-/* $Id: s_aatritemp.h,v 1.19 2001/07/13 20:07:37 brianp Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 3.5
+ * Version: 6.5.3
*
- * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
+ * 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"),
* 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 SWcontext *swrast = SWRAST_CONTEXT(ctx);
const GLfloat *p0 = v0->win;
const GLfloat *p1 = v1->win;
const GLfloat *p2 = v2->win;
const SWvertex *vMin, *vMid, *vMax;
- GLfloat xMin, yMin, xMid, yMid, xMax, yMax;
- GLfloat majDx, majDy, botDx, botDy, topDx, topDy;
- GLfloat area;
- GLboolean majorOnLeft;
- GLfloat bf = SWRAST_CONTEXT(ctx)->_backface_sign;
-
+ GLint iyMin, iyMax;
+ GLfloat yMin, yMax;
+ GLboolean ltor;
+ GLfloat majDx, majDy; /* major (i.e. long) edge dx and dy */
+
+ SWspan span;
+
#ifdef DO_Z
GLfloat zPlane[4];
- GLdepth z[MAX_WIDTH];
#endif
#ifdef DO_FOG
GLfloat fogPlane[4];
- GLfloat fog[MAX_WIDTH];
#else
GLfloat *fog = NULL;
#endif
#ifdef DO_RGBA
GLfloat rPlane[4], gPlane[4], bPlane[4], aPlane[4];
- DEFMARRAY(GLchan, rgba, MAX_WIDTH, 4); /* mac 32k limitation */
#endif
#ifdef DO_INDEX
GLfloat iPlane[4];
- GLuint index[MAX_WIDTH];
- GLint icoverageSpan[MAX_WIDTH];
- GLfloat coverageSpan[MAX_WIDTH];
-#else
- GLfloat coverageSpan[MAX_WIDTH];
#endif
#ifdef DO_SPEC
GLfloat srPlane[4], sgPlane[4], sbPlane[4];
- DEFMARRAY(GLchan, spec, MAX_WIDTH, 4);
-#endif
-#ifdef DO_TEX
- GLfloat sPlane[4], tPlane[4], uPlane[4], vPlane[4];
- GLfloat texWidth, texHeight;
- DEFARRAY(GLfloat, s, MAX_WIDTH); /* mac 32k limitation */
- DEFARRAY(GLfloat, t, MAX_WIDTH);
- DEFARRAY(GLfloat, u, MAX_WIDTH);
- DEFARRAY(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];
- DEFMARRAY(GLfloat, s, MAX_TEXTURE_UNITS, MAX_WIDTH); /* mac 32k limit */
- DEFMARRAY(GLfloat, t, MAX_TEXTURE_UNITS, MAX_WIDTH);
- DEFMARRAY(GLfloat, u, MAX_TEXTURE_UNITS, MAX_WIDTH);
- DEFMARRAY(GLfloat, lambda, MAX_TEXTURE_UNITS, MAX_WIDTH);
-#endif
-
-#ifdef DO_RGBA
- CHECKARRAY(rgba, return); /* mac 32k limitation */
-#endif
-#ifdef DO_SPEC
- CHECKARRAY(spec, return);
#endif
-#if defined(DO_TEX) || defined(DO_MULTITEX)
- CHECKARRAY(s, return);
- CHECKARRAY(t, return);
- CHECKARRAY(u, return);
- CHECKARRAY(lambda, return);
+#if defined(DO_ATTRIBS)
+ GLfloat sPlane[FRAG_ATTRIB_MAX][4]; /* texture S */
+ GLfloat tPlane[FRAG_ATTRIB_MAX][4]; /* texture T */
+ GLfloat uPlane[FRAG_ATTRIB_MAX][4]; /* texture R */
+ GLfloat vPlane[FRAG_ATTRIB_MAX][4]; /* texture Q */
+ GLfloat texWidth[FRAG_ATTRIB_MAX];
+ GLfloat texHeight[FRAG_ATTRIB_MAX];
#endif
+ GLfloat bf = SWRAST_CONTEXT(ctx)->_BackfaceSign;
+
+ (void) swrast;
+
+ INIT_SPAN(span, GL_POLYGON, 0, 0, SPAN_COVERAGE);
/* determine bottom to top order of vertices */
{
}
}
- xMin = vMin->win[0]; yMin = vMin->win[1];
