-/* $Id: s_tritemp.h,v 1.10 2001/02/12 17:02:00 brianp Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 3.5
- *
- * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
- *
+ * Version: 6.5.3
+ *
+ * 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"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
- *
+ *
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of 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
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
-
/*
* Triangle Rasterizer Template
*
* 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 Z values
+ * must be interpolated 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_ALPHA - if defined, interpolate Alpha values
* INTERP_INDEX - if defined, interpolate color index values
* INTERP_INT_TEX - if defined, interpolate integer ST texcoords
* (fast, simple 2-D texture mapping)
- * INTERP_LAMBDA - if defined, the lambda value is computed at every
- * pixel, to apply MIPMAPPING, and min/maxification
- * INTERP_TEX - if defined, interpolate set 0 float STRQ texcoords
+ * INTERP_TEX - if defined, interpolate texcoords and varying vars
* NOTE: OpenGL STRQ = Mesa STUV (R was taken for red)
- * INTERP_MULTITEX - if defined, interpolate N units of STRQ texcoords
*
* When one can directly address pixels in the color buffer the following
* macros can be defined and used to compute pixel addresses during
*
* Optionally, one may provide one-time setup code per triangle:
* SETUP_CODE - code which is to be executed once per triangle
- *
- * The following macro MUST be defined:
- * INNER_LOOP(LEFT,RIGHT,Y) - code to write a span of pixels.
- * Something like:
+ * CLEANUP_CODE - code to execute at end of triangle
*
- * for (x=LEFT; x<RIGHT;x++) {
- * put_pixel(x,Y);
- * // increment fixed point interpolants
- * }
+ * The following macro MUST be defined:
+ * RENDER_SPAN(span) - code to write a span of pixels.
*
* This code was designed for the origin to be in the lower-left corner.
*
* Inspired by triangle rasterizer code written by Allen Akin. Thanks Allen!
+ *
+ *
+ * Some notes on rasterization accuracy:
+ *
+ * This code uses fixed point arithmetic (the GLfixed type) to iterate
+ * over the triangle edges and interpolate ancillary data (such as Z,
+ * color, secondary color, etc). The number of fractional bits in
+ * GLfixed and the value of SUB_PIXEL_BITS has a direct bearing on the
+ * accuracy of rasterization.
+ *
+ * If SUB_PIXEL_BITS=4 then we'll snap the vertices to the nearest
+ * 1/16 of a pixel. If we're walking up a long, nearly vertical edge
+ * (dx=1/16, dy=1024) we'll need 4 + 10 = 14 fractional bits in
+ * GLfixed to walk the edge without error. If the maximum viewport
+ * height is 4K pixels, then we'll need 4 + 12 = 16 fractional bits.
+ *
+ * Historically, Mesa has used 11 fractional bits in GLfixed, snaps
+ * vertices to 1/16 pixel and allowed a maximum viewport height of 2K
+ * pixels. 11 fractional bits is actually insufficient for accurately
+ * rasterizing some triangles. More recently, the maximum viewport
+ * height was increased to 4K pixels. Thus, Mesa should be using 16
+ * fractional bits in GLfixed. Unfortunately, there may be some issues
+ * with setting FIXED_FRAC_BITS=16, such as multiplication overflow.
+ * This will have to be examined in some detail...
+ *
+ * For now, if you find rasterization errors, particularly with tall,
+ * sliver triangles, try increasing FIXED_FRAC_BITS and/or decreasing
+ * 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
+
+
+#define TEXVAR_LOOP(CODE) \
+ { \
+ GLuint attr; \
+ for (attr = swrast->_MinFragmentAttrib; \
+ attr < swrast->_MaxFragmentAttrib; attr++) { \
+ if (swrast->_FragmentAttribs & (1 << attr)) { \
+ CODE \
+ } \
+ } \
+ }
+
+
+
-/*void triangle( GLcontext *ctx, SWvertex *v0, SWvertex *v1, SWvertex *v2 )*/
+/*
+ * Some code we unfortunately need to prevent negative interpolated colors.
+ */
+#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,
+ const SWvertex *v1,
+ const SWvertex *v2 )
{
typedef struct {
- const SWvertex *v0, *v1; /* Y(v0) < Y(v1) */
- GLfloat dx; /* X(v1) - X(v0) */
- GLfloat dy; /* Y(v1) - Y(v0) */
- GLfixed fdxdy; /* dx/dy in fixed-point */
- GLfixed fsx; /* first sample point x coord */
- GLfixed fsy;
- GLfloat adjy; /* adjust from v[0]->fy to fsy, scaled */
- GLint lines; /* number of lines to be sampled on this edge */
- GLfixed fx0; /* fixed pt X of lower endpoint */
+ 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 fdxdy; /* dx/dy in fixed-point */
+ GLfloat adjy; /* adjust from v[0]->fy to fsy, scaled */
+ 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) */
- float bf = SWRAST_CONTEXT(ctx)->_backface_sign;
- GLboolean tiny;
+ 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;
- /* find the order of the 3 vertices along the Y axis */
+ SWspan span;
+
+ (void) swrast;
+
+ 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]);
+ */
+ /*
+ ASSERT(v0->win[2] >= 0.0);
+ ASSERT(v1->win[2] >= 0.0);
+ ASSERT(v2->win[2] >= 0.0);
+ */
+ /* Compute fixed point x,y coords w/ half-pixel offsets and snapping.
+ * And find the order of the 3 vertices along the Y axis.
+ */
{
- GLfloat y0 = v0->win[1];
- GLfloat y1 = v1->win[1];
- GLfloat y2 = v2->win[1];
-
- if (y0<=y1) {
- if (y1<=y2) {
- vMin = v0; vMid = v1; vMax = v2; /* y0<=y1<=y2 */
- }
- else if (y2<=y0) {
- vMin = v2; vMid = v0; vMax = v1; /* y2<=y0<=y1 */
- }
- else {
- vMin = v0; vMid = v2; vMax = v1; bf = -bf; /* y0<=y2<=y1 */
- }
+#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
+ if (fy0 <= fy1) {
+ if (fy1 <= fy2) {
+ /* y0 <= y1 <= y2 */
+ vMin = v0; vMid = v1; vMax = v2;
+ vMin_fy = fy0; vMid_fy = fy1; vMax_fy = fy2;
+ }
+ else if (fy2 <= fy0) {
+ /* y2 <= y0 <= y1 */
+ vMin = v2; vMid = v0; vMax = v1;
+ vMin_fy = fy2; vMid_fy = fy0; vMax_fy = fy1;
+ }
+ else {
+ /* y0 <= y2 <= y1 */
+ vMin = v0; vMid = v2; vMax = v1;
+ vMin_fy = fy0; vMid_fy = fy2; vMax_fy = fy1;
+ bf = -bf;
+ }
}
else {
- if (y0<=y2) {
- vMin = v1; vMid = v0; vMax = v2; bf = -bf; /* y1<=y0<=y2 */
- }
- else if (y2<=y1) {
- vMin = v2; vMid = v1; vMax = v0; bf = -bf; /* y2<=y1<=y0 */
- }
- else {
- vMin = v1; vMid = v2; vMax = v0; /* y1<=y2<=y0 */
- }
+ if (fy0 <= fy2) {
+ /* y1 <= y0 <= y2 */
+ vMin = v1; vMid = v0; vMax = v2;
+ vMin_fy = fy1; vMid_fy = fy0; vMax_fy = fy2;
+ bf = -bf;
+ }
+ else if (fy2 <= fy1) {
+ /* y2 <= y1 <= y0 */
+ vMin = v2; vMid = v1; vMax = v0;
+ vMin_fy = fy2; vMid_fy = fy1; vMax_fy = fy0;
+ bf = -bf;
+ }
+ else {
+ /* y1 <= y2 <= y0 */
+ vMin = v1; vMid = v2; vMax = v0;
+ vMin_fy = fy1; vMid_fy = fy2; vMax_fy = fy0;
+ }
}
+
+ /* 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
}
/* vertex/edge relationship */
eTop.v0 = vMid; eTop.v1 = vMax;
eBot.v0 = vMin; eBot.v1 = vMid;
- /* compute deltas for each edge: vertex[v1] - vertex[v0] */
- eMaj.dx = vMax->win[0] - vMin->win[0];
- eMaj.dy = vMax->win[1] - vMin->win[1];
- eTop.dx = vMax->win[0] - vMid->win[0];
- eTop.dy = vMax->win[1] - vMid->win[1];
- eBot.dx = vMid->win[0] - vMin->win[0];
- eBot.dy = vMid->win[1] - vMin->win[1];
-
- /* compute oneOverArea */
+ /* 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;
+ return;
- if (area == 0.0F)
+ if (IS_INF_OR_NAN(area) || area == 0.0F)
return;
- /* check for very tiny triangle */
- if (area * area < (0.05F * 0.05F)) { /* square to ensure positive value */
- oneOverArea = 1.0F / 0.05F; /* a close-enough value */
- tiny = GL_TRUE;
- }
- else {
- oneOverArea = 1.0F / area;
- tiny = GL_FALSE;
- }
+ 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... */
{
- /* fixed point Y coordinates */
- GLfixed vMin_fx = FloatToFixed(vMin->win[0] + 0.5F);
- GLfixed vMin_fy = FloatToFixed(vMin->win[1] - 0.5F);
- GLfixed vMid_fx = FloatToFixed(vMid->win[0] + 0.5F);
- GLfixed vMid_fy = FloatToFixed(vMid->win[1] - 0.5F);
- GLfixed vMax_fy = FloatToFixed(vMax->win[1] - 0.5F);
-
+#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) {
- GLfloat dxdy = eMaj.dx / eMaj.dy;
- eMaj.fdxdy = SignedFloatToFixed(dxdy);
+ 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 * dxdy);
+ 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) {
- GLfloat dxdy = eTop.dx / eTop.dy;
- eTop.fdxdy = SignedFloatToFixed(dxdy);
+ 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 * dxdy);
+ 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) {
- GLfloat dxdy = eBot.dx / eBot.dy;
- eBot.fdxdy = SignedFloatToFixed(dxdy);
+ 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 * dxdy);
+ eBot.fsx = eBot.fx0 + (GLfixed) (eBot.adjy * eBot.dxdy);
+#endif
}
}
* By stepping rasterization parameters along the major edge,
* we can avoid recomputing them at the discontinuity where
* the top and bottom edges meet. However, this forces us to
- * be able to scan both left-to-right and right-to-left.
