/*
* Mesa 3-D graphics library
- * Version: 6.1
+ * Version: 7.0
*
- * Copyright (C) 1999-2004 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"),
* 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
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
* This file is #include'd to generate custom triangle rasterizers.
*
* The following macros may be defined to indicate what auxillary information
- * must be interplated across the triangle:
- * INTERP_Z - if defined, interpolate vertex Z values
- * INTERP_W - if defined, interpolate vertex W values
- * INTERP_FOG - if defined, interpolate fog values
- * INTERP_RGB - if defined, interpolate RGB values
- * INTERP_ALPHA - if defined, interpolate Alpha values (req's INTERP_RGB)
- * INTERP_SPEC - if defined, interpolate specular RGB values
- * INTERP_INDEX - if defined, interpolate color index values
+ * must be interpolated across the triangle:
+ * INTERP_Z - if defined, interpolate integer Z values
+ * INTERP_RGB - if defined, interpolate integer RGB values
+ * INTERP_ALPHA - if defined, interpolate integer Alpha values
* INTERP_INT_TEX - if defined, interpolate integer ST texcoords
- * (fast, simple 2-D texture mapping)
- * INTERP_TEX - if defined, interpolate set 0 float STRQ texcoords
- * NOTE: OpenGL STRQ = Mesa STUV (R was taken for red)
- * INTERP_MULTITEX - if defined, interpolate N units of STRQ texcoords
+ * (fast, simple 2-D texture mapping, without
+ * perspective correction)
+ * INTERP_ATTRIBS - if defined, interpolate arbitrary attribs (texcoords,
+ * varying vars, etc) This also causes W to be
+ * computed for perspective correction).
*
* When one can directly address pixels in the color buffer the following
* macros can be defined and used to compute pixel addresses during
* Y==0 at bottom of screen and increases upward.
*
* Similarly, for direct depth buffer access, this type is used for depth
- * buffer addressing:
+ * buffer addressing (see zRow):
* DEPTH_TYPE - either GLushort or GLuint
*
* Optionally, one may provide one-time setup code per triangle:
* SETUP_CODE - code which is to be executed once per triangle
- * CLEANUP_CODE - code to execute at end of triangle
*
* The following macro MUST be defined:
* RENDER_SPAN(span) - code to write a span of pixels.
* SUB_PIXEL_BITS.
*/
-/*
- * ColorTemp is used for intermediate color values.
- */
-#if CHAN_TYPE == GL_FLOAT
-#define ColorTemp GLfloat
-#else
-#define ColorTemp GLint /* same as GLfixed */
-#endif
-
-
-/*
- * Walk triangle edges with GLfixed or GLdouble
- */
-#if TRIANGLE_WALK_DOUBLE
-#define GLinterp GLdouble
-#define InterpToInt(X) ((GLint) (X))
-#define INTERP_ONE 1.0
-#else
-#define GLinterp GLfixed
-#define InterpToInt(X) FixedToInt(X)
-#define INTERP_ONE FIXED_ONE
-#endif
-
/*
- * Either loop over all texture units, or just use unit zero.
+ * Some code we unfortunately need to prevent negative interpolated colors.
*/
-#ifdef INTERP_MULTITEX
-#define TEX_UNIT_LOOP(CODE) \
- { \
- GLuint u; \
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { \
- if (ctx->Texture._EnabledCoordUnits & (1 << u)) { \
- CODE \
- } \
- } \
- }
-#define INTERP_TEX
-#elif defined(INTERP_TEX)
-#define TEX_UNIT_LOOP(CODE) \
- { \
- const GLuint u = 0; \
- CODE \
- }
+#ifndef CLAMP_INTERPOLANT
+#define CLAMP_INTERPOLANT(CHANNEL, CHANNELSTEP, LEN) \
+do { \
+ GLfixed endVal = span.CHANNEL + (LEN) * span.CHANNELSTEP; \
+ if (endVal < 0) { \
+ span.CHANNEL -= endVal; \
+ } \
+ if (span.CHANNEL < 0) { \
+ span.CHANNEL = 0; \
+ } \
+} while (0)
#endif
-static void NAME(GLcontext *ctx, const SWvertex *v0,
+static void NAME(struct gl_context *ctx, const SWvertex *v0,
const SWvertex *v1,
const SWvertex *v2 )
{
typedef struct {
const SWvertex *v0, *v1; /* Y(v0) < Y(v1) */
-#if TRIANGLE_WALK_DOUBLE
- GLdouble dx; /* X(v1) - X(v0) */
- GLdouble dy; /* Y(v1) - Y(v0) */
- GLdouble dxdy; /* dx/dy */
- GLdouble adjy; /* adjust from v[0]->fy to fsy, scaled */
- GLdouble fsx; /* first sample point x coord */
- GLdouble fsy;
- GLdouble fx0; /*X of lower endpoint */
-#else
GLfloat dx; /* X(v1) - X(v0) */
GLfloat dy; /* Y(v1) - Y(v0) */
GLfloat dxdy; /* dx/dy */
GLfixed fsx; /* first sample point x coord */
GLfixed fsy;
GLfixed fx0; /* fixed pt X of lower endpoint */
-#endif
GLint lines; /* number of lines to be sampled on this edge */
} EdgeT;
+ const SWcontext *swrast = SWRAST_CONTEXT(ctx);
#ifdef INTERP_Z
- const GLint depthBits = ctx->Visual.depthBits;
+ const GLint depthBits = ctx->DrawBuffer->Visual.depthBits;
const GLint fixedToDepthShift = depthBits <= 16 ? FIXED_SHIFT : 0;
- const GLfloat maxDepth = ctx->DepthMaxF;
+ const GLfloat maxDepth = ctx->DrawBuffer->_DepthMaxF;
#define FixedToDepth(F) ((F) >> fixedToDepthShift)
#endif
EdgeT eMaj, eTop, eBot;
GLfloat oneOverArea;
const SWvertex *vMin, *vMid, *vMax; /* Y(vMin)<=Y(vMid)<=Y(vMax) */
GLfloat bf = SWRAST_CONTEXT(ctx)->_BackfaceSign;
-#if !TRIANGLE_WALK_DOUBLE
const GLint snapMask = ~((FIXED_ONE / (1 << SUB_PIXEL_BITS)) - 1); /* for x/y coord snapping */
-#endif
- GLinterp vMin_fx, vMin_fy, vMid_fx, vMid_fy, vMax_fx, vMax_fy;
+ GLfixed vMin_fx, vMin_fy, vMid_fx, vMid_fy, vMax_fx, vMax_fy;
+
+ SWspan span;
- struct sw_span span;
+ (void) swrast;
- INIT_SPAN(span, GL_POLYGON, 0, 0, 0);
+ INIT_SPAN(span, GL_POLYGON);
+ span.y = 0; /* silence warnings */
#ifdef INTERP_Z
(void) fixedToDepthShift;
/*
printf("%s()\n", __FUNCTION__);
- printf(" %g, %g, %g\n", v0->win[0], v0->win[1], v0->win[2]);
- printf(" %g, %g, %g\n", v1->win[0], v1->win[1], v1->win[2]);
- printf(" %g, %g, %g\n", v2->win[0], v2->win[1], v2->win[2]);
- */
- /*
- ASSERT(v0->win[2] >= 0.0);
- ASSERT(v1->win[2] >= 0.0);
- ASSERT(v2->win[2] >= 0.0);
+ printf(" %g, %g, %g\n",
+ v0->attrib[VARYING_SLOT_POS][0],
+ v0->attrib[VARYING_SLOT_POS][1],
+ v0->attrib[VARYING_SLOT_POS][2]);
+ printf(" %g, %g, %g\n",
+ v1->attrib[VARYING_SLOT_POS][0],
+ v1->attrib[VARYING_SLOT_POS][1],
+ v1->attrib[VARYING_SLOT_POS][2]);
+ printf(" %g, %g, %g\n",
+ v2->attrib[VARYING_SLOT_POS][0],
+ v2->attrib[VARYING_SLOT_POS][1],
+ v2->attrib[VARYING_SLOT_POS][2]);
*/
+
/* Compute fixed point x,y coords w/ half-pixel offsets and snapping.
* And find the order of the 3 vertices along the Y axis.
