r300: Further reduced the radeon_span.c diff.
[mesa.git] / src / mesa / swrast / s_pointtemp.h
index 8fa608f8242eea69610a0d98a61c5d58365f23ba..dddc2f7f40c630b83fdbaf67ccab15f0cc5174cc 100644 (file)
@@ -1,10 +1,8 @@
-/* $Id: s_pointtemp.h,v 1.13 2002/03/16 18:02:08 brianp Exp $ */
-
 /*
  * Mesa 3-D graphics library
- * Version:  4.1
+ * 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"),
  * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  */
 
+/*
+ * Regarding GL_NV_point_sprite:
+ *
+ * Portions of this software may use or implement intellectual
+ * property owned and licensed by NVIDIA Corporation. NVIDIA disclaims
+ * any and all warranties with respect to such intellectual property,
+ * including any use thereof or modifications thereto.
+ */
+
 
 /*
  * Point rendering template code.
  *
  *   RGBA = do rgba instead of color index
  *   SMOOTH = do antialiasing
- *   TEXTURE = do texture coords
+ *   ATTRIBS = general attributes (texcoords, etc)
  *   SPECULAR = do separate specular color
  *   LARGE = do points with diameter > 1 pixel
  *   ATTENUATE = compute point size attenuation
- *   SPRITE = GL_MESA_sprite_point
+ *   SPRITE = GL_ARB_point_sprite / GL_NV_point_sprite
  *
  * Notes: LARGE and ATTENUATE are exclusive of each other.
- *        TEXTURE requires RGBA
- *        SPECULAR requires TEXTURE
+ *        ATTRIBS requires RGBA
  */
 
 
  */
 
 
-
 static void
 NAME ( GLcontext *ctx, const SWvertex *vert )
 {
-#if FLAGS & TEXTURE
-   GLuint u;
-#endif
-#if FLAGS & (ATTENUATE | LARGE | SMOOTH)
+#if FLAGS & (ATTENUATE | LARGE | SMOOTH | SPRITE)
    GLfloat size;
 #endif
-#if FLAGS & ATTENUATE
+#if FLAGS & RGBA
+#if (FLAGS & ATTENUATE) && (FLAGS & SMOOTH)
    GLfloat alphaAtten;
 #endif
-#if (FLAGS & RGBA) && (FLAGS & SMOOTH)
    const GLchan red   = vert->color[0];
    const GLchan green = vert->color[1];
    const GLchan blue  = vert->color[2];
    const GLchan alpha = vert->color[3];
 #endif
-
-   struct sw_span span;
+#if FLAGS & SPECULAR
+   const GLchan specRed   = vert->specular[0];
+   const GLchan specGreen = vert->specular[1];
+   const GLchan specBlue  = vert->specular[2];
+#endif
+#if FLAGS & INDEX
+   const GLuint colorIndex = (GLuint) vert->index; /* XXX round? */
+#endif
+#if FLAGS & ATTRIBS
+   GLfloat attrib[FRAG_ATTRIB_MAX][4]; /* texture & varying */
+#endif
+   SWcontext *swrast = SWRAST_CONTEXT(ctx);
+   SWspan *span = &(swrast->PointSpan);
 
    /* Cull primitives with malformed coordinates.
     */
@@ -87,135 +100,97 @@ NAME ( GLcontext *ctx, const SWvertex *vert )
         return;
    }
 
