*/
-#include "glheader.h"
-#include "colormac.h"
-#include "context.h"
-#include "macros.h"
-#include "texstate.h"
+#include "main/glheader.h"
+#include "main/colormac.h"
+#include "main/macros.h"
#include "s_context.h"
#include "s_feedback.h"
#include "s_points.h"
} while(0)
+
+/**
+ * Get/compute the point size.
+ * The size may come from a vertex shader, or computed with attentuation
+ * or just the glPointSize value.
+ * Must also clamp to user-defined range and implmentation limits.
+ */
+static inline GLfloat
+get_size(const struct gl_context *ctx, const SWvertex *vert, GLboolean smoothed)
+{
+ GLfloat size;
+
+ if (ctx->Point._Attenuated || ctx->VertexProgram.PointSizeEnabled) {
+ /* use vertex's point size */
+ size = vert->pointSize;
+ }
+ else {
+ /* use constant point size */
+ size = ctx->Point.Size;
+ }
+ /* always clamp to user-specified limits */
+ size = CLAMP(size, ctx->Point.MinSize, ctx->Point.MaxSize);
+ /* clamp to implementation limits */
+ if (smoothed)
+ size = CLAMP(size, ctx->Const.MinPointSizeAA, ctx->Const.MaxPointSizeAA);
+ else
+ size = CLAMP(size, ctx->Const.MinPointSize, ctx->Const.MaxPointSize);
+
+ return size;
+}
+
+
/**
* Draw a point sprite
*/
static void
-sprite_point(GLcontext *ctx, const SWvertex *vert)
+sprite_point(struct gl_context *ctx, const SWvertex *vert)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
SWspan span;
GLfloat size;
- GLuint tCoords[MAX_TEXTURE_COORD_UNITS];
+ GLuint tCoords[MAX_TEXTURE_COORD_UNITS + 1];
GLuint numTcoords = 0;
GLfloat t0, dtdy;
span.z = (GLuint) (vert->attrib[FRAG_ATTRIB_WPOS][2] + 0.5F);
span.zStep = 0;
- /* compute size */
- if (ctx->Point._Attenuated || ctx->VertexProgram.PointSizeEnabled) {
- /* use vertex's point size */
- /* first, clamp attenuated size to the user-specifed range */
- size = CLAMP(vert->pointSize, ctx->Point.MinSize, ctx->Point.MaxSize);
- }
- else {
- /* use constant point size */
- size = ctx->Point._Size; /* already clamped to user range */
- }
- /* clamp to non-AA implementation limits */
- size = CLAMP(size, ctx->Const.MinPointSize, ctx->Const.MaxPointSize);
+ size = get_size(ctx, vert, GL_FALSE);
/* span init */
- INIT_SPAN(span, GL_POINT, 0, 0, 0);
+ INIT_SPAN(span, GL_POINT);
span.interpMask = SPAN_Z | SPAN_RGBA;
+ span.facing = swrast->PointLineFacing;
+
span.red = ChanToFixed(vert->color[0]);
span.green = ChanToFixed(vert->color[1]);
span.blue = ChanToFixed(vert->color[2]);
span.attrStepX[FRAG_ATTRIB_WPOS][3] = 0.0F;
span.attrStepY[FRAG_ATTRIB_WPOS][3] = 0.0F;
- ATTRIB_LOOP_BEGIN
- if (attr >= FRAG_ATTRIB_TEX0 && attr < FRAG_ATTRIB_VAR0) {
- const GLuint u = attr - FRAG_ATTRIB_TEX0;
- /* a texcoord */
- if (ctx->Point.CoordReplace[u]) {
- GLfloat s, r, dsdx;
-
- s = 0.0;
- dsdx = 1.0 / size;
-
- if (ctx->Point.SpriteOrigin == GL_LOWER_LEFT) {
- t0 = 0.0;
- dtdy = 1.0 / size;
- }
- else {
- /* GL_UPPER_LEFT */
- t0 = 1.0;
- dtdy = -1.0 / size;
- }
- tCoords[numTcoords++] = attr;
-
