}
+#define MAX_PLANES 8
static unsigned
-lp_rast_tri_tab[9] = {
+lp_rast_tri_tab[MAX_PLANES+1] = {
0, /* should be impossible */
LP_RAST_OP_TRIANGLE_1,
LP_RAST_OP_TRIANGLE_2,
struct lp_rast_triangle *tri;
int x[3];
int y[3];
- int area;
struct u_rect bbox;
unsigned tri_bytes;
int i;
tri->plane[1].dcdx = y[1] - y[2];
tri->plane[2].dcdx = y[2] - y[0];
- area = (tri->plane[0].dcdy * tri->plane[2].dcdx -
- tri->plane[2].dcdy * tri->plane[0].dcdx);
-
LP_COUNT(nr_tris);
- /* Cull non-ccw and zero-sized triangles.
- *
- * XXX: subject to overflow??
- */
- if (area <= 0) {
- lp_scene_putback_data( scene, tri_bytes );
- LP_COUNT(nr_culled_tris);
- return TRUE;
- }
-
/* Setup parameter interpolants:
*/
lp_setup_tri_coef( setup, &tri->inputs, v0, v1, v2, frontfacing );
* Also, sometimes (in FBO cases) GL will render upside down
* to its usual method, in which case it will probably want
* to use the opposite, top-left convention.
+ *
+ * XXX: Chances are this will get stripped away. In fact this
+ * is only meaningful if:
+ *
+ * (plane->c & (FIXED_ONE-1)) == 0
+ *
*/
- if (plane->dcdx < 0) {
- /* both fill conventions want this - adjust for left edges */
- plane->c++;
- }
- else if (plane->dcdx == 0) {
- if (setup->pixel_offset == 0) {
- /* correct for top-left fill convention:
- */
- if (plane->dcdy > 0) plane->c++;
+ if ((plane->c & (FIXED_ONE-1)) == 0) {
+ if (plane->dcdx < 0) {
+ /* both fill conventions want this - adjust for left edges */
+ plane->c++;
}
- else {
- /* correct for bottom-left fill convention:
- */
- if (plane->dcdy < 0) plane->c++;
+ else if (plane->dcdx == 0) {
+ if (setup->pixel_offset == 0) {
+ /* correct for top-left fill convention:
+ */
+ if (plane->dcdy > 0) plane->c++;
+ }
+ else {
+ /* correct for bottom-left fill convention:
+ */
+ if (plane->dcdy < 0) plane->c++;
+ }
}
}
- plane->dcdx *= FIXED_ONE;
- plane->dcdy *= FIXED_ONE;
+ plane->c = (plane->c + (FIXED_ONE-1)) / FIXED_ONE;
+
/* find trivial reject offsets for each edge for a single-pixel
* sized block. These will be scaled up at each recursive level to
int sz = floor_pot((bbox->x1 - (bbox->x0 & ~3)) |
(bbox->y1 - (bbox->y0 & ~3)));
- if (nr_planes == 3) {
- if (sz < 4 && dx < 64)
- {
- /* Triangle is contained in a single 4x4 stamp:
- */
- int mask = (bbox->x0 & 63 & ~3) | ((bbox->y0 & 63 & ~3) << 8);
-
- return lp_scene_bin_command( scene,
- bbox->x0/64, bbox->y0/64,
- LP_RAST_OP_TRIANGLE_3_4,
- lp_rast_arg_triangle(tri, mask) );
- }
-
- if (sz < 16 && dx < 64)
- {
- int mask = (bbox->x0 & 63 & ~3) | ((bbox->y0 & 63 & ~3) << 8);
-
- /* Triangle is contained in a single 16x16 block:
- */
- return lp_scene_bin_command( scene,
- bbox->x0/64, bbox->y0/64,
- LP_RAST_OP_TRIANGLE_3_16,
- lp_rast_arg_triangle(tri, mask) );
- }
- }
-
-
/* Determine which tile(s) intersect the triangle's bounding box
*/
if (dx < TILE_SIZE)
{
int ix0 = bbox->x0 / TILE_SIZE;
int iy0 = bbox->y0 / TILE_SIZE;
+ int px = bbox->x0 & 63 & ~3;
+ int py = bbox->y0 & 63 & ~3;
+ int mask = px | (py << 8);
assert(iy0 == bbox->y1 / TILE_SIZE &&
ix0 == bbox->x1 / TILE_SIZE);
+ if (nr_planes == 3) {
+ if (sz < 4)
+ {
+ /* Triangle is contained in a single 4x4 stamp:
+ */
+
+ return lp_scene_bin_command( scene, ix0, iy0,
+ LP_RAST_OP_TRIANGLE_3_4,
+ lp_rast_arg_triangle(tri, mask) );
+ }
+
+ if (sz < 16)
+ {
+ /* Triangle is contained in a single 16x16 block:
+ */
+ return lp_scene_bin_command( scene, ix0, iy0,
+ LP_RAST_OP_TRIANGLE_3_16,
+ lp_rast_arg_triangle(tri, mask) );
+ }
+ }
+ else if (nr_planes == 4 && sz < 16)
+ {
+ return lp_scene_bin_command( scene, ix0, iy0,
+ LP_RAST_OP_TRIANGLE_4_16,
+ lp_rast_arg_triangle(tri, mask) );
+ }
+
+
/* Triangle is contained in a single tile:
*/
return lp_scene_bin_command( scene, ix0, iy0,
}
else
{
- int c[7];
- int ei[7];
- int eo[7];
- int xstep[7];
- int ystep[7];
+ int c[MAX_PLANES];
+ int ei[MAX_PLANES];
+ int eo[MAX_PLANES];
+ int xstep[MAX_PLANES];
+ int ystep[MAX_PLANES];
int x, y;
int ix0 = bbox->x0 / TILE_SIZE;
for (y = iy0; y <= iy1; y++)
{
boolean in = FALSE; /* are we inside the triangle? */
- int cx[7];
+ int cx[MAX_PLANES];
for (i = 0; i < nr_planes; i++)
cx[i] = c[i];
/**
- * Draw triangle if it's CW, cull otherwise.
