2] * wMax
- vMin
->texcoord
[u
][2] * wMin
;
664 GLfloat eBot_du
= vMid
->texcoord
[u
][2] * wMid
- vMin
->texcoord
[u
][2] * wMin
;
665 GLfloat eMaj_dv
= vMax
->texcoord
[u
][3] * wMax
- vMin
->texcoord
[u
][3] * wMin
;
666 GLfloat eBot_dv
= vMid
->texcoord
[u
][3] * wMid
- vMin
->texcoord
[u
][3] * wMin
;
667 span
.attrStepX
[attr
][0] = oneOverArea
* (eMaj_ds
* eBot
.dy
- eMaj
.dy
* eBot_ds
);
668 span
.attrStepY
[attr
][0] = oneOverArea
* (eMaj
.dx
* eBot_ds
- eMaj_ds
* eBot
.dx
);
669 span
.attrStepX
[attr
][1] = oneOverArea
* (eMaj_dt
* eBot
.dy
- eMaj
.dy
* eBot_dt
);
670 span
.attrStepY
[attr
][1] = oneOverArea
* (eMaj
.dx
* eBot_dt
- eMaj_dt
* eBot
.dx
);
671 span
.attrStepX
[attr
][2] = oneOverArea
* (eMaj_du
* eBot
.dy
- eMaj
.dy
* eBot_du
);
672 span
.attrStepY
[attr
][2] = oneOverArea
* (eMaj
.dx
* eBot_du
- eMaj_du
* eBot
.dx
);
673 span
.attrStepX
[attr
][3] = oneOverArea
* (eMaj_dv
* eBot
.dy
- eMaj
.dy
* eBot_dv
);
674 span
.attrStepY
[attr
][3] = oneOverArea
* (eMaj
.dx
* eBot_dv
- eMaj_dv
* eBot
.dx
);
678 #ifdef INTERP_VARYING
679 span
.interpMask
|= SPAN_VARYING
;
682 const GLfloat wMax
= vMax
->win
[3], wMin
= vMin
->win
[3], wMid
= vMid
->win
[3];
684 GLfloat eMaj_dvar
= vMax
->varying
[iv
][ic
] * wMax
- vMin
->varying
[iv
][ic
] * wMin
;
685 GLfloat eBot_dvar
= vMid
->varying
[iv
][ic
] * wMid
- vMin
->varying
[iv
][ic
] * wMin
;
686 span
.attrStepX
[attr
][ic
] = oneOverArea
* (eMaj_dvar
* eBot
.dy
- eMaj
.dy
* eBot_dvar
);
687 span
.attrStepY
[attr
][ic
] = oneOverArea
* (eMaj
.dx
* eBot_dvar
- eMaj_dvar
* eBot
.dx
);
693 * We always sample at pixel centers. However, we avoid
694 * explicit half-pixel offsets in this code by incorporating
695 * the proper offset in each of x and y during the
696 * transformation to window coordinates.
698 * We also apply the usual rasterization rules to prevent
699 * cracks and overlaps. A pixel is considered inside a
700 * subtriangle if it meets all of four conditions: it is on or
701 * to the right of the left edge, strictly to the left of the
702 * right edge, on or below the top edge, and strictly above
703 * the bottom edge. (Some edges may be degenerate.)
705 * The following discussion assumes left-to-right scanning
706 * (that is, the major edge is on the left); the right-to-left
707 * case is a straightforward variation.
709 * We start by finding the half-integral y coordinate that is
710 * at or below the top of the triangle. This gives us the
711 * first scan line that could possibly contain pixels that are
712 * inside the triangle.
714 * Next we creep down the major edge until we reach that y,
715 * and compute the corresponding x coordinate on the edge.
716 * Then we find the half-integral x that lies on or just
717 * inside the edge. This is the first pixel that might lie in
718 * the interior of the triangle. (We won't know for sure
719 * until we check the other edges.)
721 * As we rasterize the triangle, we'll step down the major
722 * edge. For each step in y, we'll move an integer number
723 * of steps in x. There are two possible x step sizes, which
724 * we'll call the ``inner'' step (guaranteed to land on the
725 * edge or inside it) and the ``outer'' step (guaranteed to
726 * land on the edge or outside it). The inner and outer steps
727 * differ by one. During rasterization we maintain an error
728 * term that indicates our distance from the true edge, and
729 * select either the inner step or the outer step, whichever
730 * gets us to the first pixel that falls inside the triangle.
