-/* $Id: s_tritemp.h,v 1.28 2001/12/05 10:24:31 keithw Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 3.5
+ * Version: 5.1
*
- * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2003 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.
*/
-
/*
* Triangle Rasterizer Template
*
* 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
- * INTERP_LAMBDA - if defined, compute lambda value (for mipmapping)
- * a lambda value for every texture unit
- * INTERP_FLOAT_RGBA - if defined, interpolate RGBA with floating point
- * INTERP_FLOAT_SPEC - if defined, interpolate specular with floating point
*
* When one can directly address pixels in the color buffer the following
* macros can be defined and used to compute pixel addresses during
/*
- * This is a bit of a hack, but it's a centralized place to enable floating-
- * point color interpolation when GLchan is actually floating point.
+ * ColorTemp is used for intermediate color values.
*/
#if CHAN_TYPE == GL_FLOAT
-
-#if defined(INTERP_RGB)
-#undef INTERP_RGB
-#undef INTERP_ALPHA
-#define INTERP_FLOAT_RGBA
-#endif
-
-#if defined(INTERP_SPEC)
-#undef INTERP_SPEC
-#define INTERP_FLOAT_SPEC
+#define ColorTemp GLfloat
+#else
+#define ColorTemp GLint /* same as GLfixed */
#endif
+/*
+ * Either loop over all texture units, or just use unit zero.
+ */
+#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 \
+ }
#endif
-/*void triangle( GLcontext *ctx, SWvertex *v0, SWvertex *v1, SWvertex *v2 )*/
+static void NAME(GLcontext *ctx, const SWvertex *v0,
+ const SWvertex *v1,
+ const SWvertex *v2 )
{
typedef struct {
const SWvertex *v0, *v1; /* Y(v0) < Y(v1) */
EdgeT eMaj, eTop, eBot;
GLfloat oneOverArea;
const SWvertex *vMin, *vMid, *vMax; /* Y(vMin)<=Y(vMid)<=Y(vMax) */
- float bf = SWRAST_CONTEXT(ctx)->_backface_sign;
- const GLint snapMask = ~((FIXED_ONE / 16) - 1); /* for x/y coord snapping */
+ GLfloat bf = SWRAST_CONTEXT(ctx)->_BackfaceSign;
+ const GLint snapMask = ~((FIXED_ONE / (1 << SUB_PIXEL_BITS)) - 1); /* for x/y coord snapping */
GLfixed vMin_fx, vMin_fy, vMid_fx, vMid_fy, vMax_fx, vMax_fy;
- struct triangle_span span;
+ struct sw_span span;
+
+ INIT_SPAN(span, GL_POLYGON, 0, 0, 0);
#ifdef INTERP_Z
(void) fixedToDepthShift;
#endif
+ /*
+ 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]);
+ */
+
/* 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 (area * bf < 0.0)
return;
- if (area == 0.0F || IS_INF_OR_NAN(area))
+ if (IS_INF_OR_NAN(area) || area == 0.0F)
return;
oneOverArea = 1.0F / area;
#ifndef DO_OCCLUSION_TEST
ctx->OcclusionResult = GL_TRUE;
#endif
+ span.facing = ctx->_Facing; /* for 2-sided stencil test */
/* Edge setup. For a triangle strip these could be reused... */
{
{
GLint scan_from_left_to_right; /* true if scanning left-to-right */
-#ifdef INTERP_Z
- GLfloat dzdx, dzdy;
-#endif
-#ifdef INTERP_FOG
- GLfloat dfogdy;
-#endif
-#if defined(INTERP_RGB) || defined(INTERP_FLOAT_RGBA)
- GLfloat drdx, drdy;
- GLfloat dgdx, dgdy;
- GLfloat dbdx, dbdy;
-#endif
-#if defined(INTERP_ALPHA) || defined(INTERP_FLOAT_RGBA)
- GLfloat dadx, dady;
-#endif
-#if defined(INTERP_SPEC) || defined(INTERP_FLOAT_SPEC)
- GLfloat dsrdx, dsrdy;
- GLfloat dsgdx, dsgdy;
- GLfloat dsbdx, dsbdy;
-#endif
#ifdef INTERP_INDEX
GLfloat didx, didy;
-#endif
-#ifdef INTERP_INT_TEX
- GLfloat dsdx, dsdy;
- GLfloat dtdx, dtdy;
-#endif
-#ifdef INTERP_TEX
- GLfloat dsdy;
- GLfloat dtdy;
- GLfloat dudy;
- GLfloat dvdy;
-#endif
-#ifdef INTERP_MULTITEX
- GLfloat dsdy[MAX_TEXTURE_UNITS];
- GLfloat dtdy[MAX_TEXTURE_UNITS];
- GLfloat dudy[MAX_TEXTURE_UNITS];
- GLfloat dvdy[MAX_TEXTURE_UNITS];
-#endif
-
-#if defined(INTERP_LAMBDA) && !defined(INTERP_TEX) && !defined(INTERP_MULTITEX)
-#error "Mipmapping without texturing doesn't make sense."
