-/* $Id: s_tritemp.h,v 1.19 2001/06/13 14:53:52 brianp Exp $ */
+/* $Id: s_tritemp.h,v 1.43 2003/01/20 00:24:22 brianp 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"),
* 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
* INTERP_Z - if defined, interpolate Z values
* INTERP_FOG - if defined, interpolate fog values
* INTERP_RGB - if defined, interpolate RGB values
- * INTERP_ALPHA - if defined, interpolate Alpha values
+ * INTERP_ALPHA - if defined, interpolate Alpha values (req's INTERP_RGB)
* INTERP_SPEC - if defined, interpolate specular RGB values
* INTERP_INDEX - if defined, interpolate color index values
* INTERP_INT_TEX - if defined, interpolate integer ST texcoords
* 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
* Inspired by triangle rasterizer code written by Allen Akin. Thanks Allen!
*/
-/*void triangle( GLcontext *ctx, SWvertex *v0, SWvertex *v1, SWvertex *v2 )*/
+
+/*
+ * 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.
+ */
+#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
+#endif
+
+#endif /* CHAN_TYPE == GL_FLOAT */
+
+
+
+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 */
+ 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 */
} EdgeT;
#ifdef INTERP_Z
GLfloat oneOverArea;
const SWvertex *vMin, *vMid, *vMax; /* Y(vMin)<=Y(vMid)<=Y(vMax) */
float bf = SWRAST_CONTEXT(ctx)->_backface_sign;
- GLboolean tiny;
- const GLint snapMask = ~((FIXED_ONE / 16) - 1); /* for x/y coord snapping */
+ 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.
*/
const GLfixed fy2 = FloatToFixed(v2->win[1] - 0.5F) & snapMask;
if (fy0 <= fy1) {
- if (fy1 <= fy2) {
+ if (fy1 <= fy2) {
/* y0 <= y1 <= y2 */
- vMin = v0; vMid = v1; vMax = v2;
+ vMin = v0; vMid = v1; vMax = v2;
vMin_fy = fy0; vMid_fy = fy1; vMax_fy = fy2;
- }
- else if (fy2 <= fy0) {
+ }
+ else if (fy2 <= fy0) {
/* y2 <= y0 <= y1 */
- vMin = v2; vMid = v0; vMax = v1;
+ vMin = v2; vMid = v0; vMax = v1;
vMin_fy = fy2; vMid_fy = fy0; vMax_fy = fy1;
- }
- else {
+ }
+ else {
/* y0 <= y2 <= y1 */
- vMin = v0; vMid = v2; vMax = v1;
+ vMin = v0; vMid = v2; vMax = v1;
vMin_fy = fy0; vMid_fy = fy2; vMax_fy = fy1;
bf = -bf;
- }
+ }
}
else {
- if (fy0 <= fy2) {
+ if (fy0 <= fy2) {
/* y1 <= y0 <= y2 */
- vMin = v1; vMid = v0; vMax = v2;
+ vMin = v1; vMid = v0; vMax = v2;
vMin_fy = fy1; vMid_fy = fy0; vMax_fy = fy2;
bf = -bf;
- }
- else if (fy2 <= fy1) {
+ }
+ else if (fy2 <= fy1) {
/* y2 <= y1 <= y0 */
- vMin = v2; vMid = v1; vMax = v0;
+ vMin = v2; vMid = v1; vMax = v0;
vMin_fy = fy2; vMid_fy = fy1; vMax_fy = fy0;
bf = -bf;
- }
- else {
+ }
+ else {
/* y1 <= y2 <= y0 */
- vMin = v1; vMid = v2; vMax = v0;
+ vMin = v1; vMid = v2; vMax = v0;
vMin_fy = fy1; vMid_fy = fy2; vMax_fy = fy0;
- }
+ }
}
/* fixed point X coords */
/* Do backface culling */
if (area * bf < 0.0)
- return;
+ return;
- if (area == 0.0F)
+ if (IS_INF_OR_NAN(area) || area == 0.0F)
return;
- /* This may not be needed anymore. Let's see if anyone reports a problem. */
-#if 0
- /* check for very tiny triangle */
- if (area * area < (0.001F * 0.001F)) { /* square to ensure positive value */
- oneOverArea = 1.0F / 0.001F; /* a close-enough value */
- tiny = GL_TRUE;
- }
- else
-#endif
- {
- 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... */
{
*/
{
- GLint ltor; /* true if scanning left-to-right */
+ 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
-#ifdef INTERP_RGB
+#if defined(INTERP_RGB) || defined(INTERP_FLOAT_RGBA)
GLfloat drdx, drdy;
GLfloat dgdx, dgdy;
GLfloat dbdx, dbdy;
#endif
-#ifdef INTERP_ALPHA
+#if defined(INTERP_ALPHA) || defined(INTERP_FLOAT_RGBA)
GLfloat dadx, dady;
#endif
-#ifdef INTERP_SPEC
+#if defined(INTERP_SPEC) || defined(INTERP_FLOAT_SPEC)
GLfloat dsrdx, dsrdy;
GLfloat dsgdx, dsgdy;
GLfloat dsbdx, dsbdy;
GLfloat dtdx, dtdy;
#endif
#ifdef INTERP_TEX
- GLfloat dsdy;
- GLfloat dtdy;
- GLfloat dudy;
- GLfloat dvdy;
+ GLfloat dsdx, dsdy;
+ GLfloat dtdx, dtdy;
+ GLfloat dudx, dudy;
+ GLfloat dvdx, 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."