+ * be able to scan both left-to-right and right-to-left.
* Also, we must determine whether the major edge is at the
* left or right side of the triangle. We do this by
* computing the magnitude of the cross-product of the major
*/
{
- GLint ltor; /* true if scanning left-to-right */
-#ifdef INTERP_Z
- GLfloat dzdx, dzdy; GLfixed fdzdx;
- GLfloat dfogdx, dfogdy; GLfixed fdfogdx;
-#endif
-#ifdef INTERP_RGB
- GLfloat drdx, drdy; GLfixed fdrdx;
- GLfloat dgdx, dgdy; GLfixed fdgdx;
- GLfloat dbdx, dbdy; GLfixed fdbdx;
-#endif
-#ifdef INTERP_SPEC
- GLfloat dsrdx, dsrdy; GLfixed fdsrdx;
- GLfloat dsgdx, dsgdy; GLfixed fdsgdx;
- GLfloat dsbdx, dsbdy; GLfixed fdsbdx;
-#endif
-#ifdef INTERP_ALPHA
- GLfloat dadx, dady; GLfixed fdadx;
-#endif
+ GLint scan_from_left_to_right; /* true if scanning left-to-right */
#ifdef INTERP_INDEX
- GLfloat didx, didy; GLfixed fdidx;
-#endif
-#ifdef INTERP_INT_TEX
- GLfloat dsdx, dsdy; GLfixed fdsdx;
- GLfloat dtdx, dtdy; GLfixed fdtdx;
-#endif
-#ifdef INTERP_TEX
- GLfloat dsdx, dsdy;
- GLfloat dtdx, dtdy;
- GLfloat dudx, dudy;
- GLfloat dvdx, dvdy;
-#endif
-#ifdef INTERP_MULTITEX
- GLfloat dsdx[MAX_TEXTURE_UNITS], dsdy[MAX_TEXTURE_UNITS];
- GLfloat dtdx[MAX_TEXTURE_UNITS], dtdy[MAX_TEXTURE_UNITS];
- GLfloat dudx[MAX_TEXTURE_UNITS], dudy[MAX_TEXTURE_UNITS];
- GLfloat dvdx[MAX_TEXTURE_UNITS], dvdy[MAX_TEXTURE_UNITS];
-#endif
-#ifdef INTERP_LAMBDA
-
-#ifndef INTERP_TEX
-#error "Mipmapping without texturing doesn't make sense."
+ GLfloat didx, didy;
#endif
- GLfloat lambda_nominator;
-#endif /* INTERP_LAMBDA */
-
/*
* Execute user-supplied setup code
SETUP_CODE
#endif
- ltor = (oneOverArea < 0.0F);
+ scan_from_left_to_right = (oneOverArea < 0.0F);
+
/* compute d?/dx and d?/dy derivatives */
#ifdef INTERP_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.attrStepX[FRAG_ATTRIB_WPOS][2] = oneOverArea * (eMaj_dz * eBot.dy - eMaj.dy * eBot_dz);
+ if (span.attrStepX[FRAG_ATTRIB_WPOS][2] > maxDepth || span.attrStepX[FRAG_ATTRIB_WPOS][2] < -maxDepth) {
/* probably a sliver triangle */
- dzdx = 0.0;
- dzdy = 0.0;
+ span.attrStepX[FRAG_ATTRIB_WPOS][2] = 0.0;
+ span.attrStepY[FRAG_ATTRIB_WPOS][2] = 0.0;
}
else {
- dzdy = oneOverArea * (eMaj.dx * eBot_dz - eMaj_dz * eBot.dx);
+ span.attrStepY[FRAG_ATTRIB_WPOS][2] = oneOverArea * (eMaj.dx * eBot_dz - eMaj_dz * eBot.dx);
}
if (depthBits <= 16)
- fdzdx = SignedFloatToFixed(dzdx);
+ span.zStep = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_WPOS][2]);
else
- fdzdx = (GLint) dzdx;
+ span.zStep = (GLint) span.attrStepX[FRAG_ATTRIB_WPOS][2];
}
+#endif
+#ifdef INTERP_W
+ span.interpMask |= SPAN_W;
{
- GLfloat eMaj_dfog, eBot_dfog;
- eMaj_dfog = (vMax->fog - vMin->fog) * 256;
- eBot_dfog = (vMid->fog - vMin->fog) * 256;
- dfogdx = oneOverArea * (eMaj_dfog * eBot.dy - eMaj.dy * eBot_dfog);
- fdfogdx = SignedFloatToFixed(dfogdx);
- dfogdy = oneOverArea * (eMaj.dx * eBot_dfog - eMaj_dfog * eBot.dx);
+ const GLfloat eMaj_dw = vMax->win[3] - vMin->win[3];
+ const GLfloat eBot_dw = vMid->win[3] - vMin->win[3];
+ span.attrStepX[FRAG_ATTRIB_WPOS][3] = oneOverArea * (eMaj_dw * eBot.dy - eMaj.dy * eBot_dw);
+ span.attrStepY[FRAG_ATTRIB_WPOS][3] = 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.attrStepX[FRAG_ATTRIB_FOGC][0] = oneOverArea * (eMaj_dfog * eBot.dy - eMaj.dy * eBot_dfog);
+ span.attrStepY[FRAG_ATTRIB_FOGC][0] = oneOverArea * (eMaj.dx * eBot_dfog - eMaj_dfog * eBot.dx);
}
#endif
#ifdef INTERP_RGB
- if (tiny) {
- /* This is kind of a hack to eliminate RGB color over/underflow
- * problems when rendering very tiny triangles. We're not doing
- * anything with alpha or specular color at this time.