732 * All parameters (z, red, etc.) as well as the buffer
733 * addresses for color and z have inner and outer step values,
734 * so that we can increment them appropriately. This method
735 * eliminates the need to adjust parameters by creeping a
736 * sub-pixel amount into the triangle at each scanline.
741 GLinterp fxLeftEdge
= 0, fxRightEdge
= 0;
742 GLinterp fdxLeftEdge
= 0, fdxRightEdge
= 0;
743 GLinterp fError
= 0, fdError
= 0;
745 PIXEL_TYPE
*pRow
= NULL
;
746 GLint dPRowOuter
= 0, dPRowInner
; /* offset in bytes */
750 struct gl_renderbuffer
*zrb
751 = ctx
->DrawBuffer
->Attachment
[BUFFER_DEPTH
].Renderbuffer
;
752 DEPTH_TYPE
*zRow
= NULL
;
753 GLint dZRowOuter
= 0, dZRowInner
; /* offset in bytes */
756 GLfixed fdzOuter
= 0, fdzInner
;
759 GLfloat wLeft
= 0, dwOuter
= 0, dwInner
;
762 GLfloat fogLeft
= 0, dfogOuter
= 0, dfogInner
;
765 ColorTemp rLeft
= 0, fdrOuter
= 0, fdrInner
;
766 ColorTemp gLeft
= 0, fdgOuter
= 0, fdgInner
;
767 ColorTemp bLeft
= 0, fdbOuter
= 0, fdbInner
;
770 ColorTemp aLeft
= 0, fdaOuter
= 0, fdaInner
;
773 ColorTemp srLeft
=0, dsrOuter
=0, dsrInner
;
774 ColorTemp sgLeft
=0, dsgOuter
=0, dsgInner
;
775 ColorTemp sbLeft
=0, dsbOuter
=0, dsbInner
;
778 GLfixed iLeft
=0, diOuter
=0, diInner
;
780 #ifdef INTERP_INT_TEX
781 GLfixed sLeft
=0, dsOuter
=0, dsInner
;
782 GLfixed tLeft
=0, dtOuter
=0, dtInner
;
785 GLfloat sLeft
[MAX_TEXTURE_COORD_UNITS
];
786 GLfloat tLeft
[MAX_TEXTURE_COORD_UNITS
];
787 GLfloat uLeft
[MAX_TEXTURE_COORD_UNITS
];
788 GLfloat vLeft
[MAX_TEXTURE_COORD_UNITS
];
789 GLfloat dsOuter
[MAX_TEXTURE_COORD_UNITS
], dsInner
[MAX_TEXTURE_COORD_UNITS
];
790 GLfloat dtOuter
[MAX_TEXTURE_COORD_UNITS
], dtInner
[MAX_TEXTURE_COORD_UNITS
];
791 GLfloat duOuter
[MAX_TEXTURE_COORD_UNITS
], duInner
[MAX_TEXTURE_COORD_UNITS
];
792 GLfloat dvOuter
[MAX_TEXTURE_COORD_UNITS
], dvInner
[MAX_TEXTURE_COORD_UNITS
];
794 #ifdef INTERP_VARYING
795 GLfloat varLeft
[MAX_VARYING
][4];
796 GLfloat dvarOuter
[MAX_VARYING
][4];
797 GLfloat dvarInner
[MAX_VARYING
][4];
800 for (subTriangle
=0; subTriangle
<=1; subTriangle
++) {
801 EdgeT
*eLeft
, *eRight
;
802 int setupLeft
, setupRight
;
805 if (subTriangle
==0) {
807 if (scan_from_left_to_right
) {
810 lines
= eRight
->lines
;
817 lines
= eLeft
->lines
;
824 if (scan_from_left_to_right
) {
827 lines
= eRight
->lines
;
834 lines
= eLeft
->lines
;
842 if (setupLeft
&& eLeft
->lines
> 0) {
843 const SWvertex
*vLower
= eLeft
->v0
;
844 #if TRIANGLE_WALK_DOUBLE
845 const GLdouble fsy
= eLeft
->fsy
;
846 const GLdouble fsx
= eLeft
->fsx
;
847 const GLdouble fx
= CEILF(fsx
);
848 const GLdouble adjx
= (fx
- eLeft
->fx0
) * FIXED_SCALE
