-/* $Id: s_tritemp.h,v 1.47 2003/03/16 22:02:40 brianp Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 5.1
+ * Version: 6.1
*
- * Copyright (C) 1999-2003 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2004 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"),
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
-/* $XFree86: xc/extras/Mesa/src/swrast/s_tritemp.h,v 1.2 2002/02/27 21:07:54 tsi Exp $ */
/*
* Triangle Rasterizer Template
*
* The following macros may be defined to indicate what auxillary information
* must be interplated across the triangle:
- * INTERP_Z - if defined, interpolate Z values
+ * 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)
* 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.
*/
#define ColorTemp GLint /* same as GLfixed */
#endif
+
+/*
+ * Walk triangle edges with GLfixed or GLdouble
+ */
+#if TRIANGLE_WALK_DOUBLE
+#define GLinterp GLdouble
+#define InterpToInt(X) ((GLint) (X))
+#define INTERP_ONE 1.0
+#else
+#define GLinterp GLfixed
+#define InterpToInt(X) FixedToInt(X)
+#define INTERP_ONE FIXED_ONE
+#endif
+
+
/*
* Either loop over all texture units, or just use unit zero.
*/
{ \
GLuint u; \
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { \
- if (ctx->Texture.Unit[u]._ReallyEnabled) { \
+ if (ctx->Texture._EnabledCoordUnits & (1 << u)) { \
CODE \
} \
} \
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;
#ifdef INTERP_Z
EdgeT eMaj, eTop, eBot;
GLfloat oneOverArea;
const SWvertex *vMin, *vMid, *vMax; /* Y(vMin)<=Y(vMid)<=Y(vMax) */
- float bf = SWRAST_CONTEXT(ctx)->_backface_sign;
+ 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 */
- GLfixed vMin_fx, vMin_fy, vMid_fx, vMid_fy, vMax_fx, vMax_fy;
+#endif
+ GLinterp vMin_fx, vMin_fy, vMid_fx, vMid_fy, vMax_fx, vMax_fy;
struct sw_span span;
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.
*/
{
+#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 */
}
/* 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 */
eBot.v0 = vMin; eBot.v1 = vMid;
/* compute deltas for each edge: vertex[upper] - vertex[lower] */
+#if TRIANGLE_WALK_DOUBLE
+ eMaj.dx = vMax_fx - vMin_fx;
+ eMaj.dy = vMax_fy - vMin_fy;
+ eTop.dx = vMax_fx - vMid_fx;
+ eTop.dy = vMax_fy - vMid_fy;
+ eBot.dx = vMid_fx - vMin_fx;
+ eBot.dy = vMid_fy - vMin_fy;
+#else
eMaj.dx = FixedToFloat(vMax_fx - vMin_fx);
eMaj.dy = FixedToFloat(vMax_fy - vMin_fy);
eTop.dx = FixedToFloat(vMax_fx - vMid_fx);
eTop.dy = FixedToFloat(vMax_fy - vMid_fy);
eBot.dx = FixedToFloat(vMid_fx - vMin_fx);
eBot.dy = FixedToFloat(vMid_fy - vMin_fy);
+#endif
/* compute area, oneOverArea and perform backface culling */
{
+#if TRIANGLE_WALK_DOUBLE
+ const GLdouble area = eMaj.dx * eBot.dy - eBot.dx * eMaj.dy;
+#else
