-/* $Id: s_aatritemp.h,v 1.5 2001/01/05 02:26:49 keithw Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 3.5
- *
- * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
- *
+ * Version: 7.0.3
+ *
+ * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
+ *
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
- *
+ *
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
- *
+ *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* DO_Z - if defined, compute Z values
* DO_RGBA - if defined, compute RGBA values
* DO_INDEX - if defined, compute color index values
- * DO_SPEC - if defined, compute specular RGB values
- * DO_TEX - if defined, compute unit 0 STRQ texcoords
- * DO_MULTITEX - if defined, compute all unit's STRQ texcoords
+ * DO_ATTRIBS - if defined, compute texcoords, varying, etc.
*/
/*void triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv )*/
{
- const GLfloat *p0 = v0->win;
- const GLfloat *p1 = v1->win;
- const GLfloat *p2 = v2->win;
+ const SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ const GLfloat *p0 = v0->attrib[FRAG_ATTRIB_WPOS];
+ const GLfloat *p1 = v1->attrib[FRAG_ATTRIB_WPOS];
+ const GLfloat *p2 = v2->attrib[FRAG_ATTRIB_WPOS];
const SWvertex *vMin, *vMid, *vMax;
GLint iyMin, iyMax;
GLfloat yMin, yMax;
GLboolean ltor;
- GLfloat majDx, majDy;
+ GLfloat majDx, majDy; /* major (i.e. long) edge dx and dy */
+
+ SWspan span;
+
#ifdef DO_Z
- GLfloat zPlane[4]; /* Z (depth) */
- GLdepth z[MAX_WIDTH];
- GLfloat fogPlane[4];
- GLfixed fog[MAX_WIDTH];
+ GLfloat zPlane[4];
#endif
#ifdef DO_RGBA
- GLfloat rPlane[4], gPlane[4], bPlane[4], aPlane[4]; /* color */
- GLchan rgba[MAX_WIDTH][4];
+ GLfloat rPlane[4], gPlane[4], bPlane[4], aPlane[4];
#endif
#ifdef DO_INDEX
- GLfloat iPlane[4]; /* color index */
- GLuint index[MAX_WIDTH];
+ GLfloat iPlane[4];
#endif
-#ifdef DO_SPEC
- GLfloat srPlane[4], sgPlane[4], sbPlane[4]; /* spec color */
- GLchan spec[MAX_WIDTH][4];
+#if defined(DO_ATTRIBS)
+ GLfloat attrPlane[FRAG_ATTRIB_MAX][4][4];
+ GLfloat wPlane[4]; /* win[3] */
#endif
-#ifdef DO_TEX
- GLfloat sPlane[4], tPlane[4], uPlane[4], vPlane[4];
- GLfloat texWidth, texHeight;
- GLfloat s[MAX_WIDTH], t[MAX_WIDTH], u[MAX_WIDTH];
- GLfloat lambda[MAX_WIDTH];
-#elif defined(DO_MULTITEX)
- GLfloat sPlane[MAX_TEXTURE_UNITS][4];
- GLfloat tPlane[MAX_TEXTURE_UNITS][4];
- GLfloat uPlane[MAX_TEXTURE_UNITS][4];
- GLfloat vPlane[MAX_TEXTURE_UNITS][4];
- GLfloat texWidth[MAX_TEXTURE_UNITS], texHeight[MAX_TEXTURE_UNITS];
- GLfloat s[MAX_TEXTURE_UNITS][MAX_WIDTH];
- GLfloat t[MAX_TEXTURE_UNITS][MAX_WIDTH];