- xMid = vMid->win[0]; yMid = vMid->win[1];
- xMax = vMax->win[0]; yMax = vMax->win[1];
-
- /* the major edge is between the top and bottom vertices */
- majDx = xMax - xMin;
- majDy = yMax - yMin;
- /* the bottom edge is between the bottom and mid vertices */
- botDx = xMid - xMin;
- botDy = yMid - yMin;
- /* the top edge is between the top and mid vertices */
- topDx = xMax - xMid;
- topDy = yMax - yMid;
-
- /* compute clockwise / counter-clockwise orientation and do BF culling */
- area = majDx * botDy - botDx * majDy;
- /* Do backface culling */
- if (area * bf < 0 || area * area < .0025)
- return;
- majorOnLeft = (GLboolean) (area < 0.0F);
+ majDx = vMax->win[0] - vMin->win[0];
+ majDy = vMax->win[1] - vMin->win[1];
-#ifndef DO_OCCLUSION_TEST
- ctx->OcclusionResult = GL_TRUE;
-#endif
-
- assert(majDy > 0.0F);
+ {
+ const GLfloat botDx = vMid->win[0] - vMin->win[0];
+ const GLfloat botDy = vMid->win[1] - vMin->win[1];
+ const GLfloat area = majDx * botDy - botDx * majDy;
+ /* Do backface culling */
+ if (area * bf < 0 || area == 0 || IS_INF_OR_NAN(area))
+ return;
+ ltor = (GLboolean) (area < 0.0F);
+ }
/* 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. It also copes with computing
- * interpolated data just outside the triangle's edges.
+ * efficient but it's easy and reliable.
*/
#ifdef DO_Z
compute_plane(p0, p1, p2, p0[2], p1[2], p2[2], zPlane);
+ span.arrayMask |= SPAN_Z;
#endif
#ifdef DO_FOG
- compute_plane(p0, p1, p2, v0->fog, v1->fog, v2->fog, fogPlane);
+ compute_plane(p0, p1, p2,
+ v0->attrib[FRAG_ATTRIB_FOGC][0],
+ v1->attrib[FRAG_ATTRIB_FOGC][0],
+ v2->attrib[FRAG_ATTRIB_FOGC][0],
+ fogPlane);
+ span.arrayMask |= SPAN_FOG;
#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,
+ compute_plane(p0, p1, p2, (GLfloat) v0->index,
v1->index, v2->index, iPlane);
}
else {
constant_plane(v2->index, iPlane);
}
+ span.arrayMask |= SPAN_INDEX;
#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, v0->specular[RCOMP], v1->specular[RCOMP], v2->specular[RCOMP], srPlane);
+ compute_plane(p0, p1, p2, v0->specular[GCOMP], v1->specular[GCOMP], v2->specular[GCOMP], sgPlane);
+ compute_plane(p0, p1, p2, v0->specular[BCOMP], v1->specular[BCOMP], v2->specular[BCOMP], sbPlane);
}
else {
constant_plane(v2->specular[RCOMP], srPlane);
constant_plane(v2->specular[GCOMP], sgPlane);
constant_plane(v2->specular[BCOMP], sbPlane);
}
+ span.arrayMask |= SPAN_SPEC;
#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) {
+ ATTRIB_LOOP_BEGIN
+ const GLfloat s0 = v0->attrib[attr][0] * invW0;
+ const GLfloat s1 = v1->attrib[attr][0] * invW1;
+ const GLfloat s2 = v2->attrib[attr][0] * invW2;
+ const GLfloat t0 = v0->attrib[attr][1] * invW0;
+ const GLfloat t1 = v1->attrib[attr][1] * invW1;