; /* SCALED! */
850 const GLfixed fsy
= eLeft
->fsy
;
851 const GLfixed fsx
= eLeft
->fsx
; /* no fractional part */
852 const GLfixed fx
= FixedCeil(fsx
); /* no fractional part */
853 const GLfixed adjx
= (GLinterp
) (fx
- eLeft
->fx0
); /* SCALED! */
855 const GLinterp adjy
= (GLinterp
) eLeft
->adjy
; /* SCALED! */
857 #if TRIANGLE_WALK_DOUBLE
860 fError
= fx
- fsx
- 1.0;
862 fdxLeftEdge
= eLeft
->dxdy
;
863 dxOuter
= FLOORF(fdxLeftEdge
);
864 fdError
= dxOuter
- fdxLeftEdge
+ 1.0;
865 idxOuter
= (GLint
) dxOuter
;
866 span
.y
= (GLint
) fsy
;
871 fError
= fx
- fsx
- FIXED_ONE
;
872 fxLeftEdge
= fsx
- FIXED_EPSILON
;
873 fdxLeftEdge
= eLeft
->fdxdy
;
874 fdxOuter
= FixedFloor(fdxLeftEdge
- FIXED_EPSILON
);
875 fdError
= fdxOuter
- fdxLeftEdge
+ FIXED_ONE
;
876 idxOuter
= FixedToInt(fdxOuter
);
877 dxOuter
= (GLfloat
) idxOuter
;
878 span
.y
= FixedToInt(fsy
);
881 /* silence warnings on some compilers */
889 pRow
= (PIXEL_TYPE
*) PIXEL_ADDRESS(InterpToInt(fxLeftEdge
), span
.y
);
890 dPRowOuter
= -((int)BYTES_PER_ROW
) + idxOuter
* sizeof(PIXEL_TYPE
);
891 /* negative because Y=0 at bottom and increases upward */
895 * Now we need the set of parameter (z, color, etc.) values at
896 * the point (fx, fsy). This gives us properly-sampled parameter
897 * values that we can step from pixel to pixel. Furthermore,
898 * although we might have intermediate results that overflow
899 * the normal parameter range when we step temporarily outside
900 * the triangle, we shouldn't overflow or underflow for any
901 * pixel that's actually inside the triangle.
906 GLfloat z0
= vLower
->win
[2];
907 if (depthBits
<= 16) {
908 /* interpolate fixed-pt values */
909 GLfloat tmp
= (z0
* FIXED_SCALE
910 + span
.attrStepX
[FRAG_ATTRIB_WPOS
][2] * adjx
911 + span
.attrStepY
[FRAG_ATTRIB_WPOS
][2] * adjy
) + FIXED_HALF
;
912 if (tmp
< MAX_GLUINT
/ 2)
913 zLeft
= (GLfixed
) tmp
;
915 zLeft
= MAX_GLUINT
/ 2;
916 fdzOuter
= SignedFloatToFixed(span
.attrStepY
[FRAG_ATTRIB_WPOS
][2] + dxOuter
* span
.attrStepX
[FRAG_ATTRIB_WPOS
][2]);
919 /* interpolate depth values w/out scaling */
920 zLeft
= (GLuint
) (z0
+ span
.attrStepX
[FRAG_ATTRIB_WPOS
][2] * FixedToFloat(adjx
)
921 + span
.attrStepY
[FRAG_ATTRIB_WPOS
][2] * FixedToFloat(adjy
));
922 fdzOuter
= (GLint
) (span
.attrStepY
[FRAG_ATTRIB_WPOS
][2] + dxOuter
* span
.attrStepX
[FRAG_ATTRIB_WPOS
][2]);
925 zRow
= (DEPTH_TYPE
*)
926 zrb
->GetPointer(ctx
, zrb
, InterpToInt(fxLeftEdge
), span
.y
);
927 dZRowOuter
= (ctx
->DrawBuffer
->Width
+ idxOuter
) * sizeof(DEPTH_TYPE
);
932 wLeft
= vLower
->win
[3] + (span
.attrStepX
[FRAG_ATTRIB_WPOS
][3] * adjx
+ span
.attrStepY
[FRAG_ATTRIB_WPOS