- GLfloat u[MAX_TEXTURE_UNITS][MAX_WIDTH];
- GLfloat lambda[MAX_TEXTURE_UNITS][MAX_WIDTH];
-#endif
- GLfloat bf = SWRAST_CONTEXT(ctx)->_backface_sign;
+ GLfloat bf = SWRAST_CONTEXT(ctx)->_BackfaceCullSign;
+
+ (void) swrast;
+
+ INIT_SPAN(span, GL_POLYGON);
+ span.arrayMask = SPAN_COVERAGE;
/* determine bottom to top order of vertices */
{
- GLfloat y0 = v0->win[1];
- GLfloat y1 = v1->win[1];
- GLfloat y2 = v2->win[1];
+ GLfloat y0 = v0->attrib[FRAG_ATTRIB_WPOS][1];
+ GLfloat y1 = v1->attrib[FRAG_ATTRIB_WPOS][1];
+ GLfloat y2 = v2->attrib[FRAG_ATTRIB_WPOS][1];
if (y0 <= y1) {
if (y1 <= y2) {
vMin = v0; vMid = v1; vMax = v2; /* y0<=y1<=y2 */
}
}
- majDx = vMax->win[0] - vMin->win[0];
- majDy = vMax->win[1] - vMin->win[1];
+ majDx = vMax->attrib[FRAG_ATTRIB_WPOS][0] - vMin->attrib[FRAG_ATTRIB_WPOS][0];
+ majDy = vMax->attrib[FRAG_ATTRIB_WPOS][1] - vMin->attrib[FRAG_ATTRIB_WPOS][1];
+ /* front/back-face determination and cullling */
{
- const GLfloat botDx = vMid->win[0] - vMin->win[0];
- const GLfloat botDy = vMid->win[1] - vMin->win[1];
+ const GLfloat botDx = vMid->attrib[FRAG_ATTRIB_WPOS][0] - vMin->attrib[FRAG_ATTRIB_WPOS][0];
+ const GLfloat botDy = vMid->attrib[FRAG_ATTRIB_WPOS][1] - vMin->attrib[FRAG_ATTRIB_WPOS][1];
const GLfloat area = majDx * botDy - botDx * majDy;
- ltor = (GLboolean) (area < 0.0F);
/* Do backface culling */
- if (area * bf < 0 || area * area < .0025)
+ if (area * bf < 0 || area == 0 || IS_INF_OR_NAN(area))
return;
- }
+ ltor = (GLboolean) (area < 0.0F);
-#ifndef DO_OCCLUSION_TEST
- ctx->OcclusionResult = GL_TRUE;
-#endif
+ span.facing = area * swrast->_BackfaceSign > 0.0F;
+ }
- /* plane setup */
+ /* Plane equation setup:
+ * We evaluate plane equations at window (x,y) coordinates in order
+ * to compute color, Z, fog, texcoords, etc. This isn't terribly
+ * efficient but it's easy and reliable.
+ */
#ifdef DO_Z
compute_plane(p0, p1, p2, p0[2], p1[2], p2[2], zPlane);
- compute_plane(p0, p1, p2,
- v0->fog,
- v1->fog,
- v2->fog,
- fogPlane);
+ span.arrayMask |= SPAN_Z;
#endif
#ifdef DO_RGBA
if (ctx->Light.ShadeModel == GL_SMOOTH) {
- compute_plane(p0, p1, p2, v0->color[0], v1->color[0], v2->color[0], rPlane);
- compute_plane(p0, p1, p2, v0->color[1], v1->color[1], v2->color[1], gPlane);
- compute_plane(p0, p1, p2, v0->color[2], v1->color[2], v2->color[2], bPlane);
- compute_plane(p0, p1, p2, v0->color[3], v1->color[3], v2->color[3], aPlane);
+ compute_plane(p0, p1, p2, v0->color[RCOMP], v1->color[RCOMP], v2->color[RCOMP], rPlane);