const GLfloat area = eMaj.dx * eBot.dy - eBot.dx * eMaj.dy;
-
+#endif
/* Do backface culling */
if (area * bf < 0.0)
return;
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... */
{
+#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
}
}
}
#endif
#ifdef INTERP_W
+ span.interpMask |= SPAN_W;
{
const GLfloat eMaj_dw = vMax->win[3] - vMin->win[3];
const GLfloat eBot_dw = vMid->win[3] - vMin->win[3];
#ifdef INTERP_FOG
span.interpMask |= SPAN_FOG;
{
+# ifdef INTERP_W
+ const GLfloat wMax = vMax->win[3], wMin = vMin->win[3], wMid = vMid->win[3];
+ const GLfloat eMaj_dfog = vMax->fog * wMax - vMin->fog * wMin;
+ const GLfloat eBot_dfog = vMid->fog * wMid - vMin->fog * wMin;
+# else
const GLfloat eMaj_dfog = vMax->fog - vMin->fog;
const GLfloat eBot_dfog = vMid->fog - vMin->fog;
+# endif
span.dfogdx = oneOverArea * (eMaj_dfog * eBot.dy - eMaj.dy * eBot_dfog);
span.dfogdy = oneOverArea * (eMaj.dx * eBot_dfog - eMaj_dfog * eBot.dx);
span.fogStep = span.dfogdx;
#ifdef INTERP_RGB
span.interpMask |= SPAN_RGBA;
if (ctx->Light.ShadeModel == GL_SMOOTH) {
- GLfloat eMaj_dr = (GLfloat) ((ColorTemp) vMax->color[RCOMP] - vMin->color[RCOMP]);
- GLfloat eBot_dr = (GLfloat) ((ColorTemp) vMid->color[RCOMP] - vMin->color[RCOMP]);
- GLfloat eMaj_dg = (GLfloat) ((ColorTemp) vMax->color[GCOMP] - vMin->color[GCOMP]);
- GLfloat eBot_dg = (GLfloat) ((ColorTemp) vMid->color[GCOMP] - vMin->color[GCOMP]);
- GLfloat eMaj_db = (GLfloat) ((ColorTemp) vMax->color[BCOMP] - vMin->color[BCOMP]);
- GLfloat eBot_db = (GLfloat) ((ColorTemp) vMid->color[BCOMP] - vMin->color[BCOMP]);
+ GLfloat eMaj_dr = (GLfloat) ((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] - vMin->color[ACOMP]);
- GLfloat eBot_da = (GLfloat) ((ColorTemp) vMid->color[ACOMP] - vMin->color[ACOMP]);
+ 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.drdx = oneOverArea * (eMaj_dr * eBot.dy - eMaj.dy * eBot_dr);
span.drdy = oneOverArea * (eMaj.dx * eBot_dr - eMaj_dr * eBot.dx);
else {
ASSERT (ctx->Light.ShadeModel == GL_FLAT);
span.interpMask |= SPAN_FLAT;
- span.drdx = span.drdy = span.redStep = 0;
- span.dgdx = span.dgdy = span.greenStep = 0;
- span.dbdx = span.dbdy = span.blueStep = 0;
+ 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
- span.dadx = span.dady = 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 /* INTERP_RGB */
#ifdef INTERP_SPEC
span.interpMask |= SPAN_SPEC;
if (ctx->Light.ShadeModel == GL_SMOOTH) {
- GLfloat eMaj_dsr = (GLfloat) ((ColorTemp) vMax->specular[RCOMP] - vMin->specular[RCOMP]);
- GLfloat eBot_dsr = (GLfloat) ((ColorTemp) vMid->specular[RCOMP] - vMin->specular[RCOMP]);
- GLfloat eMaj_dsg = (GLfloat) ((ColorTemp) vMax->specular[GCOMP] - vMin->specular[GCOMP]);
- GLfloat eBot_dsg = (GLfloat) ((ColorTemp) vMid->specular[GCOMP] - vMin->specular[GCOMP]);