][3] * adjy
) * (1.0F
/FIXED_SCALE
);
933 dwOuter
= span
.attrStepY
[FRAG_ATTRIB_WPOS
][3] + dxOuter
* span
.attrStepX
[FRAG_ATTRIB_WPOS
][3];
937 fogLeft
= vLower
->fog
* vLower
->win
[3] + (span
.attrStepX
[FRAG_ATTRIB_FOGC
][0] * adjx
+ span
.attrStepY
[FRAG_ATTRIB_FOGC
][0] * adjy
) * (1.0F
/FIXED_SCALE
);
939 fogLeft
= vLower
->fog
+ (span
.attrStepX
[FRAG_ATTRIB_FOGC
][0] * adjx
+ span
.attrStepY
[FRAG_ATTRIB_FOGC
][0] * adjy
) * (1.0F
/FIXED_SCALE
);
941 dfogOuter
= span
.attrStepY
[FRAG_ATTRIB_FOGC
][0] + dxOuter
* span
.attrStepX
[FRAG_ATTRIB_FOGC
][0];
944 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
945 # if CHAN_TYPE == GL_FLOAT
946 rLeft
= vLower
->color
[RCOMP
] + (span
.attrStepX
[FRAG_ATTRIB_COL0
][0] * adjx
+ span
.attrStepY
[FRAG_ATTRIB_COL0
][0] * adjy
) * (1.0F
/ FIXED_SCALE
);
947 gLeft
= vLower
->color
[GCOMP
] + (span
.attrStepX
[FRAG_ATTRIB_COL0
][1] * adjx
+ span
.attrStepY
[FRAG_ATTRIB_COL0
][1] * adjy
) * (1.0F
/ FIXED_SCALE
);
948 bLeft
= vLower
->color
[BCOMP
] + (span
.attrStepX
[FRAG_ATTRIB_COL0
][2] * adjx
+ span
.attrStepY
[FRAG_ATTRIB_COL0
][2] * adjy
) * (1.0F
/ FIXED_SCALE
);
949 fdrOuter
= span
.attrStepY
[FRAG_ATTRIB_COL0
][0] + dxOuter
* span
.attrStepX
[FRAG_ATTRIB_COL0
][0];
950 fdgOuter
= span
.attrStepY
[FRAG_ATTRIB_COL0
][1] + dxOuter
* span
.attrStepX
[FRAG_ATTRIB_COL0
][1];
951 fdbOuter
= span
.attrStepY
[FRAG_ATTRIB_COL0
][2] + dxOuter
* span
.attrStepX
[FRAG_ATTRIB_COL0
][2];
953 rLeft
= (GLint
)(ChanToFixed(vLower
->color
[RCOMP
]) + span
.attrStepX
[FRAG_ATTRIB_COL0
][0] * adjx
+ span
.attrStepY
[FRAG_ATTRIB_COL0
][0] * adjy
) + FIXED_HALF
;
954 gLeft
= (GLint
)(ChanToFixed(vLower
->color
[GCOMP
]) + span
.attrStepX
[FRAG_ATTRIB_COL0
][1] * adjx
+ span
.attrStepY
[FRAG_ATTRIB_COL0
][1] * adjy
) + FIXED_HALF
;
955 bLeft
= (GLint
)(ChanToFixed(vLower
->color
[BCOMP
]) + span
.attrStepX
[FRAG_ATTRIB_COL0
][2] * adjx
+ span
.attrStepY
[FRAG_ATTRIB_COL0
][2] * adjy
) + FIXED_HALF
;
956 fdrOuter
= SignedFloatToFixed(span
.attrStepY
[FRAG_ATTRIB_COL0
][0] + dxOuter
* span
.attrStepX
[FRAG_ATTRIB_COL0
][0]);
957 fdgOuter
= SignedFloatToFixed(span
.attrStepY
[FRAG_ATTRIB_COL0
][1] + dxOuter
* span
.attrStepX
[FRAG_ATTRIB_COL0
][1]);
958 fdbOuter
= SignedFloatToFixed(span
.attrStepY
[FRAG_ATTRIB_COL0
][2] + dxOuter
* span
.attrStepX
[FRAG_ATTRIB_COL0
][2]);
961 # if CHAN_TYPE == GL_FLOAT
962 aLeft
= vLower
->color
[ACOMP
] + (span
.attrStepX
[FRAG_ATTRIB_COL0
][3] * adjx
+ span
.attrStepX
[FRAG_ATTRIB_COL0
][3] * adjy
) * (1.0F
/ FIXED_SCALE
);
963 fdaOuter
= span
.attrStepX
[FRAG_ATTRIB_COL0
][3] + dxOuter
* span
.attrStepX
[FRAG_ATTRIB_COL0
][3];
965 aLeft