+ compute_plane(p0, p1, p2, v0->color[GCOMP], v1->color[GCOMP], v2->color[GCOMP], gPlane);
+ compute_plane(p0, p1, p2, v0->color[BCOMP], v1->color[BCOMP], v2->color[BCOMP], bPlane);
+ compute_plane(p0, p1, p2, v0->color[ACOMP], v1->color[ACOMP], v2->color[ACOMP], aPlane);
}
else {
constant_plane(v2->color[RCOMP], rPlane);
constant_plane(v2->color[BCOMP], bPlane);
constant_plane(v2->color[ACOMP], aPlane);
}
+ span.arrayMask |= SPAN_RGBA;
#endif
#ifdef DO_INDEX
if (ctx->Light.ShadeModel == GL_SMOOTH) {
- compute_plane(p0, p1, p2, v0->index,
- v1->index, v2->index, iPlane);
- }
- else {
- constant_plane(v2->index, iPlane);
- }
-#endif
-#ifdef DO_SPEC
- if (ctx->Light.ShadeModel == GL_SMOOTH) {
- compute_plane(p0, p1, p2, v0->specular[0], v1->specular[0], v2->specular[0],srPlane);
- compute_plane(p0, p1, p2, v0->specular[1], v1->specular[1], v2->specular[1],sgPlane);
- compute_plane(p0, p1, p2, v0->specular[2], v1->specular[2], v2->specular[2],sbPlane);
+ compute_plane(p0, p1, p2, (GLfloat) v0->attrib[FRAG_ATTRIB_CI][0],
+ v1->attrib[FRAG_ATTRIB_CI][0], v2->attrib[FRAG_ATTRIB_CI][0], iPlane);
}
else {
- /* KW: added this */
- constant_plane(v2->specular[RCOMP], srPlane);
- constant_plane(v2->specular[GCOMP], sgPlane);
- constant_plane(v2->specular[BCOMP], sbPlane);
+ constant_plane(v2->attrib[FRAG_ATTRIB_CI][0], iPlane);
}
+ span.arrayMask |= SPAN_INDEX;
#endif
-#ifdef DO_TEX
+#if defined(DO_ATTRIBS)
{
- const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;
- const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];
- const GLfloat invW0 = v0->win[3];
- const GLfloat invW1 = v1->win[3];
- const GLfloat invW2 = v2->win[3];
- const GLfloat s0 = v0->texcoord[0][0] * invW0;
- const GLfloat s1 = v1->texcoord[0][0] * invW1;
- const GLfloat s2 = v2->texcoord[0][0] * invW2;
- const GLfloat t0 = v0->texcoord[0][1] * invW0;
- const GLfloat t1 = v1->texcoord[0][1] * invW1;
- const GLfloat t2 = v2->texcoord[0][1] * invW2;
- const GLfloat r0 = v0->texcoord[0][2] * invW0;
- const GLfloat r1 = v1->texcoord[0][2] * invW1;
- const GLfloat r2 = v2->texcoord[0][2] * invW2;
- const GLfloat q0 = v0->texcoord[0][3] * invW0;
- const GLfloat q1 = v1->texcoord[0][3] * invW1;
- const GLfloat q2 = v2->texcoord[0][3] * invW2;
- compute_plane(p0, p1, p2, s0, s1, s2, sPlane);
- compute_plane(p0, p1, p2, t0, t1, t2, tPlane);
- compute_plane(p0, p1, p2, r0, r1, r2, uPlane);
- compute_plane(p0, p1, p2, q0, q1, q2, vPlane);
- texWidth = (GLfloat) texImage->Width;
- texHeight = (GLfloat) texImage->Height;
- }
-#elif defined(DO_MULTITEX)
- {
- GLuint u;