#endif
/*
scan_from_left_to_right = (oneOverArea < 0.0F);
- span.activeMask = 0;
/* compute d?/dx and d?/dy derivatives */
#ifdef INTERP_Z
- span.activeMask |= SPAN_Z;
+ span.interpMask |= SPAN_Z;
{
- GLfloat eMaj_dz, eBot_dz;
- eMaj_dz = vMax->win[2] - vMin->win[2];
- eBot_dz = vMid->win[2] - vMin->win[2];
- dzdx = oneOverArea * (eMaj_dz * eBot.dy - eMaj.dy * eBot_dz);
- if (dzdx > maxDepth || dzdx < -maxDepth) {
+ 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) {
/* probably a sliver triangle */
- dzdx = 0.0;
- dzdy = 0.0;
+ span.dzdx = 0.0;
+ span.dzdy = 0.0;
}
else {
- dzdy = oneOverArea * (eMaj.dx * eBot_dz - eMaj_dz * eBot.dx);
+ span.dzdy = oneOverArea * (eMaj.dx * eBot_dz - eMaj_dz * eBot.dx);
}
if (depthBits <= 16)
- span.zStep = SignedFloatToFixed(dzdx);
+ span.zStep = SignedFloatToFixed(span.dzdx);
else
- span.zStep = (GLint) dzdx;
+ span.zStep = (GLint) span.dzdx;
+ }
+#endif
+#ifdef INTERP_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.activeMask |= SPAN_FOG;
+ span.interpMask |= SPAN_FOG;
{
const GLfloat eMaj_dfog = vMax->fog - vMin->fog;
const GLfloat eBot_dfog = vMid->fog - vMin->fog;
- span.fogStep = oneOverArea * (eMaj_dfog * eBot.dy - eMaj.dy * eBot_dfog);
- dfogdy = oneOverArea * (eMaj.dx * eBot_dfog - eMaj_dfog * eBot.dx);
+ 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;
}
#endif
#ifdef INTERP_RGB
- span.activeMask |= SPAN_RGBA;
+ span.interpMask |= SPAN_RGBA;
if (ctx->Light.ShadeModel == GL_SMOOTH) {
- GLfloat eMaj_dr, eBot_dr;
- GLfloat eMaj_dg, eBot_dg;
- GLfloat eMaj_db, eBot_db;
+ 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]);
# ifdef INTERP_ALPHA
- GLfloat eMaj_da, eBot_da;
+ GLfloat eMaj_da = (GLfloat) ((ColorTemp) vMax->color[ACOMP] - vMin->color[ACOMP]);
+ GLfloat eBot_da = (GLfloat) ((ColorTemp) vMid->color[ACOMP] - vMin->color[ACOMP]);
# endif
- eMaj_dr = (GLfloat) ((GLint) vMax->color[RCOMP] -
- (GLint) vMin->color[RCOMP]);
- eBot_dr = (GLfloat) ((GLint) vMid->color[RCOMP] -
- (GLint) vMin->color[RCOMP]);
- drdx = oneOverArea * (eMaj_dr * eBot.dy - eMaj.dy * eBot_dr);
- span.redStep = SignedFloatToFixed(drdx);
- drdy = oneOverArea * (eMaj.dx * eBot_dr - eMaj_dr * eBot.dx);
- eMaj_dg = (GLfloat) ((GLint) vMax->color[GCOMP] -
- (GLint) vMin->color[GCOMP]);
- eBot_dg = (GLfloat) ((GLint) vMid->color[GCOMP] -
- (GLint) vMin->color[GCOMP]);
- dgdx = oneOverArea * (eMaj_dg * eBot.dy - eMaj.dy * eBot_dg);
- span.greenStep = SignedFloatToFixed(dgdx);
- dgdy = oneOverArea * (eMaj.dx * eBot_dg - eMaj_dg * eBot.dx);
- eMaj_db = (GLfloat) ((GLint) vMax->color[BCOMP] -
- (GLint) vMin->color[BCOMP]);
- eBot_db = (GLfloat) ((GLint) vMid->color[BCOMP] -
- (GLint) vMin->color[BCOMP]);
- dbdx = oneOverArea * (eMaj_db * eBot.dy - eMaj.dy * eBot_db);
- span.blueStep = SignedFloatToFixed(dbdx);
- dbdy = oneOverArea * (eMaj.dx * eBot_db - eMaj_db * eBot.dx);
+ 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 */
# ifdef INTERP_ALPHA
- eMaj_da = (GLfloat) ((GLint) vMax->color[ACOMP] -
- (GLint) vMin->color[ACOMP]);
- eBot_da = (GLfloat) ((GLint) vMid->color[ACOMP] -
- (GLint) vMin->color[ACOMP]);
- dadx = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da);
- span.alphaStep = SignedFloatToFixed(dadx);
- dady = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx);
-# endif
+ 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 */
+# endif /* INTERP_ALPHA */
}
else {
ASSERT (ctx->Light.ShadeModel == GL_FLAT);
- span.activeMask |= SPAN_FLAT;
- drdx = drdy = 0.0F;
- dgdx = dgdy = 0.0F;
- dbdx = dbdy = 0.0F;
- span.redStep = 0;
- span.greenStep = 0;
- span.blueStep = 0;
+ 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.redStep = 0;
+ span.greenStep = 0;
+ span.blueStep = 0;
+# endif /* GL_FLOAT */
# ifdef INTERP_ALPHA
- dadx = dady = 0.0F;
- span.alphaStep = 0;
+ span.dadx = span.dady = 0.0F;
+# if CHAN_TYPE == GL_FLOAT
+ span.alphaStep = 0.0F;
+# else
+ span.alphaStep = 0;
+# endif /* GL_FLOAT */
# endif
}
-#endif
-#ifdef INTERP_FLOAT_RGBA
- span.activeMask |= SPAN_RGBA;
- if (ctx->Light.ShadeModel == GL_SMOOTH) {
- GLfloat eMaj_dr, eBot_dr;
- GLfloat eMaj_dg, eBot_dg;
- GLfloat eMaj_db, eBot_db;
- GLfloat eMaj_da, eBot_da;
- eMaj_dr = vMax->color[RCOMP] - vMin->color[RCOMP];
- eBot_dr = vMid->color[RCOMP] - vMin->color[RCOMP];
- drdx = oneOverArea * (eMaj_dr * eBot.dy - eMaj.dy * eBot_dr);
- span.redStep = drdx;
- drdy = oneOverArea * (eMaj.dx * eBot_dr - eMaj_dr * eBot.dx);
- eMaj_dg = vMax->color[GCOMP] - vMin->color[GCOMP];
- eBot_dg = vMid->color[GCOMP] - vMin->color[GCOMP];
- dgdx = oneOverArea * (eMaj_dg * eBot.dy - eMaj.dy * eBot_dg);
- span.greenStep = dgdx;
- dgdy = oneOverArea * (eMaj.dx * eBot_dg - eMaj_dg * eBot.dx);
- eMaj_db = vMax->color[BCOMP] - vMin->color[BCOMP];