= (GLint
)(ChanToFixed(vLower
->color
[ACOMP
]) + span
.attrStepX
[FRAG_ATTRIB_COL0
][3] * adjx
+ span
.attrStepX
[FRAG_ATTRIB_COL0
][3] * adjy
) + FIXED_HALF
;
966 fdaOuter
= SignedFloatToFixed(span
.attrStepX
[FRAG_ATTRIB_COL0
][3] + dxOuter
* span
.attrStepX
[FRAG_ATTRIB_COL0
][3]);
971 ASSERT(ctx
->Light
.ShadeModel
== GL_FLAT
);
972 # if CHAN_TYPE == GL_FLOAT
973 rLeft
= v2
->color
[RCOMP
];
974 gLeft
= v2
->color
[GCOMP
];
975 bLeft
= v2
->color
[BCOMP
];
976 fdrOuter
= fdgOuter
= fdbOuter
= 0.0F
;
978 rLeft
= ChanToFixed(v2
->color
[RCOMP
]);
979 gLeft
= ChanToFixed(v2
->color
[GCOMP
]);
980 bLeft
= ChanToFixed(v2
->color
[BCOMP
]);
981 fdrOuter
= fdgOuter
= fdbOuter
= 0;
984 # if CHAN_TYPE == GL_FLOAT
985 aLeft
= v2
->color
[ACOMP
];
988 aLeft
= ChanToFixed(v2
->color
[ACOMP
]);
993 #endif /* INTERP_RGB */
997 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
998 # if CHAN_TYPE == GL_FLOAT
999 srLeft
= vLower
->specular
[RCOMP
] + (span
.attrStepX
[FRAG_ATTRIB_COL1
][0] * adjx
+ span
.attrStepY
[FRAG_ATTRIB_COL1
][0] * adjy
) * (1.0F
/ FIXED_SCALE
);
1000 sgLeft
= vLower
->specular
[GCOMP
] + (span
.attrStepX
[FRAG_ATTRIB_COL1
][1] * adjx
+ span
.attrStepY
[FRAG_ATTRIB_COL1
][1] * adjy
) * (1.0F
/ FIXED_SCALE
);
1001 sbLeft
= vLower
->specular
[BCOMP
] + (span
.attrStepX
[FRAG_ATTRIB_COL1
][2] * adjx
+ span
.attrStepY
[FRAG_ATTRIB_COL1
][2] * adjy
) * (1.0F
/ FIXED_SCALE
);
1002 dsrOuter
= span
.attrStepY
[FRAG_ATTRIB_COL1
][0] + dxOuter
* span
.attrStepX
[FRAG_ATTRIB_COL1
][0];
1003 dsgOuter
= span
.attrStepY
[FRAG_ATTRIB_COL1
][1] + dxOuter
* span
.attrStepX
[FRAG_ATTRIB_COL1
][1];
1004 dsbOuter
= span
.attrStepY
[FRAG_ATTRIB_COL1
][2] + dxOuter
* span
.attrStepX
[FRAG_ATTRIB_COL1
][2];
1006 srLeft
= (GLfixed
) (ChanToFixed(vLower
->specular
[RCOMP
]) + span
.attrStepX
[FRAG_ATTRIB_COL1
][0] * adjx
+ span
.attrStepY
[FRAG_ATTRIB_COL1
][0] * adjy
) + FIXED_HALF
;
1007 sgLeft
= (GLfixed
) (ChanToFixed(vLower
->specular
[GCOMP
]) + span
.attrStepX
[FRAG_ATTRIB_COL1
][1] * adjx
+ span
.attrStepY
[FRAG_ATTRIB_COL1
][1] * adjy
) + FIXED_HALF
;
1008 sbLeft
= (GLfixed
) (ChanToFixed(vLower
->specular
[BCOMP
]) + span
.attrStepX
[FRAG_ATTRIB_COL1
][2] * adjx
+ span
.attrStepY
[FRAG_ATTRIB_COL1
][2] * adjy
) + FIXED_HALF
;
1009 dsrOuter
= SignedFloatToFixed(span
.attrStepY
[FRAG_ATTRIB_COL1
][0] + dxOuter
* span
.attrStepX
[FRAG_ATTRIB_COL1
][0]);
1010 dsgOuter
= SignedFloatToFixed(span
.attrStepY
[FRAG_ATTRIB_COL1
][1] + dxOuter
* span
.attrStepX
[FRAG_ATTRIB_COL1
][1]);
1011 dsbOuter
= SignedFloatToFixed(span
.attrStepY
[FRAG_ATTRIB_COL1
][2] + dxOuter
* span
.attrStepX
[FRAG_ATTRIB_COL1
][2]);