-   INIT_SPAN(span);
-
-   span.arrayMask |= (SPAN_XY | SPAN_Z);
-   span.interpMask |= SPAN_FOG;
-   span.fog = vert->fog;
-   span.fogStep = 0.0;
-
-#if (FLAGS & RGBA)
-#if (FLAGS & SMOOTH)
-   span.arrayMask |= SPAN_RGBA;
-#else
-   span.interpMask |= 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 = span.greenStep = span.blueStep = span.alphaStep = 0;
-#endif /*SMOOTH*/
-#endif /*RGBA*/
+   /*
+    * Span init
+    */
+   span->interpMask = SPAN_FOG;
+   span->arrayMask = SPAN_XY | SPAN_Z;
+   span->attrStart[FRAG_ATTRIB_FOGC][0] = vert->attrib[FRAG_ATTRIB_FOGC][0];
+   span->attrStepX[FRAG_ATTRIB_FOGC][0] = 0.0;
+   span->attrStepY[FRAG_ATTRIB_FOGC][0] = 0.0;
+#if FLAGS & RGBA
+   span->arrayMask |= SPAN_RGBA;
+#endif
 #if FLAGS & SPECULAR
-   span.interpMask |= SPAN_SPEC;
-   span.specRed = ChanToFixed(vert->specular[0]);
-   span.specGreen = ChanToFixed(vert->specular[1]);
-   span.specBlue = ChanToFixed(vert->specular[2]);
-   span.specRedStep = span.specGreenStep = span.specBlueStep = 0;
+   span->arrayMask |= SPAN_SPEC;
 #endif
 #if FLAGS & INDEX
-   span.interpMask |= SPAN_INDEX;
-   span.index = IntToFixed(vert->index);
-   span.indexStep = 0;
+   span->arrayMask |= SPAN_INDEX;
 #endif
-#if FLAGS & TEXTURE
-   span.interpMask |= SPAN_TEXTURE;
-   for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
-      if (ctx->Texture.Unit[u]._ReallyEnabled) {
-         const GLfloat q = vert->texcoord[u][3];
-         const GLfloat invQ = (q == 0.0 || q == 1.0) ? 1.0 : (1.0 / q);
-         span.tex[u][0] = vert->texcoord[u][0] * invQ;
-         span.tex[u][1] = vert->texcoord[u][1] * invQ;
-         span.tex[u][2] = vert->texcoord[u][2] * invQ;
-         span.tex[u][3] = q;
-         span.texStepX[u][0] = span.texStepY[u][0] = 0.0;
-         span.texStepX[u][1] = span.texStepY[u][1] = 0.0;
-         span.texStepX[u][2] = span.texStepY[u][2] = 0.0;
-         span.texStepX[u][3] = span.texStepY[u][3] = 0.0;
-      }
+#if FLAGS & ATTRIBS
+   span->arrayMask |= (SPAN_TEXTURE | SPAN_LAMBDA);
+   if (ctx->FragmentProgram._Active) {
+      /* Don't divide texture s,t,r by q (use TXP to do that) */
+      ATTRIB_LOOP_BEGIN
+         COPY_4V(attrib[attr], vert->attrib[attr]);
+      ATTRIB_LOOP_END
+   }
+   else {
+      /* Divide texture s,t,r by q here */
+      ATTRIB_LOOP_BEGIN
+         const GLfloat q = vert->attrib[attr][3];
+         const GLfloat invQ = (q == 0.0F || q == 1.0F) ? 1.0F : (1.0F / q);
+         attrib[attr][0] = vert->attrib[attr][0] * invQ;
+         attrib[attr][1] = vert->attrib[attr][1] * invQ;
+         attrib[attr][2] = vert->attrib[attr][2] * invQ;
+         attrib[attr][3] = q;
+      ATTRIB_LOOP_END
    }
+   /* need these for fragment programs */
+   span->attrStart[FRAG_ATTRIB_WPOS][3] = 1.0F;
+   span->attrStepX[FRAG_ATTRIB_WPOS][3] = 0.0F;
+   span->attrStepY[FRAG_ATTRIB_WPOS][3] = 0.0F;
 #endif
 #if FLAGS & SMOOTH
-   span.arrayMask |= SPAN_COVERAGE;
+   span->arrayMask |= SPAN_COVERAGE;
+#endif
+#if FLAGS & SPRITE
+   span->arrayMask |= (SPAN_TEXTURE | SPAN_LAMBDA);
 #endif
 