- eBot_db = vMid->color[BCOMP] - vMin->color[BCOMP];
- dbdx = oneOverArea * (eMaj_db * eBot.dy - eMaj.dy * eBot_db);
- span.blueStep = dbdx;
- dbdy = oneOverArea * (eMaj.dx * eBot_db - eMaj_db * eBot.dx);
- eMaj_da = vMax->color[ACOMP] - vMin->color[ACOMP];
- eBot_da = vMid->color[ACOMP] - vMin->color[ACOMP];
- dadx = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da);
- span.alphaStep = dadx;
- dady = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx);
- }
- else {
- drdx = drdy = span.redStep = 0.0F;
- dgdx = dgdy = span.greenStep = 0.0F;
- dbdx = dbdy = span.blueStep = 0.0F;
- dadx = dady = span.alphaStep = 0.0F;
- }
-#endif
+#endif /* INTERP_RGB */
#ifdef INTERP_SPEC
- span.activeMask |= SPAN_SPEC;
+ span.interpMask |= SPAN_SPEC;
if (ctx->Light.ShadeModel == GL_SMOOTH) {
- GLfloat eMaj_dsr, eBot_dsr;
- GLfloat eMaj_dsg, eBot_dsg;
- GLfloat eMaj_dsb, eBot_dsb;
- eMaj_dsr = (GLfloat) ((GLint) vMax->specular[RCOMP] -
- (GLint) vMin->specular[RCOMP]);
- eBot_dsr = (GLfloat) ((GLint) vMid->specular[RCOMP] -
- (GLint) vMin->specular[RCOMP]);
- dsrdx = oneOverArea * (eMaj_dsr * eBot.dy - eMaj.dy * eBot_dsr);
- span.specRedStep = SignedFloatToFixed(dsrdx);
- dsrdy = oneOverArea * (eMaj.dx * eBot_dsr - eMaj_dsr * eBot.dx);
- eMaj_dsg = (GLfloat) ((GLint) vMax->specular[GCOMP] -
- (GLint) vMin->specular[GCOMP]);
- eBot_dsg = (GLfloat) ((GLint) vMid->specular[GCOMP] -
- (GLint) vMin->specular[GCOMP]);
- dsgdx = oneOverArea * (eMaj_dsg * eBot.dy - eMaj.dy * eBot_dsg);
- span.specGreenStep = SignedFloatToFixed(dsgdx);
- dsgdy = oneOverArea * (eMaj.dx * eBot_dsg - eMaj_dsg * eBot.dx);
- eMaj_dsb = (GLfloat) ((GLint) vMax->specular[BCOMP] -
- (GLint) vMin->specular[BCOMP]);
- eBot_dsb = (GLfloat) ((GLint) vMid->specular[BCOMP] -
- (GLint) vMin->specular[BCOMP]);
- dsbdx = oneOverArea * (eMaj_dsb * eBot.dy - eMaj.dy * eBot_dsb);
- span.specBlueStep = SignedFloatToFixed(dsbdx);
- dsbdy = oneOverArea * (eMaj.dx * eBot_dsb - eMaj_dsb * eBot.dx);
- }
- else {
- dsrdx = dsrdy = 0.0F;
- dsgdx = dsgdy = 0.0F;
- dsbdx = dsbdy = 0.0F;
- span.specRedStep = 0;
- span.specGreenStep = 0;
- span.specBlueStep = 0;
- }
-#endif
-#ifdef INTERP_FLOAT_SPEC
- span.activeMask |= SPAN_SPEC;
- if (ctx->Light.ShadeModel == GL_SMOOTH) {
- GLfloat eMaj_dsr, eBot_dsr;
- GLfloat eMaj_dsg, eBot_dsg;
- GLfloat eMaj_dsb, eBot_dsb;
- eMaj_dsr = vMax->specular[RCOMP] - vMin->specular[RCOMP];
- eBot_dsr = vMid->specular[RCOMP] - vMin->specular[RCOMP];
- dsrdx = oneOverArea * (eMaj_dsr * eBot.dy - eMaj.dy * eBot_dsr);
- span.specRedStep = dsrdx;
- dsrdy = oneOverArea * (eMaj.dx * eBot_dsr - eMaj_dsr * eBot.dx);
- eMaj_dsg = vMax->specular[GCOMP] - vMin->specular[GCOMP];
- eBot_dsg = vMid->specular[GCOMP] - vMin->specular[GCOMP];
- dsgdx = oneOverArea * (eMaj_dsg * eBot.dy - eMaj.dy * eBot_dsg);
- span.specGreenStep = dsgdx;
- dsgdy = oneOverArea * (eMaj.dx * eBot_dsg - eMaj_dsg * eBot.dx);
- eMaj_dsb = vMax->specular[BCOMP] - vMin->specular[BCOMP];
- eBot_dsb = vMid->specular[BCOMP] - vMin->specular[BCOMP];
- dsbdx = oneOverArea * (eMaj_dsb * eBot.dy - eMaj.dy * eBot_dsb);
- span.specBlueStep = dsbdx;
- dsbdy = oneOverArea * (eMaj.dx * eBot_dsb - eMaj_dsb * eBot.dx);
+ 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 {
- dsrdx = dsrdy = span.specRedStep = 0;
- dsgdx = dsgdy = span.specGreenStep = 0;
- dsbdx = dsbdy = span.specBlueStep = 0;
+ 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
+#endif /* INTERP_SPEC */
#ifdef INTERP_INDEX
- span.activeMask |= SPAN_INDEX;
+ span.interpMask |= SPAN_INDEX;
if (ctx->Light.ShadeModel == GL_SMOOTH) {
- GLfloat eMaj_di, eBot_di;
- eMaj_di = (GLfloat) ((GLint) vMax->index - (GLint) vMin->index);
- eBot_di = (GLfloat) ((GLint) vMid->index - (GLint) vMin->index);
+ GLfloat eMaj_di = (GLfloat) ((GLint) vMax->index - (GLint) vMin->index);
+ GLfloat eBot_di = (GLfloat) ((GLint) vMid->index - (GLint) vMin->index);
didx = oneOverArea * (eMaj_di * eBot.dy - eMaj.dy * eBot_di);
- span.indexStep = SignedFloatToFixed(didx);
didy = oneOverArea * (eMaj.dx * eBot_di - eMaj_di * eBot.dx);
+ span.indexStep = SignedFloatToFixed(didx);
}
else {
- span.activeMask |= SPAN_FLAT;
+ span.interpMask |= SPAN_FLAT;
didx = didy = 0.0F;
span.indexStep = 0;
}
#endif
#ifdef INTERP_INT_TEX
- span.activeMask |= SPAN_INT_TEXTURE;
- {
- GLfloat eMaj_ds, eBot_ds;
- eMaj_ds = (vMax->texcoord[0][0] - vMin->texcoord[0][0]) * S_SCALE;
- eBot_ds = (vMid->texcoord[0][0] - vMin->texcoord[0][0]) * S_SCALE;
- dsdx = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
- span.intTexStep[0] = SignedFloatToFixed(dsdx);
- dsdy = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
- }
+ span.interpMask |= SPAN_INT_TEXTURE;
{