- if (ctx->Point.SpriteRMode == GL_ZERO)
- r = 0.0F;
- else if (ctx->Point.SpriteRMode == GL_S)
- r = vert->attrib[attr][0];
- else /* GL_R */
- r = vert->attrib[attr][2];
-
- span.attrStart[attr][0] = s;
- span.attrStart[attr][1] = 0.0; /* overwritten below */
- span.attrStart[attr][2] = r;
- span.attrStart[attr][3] = 1.0;
-
- span.attrStepX[attr][0] = dsdx;
- span.attrStepX[attr][1] = 0.0;
- span.attrStepX[attr][2] = 0.0;
- span.attrStepX[attr][3] = 0.0;
-
- span.attrStepY[attr][0] = 0.0;
- span.attrStepY[attr][1] = dtdy;
- span.attrStepY[attr][2] = 0.0;
- span.attrStepY[attr][3] = 0.0;
+ {
+ GLfloat s, r, dsdx;
+
+ /* texcoord / pointcoord interpolants */
+ s = 0.0F;
+ dsdx = 1.0F / size;
+ if (ctx->Point.SpriteOrigin == GL_LOWER_LEFT) {
+ dtdy = 1.0F / size;
+ t0 = 0.5F * dtdy;
+ }
+ else {
+ /* GL_UPPER_LEFT */
+ dtdy = -1.0F / size;
+ t0 = 1.0F + 0.5F * dtdy;
+ }
+ ATTRIB_LOOP_BEGIN
+ if (attr >= FRAG_ATTRIB_TEX0 && attr <= FRAG_ATTRIB_TEX7) {
+ /* a texcoord attribute */
+ const GLuint u = attr - FRAG_ATTRIB_TEX0;
+ ASSERT(u < Elements(ctx->Point.CoordReplace));
+ if (ctx->Point.CoordReplace[u]) {
+ tCoords[numTcoords++] = attr;
+
+ if (ctx->Point.SpriteRMode == GL_ZERO)
+ r = 0.0F;
+ else if (ctx->Point.SpriteRMode == GL_S)
+ r = vert->attrib[attr][0];
+ else /* GL_R */
+ r = vert->attrib[attr][2];
+
+ span.attrStart[attr][0] = s;
+ span.attrStart[attr][1] = 0.0; /* overwritten below */
+ span.attrStart[attr][2] = r;
+ span.attrStart[attr][3] = 1.0;
+
+ span.attrStepX[attr][0] = dsdx;
+ span.attrStepX[attr][1] = 0.0;
+ span.attrStepX[attr][2] = 0.0;
+ span.attrStepX[attr][3] = 0.0;
+
+ span.attrStepY[attr][0] = 0.0;
+ span.attrStepY[attr][1] = dtdy;
+ span.attrStepY[attr][2] = 0.0;
+ span.attrStepY[attr][3] = 0.0;
+
+ continue;
+ }
+ }
+ else if (attr == FRAG_ATTRIB_PNTC) {
+ /* GLSL gl_PointCoord.xy (.zw undefined) */
+ span.attrStart[FRAG_ATTRIB_PNTC][0] = 0.0;
+ span.attrStart[FRAG_ATTRIB_PNTC][1] = 0.0; /* t0 set below */
+ span.attrStepX[FRAG_ATTRIB_PNTC][0] = dsdx;
+ span.attrStepX[FRAG_ATTRIB_PNTC][1] = 0.0;
+ span.attrStepY[FRAG_ATTRIB_PNTC][0] = 0.0;
+ span.attrStepY[FRAG_ATTRIB_PNTC][1] = dtdy;
+ tCoords[numTcoords++] = FRAG_ATTRIB_PNTC;
continue;
}
- }
- /* use vertex's texcoord/attrib */
- COPY_4V(span.attrStart[attr], vert->attrib[attr]);
- ASSIGN_4V(span.attrStepX[attr], 0, 0, 0, 0);
- ASSIGN_4V(span.attrStepY[attr], 0, 0, 0, 0);
- ATTRIB_LOOP_END
+ /* use vertex's texcoord/attrib */
+ COPY_4V(span.attrStart[attr], vert->attrib[attr]);
+ ASSIGN_4V(span.attrStepX[attr], 0, 0, 0, 0);
+ ASSIGN_4V(span.attrStepY[attr], 0, 0, 0, 0);
+ ATTRIB_LOOP_END;
+ }
/* compute pos, bounds and render */
{
}
else {
/* even size */
- xmin = (GLint) x - iRadius + 1;
+ /* 0.501 factor allows conformance to pass */
+ xmin = (GLint) (x + 0.501) - iRadius;
xmax = xmin + iSize - 1;
- ymin = (GLint) y - iRadius + 1;
+ ymin = (GLint) (y + 0.501) - iRadius;
ymax = ymin + iSize - 1;
}
* Draw smooth/antialiased point. RGB or CI mode.