- */
- drdx = drdy = 0.0; fdrdx = 0;
- dgdx = dgdy = 0.0; fdgdx = 0;
- dbdx = dbdy = 0.0; fdbdx = 0;
+ span.interpMask |= SPAN_RGBA;
+ if (ctx->Light.ShadeModel == GL_SMOOTH) {
+ GLfloat eMaj_dr = (GLfloat) ((ColorTemp) vMax->color[RCOMP] - (ColorTemp) vMin->color[RCOMP]);
+ GLfloat eBot_dr = (GLfloat) ((ColorTemp) vMid->color[RCOMP] - (ColorTemp) vMin->color[RCOMP]);
+ GLfloat eMaj_dg = (GLfloat) ((ColorTemp) vMax->color[GCOMP] - (ColorTemp) vMin->color[GCOMP]);
+ GLfloat eBot_dg = (GLfloat) ((ColorTemp) vMid->color[GCOMP] - (ColorTemp) vMin->color[GCOMP]);
+ GLfloat eMaj_db = (GLfloat) ((ColorTemp) vMax->color[BCOMP] - (ColorTemp) vMin->color[BCOMP]);
+ GLfloat eBot_db = (GLfloat) ((ColorTemp) vMid->color[BCOMP] - (ColorTemp) vMin->color[BCOMP]);
+# ifdef INTERP_ALPHA
+ GLfloat eMaj_da = (GLfloat) ((ColorTemp) vMax->color[ACOMP] - (ColorTemp) vMin->color[ACOMP]);
+ GLfloat eBot_da = (GLfloat) ((ColorTemp) vMid->color[ACOMP] - (ColorTemp) vMin->color[ACOMP]);
+# endif
+ span.attrStepX[FRAG_ATTRIB_COL0][0] = oneOverArea * (eMaj_dr * eBot.dy - eMaj.dy * eBot_dr);
+ span.attrStepY[FRAG_ATTRIB_COL0][0] = oneOverArea * (eMaj.dx * eBot_dr - eMaj_dr * eBot.dx);
+ span.attrStepX[FRAG_ATTRIB_COL0][1] = oneOverArea * (eMaj_dg * eBot.dy - eMaj.dy * eBot_dg);
+ span.attrStepY[FRAG_ATTRIB_COL0][1] = oneOverArea * (eMaj.dx * eBot_dg - eMaj_dg * eBot.dx);
+ span.attrStepX[FRAG_ATTRIB_COL0][2] = oneOverArea * (eMaj_db * eBot.dy - eMaj.dy * eBot_db);
+ span.attrStepY[FRAG_ATTRIB_COL0][2] = oneOverArea * (eMaj.dx * eBot_db - eMaj_db * eBot.dx);
+# if CHAN_TYPE == GL_FLOAT
+ span.redStep = span.attrStepX[FRAG_ATTRIB_COL0][0];
+ span.greenStep = span.attrStepX[FRAG_ATTRIB_COL0][1];
+ span.blueStep = span.attrStepX[FRAG_ATTRIB_COL0][2];
+# else
+ span.redStep = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_COL0][0]);
+ span.greenStep = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_COL0][1]);
+ span.blueStep = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_COL0][2]);
+# endif /* GL_FLOAT */
+# ifdef INTERP_ALPHA
+ span.attrStepX[FRAG_ATTRIB_COL0][3] = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da);
+ span.attrStepX[FRAG_ATTRIB_COL0][3] = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx);
+# if CHAN_TYPE == GL_FLOAT
+ span.alphaStep = span.attrStepX[FRAG_ATTRIB_COL0][3];
+# else
+ span.alphaStep = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_COL0][3]);
+# endif /* GL_FLOAT */
+# endif /* INTERP_ALPHA */
}
else {
- GLfloat eMaj_dr, eBot_dr;
- GLfloat eMaj_dg, eBot_dg;
- GLfloat eMaj_db, eBot_db;
- eMaj_dr = (GLint) vMax->color[0] - (GLint) vMin->color[0];
- eBot_dr = (GLint) vMid->color[0] - (GLint) vMin->color[0];
- drdx = oneOverArea * (eMaj_dr * eBot.dy - eMaj.dy * eBot_dr);
- fdrdx = SignedFloatToFixed(drdx);
- drdy = oneOverArea * (eMaj.dx * eBot_dr - eMaj_dr * eBot.dx);
- eMaj_dg = (GLint) vMax->color[1] - (GLint) vMin->color[1];
- eBot_dg = (GLint) vMid->color[1] - (GLint) vMin->color[1];
- dgdx = oneOverArea * (eMaj_dg * eBot.dy - eMaj.dy * eBot_dg);
- fdgdx = SignedFloatToFixed(dgdx);
- dgdy = oneOverArea * (eMaj.dx * eBot_dg - eMaj_dg * eBot.dx);
- eMaj_db = (GLint) vMax->color[2] - (GLint) vMin->color[2];
- eBot_db = (GLint) vMid->color[2] - (GLint) vMin->color[2];
- dbdx = oneOverArea * (eMaj_db * eBot.dy - eMaj.dy * eBot_db);
- fdbdx = SignedFloatToFixed(dbdx);
- dbdy = oneOverArea * (eMaj.dx * eBot_db - eMaj_db * eBot.dx);
+ ASSERT(ctx->Light.ShadeModel == GL_FLAT);
+ span.interpMask |= SPAN_FLAT;
+ span.attrStepX[FRAG_ATTRIB_COL0][0] = span.attrStepY[FRAG_ATTRIB_COL0][0] = 0.0F;
+ span.attrStepX[FRAG_ATTRIB_COL0][1] = span.attrStepY[FRAG_ATTRIB_COL0][1] = 0.0F;
+ span.attrStepX[FRAG_ATTRIB_COL0][2] = span.attrStepY[FRAG_ATTRIB_COL0][2] = 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
+ span.attrStepX[FRAG_ATTRIB_COL0][3] = span.attrStepX[FRAG_ATTRIB_COL0][3] = 0.0F;
+# if CHAN_TYPE == GL_FLOAT
+ span.alphaStep = 0.0F;
+# else
+ span.alphaStep = 0;
+# endif /* GL_FLOAT */
+# endif
}
-#endif
+#endif /* INTERP_RGB */
#ifdef INTERP_SPEC
- {
- GLfloat eMaj_dsr, eBot_dsr;
- eMaj_dsr = (GLint) vMax->specular[0] - (GLint) vMin->specular[0];
- eBot_dsr = (GLint) vMid->specular[0] - (GLint) vMin->specular[0];
- dsrdx = oneOverArea * (eMaj_dsr * eBot.dy - eMaj.dy * eBot_dsr);
- fdsrdx = SignedFloatToFixed(dsrdx);
- dsrdy = oneOverArea * (eMaj.dx * eBot_dsr - eMaj_dsr * eBot.dx);
- }
- {
- GLfloat eMaj_dsg, eBot_dsg;
- eMaj_dsg = (GLint) vMax->specular[1] - (GLint) vMin->specular[1];
- eBot_dsg = (GLint) vMid->specular[1] - (GLint) vMin->specular[1];
- dsgdx = oneOverArea * (eMaj_dsg * eBot.dy - eMaj.dy * eBot_dsg);
- fdsgdx = SignedFloatToFixed(dsgdx);
- dsgdy = oneOverArea * (eMaj.dx * eBot_dsg - eMaj_dsg * eBot.dx);
- }
- {
- GLfloat eMaj_dsb, eBot_dsb;
- eMaj_dsb = (GLint) vMax->specular[2] - (GLint) vMin->specular[2];
- eBot_dsb = (GLint) vMid->specular[2] - (GLint) vMin->specular[2];
- dsbdx = oneOverArea * (eMaj_dsb * eBot.dy - eMaj.dy * eBot_dsb);
- fdsbdx = SignedFloatToFixed(dsbdx);
- dsbdy = oneOverArea * (eMaj.dx * eBot_dsb - eMaj_dsb * eBot.dx);
+ span.interpMask |= SPAN_SPEC;
+ if (ctx->Light.ShadeModel == GL_SMOOTH) {
+ GLfloat eMaj_dsr = (GLfloat) ((ColorTemp) vMax->specular[RCOMP] - (ColorTemp) vMin->specular[RCOMP]);
+ GLfloat eBot_dsr = (GLfloat) ((ColorTemp) vMid->specular[RCOMP] - (ColorTemp) vMin->specular[RCOMP]);
+ GLfloat eMaj_dsg = (GLfloat) ((ColorTemp) vMax->specular[GCOMP] - (ColorTemp) vMin->specular[GCOMP]);
+ GLfloat eBot_dsg = (GLfloat) ((ColorTemp) vMid->specular[GCOMP] - (ColorTemp) vMin->specular[GCOMP]);
+ GLfloat eMaj_dsb = (GLfloat) ((ColorTemp) vMax->specular[BCOMP] - (ColorTemp) vMin->specular[BCOMP]);
+ GLfloat eBot_dsb = (GLfloat) ((ColorTemp) vMid->specular[BCOMP] - (ColorTemp) vMin->specular[BCOMP]);
+ span.attrStepX[FRAG_ATTRIB_COL1][0] = oneOverArea * (eMaj_dsr * eBot.dy - eMaj.dy * eBot_dsr);
+ span.attrStepY[FRAG_ATTRIB_COL1][0] = oneOverArea * (eMaj.dx * eBot_dsr - eMaj_dsr * eBot.dx);
