-/* $Id: s_linetemp.h,v 1.15 2002/11/14 03:48:03 brianp Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 5.1
+ * Version: 6.5.3
*
- * Copyright (C) 1999-2002 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"),
* INTERP_RGBA - if defined, interpolate RGBA values
* INTERP_SPEC - if defined, interpolate specular RGB values
* INTERP_INDEX - if defined, interpolate color index values
- * INTERP_TEX - if defined, interpolate unit 0 texcoords
- * INTERP_MULTITEX - if defined, interpolate multi-texcoords
+ * INTERP_ATTRIBS - if defined, interpolate attribs (texcoords, varying, etc)
*
* When one can directly address pixels in the color buffer the following
* macros can be defined and used to directly compute pixel addresses during
static void
NAME( GLcontext *ctx, const SWvertex *vert0, const SWvertex *vert1 )
{
- struct sw_span span;
+ const SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ SWspan span;
GLuint interpFlags = 0;
- GLuint arrayFlags = SPAN_XY;
GLint x0 = (GLint) vert0->win[0];
GLint x1 = (GLint) vert1->win[0];
GLint y0 = (GLint) vert0->win[1];
GLint numPixels;
GLint xstep, ystep;
#if defined(DEPTH_TYPE)
- const GLint depthBits = ctx->Visual.depthBits;
+ const GLint depthBits = ctx->DrawBuffer->Visual.depthBits;
const GLint fixedToDepthShift = depthBits <= 16 ? FIXED_SHIFT : 0;
+ struct gl_renderbuffer *zrb = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
#define FixedToDepth(F) ((F) >> fixedToDepthShift)
GLint zPtrXstep, zPtrYstep;
DEPTH_TYPE *zPtr;
#elif defined(INTERP_Z)
- const GLint depthBits = ctx->Visual.depthBits;
+ const GLint depthBits = ctx->DrawBuffer->Visual.depthBits;
+/*ctx->Visual.depthBits;*/
#endif
#ifdef PIXEL_ADDRESS
PIXEL_TYPE *pixelPtr;
SETUP_CODE
#endif
+ (void) swrast;
+
/* Cull primitives with malformed coordinates.
*/
{
- float tmp = vert0->win[0] + vert0->win[1] + vert1->win[0] + vert1->win[1];
+ GLfloat tmp = vert0->win[0] + vert0->win[1]
+ + vert1->win[0] + vert1->win[1];
if (IS_INF_OR_NAN(tmp))
return;
}
-#ifdef INTERP_RGBA
- interpFlags |= SPAN_RGBA;
-#endif
-#ifdef INTERP_SPEC
- interpFlags |= SPAN_SPEC;
-#endif
-#ifdef INTERP_INDEX
- interpFlags |= SPAN_INDEX;
-#endif
-#ifdef INTERP_Z
- interpFlags |= SPAN_Z;
-#endif
-#ifdef INTERP_FOG
- interpFlags |= SPAN_FOG;
-#endif
-#if defined(INTERP_TEX) || defined(INTERP_MULTITEX)
- interpFlags |= SPAN_TEXTURE;
-#endif
-
- INIT_SPAN(span, GL_LINE, 0, interpFlags, arrayFlags);
-
/*
printf("%s():\n", __FUNCTION__);
printf(" (%f, %f, %f) -> (%f, %f, %f)\n",
return;
#ifdef DEPTH_TYPE
- zPtr = (DEPTH_TYPE *) _mesa_zbuffer_address(ctx, x0, y0);
+ zPtr = (DEPTH_TYPE *) zrb->GetPointer(ctx, zrb, x0, y0);
#endif
#ifdef PIXEL_ADDRESS
pixelPtr = (PIXEL_TYPE *) PIXEL_ADDRESS(x0,y0);
ASSERT(dx >= 0);
ASSERT(dy >= 0);
- span.end = numPixels = MAX2(dx, dy);
+ numPixels = MAX2(dx, dy);
+ /*
+ * Span setup: compute start and step values for all interpolated values.