*/
{
-#if TRIANGLE_WALK_DOUBLE
- const GLdouble fy0 = v0->win[1] - 0.5;
- const GLdouble fy1 = v1->win[1] - 0.5;
- const GLdouble fy2 = v2->win[1] - 0.5;
-#else
- const GLfixed fy0 = FloatToFixed(v0->win[1] - 0.5F) & snapMask;
- const GLfixed fy1 = FloatToFixed(v1->win[1] - 0.5F) & snapMask;
- const GLfixed fy2 = FloatToFixed(v2->win[1] - 0.5F) & snapMask;
-#endif
+ const GLfixed fy0 = FloatToFixed(v0->attrib[VARYING_SLOT_POS][1] - 0.5F) & snapMask;
+ const GLfixed fy1 = FloatToFixed(v1->attrib[VARYING_SLOT_POS][1] - 0.5F) & snapMask;
+ const GLfixed fy2 = FloatToFixed(v2->attrib[VARYING_SLOT_POS][1] - 0.5F) & snapMask;
if (fy0 <= fy1) {
if (fy1 <= fy2) {
/* y0 <= y1 <= y2 */
}
/* fixed point X coords */
-#if TRIANGLE_WALK_DOUBLE
- vMin_fx = vMin->win[0] + 0.5;
- vMid_fx = vMid->win[0] + 0.5;
- vMax_fx = vMax->win[0] + 0.5;
-#else
- vMin_fx = FloatToFixed(vMin->win[0] + 0.5F) & snapMask;
- vMid_fx = FloatToFixed(vMid->win[0] + 0.5F) & snapMask;
- vMax_fx = FloatToFixed(vMax->win[0] + 0.5F) & snapMask;
-#endif
+ vMin_fx = FloatToFixed(vMin->attrib[VARYING_SLOT_POS][0] + 0.5F) & snapMask;
+ vMid_fx = FloatToFixed(vMid->attrib[VARYING_SLOT_POS][0] + 0.5F) & snapMask;
+ vMax_fx = FloatToFixed(vMax->attrib[VARYING_SLOT_POS][0] + 0.5F) & snapMask;
}
/* vertex/edge relationship */
eBot.v0 = vMin; eBot.v1 = vMid;
/* compute deltas for each edge: vertex[upper] - vertex[lower] */
-#if TRIANGLE_WALK_DOUBLE
- eMaj.dx = vMax_fx - vMin_fx;
- eMaj.dy = vMax_fy - vMin_fy;
- eTop.dx = vMax_fx - vMid_fx;
- eTop.dy = vMax_fy - vMid_fy;
- eBot.dx = vMid_fx - vMin_fx;
- eBot.dy = vMid_fy - vMin_fy;
-#else
eMaj.dx = FixedToFloat(vMax_fx - vMin_fx);
eMaj.dy = FixedToFloat(vMax_fy - vMin_fy);
eTop.dx = FixedToFloat(vMax_fx - vMid_fx);
eTop.dy = FixedToFloat(vMax_fy - vMid_fy);
eBot.dx = FixedToFloat(vMid_fx - vMin_fx);
eBot.dy = FixedToFloat(vMid_fy - vMin_fy);
-#endif
/* compute area, oneOverArea and perform backface culling */
{
-#if TRIANGLE_WALK_DOUBLE
- const GLdouble area = eMaj.dx * eBot.dy - eBot.dx * eMaj.dy;
-#else
const GLfloat area = eMaj.dx * eBot.dy - eBot.dx * eMaj.dy;
-#endif
- /* Do backface culling */
- if (area * bf < 0.0)
- return;
if (IS_INF_OR_NAN(area) || area == 0.0F)
return;
+ if (area * bf * swrast->_BackfaceCullSign < 0.0)
+ return;
+
oneOverArea = 1.0F / area;
- }
- span.facing = ctx->_Facing; /* for 2-sided stencil test */
+ /* 0 = front, 1 = back */
+ span.facing = oneOverArea * bf > 0.0F;
+ }
/* Edge setup. For a triangle strip these could be reused... */
{
-#if TRIANGLE_WALK_DOUBLE
- eMaj.fsy = CEILF(vMin_fy);
- eMaj.lines = (GLint) CEILF(vMax_fy - eMaj.fsy);
-#else
eMaj.fsy = FixedCeil(vMin_fy);
eMaj.lines = FixedToInt(FixedCeil(vMax_fy - eMaj.fsy));
-#endif
if (eMaj.lines > 0) {
eMaj.dxdy = eMaj.dx / eMaj.dy;
-#if TRIANGLE_WALK_DOUBLE
- eMaj.adjy = (eMaj.fsy - vMin_fy) * FIXED_SCALE; /* SCALED! */
- eMaj.fx0 = vMin_fx;
- eMaj.fsx = eMaj.fx0 + (eMaj.adjy * eMaj.dxdy) / (GLdouble) FIXED_SCALE;
-#else
eMaj.fdxdy = SignedFloatToFixed(eMaj.dxdy);
eMaj.adjy = (GLfloat) (eMaj.fsy - vMin_fy); /* SCALED! */
eMaj.fx0 = vMin_fx;
eMaj.fsx = eMaj.fx0 + (GLfixed) (eMaj.adjy * eMaj.dxdy);
-#endif
}
else {
return; /*CULLED*/
}
-#if TRIANGLE_WALK_DOUBLE
- eTop.fsy = CEILF(vMid_fy);
- eTop.lines = (GLint) CEILF(vMax_fy - eTop.fsy);
-#else
eTop.fsy = FixedCeil(vMid_fy);
eTop.lines = FixedToInt(FixedCeil(vMax_fy - eTop.fsy));
-#endif
if (eTop.lines > 0) {
eTop.dxdy = eTop.dx / eTop.dy;
-#if TRIANGLE_WALK_DOUBLE
- eTop.adjy = (eTop.fsy - vMid_fy) * FIXED_SCALE; /* SCALED! */
- eTop.fx0 = vMid_fx;
- eTop.fsx = eTop.fx0 + (eTop.adjy * eTop.dxdy) / (GLdouble) FIXED_SCALE;
-#else
eTop.fdxdy = SignedFloatToFixed(eTop.dxdy);
eTop.adjy = (GLfloat) (eTop.fsy - vMid_fy); /* SCALED! */
eTop.fx0 = vMid_fx;
eTop.fsx = eTop.fx0 + (GLfixed) (eTop.adjy * eTop.dxdy);
-#endif
}
-#if TRIANGLE_WALK_DOUBLE
- eBot.fsy = CEILF(vMin_fy);
- eBot.lines = (GLint) CEILF(vMid_fy - eBot.fsy);
-#else
eBot.fsy = FixedCeil(vMin_fy);
eBot.lines = FixedToInt(FixedCeil(vMid_fy - eBot.fsy));
-#endif
if (eBot.lines > 0) {
eBot.dxdy = eBot.dx / eBot.dy;
-#if TRIANGLE_WALK_DOUBLE
- eBot.adjy = (eBot.fsy - vMin_fy) * FIXED_SCALE; /* SCALED! */
- eBot.fx0 = vMin_fx;
- eBot.fsx = eBot.fx0 + (eBot.adjy * eBot.dxdy) / (GLdouble) FIXED_SCALE;
-#else
eBot.fdxdy = SignedFloatToFixed(eBot.dxdy);
eBot.adjy = (GLfloat) (eBot.fsy - vMin_fy); /* SCALED! */
eBot.fx0 = vMin_fx;
eBot.fsx = eBot.fx0 + (GLfixed) (eBot.adjy * eBot.dxdy);
-#endif
}
}
{
GLint scan_from_left_to_right; /* true if scanning left-to-right */
-#ifdef INTERP_INDEX
- GLfloat didx, didy;
-#endif
/*
* Execute user-supplied setup code
#ifdef INTERP_Z
span.interpMask |= SPAN_Z;
{
- GLfloat eMaj_dz = vMax->win[2] - vMin->win[2];
- GLfloat eBot_dz = vMid->win[2] - vMin->win[2];
- span.dzdx = oneOverArea * (eMaj_dz * eBot.dy - eMaj.dy * eBot_dz);
- if (span.dzdx > maxDepth || span.dzdx < -maxDepth) {
+ GLfloat eMaj_dz = vMax->attrib[VARYING_SLOT_POS][2] - vMin->attrib[VARYING_SLOT_POS][2];
+ GLfloat eBot_dz = vMid->attrib[VARYING_SLOT_POS][2] - vMin->attrib[VARYING_SLOT_POS][2];
+ span.attrStepX[VARYING_SLOT_POS][2] = oneOverArea * (eMaj_dz * eBot.dy - eMaj.dy * eBot_dz);
+ if (span.attrStepX[VARYING_SLOT_POS][2] > maxDepth ||
+ span.attrStepX[VARYING_SLOT_POS][2] < -maxDepth) {
/* probably a sliver triangle */
- span.dzdx = 0.0;
- span.dzdy = 0.0;
+ span.attrStepX[VARYING_SLOT_POS][2] = 0.0;
+ span.attrStepY[VARYING_SLOT_POS][2] = 0.0;
}
else {
- span.dzdy = oneOverArea * (eMaj.dx * eBot_dz - eMaj_dz * eBot.dx);
+ span.attrStepY[VARYING_SLOT_POS][2] = oneOverArea * (eMaj.dx * eBot_dz - eMaj_dz * eBot.dx);
}
if (depthBits <= 16)
- span.zStep = SignedFloatToFixed(span.dzdx);