- GLfloat eMaj_dsb = (GLfloat) ((ColorTemp) vMax->specular[BCOMP] - vMin->specular[BCOMP]);
- GLfloat eBot_dsb = (GLfloat) ((ColorTemp) vMid->specular[BCOMP] - vMin->specular[BCOMP]);
+ 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.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);
# endif
}
else {
- span.dsrdx = span.dsrdy = span.specRedStep = 0;
- span.dsgdx = span.dsgdy = span.specGreenStep = 0;
- span.dsbdx = span.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 /* INTERP_SPEC */
#ifdef INTERP_INDEX
span.interpMask |= SPAN_INDEX;
if (ctx->Light.ShadeModel == GL_SMOOTH) {
- GLfloat eMaj_di = (GLfloat) ((GLint) vMax->index - (GLint) vMin->index);
- GLfloat eBot_di = (GLfloat) ((GLint) vMid->index - (GLint) vMin->index);
+ GLfloat eMaj_di = vMax->index - vMin->index;
+ GLfloat eBot_di = vMid->index - vMin->index;
didx = oneOverArea * (eMaj_di * eBot.dy - eMaj.dy * eBot_di);
didy = oneOverArea * (eMaj.dx * eBot_di - eMaj_di * eBot.dx);
span.indexStep = SignedFloatToFixed(didx);
*/
{
- int subTriangle;
- GLfixed fx;
- GLfixed fxLeftEdge = 0, fxRightEdge = 0;
- GLfixed fdxLeftEdge = 0, fdxRightEdge = 0;
- GLfixed fdxOuter;
- int idxOuter;
- float dxOuter;
- GLfixed fError = 0, fdError = 0;
- float adjx, adjy;
- GLfixed fy;
+ GLint subTriangle;
+ GLinterp fxLeftEdge = 0, fxRightEdge = 0;
+ GLinterp fdxLeftEdge = 0, fdxRightEdge = 0;
+ GLinterp fError = 0, fdError = 0;
#ifdef PIXEL_ADDRESS
PIXEL_TYPE *pRow = NULL;
- int dPRowOuter = 0, dPRowInner; /* offset in bytes */
+ GLint dPRowOuter = 0, dPRowInner; /* offset in bytes */
#endif
#ifdef INTERP_Z
# ifdef DEPTH_TYPE
DEPTH_TYPE *zRow = NULL;
- int dZRowOuter = 0, dZRowInner; /* offset in bytes */
+ GLint dZRowOuter = 0, dZRowInner; /* offset in bytes */
# endif
GLfixed zLeft = 0, fdzOuter = 0, fdzInner;
#endif
#ifdef INTERP_W
- GLfloat wLeft, dwOuter, dwInner;
+ GLfloat wLeft = 0, dwOuter = 0, dwInner;
#endif
#ifdef INTERP_FOG
GLfloat fogLeft = 0, dfogOuter = 0, dfogInner;
}
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;
- span.y = FixedToInt(fy);
-
- 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 */
+ dxOuter = (GLfloat) idxOuter;
+ span.y = FixedToInt(fsy);
#endif
+ /* silence warnings on some compilers */
+ (void) dxOuter;
+ (void) adjx;
+ (void) adjy;
+ (void) vLower;
+
#ifdef PIXEL_ADDRESS
{
- pRow = (PIXEL_TYPE *) PIXEL_ADDRESS(FixedToInt(fxLeftEdge), span.y);
+ 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
}
# ifdef DEPTH_TYPE
zRow = (DEPTH_TYPE *)
- _mesa_zbuffer_address(ctx, FixedToInt(fxLeftEdge), span.y);
+ _swrast_zbuffer_address(ctx, InterpToInt(fxLeftEdge), span.y);
dZRowOuter = (ctx->DrawBuffer->Width + idxOuter) * sizeof(DEPTH_TYPE);
# endif
}