+ GLfloat dsdx[MAX_TEXTURE_COORD_UNITS], dsdy[MAX_TEXTURE_COORD_UNITS];
+ GLfloat dtdx[MAX_TEXTURE_COORD_UNITS], dtdy[MAX_TEXTURE_COORD_UNITS];
+ GLfloat dudx[MAX_TEXTURE_COORD_UNITS], dudy[MAX_TEXTURE_COORD_UNITS];
+ GLfloat dvdx[MAX_TEXTURE_COORD_UNITS], dvdy[MAX_TEXTURE_COORD_UNITS];
#endif
/*
SETUP_CODE
#endif
- ltor = (oneOverArea < 0.0F);
+ 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];
}
#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;
}
#endif
#ifdef INTERP_RGB
- span.activeMask |= SPAN_RGBA;
- 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; span.redStep = 0;
- dgdx = dgdy = 0.0; span.greenStep = 0;
- dbdx = dbdy = 0.0; span.blueStep = 0;
- }
- else {
+ 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;
- eMaj_dr = (GLint) vMax->color[0] - (GLint) vMin->color[0];
- eBot_dr = (GLint) vMid->color[0] - (GLint) vMin->color[0];
+# ifdef INTERP_ALPHA
+ GLfloat eMaj_da, eBot_da;
+# 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 = (GLint) vMax->color[1] - (GLint) vMin->color[1];
- eBot_dg = (GLint) vMid->color[1] - (GLint) vMin->color[1];
+ 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 = (GLint) vMax->color[2] - (GLint) vMin->color[2];
- eBot_db = (GLint) vMid->color[2] - (GLint) vMin->color[2];
+ 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);
+ dbdy = oneOverArea * (eMaj.dx * eBot_db - eMaj_db * eBot.dx);
+# 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
+ }
+ else {
+ ASSERT (ctx->Light.ShadeModel == GL_FLAT);
+ span.interpMask |= SPAN_FLAT;
+ drdx = drdy = 0.0F;
+ dgdx = dgdy = 0.0F;
+ dbdx = dbdy = 0.0F;
+ span.redStep = 0;
+ span.greenStep = 0;
+ span.blueStep = 0;
+# ifdef INTERP_ALPHA
+ dadx = dady = 0.0F;
+ span.alphaStep = 0;
+# endif
}
#endif
-#ifdef INTERP_ALPHA
- {
+#ifdef INTERP_FLOAT_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_da, eBot_da;
- eMaj_da = (GLint) vMax->color[3] - (GLint) vMin->color[3];
- eBot_da = (GLint) vMid->color[3] - (GLint) vMin->color[3];
+ 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 = SignedFloatToFixed(dadx);
+ 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
#ifdef INTERP_SPEC
- span.activeMask |= SPAN_SPEC;
- {
+ span.interpMask |= SPAN_SPEC;
+ if (ctx->Light.ShadeModel == GL_SMOOTH) {
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];
+ 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);
- }
- {
- 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];
+ 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.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_dsb = (GLint) vMax->specular[2] - (GLint) vMin->specular[2];
- eBot_dsb = (GLint) vMid->specular[2] - (GLint) vMin->specular[2];
+ 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 = SignedFloatToFixed(dsbdx);
- dsbdy = oneOverArea * (eMaj.dx * eBot_dsb - eMaj_dsb * eBot.dx);
+ span.specBlueStep = dsbdx;
+ dsbdy = oneOverArea * (eMaj.dx * eBot_dsb - eMaj_dsb * eBot.dx);
+ }
+ else {
+ dsrdx = dsrdy = span.specRedStep = 0;
+ dsgdx = dsgdy = span.specGreenStep = 0;
+ dsbdx = dsbdy = span.specBlueStep = 0;
}
#endif
#ifdef INTERP_INDEX
- span.activeMask |= SPAN_INDEX;
- {
+ span.interpMask |= SPAN_INDEX;
+ if (ctx->Light.ShadeModel == GL_SMOOTH) {
GLfloat eMaj_di, eBot_di;
- eMaj_di = (GLint) vMax->index - (GLint) vMin->index;
- eBot_di = (GLint) vMid->index - (GLint) vMin->index;