+ * Try to draw the triangle, restart the scene on failure.
*/
-static void triangle_cw( struct lp_setup_context *setup,
- const float (*v0)[4],
- const float (*v1)[4],
- const float (*v2)[4] )
+static void retry_triangle_ccw( struct lp_setup_context *setup,
+ const float (*v0)[4],
+ const float (*v1)[4],
+ const float (*v2)[4],
+ boolean front)
{
- if (!do_triangle_ccw( setup, v1, v0, v2, !setup->ccw_is_frontface ))
+ if (!do_triangle_ccw( setup, v0, v1, v2, front ))
{
- lp_setup_flush_and_restart(setup);
+ if (!lp_setup_flush_and_restart(setup))
+ return;
- if (!do_triangle_ccw( setup, v1, v0, v2, !setup->ccw_is_frontface ))
- assert(0);
+ if (!do_triangle_ccw( setup, v0, v1, v2, front ))
+ return;
}
}
+static INLINE float
+calc_area(const float (*v0)[4],
+ const float (*v1)[4],
+ const float (*v2)[4])
+{
+ float dx01 = v0[0][0] - v1[0][0];
+ float dy01 = v0[0][1] - v1[0][1];
+ float dx20 = v2[0][0] - v0[0][0];
+ float dy20 = v2[0][1] - v0[0][1];
+ return dx01 * dy20 - dx20 * dy01;
+}
+
/**
- * Draw triangle if it's CCW, cull otherwise.
+ * Draw triangle if it's CW, cull otherwise.
*/
-static void triangle_ccw( struct lp_setup_context *setup,
+static void triangle_cw( struct lp_setup_context *setup,
const float (*v0)[4],
const float (*v1)[4],
const float (*v2)[4] )
{
- if (!do_triangle_ccw( setup, v0, v1, v2, setup->ccw_is_frontface ))
- {
- lp_setup_flush_and_restart(setup);
- if (!do_triangle_ccw( setup, v0, v1, v2, setup->ccw_is_frontface ))
- assert(0);
- }
+ float area = calc_area(v0, v1, v2);
+
+ if (area < 0.0f)
+ retry_triangle_ccw(setup, v0, v2, v1, !setup->ccw_is_frontface);
}
+static void triangle_ccw( struct lp_setup_context *setup,
+ const float (*v0)[4],
+ const float (*v1)[4],
+ const float (*v2)[4])
+{
+ float area = calc_area(v0, v1, v2);
+
+ if (area > 0.0f)
+ retry_triangle_ccw(setup, v0, v1, v2, setup->ccw_is_frontface);
+}
/**
* Draw triangle whether it's CW or CCW.
const float (*v1)[4],
const float (*v2)[4] )
{
- /* edge vectors e = v0 - v2, f = v1 - v2 */
- const float ex = v0[0][0] - v2[0][0];
- const float ey = v0[0][1] - v2[0][1];
- const float fx = v1[0][0] - v2[0][0];
- const float fy = v1[0][1] - v2[0][1];
-
- /* det = cross(e,f).z */
- const float det = ex * fy - ey * fx;
- if (det < 0.0f)
- triangle_ccw( setup, v0, v1, v2 );
- else if (det > 0.0f)
- triangle_cw( setup, v0, v1, v2 );
+ float area = calc_area(v0, v1, v2);
+
+ if (area > 0.0f)
+ retry_triangle_ccw( setup, v0, v1, v2, setup->ccw_is_frontface );
+ else if (area < 0.0f)
+ retry_triangle_ccw( setup, v0, v2, v1, !setup->ccw_is_frontface );
}