+ span.zStep = SignedFloatToFixed(span.attrStepX[VARYING_SLOT_POS][2]);
else
- span.zStep = (GLint) span.dzdx;
- }
-#endif
-#ifdef INTERP_W
- span.interpMask |= SPAN_W;
- {
- const GLfloat eMaj_dw = vMax->win[3] - vMin->win[3];
- const GLfloat eBot_dw = vMid->win[3] - vMin->win[3];
- span.dwdx = oneOverArea * (eMaj_dw * eBot.dy - eMaj.dy * eBot_dw);
- span.dwdy = oneOverArea * (eMaj.dx * eBot_dw - eMaj_dw * eBot.dx);
- }
-#endif
-#ifdef INTERP_FOG
- span.interpMask |= SPAN_FOG;
- {
-# ifdef INTERP_W
- const GLfloat wMax = vMax->win[3], wMin = vMin->win[3], wMid = vMid->win[3];
- const GLfloat eMaj_dfog = vMax->fog * wMax - vMin->fog * wMin;
- const GLfloat eBot_dfog = vMid->fog * wMid - vMin->fog * wMin;
-# else
- const GLfloat eMaj_dfog = vMax->fog - vMin->fog;
- const GLfloat eBot_dfog = vMid->fog - vMin->fog;
-# endif
- span.dfogdx = oneOverArea * (eMaj_dfog * eBot.dy - eMaj.dy * eBot_dfog);
- span.dfogdy = oneOverArea * (eMaj.dx * eBot_dfog - eMaj_dfog * eBot.dx);
- span.fogStep = span.dfogdx;
+ span.zStep = (GLint) span.attrStepX[VARYING_SLOT_POS][2];
}
#endif
#ifdef INTERP_RGB
span.interpMask |= SPAN_RGBA;
if (ctx->Light.ShadeModel == GL_SMOOTH) {
- GLfloat eMaj_dr = (GLfloat) ((ColorTemp) vMax->color[RCOMP] - vMin->color[RCOMP]);
- GLfloat eBot_dr = (GLfloat) ((ColorTemp) vMid->color[RCOMP] - vMin->color[RCOMP]);
- GLfloat eMaj_dg = (GLfloat) ((ColorTemp) vMax->color[GCOMP] - vMin->color[GCOMP]);
- GLfloat eBot_dg = (GLfloat) ((ColorTemp) vMid->color[GCOMP] - vMin->color[GCOMP]);
- GLfloat eMaj_db = (GLfloat) ((ColorTemp) vMax->color[BCOMP] - vMin->color[BCOMP]);
- GLfloat eBot_db = (GLfloat) ((ColorTemp) vMid->color[BCOMP] - vMin->color[BCOMP]);
+ GLfloat eMaj_dr = (GLfloat) (vMax->color[RCOMP] - vMin->color[RCOMP]);
+ GLfloat eBot_dr = (GLfloat) (vMid->color[RCOMP] - vMin->color[RCOMP]);
+ GLfloat eMaj_dg = (GLfloat) (vMax->color[GCOMP] - vMin->color[GCOMP]);
+ GLfloat eBot_dg = (GLfloat) (vMid->color[GCOMP] - vMin->color[GCOMP]);
+ GLfloat eMaj_db = (GLfloat) (vMax->color[BCOMP] - vMin->color[BCOMP]);
+ GLfloat eBot_db = (GLfloat) (vMid->color[BCOMP] - vMin->color[BCOMP]);
# ifdef INTERP_ALPHA
- GLfloat eMaj_da = (GLfloat) ((ColorTemp) vMax->color[ACOMP] - vMin->color[ACOMP]);
- GLfloat eBot_da = (GLfloat) ((ColorTemp) vMid->color[ACOMP] - vMin->color[ACOMP]);
+ GLfloat eMaj_da = (GLfloat) (vMax->color[ACOMP] - vMin->color[ACOMP]);
+ GLfloat eBot_da = (GLfloat) (vMid->color[ACOMP] - vMin->color[ACOMP]);
# endif
- span.drdx = oneOverArea * (eMaj_dr * eBot.dy - eMaj.dy * eBot_dr);
- span.drdy = oneOverArea * (eMaj.dx * eBot_dr - eMaj_dr * eBot.dx);
- span.dgdx = oneOverArea * (eMaj_dg * eBot.dy - eMaj.dy * eBot_dg);
- span.dgdy = oneOverArea * (eMaj.dx * eBot_dg - eMaj_dg * eBot.dx);
- span.dbdx = oneOverArea * (eMaj_db * eBot.dy - eMaj.dy * eBot_db);
- span.dbdy = oneOverArea * (eMaj.dx * eBot_db - eMaj_db * eBot.dx);
-# if CHAN_TYPE == GL_FLOAT
- span.redStep = span.drdx;
- span.greenStep = span.dgdx;
- span.blueStep = span.dbdx;
-# else
- span.redStep = SignedFloatToFixed(span.drdx);
- span.greenStep = SignedFloatToFixed(span.dgdx);
- span.blueStep = SignedFloatToFixed(span.dbdx);
-# endif /* GL_FLOAT */
+ span.attrStepX[VARYING_SLOT_COL0][0] = oneOverArea * (eMaj_dr * eBot.dy - eMaj.dy * eBot_dr);
+ span.attrStepY[VARYING_SLOT_COL0][0] = oneOverArea * (eMaj.dx * eBot_dr - eMaj_dr * eBot.dx);
+ span.attrStepX[VARYING_SLOT_COL0][1] = oneOverArea * (eMaj_dg * eBot.dy - eMaj.dy * eBot_dg);
+ span.attrStepY[VARYING_SLOT_COL0][1] = oneOverArea * (eMaj.dx * eBot_dg - eMaj_dg * eBot.dx);
+ span.attrStepX[VARYING_SLOT_COL0][2] = oneOverArea * (eMaj_db * eBot.dy - eMaj.dy * eBot_db);
+ span.attrStepY[VARYING_SLOT_COL0][2] = oneOverArea * (eMaj.dx * eBot_db - eMaj_db * eBot.dx);
+ span.redStep = SignedFloatToFixed(span.attrStepX[VARYING_SLOT_COL0][0]);
+ span.greenStep = SignedFloatToFixed(span.attrStepX[VARYING_SLOT_COL0][1]);
+ span.blueStep = SignedFloatToFixed(span.attrStepX[VARYING_SLOT_COL0][2]);
# ifdef INTERP_ALPHA
- span.dadx = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da);
- span.dady = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx);
-# if CHAN_TYPE == GL_FLOAT
- span.alphaStep = span.dadx;
-# else
- span.alphaStep = SignedFloatToFixed(span.dadx);
-# endif /* GL_FLOAT */
+ span.attrStepX[VARYING_SLOT_COL0][3] = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da);
+ span.attrStepY[VARYING_SLOT_COL0][3] = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx);
+ span.alphaStep = SignedFloatToFixed(span.attrStepX[VARYING_SLOT_COL0][3]);
# endif /* INTERP_ALPHA */
}
else {
- ASSERT (ctx->Light.ShadeModel == GL_FLAT);
+ ASSERT(ctx->Light.ShadeModel == GL_FLAT);
span.interpMask |= SPAN_FLAT;
- span.drdx = span.drdy = 0.0F;
- span.dgdx = span.dgdy = 0.0F;
- span.dbdx = span.dbdy = 0.0F;
-# if CHAN_TYPE == GL_FLOAT
- span.redStep = 0.0F;
- span.greenStep = 0.0F;
- span.blueStep = 0.0F;
-# else
+ span.attrStepX[VARYING_SLOT_COL0][0] = span.attrStepY[VARYING_SLOT_COL0][0] = 0.0F;
+ span.attrStepX[VARYING_SLOT_COL0][1] = span.attrStepY[VARYING_SLOT_COL0][1] = 0.0F;
+ span.attrStepX[VARYING_SLOT_COL0][2] = span.attrStepY[VARYING_SLOT_COL0][2] = 0.0F;
span.redStep = 0;
span.greenStep = 0;
span.blueStep = 0;
-# endif /* GL_FLOAT */
# ifdef INTERP_ALPHA
- span.dadx = span.dady = 0.0F;
-# if CHAN_TYPE == GL_FLOAT
- span.alphaStep = 0.0F;
-# else
+ span.attrStepX[VARYING_SLOT_COL0][3] = span.attrStepY[VARYING_SLOT_COL0][3] = 0.0F;
span.alphaStep = 0;
-# endif /* GL_FLOAT */
# endif
}
#endif /* INTERP_RGB */
-#ifdef INTERP_SPEC
- span.interpMask |= SPAN_SPEC;
- if (ctx->Light.ShadeModel == GL_SMOOTH) {