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- const struct gl_texture_object *obj = ctx->Texture.Unit[u]._Current;
- const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];
- const GLfloat invW0 = v0->win[3];
- const GLfloat invW1 = v1->win[3];
- const GLfloat invW2 = v2->win[3];
- const GLfloat s0 = v0->texcoord[u][0] * invW0;
- const GLfloat s1 = v1->texcoord[u][0] * invW1;
- const GLfloat s2 = v2->texcoord[u][0] * invW2;
- const GLfloat t0 = v0->texcoord[u][1] * invW0;
- const GLfloat t1 = v1->texcoord[u][1] * invW1;
- const GLfloat t2 = v2->texcoord[u][1] * invW2;
- const GLfloat r0 = v0->texcoord[u][2] * invW0;
- const GLfloat r1 = v1->texcoord[u][2] * invW1;
- const GLfloat r2 = v2->texcoord[u][2] * invW2;
- const GLfloat q0 = v0->texcoord[u][3] * invW0;
- const GLfloat q1 = v1->texcoord[u][3] * invW1;
- const GLfloat q2 = v2->texcoord[u][3] * invW2;
- compute_plane(p0, p1, p2, s0, s1, s2, sPlane[u]);
- compute_plane(p0, p1, p2, t0, t1, t2, tPlane[u]);
- compute_plane(p0, p1, p2, r0, r1, r2, uPlane[u]);
- compute_plane(p0, p1, p2, q0, q1, q2, vPlane[u]);
- texWidth[u] = (GLfloat) texImage->Width;
- texHeight[u] = (GLfloat) texImage->Height;
+ const GLfloat invW0 = v0->attrib[FRAG_ATTRIB_WPOS][3];
+ const GLfloat invW1 = v1->attrib[FRAG_ATTRIB_WPOS][3];
+ const GLfloat invW2 = v2->attrib[FRAG_ATTRIB_WPOS][3];
+ compute_plane(p0, p1, p2, invW0, invW1, invW2, wPlane);
+ span.attrStepX[FRAG_ATTRIB_WPOS][3] = plane_dx(wPlane);
+ span.attrStepY[FRAG_ATTRIB_WPOS][3] = plane_dy(wPlane);
+ ATTRIB_LOOP_BEGIN
+ GLuint c;
+ if (swrast->_InterpMode[attr] == GL_FLAT) {
+ for (c = 0; c < 4; c++) {
+ constant_plane(v2->attrib[attr][c] * invW2, attrPlane[attr][c]);
+ }
}
- }
+ else {
+ for (c = 0; c < 4; c++) {
+ const GLfloat a0 = v0->attrib[attr][c] * invW0;
+ const GLfloat a1 = v1->attrib[attr][c] * invW1;
+ const GLfloat a2 = v2->attrib[attr][c] * invW2;
+ compute_plane(p0, p1, p2, a0, a1, a2, attrPlane[attr][c]);
+ }
+ }
+ for (c = 0; c < 4; c++) {
+ span.attrStepX[attr][c] = plane_dx(attrPlane[attr][c]);
+ span.attrStepY[attr][c] = plane_dy(attrPlane[attr][c]);
+ }
+ ATTRIB_LOOP_END
}
#endif
- yMin = vMin->win[1];
- yMax = vMax->win[1];
- iyMin = (int) yMin;
- iyMax = (int) yMax + 1;
+ /* Begin bottom-to-top scan over the triangle.
+ * The long edge will either be on the left or right side of the
+ * triangle. We always scan from the long edge toward the shorter
+ * edges, stopping when we find that coverage = 0. If the long edge
+ * is on the left we scan left-to-right. Else, we scan right-to-left.