+ span.attrStepX[FRAG_ATTRIB_COL1][1] = oneOverArea * (eMaj_dsg * eBot.dy - eMaj.dy * eBot_dsg);
+ span.attrStepY[FRAG_ATTRIB_COL1][1] = oneOverArea * (eMaj.dx * eBot_dsg - eMaj_dsg * eBot.dx);
+ span.attrStepX[FRAG_ATTRIB_COL1][2] = oneOverArea * (eMaj_dsb * eBot.dy - eMaj.dy * eBot_dsb);
+ span.attrStepY[FRAG_ATTRIB_COL1][2] = oneOverArea * (eMaj.dx * eBot_dsb - eMaj_dsb * eBot.dx);
+# if CHAN_TYPE == GL_FLOAT
+ span.specRedStep = span.attrStep[FRAG_ATTRIB_COL1][0];
+ span.specGreenStep = span.dsgdx;
+ span.specBlueStep = span.dsbdx;
+# else
+ span.specRedStep = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_COL1][0]);
+ span.specGreenStep = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_COL1][1]);
+ span.specBlueStep = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_COL1][2]);
+# endif
}
-#endif
-#ifdef INTERP_ALPHA
- {
- GLfloat eMaj_da, eBot_da;
- eMaj_da = (GLint) vMax->color[3] - (GLint) vMin->color[3];
- eBot_da = (GLint) vMid->color[3] - (GLint) vMin->color[3];
- dadx = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da);
- fdadx = SignedFloatToFixed(dadx);
- dady = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx);
+ else {
+ span.attrStepX[FRAG_ATTRIB_COL1][0] = span.attrStepY[FRAG_ATTRIB_COL1][0] = 0.0F;
+ span.attrStepX[FRAG_ATTRIB_COL1][1] = span.attrStepY[FRAG_ATTRIB_COL1][1] = 0.0F;
+ span.attrStepX[FRAG_ATTRIB_COL1][2] = span.attrStepY[FRAG_ATTRIB_COL1][2] = 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
- {
- GLfloat eMaj_di, eBot_di;
- eMaj_di = (GLint) vMax->index - (GLint) vMin->index;
- eBot_di = (GLint) vMid->index - (GLint) vMin->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);
- fdidx = SignedFloatToFixed(didx);
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, 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);
- fdsdx = SignedFloatToFixed(dsdx);
- dsdy = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
- }
- {
- 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);
- fdtdx = SignedFloatToFixed(dtdx);
- dtdy = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
+ GLfloat eMaj_ds = (vMax->attrib[FRAG_ATTRIB_TEX0][0] - vMin->attrib[FRAG_ATTRIB_TEX0][0]) * S_SCALE;
+ GLfloat eBot_ds = (vMid->attrib[FRAG_ATTRIB_TEX0][0] - vMin->attrib[FRAG_ATTRIB_TEX0][0]) * S_SCALE;
+ GLfloat eMaj_dt = (vMax->attrib[FRAG_ATTRIB_TEX0][1] - vMin->attrib[FRAG_ATTRIB_TEX0][1]) * T_SCALE;
+ GLfloat eBot_dt = (vMid->attrib[FRAG_ATTRIB_TEX0][1] - vMin->attrib[FRAG_ATTRIB_TEX0][1]) * T_SCALE;
+ span.attrStepX[FRAG_ATTRIB_TEX0][0] = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
+ span.attrStepY[FRAG_ATTRIB_TEX0][0] = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
+ span.attrStepX[FRAG_ATTRIB_TEX0][1] = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
+ span.attrStepY[FRAG_ATTRIB_TEX0][1] = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
+ span.intTexStep[0] = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_TEX0][0]);
+ span.intTexStep[1] = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_TEX0][1]);
}
-
#endif
#ifdef INTERP_TEX
+ span.interpMask |= (SPAN_TEXTURE | SPAN_VARYING);
{
- 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;
- dsdx = 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;
- dtdx = 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;
- dudx = 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;
- dvdx = oneOverArea * (eMaj_dv * eBot.dy - eMaj.dy * eBot_dv);
- dvdy = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
- }
-#endif
-#ifdef INTERP_MULTITEX
- {
- 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;
- dsdx[u] = 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;
- dtdx[u] = 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;
- dudx[u] = 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;
- dvdx[u] = oneOverArea * (eMaj_dv * eBot.dy - eMaj.dy * eBot_dv);
- dvdy[u] = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
- }
- }
+ /* win[3] is 1/W */
+ const GLfloat wMax = vMax->win[3], wMin = vMin->win[3], wMid = vMid->win[3];
+ TEXVAR_LOOP(
+ GLfloat eMaj_ds = vMax->attrib[attr][0] * wMax - vMin->attrib[attr][0] * wMin;
+ GLfloat eBot_ds = vMid->attrib[attr][0] * wMid - vMin->attrib[attr][0] * wMin;
+ GLfloat eMaj_dt = vMax->attrib[attr][1] * wMax - vMin->attrib[attr][1] * wMin;
+ GLfloat eBot_dt = vMid->attrib[attr][1] * wMid - vMin->attrib[attr][1] * wMin;
+ GLfloat eMaj_du = vMax->attrib[attr][2] * wMax - vMin->attrib[attr][2] * wMin;
+ GLfloat eBot_du = vMid->attrib[attr][2] * wMid - vMin->attrib[attr][2] * wMin;
+ GLfloat eMaj_dv = vMax->attrib[attr][3] * wMax - vMin->attrib[attr][3] * wMin;
+ GLfloat eBot_dv = vMid->attrib[attr][3] * wMid - vMin->attrib[attr][3] * wMin;
+ span.attrStepX[attr][0] = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
+ span.attrStepY[attr][0] = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
+ span.attrStepX[attr][1] = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
+ span.attrStepY[attr][1] = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
+ span.attrStepX[attr][2] = oneOverArea * (eMaj_du * eBot.dy - eMaj.dy * eBot_du);
+ span.attrStepY[attr][2] = oneOverArea * (eMaj.dx * eBot_du - eMaj_du * eBot.dx);
+ span.attrStepX[attr][3] = oneOverArea * (eMaj_dv * eBot.dy - eMaj.dy * eBot_dv);
+ span.attrStepY[attr][3] = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
+ )
}
#endif
* inside the triangle.
*
* Next we creep down the major edge until we reach that y,
- * and compute the corresponding x coordinate on the edge.
+ * and compute the corresponding x coordinate on the edge.
* Then we find the half-integral x that lies on or just
* inside the edge. This is the first pixel that might lie in
* the interior of the triangle. (We won't know for sure
*/
{
- int subTriangle;
- GLfixed fx, fxLeftEdge, fxRightEdge, fdxLeftEdge, fdxRightEdge;
- GLfixed fdxOuter;
- int idxOuter;
- float dxOuter;
- GLfixed fError, fdError;
- float adjx, adjy;
- GLfixed fy;
- int iy;
+ GLint subTriangle;
+ GLinterp fxLeftEdge = 0, fxRightEdge = 0;
+ GLinterp fdxLeftEdge = 0, fdxRightEdge = 0;