- GLfloat eMaj_dsr = (GLfloat) ((ColorTemp) vMax->specular[RCOMP] - vMin->specular[RCOMP]);
- GLfloat eBot_dsr = (GLfloat) ((ColorTemp) vMid->specular[RCOMP] - vMin->specular[RCOMP]);
- GLfloat eMaj_dsg = (GLfloat) ((ColorTemp) vMax->specular[GCOMP] - vMin->specular[GCOMP]);
- GLfloat eBot_dsg = (GLfloat) ((ColorTemp) vMid->specular[GCOMP] - vMin->specular[GCOMP]);
- GLfloat eMaj_dsb = (GLfloat) ((ColorTemp) vMax->specular[BCOMP] - vMin->specular[BCOMP]);
- GLfloat eBot_dsb = (GLfloat) ((ColorTemp) vMid->specular[BCOMP] - vMin->specular[BCOMP]);
- span.dsrdx = oneOverArea * (eMaj_dsr * eBot.dy - eMaj.dy * eBot_dsr);
- span.dsrdy = oneOverArea * (eMaj.dx * eBot_dsr - eMaj_dsr * eBot.dx);
- span.dsgdx = oneOverArea * (eMaj_dsg * eBot.dy - eMaj.dy * eBot_dsg);
- span.dsgdy = oneOverArea * (eMaj.dx * eBot_dsg - eMaj_dsg * eBot.dx);
- span.dsbdx = oneOverArea * (eMaj_dsb * eBot.dy - eMaj.dy * eBot_dsb);
- span.dsbdy = oneOverArea * (eMaj.dx * eBot_dsb - eMaj_dsb * eBot.dx);
-# if CHAN_TYPE == GL_FLOAT
- span.specRedStep = span.dsrdx;
- span.specGreenStep = span.dsgdx;
- span.specBlueStep = span.dsbdx;
-# else
- span.specRedStep = SignedFloatToFixed(span.dsrdx);
- span.specGreenStep = SignedFloatToFixed(span.dsgdx);
- span.specBlueStep = SignedFloatToFixed(span.dsbdx);
-# endif
- }
- else {
- span.dsrdx = span.dsrdy = 0.0F;
- span.dsgdx = span.dsgdy = 0.0F;
- span.dsbdx = span.dsbdy = 0.0F;
-# if CHAN_TYPE == GL_FLOAT
- span.specRedStep = 0.0F;
- span.specGreenStep = 0.0F;
- span.specBlueStep = 0.0F;
-# else
- span.specRedStep = 0;
- span.specGreenStep = 0;
- span.specBlueStep = 0;
-# endif
- }
-#endif /* INTERP_SPEC */
-#ifdef INTERP_INDEX
- span.interpMask |= SPAN_INDEX;
- if (ctx->Light.ShadeModel == GL_SMOOTH) {
- GLfloat eMaj_di = vMax->index - vMin->index;
- GLfloat eBot_di = vMid->index - vMin->index;
- didx = oneOverArea * (eMaj_di * eBot.dy - eMaj.dy * eBot_di);
- didy = oneOverArea * (eMaj.dx * eBot_di - eMaj_di * eBot.dx);
- span.indexStep = SignedFloatToFixed(didx);
- }
- else {
- span.interpMask |= SPAN_FLAT;
- didx = didy = 0.0F;
- span.indexStep = 0;
- }
-#endif
#ifdef INTERP_INT_TEX
- span.interpMask |= SPAN_INT_TEXTURE;
{
- GLfloat eMaj_ds = (vMax->texcoord[0][0] - vMin->texcoord[0][0]) * S_SCALE;
- GLfloat eBot_ds = (vMid->texcoord[0][0] - vMin->texcoord[0][0]) * S_SCALE;
- GLfloat eMaj_dt = (vMax->texcoord[0][1] - vMin->texcoord[0][1]) * T_SCALE;
- GLfloat eBot_dt = (vMid->texcoord[0][1] - vMin->texcoord[0][1]) * T_SCALE;
- span.texStepX[0][0] = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
- span.texStepY[0][0] = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
- span.texStepX[0][1] = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
- span.texStepY[0][1] = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
- span.intTexStep[0] = SignedFloatToFixed(span.texStepX[0][0]);
- span.intTexStep[1] = SignedFloatToFixed(span.texStepX[0][1]);
+ GLfloat eMaj_ds = (vMax->attrib[VARYING_SLOT_TEX0][0] - vMin->attrib[VARYING_SLOT_TEX0][0]) * S_SCALE;
+ GLfloat eBot_ds = (vMid->attrib[VARYING_SLOT_TEX0][0] - vMin->attrib[VARYING_SLOT_TEX0][0]) * S_SCALE;
+ GLfloat eMaj_dt = (vMax->attrib[VARYING_SLOT_TEX0][1] - vMin->attrib[VARYING_SLOT_TEX0][1]) * T_SCALE;
+ GLfloat eBot_dt = (vMid->attrib[VARYING_SLOT_TEX0][1] - vMin->attrib[VARYING_SLOT_TEX0][1]) * T_SCALE;
+ span.attrStepX[VARYING_SLOT_TEX0][0] = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
+ span.attrStepY[VARYING_SLOT_TEX0][0] = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
+ span.attrStepX[VARYING_SLOT_TEX0][1] = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
+ span.attrStepY[VARYING_SLOT_TEX0][1] = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
+ span.intTexStep[0] = SignedFloatToFixed(span.attrStepX[VARYING_SLOT_TEX0][0]);
+ span.intTexStep[1] = SignedFloatToFixed(span.attrStepX[VARYING_SLOT_TEX0][1]);
}
#endif
-#ifdef INTERP_TEX
- span.interpMask |= SPAN_TEXTURE;
+#ifdef INTERP_ATTRIBS
{
- /* win[3] is 1/W */
- const GLfloat wMax = vMax->win[3], wMin = vMin->win[3], wMid = vMid->win[3];
- TEX_UNIT_LOOP(
- GLfloat eMaj_ds = vMax->texcoord[u][0] * wMax - vMin->texcoord[u][0] * wMin;
- GLfloat eBot_ds = vMid->texcoord[u][0] * wMid - vMin->texcoord[u][0] * wMin;
- GLfloat eMaj_dt = vMax->texcoord[u][1] * wMax - vMin->texcoord[u][1] * wMin;
- GLfloat eBot_dt = vMid->texcoord[u][1] * wMid - vMin->texcoord[u][1] * wMin;
- GLfloat eMaj_du = vMax->texcoord[u][2] * wMax - vMin->texcoord[u][2] * wMin;
- GLfloat eBot_du = vMid->texcoord[u][2] * wMid - vMin->texcoord[u][2] * wMin;
- GLfloat eMaj_dv = vMax->texcoord[u][3] * wMax - vMin->texcoord[u][3] * wMin;
- GLfloat eBot_dv = vMid->texcoord[u][3] * wMid - vMin->texcoord[u][3] * wMin;
- span.texStepX[u][0] = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
- span.texStepY[u][0] = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
- span.texStepX[u][1] = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
- span.texStepY[u][1] = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
- span.texStepX[u][2] = oneOverArea * (eMaj_du * eBot.dy - eMaj.dy * eBot_du);
- span.texStepY[u][2] = oneOverArea * (eMaj.dx * eBot_du - eMaj_du * eBot.dx);
- span.texStepX[u][3] = oneOverArea * (eMaj_dv * eBot.dy - eMaj.dy * eBot_dv);
- span.texStepY[u][3] = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
- )
+ /* attrib[VARYING_SLOT_POS][3] is 1/W */
+ const GLfloat wMax = vMax->attrib[VARYING_SLOT_POS][3];
+ const GLfloat wMin = vMin->attrib[VARYING_SLOT_POS][3];
+ const GLfloat wMid = vMid->attrib[VARYING_SLOT_POS][3];
+ {
+ const GLfloat eMaj_dw = wMax - wMin;
+ const GLfloat eBot_dw = wMid - wMin;
+ span.attrStepX[VARYING_SLOT_POS][3] = oneOverArea * (eMaj_dw * eBot.dy - eMaj.dy * eBot_dw);