- GLfloat eMaj_dt, eBot_dt;
- eMaj_dt = (vMax->texcoord[0][1] - vMin->texcoord[0][1]) * T_SCALE;
- eBot_dt = (vMid->texcoord[0][1] - vMin->texcoord[0][1]) * T_SCALE;
- dtdx = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
- span.intTexStep[1] = SignedFloatToFixed(dtdx);
- dtdy = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
+ 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]);
}
-
#endif
#ifdef INTERP_TEX
- span.activeMask |= SPAN_TEXTURE;
+ span.interpMask |= SPAN_TEXTURE;
{
- GLfloat wMax = vMax->win[3];
- GLfloat wMin = vMin->win[3];
- GLfloat wMid = vMid->win[3];
- GLfloat eMaj_ds, eBot_ds;
- GLfloat eMaj_dt, eBot_dt;
- GLfloat eMaj_du, eBot_du;
- GLfloat eMaj_dv, eBot_dv;
-
- eMaj_ds = vMax->texcoord[0][0] * wMax - vMin->texcoord[0][0] * wMin;
- eBot_ds = vMid->texcoord[0][0] * wMid - vMin->texcoord[0][0] * wMin;
- span.texStep[0][0] = oneOverArea * (eMaj_ds * eBot.dy
- - eMaj.dy * eBot_ds);
- dsdy = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
-
- eMaj_dt = vMax->texcoord[0][1] * wMax - vMin->texcoord[0][1] * wMin;
- eBot_dt = vMid->texcoord[0][1] * wMid - vMin->texcoord[0][1] * wMin;
- span.texStep[0][1] = oneOverArea * (eMaj_dt * eBot.dy
- - eMaj.dy * eBot_dt);
- dtdy = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
-
- eMaj_du = vMax->texcoord[0][2] * wMax - vMin->texcoord[0][2] * wMin;
- eBot_du = vMid->texcoord[0][2] * wMid - vMin->texcoord[0][2] * wMin;
- span.texStep[0][2] = oneOverArea * (eMaj_du * eBot.dy
- - eMaj.dy * eBot_du);
- dudy = oneOverArea * (eMaj.dx * eBot_du - eMaj_du * eBot.dx);
-
- eMaj_dv = vMax->texcoord[0][3] * wMax - vMin->texcoord[0][3] * wMin;
- eBot_dv = vMid->texcoord[0][3] * wMid - vMin->texcoord[0][3] * wMin;
- span.texStep[0][3] = oneOverArea * (eMaj_dv * eBot.dy
- - eMaj.dy * eBot_dv);
- dvdy = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
- }
-# ifdef INTERP_LAMBDA
- {
- GLfloat dudx = span.texStep[0][0] * span.texWidth[0];
- GLfloat dudy = dsdy * span.texWidth[0];
- GLfloat dvdx = span.texStep[0][1] * span.texHeight[0];
- GLfloat dvdy = dtdy * span.texHeight[0];
- GLfloat r1 = dudx * dudx + dudy * dudy;
- GLfloat r2 = dvdx * dvdx + dvdy * dvdy;
- span.rho[0] = r1 + r2; /* was rho2 = MAX2(r1,r2) */
- span.activeMask |= SPAN_LAMBDA;
- }
-# endif
-#endif
-#ifdef INTERP_MULTITEX
- span.activeMask |= SPAN_TEXTURE;
-# ifdef INTERP_LAMBDA
- span.activeMask |= SPAN_LAMBDA;
-# endif
- {
- GLfloat wMax = vMax->win[3];
- GLfloat wMin = vMin->win[3];
- GLfloat wMid = vMid->win[3];
- GLuint u;
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- GLfloat eMaj_ds, eBot_ds;
- GLfloat eMaj_dt, eBot_dt;
- GLfloat eMaj_du, eBot_du;
- GLfloat eMaj_dv, eBot_dv;
- eMaj_ds = vMax->texcoord[u][0] * wMax
- - vMin->texcoord[u][0] * wMin;
- eBot_ds = vMid->texcoord[u][0] * wMid
- - vMin->texcoord[u][0] * wMin;
- span.texStep[u][0] = oneOverArea * (eMaj_ds * eBot.dy
- - eMaj.dy * eBot_ds);
- dsdy[u] = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
-
- eMaj_dt = vMax->texcoord[u][1] * wMax
- - vMin->texcoord[u][1] * wMin;
- eBot_dt = vMid->texcoord[u][1] * wMid
- - vMin->texcoord[u][1] * wMin;
- span.texStep[u][1] = oneOverArea * (eMaj_dt * eBot.dy
- - eMaj.dy * eBot_dt);
- dtdy[u] = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
-
- eMaj_du = vMax->texcoord[u][2] * wMax
- - vMin->texcoord[u][2] * wMin;
- eBot_du = vMid->texcoord[u][2] * wMid
- - vMin->texcoord[u][2] * wMin;
- span.texStep[u][2] = oneOverArea * (eMaj_du * eBot.dy
- - eMaj.dy * eBot_du);
- dudy[u] = oneOverArea * (eMaj.dx * eBot_du - eMaj_du * eBot.dx);
-
- eMaj_dv = vMax->texcoord[u][3] * wMax
- - vMin->texcoord[u][3] * wMin;
- eBot_dv = vMid->texcoord[u][3] * wMid
- - vMin->texcoord[u][3] * wMin;
- span.texStep[u][3] = oneOverArea * (eMaj_dv * eBot.dy
- - eMaj.dy * eBot_dv);
- dvdy[u] = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
-# ifdef INTERP_LAMBDA
- {
- GLfloat dudx = span.texStep[u][0] * span.texWidth[u];
- GLfloat dudy = dsdy[u] * span.texWidth[u];
- GLfloat dvdx = span.texStep[u][1] * span.texHeight[u];
- GLfloat dvdy = dtdy[u] * span.texHeight[u];
- GLfloat r1 = dudx * dudx + dudy * dudy;
- GLfloat r2 = dvdx * dvdx + dvdy * dvdy;
- span.rho[u] = r1 + r2; /* was rho2 = MAX2(r1,r2) */
- }
-# endif
- }
- }
+ /* 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);
+ )
}
#endif
{
int subTriangle;
GLfixed fx;
- GLfixed fxLeftEdge, fxRightEdge, fdxLeftEdge, fdxRightEdge;
+ GLfixed fxLeftEdge = 0, fxRightEdge = 0;
+ GLfixed fdxLeftEdge = 0, fdxRightEdge = 0;
GLfixed fdxOuter;
int idxOuter;
float dxOuter;
- GLfixed fError, fdError;
+ GLfixed fError = 0, fdError = 0;
float adjx, adjy;
GLfixed fy;
#ifdef PIXEL_ADDRESS
- PIXEL_TYPE *pRow;
- int dPRowOuter, dPRowInner; /* offset in bytes */