+ GLinterp fError = 0, fdError = 0;
#ifdef PIXEL_ADDRESS
- PIXEL_TYPE *pRow;
- int dPRowOuter, dPRowInner; /* offset in bytes */
+ PIXEL_TYPE *pRow = NULL;
+ GLint dPRowOuter = 0, dPRowInner; /* offset in bytes */
#endif
#ifdef INTERP_Z
# ifdef DEPTH_TYPE
- DEPTH_TYPE *zRow;
- int dZRowOuter, dZRowInner; /* offset in bytes */
+ struct gl_renderbuffer *zrb
+ = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
+ DEPTH_TYPE *zRow = NULL;
+ GLint dZRowOuter = 0, dZRowInner; /* offset in bytes */
# endif
- GLfixed fz, fdzOuter, fdzInner;
- GLfixed ffog, fdfogOuter, fdfogInner;
+ GLuint zLeft = 0;
+ GLfixed fdzOuter = 0, fdzInner;
#endif
-#ifdef INTERP_RGB
- GLfixed fr, fdrOuter, fdrInner;
- GLfixed fg, fdgOuter, fdgInner;
- GLfixed fb, fdbOuter, fdbInner;
+#ifdef INTERP_W
+ GLfloat wLeft = 0, dwOuter = 0, dwInner;
#endif
-#ifdef INTERP_SPEC
- GLfixed fsr, fdsrOuter, fdsrInner;
- GLfixed fsg, fdsgOuter, fdsgInner;
- GLfixed fsb, fdsbOuter, fdsbInner;
+#ifdef INTERP_FOG
+ GLfloat fogLeft = 0, dfogOuter = 0, dfogInner;
+#endif
+#ifdef INTERP_RGB
+ 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;
+ 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 fi, fdiOuter, fdiInner;
+ GLfixed iLeft=0, diOuter=0, diInner;
#endif
#ifdef INTERP_INT_TEX
- GLfixed fs, fdsOuter, fdsInner;
- GLfixed ft, fdtOuter, fdtInner;
+ GLfixed sLeft=0, dsOuter=0, dsInner;
+ GLfixed tLeft=0, dtOuter=0, dtInner;
#endif
#ifdef INTERP_TEX
- GLfloat sLeft, dsOuter, dsInner;
- GLfloat tLeft, dtOuter, dtInner;
- GLfloat uLeft, duOuter, duInner;
- GLfloat vLeft, dvOuter, 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[FRAG_ATTRIB_MAX];
+ GLfloat tLeft[FRAG_ATTRIB_MAX];
+ GLfloat uLeft[FRAG_ATTRIB_MAX];
+ GLfloat vLeft[FRAG_ATTRIB_MAX];
+ GLfloat dsOuter[FRAG_ATTRIB_MAX], dsInner[FRAG_ATTRIB_MAX];
+ GLfloat dtOuter[FRAG_ATTRIB_MAX], dtInner[FRAG_ATTRIB_MAX];
+ GLfloat duOuter[FRAG_ATTRIB_MAX], duInner[FRAG_ATTRIB_MAX];
+ GLfloat dvOuter[FRAG_ATTRIB_MAX], dvInner[FRAG_ATTRIB_MAX];
#endif
for (subTriangle=0; subTriangle<=1; subTriangle++) {
if (subTriangle==0) {
/* bottom half */
- if (ltor) {
+ if (scan_from_left_to_right) {
eLeft = &eMaj;
eRight = &eBot;
lines = eRight->lines;
}
else {
/* top half */
- if (ltor) {
+ if (scan_from_left_to_right) {
eLeft = &eMaj;
eRight = &eTop;
lines = eRight->lines;
}
if (setupLeft && eLeft->lines > 0) {
- const SWvertex *vLower;
- GLfixed fsx = eLeft->fsx;
- fx = FixedCeil(fsx);
+ 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 = (GLinterp) 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;
+
fError = fx - fsx - FIXED_ONE;
fxLeftEdge = fsx - FIXED_EPSILON;
fdxLeftEdge = eLeft->fdxdy;
fdxOuter = FixedFloor(fdxLeftEdge - FIXED_EPSILON);
fdError = fdxOuter - fdxLeftEdge + FIXED_ONE;
idxOuter = FixedToInt(fdxOuter);
- dxOuter = (float) idxOuter;
- (void) dxOuter;
-
- fy = eLeft->fsy;
- iy = FixedToInt(fy);
-
- adjx = (float)(fx - eLeft->fx0); /* SCALED! */
- adjy = eLeft->adjy; /* SCALED! */
- (void) adjx; /* silence compiler warnings */
- (void) adjy; /* silence compiler warnings */
+ dxOuter = (GLfloat) idxOuter;
+ span.y = FixedToInt(fsy);
+#endif
- vLower = eLeft->v0;
- (void) vLower; /* silence compiler warnings */
+ /* silence warnings on some compilers */
+ (void) dxOuter;
+ (void) adjx;
+ (void) adjy;
+ (void) vLower;
#ifdef PIXEL_ADDRESS
{
- pRow = PIXEL_ADDRESS( FixedToInt(fxLeftEdge), iy );
+ pRow = (PIXEL_TYPE *) PIXEL_ADDRESS(InterpToInt(fxLeftEdge), span.y);
dPRowOuter = -((int)BYTES_PER_ROW) + idxOuter * sizeof(PIXEL_TYPE);
/* negative because Y=0 at bottom and increases upward */
}
#endif
/*
* Now we need the set of parameter (z, color, etc.) values at
- * the point (fx, fy). This gives us properly-sampled parameter
+ * the point (fx, fsy). This gives us properly-sampled parameter
* values that we can step from pixel to pixel. Furthermore,
* although we might have intermediate results that overflow
* the normal parameter range when we step temporarily outside
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.attrStepX[FRAG_ATTRIB_WPOS][2] * adjx
+ + span.attrStepY[FRAG_ATTRIB_WPOS][2] * 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.attrStepY[FRAG_ATTRIB_WPOS][2] + dxOuter * span.attrStepX[FRAG_ATTRIB_WPOS][2]);
}
else {
- /* interpolate depth values exactly */
- fz = (GLint) (z0 + dzdx*FixedToFloat(adjx) + dzdy*FixedToFloat(adjy));
- fdzOuter = (GLint) (dzdy + dxOuter * dzdx);
+ /* interpolate depth values w/out scaling */
+ zLeft = (GLuint) (z0 + span.attrStepX[FRAG_ATTRIB_WPOS][2] * FixedToFloat(adjx)
+ + span.attrStepY[FRAG_ATTRIB_WPOS][2] * FixedToFloat(adjy));
+ fdzOuter = (GLint) (span.attrStepY[FRAG_ATTRIB_WPOS][2] + dxOuter * span.attrStepX[FRAG_ATTRIB_WPOS][2]);
}
# ifdef DEPTH_TYPE
- zRow = (DEPTH_TYPE *) _mesa_zbuffer_address(ctx, FixedToInt(fxLeftEdge), iy);
+ zRow = (DEPTH_TYPE *)
+ zrb->GetPointer(ctx, zrb, InterpToInt(fxLeftEdge), span.y);
dZRowOuter = (ctx->DrawBuffer->Width + idxOuter) * sizeof(DEPTH_TYPE);
# endif
}
- {
- ffog = FloatToFixed(vLower->fog) * 256 + dfogdx * adjx + dfogdy * adjy + FIXED_HALF;
- fdfogOuter = SignedFloatToFixed(dfogdy + dxOuter * dfogdx);
- }
+#endif
+#ifdef INTERP_W
+ wLeft = vLower->win[3] + (span.attrStepX[FRAG_ATTRIB_WPOS][3] * adjx + span.attrStepY[FRAG_ATTRIB_WPOS][3] * adjy) * (1.0F/FIXED_SCALE);
+ dwOuter = span.attrStepY[FRAG_ATTRIB_WPOS][3] + dxOuter * span.attrStepX[FRAG_ATTRIB_WPOS][3];
+#endif
+#ifdef INTERP_FOG
+# ifdef INTERP_W
+ fogLeft = vLower->fog * vLower->win[3] + (span.attrStepX[FRAG_ATTRIB_FOGC][0] * adjx + span.attrStepY[FRAG_ATTRIB_FOGC][0] * adjy) * (1.0F/FIXED_SCALE);
+# else
+ fogLeft = vLower->fog + (span.attrStepX[FRAG_ATTRIB_FOGC][0] * adjx + span.attrStepY[FRAG_ATTRIB_FOGC][0] * adjy) * (1.0F/FIXED_SCALE);
+# endif
+ dfogOuter = span.attrStepY[FRAG_ATTRIB_FOGC][0] + dxOuter * span.attrStepX[FRAG_ATTRIB_FOGC][0];
#endif
#ifdef INTERP_RGB
- fr = (GLfixed)(IntToFixed(vLower->color[0])
- + drdx * adjx + drdy * adjy) + FIXED_HALF;
- fdrOuter = SignedFloatToFixed(drdy + dxOuter * drdx);
+ if (ctx->Light.ShadeModel == GL_SMOOTH) {