*/
static void
-smooth_point(GLcontext *ctx, const SWvertex *vert)
+smooth_point(struct gl_context *ctx, const SWvertex *vert)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
- const GLboolean ciMode = !ctx->Visual.rgbMode;
SWspan span;
GLfloat size, alphaAtten;
span.z = (GLuint) (vert->attrib[FRAG_ATTRIB_WPOS][2] + 0.5F);
span.zStep = 0;
- /* compute size */
- if (ctx->Point._Attenuated || ctx->VertexProgram.PointSizeEnabled) {
- /* use vertex's point size */
- /* first, clamp attenuated size to the user-specifed range */
- size = CLAMP(vert->pointSize, ctx->Point.MinSize, ctx->Point.MaxSize);
- }
- else {
- /* use constant point size */
- size = ctx->Point._Size; /* this is already clamped */
- }
- /* clamp to AA implementation limits */
- size = CLAMP(size, ctx->Const.MinPointSizeAA, ctx->Const.MaxPointSizeAA);
+ size = get_size(ctx, vert, GL_TRUE);
/* alpha attenuation / fade factor */
- if (ctx->Multisample.Enabled) {
+ if (ctx->Multisample._Enabled) {
if (vert->pointSize >= ctx->Point.Threshold) {
alphaAtten = 1.0F;
}
(void) alphaAtten; /* not used */
/* span init */
- INIT_SPAN(span, GL_POINT, 0, 0, 0);
+ INIT_SPAN(span, GL_POINT);
span.interpMask = SPAN_Z | SPAN_RGBA;
span.arrayMask = SPAN_COVERAGE | SPAN_MASK;
+ span.facing = swrast->PointLineFacing;
+
span.red = ChanToFixed(vert->color[0]);
span.green = ChanToFixed(vert->color[1]);
span.blue = ChanToFixed(vert->color[2]);
if (dist2 >= rmin2) {
/* compute partial coverage */
coverage = 1.0F - (dist2 - rmin2) * cscale;
- if (ciMode) {
- /* coverage in [0,15] */
- coverage *= 15.0;
- }
}
else {
/* full coverage */
* Draw large (size >= 1) non-AA point. RGB or CI mode.
*/
static void
-large_point(GLcontext *ctx, const SWvertex *vert)
+large_point(struct gl_context *ctx, const SWvertex *vert)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
- const GLboolean ciMode = !ctx->Visual.rgbMode;
SWspan span;
GLfloat size;
span.z = (GLuint) (vert->attrib[FRAG_ATTRIB_WPOS][2] + 0.5F);
span.zStep = 0;
- /* compute size */
- if (ctx->Point._Attenuated || ctx->VertexProgram.PointSizeEnabled) {
- /* use vertex's point size */
- /* first, clamp attenuated size to the user-specifed range */
- size = CLAMP(vert->pointSize, ctx->Point.MinSize, ctx->Point.MaxSize);
- }
- else {
- /* use constant point size */
- size = ctx->Point._Size; /* already clamped to user range */
- }
- /* clamp to non-AA implementation limits */
- size = CLAMP(size, ctx->Const.MinPointSize, ctx->Const.MaxPointSize);
+ size = get_size(ctx, vert, GL_FALSE);
/* span init */
- INIT_SPAN(span, GL_POINT, 0, 0, 0);
+ INIT_SPAN(span, GL_POINT);
span.arrayMask = SPAN_XY;
+ span.facing = swrast->PointLineFacing;
- if (ciMode) {
- span.interpMask = SPAN_Z | SPAN_INDEX;
- span.index = FloatToFixed(vert->attrib[FRAG_ATTRIB_CI][0]);
- span.indexStep = 0;
- }
- else {
- span.interpMask = SPAN_Z | SPAN_RGBA;
- span.red = ChanToFixed(vert->color[0]);
- span.green = ChanToFixed(vert->color[1]);
- span.blue = ChanToFixed(vert->color[2]);
- span.alpha = ChanToFixed(vert->color[3]);
- span.redStep = 0;
- span.greenStep = 0;
- span.blueStep = 0;
- span.alphaStep = 0;
- }
+ span.interpMask = SPAN_Z | SPAN_RGBA;
+ span.red = ChanToFixed(vert->color[0]);
+ span.green = ChanToFixed(vert->color[1]);