+ PIXEL_TYPE *pRow = NULL;
+ int dPRowOuter = 0, dPRowInner; /* offset in bytes */
#endif
#ifdef INTERP_Z
# ifdef DEPTH_TYPE
- DEPTH_TYPE *zRow;
- int dZRowOuter, dZRowInner; /* offset in bytes */
+ DEPTH_TYPE *zRow = NULL;
+ int dZRowOuter = 0, dZRowInner; /* offset in bytes */
# endif
- GLfixed fz, fdzOuter, fdzInner;
+ GLfixed zLeft = 0, fdzOuter = 0, fdzInner;
+#endif
+#ifdef INTERP_W
+ GLfloat wLeft = 0, dwOuter = 0, dwInner;
#endif
#ifdef INTERP_FOG
- GLfloat fogLeft, dfogOuter, dfogInner;
+ GLfloat fogLeft = 0, dfogOuter = 0, dfogInner;
#endif
#ifdef INTERP_RGB
- GLfixed fr, fdrOuter, fdrInner;
- GLfixed fg, fdgOuter, fdgInner;
- GLfixed fb, fdbOuter, fdbInner;
+ ColorTemp rLeft = 0, fdrOuter = 0, fdrInner;
+ ColorTemp gLeft = 0, fdgOuter = 0, fdgInner;
+ ColorTemp bLeft = 0, fdbOuter = 0, fdbInner;
#endif
#ifdef INTERP_ALPHA
- GLfixed fa, fdaOuter, fdaInner;
-#endif
-#ifdef INTERP_FLOAT_RGBA
- GLfloat fr, fdrOuter, fdrInner;
- GLfloat fg, fdgOuter, fdgInner;
- GLfloat fb, fdbOuter, fdbInner;
- GLfloat fa, fdaOuter, fdaInner;
+ ColorTemp aLeft = 0, fdaOuter = 0, fdaInner;
#endif
#ifdef INTERP_SPEC
- GLfixed fsr=0, fdsrOuter=0, fdsrInner;
- GLfixed fsg=0, fdsgOuter=0, fdsgInner;
- GLfixed fsb=0, fdsbOuter=0, fdsbInner;
-#endif
-#ifdef INTERP_FLOAT_SPEC
- GLfloat fsr=0, fdsrOuter=0, fdsrInner;
- GLfloat fsg=0, fdsgOuter=0, fdsgInner;
- GLfloat fsb=0, fdsbOuter=0, fdsbInner;
+ ColorTemp srLeft=0, dsrOuter=0, dsrInner;
+ ColorTemp sgLeft=0, dsgOuter=0, dsgInner;
+ ColorTemp sbLeft=0, dsbOuter=0, dsbInner;
#endif
#ifdef INTERP_INDEX
- GLfixed fi=0, fdiOuter=0, fdiInner;
+ GLfixed iLeft=0, diOuter=0, diInner;
#endif
#ifdef INTERP_INT_TEX
- GLfixed fs=0, fdsOuter=0, fdsInner;
- GLfixed ft=0, fdtOuter=0, fdtInner;
+ GLfixed sLeft=0, dsOuter=0, dsInner;
+ GLfixed tLeft=0, dtOuter=0, dtInner;
#endif
#ifdef INTERP_TEX
- GLfloat sLeft=0, dsOuter=0, dsInner;
- GLfloat tLeft=0, dtOuter=0, dtInner;
- GLfloat uLeft=0, duOuter=0, duInner;
- GLfloat vLeft=0, dvOuter=0, dvInner;
-#endif
-#ifdef INTERP_MULTITEX
- GLfloat sLeft[MAX_TEXTURE_UNITS];
- GLfloat tLeft[MAX_TEXTURE_UNITS];
- GLfloat uLeft[MAX_TEXTURE_UNITS];
- GLfloat vLeft[MAX_TEXTURE_UNITS];
- GLfloat dsOuter[MAX_TEXTURE_UNITS], dsInner[MAX_TEXTURE_UNITS];
- GLfloat dtOuter[MAX_TEXTURE_UNITS], dtInner[MAX_TEXTURE_UNITS];
- GLfloat duOuter[MAX_TEXTURE_UNITS], duInner[MAX_TEXTURE_UNITS];
- GLfloat dvOuter[MAX_TEXTURE_UNITS], dvInner[MAX_TEXTURE_UNITS];
+ 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];
#endif
for (subTriangle=0; subTriangle<=1; subTriangle++) {
adjx = (float)(fx - eLeft->fx0); /* SCALED! */
adjy = eLeft->adjy; /* SCALED! */
+#ifndef __IBMCPP__
(void) adjx; /* silence compiler warnings */
(void) adjy; /* silence compiler warnings */
-
+#endif
vLower = eLeft->v0;
+#ifndef __IBMCPP__
(void) vLower; /* silence compiler warnings */
+#endif
#ifdef PIXEL_ADDRESS
{
GLfloat z0 = vLower->win[2];
if (depthBits <= 16) {
/* interpolate fixed-pt values */
- GLfloat tmp = (z0 * FIXED_SCALE +
- dzdx * adjx + dzdy * adjy) + FIXED_HALF;
+ GLfloat tmp = (z0 * FIXED_SCALE + span.dzdx * adjx + span.dzdy * adjy) + FIXED_HALF;
if (tmp < MAX_GLUINT / 2)
- fz = (GLfixed) tmp;
+ zLeft = (GLfixed) tmp;
else
- fz = MAX_GLUINT / 2;
- fdzOuter = SignedFloatToFixed(dzdy + dxOuter * dzdx);
+ zLeft = MAX_GLUINT / 2;
+ fdzOuter = SignedFloatToFixed(span.dzdy + dxOuter * span.dzdx);
}
else {
/* interpolate depth values exactly */
- fz = (GLint) (z0 + dzdx * FixedToFloat(adjx)
- + dzdy * FixedToFloat(adjy));
- fdzOuter = (GLint) (dzdy + dxOuter * dzdx);
+ zLeft = (GLint) (z0 + span.dzdx * FixedToFloat(adjx) + span.dzdy * FixedToFloat(adjy));
+ fdzOuter = (GLint) (span.dzdy + dxOuter * span.dzdx);
}
# ifdef DEPTH_TYPE
zRow = (DEPTH_TYPE *)
- _mesa_zbuffer_address(ctx, FixedToInt(fxLeftEdge), span.y);
+ _swrast_zbuffer_address(ctx, 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
- fogLeft = vLower->fog + (span.fogStep * adjx + dfogdy * adjy)
- * (1.0F/FIXED_SCALE);
- dfogOuter = dfogdy + dxOuter * span.fogStep;
+ fogLeft = vLower->fog + (span.dfogdx * adjx + span.dfogdy * adjy) * (1.0F/FIXED_SCALE);
+ dfogOuter = span.dfogdy + dxOuter * span.dfogdx;
#endif
#ifdef INTERP_RGB
if (ctx->Light.ShadeModel == GL_SMOOTH) {
- fr = (GLfixed) (ChanToFixed(vLower->color[RCOMP])
- + drdx * adjx + drdy * adjy) + FIXED_HALF;
- fdrOuter = SignedFloatToFixed(drdy + dxOuter * drdx);
- fg = (GLfixed) (ChanToFixed(vLower->color[GCOMP])
- + dgdx * adjx + dgdy * adjy) + FIXED_HALF;
- fdgOuter = SignedFloatToFixed(dgdy + dxOuter * dgdx);
- fb = (GLfixed) (ChanToFixed(vLower->color[BCOMP])
- + dbdx * adjx + dbdy * adjy) + FIXED_HALF;
- fdbOuter = SignedFloatToFixed(dbdy + dxOuter * dbdx);