+ */
+ yMin = vMin->attrib[FRAG_ATTRIB_WPOS][1];
+ yMax = vMax->attrib[FRAG_ATTRIB_WPOS][1];
+ iyMin = (GLint) yMin;
+ iyMax = (GLint) yMax + 1;
if (ltor) {
/* scan left to right */
- const float *pMin = vMin->win;
- const float *pMid = vMid->win;
- const float *pMax = vMax->win;
- const float dxdy = majDx / majDy;
- const float xAdj = dxdy < 0.0F ? -dxdy : 0.0F;
- float x = vMin->win[0] - (yMin - iyMin) * dxdy;
- int iy;
+ const GLfloat *pMin = vMin->attrib[FRAG_ATTRIB_WPOS];
+ const GLfloat *pMid = vMid->attrib[FRAG_ATTRIB_WPOS];
+ const GLfloat *pMax = vMax->attrib[FRAG_ATTRIB_WPOS];
+ const GLfloat dxdy = majDx / majDy;
+ const GLfloat xAdj = dxdy < 0.0F ? -dxdy : 0.0F;
+ GLfloat x = pMin[0] - (yMin - iyMin) * dxdy;
+ GLint iy;
for (iy = iyMin; iy < iyMax; iy++, x += dxdy) {
GLint ix, startX = (GLint) (x - xAdj);
- GLuint count, n;
+ GLuint count;
GLfloat coverage = 0.0F;
+
/* skip over fragments with zero coverage */
while (startX < MAX_WIDTH) {
coverage = compute_coveragef(pMin, pMid, pMax, startX, iy);
/* enter interior of triangle */
ix = startX;
+
+#if defined(DO_ATTRIBS)
+ /* compute attributes at left-most fragment */
+ span.attrStart[FRAG_ATTRIB_WPOS][3] = solve_plane(ix + 0.5, iy + 0.5, wPlane);
+ ATTRIB_LOOP_BEGIN
+ GLuint c;
+ for (c = 0; c < 4; c++) {
+ span.attrStart[attr][c] = solve_plane(ix + 0.5, iy + 0.5, attrPlane[attr][c]);
+ }
+ ATTRIB_LOOP_END
+#endif
+
count = 0;
while (coverage > 0.0F) {
+ /* (cx,cy) = center of fragment */
+ const GLfloat cx = ix + 0.5F, cy = iy + 0.5F;
+ SWspanarrays *array = span.array;
+#ifdef DO_INDEX
+ array->coverage[count] = (GLfloat) compute_coveragei(pMin, pMid, pMax, ix, iy);
+#else
+ array->coverage[count] = coverage;
+#endif
#ifdef DO_Z
- z[count] = (GLdepth) solve_plane(ix, iy, zPlane);
- fog[count] = FloatToFixed(solve_plane(ix, iy, fogPlane));
+ array->z[count] = (GLuint) solve_plane(cx, cy, zPlane);
#endif
#ifdef DO_RGBA
- rgba[count][RCOMP] = solve_plane_chan(ix, iy, rPlane);
- rgba[count][GCOMP] = solve_plane_chan(ix, iy, gPlane);
- rgba[count][BCOMP] = solve_plane_chan(ix, iy, bPlane);
- rgba[count][ACOMP] = (GLchan) (solve_plane_chan(ix, iy, aPlane) * coverage);
+ array->rgba[count][RCOMP] = solve_plane_chan(cx, cy, rPlane);
+ array->rgba[count][GCOMP] = solve_plane_chan(cx, cy, gPlane);
+ array->rgba[count][BCOMP] = solve_plane_chan(cx, cy, bPlane);
+ array->rgba[count][ACOMP] = solve_plane_chan(cx, cy, aPlane);
#endif
#ifdef DO_INDEX
- {
- GLint frac = compute_coveragei(pMin, pMid, pMax, ix, iy);
- GLint indx = (GLint) solve_plane(ix, iy, iPlane);
- index[count] = (indx & ~0xf) | frac;
- }
-#endif
-#ifdef DO_SPEC
- spec[count][RCOMP] = solve_plane_chan(ix, iy, srPlane);
- spec[count][GCOMP] = solve_plane_chan(ix, iy, sgPlane);
- spec[count][BCOMP] = solve_plane_chan(ix, iy, sbPlane);