+ const GLfloat t2 = v2->attrib[attr][1] * invW2;
+ const GLfloat r0 = v0->attrib[attr][2] * invW0;
+ const GLfloat r1 = v1->attrib[attr][2] * invW1;
+ const GLfloat r2 = v2->attrib[attr][2] * invW2;
+ const GLfloat q0 = v0->attrib[attr][3] * invW0;
+ const GLfloat q1 = v1->attrib[attr][3] * invW1;
+ const GLfloat q2 = v2->attrib[attr][3] * invW2;
+ compute_plane(p0, p1, p2, s0, s1, s2, sPlane[attr]);
+ compute_plane(p0, p1, p2, t0, t1, t2, tPlane[attr]);
+ compute_plane(p0, p1, p2, r0, r1, r2, uPlane[attr]);
+ compute_plane(p0, p1, p2, q0, q1, q2, vPlane[attr]);
+ if (attr < FRAG_ATTRIB_VAR0 && attr >= FRAG_ATTRIB_TEX0) {
+ const GLuint u = attr - FRAG_ATTRIB_TEX0;
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 struct gl_texture_image *texImage = obj->Image[0][obj->BaseLevel];
+ texWidth[attr] = (GLfloat) texImage->Width;
+ texHeight[attr] = (GLfloat) texImage->Height;
}
- }
+ else {
+ texWidth[attr] = texHeight[attr] = 1.0;
+ }
+ ATTRIB_LOOP_END
}
+ span.arrayMask |= (SPAN_TEXTURE | SPAN_LAMBDA | SPAN_VARYING);
#endif
/* Begin bottom-to-top scan over the triangle.
* 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.
*/
- {
- const GLint iyMin = (GLint) yMin;
- const GLint iyMax = (GLint) yMax + 1;
- /* upper edge and lower edge derivatives */
- const GLfloat topDxDy = (topDy != 0.0F) ? topDx / topDy : 0.0F;
- const GLfloat botDxDy = (botDy != 0.0F) ? botDx / botDy : 0.0F;
- const GLfloat *pA, *pB, *pC;
- const GLfloat majDxDy = majDx / majDy;
- const GLfloat absMajDxDy = FABSF(majDxDy);
- const GLfloat absTopDxDy = FABSF(topDxDy);
- const GLfloat absBotDxDy = FABSF(botDxDy);
-#if 0
- GLfloat xMaj = xMin - (yMin - (GLfloat) iyMin) * majDxDy;
- GLfloat xBot = xMaj;
- GLfloat xTop = xMid - (yMid - (GLint) yMid) * topDxDy;
-#else
- GLfloat xMaj;
- GLfloat xBot;
- GLfloat xTop;
-#endif
+ yMin = vMin->win[1];
+ yMax = vMax->win[1];
+ iyMin = (GLint) yMin;
+ iyMax = (GLint) yMax + 1;
+
+ if (ltor) {
+ /* scan left to right */
+ const GLfloat *pMin = vMin->win;
+ const GLfloat *pMid = vMid->win;
+ const GLfloat *pMax = vMax->win;
+ const GLfloat dxdy = majDx / majDy;
+ const GLfloat xAdj = dxdy < 0.0F ? -dxdy : 0.0F;
+ GLfloat x = pMin[0] - (yMin - iyMin) * dxdy;
GLint iy;
- GLint k;
-
- /* pA, pB, pC are the vertices in counter-clockwise order */
- if (majorOnLeft) {
- pA = vMin->win;
- pB = vMid->win;
- pC = vMax->win;
- xMaj = xMin - absMajDxDy - 1.0;
- xBot = xMin + absBotDxDy + 1.0;
- xTop = xMid + absTopDxDy + 1.0;
- }
- else {
- pA = vMin->win;
- pB = vMax->win;
- pC = vMid->win;
- xMaj = xMin + absMajDxDy + 1.0;
- xBot = xMin - absBotDxDy - 1.0;
- xTop = xMid - absTopDxDy - 1.0;
- }
-
- /* Scan from bottom to top */
- for (iy = iyMin; iy < iyMax; iy++, xMaj += majDxDy) {
- GLint ix, i, j, len;