+ span.attrStepY[VARYING_SLOT_POS][3] = oneOverArea * (eMaj.dx * eBot_dw - eMaj_dw * eBot.dx);
+ }
+ ATTRIB_LOOP_BEGIN
+ if (swrast->_InterpMode[attr] == GL_FLAT) {
+ ASSIGN_4V(span.attrStepX[attr], 0.0, 0.0, 0.0, 0.0);
+ ASSIGN_4V(span.attrStepY[attr], 0.0, 0.0, 0.0, 0.0);
+ }
+ else {
+ GLuint c;
+ for (c = 0; c < 4; c++) {
+ GLfloat eMaj_da = vMax->attrib[attr][c] * wMax - vMin->attrib[attr][c] * wMin;
+ GLfloat eBot_da = vMid->attrib[attr][c] * wMid - vMin->attrib[attr][c] * wMin;
+ span.attrStepX[attr][c] = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da);
+ span.attrStepY[attr][c] = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx);
+ }
+ }
+ ATTRIB_LOOP_END
}
#endif
{
GLint subTriangle;
- GLinterp fxLeftEdge = 0, fxRightEdge = 0;
- GLinterp fdxLeftEdge = 0, fdxRightEdge = 0;
- GLinterp fError = 0, fdError = 0;
+ GLfixed fxLeftEdge = 0, fxRightEdge = 0;
+ GLfixed fdxLeftEdge = 0, fdxRightEdge = 0;
+ GLfixed fError = 0, fdError = 0;
#ifdef PIXEL_ADDRESS
PIXEL_TYPE *pRow = NULL;
GLint dPRowOuter = 0, dPRowInner; /* offset in bytes */
#endif
#ifdef INTERP_Z
# ifdef DEPTH_TYPE
+ struct gl_renderbuffer *zrb
+ = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
DEPTH_TYPE *zRow = NULL;
GLint dZRowOuter = 0, dZRowInner; /* offset in bytes */
# endif
- GLfixed zLeft = 0, fdzOuter = 0, fdzInner;
-#endif
-#ifdef INTERP_W
- GLfloat wLeft = 0, dwOuter = 0, dwInner;
-#endif
-#ifdef INTERP_FOG
- GLfloat fogLeft = 0, dfogOuter = 0, dfogInner;
+ GLuint zLeft = 0;
+ GLfixed fdzOuter = 0, fdzInner;
#endif
#ifdef INTERP_RGB
- ColorTemp rLeft = 0, fdrOuter = 0, fdrInner;
- ColorTemp gLeft = 0, fdgOuter = 0, fdgInner;
- ColorTemp bLeft = 0, fdbOuter = 0, fdbInner;
+ GLint rLeft = 0, fdrOuter = 0, fdrInner;
+ GLint gLeft = 0, fdgOuter = 0, fdgInner;
+ GLint bLeft = 0, fdbOuter = 0, fdbInner;
#endif
#ifdef INTERP_ALPHA
- ColorTemp aLeft = 0, fdaOuter = 0, fdaInner;
-#endif
-#ifdef INTERP_SPEC
- ColorTemp srLeft=0, dsrOuter=0, dsrInner;
- ColorTemp sgLeft=0, dsgOuter=0, dsgInner;
- ColorTemp sbLeft=0, dsbOuter=0, dsbInner;
-#endif
-#ifdef INTERP_INDEX
- GLfixed iLeft=0, diOuter=0, diInner;
+ GLint aLeft = 0, fdaOuter = 0, fdaInner;
#endif
#ifdef INTERP_INT_TEX
GLfixed sLeft=0, dsOuter=0, dsInner;
GLfixed tLeft=0, dtOuter=0, dtInner;
#endif
-#ifdef INTERP_TEX
- GLfloat sLeft[MAX_TEXTURE_COORD_UNITS];
- GLfloat tLeft[MAX_TEXTURE_COORD_UNITS];
- GLfloat uLeft[MAX_TEXTURE_COORD_UNITS];
- GLfloat vLeft[MAX_TEXTURE_COORD_UNITS];
- GLfloat dsOuter[MAX_TEXTURE_COORD_UNITS], dsInner[MAX_TEXTURE_COORD_UNITS];
- GLfloat dtOuter[MAX_TEXTURE_COORD_UNITS], dtInner[MAX_TEXTURE_COORD_UNITS];
- GLfloat duOuter[MAX_TEXTURE_COORD_UNITS], duInner[MAX_TEXTURE_COORD_UNITS];
- GLfloat dvOuter[MAX_TEXTURE_COORD_UNITS], dvInner[MAX_TEXTURE_COORD_UNITS];
+#ifdef INTERP_ATTRIBS
+ GLfloat wLeft = 0, dwOuter = 0, dwInner;
+ GLfloat attrLeft[VARYING_SLOT_MAX][4];
+ GLfloat daOuter[VARYING_SLOT_MAX][4], daInner[VARYING_SLOT_MAX][4];
#endif
for (subTriangle=0; subTriangle<=1; subTriangle++) {
if (setupLeft && eLeft->lines > 0) {
const SWvertex *vLower = eLeft->v0;
-#if TRIANGLE_WALK_DOUBLE
- const GLdouble fsy = eLeft->fsy;
- const GLdouble fsx = eLeft->fsx;
- const GLdouble fx = CEILF(fsx);
- const GLdouble adjx = (fx - eLeft->fx0) * FIXED_SCALE; /* SCALED! */
-#else
const GLfixed fsy = eLeft->fsy;
const GLfixed fsx = eLeft->fsx; /* no fractional part */
const GLfixed fx = FixedCeil(fsx); /* no fractional part */
- const GLfixed adjx = (GLinterp) (fx - eLeft->fx0); /* SCALED! */
-#endif
- const GLinterp adjy = eLeft->adjy; /* SCALED! */
+ const GLfixed adjx = (GLfixed) (fx - eLeft->fx0); /* SCALED! */
+ const GLfixed adjy = (GLfixed) eLeft->adjy; /* SCALED! */
GLint idxOuter;
-#if TRIANGLE_WALK_DOUBLE
- GLdouble dxOuter;
-
- fError = fx - fsx - 1.0;
- fxLeftEdge = fsx;
- fdxLeftEdge = eLeft->dxdy;
- dxOuter = FLOORF(fdxLeftEdge);
- fdError = dxOuter - fdxLeftEdge + 1.0;
- idxOuter = (GLint) dxOuter;
- span.y = (GLint) fsy;
-#else
GLfloat dxOuter;
GLfixed fdxOuter;
idxOuter = FixedToInt(fdxOuter);
dxOuter = (GLfloat) idxOuter;
span.y = FixedToInt(fsy);
-#endif
/* silence warnings on some compilers */
(void) dxOuter;
#ifdef PIXEL_ADDRESS
{
- pRow = (PIXEL_TYPE *) PIXEL_ADDRESS(InterpToInt(fxLeftEdge), span.y);
+ pRow = (PIXEL_TYPE *) PIXEL_ADDRESS(FixedToInt(fxLeftEdge), span.y);
dPRowOuter = -((int)BYTES_PER_ROW) + idxOuter * sizeof(PIXEL_TYPE);
/* negative because Y=0 at bottom and increases upward */
}
#ifdef INTERP_Z
{
- GLfloat z0 = vLower->win[2];
+ GLfloat z0 = vLower->attrib[VARYING_SLOT_POS][2];
if (depthBits <= 16) {
/* interpolate fixed-pt values */
- GLfloat tmp = (z0 * FIXED_SCALE + span.dzdx * adjx + span.dzdy * adjy) + FIXED_HALF;
+ GLfloat tmp = (z0 * FIXED_SCALE
+ + span.attrStepX[VARYING_SLOT_POS][2] * adjx
+ + span.attrStepY[VARYING_SLOT_POS][2] * adjy) + FIXED_HALF;
if (tmp < MAX_GLUINT / 2)
zLeft = (GLfixed) tmp;
else
zLeft = MAX_GLUINT / 2;
- fdzOuter = SignedFloatToFixed(span.dzdy + dxOuter * span.dzdx);
+ fdzOuter = SignedFloatToFixed(span.attrStepY[VARYING_SLOT_POS][2] +
+ dxOuter * span.attrStepX[VARYING_SLOT_POS][2]);
}
else {
- /* interpolate depth values exactly */
- zLeft = (GLint) (z0 + span.dzdx * FixedToFloat(adjx) + span.dzdy * FixedToFloat(adjy));
- fdzOuter = (GLint) (span.dzdy + dxOuter * span.dzdx);
+ /* interpolate depth values w/out scaling */
+ zLeft = (GLuint) (z0 + span.attrStepX[VARYING_SLOT_POS][2] * FixedToFloat(adjx)
+ + span.attrStepY[VARYING_SLOT_POS][2] * FixedToFloat(adjy));
+ fdzOuter = (GLint) (span.attrStepY[VARYING_SLOT_POS][2] +
+ dxOuter * span.attrStepX[VARYING_SLOT_POS][2]);
}