+ */
#ifdef INTERP_RGBA
+ interpFlags |= SPAN_RGBA;
if (ctx->Light.ShadeModel == GL_SMOOTH) {
span.red = ChanToFixed(vert0->color[0]);
span.green = ChanToFixed(vert0->color[1]);
}
#endif
#ifdef INTERP_SPEC
+ interpFlags |= SPAN_SPEC;
if (ctx->Light.ShadeModel == GL_SMOOTH) {
span.specRed = ChanToFixed(vert0->specular[0]);
span.specGreen = ChanToFixed(vert0->specular[1]);
}
#endif
#ifdef INTERP_INDEX
+ interpFlags |= SPAN_INDEX;
if (ctx->Light.ShadeModel == GL_SMOOTH) {
- span.index = IntToFixed(vert0->index);
- span.indexStep = IntToFixed(vert1->index - vert0->index) / numPixels;
+ span.index = FloatToFixed(vert0->index);
+ span.indexStep = FloatToFixed(vert1->index - vert0->index) / numPixels;
}
else {
- span.index = IntToFixed(vert1->index);
+ span.index = FloatToFixed(vert1->index);
span.indexStep = 0;
}
#endif
#if defined(INTERP_Z) || defined(DEPTH_TYPE)
+ interpFlags |= SPAN_Z;
{
if (depthBits <= 16) {
span.z = FloatToFixed(vert0->win[2]) + FIXED_HALF;
span.zStep = FloatToFixed(vert1->win[2] - vert0->win[2]) / numPixels;
}
else {
- span.z = vert0->win[2];
- span.zStep = (vert1->win[2] - vert0->win[2]) / numPixels;
+ /* don't use fixed point */
+ span.z = (GLuint) vert0->win[2];
+ span.zStep = (GLint) ((vert1->win[2] - vert0->win[2]) / numPixels);
}
}
#endif
#ifdef INTERP_FOG
- span.fog = vert0->fog;
- span.fogStep = (vert1->fog - vert0->fog) / numPixels;
+ interpFlags |= SPAN_FOG;
+ span.attrStart[FRAG_ATTRIB_FOGC][0] = vert0->attrib[FRAG_ATTRIB_FOGC][0];
+ span.attrStepX[FRAG_ATTRIB_FOGC][0] = (vert1->attrib[FRAG_ATTRIB_FOGC][0]
+ - vert0->attrib[FRAG_ATTRIB_FOGC][0]) / numPixels;
#endif
-#ifdef INTERP_TEX
+#if defined(INTERP_ATTRIBS)
+ interpFlags |= (SPAN_TEXTURE | SPAN_VARYING);
{
+ const GLfloat invLen = 1.0F / numPixels;
const GLfloat invw0 = vert0->win[3];
const GLfloat invw1 = vert1->win[3];
- const GLfloat invLen = 1.0F / numPixels;
- GLfloat ds, dt, dr, dq;
- span.tex[0][0] = invw0 * vert0->texcoord[0][0];
- span.tex[0][1] = invw0 * vert0->texcoord[0][1];
- span.tex[0][2] = invw0 * vert0->texcoord[0][2];
- span.tex[0][3] = invw0 * vert0->texcoord[0][3];
- ds = (invw1 * vert1->texcoord[0][0]) - span.tex[0][0];
- dt = (invw1 * vert1->texcoord[0][1]) - span.tex[0][1];
- dr = (invw1 * vert1->texcoord[0][2]) - span.tex[0][2];
- dq = (invw1 * vert1->texcoord[0][3]) - span.tex[0][3];
- span.texStepX[0][0] = ds * invLen;
- span.texStepX[0][1] = dt * invLen;
- span.texStepX[0][2] = dr * invLen;
- span.texStepX[0][3] = dq * invLen;
- span.texStepY[0][0] = 0.0F;
- span.texStepY[0][1] = 0.0F;
- span.texStepY[0][2] = 0.0F;
- span.texStepY[0][3] = 0.0F;
- }
-#endif