+# 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
# ifdef INTERP_ALPHA
- fa = (GLfixed) (ChanToFixed(vLower->color[ACOMP])
- + dadx * adjx + dady * adjy) + FIXED_HALF;
- fdaOuter = SignedFloatToFixed(dady + dxOuter * dadx);
+# 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
# endif
}
else {
ASSERT (ctx->Light.ShadeModel == GL_FLAT);
- fr = ChanToFixed(v2->color[RCOMP]);
- fg = ChanToFixed(v2->color[GCOMP]);
- fb = ChanToFixed(v2->color[BCOMP]);
+# if CHAN_TYPE == GL_FLOAT
+ rLeft = v2->color[RCOMP];
+ gLeft = v2->color[GCOMP];
+ bLeft = v2->color[BCOMP];
+ fdrOuter = fdgOuter = fdbOuter = 0.0F;
+# else
+ rLeft = ChanToFixed(v2->color[RCOMP]);
+ gLeft = ChanToFixed(v2->color[GCOMP]);
+ bLeft = ChanToFixed(v2->color[BCOMP]);
fdrOuter = fdgOuter = fdbOuter = 0;
+# endif
# ifdef INTERP_ALPHA
- fa = ChanToFixed(v2->color[ACOMP]);
+# if CHAN_TYPE == GL_FLOAT
+ aLeft = v2->color[ACOMP];
+ fdaOuter = 0.0F;
+# else
+ aLeft = ChanToFixed(v2->color[ACOMP]);
fdaOuter = 0;
+# endif
# endif
}
#endif
-#ifdef INTERP_FLOAT_RGBA
- if (ctx->Light.ShadeModel == GL_SMOOTH) {
- fr = vLower->color[RCOMP]
- + (drdx * adjx + drdy * adjy) * (1.0F / FIXED_SCALE);
- fdrOuter = drdy + dxOuter * drdx;
- fg = vLower->color[GCOMP]
- + (dgdx * adjx + dgdy * adjy) * (1.0F / FIXED_SCALE);
- fdgOuter = dgdy + dxOuter * dgdx;
- fb = vLower->color[BCOMP]
- + (dbdx * adjx + dbdy * adjy) * (1.0F / FIXED_SCALE);
- fdbOuter = dbdy + dxOuter * dbdx;
- fa = vLower->color[ACOMP]
- + (dadx * adjx + dady * adjy) * (1.0F / FIXED_SCALE);
- fdaOuter = dady + dxOuter * dadx;
- }
- else {
- fr = v2->color[RCOMP];
- fg = v2->color[GCOMP];
- fb = v2->color[BCOMP];
- fa = v2->color[ACOMP];
- fdrOuter = fdgOuter = fdbOuter = fdaOuter = 0.0F;
- }
-#endif
+
#ifdef INTERP_SPEC
if (ctx->Light.ShadeModel == GL_SMOOTH) {
- fsr = (GLfixed) (ChanToFixed(vLower->specular[RCOMP])
- + dsrdx * adjx + dsrdy * adjy) + FIXED_HALF;
- fdsrOuter = SignedFloatToFixed(dsrdy + dxOuter * dsrdx);
- fsg = (GLfixed) (ChanToFixed(vLower->specular[GCOMP])
- + dsgdx * adjx + dsgdy * adjy) + FIXED_HALF;
- fdsgOuter = SignedFloatToFixed(dsgdy + dxOuter * dsgdx);
- fsb = (GLfixed) (ChanToFixed(vLower->specular[BCOMP])
- + dsbdx * adjx + dsbdy * adjy) + FIXED_HALF;
- fdsbOuter = SignedFloatToFixed(dsbdy + dxOuter * dsbdx);
- }
- else {
- fsr = ChanToFixed(v2->specular[RCOMP]);
- fsg = ChanToFixed(v2->specular[GCOMP]);
- fsb = ChanToFixed(v2->specular[BCOMP]);
- fdsrOuter = fdsgOuter = fdsbOuter = 0;
- }
-#endif
-#ifdef INTERP_FLOAT_SPEC
- if (ctx->Light.ShadeModel == GL_SMOOTH) {
- fsr = vLower->specular[RCOMP]
- + (dsrdx * adjx + dsrdy * adjy) * (1.0F / FIXED_SCALE);
- fdsrOuter = dsrdy + dxOuter * dsrdx;
- fsg = vLower->specular[GCOMP]
- + (dsgdx * adjx + dsgdy * adjy) * (1.0F / FIXED_SCALE);
- fdsgOuter = dsgdy + dxOuter * dsgdx;
- fsb = vLower->specular[BCOMP]
- + (dsbdx * adjx + dsbdy * adjy) * (1.0F / FIXED_SCALE);
- fdsbOuter = dsbdy + dxOuter * dsbdx;
+# 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 {
- fsr = v2->specular[RCOMP];
- fsg = v2->specular[GCOMP];
- fsb = v2->specular[BCOMP];
- fdsrOuter = fdsgOuter = fdsbOuter = 0.0F;
+#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) {
- fi = (GLfixed)(vLower->index * FIXED_SCALE
+ iLeft = (GLfixed)(vLower->index * FIXED_SCALE
+ didx * adjx + didy * adjy) + FIXED_HALF;
- fdiOuter = SignedFloatToFixed(didy + dxOuter * didx);
+ diOuter = SignedFloatToFixed(didy + dxOuter * didx);
}
else {
- fi = (GLfixed) (v2->index * FIXED_SCALE);
- fdiOuter = 0;
+ iLeft = (GLfixed) (v2->index * FIXED_SCALE);
+ diOuter = 0;
}
#endif
#ifdef INTERP_INT_TEX
{
GLfloat s0, t0;
s0 = vLower->texcoord[0][0] * S_SCALE;
- fs = (GLfixed)(s0 * FIXED_SCALE + dsdx * adjx
- + dsdy * adjy) + FIXED_HALF;
- fdsOuter = SignedFloatToFixed(dsdy + dxOuter * dsdx);
+ 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;
- ft = (GLfixed)(t0 * FIXED_SCALE + dtdx * adjx
- + dtdy * adjy) + FIXED_HALF;
- fdtOuter = SignedFloatToFixed(dtdy + dxOuter * dtdx);
+ 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]);
}
#endif
#ifdef INTERP_TEX
- {
- GLfloat invW = vLower->win[3];
- GLfloat s0, t0, u0, v0;
- s0 = vLower->texcoord[0][0] * invW;
- sLeft = s0 + (span.texStep[0][0] * adjx + dsdy * adjy)
- * (1.0F/FIXED_SCALE);
- dsOuter = dsdy + dxOuter * span.texStep[0][0];
- t0 = vLower->texcoord[0][1] * invW;
- tLeft = t0 + (span.texStep[0][1] * adjx + dtdy * adjy)
- * (1.0F/FIXED_SCALE);
- dtOuter = dtdy + dxOuter * span.texStep[0][1];
- u0 = vLower->texcoord[0][2] * invW;
- uLeft = u0 + (span.texStep[0][2] * adjx + dudy * adjy)
- * (1.0F/FIXED_SCALE);
- duOuter = dudy + dxOuter * span.texStep[0][2];
- v0 = vLower->texcoord[0][3] * invW;
- vLeft = v0 + (span.texStep[0][3] * adjx + dvdy * adjy)