1015 ASSERT(ctx
->Light
.ShadeModel
== GL_FLAT
);
1016 #if CHAN_TYPE == GL_FLOAT
1017 srLeft
= v2
->specular
[RCOMP
];
1018 sgLeft
= v2
->specular
[GCOMP
];
1019 sbLeft
= v2
->specular
[BCOMP
];
1020 dsrOuter
= dsgOuter
= dsbOuter
= 0.0F
;
1022 srLeft
= ChanToFixed(v2
->specular
[RCOMP
]);
1023 sgLeft
= ChanToFixed(v2
->specular
[GCOMP
]);
1024 sbLeft
= ChanToFixed(v2
->specular
[BCOMP
]);
1025 dsrOuter
= dsgOuter
= dsbOuter
= 0;
1031 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
1032 iLeft
= (GLfixed
)(vLower
->index
* FIXED_SCALE
1033 + didx
* adjx
+ didy
* adjy
) + FIXED_HALF
;
1034 diOuter
= SignedFloatToFixed(didy
+ dxOuter
* didx
);
1037 ASSERT(ctx
->Light
.ShadeModel
== GL_FLAT
);
1038 iLeft
= FloatToFixed(v2
->index
);
1042 #ifdef INTERP_INT_TEX
1045 s0
= vLower
->texcoord
[0][0] * S_SCALE
;
1046 sLeft
= (GLfixed
)(s0
* FIXED_SCALE
+ span
.attrStepX
[FRAG_ATTRIB_TEX0
][0] * adjx
1047 + span
.attrStepY
[FRAG_ATTRIB_TEX0
][0] * adjy
) + FIXED_HALF
;
1048 dsOuter
= SignedFloatToFixed(span
.attrStepY
[FRAG_ATTRIB_TEX0
][0] + dxOuter
* span
.attrStepX
[FRAG_ATTRIB_TEX0
][0]);
1050 t0
= vLower
->texcoord
[0][1] * T_SCALE
;
1051 tLeft
= (GLfixed
)(t0
* FIXED_SCALE
+ span
.attrStepX
[FRAG_ATTRIB_TEX0
][1] * adjx
1052 + span
.attrStepY
[FRAG_ATTRIB_TEX0
][1] * adjy
) + FIXED_HALF
;
1053 dtOuter
= SignedFloatToFixed(span
.attrStepY
[FRAG_ATTRIB_TEX0
][1] + dxOuter
* span
.attrStepX
[FRAG_ATTRIB_TEX0
][1]);
1058 const GLfloat invW
= vLower
->win
[3];
1059 const GLfloat s0
= vLower
->texcoord
[u
][0] * invW
;
1060 const GLfloat t0
= vLower
->texcoord
[u
][1] * invW
;
1061 const GLfloat u0
= vLower
->texcoord
[u
][2] * invW
;
1062 const GLfloat v0
= vLower
->texcoord
[u
][3] * invW
;
1063 sLeft
[u
] = s0
+ (span
.attrStepX
[attr
][0] * adjx
+ span
.attrStepY
[attr
][0] * adjy
) * (1.0F
/FIXED_SCALE
);
1064 tLeft
[u
] = t0
+ (span
.attrStepX
[attr
][1] * adjx
+ span
.attrStepY
[attr
][1] * adjy
) * (1.0F
/FIXED_SCALE
);
1065 uLeft
[u
] = u0
+ (span
.attrStepX
[attr
][2] * adjx
+ span
.attrStepY
[attr
][2] * adjy
) * (1.0F
/FIXED_SCALE
);
1066 vLeft
[u
] = v0
+ (span
.attrStepX
[attr
][3] * adjx
+ span
.attrStepY
[attr
][3] * adjy
) * (1.0F
/FIXED_SCALE
);
1067 dsOuter
[u
] = span
.attrStepY
[attr
][0] + dxOuter
* span
.attrStepX
[attr
][0];
1068 dtOuter
[u
] = span
.attrStepY
[attr
][1] + dxOuter
* span
.attrStepX
[attr
][1];
1069 duOuter
[u
] = span
.attrStepY
[attr
][2] + dxOuter
* span
.attrStepX
[attr
][2];
1070 dvOuter
[u
] = span
.attrStepY
[attr
][3] + dxOuter
* span
.attrStepX
[attr
][3];
1073 #ifdef INTERP_VARYING
1075 const GLfloat invW
= vLower
->win
[3];
1076 const GLfloat var0
= vLower
->varying
[iv