-#endif
-#ifdef DO_TEX
- {
- GLfloat invQ = solve_plane_recip(ix, iy, vPlane);
- s[count] = solve_plane(ix, iy, sPlane) * invQ;
- t[count] = solve_plane(ix, iy, tPlane) * invQ;
- u[count] = solve_plane(ix, iy, uPlane) * invQ;
- lambda[count] = compute_lambda(sPlane, tPlane, invQ,
- texWidth, texHeight);
- }
-#elif defined(DO_MULTITEX)
- {
- GLuint unit;
- for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
- if (ctx->Texture.Unit[unit]._ReallyEnabled) {
- GLfloat invQ = solve_plane_recip(ix, iy, vPlane[unit]);
- s[unit][count] = solve_plane(ix, iy, sPlane[unit]) * invQ;
- t[unit][count] = solve_plane(ix, iy, tPlane[unit]) * invQ;
- u[unit][count] = solve_plane(ix, iy, uPlane[unit]) * invQ;
- lambda[unit][count] = compute_lambda(sPlane[unit],
- tPlane[unit], invQ, texWidth[unit], texHeight[unit]);
- }
- }
- }
+ array->index[count] = (GLint) solve_plane(cx, cy, iPlane);
#endif
ix++;
count++;
coverage = compute_coveragef(pMin, pMid, pMax, ix, iy);
}
-
- n = (GLuint) ix - (GLuint) startX;
-#ifdef DO_MULTITEX
-# ifdef DO_SPEC
- gl_write_multitexture_span(ctx, n, startX, iy, z, fog,
- (const GLfloat (*)[MAX_WIDTH]) s,
- (const GLfloat (*)[MAX_WIDTH]) t,
- (const GLfloat (*)[MAX_WIDTH]) u,
- (GLfloat (*)[MAX_WIDTH]) lambda,
- rgba, (const GLchan (*)[4]) spec,
- GL_POLYGON);
-# else
- gl_write_multitexture_span(ctx, n, startX, iy, z, fog,
- (const GLfloat (*)[MAX_WIDTH]) s,
- (const GLfloat (*)[MAX_WIDTH]) t,
- (const GLfloat (*)[MAX_WIDTH]) u,
- lambda, rgba, NULL, GL_POLYGON);
-# endif
-#elif defined(DO_TEX)
-# ifdef DO_SPEC
- gl_write_texture_span(ctx, n, startX, iy, z, fog,
- s, t, u, lambda, rgba,
- (const GLchan (*)[4]) spec, GL_POLYGON);
-# else
- gl_write_texture_span(ctx, n, startX, iy, z, fog,
- s, t, u, lambda,
- rgba, NULL, GL_POLYGON);
-# endif
-#elif defined(DO_RGBA)
- gl_write_rgba_span(ctx, n, startX, iy, z, fog, rgba, GL_POLYGON);
-#elif defined(DO_INDEX)
- gl_write_index_span(ctx, n, startX, iy, z, fog, index, GL_POLYGON);
+
+ if (ix <= startX)
+ continue;
+
+ span.x = startX;
+ span.y = iy;
+ span.end = (GLuint) ix - (GLuint) startX;
+#if defined(DO_RGBA)
+ _swrast_write_rgba_span(ctx, &span);
+#else
+ _swrast_write_index_span(ctx, &span);
#endif
}
}
else {
/* scan right to left */
- const GLfloat *pMin = vMin->win;
- const GLfloat *pMid = vMid->win;
- const GLfloat *pMax = vMax->win;
+ const GLfloat *pMin = vMin->attrib[FRAG_ATTRIB_WPOS];
+ const GLfloat *pMid = vMid->attrib[FRAG_ATTRIB_WPOS];
+ const GLfloat *pMax = vMax->attrib[FRAG_ATTRIB_WPOS];
const GLfloat dxdy = majDx / majDy;
const GLfloat xAdj = dxdy > 0 ? dxdy : 0.0F;
- GLfloat x = vMin->win[0] - (yMin - iyMin) * dxdy;
+ GLfloat x = pMin[0] - (yMin - iyMin) * dxdy;
GLint iy;
for (iy = iyMin; iy < iyMax; iy++, x += dxdy) {