# ifdef DEPTH_TYPE
zRow = (DEPTH_TYPE *)
- _swrast_zbuffer_address(ctx, InterpToInt(fxLeftEdge), span.y);
+ _swrast_pixel_address(zrb, FixedToInt(fxLeftEdge), span.y);
dZRowOuter = (ctx->DrawBuffer->Width + idxOuter) * sizeof(DEPTH_TYPE);
# endif
}
#endif
-#ifdef INTERP_W
- wLeft = vLower->win[3] + (span.dwdx * adjx + span.dwdy * adjy) * (1.0F/FIXED_SCALE);
- dwOuter = span.dwdy + dxOuter * span.dwdx;
-#endif
-#ifdef INTERP_FOG
-# ifdef INTERP_W
- fogLeft = vLower->fog * vLower->win[3] + (span.dfogdx * adjx + span.dfogdy * adjy) * (1.0F/FIXED_SCALE);
-# else
- fogLeft = vLower->fog + (span.dfogdx * adjx + span.dfogdy * adjy) * (1.0F/FIXED_SCALE);
-# endif
- dfogOuter = span.dfogdy + dxOuter * span.dfogdx;
-#endif
#ifdef INTERP_RGB
if (ctx->Light.ShadeModel == GL_SMOOTH) {
-# if CHAN_TYPE == GL_FLOAT
- rLeft = vLower->color[RCOMP] + (span.drdx * adjx + span.drdy * adjy) * (1.0F / FIXED_SCALE);
- gLeft = vLower->color[GCOMP] + (span.dgdx * adjx + span.dgdy * adjy) * (1.0F / FIXED_SCALE);
- bLeft = vLower->color[BCOMP] + (span.dbdx * adjx + span.dbdy * adjy) * (1.0F / FIXED_SCALE);
- fdrOuter = span.drdy + dxOuter * span.drdx;
- fdgOuter = span.dgdy + dxOuter * span.dgdx;
- fdbOuter = span.dbdy + dxOuter * span.dbdx;
-# else
- rLeft = (GLint)(ChanToFixed(vLower->color[RCOMP]) + span.drdx * adjx + span.drdy * adjy) + FIXED_HALF;
- gLeft = (GLint)(ChanToFixed(vLower->color[GCOMP]) + span.dgdx * adjx + span.dgdy * adjy) + FIXED_HALF;
- bLeft = (GLint)(ChanToFixed(vLower->color[BCOMP]) + span.dbdx * adjx + span.dbdy * adjy) + FIXED_HALF;
- fdrOuter = SignedFloatToFixed(span.drdy + dxOuter * span.drdx);
- fdgOuter = SignedFloatToFixed(span.dgdy + dxOuter * span.dgdx);
- fdbOuter = SignedFloatToFixed(span.dbdy + dxOuter * span.dbdx);
-# endif
+ rLeft = (GLint)(ChanToFixed(vLower->color[RCOMP])
+ + span.attrStepX[VARYING_SLOT_COL0][0] * adjx
+ + span.attrStepY[VARYING_SLOT_COL0][0] * adjy) + FIXED_HALF;
+ gLeft = (GLint)(ChanToFixed(vLower->color[GCOMP])
+ + span.attrStepX[VARYING_SLOT_COL0][1] * adjx
+ + span.attrStepY[VARYING_SLOT_COL0][1] * adjy) + FIXED_HALF;
+ bLeft = (GLint)(ChanToFixed(vLower->color[BCOMP])
+ + span.attrStepX[VARYING_SLOT_COL0][2] * adjx
+ + span.attrStepY[VARYING_SLOT_COL0][2] * adjy) + FIXED_HALF;
+ fdrOuter = SignedFloatToFixed(span.attrStepY[VARYING_SLOT_COL0][0]
+ + dxOuter * span.attrStepX[VARYING_SLOT_COL0][0]);
+ fdgOuter = SignedFloatToFixed(span.attrStepY[VARYING_SLOT_COL0][1]
+ + dxOuter * span.attrStepX[VARYING_SLOT_COL0][1]);
+ fdbOuter = SignedFloatToFixed(span.attrStepY[VARYING_SLOT_COL0][2]
+ + dxOuter * span.attrStepX[VARYING_SLOT_COL0][2]);
# ifdef INTERP_ALPHA
-# if CHAN_TYPE == GL_FLOAT
- aLeft = vLower->color[ACOMP] + (span.dadx * adjx + span.dady * adjy) * (1.0F / FIXED_SCALE);
- fdaOuter = span.dady + dxOuter * span.dadx;
-# else
- aLeft = (GLint)(ChanToFixed(vLower->color[ACOMP]) + span.dadx * adjx + span.dady * adjy) + FIXED_HALF;
- fdaOuter = SignedFloatToFixed(span.dady + dxOuter * span.dadx);
-# endif
+ aLeft = (GLint)(ChanToFixed(vLower->color[ACOMP])
+ + span.attrStepX[VARYING_SLOT_COL0][3] * adjx
+ + span.attrStepY[VARYING_SLOT_COL0][3] * adjy) + FIXED_HALF;
+ fdaOuter = SignedFloatToFixed(span.attrStepY[VARYING_SLOT_COL0][3]
+ + dxOuter * span.attrStepX[VARYING_SLOT_COL0][3]);
# endif
}
else {
- ASSERT (ctx->Light.ShadeModel == GL_FLAT);
-# if CHAN_TYPE == GL_FLOAT
- rLeft = v2->color[RCOMP];
- gLeft = v2->color[GCOMP];
- bLeft = v2->color[BCOMP];
- fdrOuter = fdgOuter = fdbOuter = 0.0F;
-# else
+ ASSERT(ctx->Light.ShadeModel == GL_FLAT);
rLeft = ChanToFixed(v2->color[RCOMP]);
gLeft = ChanToFixed(v2->color[GCOMP]);
bLeft = ChanToFixed(v2->color[BCOMP]);
fdrOuter = fdgOuter = fdbOuter = 0;
-# endif
# ifdef INTERP_ALPHA
-# if CHAN_TYPE == GL_FLOAT
- aLeft = v2->color[ACOMP];
- fdaOuter = 0.0F;
-# else
aLeft = ChanToFixed(v2->color[ACOMP]);
fdaOuter = 0;
-# endif
# endif
}
-#endif
+#endif /* INTERP_RGB */
-#ifdef INTERP_SPEC
- if (ctx->Light.ShadeModel == GL_SMOOTH) {
-# if CHAN_TYPE == GL_FLOAT
- srLeft = vLower->specular[RCOMP] + (span.dsrdx * adjx + span.dsrdy * adjy) * (1.0F / FIXED_SCALE);
- sgLeft = vLower->specular[GCOMP] + (span.dsgdx * adjx + span.dsgdy * adjy) * (1.0F / FIXED_SCALE);
- sbLeft = vLower->specular[BCOMP] + (span.dsbdx * adjx + span.dsbdy * adjy) * (1.0F / FIXED_SCALE);
- dsrOuter = span.dsrdy + dxOuter * span.dsrdx;
- dsgOuter = span.dsgdy + dxOuter * span.dsgdx;
- dsbOuter = span.dsbdy + dxOuter * span.dsbdx;
-# else
- srLeft = (GLfixed) (ChanToFixed(vLower->specular[RCOMP]) + span.dsrdx * adjx + span.dsrdy * adjy) + FIXED_HALF;
- sgLeft = (GLfixed) (ChanToFixed(vLower->specular[GCOMP]) + span.dsgdx * adjx + span.dsgdy * adjy) + FIXED_HALF;
- sbLeft = (GLfixed) (ChanToFixed(vLower->specular[BCOMP]) + span.dsbdx * adjx + span.dsbdy * adjy) + FIXED_HALF;
- dsrOuter = SignedFloatToFixed(span.dsrdy + dxOuter * span.dsrdx);
- dsgOuter = SignedFloatToFixed(span.dsgdy + dxOuter * span.dsgdx);
- dsbOuter = SignedFloatToFixed(span.dsbdy + dxOuter * span.dsbdx);
-# endif
- }
- else {
-#if CHAN_TYPE == GL_FLOAT
- srLeft = v2->specular[RCOMP];
- sgLeft = v2->specular[GCOMP];
- sbLeft = v2->specular[BCOMP];
- dsrOuter = dsgOuter = dsbOuter = 0.0F;
-# else
- srLeft = ChanToFixed(v2->specular[RCOMP]);
- sgLeft = ChanToFixed(v2->specular[GCOMP]);
- sbLeft = ChanToFixed(v2->specular[BCOMP]);
- dsrOuter = dsgOuter = dsbOuter = 0;
-# endif
- }
-#endif
-#ifdef INTERP_INDEX
- if (ctx->Light.ShadeModel == GL_SMOOTH) {
- iLeft = (GLfixed)(vLower->index * FIXED_SCALE
- + didx * adjx + didy * adjy) + FIXED_HALF;
- diOuter = SignedFloatToFixed(didy + dxOuter * didx);
- }
- else {
- iLeft = FloatToFixed(v2->index);
- diOuter = 0;