+   /* Compute point size if not known to be one */
 #if FLAGS & ATTENUATE
-   if (vert->pointSize >= ctx->Point.Threshold) {
-      size = MIN2(vert->pointSize, ctx->Point.MaxSize);
-      alphaAtten = 1.0F;
+   /* first, clamp attenuated size to the user-specifed range */
+   size = CLAMP(vert->pointSize, ctx->Point.MinSize, ctx->Point.MaxSize);
+#if (FLAGS & RGBA) && (FLAGS & SMOOTH)
+   /* only if multisampling, compute the fade factor */
+   if (ctx->Multisample.Enabled) {
+      if (vert->pointSize >= ctx->Point.Threshold) {
+         alphaAtten = 1.0F;
+      }
+      else {
+         GLfloat dsize = vert->pointSize / ctx->Point.Threshold;
+         alphaAtten = dsize * dsize;
+      }
    }
    else {
-      GLfloat dsize = vert->pointSize / ctx->Point.Threshold;
-      size = MAX2(ctx->Point.Threshold, ctx->Point.MinSize);
-      alphaAtten = dsize * dsize;
+      alphaAtten = 1.0;
    }
-#elif FLAGS & (LARGE | SMOOTH)
-   size = ctx->Point._Size;
 #endif
-
-#if FLAGS & SPRITE
-   {
-      SWcontext *swctx = SWRAST_CONTEXT(ctx);
-      const GLfloat radius = 0.5F * vert->pointSize; /* XXX threshold, alpha */
-      SWvertex v0, v1, v2, v3;
-      GLuint unit;
-
-#if (FLAGS & RGBA) && (FLAGS & SMOOTH)
-      (void) red;
-      (void) green;
-      (void) blue;
-      (void) alpha;
+#elif FLAGS & (LARGE | SMOOTH | SPRITE)
+   /* constant, non-attenuated size */
+   size = ctx->Point._Size; /* this is already clamped */
 #endif
 
-      /* lower left corner */
-      v0 = *vert;
-      v0.win[0] -= radius;
-      v0.win[1] -= radius;
-
-      /* lower right corner */
-      v1 = *vert;
-      v1.win[0] += radius;
-      v1.win[1] -= radius;
-
-      /* upper right corner */
-      v2 = *vert;
-      v2.win[0] += radius;
-      v2.win[1] += radius;
-
-      /* upper left corner */
-      v3 = *vert;
-      v3.win[0] -= radius;
-      v3.win[1] += radius;
-
-      for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
-         if (ctx->Texture.Unit[unit]._ReallyEnabled) {
-            v0.texcoord[unit][0] = 0.0;
-            v0.texcoord[unit][1] = 0.0;
-            v1.texcoord[unit][0] = 1.0;
-            v1.texcoord[unit][1] = 0.0;
-            v2.texcoord[unit][0] = 1.0;
-            v2.texcoord[unit][1] = 1.0;
-            v3.texcoord[unit][0] = 0.0;
-            v3.texcoord[unit][1] = 1.0;
-         }
-      }
-
-      /* XXX if radius < threshold, attenuate alpha? */
 
-      /* XXX need to implement clipping!!! */
+#if FLAGS & (ATTENUATE | LARGE | SMOOTH | SPRITE)
+   /***
+    *** Multi-pixel points
+    ***/
 
-      /* render */
-      swctx->Triangle(ctx, &v0, &v1, &v2);
-      swctx->Triangle(ctx, &v0, &v2, &v3);
+   /* do final clamping now */
+   if (ctx->Point.SmoothFlag) {
+      size = CLAMP(size, ctx->Const.MinPointSizeAA, ctx->Const.MaxPointSizeAA);
+   }
+   else {
+      size = CLAMP(size, ctx->Const.MinPointSize, ctx->Const.MaxPointSize);
    }
 
-#elif FLAGS & (LARGE | ATTENUATE | SMOOTH)
-
-   {
+   {{
       GLint x, y;
       const GLfloat radius = 0.5F * size;
-      const GLint z = (GLint) (vert->win[2]);
-      GLuint count = 0;
+      const GLuint z = (GLuint) (vert->win[2] + 0.5F);
+      GLuint count;
 #if FLAGS & SMOOTH
       const GLfloat rmin = radius - 0.7071F;  /* 0.7071 = sqrt(2)/2 */
       const GLfloat rmax = radius + 0.7071F;
@@ -249,79 +224,194 @@ NAME ( GLcontext *ctx, const SWvertex *vert )
       }
 #endif /*SMOOTH*/
 