GLint ix, left, startX = (GLint) (x + xAdj);
GLuint count, n;
GLfloat coverage = 0.0F;
+
+ /* make sure we're not past the window edge */
+ if (startX >= ctx->DrawBuffer->_Xmax) {
+ startX = ctx->DrawBuffer->_Xmax - 1;
+ }
+
/* skip fragments with zero coverage */
- while (startX >= 0) {
+ while (startX > 0) {
coverage = compute_coveragef(pMin, pMax, pMid, startX, iy);
if (coverage > 0.0F)
break;
startX--;
}
-
+
/* enter interior of triangle */
ix = startX;
count = 0;
while (coverage > 0.0F) {
+ /* (cx,cy) = center of fragment */
+ const GLfloat cx = ix + 0.5F, cy = iy + 0.5F;
+ SWspanarrays *array = span.array;
+ ASSERT(ix >= 0);
+#ifdef DO_INDEX
+ array->coverage[ix] = (GLfloat) compute_coveragei(pMin, pMax, pMid, ix, iy);
+#else
+ array->coverage[ix] = coverage;
+#endif
#ifdef DO_Z
- z[ix] = (GLdepth) solve_plane(ix, iy, zPlane);
- fog[ix] = FloatToFixed(solve_plane(ix, iy, fogPlane));
+ array->z[ix] = (GLuint) solve_plane(cx, cy, zPlane);
#endif
#ifdef DO_RGBA
- rgba[ix][RCOMP] = solve_plane_chan(ix, iy, rPlane);
- rgba[ix][GCOMP] = solve_plane_chan(ix, iy, gPlane);
- rgba[ix][BCOMP] = solve_plane_chan(ix, iy, bPlane);
- rgba[ix][ACOMP] = (GLchan) (solve_plane_chan(ix, iy, aPlane) * coverage);
+ array->rgba[ix][RCOMP] = solve_plane_chan(cx, cy, rPlane);
+ array->rgba[ix][GCOMP] = solve_plane_chan(cx, cy, gPlane);
+ array->rgba[ix][BCOMP] = solve_plane_chan(cx, cy, bPlane);
+ array->rgba[ix][ACOMP] = solve_plane_chan(cx, cy, aPlane);
#endif
#ifdef DO_INDEX
- {
- GLint frac = compute_coveragei(pMin, pMax, pMid, ix, iy);
- GLint indx = (GLint) solve_plane(ix, iy, iPlane);
- index[ix] = (indx & ~0xf) | frac;
- }
-#endif
-#ifdef DO_SPEC
- spec[ix][RCOMP] = solve_plane_chan(ix, iy, srPlane);
- spec[ix][GCOMP] = solve_plane_chan(ix, iy, sgPlane);
- spec[ix][BCOMP] = solve_plane_chan(ix, iy, sbPlane);
-#endif
-#ifdef DO_TEX
- {
- GLfloat invQ = solve_plane_recip(ix, iy, vPlane);
- s[ix] = solve_plane(ix, iy, sPlane) * invQ;
- t[ix] = solve_plane(ix, iy, tPlane) * invQ;
- u[ix] = solve_plane(ix, iy, uPlane) * invQ;
- lambda[ix] = compute_lambda(sPlane, tPlane, invQ,
- texWidth, texHeight);
- }
-#elif defined(DO_MULTITEX)
- {
- GLuint unit;
- for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
- if (ctx->Texture.Unit[unit]._ReallyEnabled) {
- GLfloat invQ = solve_plane_recip(ix, iy, vPlane[unit]);
- s[unit][ix] = solve_plane(ix, iy, sPlane[unit]) * invQ;
- t[unit][ix] = solve_plane(ix, iy, tPlane[unit]) * invQ;
- u[unit][ix] = solve_plane(ix, iy, uPlane[unit]) * invQ;
- lambda[unit][ix] = compute_lambda(sPlane[unit],
- tPlane[unit], invQ, texWidth[unit], texHeight[unit]);
- }
- }
- }
+ array->index[ix] = (GLint) solve_plane(cx, cy, iPlane);
#endif
ix--;
count++;
coverage = compute_coveragef(pMin, pMax, pMid, ix, iy);
}
+