][ic
] * invW
;
1077 varLeft
[iv
][ic
] = var0
+ (span
.attrStepX
[attr
][ic
] * adjx
+
1078 span
.attrStepY
[attr
][ic
] * adjy
) * (1.0f
/ FIXED_SCALE
);
1079 dvarOuter
[iv
][ic
] = span
.attrStepY
[attr
][ic
] + dxOuter
* span
.attrStepX
[attr
][ic
];
1085 if (setupRight
&& eRight
->lines
>0) {
1086 #if TRIANGLE_WALK_DOUBLE
1087 fxRightEdge
= eRight
->fsx
;
1088 fdxRightEdge
= eRight
->dxdy
;
1090 fxRightEdge
= eRight
->fsx
- FIXED_EPSILON
;
1091 fdxRightEdge
= eRight
->fdxdy
;
1100 /* Rasterize setup */
1101 #ifdef PIXEL_ADDRESS
1102 dPRowInner
= dPRowOuter
+ sizeof(PIXEL_TYPE
);
1106 dZRowInner
= dZRowOuter
+ sizeof(DEPTH_TYPE
);
1108 fdzInner
= fdzOuter
+ span
.zStep
;
1111 dwInner
= dwOuter
+ span
.attrStepX
[FRAG_ATTRIB_WPOS
][3];
1114 dfogInner
= dfogOuter
+ span
.attrStepX
[FRAG_ATTRIB_FOGC
][0];
1117 fdrInner
= fdrOuter
+ span
.redStep
;
1118 fdgInner
= fdgOuter
+ span
.greenStep
;
1119 fdbInner
= fdbOuter
+ span
.blueStep
;
1122 fdaInner
= fdaOuter
+ span
.alphaStep
;
1125 dsrInner
= dsrOuter
+ span
.specRedStep
;
1126 dsgInner
= dsgOuter
+ span
.specGreenStep
;
1127 dsbInner
= dsbOuter
+ span
.specBlueStep
;
1130 diInner
= diOuter
+ span
.indexStep
;
1132 #ifdef INTERP_INT_TEX
1133 dsInner
= dsOuter
+ span
.intTexStep
[0];
1134 dtInner
= dtOuter
+ span
.intTexStep
[1];
1138 dsInner
[u
] = dsOuter
[u
] + span
.attrStepX
[attr
][0];
1139 dtInner
[u
] = dtOuter
[u
] + span
.attrStepX
[attr
][1];
1140 duInner
[u
] = duOuter
[u
] + span
.attrStepX
[attr
][2];
1141 dvInner
[u
] = dvOuter
[u
] + span
.attrStepX
[attr
][3];
1144 #ifdef INTERP_VARYING
1146 dvarInner
[iv
][ic
] = dvarOuter
[iv
][ic
] + span
.attrStepX
[attr
][ic
];
1151 /* initialize the span interpolants to the leftmost value */
1152 /* ff = fixed-pt fragment */
1153 const GLint right
= InterpToInt(fxRightEdge
);
1154 span
.x
= InterpToInt(fxLeftEdge
);
1155 if (right
<= span
.x
)
1158 span
.end
= right
- span
.x
;
1164 span
.attrStart
[FRAG_ATTRIB_WPOS
][3] = wLeft
;
1167 span
.attrStart
[FRAG_ATTRIB_FOGC
][0] = fogLeft
;
1178 span
.specRed
= srLeft
;
1179 span
.specGreen
= sgLeft
;
1180 span
.specBlue
= sbLeft
;
1185 #ifdef INTERP_INT_TEX
1186 span
.intTex
[0] = sLeft
;
1187 span
.intTex
[1] = tLeft
;
1192 span
.attrStart
[attr
][0] = sLeft
[u
];
1193 span
.attrStart
[attr
][1] = tLeft
[u
];
1194 span
.attrStart
[attr
][2] = uLeft
[u
];
1195 span
.attrStart
[attr
][3] = vLeft
[u
];
1198 #ifdef INTERP_VARYING
1200 span
.attrStart
[attr
][ic
] = varLeft
[iv
][ic
];
1204 /* This is where we actually generate fragments */
1205 /* XXX the test for span.y > 0 _shouldn't_ be needed but
1206 * it fixes a problem on 64-bit Opterons (bug 4842).