- }
-#endif
#ifdef INTERP_INT_TEX
{
GLfloat s0, t0;
- s0 = vLower->texcoord[0][0] * S_SCALE;
- sLeft = (GLfixed)(s0 * FIXED_SCALE + span.texStepX[0][0] * adjx
- + span.texStepY[0][0] * adjy) + FIXED_HALF;
- dsOuter = SignedFloatToFixed(span.texStepY[0][0] + dxOuter * span.texStepX[0][0]);
-
- t0 = vLower->texcoord[0][1] * T_SCALE;
- tLeft = (GLfixed)(t0 * FIXED_SCALE + span.texStepX[0][1] * adjx
- + span.texStepY[0][1] * adjy) + FIXED_HALF;
- dtOuter = SignedFloatToFixed(span.texStepY[0][1] + dxOuter * span.texStepX[0][1]);
+ s0 = vLower->attrib[VARYING_SLOT_TEX0][0] * S_SCALE;
+ sLeft = (GLfixed)(s0 * FIXED_SCALE + span.attrStepX[VARYING_SLOT_TEX0][0] * adjx
+ + span.attrStepY[VARYING_SLOT_TEX0][0] * adjy) + FIXED_HALF;
+ dsOuter = SignedFloatToFixed(span.attrStepY[VARYING_SLOT_TEX0][0]
+ + dxOuter * span.attrStepX[VARYING_SLOT_TEX0][0]);
+
+ t0 = vLower->attrib[VARYING_SLOT_TEX0][1] * T_SCALE;
+ tLeft = (GLfixed)(t0 * FIXED_SCALE + span.attrStepX[VARYING_SLOT_TEX0][1] * adjx
+ + span.attrStepY[VARYING_SLOT_TEX0][1] * adjy) + FIXED_HALF;
+ dtOuter = SignedFloatToFixed(span.attrStepY[VARYING_SLOT_TEX0][1]
+ + dxOuter * span.attrStepX[VARYING_SLOT_TEX0][1]);
}
#endif
-#ifdef INTERP_TEX
- TEX_UNIT_LOOP(
- const GLfloat invW = vLower->win[3];
- const GLfloat s0 = vLower->texcoord[u][0] * invW;
- const GLfloat t0 = vLower->texcoord[u][1] * invW;
- const GLfloat u0 = vLower->texcoord[u][2] * invW;
- const GLfloat v0 = vLower->texcoord[u][3] * invW;
- sLeft[u] = s0 + (span.texStepX[u][0] * adjx + span.texStepY[u][0] * adjy) * (1.0F/FIXED_SCALE);
- tLeft[u] = t0 + (span.texStepX[u][1] * adjx + span.texStepY[u][1] * adjy) * (1.0F/FIXED_SCALE);
- uLeft[u] = u0 + (span.texStepX[u][2] * adjx + span.texStepY[u][2] * adjy) * (1.0F/FIXED_SCALE);
- vLeft[u] = v0 + (span.texStepX[u][3] * adjx + span.texStepY[u][3] * adjy) * (1.0F/FIXED_SCALE);
- dsOuter[u] = span.texStepY[u][0] + dxOuter * span.texStepX[u][0];
- dtOuter[u] = span.texStepY[u][1] + dxOuter * span.texStepX[u][1];
- duOuter[u] = span.texStepY[u][2] + dxOuter * span.texStepX[u][2];
- dvOuter[u] = span.texStepY[u][3] + dxOuter * span.texStepX[u][3];
- )
+#ifdef INTERP_ATTRIBS
+ {
+ const GLuint attr = VARYING_SLOT_POS;
+ wLeft = vLower->attrib[VARYING_SLOT_POS][3]
+ + (span.attrStepX[attr][3] * adjx
+ + span.attrStepY[attr][3] * adjy) * (1.0F/FIXED_SCALE);
+ dwOuter = span.attrStepY[attr][3] + dxOuter * span.attrStepX[attr][3];
+ }
+ ATTRIB_LOOP_BEGIN
+ const GLfloat invW = vLower->attrib[VARYING_SLOT_POS][3];
+ if (swrast->_InterpMode[attr] == GL_FLAT) {
+ GLuint c;
+ for (c = 0; c < 4; c++) {
+ attrLeft[attr][c] = v2->attrib[attr][c] * invW;
+ daOuter[attr][c] = 0.0;
+ }
+ }
+ else {
+ GLuint c;
+ for (c = 0; c < 4; c++) {
+ const GLfloat a = vLower->attrib[attr][c] * invW;
+ attrLeft[attr][c] = a + ( span.attrStepX[attr][c] * adjx
+ + span.attrStepY[attr][c] * adjy) * (1.0F/FIXED_SCALE);
+ daOuter[attr][c] = span.attrStepY[attr][c] + dxOuter * span.attrStepX[attr][c];
+ }
+ }
+ ATTRIB_LOOP_END
#endif
} /*if setupLeft*/
if (setupRight && eRight->lines>0) {
-#if TRIANGLE_WALK_DOUBLE
- fxRightEdge = eRight->fsx;
- fdxRightEdge = eRight->dxdy;
-#else
fxRightEdge = eRight->fsx - FIXED_EPSILON;
fdxRightEdge = eRight->fdxdy;
-#endif
}
if (lines==0) {
# endif
fdzInner = fdzOuter + span.zStep;
#endif
-#ifdef INTERP_W
- dwInner = dwOuter + span.dwdx;
-#endif
-#ifdef INTERP_FOG
- dfogInner = dfogOuter + span.dfogdx;
-#endif
#ifdef INTERP_RGB
fdrInner = fdrOuter + span.redStep;
fdgInner = fdgOuter + span.greenStep;
#ifdef INTERP_ALPHA
fdaInner = fdaOuter + span.alphaStep;
#endif
-#ifdef INTERP_SPEC
- dsrInner = dsrOuter + span.specRedStep;
- dsgInner = dsgOuter + span.specGreenStep;
- dsbInner = dsbOuter + span.specBlueStep;
-#endif
-#ifdef INTERP_INDEX
- diInner = diOuter + span.indexStep;
-#endif
#ifdef INTERP_INT_TEX
dsInner = dsOuter + span.intTexStep[0];
dtInner = dtOuter + span.intTexStep[1];
#endif
-#ifdef INTERP_TEX
- TEX_UNIT_LOOP(
- dsInner[u] = dsOuter[u] + span.texStepX[u][0];
- dtInner[u] = dtOuter[u] + span.texStepX[u][1];
- duInner[u] = duOuter[u] + span.texStepX[u][2];
- dvInner[u] = dvOuter[u] + span.texStepX[u][3];
- )
+#ifdef INTERP_ATTRIBS
+ dwInner = dwOuter + span.attrStepX[VARYING_SLOT_POS][3];
+ ATTRIB_LOOP_BEGIN
+ GLuint c;
+ for (c = 0; c < 4; c++) {
+ daInner[attr][c] = daOuter[attr][c] + span.attrStepX[attr][c];
+ }
+ ATTRIB_LOOP_END
#endif
while (lines > 0) {
/* initialize the span interpolants to the leftmost value */
/* ff = fixed-pt fragment */
- const GLint right = InterpToInt(fxRightEdge);
- span.x = InterpToInt(fxLeftEdge);
-
+ const GLint right = FixedToInt(fxRightEdge);
+ span.x = FixedToInt(fxLeftEdge);
if (right <= span.x)
span.end = 0;
else
#ifdef INTERP_Z
span.z = zLeft;
#endif
-#ifdef INTERP_W
- span.w = wLeft;
-#endif
-#ifdef INTERP_FOG
- span.fog = fogLeft;
-#endif
#ifdef INTERP_RGB
span.red = rLeft;
span.green = gLeft;
#ifdef INTERP_ALPHA
span.alpha = aLeft;
#endif
-#ifdef INTERP_SPEC
- span.specRed = srLeft;
- span.specGreen = sgLeft;
- span.specBlue = sbLeft;
-#endif
-#ifdef INTERP_INDEX
- span.index = iLeft;
-#endif
#ifdef INTERP_INT_TEX
span.intTex[0] = sLeft;
span.intTex[1] = tLeft;
#endif
-#ifdef INTERP_TEX
- TEX_UNIT_LOOP(
- span.tex[u][0] = sLeft[u];
- span.tex[u][1] = tLeft[u];
- span.tex[u][2] = uLeft[u];
- span.tex[u][3] = vLeft[u];
- )
+#ifdef INTERP_ATTRIBS
+ span.attrStart[VARYING_SLOT_POS][3] = wLeft;
+ ATTRIB_LOOP_BEGIN
+ GLuint c;
+ for (c = 0; c < 4; c++) {
+ span.attrStart[attr][c] = attrLeft[attr][c];
+ }
+ ATTRIB_LOOP_END
#endif
- if (span.end > 1) {
- /* Under rare circumstances, we might have to fudge the
- * colors. XXX does this really happen anymore???