+#if defined(DO_ATTRIBS)
+ /* compute attributes at left-most fragment */
+ span.attrStart[FRAG_ATTRIB_WPOS][3] = solve_plane(ix + 1.5, iy + 0.5, wPlane);
+ ATTRIB_LOOP_BEGIN
+ GLuint c;
+ for (c = 0; c < 4; c++) {
+ span.attrStart[attr][c] = solve_plane(ix + 1.5, iy + 0.5, attrPlane[attr][c]);
+ }
+ ATTRIB_LOOP_END
+#endif
+
+ if (startX <= ix)
+ continue;
n = (GLuint) startX - (GLuint) ix;
+
left = ix + 1;
-#ifdef DO_MULTITEX
+
+ /* shift all values to the left */
+ /* XXX this is temporary */
{
- GLuint unit;
- for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
- if (ctx->Texture.Unit[unit]._ReallyEnabled) {
- GLint j;
- for (j = 0; j < n; j++) {
- s[unit][j] = s[unit][j + left];
- t[unit][j] = t[unit][j + left];
- u[unit][j] = u[unit][j + left];
- lambda[unit][j] = lambda[unit][j + left];
- }
- }
+ SWspanarrays *array = span.array;
+ GLint j;
+ for (j = 0; j < (GLint) n; j++) {
+ array->coverage[j] = array->coverage[j + left];
+#ifdef DO_RGBA
+ COPY_CHAN4(array->rgba[j], array->rgba[j + left]);
+#endif
+#ifdef DO_INDEX
+ array->index[j] = array->index[j + left];
+#endif
+#ifdef DO_Z
+ array->z[j] = array->z[j + left];
+#endif
}
}
-# ifdef DO_SPEC
- gl_write_multitexture_span(ctx, n, left, iy, z + left, fog + left,
- (const GLfloat (*)[MAX_WIDTH]) s,
- (const GLfloat (*)[MAX_WIDTH]) t,
- (const GLfloat (*)[MAX_WIDTH]) u,
- lambda, rgba + left,
- (const GLchan (*)[4]) (spec + left),
- GL_POLYGON);
-# else
- gl_write_multitexture_span(ctx, n, left, iy, z + left, fog + left,
- (const GLfloat (*)[MAX_WIDTH]) s,
- (const GLfloat (*)[MAX_WIDTH]) t,
- (const GLfloat (*)[MAX_WIDTH]) u,
- lambda,
- rgba + left, NULL, GL_POLYGON);
-# endif
-#elif defined(DO_TEX)
-# ifdef DO_SPEC
- gl_write_texture_span(ctx, n, left, iy, z + left, fog + left,
- s + left, t + left, u + left,
- lambda + left, rgba + left,
- (const GLchan (*)[4]) (spec + left),
- GL_POLYGON);
-# else
- gl_write_texture_span(ctx, n, left, iy, z + left, fog + left,
- s + left, t + left,
- u + left, lambda + left,
- rgba + left, NULL, GL_POLYGON);
-# endif
-#elif defined(DO_RGBA)
- gl_write_rgba_span(ctx, n, left, iy, z + left, fog + left,
- rgba + left, GL_POLYGON);
-#elif defined(DO_INDEX)
- gl_write_index_span(ctx, n, left, iy, z + left, fog + left,
- index + left, GL_POLYGON);
+
+ span.x = left;
+ span.y = iy;
+ span.end = n;
+#if defined(DO_RGBA)
+ _swrast_write_rgba_span(ctx, &span);
+#else
+ _swrast_write_index_span(ctx, &span);
#endif
}
}
}
-#ifdef DO_Z
#undef DO_Z
-#endif
-
-#ifdef DO_RGBA
#undef DO_RGBA
-#endif
-
-#ifdef DO_INDEX
#undef DO_INDEX
-#endif
-
-#ifdef DO_SPEC
-#undef DO_SPEC
-#endif
-
-#ifdef DO_TEX
-#undef DO_TEX
-#endif
-
-#ifdef DO_MULTITEX
-#undef DO_MULTITEX
-#endif
-
-#ifdef DO_OCCLUSION_TEST
+#undef DO_ATTRIBS
#undef DO_OCCLUSION_TEST
-#endif