- GLint iRight, iLeft;
+ for (iy = iyMin; iy < iyMax; iy++, x += dxdy) {
+ GLint ix, startX = (GLint) (x - xAdj);
+ GLuint count;
GLfloat coverage = 0.0F;
- if (majorOnLeft) {
- iLeft = (GLint) (xMaj + 0.0);
- /* compute right */
- if (iy <= yMid) {
- /* we're in the lower part */
- iRight = (GLint) (xBot + 0.0);
- xBot += botDxDy;
- }
- else {
- /* we're in the upper part */
- iRight = (GLint) (xTop + 0.0);
- xTop += topDxDy;
- }
- }
- else {
- iRight = (GLint) (xMaj + 0.0);
- /* compute left */
- if (iy <= yMid) {
- /* we're in the lower part */
- iLeft = (GLint) (xBot - 0.0);
- xBot += botDxDy;
- }
- else {
- /* we're in the upper part */
- iLeft = (GLint) (xTop - 0.0);
- xTop += topDxDy;
- }
- }
-
-#ifdef DEBUG
- for (i = 0; i < MAX_WIDTH; i++) {
- coverageSpan[i] = -1.0;
- }
-#endif
-
- if (iLeft < 0)
- iLeft = 0;
- if (iRight >= ctx->DrawBuffer->_Xmax)
- iRight = ctx->DrawBuffer->_Xmax - 1;
-
- /*printf("%d: iLeft = %d iRight = %d\n", iy, iLeft, iRight);*/
-
- /* The pixels at y in [iLeft, iRight] (inclusive) are candidates */
-
- /* scan left to right until we hit 100% coverage or the right edge */
- i = iLeft;
- while (i < iRight) {
- coverage = compute_coveragef(pA, pB, pC, i, iy);
- if (coverage == 0.0F) {
- if (i == iLeft)
- iLeft++; /* skip zero coverage pixels */
- else {
- iRight = i;
- i--;
- break; /* went past right edge */
- }
- }
- else {
- coverageSpan[i - iLeft] = coverage;
- if (coverage == 1.0F)
- break;
- }
- i++;
+ /* skip over fragments with zero coverage */
+ while (startX < MAX_WIDTH) {
+ coverage = compute_coveragef(pMin, pMid, pMax, startX, iy);
+ if (coverage > 0.0F)
+ break;
+ startX++;
}
- assert(coverageSpan[i-iLeft] > 0.0 || iLeft == iRight);
-
- assert(i == iRight || coverage == 1.0 || coverage == 0.0);
-
- /* scan right to left until we hit 100% coverage or the left edge */
- j = iRight;
- assert(j - iLeft >= 0);
- while (1) {
- coverage = compute_coveragef(pA, pB, pC, j, iy);
- if (coverage == 0.0F) {
- if (j == iRight && j > i)
- iRight--; /* skip zero coverage pixels */
- else
- break;
- }
- else {
- if (j <= i)
- break;
- assert(j - iLeft >= 0);
- coverageSpan[j - iLeft] = coverage;
- if (coverage == 1.0F)
- break;
- }
- /*printf("%d: coverage[%d]' = %g\n", iy, j-iLeft, coverage);*/
- j--;
- }
-
- assert(coverageSpan[j-iLeft] > 0.0 || iRight <= iLeft);
-
- printf("iLeft=%d i=%d j=%d iRight=%d\n", iLeft, i, j, iRight);
-
- assert(iLeft >= 0);
- assert(iLeft < ctx->DrawBuffer->_Xmax);
- assert(iRight >= 0);
- assert(iRight < ctx->DrawBuffer->_Xmax);
- assert(iRight >= iLeft);
-
-
- /* any pixels left in between must have 100% coverage */
- k = i + 1;
- while (k < j) {
- coverageSpan[k - iLeft] = 1.0F;
- k++;
- }
-
- len = iRight - iLeft;
- /*printf("len = %d\n", len);*/
