X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fswrast%2Fs_aatriangle.c;h=078f16aea09d2fe93821a84a657235cd20887cea;hb=19119517ce00f7710c6cd627c75e7eef765021c2;hp=7b41573a4eefaf3e7c0760789689c8764609ba56;hpb=27558a160a9fe91745728d7626995cd88f8fe339;p=mesa.git diff --git a/src/mesa/swrast/s_aatriangle.c b/src/mesa/swrast/s_aatriangle.c index 7b41573a4ee..078f16aea09 100644 --- a/src/mesa/swrast/s_aatriangle.c +++ b/src/mesa/swrast/s_aatriangle.c @@ -1,10 +1,8 @@ -/* $Id: s_aatriangle.c,v 1.30 2003/03/01 01:50:25 brianp Exp $ */ - /* * Mesa 3-D graphics library - * Version: 5.1 + * Version: 6.5.3 * - * Copyright (C) 1999-2003 Brian Paul All Rights Reserved. + * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), @@ -30,10 +28,12 @@ */ -#include "glheader.h" -#include "colormac.h" -#include "macros.h" -#include "imports.h" +#include "main/glheader.h" +#include "main/context.h" +#include "main/colormac.h" +#include "main/context.h" +#include "main/macros.h" +#include "main/imports.h" #include "s_aatriangle.h" #include "s_context.h" #include "s_span.h" @@ -144,6 +144,19 @@ solve_plane_chan(GLfloat x, GLfloat y, const GLfloat plane[4]) } +static INLINE GLfloat +plane_dx(const GLfloat plane[4]) +{ + return -plane[0] / plane[2]; +} + +static INLINE GLfloat +plane_dy(const GLfloat plane[4]) +{ + return -plane[1] / plane[2]; +} + + /* * Compute how much (area) of the given pixel is inside the triangle. @@ -337,7 +350,6 @@ compute_coveragei(const GLfloat v0[3], const GLfloat v1[3], } - static void rgba_aa_tri(GLcontext *ctx, const SWvertex *v0, @@ -345,7 +357,6 @@ rgba_aa_tri(GLcontext *ctx, const SWvertex *v2) { #define DO_Z -#define DO_FOG #define DO_RGBA #include "s_aatritemp.h" } @@ -358,130 +369,42 @@ index_aa_tri(GLcontext *ctx, const SWvertex *v2) { #define DO_Z -#define DO_FOG +#define DO_ATTRIBS #define DO_INDEX #include "s_aatritemp.h" } -/* - * Compute mipmap level of detail. - * XXX we should really include the R coordinate in this computation - * in order to do 3-D texture mipmapping. - */ -static INLINE GLfloat -compute_lambda(const GLfloat sPlane[4], const GLfloat tPlane[4], - const GLfloat qPlane[4], GLfloat cx, GLfloat cy, - GLfloat invQ, GLfloat texWidth, GLfloat texHeight) -{ - const GLfloat s = solve_plane(cx, cy, sPlane); - const GLfloat t = solve_plane(cx, cy, tPlane); - const GLfloat invQ_x1 = solve_plane_recip(cx+1.0F, cy, qPlane); - const GLfloat invQ_y1 = solve_plane_recip(cx, cy+1.0F, qPlane); - const GLfloat s_x1 = s - sPlane[0] / sPlane[2]; - const GLfloat s_y1 = s - sPlane[1] / sPlane[2]; - const GLfloat t_x1 = t - tPlane[0] / tPlane[2]; - const GLfloat t_y1 = t - tPlane[1] / tPlane[2]; - GLfloat dsdx = s_x1 * invQ_x1 - s * invQ; - GLfloat dsdy = s_y1 * invQ_y1 - s * invQ; - GLfloat dtdx = t_x1 * invQ_x1 - t * invQ; - GLfloat dtdy = t_y1 * invQ_y1 - t * invQ; - GLfloat maxU, maxV, rho, lambda; - dsdx = FABSF(dsdx); - dsdy = FABSF(dsdy); - dtdx = FABSF(dtdx); - dtdy = FABSF(dtdy); - maxU = MAX2(dsdx, dsdy) * texWidth; - maxV = MAX2(dtdx, dtdy) * texHeight; - rho = MAX2(maxU, maxV); - lambda = LOG2(rho); - return lambda; -} - - -static void -tex_aa_tri(GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2) -{ -#define DO_Z -#define DO_FOG -#define DO_RGBA -#define DO_TEX -#include "s_aatritemp.h" -} - - static void -spec_tex_aa_tri(GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2) +general_aa_tri(GLcontext *ctx, + const SWvertex *v0, + const SWvertex *v1, + const SWvertex *v2) { #define DO_Z -#define DO_FOG #define DO_RGBA -#define DO_TEX -#define DO_SPEC +#define DO_ATTRIBS #include "s_aatritemp.h" } -static void -multitex_aa_tri(GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2) -{ -#define DO_Z -#define DO_FOG -#define DO_RGBA -#define DO_MULTITEX -#include "s_aatritemp.h" -} - -static void -spec_multitex_aa_tri(GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2) -{ -#define DO_Z -#define DO_FOG -#define DO_RGBA -#define DO_MULTITEX -#define DO_SPEC -#include "s_aatritemp.h" -} - /* * Examine GL state and set swrast->Triangle to an * appropriate antialiased triangle rasterizer function. */ void -_mesa_set_aa_triangle_function(GLcontext *ctx) +_swrast_set_aa_triangle_function(GLcontext *ctx) { + SWcontext *swrast = SWRAST_CONTEXT(ctx); + ASSERT(ctx->Polygon.SmoothFlag); - if (ctx->Texture._EnabledUnits != 0) { - if (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR) { - if (ctx->Texture._EnabledUnits > 1) { - SWRAST_CONTEXT(ctx)->Triangle = spec_multitex_aa_tri; - } - else { - SWRAST_CONTEXT(ctx)->Triangle = spec_tex_aa_tri; - } - } - else { - if (ctx->Texture._EnabledUnits > 1) { - SWRAST_CONTEXT(ctx)->Triangle = multitex_aa_tri; - } - else { - SWRAST_CONTEXT(ctx)->Triangle = tex_aa_tri; - } - } + if (ctx->Texture._EnabledCoordUnits != 0 + || ctx->FragmentProgram._Current + || swrast->_FogEnabled + || NEED_SECONDARY_COLOR(ctx)) { + SWRAST_CONTEXT(ctx)->Triangle = general_aa_tri; } else if (ctx->Visual.rgbMode) { SWRAST_CONTEXT(ctx)->Triangle = rgba_aa_tri;