dwOuter = span.dwdy + dxOuter * span.dwdx;
#endif
#ifdef INTERP_FOG
+# ifdef INTERP_W
+ fogLeft = vLower->fog * vLower->win[3] + (span.dfogdx * adjx + span.dfogdy * adjy) * (1.0F/FIXED_SCALE);
+# else
fogLeft = vLower->fog + (span.dfogdx * adjx + span.dfogdy * adjy) * (1.0F/FIXED_SCALE);
+# endif
dfogOuter = span.dfogdy + dxOuter * span.dfogdx;
#endif
#ifdef INTERP_RGB
fdgOuter = span.dgdy + dxOuter * span.dgdx;
fdbOuter = span.dbdy + dxOuter * span.dbdx;
# else
- rLeft = (ChanToFixed(vLower->color[RCOMP]) + span.drdx * adjx + span.drdy * adjy) + FIXED_HALF;
- gLeft = (ChanToFixed(vLower->color[GCOMP]) + span.dgdx * adjx + span.dgdy * adjy) + FIXED_HALF;
- bLeft = (ChanToFixed(vLower->color[BCOMP]) + span.dbdx * adjx + span.dbdy * adjy) + FIXED_HALF;
+ 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);
aLeft = vLower->color[ACOMP] + (span.dadx * adjx + span.dady * adjy) * (1.0F / FIXED_SCALE);
fdaOuter = span.dady + dxOuter * span.dadx;
# else
- aLeft = (ChanToFixed(vLower->color[ACOMP]) + span.dadx * adjx + span.dady * adjy) + FIXED_HALF;
+ aLeft = (GLint)(ChanToFixed(vLower->color[ACOMP]) + span.dadx * adjx + span.dady * adjy) + FIXED_HALF;
fdaOuter = SignedFloatToFixed(span.dady + dxOuter * span.dadx);
# endif
# endif
diOuter = SignedFloatToFixed(didy + dxOuter * didx);
}
else {
- iLeft = (GLfixed) (v2->index * FIXED_SCALE);
+ iLeft = FloatToFixed(v2->index);
diOuter = 0;
}
#endif
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 INTERP_FOG
dfogInner = dfogOuter + span.dfogdx;
#endif
-#if defined(INTERP_RGB)
+#ifdef INTERP_RGB
fdrInner = fdrOuter + span.redStep;
fdgInner = fdgOuter + span.greenStep;
fdbInner = fdbOuter + span.blueStep;
#endif
-#if defined(INTERP_ALPHA)
+#ifdef INTERP_ALPHA
fdaInner = fdaOuter + span.alphaStep;
#endif
-#if defined(INTERP_SPEC)
+#ifdef INTERP_SPEC
dsrInner = dsrOuter + span.specRedStep;
dsgInner = dsgOuter + span.specGreenStep;
dsbInner = dsbOuter + span.specBlueStep;
while (lines > 0) {
/* initialize the span interpolants to the leftmost value */
/* ff = fixed-pt fragment */
- const GLint right = FixedToInt(fxRightEdge);
-
- span.x = FixedToInt(fxLeftEdge);
+ const GLint right = InterpToInt(fxRightEdge);
+ span.x = InterpToInt(fxLeftEdge);
if (right <= span.x)
span.end = 0;
#ifdef INTERP_FOG
span.fog = fogLeft;
#endif
-#if defined(INTERP_RGB)
+#ifdef INTERP_RGB
span.red = rLeft;
span.green = gLeft;
span.blue = bLeft;
#endif
-#if defined(INTERP_ALPHA)
+#ifdef INTERP_ALPHA
span.alpha = aLeft;
#endif
-#if defined(INTERP_SPEC)
+#ifdef INTERP_SPEC
span.specRed = srLeft;
span.specGreen = sgLeft;
span.specBlue = sbLeft;
)
#endif
+ if (span.end > 1) {
+ /* Under rare circumstances, we might have to fudge the
+ * colors. XXX does this really happen anymore???