- assert(len >= 0);
- assert(len < MAX_WIDTH);
-
- if (len == 0)
- continue;
-
-#ifdef DEBUG
- for (k = 0; k < len; k++) {
- assert(coverageSpan[k] > 0.0);
- }
+ /* 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;
+#ifdef DO_INDEX
+ array->coverage[count] = (GLfloat) compute_coveragei(pMin, pMid, pMax, ix, iy);
+#else
+ array->coverage[count] = coverage;
#endif
-
- /*
- * Compute color, texcoords, etc for the span
- */
- {
- const GLfloat cx = iLeft + 0.5F, cy = iy + 0.5F;
#ifdef DO_Z
- GLfloat zFrag = solve_plane(cx, cy, zPlane);
- const GLfloat zStep = -zPlane[0] / zPlane[2];
+ array->z[count] = (GLuint) solve_plane(cx, cy, zPlane);
#endif
#ifdef DO_FOG
- GLfloat fogFrag = solve_plane(cx, cy, fogPlane);
- const GLfloat fogStep = -fogPlane[0] / fogPlane[2];
+ array->attribs[FRAG_ATTRIB_FOGC][count][0] = solve_plane(cx, cy, fogPlane);
#endif
#ifdef DO_RGBA
- /* to do */
+ 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
- /* to do */
+ array->index[count] = (GLint) solve_plane(cx, cy, iPlane);
#endif
#ifdef DO_SPEC
- /* to do */
-#endif
-#ifdef DO_TEX
- GLfloat sFrag = solve_plane(cx, cy, sPlane);
- GLfloat tFrag = solve_plane(cx, cy, tPlane);
- GLfloat uFrag = solve_plane(cx, cy, uPlane);
- GLfloat vFrag = solve_plane(cx, cy, vPlane);
- const GLfloat sStep = -sPlane[0] / sPlane[2];
- const GLfloat tStep = -tPlane[0] / tPlane[2];
- const GLfloat uStep = -uPlane[0] / uPlane[2];
- const GLfloat vStep = -vPlane[0] / vPlane[2];
-#elif defined(DO_MULTITEX)
- /* to do */
+ array->spec[count][RCOMP] = solve_plane_chan(cx, cy, srPlane);
+ array->spec[count][GCOMP] = solve_plane_chan(cx, cy, sgPlane);
+ array->spec[count][BCOMP] = solve_plane_chan(cx, cy, sbPlane);
+#endif
+#if defined(DO_ATTRIBS)
+ ATTRIB_LOOP_BEGIN
+ GLfloat invQ = solve_plane_recip(cx, cy, vPlane[attr]);
+ array->attribs[attr][count][0] = solve_plane(cx, cy, sPlane[attr]) * invQ;
+ array->attribs[attr][count][1] = solve_plane(cx, cy, tPlane[attr]) * invQ;
+ array->attribs[attr][count][2] = solve_plane(cx, cy, uPlane[attr]) * invQ;
+ if (attr < FRAG_ATTRIB_VAR0 && attr >= FRAG_ATTRIB_TEX0) {
+ const GLuint unit = attr - FRAG_ATTRIB_TEX0;
+ array->lambda[unit][count] = compute_lambda(sPlane[attr], tPlane[attr],
+ vPlane[attr], cx, cy, invQ,
+ texWidth[attr], texHeight[attr]);
+ }
+ ATTRIB_LOOP_END
#endif
+ ix++;
+ count++;
+ coverage = compute_coveragef(pMin, pMid, pMax, ix, iy);
+ }
+
+ if (ix <= startX)
+ continue;
+
+ span.x = startX;
+ span.y = iy;
+ span.end = (GLuint) ix - (GLuint) startX;
+ ASSERT(span.interpMask == 0);
+#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 dxdy = majDx / majDy;
+ const GLfloat xAdj = dxdy > 0 ? dxdy : 0.0F;
+ 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;
+ }