+ eMaj_di = (GLfloat) ((GLint) vMax->index - (GLint) vMin->index);
+ 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);
}
+ else {
+ span.interpMask |= SPAN_FLAT;
+ didx = didy = 0.0F;
+ span.indexStep = 0;
+ }
#endif
#ifdef INTERP_INT_TEX
- span.activeMask |= SPAN_INT_TEXTURE;
+ span.interpMask |= SPAN_INT_TEXTURE;
{
GLfloat eMaj_ds, eBot_ds;
eMaj_ds = (vMax->texcoord[0][0] - vMin->texcoord[0][0]) * S_SCALE;
}
#endif
-
#ifdef INTERP_TEX
- span.activeMask |= SPAN_TEXTURE;
+ span.interpMask |= SPAN_TEXTURE;
{
GLfloat wMax = vMax->win[3];
GLfloat wMin = vMin->win[3];
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);
+ dsdx = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
dsdy = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
+ span.texStepX[0][0] = dsdx;
+ span.texStepY[0][0] = dsdy;
- 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;
+ 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);
+ span.texStepX[0][1] = dtdx;
+ span.texStepY[0][1] = dtdy;
+
+ 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);
+ span.texStepX[0][2] = dudx;
+ span.texStepY[0][2] = dudy;
+
+ 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);
+ span.texStepX[0][3] = dvdx;
+ span.texStepY[0][3] = dvdy;
}
-# endif
#endif
-
#ifdef INTERP_MULTITEX
- span.activeMask |= SPAN_TEXTURE;
-# ifdef INTERP_LAMBDA
- span.activeMask |= SPAN_LAMBDA;
-# endif
+ span.interpMask |= SPAN_TEXTURE;
{
GLfloat wMax = vMax->win[3];
GLfloat wMin = vMin->win[3];
- 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);
+ 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;
- 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
+ span.texStepX[u][0] = dsdx[u];
+ span.texStepY[u][0] = dsdy[u];
+
+ 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);
+ span.texStepX[u][1] = dtdx[u];
+ span.texStepY[u][1] = dtdy[u];
+
+ eMaj_du = vMax->texcoord[u][2] * wMax
- vMin->texcoord[u][2] * wMin;
- eBot_du = vMid->texcoord[u][2] * wMid
+ 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);
+ dudx[u] = oneOverArea * (eMaj_du * eBot.dy - eMaj.dy * eBot_du);
+ dudy[u] = oneOverArea * (eMaj.dx * eBot_du - eMaj_du * eBot.dx);
+ span.texStepX[u][2] = dudx[u];
+ span.texStepY[u][2] = dudy[u];
- eMaj_dv = vMax->texcoord[u][3] * wMax
+ eMaj_dv = vMax->texcoord[u][3] * wMax
- vMin->texcoord[u][3] * wMin;
- eBot_dv = vMid->texcoord[u][3] * wMid
+ 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
+ dvdx[u] = oneOverArea * (eMaj_dv * eBot.dy - eMaj.dy * eBot_dv);
+ dvdy[u] = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
+ span.texStepX[u][3] = dvdx[u];
+ span.texStepY[u][3] = dvdy[u];
}
}
}
{
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 fz = 0, fdzOuter = 0, fdzInner;
#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;
+ GLfixed fr = 0, fdrOuter = 0, fdrInner;
+ GLfixed fg = 0, fdgOuter = 0, fdgInner;
+ GLfixed fb = 0, fdbOuter = 0, fdbInner;
#endif
#ifdef INTERP_ALPHA
- GLfixed fa=0, fdaOuter=0, fdaInner;
+ GLfixed fa = 0, fdaOuter = 0, fdaInner;
+#endif
+#ifdef INTERP_FLOAT_RGBA
+ GLfloat fr, fdrOuter, fdrInner;
+ GLfloat fg, fdgOuter, fdgInner;
+ GLfloat fb, fdbOuter, fdbInner;
+ GLfloat fa, fdaOuter, 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;
+#endif
#ifdef INTERP_INDEX
GLfixed fi=0, fdiOuter=0, fdiInner;
#endif
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++) {