- */
+ /* This is where we actually generate fragments */
+ /* XXX the test for span.y > 0 _shouldn't_ be needed but
+ * it fixes a problem on 64-bit Opterons (bug 4842).
+ */
+ if (span.end > 0 && span.y >= 0) {
const GLint len = span.end - 1;
(void) len;
#ifdef INTERP_RGB
- {
- GLfixed ffrend = span.red + len * span.redStep;
- GLfixed ffgend = span.green + len * span.greenStep;
- GLfixed ffbend = span.blue + len * span.blueStep;
- if (ffrend < 0) {
- span.red -= ffrend;
- if (span.red < 0)
- span.red = 0;
- }
- if (ffgend < 0) {
- span.green -= ffgend;
- if (span.green < 0)
- span.green = 0;
- }
- if (ffbend < 0) {
- span.blue -= ffbend;
- if (span.blue < 0)
- span.blue = 0;
- }
- }
+ CLAMP_INTERPOLANT(red, redStep, len);
+ CLAMP_INTERPOLANT(green, greenStep, len);
+ CLAMP_INTERPOLANT(blue, blueStep, len);
#endif
#ifdef INTERP_ALPHA
- {
- GLfixed ffaend = span.alpha + len * span.alphaStep;
- if (ffaend < 0) {
- span.alpha -= ffaend;
- if (span.alpha < 0)
- span.alpha = 0;
- }
- }
+ CLAMP_INTERPOLANT(alpha, alphaStep, len);
#endif
-#ifdef INTERP_SPEC
{
- GLfixed ffsrend = span.specRed + len * span.specRedStep;
- GLfixed ffsgend = span.specGreen + len * span.specGreenStep;
- GLfixed ffsbend = span.specBlue + len * span.specBlueStep;
- if (ffsrend < 0) {
- span.specRed -= ffsrend;
- if (span.specRed < 0)
- span.specRed = 0;
- }
- if (ffsgend < 0) {
- span.specGreen -= ffsgend;
- if (span.specGreen < 0)
- span.specGreen = 0;
- }
- if (ffsbend < 0) {
- span.specBlue -= ffsbend;
- if (span.specBlue < 0)
- span.specBlue = 0;
- }
+ RENDER_SPAN( span );
}
-#endif
-#ifdef INTERP_INDEX
- if (span.index < 0)
- span.index = 0;
-#endif
- } /* span.end > 1 */
-
- /* This is where we actually generate fragments */
- if (span.end > 0) {
- RENDER_SPAN( span );
}
/*
fError += fdError;
if (fError >= 0) {
- fError -= INTERP_ONE;
+ fError -= FIXED_ONE;
#ifdef PIXEL_ADDRESS
pRow = (PIXEL_TYPE *) ((GLubyte *) pRow + dPRowOuter);
# endif
zLeft += fdzOuter;
#endif
-#ifdef INTERP_W
- wLeft += dwOuter;
-#endif
-#ifdef INTERP_FOG
- fogLeft += dfogOuter;
-#endif
#ifdef INTERP_RGB
rLeft += fdrOuter;
gLeft += fdgOuter;
#ifdef INTERP_ALPHA
aLeft += fdaOuter;
#endif
-#ifdef INTERP_SPEC
- srLeft += dsrOuter;
- sgLeft += dsgOuter;
- sbLeft += dsbOuter;
-#endif
-#ifdef INTERP_INDEX
- iLeft += diOuter;
-#endif
#ifdef INTERP_INT_TEX
sLeft += dsOuter;
tLeft += dtOuter;
#endif
-#ifdef INTERP_TEX
- TEX_UNIT_LOOP(
- sLeft[u] += dsOuter[u];
- tLeft[u] += dtOuter[u];
- uLeft[u] += duOuter[u];
- vLeft[u] += dvOuter[u];
- )
+#ifdef INTERP_ATTRIBS
+ wLeft += dwOuter;
+ ATTRIB_LOOP_BEGIN
+ GLuint c;
+ for (c = 0; c < 4; c++) {
+ attrLeft[attr][c] += daOuter[attr][c];
+ }
+ ATTRIB_LOOP_END
#endif
}
else {
# endif
zLeft += fdzInner;
#endif
-#ifdef INTERP_W
- wLeft += dwInner;
-#endif
-#ifdef INTERP_FOG
- fogLeft += dfogInner;
-#endif
#ifdef INTERP_RGB
rLeft += fdrInner;
gLeft += fdgInner;
#ifdef INTERP_ALPHA
aLeft += fdaInner;
#endif
-#ifdef INTERP_SPEC
- srLeft += dsrInner;
- sgLeft += dsgInner;
- sbLeft += dsbInner;
-#endif
-#ifdef INTERP_INDEX
- iLeft += diInner;
-#endif
#ifdef INTERP_INT_TEX
sLeft += dsInner;
tLeft += dtInner;
#endif
-#ifdef INTERP_TEX
- TEX_UNIT_LOOP(
- sLeft[u] += dsInner[u];
- tLeft[u] += dtInner[u];
- uLeft[u] += duInner[u];
- vLeft[u] += dvInner[u];
- )
+#ifdef INTERP_ATTRIBS
+ wLeft += dwInner;
+ ATTRIB_LOOP_BEGIN
+ GLuint c;
+ for (c = 0; c < 4; c++) {
+ attrLeft[attr][c] += daInner[attr][c];
+ }
+ ATTRIB_LOOP_END
#endif
}
} /*while lines>0*/
} /* for subTriangle */
}
-#ifdef CLEANUP_CODE
- CLEANUP_CODE
-#endif
}
}
#undef SETUP_CODE
-#undef CLEANUP_CODE
#undef RENDER_SPAN
#undef PIXEL_TYPE
#undef BYTES_PER_ROW
#undef PIXEL_ADDRESS
+#undef DEPTH_TYPE
#undef INTERP_Z
-#undef INTERP_W
-#undef INTERP_FOG
#undef INTERP_RGB
#undef INTERP_ALPHA
-#undef INTERP_SPEC
-#undef INTERP_INDEX
#undef INTERP_INT_TEX
-#undef INTERP_TEX
-#undef INTERP_MULTITEX
-#undef TEX_UNIT_LOOP
+#undef INTERP_ATTRIBS
#undef S_SCALE
#undef T_SCALE
#undef FixedToDepth
-#undef ColorTemp
-#undef GLinterp
-#undef InterpToInt
-#undef INTERP_ONE
#undef NAME