- for (ix = iLeft; ix < iRight; ix++) {
- const GLint k = ix - iLeft;
- const GLfloat cx = ix + 0.5F, cy = iy + 0.5F;
-
+ /* skip fragments with zero coverage */
+ 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;
+#ifdef DO_INDEX
+ array->coverage[ix] = (GLfloat) compute_coveragei(pMin, pMax, pMid, ix, iy);
+#else
+ array->coverage[ix] = coverage;
+#endif
#ifdef DO_Z
- z[k] = zFrag; zFrag += zStep;
+ array->z[ix] = (GLuint) solve_plane(cx, cy, zPlane);
#endif
#ifdef DO_FOG
- fog[k] = fogFrag; fogFrag += fogStep;
+ array->attribs[FRAG_ATTRIB_FOGC][ix][0] = solve_plane(cx, cy, fogPlane);
#endif
#ifdef DO_RGBA
- rgba[k][RCOMP] = solve_plane_chan(cx, cy, rPlane);
- rgba[k][GCOMP] = solve_plane_chan(cx, cy, gPlane);
- rgba[k][BCOMP] = solve_plane_chan(cx, cy, bPlane);
- rgba[k][ACOMP] = solve_plane_chan(cx, cy, aPlane);
+ 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
- index[k] = (GLint) solve_plane(cx, cy, iPlane);
+ array->index[ix] = (GLint) solve_plane(cx, cy, iPlane);
#endif
#ifdef DO_SPEC
- spec[k][RCOMP] = solve_plane_chan(cx, cy, srPlane);
- spec[k][GCOMP] = solve_plane_chan(cx, cy, sgPlane);
- spec[k][BCOMP] = solve_plane_chan(cx, cy, sbPlane);
-#endif
-#ifdef DO_TEX
- s[k] = sFrag / vFrag;
- t[k] = tFrag / vFrag;
- u[k] = uFrag / vFrag;
- lambda[k] = compute_lambda(sPlane, tPlane, 1.0F / vFrag,
- texWidth, texHeight);
- sFrag += sStep;
- tFrag += tStep;
- uFrag += uStep;
- vFrag += vStep;
-#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(cx, cy, vPlane[unit]);
- s[unit][k] = solve_plane(cx, cy, sPlane[unit]) * invQ;
- t[unit][k] = solve_plane(cx, cy, tPlane[unit]) * invQ;
- u[unit][k] = solve_plane(cx, cy, uPlane[unit]) * invQ;
- lambda[unit][k] = compute_lambda(sPlane[unit],
- tPlane[unit], invQ, texWidth[unit], texHeight[unit]);
- }
- }
+ array->spec[ix][RCOMP] = solve_plane_chan(cx, cy, srPlane);
+ array->spec[ix][GCOMP] = solve_plane_chan(cx, cy, sgPlane);
+ array->spec[ix][BCOMP] = solve_plane_chan(cx, cy, sbPlane);
+#endif
+#if defined(DO_ATTRIBS)
+ ATTRIB_LOOP_BEGIN
+ GLfloat invQ = solve_plane_recip(cx, cy, vPlane[attr]);
+ array->attribs[attr][ix][0] = solve_plane(cx, cy, sPlane[attr]) * invQ;
+ array->attribs[attr][ix][1] = solve_plane(cx, cy, tPlane[attr]) * invQ;
+ array->attribs[attr][ix][2] = solve_plane(cx, cy, uPlane[attr]) * invQ;
+ if (attr < FRAG_ATTRIB_VAR0 && attr >= FRAG_ATTRIB_TEX0) {
+ const GLuint unit = attr - FRAG_ATTRIB_TEX0;
+ array->lambda[unit][ix] = compute_lambda(sPlane[attr],
+ tPlane[attr],
+ vPlane[attr],
+ cx, cy, invQ,
+ texWidth[attr],
+ texHeight[attr]);
}
+ ATTRIB_LOOP_END
#endif
- } /* for ix */
+ ix--;
+ count++;
+ coverage = compute_coveragef(pMin, pMax, pMid, ix, iy);
}
+
+ if (startX <= ix)
+ continue;
- /*
- * Write/process the span of fragments.