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;
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
{
dfogOuter = dfogdy + dxOuter * span.fogStep;
#endif
#ifdef INTERP_RGB
- fr = (GLfixed)(IntToFixed(vLower->color[0])
- + drdx * adjx + drdy * adjy) + FIXED_HALF;
- fdrOuter = SignedFloatToFixed(drdy + dxOuter * drdx);
-
- 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);
+ 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);
+# ifdef INTERP_ALPHA
+ fa = (GLfixed) (ChanToFixed(vLower->color[ACOMP])
+ + dadx * adjx + dady * adjy) + FIXED_HALF;
+ fdaOuter = SignedFloatToFixed(dady + dxOuter * dadx);
+# endif
+ }
+ else {
+ ASSERT (ctx->Light.ShadeModel == GL_FLAT);
+ fr = ChanToFixed(v2->color[RCOMP]);
+ fg = ChanToFixed(v2->color[GCOMP]);
+ fb = ChanToFixed(v2->color[BCOMP]);
+ fdrOuter = fdgOuter = fdbOuter = 0;
+# ifdef INTERP_ALPHA
+ fa = ChanToFixed(v2->color[ACOMP]);
+ fdaOuter = 0;
+# endif
+ }
#endif
-#ifdef INTERP_ALPHA
- fa = (GLfixed)(IntToFixed(vLower->color[3])
- + dadx * adjx + dady * adjy) + FIXED_HALF;
- fdaOuter = SignedFloatToFixed(dady + dxOuter * dadx);
+#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
- 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);
+ 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;
+ }
+ else {
+ fsr = v2->specular[RCOMP];
+ fsg = v2->specular[GCOMP];
+ fsb = v2->specular[BCOMP];
+ fdsrOuter = fdsgOuter = fdsbOuter = 0.0F;
+ }
#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) {
+ fi = (GLfixed)(vLower->index * FIXED_SCALE
+ + didx * adjx + didy * adjy) + FIXED_HALF;
+ fdiOuter = SignedFloatToFixed(didy + dxOuter * didx);
+ }
+ else {
+ fi = (GLfixed) (v2->index * FIXED_SCALE);
+ fdiOuter = 0;
+ }
#endif
#ifdef INTERP_INT_TEX
{
+ dsdy * adjy) + FIXED_HALF;
fdsOuter = SignedFloatToFixed(dsdy + dxOuter * dsdx);
- t0 = vLower->texcoord[0][1] * T_SCALE;
- ft = (GLfixed)(t0 * FIXED_SCALE + dtdx * adjx
+ t0 = vLower->texcoord[0][1] * T_SCALE;
+ ft = (GLfixed)(t0 * FIXED_SCALE + dtdx * adjx
+ dtdy * adjy) + FIXED_HALF;
- fdtOuter = SignedFloatToFixed(dtdy + dxOuter * dtdx);
- }
+ 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 + (span.texStep[0][0] * adjx + dsdy * adjy)
+ sLeft = s0 + (span.texStepX[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)
+ dsOuter = dsdy + dxOuter * span.texStepX[0][0];
+ t0 = vLower->texcoord[0][1] * invW;
+ tLeft = t0 + (span.texStepX[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)
+ dtOuter = dtdy + dxOuter * span.texStepX[0][1];
+ u0 = vLower->texcoord[0][2] * invW;
+ uLeft = u0 + (span.texStepX[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)
+ duOuter = dudy + dxOuter * span.texStepX[0][2];
+ v0 = vLower->texcoord[0][3] * invW;
+ vLeft = v0 + (span.texStepX[0][3] * adjx + dvdy * adjy)
* (1.0F/FIXED_SCALE);
- dvOuter = dvdy + dxOuter * span.texStep[0][3];
+ dvOuter = dvdy + dxOuter * span.texStepX[0][3];
}
#endif
#ifdef INTERP_MULTITEX
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]
+ sLeft[u] = s0 + (span.texStepX[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]
+ dsOuter[u] = dsdy[u] + dxOuter * span.texStepX[u][0];
+ t0 = vLower->texcoord[u][1] * invW;
+ tLeft[u] = t0 + (span.texStepX[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]
+ dtOuter[u] = dtdy[u] + dxOuter * span.texStepX[u][1];
+ u0 = vLower->texcoord[u][2] * invW;