+# if CHAN_TYPE == GL_FLOAT
+ rLeft = vLower->color[RCOMP] + (span.attrStepX[FRAG_ATTRIB_COL0][0] * adjx + span.attrStepY[FRAG_ATTRIB_COL0][0] * adjy) * (1.0F / FIXED_SCALE);
+ gLeft = vLower->color[GCOMP] + (span.attrStepX[FRAG_ATTRIB_COL0][1] * adjx + span.attrStepY[FRAG_ATTRIB_COL0][1] * adjy) * (1.0F / FIXED_SCALE);
+ bLeft = vLower->color[BCOMP] + (span.attrStepX[FRAG_ATTRIB_COL0][2] * adjx + span.attrStepY[FRAG_ATTRIB_COL0][2] * adjy) * (1.0F / FIXED_SCALE);
+ fdrOuter = span.attrStepY[FRAG_ATTRIB_COL0][0] + dxOuter * span.attrStepX[FRAG_ATTRIB_COL0][0];
+ fdgOuter = span.attrStepY[FRAG_ATTRIB_COL0][1] + dxOuter * span.attrStepX[FRAG_ATTRIB_COL0][1];
+ fdbOuter = span.attrStepY[FRAG_ATTRIB_COL0][2] + dxOuter * span.attrStepX[FRAG_ATTRIB_COL0][2];
+# else
+ rLeft = (GLint)(ChanToFixed(vLower->color[RCOMP]) + span.attrStepX[FRAG_ATTRIB_COL0][0] * adjx + span.attrStepY[FRAG_ATTRIB_COL0][0] * adjy) + FIXED_HALF;
+ gLeft = (GLint)(ChanToFixed(vLower->color[GCOMP]) + span.attrStepX[FRAG_ATTRIB_COL0][1] * adjx + span.attrStepY[FRAG_ATTRIB_COL0][1] * adjy) + FIXED_HALF;
+ bLeft = (GLint)(ChanToFixed(vLower->color[BCOMP]) + span.attrStepX[FRAG_ATTRIB_COL0][2] * adjx + span.attrStepY[FRAG_ATTRIB_COL0][2] * adjy) + FIXED_HALF;
+ fdrOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_COL0][0] + dxOuter * span.attrStepX[FRAG_ATTRIB_COL0][0]);
+ fdgOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_COL0][1] + dxOuter * span.attrStepX[FRAG_ATTRIB_COL0][1]);
+ fdbOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_COL0][2] + dxOuter * span.attrStepX[FRAG_ATTRIB_COL0][2]);
+# endif
+# ifdef INTERP_ALPHA
+# if CHAN_TYPE == GL_FLOAT
+ aLeft = vLower->color[ACOMP] + (span.attrStepX[FRAG_ATTRIB_COL0][3] * adjx + span.attrStepX[FRAG_ATTRIB_COL0][3] * adjy) * (1.0F / FIXED_SCALE);
+ fdaOuter = span.attrStepX[FRAG_ATTRIB_COL0][3] + dxOuter * span.attrStepX[FRAG_ATTRIB_COL0][3];
+# else
+ aLeft = (GLint)(ChanToFixed(vLower->color[ACOMP]) + span.attrStepX[FRAG_ATTRIB_COL0][3] * adjx + span.attrStepX[FRAG_ATTRIB_COL0][3] * adjy) + FIXED_HALF;
+ fdaOuter = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_COL0][3] + dxOuter * span.attrStepX[FRAG_ATTRIB_COL0][3]);
+# endif
+# 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
+ 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 /* INTERP_RGB */
- fg = (GLfixed)(IntToFixed(vLower->color[1])
- + dgdx * adjx + dgdy * adjy) + FIXED_HALF;
- fdgOuter = SignedFloatToFixed(dgdy + dxOuter * dgdx);
- fb = (GLfixed)(IntToFixed(vLower->color[2])
- + dbdx * adjx + dbdy * adjy) + FIXED_HALF;
- fdbOuter = SignedFloatToFixed(dbdy + dxOuter * dbdx);
-#endif
#ifdef INTERP_SPEC
- fsr = (GLfixed)(IntToFixed(vLower->specular[0])
- + dsrdx * adjx + dsrdy * adjy) + FIXED_HALF;
- fdsrOuter = SignedFloatToFixed(dsrdy + dxOuter * dsrdx);
-
- fsg = (GLfixed)(IntToFixed(vLower->specular[1])
- + dsgdx * adjx + dsgdy * adjy) + FIXED_HALF;
- fdsgOuter = SignedFloatToFixed(dsgdy + dxOuter * dsgdx);
-
- fsb = (GLfixed)(IntToFixed(vLower->specular[2])
- + dsbdx * adjx + dsbdy * adjy) + FIXED_HALF;
- fdsbOuter = SignedFloatToFixed(dsbdy + dxOuter * dsbdx);
-#endif
-#ifdef INTERP_ALPHA
- fa = (GLfixed)(IntToFixed(vLower->color[3])
- + dadx * adjx + dady * adjy) + FIXED_HALF;
- fdaOuter = SignedFloatToFixed(dady + dxOuter * dadx);
+ if (ctx->Light.ShadeModel == GL_SMOOTH) {
+# if CHAN_TYPE == GL_FLOAT
+ srLeft = vLower->specular[RCOMP] + (span.attrStepX[FRAG_ATTRIB_COL1][0] * adjx + span.attrStepY[FRAG_ATTRIB_COL1][0] * adjy) * (1.0F / FIXED_SCALE);
+ sgLeft = vLower->specular[GCOMP] + (span.attrStepX[FRAG_ATTRIB_COL1][1] * adjx + span.attrStepY[FRAG_ATTRIB_COL1][1] * adjy) * (1.0F / FIXED_SCALE);
+ sbLeft = vLower->specular[BCOMP] + (span.attrStepX[FRAG_ATTRIB_COL1][2] * adjx + span.attrStepY[FRAG_ATTRIB_COL1][2] * adjy) * (1.0F / FIXED_SCALE);
+ dsrOuter = span.attrStepY[FRAG_ATTRIB_COL1][0] + dxOuter * span.attrStepX[FRAG_ATTRIB_COL1][0];
+ dsgOuter = span.attrStepY[FRAG_ATTRIB_COL1][1] + dxOuter * span.attrStepX[FRAG_ATTRIB_COL1][1];
+ dsbOuter = span.attrStepY[FRAG_ATTRIB_COL1][2] + dxOuter * span.attrStepX[FRAG_ATTRIB_COL1][2];
+# else
+ srLeft = (GLfixed) (ChanToFixed(vLower->specular[RCOMP]) + span.attrStepX[FRAG_ATTRIB_COL1][0] * adjx + span.attrStepY[FRAG_ATTRIB_COL1][0] * adjy) + FIXED_HALF;
+ sgLeft = (GLfixed) (ChanToFixed(vLower->specular[GCOMP]) + span.attrStepX[FRAG_ATTRIB_COL1][1] * adjx + span.attrStepY[FRAG_ATTRIB_COL1][1] * adjy) + FIXED_HALF;
+ sbLeft = (GLfixed) (ChanToFixed(vLower->specular[BCOMP]) + span.attrStepX[FRAG_ATTRIB_COL1][2] * adjx + span.attrStepY[FRAG_ATTRIB_COL1][2] * adjy) + FIXED_HALF;
+ dsrOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_COL1][0] + dxOuter * span.attrStepX[FRAG_ATTRIB_COL1][0]);
+ dsgOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_COL1][1] + dxOuter * span.attrStepX[FRAG_ATTRIB_COL1][1]);
+ dsbOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_COL1][2] + dxOuter * span.attrStepX[FRAG_ATTRIB_COL1][2]);
+# endif
+ }
+ else {
+ ASSERT(ctx->Light.ShadeModel == GL_FLAT);
+#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
- fi = (GLfixed)(vLower->index * FIXED_SCALE
- + didx * adjx + didy * adjy) + FIXED_HALF;
- fdiOuter = SignedFloatToFixed(didy + dxOuter * didx);
+ if (ctx->Light.ShadeModel == GL_SMOOTH) {
+ iLeft = (GLfixed)(vLower->index * FIXED_SCALE
+ + didx * adjx + didy * adjy) + FIXED_HALF;
+ diOuter = SignedFloatToFixed(didy + dxOuter * didx);
+ }
+ else {
+ ASSERT(ctx->Light.ShadeModel == GL_FLAT);
+ iLeft = FloatToFixed(v2->index);
+ 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);
-
- t0 = vLower->texcoord[0][1] * T_SCALE;
- ft = (GLfixed)(t0 * FIXED_SCALE + dtdx * adjx + dtdy * adjy) + FIXED_HALF;
- fdtOuter = SignedFloatToFixed(dtdy + dxOuter * dtdx);
- }
-#endif
-#ifdef INTERP_TEX
- {
- GLfloat invW = vLower->win[3];
- GLfloat s0, t0, u0, v0;
- s0 = vLower->texcoord[0][0] * invW;
- sLeft = s0 + (dsdx * adjx + dsdy * adjy) * (1.0F/FIXED_SCALE);
- dsOuter = dsdy + dxOuter * dsdx;