+      /* check if we need to flush */
+      if (span->end + (xmax-xmin+1) * (ymax-ymin+1) >= MAX_WIDTH ||
+          (swrast->_RasterMask & (BLEND_BIT | LOGIC_OP_BIT | MASKING_BIT))) {
+         if (span->end > 0) {
+#if FLAGS & RGBA
+            _swrast_write_rgba_span(ctx, span);
+#else
+            _swrast_write_index_span(ctx, span);
+#endif
+            span->end = 0;
+         }
+      }
+
+      /*
+       * OK, generate fragments
+       */
+      count = span->end;
       (void) radius;
       for (y = ymin; y <= ymax; y++) {
+         /* check if we need to flush */
+         if (count + (xmax-xmin+1) >= MAX_WIDTH) {
+            span->end = count;
+#if FLAGS & RGBA
+            _swrast_write_rgba_span(ctx, span);
+#else
+            _swrast_write_index_span(ctx, span);
+#endif
+            count = span->end = 0;
+         }
          for (x = xmin; x <= xmax; x++) {
+#if FLAGS & SPRITE
+            GLuint u;
+#endif
+
+#if FLAGS & RGBA
+            span->array->rgba[count][RCOMP] = red;
+            span->array->rgba[count][GCOMP] = green;
+            span->array->rgba[count][BCOMP] = blue;
+            span->array->rgba[count][ACOMP] = alpha;
+#endif
+#if FLAGS & SPECULAR
+            span->array->spec[count][RCOMP] = specRed;
+            span->array->spec[count][GCOMP] = specGreen;
+            span->array->spec[count][BCOMP] = specBlue;
+#endif
+#if FLAGS & INDEX
+            span->array->index[count] = colorIndex;
+#endif
+#if FLAGS & ATTRIBS
+            ATTRIB_LOOP_BEGIN
+               COPY_4V(span->array->attribs[attr][count], attrib[attr]);
+               if (attr < FRAG_ATTRIB_VAR0 && attr >= FRAG_ATTRIB_TEX0) {
+                  const GLuint u = attr - FRAG_ATTRIB_TEX0;
+                  span->array->lambda[u][count] = 0.0;
+               }
+            ATTRIB_LOOP_END
+#endif
+
 #if FLAGS & SMOOTH
             /* compute coverage */
-            const GLfloat dx = x - vert->win[0] + 0.5F;
-            const GLfloat dy = y - vert->win[1] + 0.5F;
-            const GLfloat dist2 = dx * dx + dy * dy;
-            if (dist2 < rmax2) {
-               if (dist2 >= rmin2) {
-                  /* compute partial coverage */
-                  span.coverage[count] = 1.0F - (dist2 - rmin2) * cscale;
+            {
+               const GLfloat dx = x - vert->win[0] + 0.5F;
+               const GLfloat dy = y - vert->win[1] + 0.5F;
+               const GLfloat dist2 = dx * dx + dy * dy;
+               if (dist2 < rmax2) {
+                  if (dist2 >= rmin2) {
+                     /* compute partial coverage */
+                     span->array->coverage[count] = 1.0F - (dist2 - rmin2) * cscale;
 #if FLAGS & INDEX
-                  span.coverage[count] *= 15.0; /* coverage in [0,15] */
+                     /* coverage in [0,15] */
+                     span->array->coverage[count] *= 15.0;
 #endif
+                  }
+                  else {
+                     /* full coverage */
+                     span->array->coverage[count] = 1.0F;
+                  }
+
+                  span->array->x[count] = x;
+                  span->array->y[count] = y;
+                  span->array->z[count] = z;
+
+#if (FLAGS & ATTENUATE) && (FLAGS & RGBA)
+                  span->array->rgba[count][ACOMP] = (GLchan) (alpha * alphaAtten);
+#elif FLAGS & RGBA
+                  span->array->rgba[count][ACOMP] = alpha;
+#endif /*ATTENUATE*/
+                  count++;
+               } /*if*/
+            }
+
+#else /*SMOOTH*/
+
+            /* not smooth (square points) */
+            span->array->x[count] = x;
+            span->array->y[count] = y;
+            span->array->z[count] = z;
+
+#if FLAGS & SPRITE
+            for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+               GLuint attr = FRAG_ATTRIB_TEX0 + u;
+               if (ctx->Texture.Unit[u]._ReallyEnabled) {
+                  if (ctx->Point.CoordReplace[u]) {
+                     GLfloat s = 0.5F + (x + 0.5F - vert->win[0]) / size;
+                     GLfloat t, r;
+                     if (ctx->Point.SpriteOrigin == GL_LOWER_LEFT)
+                        t = 0.5F + (y + 0.5F - vert->win[1]) / size;
+                     else /* GL_UPPER_LEFT */
+                        t = 0.5F - (y + 0.5F - vert->win[1]) / size;
+                     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->array->attribs[attr][count][0] = s;
+                     span->array->attribs[attr][count][1] = t;
+                     span->array->attribs[attr][count][2] = r;
+                     span->array->attribs[attr][count][3] = 1.0F;
+                     span->array->lambda[u][count] = 0.0; /* XXX fix? */
+                  }
+                  else {
+                     COPY_4V(span->array->attribs[attr][count],
+                             vert->attrib[attr]);
+                  }
                }
-               else {
-                  /* full coverage */
-                  span.coverage[count] = 1.0F;
-               }
+            }
+#endif /*SPRITE*/
 