- * (1.0F/FIXED_SCALE);
- dvOuter = dvdy + dxOuter * span.texStep[0][3];
- }
-#endif
-#ifdef INTERP_MULTITEX
- {
- GLuint u;
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- GLfloat invW = vLower->win[3];
- GLfloat s0, t0, u0, v0;
- s0 = vLower->texcoord[u][0] * invW;
- sLeft[u] = s0 + (span.texStep[u][0] * adjx + dsdy[u]
- * adjy) * (1.0F/FIXED_SCALE);
- dsOuter[u] = dsdy[u] + dxOuter * span.texStep[u][0];
- t0 = vLower->texcoord[u][1] * invW;
- tLeft[u] = t0 + (span.texStep[u][1] * adjx + dtdy[u]
- * adjy) * (1.0F/FIXED_SCALE);
- dtOuter[u] = dtdy[u] + dxOuter * span.texStep[u][1];
- u0 = vLower->texcoord[u][2] * invW;
- uLeft[u] = u0 + (span.texStep[u][2] * adjx + dudy[u]
- * adjy) * (1.0F/FIXED_SCALE);
- duOuter[u] = dudy[u] + dxOuter * span.texStep[u][2];
- v0 = vLower->texcoord[u][3] * invW;
- vLeft[u] = v0 + (span.texStep[u][3] * adjx + dvdy[u]
- * adjy) * (1.0F/FIXED_SCALE);
- dvOuter[u] = dvdy[u] + dxOuter * span.texStep[u][3];
- }
- }
- }
+ 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];
+ )
#endif
-
} /*if setupLeft*/
# endif
fdzInner = fdzOuter + span.zStep;
#endif
+#ifdef INTERP_W
+ dwInner = dwOuter + span.dwdx;
+#endif
#ifdef INTERP_FOG
- dfogInner = dfogOuter + span.fogStep;
+ dfogInner = dfogOuter + span.dfogdx;
#endif
-#if defined(INTERP_RGB) || defined(INTERP_FLOAT_RGBA)
+#if defined(INTERP_RGB)
fdrInner = fdrOuter + span.redStep;
fdgInner = fdgOuter + span.greenStep;
fdbInner = fdbOuter + span.blueStep;
#endif
-#if defined(INTERP_ALPHA) || defined(INTERP_FLOAT_RGBA)
+#if defined(INTERP_ALPHA)
fdaInner = fdaOuter + span.alphaStep;
#endif
-#if defined(INTERP_SPEC) || defined(INTERP_FLOAT_SPEC)
- fdsrInner = fdsrOuter + span.specRedStep;
- fdsgInner = fdsgOuter + span.specGreenStep;
- fdsbInner = fdsbOuter + span.specBlueStep;
+#if defined(INTERP_SPEC)
+ dsrInner = dsrOuter + span.specRedStep;
+ dsgInner = dsgOuter + span.specGreenStep;
+ dsbInner = dsbOuter + span.specBlueStep;
#endif
#ifdef INTERP_INDEX
- fdiInner = fdiOuter + span.indexStep;
+ diInner = diOuter + span.indexStep;
#endif
#ifdef INTERP_INT_TEX
- fdsInner = fdsOuter + span.intTexStep[0];
- fdtInner = fdtOuter + span.intTexStep[1];
+ dsInner = dsOuter + span.intTexStep[0];
+ dtInner = dtOuter + span.intTexStep[1];
#endif
#ifdef INTERP_TEX
- dsInner = dsOuter + span.texStep[0][0];
- dtInner = dtOuter + span.texStep[0][1];
- duInner = duOuter + span.texStep[0][2];
- dvInner = dvOuter + span.texStep[0][3];
-#endif
-#ifdef INTERP_MULTITEX
- {
- GLuint u;
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- dsInner[u] = dsOuter[u] + span.texStep[u][0];
- dtInner[u] = dtOuter[u] + span.texStep[u][1];
- duInner[u] = duOuter[u] + span.texStep[u][2];
- dvInner[u] = dvOuter[u] + span.texStep[u][3];
- }
- }
- }
+ 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];
+ )
#endif
while (lines > 0) {
/* initialize the span interpolants to the leftmost value */
/* ff = fixed-pt fragment */
const GLint right = FixedToInt(fxRightEdge);
+
span.x = FixedToInt(fxLeftEdge);
+
if (right <= span.x)
- span.count = 0;
+ span.end = 0;
else
- span.count = right - span.x;
+ span.end = right - span.x;
#ifdef INTERP_Z
- span.z = fz;
+ span.z = zLeft;
+#endif
+#ifdef INTERP_W
+ span.w = wLeft;
#endif
#ifdef INTERP_FOG
span.fog = fogLeft;
#endif
-#if defined(INTERP_RGB) || defined(INTERP_FLOAT_RGBA)
- span.red = fr;
- span.green = fg;
- span.blue = fb;
+#if defined(INTERP_RGB)
+ span.red = rLeft;
+ span.green = gLeft;
+ span.blue = bLeft;
#endif
-#if defined(INTERP_ALPHA) || defined(INTERP_FLOAT_RGBA)
- span.alpha = fa;
+#if defined(INTERP_ALPHA)
+ span.alpha = aLeft;
#endif
-#if defined(INTERP_SPEC) || defined(INTERP_FLOAT_SPEC)
- span.specRed = fsr;
- span.specGreen = fsg;
- span.specBlue = fsb;
+#if defined(INTERP_SPEC)
+ span.specRed = srLeft;
+ span.specGreen = sgLeft;
+ span.specBlue = sbLeft;
#endif
#ifdef INTERP_INDEX
- span.index = fi;
+ span.index = iLeft;
#endif
#ifdef INTERP_INT_TEX
- span.intTex[0] = fs;
- span.intTex[1] = ft;
+ span.intTex[0] = sLeft;
+ span.intTex[1] = tLeft;
#endif
#ifdef INTERP_TEX
- span.tex[0][0] = sLeft;
- span.tex[0][1] = tLeft;
- span.tex[0][2] = uLeft;
- span.tex[0][3] = vLeft;
-#endif
-
-#ifdef INTERP_MULTITEX
- {
- GLuint u;
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- span.tex[u][0] = sLeft[u];
- span.tex[u][1] = tLeft[u];
- span.tex[u][2] = uLeft[u];
- span.tex[u][3] = vLeft[u];
- }
- }
- }
+ 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];
+ )
#endif
#ifdef INTERP_RGB
#endif
/* This is where we actually generate fragments */
- if (span.count > 0) {
+ if (span.end > 0) {
RENDER_SPAN( span );
}
* pixel-center x coordinate so that it stays
* on or inside the major edge.