- */
-#ifdef DO_MULTITEX
- _mesa_write_multitexture_span(ctx, len, iLeft, iy, z, fog,
- (const GLfloat (*)[MAX_WIDTH]) s,
- (const GLfloat (*)[MAX_WIDTH]) t,
- (const GLfloat (*)[MAX_WIDTH]) u,
- (GLfloat (*)[MAX_WIDTH]) lambda,
- rgba,
-# ifdef DO_SPEC
- (const GLchan (*)[4]) spec,
-# else
- NULL,
-# endif
- coverageSpan, GL_POLYGON);
-#elif defined(DO_TEX)
- _mesa_write_texture_span(ctx, len, iLeft, iy, z, fog,
- s, t, u, lambda, rgba,
-# ifdef DO_SPEC
- (const GLchan (*)[4]) spec,
-# else
- NULL,
-# endif
- coverageSpan, GL_POLYGON);
-#elif defined(DO_RGBA)
- _mesa_write_rgba_span(ctx, len, iLeft, iy, z, fog, rgba,
- coverageSpan, GL_POLYGON);
-#elif defined(DO_INDEX)
- _mesa_write_index_span(ctx, len, iLeft, iy, z, fog, index,
- icoverageSpan, GL_POLYGON);
-#endif
-
- } /* for iy */
- }
+ n = (GLuint) startX - (GLuint) ix;
+ left = ix + 1;
+ /* shift all values to the left */
+ /* XXX this is temporary */
+ {
+ SWspanarrays *array = span.array;
+ GLint j;
+ for (j = 0; j < (GLint) n; j++) {
#ifdef DO_RGBA
- UNDEFARRAY(rgba); /* mac 32k limitation */
+ COPY_CHAN4(array->rgba[j], array->rgba[j + left]);
#endif
#ifdef DO_SPEC
- UNDEFARRAY(spec);
+ COPY_CHAN4(array->spec[j], array->spec[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_FOG
+ array->attribs[FRAG_ATTRIB_FOGC][j][0]
+ = array->attribs[FRAG_ATTRIB_FOGC][j + left][0];
#endif
-#if defined(DO_TEX) || defined(DO_MULTITEX)
- UNDEFARRAY(s);
- UNDEFARRAY(t);
- UNDEFARRAY(u);
- UNDEFARRAY(lambda);
+#if defined(DO_ATTRIBS)
+ array->lambda[0][j] = array->lambda[0][j + left];
#endif
+ array->coverage[j] = array->coverage[j + left];
+ }
+ }
+#ifdef DO_ATTRIBS
+ /* shift texcoords, varying */
+ {
+ SWspanarrays *array = span.array;
+ ATTRIB_LOOP_BEGIN
+ GLint j;
+ for (j = 0; j < (GLint) n; j++) {
+ array->attribs[attr][j][0] = array->attribs[attr][j + left][0];
+ array->attribs[attr][j][1] = array->attribs[attr][j + left][1];
+ array->attribs[attr][j][2] = array->attribs[attr][j + left][2];
+ /*array->lambda[unit][j] = array->lambda[unit][j + left];*/
+ }
+ ATTRIB_LOOP_END
+ }
+#endif
+
+ span.x = left;
+ span.y = iy;
+ span.end = n;
+ ASSERT(span.interpMask == 0);
+#if defined(DO_RGBA)
+ _swrast_write_rgba_span(ctx, &span);
+#else
+ _swrast_write_index_span(ctx, &span);
+#endif
+ }
+ }
}
#undef DO_SPEC
#endif
-#ifdef DO_TEX
-#undef DO_TEX
-#endif
-
-#ifdef DO_MULTITEX
-#undef DO_MULTITEX
+#ifdef DO_ATTRIBS
+#undef DO_ATTRIBS
#endif
#ifdef DO_OCCLUSION_TEST