-               span.xArray[count] = x;
-               span.yArray[count] = y;
-               span.zArray[count] = z;
+            count++;  /* square point */
 
-#if FLAGS & RGBA
-               span.color.rgba[count][RCOMP] = red;
-               span.color.rgba[count][GCOMP] = green;
-               span.color.rgba[count][BCOMP] = blue;
-#if FLAGS & ATTENUATE
-               span.color.rgba[count][ACOMP] = (GLchan) (alpha * alphaAtten);
-#else
-               span.color.rgba[count][ACOMP] = alpha;
-#endif /*ATTENUATE*/
-#endif /*RGBA*/
-               count++;
-            } /*if*/
-#else /*SMOOTH*/
-            /* not smooth (square points */
-            span.xArray[count] = x;
-            span.yArray[count] = y;
-            span.zArray[count] = z;
-            count++;
 #endif /*SMOOTH*/
+
         } /*for x*/
       } /*for y*/
-      span.end = count;
-   }
+      span->end = count;
+   }}
 
-#else /* LARGE || ATTENUATE || SMOOTH*/
+#else /* LARGE | ATTENUATE | SMOOTH | SPRITE */
 
-   {
-      /* size == 1 */
-      span.xArray[0] = (GLint) vert->win[0];
-      span.yArray[0] = (GLint) vert->win[1];
-      span.zArray[0] = (GLint) vert->win[2];
-      span.end = 1;
-   }
+   /***
+    *** Single-pixel points
+    ***/
+   {{
+      GLuint count;
 
-#endif /* LARGE || ATTENUATE || SMOOTH */
+      /* check if we need to flush */
+      if (span->end >= MAX_WIDTH ||
+          (swrast->_RasterMask & (BLEND_BIT | LOGIC_OP_BIT | MASKING_BIT))) {
+#if FLAGS & RGBA
+         _swrast_write_rgba_span(ctx, span);
+#else
+         _swrast_write_index_span(ctx, span);
+#endif
+         span->end = 0;
+      }
 
-   ASSERT(span.end > 0);
+      count = span->end;
 
-#if FLAGS & TEXTURE
-   if (ctx->Texture._ReallyEnabled)
-      _mesa_write_texture_span(ctx, &span, GL_POINT);
-   else
-      _mesa_write_rgba_span(ctx, &span, GL_POINT);
-#elif FLAGS & RGBA
-   _mesa_write_rgba_span(ctx, &span, GL_POINT);
-#else
-   _mesa_write_index_span(ctx, &span, GL_POINT);
+#if FLAGS & RGBA
+      span->array->rgba[count][RCOMP] = red;
+      span->array->rgba[count][GCOMP] = green;
+      span->array->rgba[count][BCOMP] = blue;
+      span->array->rgba[count][ACOMP] = alpha;
+#endif
+#if FLAGS & SPECULAR
+      span->array->spec[count][RCOMP] = specRed;
+      span->array->spec[count][GCOMP] = specGreen;
+      span->array->spec[count][BCOMP] = specBlue;
+#endif
+#if FLAGS & INDEX
+      span->array->index[count] = colorIndex;
+#endif
+#if FLAGS & ATTRIBS
+      ATTRIB_LOOP_BEGIN
+         COPY_4V(span->array->attribs[attr][count], attribs[attr]);
+      ATTRIB_LOOP_END
 #endif
+
+      span->array->x[count] = (GLint) vert->win[0];
+      span->array->y[count] = (GLint) vert->win[1];
+      span->array->z[count] = (GLint) (vert->win[2] + 0.5F);
+      span->end = count + 1;
+   }}
+
+#endif /* LARGE || ATTENUATE || SMOOTH */
+
+   ASSERT(span->end <= MAX_WIDTH);
 }