+ span.blue = ChanToFixed(vert->color[2]);
+ span.alpha = ChanToFixed(vert->color[3]);
+ span.redStep = 0;
+ span.greenStep = 0;
+ span.blueStep = 0;
+ span.alphaStep = 0;
/* need these for fragment programs */
span.attrStart[FRAG_ATTRIB_WPOS][3] = 1.0F;
}
else {
/* even size */
- xmin = (GLint) x - iRadius + 1;
+ /* 0.501 factor allows conformance to pass */
+ xmin = (GLint) (x + 0.501) - iRadius;
xmax = xmin + iSize - 1;
- ymin = (GLint) y - iRadius + 1;
+ ymin = (GLint) (y + 0.501) - iRadius;
ymax = ymin + iSize - 1;
}
* Draw size=1, single-pixel point
*/
static void
-pixel_point(GLcontext *ctx, const SWvertex *vert)
+pixel_point(struct gl_context *ctx, const SWvertex *vert)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
- const GLboolean ciMode = !ctx->Visual.rgbMode;
/*
* Note that unlike the other functions, we put single-pixel points
* into a special span array in order to render as many points as
/* Span init */
span->interpMask = 0;
span->arrayMask = SPAN_XY | SPAN_Z;
- if (ciMode)
- span->arrayMask |= SPAN_INDEX;
- else
- span->arrayMask |= SPAN_RGBA;
+ span->arrayMask |= SPAN_RGBA;
/*span->arrayMask |= SPAN_LAMBDA;*/
span->arrayAttribs = swrast->_ActiveAttribMask; /* we'll produce these vals */
/* check if we need to flush */
if (span->end >= MAX_WIDTH ||
- (swrast->_RasterMask & (BLEND_BIT | LOGIC_OP_BIT | MASKING_BIT))) {
- if (ciMode)
- _swrast_write_index_span(ctx, span);
- else
- _swrast_write_rgba_span(ctx, span);
- span->end = 0;
+ (swrast->_RasterMask & (BLEND_BIT | LOGIC_OP_BIT | MASKING_BIT)) ||
+ span->facing != swrast->PointLineFacing) {
+ if (span->end > 0) {
+ _swrast_write_rgba_span(ctx, span);
+ span->end = 0;
+ }
}
count = span->end;
+ span->facing = swrast->PointLineFacing;
+
/* fragment attributes */
- if (ciMode) {
- span->array->index[count] = (GLuint) vert->attrib[FRAG_ATTRIB_CI][0];
- }
- else {
- span->array->rgba[count][RCOMP] = vert->color[0];
- span->array->rgba[count][GCOMP] = vert->color[1];
- span->array->rgba[count][BCOMP] = vert->color[2];
- span->array->rgba[count][ACOMP] = vert->color[3];
- }
+ span->array->rgba[count][RCOMP] = vert->color[0];
+ span->array->rgba[count][GCOMP] = vert->color[1];
+ span->array->rgba[count][BCOMP] = vert->color[2];
+ span->array->rgba[count][ACOMP] = vert->color[3];
+
ATTRIB_LOOP_BEGIN
COPY_4V(span->array->attribs[attr][count], vert->attrib[attr]);
ATTRIB_LOOP_END
* primary color.
*/
void
-_swrast_add_spec_terms_point(GLcontext *ctx, const SWvertex *v0)
+_swrast_add_spec_terms_point(struct gl_context *ctx, const SWvertex *v0)
{
SWvertex *ncv0 = (SWvertex *) v0; /* cast away const */
GLfloat rSum, gSum, bSum;
* Examine current state to determine which point drawing function to use.
*/
void
-_swrast_choose_point(GLcontext *ctx)
+_swrast_choose_point(struct gl_context *ctx)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ const GLfloat size = CLAMP(ctx->Point.Size,
+ ctx->Point.MinSize,
+ ctx->Point.MaxSize);
if (ctx->RenderMode == GL_RENDER) {
if (ctx->Point.PointSprite) {
else if (ctx->Point.SmoothFlag) {
swrast->Point = smooth_point;
}
- else if (ctx->Point._Size > 1.0 ||
+ else if (size > 1.0 ||
ctx->Point._Attenuated ||
ctx->VertexProgram.PointSizeEnabled) {
swrast->Point = large_point;