- t0 = vLower->texcoord[0][1] * invW;
- tLeft = t0 + (dtdx * adjx + dtdy * adjy) * (1.0F/FIXED_SCALE);
- dtOuter = dtdy + dxOuter * dtdx;
- u0 = vLower->texcoord[0][2] * invW;
- uLeft = u0 + (dudx * adjx + dudy * adjy) * (1.0F/FIXED_SCALE);
- duOuter = dudy + dxOuter * dudx;
- v0 = vLower->texcoord[0][3] * invW;
- vLeft = v0 + (dvdx * adjx + dvdy * adjy) * (1.0F/FIXED_SCALE);
- dvOuter = dvdy + dxOuter * dvdx;
+ s0 = vLower->attrib[FRAG_ATTRIB_TEX0][0] * S_SCALE;
+ sLeft = (GLfixed)(s0 * FIXED_SCALE + span.attrStepX[FRAG_ATTRIB_TEX0][0] * adjx
+ + span.attrStepY[FRAG_ATTRIB_TEX0][0] * adjy) + FIXED_HALF;
+ dsOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_TEX0][0] + dxOuter * span.attrStepX[FRAG_ATTRIB_TEX0][0]);
+
+ t0 = vLower->attrib[FRAG_ATTRIB_TEX0][1] * T_SCALE;
+ tLeft = (GLfixed)(t0 * FIXED_SCALE + span.attrStepX[FRAG_ATTRIB_TEX0][1] * adjx
+ + span.attrStepY[FRAG_ATTRIB_TEX0][1] * adjy) + FIXED_HALF;
+ dtOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_TEX0][1] + dxOuter * span.attrStepX[FRAG_ATTRIB_TEX0][1]);
}
#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 + (dsdx[u] * adjx + dsdy[u] * adjy) * (1.0F/FIXED_SCALE);
- dsOuter[u] = dsdy[u] + dxOuter * dsdx[u];
- t0 = vLower->texcoord[u][1] * invW;
- tLeft[u] = t0 + (dtdx[u] * adjx + dtdy[u] * adjy) * (1.0F/FIXED_SCALE);
- dtOuter[u] = dtdy[u] + dxOuter * dtdx[u];
- u0 = vLower->texcoord[u][2] * invW;
- uLeft[u] = u0 + (dudx[u] * adjx + dudy[u] * adjy) * (1.0F/FIXED_SCALE);
- duOuter[u] = dudy[u] + dxOuter * dudx[u];
- v0 = vLower->texcoord[u][3] * invW;
- vLeft[u] = v0 + (dvdx[u] * adjx + dvdy[u] * adjy) * (1.0F/FIXED_SCALE);
- dvOuter[u] = dvdy[u] + dxOuter * dvdx[u];
- }
- }
- }
+#ifdef INTERP_TEX
+ TEXVAR_LOOP(
+ const GLfloat invW = vLower->win[3];
+ const GLfloat s0 = vLower->attrib[attr][0] * invW;
+ const GLfloat t0 = vLower->attrib[attr][1] * invW;
+ const GLfloat u0 = vLower->attrib[attr][2] * invW;
+ const GLfloat v0 = vLower->attrib[attr][3] * invW;
+ sLeft[attr] = s0 + (span.attrStepX[attr][0] * adjx + span.attrStepY[attr][0] * adjy) * (1.0F/FIXED_SCALE);
+ tLeft[attr] = t0 + (span.attrStepX[attr][1] * adjx + span.attrStepY[attr][1] * adjy) * (1.0F/FIXED_SCALE);
+ uLeft[attr] = u0 + (span.attrStepX[attr][2] * adjx + span.attrStepY[attr][2] * adjy) * (1.0F/FIXED_SCALE);
+ vLeft[attr] = v0 + (span.attrStepX[attr][3] * adjx + span.attrStepY[attr][3] * adjy) * (1.0F/FIXED_SCALE);
+ dsOuter[attr] = span.attrStepY[attr][0] + dxOuter * span.attrStepX[attr][0];
+ dtOuter[attr] = span.attrStepY[attr][1] + dxOuter * span.attrStepX[attr][1];
+ duOuter[attr] = span.attrStepY[attr][2] + dxOuter * span.attrStepX[attr][2];
+ dvOuter[attr] = span.attrStepY[attr][3] + dxOuter * span.attrStepX[attr][3];
+ )
#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) {
# ifdef DEPTH_TYPE
dZRowInner = dZRowOuter + sizeof(DEPTH_TYPE);
# endif
- fdzInner = fdzOuter + fdzdx;
- fdfogInner = fdfogOuter + fdfogdx;
+ fdzInner = fdzOuter + span.zStep;
#endif
-#ifdef INTERP_RGB
- fdrInner = fdrOuter + fdrdx;
- fdgInner = fdgOuter + fdgdx;
- fdbInner = fdbOuter + fdbdx;
+#ifdef INTERP_W
+ dwInner = dwOuter + span.attrStepX[FRAG_ATTRIB_WPOS][3];
#endif
-#ifdef INTERP_SPEC
- fdsrInner = fdsrOuter + fdsrdx;
- fdsgInner = fdsgOuter + fdsgdx;
- fdsbInner = fdsbOuter + fdsbdx;
+#ifdef INTERP_FOG
+ dfogInner = dfogOuter + span.attrStepX[FRAG_ATTRIB_FOGC][0];
+#endif
+#ifdef INTERP_RGB
+ fdrInner = fdrOuter + span.redStep;
+ fdgInner = fdgOuter + span.greenStep;
+ fdbInner = fdbOuter + span.blueStep;
#endif
#ifdef INTERP_ALPHA
- fdaInner = fdaOuter + fdadx;
+ fdaInner = fdaOuter + span.alphaStep;
+#endif
+#ifdef INTERP_SPEC
+ dsrInner = dsrOuter + span.specRedStep;
+ dsgInner = dsgOuter + span.specGreenStep;
+ dsbInner = dsbOuter + span.specBlueStep;
#endif
#ifdef INTERP_INDEX
- fdiInner = fdiOuter + fdidx;
+ diInner = diOuter + span.indexStep;
#endif
#ifdef INTERP_INT_TEX
- fdsInner = fdsOuter + fdsdx;
- fdtInner = fdtOuter + fdtdx;
+ dsInner = dsOuter + span.intTexStep[0];
+ dtInner = dtOuter + span.intTexStep[1];
#endif
#ifdef INTERP_TEX
- dsInner = dsOuter + dsdx;
- dtInner = dtOuter + dtdx;
- duInner = duOuter + dudx;
- dvInner = dvOuter + dvdx;
-#endif
-#ifdef INTERP_MULTITEX
- {
- GLuint u;
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- dsInner[u] = dsOuter[u] + dsdx[u];
- dtInner[u] = dtOuter[u] + dtdx[u];
- duInner[u] = duOuter[u] + dudx[u];
- dvInner[u] = dvOuter[u] + dvdx[u];
- }
- }
- }
+ TEXVAR_LOOP(
+ dsInner[attr] = dsOuter[attr] + span.attrStepX[attr][0];
+ dtInner[attr] = dtOuter[attr] + span.attrStepX[attr][1];
+ duInner[attr] = duOuter[attr] + span.attrStepX[attr][2];
+ dvInner[attr] = dvOuter[attr] + span.attrStepX[attr][3];
+ )
#endif
- while (lines>0) {
+ while (lines > 0) {
/* initialize the span interpolants to the leftmost value */
/* ff = fixed-pt fragment */
- GLint left = FixedToInt(fxLeftEdge);
- GLint right = FixedToInt(fxRightEdge);
+ const GLint right = InterpToInt(fxRightEdge);
+ span.x = InterpToInt(fxLeftEdge);
+ if (right <= span.x)
+ span.end = 0;
+ else
+ span.end = right - span.x;
+
#ifdef INTERP_Z
- GLfixed ffz = fz;
- GLfixed fffog = ffog;
+ span.z = zLeft;
#endif
-#ifdef INTERP_RGB
- GLfixed ffr = fr, ffg = fg, ffb = fb;
+#ifdef INTERP_W
+ span.attrStart[FRAG_ATTRIB_WPOS][3] = wLeft;
#endif
-#ifdef INTERP_SPEC
- GLfixed ffsr = fsr, ffsg = fsg, ffsb = fsb;
+#ifdef INTERP_FOG
+ span.attrStart[FRAG_ATTRIB_FOGC][0] = fogLeft;
+#endif
+#ifdef INTERP_RGB
+ span.red = rLeft;
+ span.green = gLeft;
+ span.blue = bLeft;
#endif
#ifdef INTERP_ALPHA
- GLfixed ffa = fa;
+ span.alpha = aLeft;
+#endif
+#ifdef INTERP_SPEC
+ span.specRed = srLeft;
+ span.specGreen = sgLeft;
+ span.specBlue = sbLeft;
#endif
#ifdef INTERP_INDEX
- GLfixed ffi = fi;
+ span.index = iLeft;
#endif
#ifdef INTERP_INT_TEX
- GLfixed ffs = fs, fft = ft;
+ span.intTex[0] = sLeft;
+ span.intTex[1] = tLeft;
#endif
+
#ifdef INTERP_TEX
- GLfloat ss = sLeft, tt = tLeft, uu = uLeft, vv = vLeft;
-#endif
-#ifdef INTERP_MULTITEX
- GLfloat ss[MAX_TEXTURE_UNITS];