+ */
+ const GLint len = span.end - 1;
+ (void) len;
#ifdef INTERP_RGB
- {
- /* need this to accomodate round-off errors */
- const GLint len = right - span.x - 1;
- GLfixed ffrend = span.red + len * span.redStep;
- GLfixed ffgend = span.green + len * span.greenStep;
- GLfixed ffbend = span.blue + len * span.blueStep;
- if (ffrend < 0) {
- span.red -= ffrend;
- if (span.red < 0)
- span.red = 0;
- }
- if (ffgend < 0) {
- span.green -= ffgend;
- if (span.green < 0)
- span.green = 0;
- }
- if (ffbend < 0) {
- span.blue -= ffbend;
- if (span.blue < 0)
- span.blue = 0;
+ {
+ GLfixed ffrend = span.red + len * span.redStep;
+ GLfixed ffgend = span.green + len * span.greenStep;
+ GLfixed ffbend = span.blue + len * span.blueStep;
+ if (ffrend < 0) {
+ span.red -= ffrend;
+ if (span.red < 0)
+ span.red = 0;
+ }
+ if (ffgend < 0) {
+ span.green -= ffgend;
+ if (span.green < 0)
+ span.green = 0;
+ }
+ if (ffbend < 0) {
+ span.blue -= ffbend;
+ if (span.blue < 0)
+ span.blue = 0;
+ }
}
- }
#endif
#ifdef INTERP_ALPHA
- {
- const GLint len = right - span.x - 1;
- GLfixed ffaend = span.alpha + len * span.alphaStep;
- if (ffaend < 0) {
- span.alpha -= ffaend;
- if (span.alpha < 0)
- span.alpha = 0;
+ {
+ GLfixed ffaend = span.alpha + len * span.alphaStep;
+ if (ffaend < 0) {
+ span.alpha -= ffaend;
+ if (span.alpha < 0)
+ span.alpha = 0;
+ }
}
- }
#endif
#ifdef INTERP_SPEC
- {
- /* need this to accomodate round-off errors */
- const GLint len = right - span.x - 1;
- GLfixed ffsrend = span.specRed + len * span.specRedStep;
- GLfixed ffsgend = span.specGreen + len * span.specGreenStep;
- GLfixed ffsbend = span.specBlue + len * span.specBlueStep;
- if (ffsrend < 0) {
- span.specRed -= ffsrend;
- if (span.specRed < 0)
- span.specRed = 0;
- }
- if (ffsgend < 0) {
- span.specGreen -= ffsgend;
- if (span.specGreen < 0)
- span.specGreen = 0;
- }
- if (ffsbend < 0) {
- span.specBlue -= ffsbend;
- if (span.specBlue < 0)
- span.specBlue = 0;
+ {
+ GLfixed ffsrend = span.specRed + len * span.specRedStep;
+ GLfixed ffsgend = span.specGreen + len * span.specGreenStep;
+ GLfixed ffsbend = span.specBlue + len * span.specBlueStep;
+ if (ffsrend < 0) {
+ span.specRed -= ffsrend;
+ if (span.specRed < 0)
+ span.specRed = 0;
+ }
+ if (ffsgend < 0) {
+ span.specGreen -= ffsgend;
+ if (span.specGreen < 0)
+ span.specGreen = 0;
+ }
+ if (ffsbend < 0) {
+ span.specBlue -= ffsbend;
+ if (span.specBlue < 0)
+ span.specBlue = 0;
+ }
}
- }
#endif
#ifdef INTERP_INDEX
- if (span.index < 0) span.index = 0;
+ if (span.index < 0)
+ span.index = 0;
#endif
+ } /* span.end > 1 */
/* This is where we actually generate fragments */
if (span.end > 0) {
* pixel-center x coordinate so that it stays
* on or inside the major edge.
*/
- (span.y)++;
+ 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);
#endif
#ifdef INTERP_FOG
fogLeft += dfogOuter;
#endif
-#if defined(INTERP_RGB)
+#ifdef INTERP_RGB
rLeft += fdrOuter;
gLeft += fdgOuter;
bLeft += fdbOuter;
#endif
-#if defined(INTERP_ALPHA)
+#ifdef INTERP_ALPHA
aLeft += fdaOuter;
#endif
-#if defined(INTERP_SPEC)
+#ifdef INTERP_SPEC
srLeft += dsrOuter;
sgLeft += dsgOuter;
sbLeft += dsbOuter;
#ifdef INTERP_FOG
fogLeft += dfogInner;
#endif
-#if defined(INTERP_RGB)
+#ifdef INTERP_RGB
rLeft += fdrInner;
gLeft += fdgInner;
bLeft += fdbInner;
#endif
-#if defined(INTERP_ALPHA)
+#ifdef INTERP_ALPHA
aLeft += fdaInner;
#endif
-#if defined(INTERP_SPEC)
+#ifdef INTERP_SPEC
srLeft += dsrInner;
sgLeft += dsgInner;
sbLeft += dsbInner;
#undef T_SCALE
#undef FixedToDepth
+#undef ColorTemp
+#undef GLinterp
+#undef InterpToInt
+#undef INTERP_ONE
-#undef DO_OCCLUSION_TEST
#undef NAME