-#ifdef INTERP_MULTITEX
- {
- const GLfloat invLen = 1.0F / numPixels;
- GLuint u;
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- const GLfloat invw0 = vert0->win[3];
- const GLfloat invw1 = vert1->win[3];
- GLfloat ds, dt, dr, dq;
- span.tex[u][0] = invw0 * vert0->texcoord[u][0];
- span.tex[u][1] = invw0 * vert0->texcoord[u][1];
- span.tex[u][2] = invw0 * vert0->texcoord[u][2];
- span.tex[u][3] = invw0 * vert0->texcoord[u][3];
- ds = (invw1 * vert1->texcoord[u][0]) - span.tex[u][0];
- dt = (invw1 * vert1->texcoord[u][1]) - span.tex[u][1];
- dr = (invw1 * vert1->texcoord[u][2]) - span.tex[u][2];
- dq = (invw1 * vert1->texcoord[u][3]) - span.tex[u][3];
- span.texStepX[u][0] = ds * invLen;
- span.texStepX[u][1] = dt * invLen;
- span.texStepX[u][2] = dr * invLen;
- span.texStepX[u][3] = dq * invLen;
- span.texStepY[u][0] = 0.0F;
- span.texStepY[u][1] = 0.0F;
- span.texStepY[u][2] = 0.0F;
- span.texStepY[u][3] = 0.0F;
- }
- }
+ ATTRIB_LOOP_BEGIN
+ GLfloat ds, dt, dr, dq;
+ span.attrStart[attr][0] = invw0 * vert0->attrib[attr][0];
+ span.attrStart[attr][1] = invw0 * vert0->attrib[attr][1];
+ span.attrStart[attr][2] = invw0 * vert0->attrib[attr][2];
+ span.attrStart[attr][3] = invw0 * vert0->attrib[attr][3];
+ ds = (invw1 * vert1->attrib[attr][0]) - span.attrStart[attr][0];
+ dt = (invw1 * vert1->attrib[attr][1]) - span.attrStart[attr][1];
+ dr = (invw1 * vert1->attrib[attr][2]) - span.attrStart[attr][2];
+ dq = (invw1 * vert1->attrib[attr][3]) - span.attrStart[attr][3];
+ span.attrStepX[attr][0] = ds * invLen;
+ span.attrStepX[attr][1] = dt * invLen;
+ span.attrStepX[attr][2] = dr * invLen;
+ span.attrStepX[attr][3] = dq * invLen;
+ span.attrStepY[attr][0] = 0.0F;
+ span.attrStepY[attr][1] = 0.0F;
+ span.attrStepY[attr][2] = 0.0F;
+ span.attrStepY[attr][3] = 0.0F;
+ ATTRIB_LOOP_END
}
#endif
+ INIT_SPAN(span, GL_LINE, numPixels, interpFlags, SPAN_XY);
+
+ /* Need these for fragment prog texcoord interpolation */
+ span.attrStart[FRAG_ATTRIB_WPOS][3] = 1.0F;
+ span.attrStepX[FRAG_ATTRIB_WPOS][3] = 0.0F;
+ span.attrStepY[FRAG_ATTRIB_WPOS][3] = 0.0F;
+
/*
* Draw
*/
for (i = 0; i < dx; i++) {
#ifdef DEPTH_TYPE
- GLdepth Z = FixedToDepth(span.z);
+ GLuint Z = FixedToDepth(span.z);
#endif
#ifdef PLOT
PLOT( x0, y0 );
for (i=0;i<dy;i++) {
#ifdef DEPTH_TYPE
- GLdepth Z = FixedToDepth(span.z);
+ GLuint Z = FixedToDepth(span.z);
#endif
#ifdef PLOT
PLOT( x0, y0 );
RENDER_SPAN( span );
#endif
+ (void)span;
+
}
#undef INTERP_FOG
#undef INTERP_RGBA
#undef INTERP_SPEC
-#undef INTERP_TEX
-#undef INTERP_MULTITEX
+#undef INTERP_ATTRIBS
#undef INTERP_INDEX
#undef PIXEL_ADDRESS
#undef PIXEL_TYPE