1208 if (span
.end
> 0 && span
.y
>= 0) {
1209 const GLint len
= span
.end
- 1;
1212 CLAMP_INTERPOLANT(red
, redStep
, len
);
1213 CLAMP_INTERPOLANT(green
, greenStep
, len
);
1214 CLAMP_INTERPOLANT(blue
, blueStep
, len
);
1217 CLAMP_INTERPOLANT(alpha
, alphaStep
, len
);
1220 CLAMP_INTERPOLANT(specRed
, specRedStep
, len
);
1221 CLAMP_INTERPOLANT(specGreen
, specGreenStep
, len
);
1222 CLAMP_INTERPOLANT(specBlue
, specBlueStep
, len
);
1225 CLAMP_INTERPOLANT(index
, indexStep
, len
);
1228 RENDER_SPAN( span
);
1233 * Advance to the next scan line. Compute the
1234 * new edge coordinates, and adjust the
1235 * pixel-center x coordinate so that it stays
1236 * on or inside the major edge.
1241 fxLeftEdge
+= fdxLeftEdge
;
1242 fxRightEdge
+= fdxRightEdge
;
1246 fError
-= INTERP_ONE
;
1248 #ifdef PIXEL_ADDRESS
1249 pRow
= (PIXEL_TYPE
*) ((GLubyte
*) pRow
+ dPRowOuter
);
1253 zRow
= (DEPTH_TYPE
*) ((GLubyte
*) zRow
+ dZRowOuter
);
1261 fogLeft
+= dfogOuter
;
1279 #ifdef INTERP_INT_TEX
1285 sLeft
[u
] += dsOuter
[u
];
1286 tLeft
[u
] += dtOuter
[u
];
1287 uLeft
[u
] += duOuter
[u
];
1288 vLeft
[u
] += dvOuter
[u
];
1291 #ifdef INTERP_VARYING
1293 varLeft
[iv
][ic
] += dvarOuter
[iv
][ic
];
1298 #ifdef PIXEL_ADDRESS
1299 pRow
= (PIXEL_TYPE
*) ((GLubyte
*) pRow
+ dPRowInner
);
1303 zRow
= (DEPTH_TYPE
*) ((GLubyte
*) zRow
+ dZRowInner
);
1311 fogLeft
+= dfogInner
;
1329 #ifdef INTERP_INT_TEX
1335 sLeft
[u
] += dsInner
[u
];
1336 tLeft
[u
] += dtInner
[u
];
1337 uLeft
[u
] += duInner
[u
];
1338 vLeft
[u
] += dvInner
[u
];
1341 #ifdef INTERP_VARYING
1343 varLeft
[iv
][ic
] += dvarInner
[iv
][ic
];
1349 } /* for subTriangle */
1363 #undef BYTES_PER_ROW
1364 #undef PIXEL_ADDRESS
1374 #undef INTERP_INT_TEX
1376 #undef INTERP_MULTITEX
1377 #undef INTERP_VARYING
1378 #undef TEX_UNIT_LOOP