+ uLeft[u] = u0 + (span.texStepX[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]
+ duOuter[u] = dudy[u] + dxOuter * span.texStepX[u][2];
+ v0 = vLower->texcoord[u][3] * invW;
+ vLeft[u] = v0 + (span.texStepX[u][3] * adjx + dvdy[u]
* adjy) * (1.0F/FIXED_SCALE);
- dvOuter[u] = dvdy[u] + dxOuter * span.texStep[u][3];
+ dvOuter[u] = dvdy[u] + dxOuter * span.texStepX[u][3];
}
}
}
#ifdef INTERP_FOG
dfogInner = dfogOuter + span.fogStep;
#endif
-#ifdef INTERP_RGB
+#if defined(INTERP_RGB) || defined(INTERP_FLOAT_RGBA)
fdrInner = fdrOuter + span.redStep;
fdgInner = fdgOuter + span.greenStep;
fdbInner = fdbOuter + span.blueStep;
#endif
-#ifdef INTERP_ALPHA
+#if defined(INTERP_ALPHA) || defined(INTERP_FLOAT_RGBA)
fdaInner = fdaOuter + span.alphaStep;
#endif
-#ifdef INTERP_SPEC
+#if defined(INTERP_SPEC) || defined(INTERP_FLOAT_SPEC)
fdsrInner = fdsrOuter + span.specRedStep;
fdsgInner = fdsgOuter + span.specGreenStep;
fdsbInner = fdsbOuter + span.specBlueStep;
fdtInner = fdtOuter + 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];
+ dsInner = dsOuter + span.texStepX[0][0];
+ dtInner = dtOuter + span.texStepX[0][1];
+ duInner = duOuter + span.texStepX[0][2];
+ dvInner = dvOuter + span.texStepX[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];
+ 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];
}
}
}
/* 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;
#ifdef INTERP_FOG
span.fog = fogLeft;
#endif
-#ifdef INTERP_RGB
+#if defined(INTERP_RGB) || defined(INTERP_FLOAT_RGBA)
span.red = fr;
span.green = fg;
span.blue = fb;
#endif
-#ifdef INTERP_ALPHA
+#if defined(INTERP_ALPHA) || defined(INTERP_FLOAT_RGBA)
span.alpha = fa;
#endif
-#ifdef INTERP_SPEC
+#if defined(INTERP_SPEC) || defined(INTERP_FLOAT_SPEC)
span.specRed = fsr;
span.specGreen = fsg;
span.specBlue = fsb;
#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 INTERP_FOG
fogLeft += dfogOuter;
#endif
-#ifdef INTERP_RGB
+#if defined(INTERP_RGB) || defined(INTERP_FLOAT_RGBA)
fr += fdrOuter;
fg += fdgOuter;
fb += fdbOuter;
#endif
-#ifdef INTERP_ALPHA
+#if defined(INTERP_ALPHA) || defined(INTERP_FLOAT_RGBA)
fa += fdaOuter;
#endif
-#ifdef INTERP_SPEC
+#if defined(INTERP_SPEC) || defined(INTERP_FLOAT_SPEC)
fsr += fdsrOuter;
fsg += fdsgOuter;
fsb += fdsbOuter;
ft += fdtOuter;
#endif
#ifdef INTERP_TEX
- sLeft += dsOuter;
- tLeft += dtOuter;
- uLeft += duOuter;
- vLeft += dvOuter;
+ sLeft += dsOuter;
+ tLeft += dtOuter;
+ uLeft += duOuter;
+ vLeft += dvOuter;
#endif
#ifdef INTERP_MULTITEX
{
#ifdef INTERP_FOG
fogLeft += dfogInner;
#endif
-#ifdef INTERP_RGB
+#if defined(INTERP_RGB) || defined(INTERP_FLOAT_RGBA)
fr += fdrInner;
fg += fdgInner;
fb += fdbInner;
#endif
-#ifdef INTERP_ALPHA
+#if defined(INTERP_ALPHA) || defined(INTERP_FLOAT_RGBA)
fa += fdaInner;
#endif
-#ifdef INTERP_SPEC
+#if defined(INTERP_SPEC) || defined(INTERP_FLOAT_SPEC)
fsr += fdsrInner;
fsg += fdsgInner;
fsb += fdsbInner;
ft += fdtInner;
#endif
#ifdef INTERP_TEX
- sLeft += dsInner;
- tLeft += dtInner;
- uLeft += duInner;
- vLeft += dvInner;
+ sLeft += dsInner;
+ tLeft += dtInner;
+ uLeft += duInner;
+ vLeft += dvInner;
#endif
#ifdef INTERP_MULTITEX
{
#undef INTERP_INT_TEX
#undef INTERP_TEX
#undef INTERP_MULTITEX
-#undef INTERP_LAMBDA
+#undef INTERP_FLOAT_RGBA
+#undef INTERP_FLOAT_SPEC
#undef S_SCALE
#undef T_SCALE
#undef FixedToDepth
#undef DO_OCCLUSION_TEST
+#undef NAME