X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fswrast%2Fs_aatriangle.c;h=2e8767a33d9f039e04d3754667c5b0642e31b8e2;hb=c5943d6c1cc4eedbea088bc1f611abc153e90524;hp=1b179bc61374130762646b763f7643fc22127393;hpb=9067c26e5dd2ad367c0c4aa4872e08c7790a30bb;p=mesa.git diff --git a/src/mesa/swrast/s_aatriangle.c b/src/mesa/swrast/s_aatriangle.c index 1b179bc6137..2e8767a33d9 100644 --- a/src/mesa/swrast/s_aatriangle.c +++ b/src/mesa/swrast/s_aatriangle.c @@ -1,10 +1,8 @@ -/* $Id: s_aatriangle.c,v 1.29 2003/01/25 18:57:13 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"), @@ -30,11 +28,12 @@ */ -#include "glheader.h" -#include "colormac.h" -#include "macros.h" -#include "imports.h" -#include "mmath.h" +#include "main/glheader.h" +#include "main/context.h" +#include "main/colormac.h" +#include "main/macros.h" +#include "main/imports.h" +#include "main/state.h" #include "s_aatriangle.h" #include "s_context.h" #include "s_span.h" @@ -145,6 +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. @@ -203,12 +215,7 @@ compute_coveragef(const GLfloat v0[3], const GLfloat v1[3], GLint stop = 4, i; GLfloat insideCount = 16.0F; -#ifdef DEBUG - { - const GLfloat area = dx0 * dy1 - dx1 * dy0; - ASSERT(area >= 0.0); - } -#endif + ASSERT(dx0 * dy1 - dx1 * dy0 >= 0.0); /* area >= 0.0 */ for (i = 0; i < stop; i++) { const GLfloat sx = x + samples[i][0]; @@ -256,205 +263,28 @@ compute_coveragef(const GLfloat v0[3], const GLfloat v1[3], -/* - * Compute how much (area) of the given pixel is inside the triangle. - * Vertices MUST be specified in counter-clockwise order. - * Return: coverage in [0, 15]. - */ -static GLint -compute_coveragei(const GLfloat v0[3], const GLfloat v1[3], - const GLfloat v2[3], GLint winx, GLint winy) -{ - /* NOTE: 15 samples instead of 16. */ - static const GLfloat samples[15][2] = { - /* start with the four corners */ - { POS(0, 2), POS(0, 0) }, - { POS(3, 3), POS(0, 2) }, - { POS(0, 0), POS(3, 1) }, - { POS(3, 1), POS(3, 3) }, - /* continue with interior samples */ - { POS(1, 1), POS(0, 1) }, - { POS(2, 0), POS(0, 3) }, - { POS(0, 3), POS(1, 3) }, - { POS(1, 2), POS(1, 0) }, - { POS(2, 3), POS(1, 2) }, - { POS(3, 2), POS(1, 1) }, - { POS(0, 1), POS(2, 2) }, - { POS(1, 0), POS(2, 1) }, - { POS(2, 1), POS(2, 3) }, - { POS(3, 0), POS(2, 0) }, - { POS(1, 3), POS(3, 0) } - }; - const GLfloat x = (GLfloat) winx; - const GLfloat y = (GLfloat) winy; - const GLfloat dx0 = v1[0] - v0[0]; - const GLfloat dy0 = v1[1] - v0[1]; - const GLfloat dx1 = v2[0] - v1[0]; - const GLfloat dy1 = v2[1] - v1[1]; - const GLfloat dx2 = v0[0] - v2[0]; - const GLfloat dy2 = v0[1] - v2[1]; - GLint stop = 4, i; - GLint insideCount = 15; - -#ifdef DEBUG - { - const GLfloat area = dx0 * dy1 - dx1 * dy0; - ASSERT(area >= 0.0); - } -#endif - - for (i = 0; i < stop; i++) { - const GLfloat sx = x + samples[i][0]; - const GLfloat sy = y + samples[i][1]; - const GLfloat fx0 = sx - v0[0]; - const GLfloat fy0 = sy - v0[1]; - const GLfloat fx1 = sx - v1[0]; - const GLfloat fy1 = sy - v1[1]; - const GLfloat fx2 = sx - v2[0]; - const GLfloat fy2 = sy - v2[1]; - /* cross product determines if sample is inside or outside each edge */ - GLfloat cross0 = (dx0 * fy0 - dy0 * fx0); - GLfloat cross1 = (dx1 * fy1 - dy1 * fx1); - GLfloat cross2 = (dx2 * fy2 - dy2 * fx2); - /* Check if the sample is exactly on an edge. If so, let cross be a - * positive or negative value depending on the direction of the edge. - */ - if (cross0 == 0.0F) - cross0 = dx0 + dy0; - if (cross1 == 0.0F) - cross1 = dx1 + dy1; - if (cross2 == 0.0F) - cross2 = dx2 + dy2; - if (cross0 < 0.0F || cross1 < 0.0F || cross2 < 0.0F) { - /* point is outside triangle */ - insideCount--; - stop = 15; - } - } - if (stop == 4) - return 15; - else - return insideCount; -} - - - static void -rgba_aa_tri(GLcontext *ctx, +rgba_aa_tri(struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1, const SWvertex *v2) { #define DO_Z -#define DO_FOG -#define DO_RGBA -#include "s_aatritemp.h" -} - - -static void -index_aa_tri(GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2) -{ -#define DO_Z -#define DO_FOG -#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) -{ -#define DO_Z -#define DO_FOG -#define DO_RGBA -#define DO_TEX -#define DO_SPEC #include "s_aatritemp.h" } static void -multitex_aa_tri(GLcontext *ctx, - const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2) +general_aa_tri(struct gl_context *ctx, + const SWvertex *v0, + const SWvertex *v1, + const SWvertex *v2) { #define DO_Z -#define DO_FOG -#define DO_RGBA -#define DO_MULTITEX +#define DO_ATTRIBS #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" -} /* @@ -462,33 +292,20 @@ spec_multitex_aa_tri(GLcontext *ctx, * appropriate antialiased triangle rasterizer function. */ void -_mesa_set_aa_triangle_function(GLcontext *ctx) +_swrast_set_aa_triangle_function(struct gl_context *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; - } - } - } - else if (ctx->Visual.rgbMode) { - SWRAST_CONTEXT(ctx)->Triangle = rgba_aa_tri; + if (ctx->Texture._EnabledCoordUnits != 0 + || ctx->FragmentProgram._Current + || swrast->_FogEnabled + || _mesa_need_secondary_color(ctx)) { + SWRAST_CONTEXT(ctx)->Triangle = general_aa_tri; } else { - SWRAST_CONTEXT(ctx)->Triangle = index_aa_tri; + SWRAST_CONTEXT(ctx)->Triangle = rgba_aa_tri; } ASSERT(SWRAST_CONTEXT(ctx)->Triangle);