- GLfloat tt[MAX_TEXTURE_UNITS];
- GLfloat uu[MAX_TEXTURE_UNITS];
- GLfloat vv[MAX_TEXTURE_UNITS];
- {
- GLuint u;
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- ss[u] = sLeft[u];
- tt[u] = tLeft[u];
- uu[u] = uLeft[u];
- vv[u] = vLeft[u];
- }
- }
- }
+ TEXVAR_LOOP(
+ span.attrStart[attr][0] = sLeft[attr];
+ span.attrStart[attr][1] = tLeft[attr];
+ span.attrStart[attr][2] = uLeft[attr];
+ span.attrStart[attr][3] = vLeft[attr];
+ )
#endif
+ /* 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
- {
- /* need this to accomodate round-off errors */
- GLfixed ffrend = ffr+(right-left-1)*fdrdx;
- GLfixed ffgend = ffg+(right-left-1)*fdgdx;
- GLfixed ffbend = ffb+(right-left-1)*fdbdx;
- if (ffrend<0) ffr -= ffrend;
- if (ffgend<0) ffg -= ffgend;
- if (ffbend<0) ffb -= ffbend;
- if (ffr<0) ffr = 0;
- if (ffg<0) ffg = 0;
- if (ffb<0) ffb = 0;
- }
-#endif
-#ifdef INTERP_SPEC
- {
- /* need this to accomodate round-off errors */
- GLfixed ffsrend = ffsr+(right-left-1)*fdsrdx;
- GLfixed ffsgend = ffsg+(right-left-1)*fdsgdx;
- GLfixed ffsbend = ffsb+(right-left-1)*fdsbdx;
- if (ffsrend<0) ffsr -= ffsrend;
- if (ffsgend<0) ffsg -= ffsgend;
- if (ffsbend<0) ffsb -= ffsbend;
- if (ffsr<0) ffsr = 0;
- if (ffsg<0) ffsg = 0;
- if (ffsb<0) ffsb = 0;
- }
+ CLAMP_INTERPOLANT(red, redStep, len);
+ CLAMP_INTERPOLANT(green, greenStep, len);
+ CLAMP_INTERPOLANT(blue, blueStep, len);
#endif
#ifdef INTERP_ALPHA
- {
- GLfixed ffaend = ffa+(right-left-1)*fdadx;
- if (ffaend<0) ffa -= ffaend;
- if (ffa<0) ffa = 0;
- }
+ CLAMP_INTERPOLANT(alpha, alphaStep, len);
+#endif
+#ifdef INTERP_SPEC
+ CLAMP_INTERPOLANT(specRed, specRedStep, len);
+ CLAMP_INTERPOLANT(specGreen, specGreenStep, len);
+ CLAMP_INTERPOLANT(specBlue, specBlueStep, len);
#endif
#ifdef INTERP_INDEX
- if (ffi<0) ffi = 0;
+ CLAMP_INTERPOLANT(index, indexStep, len);
#endif
-
-#ifdef INTERP_LAMBDA
-/*
- * The lambda value is:
- * log_2(sqrt(f(n))) = 1/2*log_2(f(n)), where f(n) is a function
- * defined by
- * f(n):= dudx * dudx + dudy * dudy + dvdx * dvdx + dvdy * dvdy;
- * and each of this terms is resp.
- * dudx = dsdx * invQ(n) * tex_width;
- * dudy = dsdy * invQ(n) * tex_width;
- * dvdx = dtdx * invQ(n) * tex_height;
- * dvdy = dtdy * invQ(n) * tex_height;
- * Therefore the function lambda can be represented (by factoring out) as:
- * f(n) = lambda_nominator * invQ(n) * invQ(n),
- * which saves some computation time.
- */
- {
- GLfloat dudx = dsdx /* * invQ*/ * twidth;
- GLfloat dudy = dsdy /* * invQ*/ * twidth;
- GLfloat dvdx = dtdx /* * invQ*/ * theight;
- GLfloat dvdy = dtdy /* * invQ*/ * theight;
- GLfloat r1 = dudx * dudx + dudy * dudy;
- GLfloat r2 = dvdx * dvdx + dvdy * dvdy;
- GLfloat rho2 = r1 + r2; /* used to be: rho2 = MAX2(r1,r2); */
- lambda_nominator = rho2;
- }
-
- /* return log base 2 of sqrt(rho) */
-#define COMPUTE_LAMBDA(X) log( lambda_nominator * (X)*(X) ) * 1.442695F * 0.5F /* 1.442695 = 1/log(2) */
-#endif
-
- INNER_LOOP( left, right, iy );
+ {
+ RENDER_SPAN( span );
+ }
+ }
/*
* Advance to the next scan line. Compute the
* pixel-center x coordinate so that it stays
* on or inside the major edge.
*/
- iy++;
+ span.y++;
lines--;
fxLeftEdge += fdxLeftEdge;
fxRightEdge += fdxRightEdge;
-
fError += fdError;
if (fError >= 0) {
- fError -= FIXED_ONE;
+ fError -= INTERP_ONE;
+
#ifdef PIXEL_ADDRESS
- pRow = (PIXEL_TYPE *) ((GLubyte*)pRow + dPRowOuter);
+ pRow = (PIXEL_TYPE *) ((GLubyte *) pRow + dPRowOuter);
#endif
#ifdef INTERP_Z
# ifdef DEPTH_TYPE
- zRow = (DEPTH_TYPE *) ((GLubyte*)zRow + dZRowOuter);
+ zRow = (DEPTH_TYPE *) ((GLubyte *) zRow + dZRowOuter);
# endif
- fz += fdzOuter;
- ffog += fdfogOuter;
+ zLeft += fdzOuter;
#endif
-#ifdef INTERP_RGB
- fr += fdrOuter; fg += fdgOuter; fb += fdbOuter;
+#ifdef INTERP_W
+ wLeft += dwOuter;
#endif
-#ifdef INTERP_SPEC
- fsr += fdsrOuter; fsg += fdsgOuter; fsb += fdsbOuter;
+#ifdef INTERP_FOG
+ fogLeft += dfogOuter;
+#endif
+#ifdef INTERP_RGB
+ rLeft += fdrOuter;
+ gLeft += fdgOuter;
+ bLeft += fdbOuter;
#endif
#ifdef INTERP_ALPHA
- fa += fdaOuter;
+ aLeft += fdaOuter;
+#endif
+#ifdef 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;
+ sLeft += dsOuter;
+ tLeft += dtOuter;
#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];
- }
- }
- }
+ TEXVAR_LOOP(
+ sLeft[attr] += dsOuter[attr];
+ tLeft[attr] += dtOuter[attr];
+ uLeft[attr] += duOuter[attr];
+ vLeft[attr] += dvOuter[attr];
+ )
#endif
}
else {
#ifdef PIXEL_ADDRESS
- pRow = (PIXEL_TYPE *) ((GLubyte*)pRow + dPRowInner);
+ pRow = (PIXEL_TYPE *) ((GLubyte *) pRow + dPRowInner);
#endif
#ifdef INTERP_Z
# ifdef DEPTH_TYPE
- zRow = (DEPTH_TYPE *) ((GLubyte*)zRow + dZRowInner);
+ zRow = (DEPTH_TYPE *) ((GLubyte *) zRow + dZRowInner);
# endif
- fz += fdzInner;
- ffog += fdfogInner;
+ zLeft += fdzInner;
#endif
-#ifdef INTERP_RGB
- fr += fdrInner; fg += fdgInner; fb += fdbInner;
+#ifdef INTERP_W
+ wLeft += dwInner;
#endif
-#ifdef INTERP_SPEC
- fsr += fdsrInner; fsg += fdsgInner; fsb += fdsbInner;
+#ifdef INTERP_FOG
+ fogLeft += dfogInner;
+#endif
+#ifdef INTERP_RGB
+ rLeft += fdrInner;
+ gLeft += fdgInner;
+ bLeft += fdbInner;
#endif
#ifdef INTERP_ALPHA
- fa += fdaInner;
+ aLeft += fdaInner;
+#endif
+#ifdef 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;
+ sLeft += dsInner;
+ tLeft += dtInner;
#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];
- }
- }
- }
+ TEXVAR_LOOP(
+ sLeft[attr] += dsInner[attr];
+ tLeft[attr] += dtInner[attr];
+ uLeft[attr] += duInner[attr];
+ vLeft[attr] += dvInner[attr];
+ )
#endif
}
} /*while lines>0*/
} /* for subTriangle */
}
+#ifdef CLEANUP_CODE
+ CLEANUP_CODE
+#endif
}
}
#undef SETUP_CODE
-#undef INNER_LOOP
+#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_SPEC
#undef INTERP_ALPHA
+#undef INTERP_SPEC
#undef INTERP_INDEX
-#undef INTERP_LAMBDA
-#undef COMPUTE_LAMBDA
#undef INTERP_INT_TEX
#undef INTERP_TEX
-#undef INTERP_MULTITEX
+#undef TEX_UNIT_LOOP
+#undef VARYING_LOOP
#undef S_SCALE
#undef T_SCALE
#undef FixedToDepth
+#undef ColorTemp
+#undef GLinterp
+#undef InterpToInt
+#undef INTERP_ONE
-#undef DO_OCCLUSION_TEST
+#undef NAME