*/
- span.y++;
+ (span.y)++;
lines--;
fxLeftEdge += fdxLeftEdge;
# ifdef DEPTH_TYPE
zRow = (DEPTH_TYPE *) ((GLubyte *) zRow + dZRowOuter);
# endif
- fz += fdzOuter;
+ zLeft += fdzOuter;
+#endif
+#ifdef INTERP_W
+ wLeft += dwOuter;
#endif
#ifdef INTERP_FOG
fogLeft += dfogOuter;
#endif
-#if defined(INTERP_RGB) || defined(INTERP_FLOAT_RGBA)
- fr += fdrOuter;
- fg += fdgOuter;
- fb += fdbOuter;
+#if defined(INTERP_RGB)
+ rLeft += fdrOuter;
+ gLeft += fdgOuter;
+ bLeft += fdbOuter;
#endif
-#if defined(INTERP_ALPHA) || defined(INTERP_FLOAT_RGBA)
- fa += fdaOuter;
+#if defined(INTERP_ALPHA)
+ aLeft += fdaOuter;
#endif
-#if defined(INTERP_SPEC) || defined(INTERP_FLOAT_SPEC)
- fsr += fdsrOuter;
- fsg += fdsgOuter;
- fsb += fdsbOuter;
+#if defined(INTERP_SPEC)
+ srLeft += dsrOuter;
+ sgLeft += dsgOuter;
+ sbLeft += dsbOuter;
#endif
#ifdef INTERP_INDEX
- fi += fdiOuter;
+ iLeft += diOuter;
#endif
#ifdef INTERP_INT_TEX
- fs += fdsOuter;
- ft += fdtOuter;
-#endif
-#ifdef INTERP_TEX
sLeft += dsOuter;
tLeft += dtOuter;
- uLeft += duOuter;
- vLeft += dvOuter;
#endif
-#ifdef INTERP_MULTITEX
- {
- GLuint u;
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- sLeft[u] += dsOuter[u];
- tLeft[u] += dtOuter[u];
- uLeft[u] += duOuter[u];
- vLeft[u] += dvOuter[u];
- }
- }
- }
+#ifdef INTERP_TEX
+ TEX_UNIT_LOOP(
+ sLeft[u] += dsOuter[u];
+ tLeft[u] += dtOuter[u];
+ uLeft[u] += duOuter[u];
+ vLeft[u] += dvOuter[u];
+ )
#endif
}
else {
# ifdef DEPTH_TYPE
zRow = (DEPTH_TYPE *) ((GLubyte *) zRow + dZRowInner);
# endif
- fz += fdzInner;
+ zLeft += fdzInner;
+#endif
+#ifdef INTERP_W
+ wLeft += dwInner;
#endif
#ifdef INTERP_FOG
fogLeft += dfogInner;
#endif
-#if defined(INTERP_RGB) || defined(INTERP_FLOAT_RGBA)
- fr += fdrInner;
- fg += fdgInner;
- fb += fdbInner;
+#if defined(INTERP_RGB)
+ rLeft += fdrInner;
+ gLeft += fdgInner;
+ bLeft += fdbInner;
#endif
-#if defined(INTERP_ALPHA) || defined(INTERP_FLOAT_RGBA)
- fa += fdaInner;
+#if defined(INTERP_ALPHA)
+ aLeft += fdaInner;
#endif
-#if defined(INTERP_SPEC) || defined(INTERP_FLOAT_SPEC)
- fsr += fdsrInner;
- fsg += fdsgInner;
- fsb += fdsbInner;
+#if defined(INTERP_SPEC)
+ srLeft += dsrInner;
+ sgLeft += dsgInner;
+ sbLeft += dsbInner;
#endif
#ifdef INTERP_INDEX
- fi += fdiInner;
+ iLeft += diInner;
#endif
#ifdef INTERP_INT_TEX
- fs += fdsInner;
- ft += fdtInner;
-#endif
-#ifdef INTERP_TEX
sLeft += dsInner;
tLeft += dtInner;
- uLeft += duInner;
- vLeft += dvInner;
#endif
-#ifdef INTERP_MULTITEX
- {
- GLuint u;
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- sLeft[u] += dsInner[u];
- tLeft[u] += dtInner[u];
- uLeft[u] += duInner[u];
- vLeft[u] += dvInner[u];
- }
- }
- }
+#ifdef INTERP_TEX
+ TEX_UNIT_LOOP(
+ sLeft[u] += dsInner[u];
+ tLeft[u] += dtInner[u];
+ uLeft[u] += duInner[u];
+ vLeft[u] += dvInner[u];
+ )
#endif
}
} /*while lines>0*/
#undef PIXEL_ADDRESS
#undef INTERP_Z
+#undef INTERP_W
#undef INTERP_FOG
#undef INTERP_RGB
#undef INTERP_ALPHA
#undef INTERP_INT_TEX
#undef INTERP_TEX
#undef INTERP_MULTITEX
-#undef INTERP_LAMBDA
-#undef INTERP_FLOAT_RGBA
-#undef INTERP_FLOAT_SPEC
+#undef TEX_UNIT_LOOP
#undef S_SCALE
#undef T_SCALE
#undef FixedToDepth
#undef DO_OCCLUSION_TEST
+#undef NAME