-/* $Id: s_context.h,v 1.25 2003/02/28 15:09:02 brianp Exp $ */
+/* $Id: s_context.h,v 1.26 2003/03/16 22:02:36 brianp Exp $ */
/*
* Mesa 3-D graphics library
*/
GLuint interpMask;
+ /* For horizontal spans, step is the partial derivative wrt X.
+ * For lines, step is the delta from one fragment to the next.
+ */
#if CHAN_TYPE == GL_FLOAT
GLfloat red, redStep;
GLfloat green, greenStep;
GLfloat texStepY[MAX_TEXTURE_COORD_UNITS][4];
GLfixed intTex[2], intTexStep[2]; /* s, t only */
+ /* partial derivatives wrt X and Y. */
+ GLfloat dzdx, dzdy;
+ GLfloat w, dwdx, dwdy;
+ GLfloat drdx, drdy;
+ GLfloat dgdx, dgdy;
+ GLfloat dbdx, dbdy;
+ GLfloat dadx, dady;
+ GLfloat dsrdx, dsrdy;
+ GLfloat dsgdx, dsgdy;
+ GLfloat dsbdx, dsbdy;
+ GLfloat dfogdx, dfogdy;
+
/**
* This bitmask (of \link SpanFlags SPAN_* flags\endlink) indicates
* which of the fragment arrays in the span_arrays struct are relevant.
-/* $Id: s_nvfragprog.c,v 1.8 2003/03/15 17:33:27 brianp Exp $ */
+/* $Id: s_nvfragprog.c,v 1.9 2003/03/16 22:02:37 brianp Exp $ */
/*
* Mesa 3-D graphics library
*/
static void
fetch_texel( GLcontext *ctx, const GLfloat texcoord[4], GLuint unit,
- GLuint targetBit, GLfloat color[4] )
+ GLfloat color[4] )
{
const GLfloat *lambda = NULL;
GLchan rgba[4];
/**
- * Fetch a texel w/ partial derivatives.
+ * Fetch a texel with the given partial derivatives to compute a level
+ * of detail in the mipmap.
*/
static void
fetch_texel_deriv( GLcontext *ctx, const GLfloat texcoord[4],
const GLfloat texdx[4], const GLfloat texdy[4],
- GLuint unit, GLuint targetBit, GLfloat color[4] )
+ GLuint unit, GLfloat color[4] )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
const struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current;
const struct fp_machine *machine,
GLfloat result[4] )
{
- const GLfloat *src;
-
- /*
- if (source->RelAddr) {
- GLint reg = source->Register + machine->AddressReg;
- if (reg < VP_PROG_REG_START || reg > VP_PROG_REG_END)
- src = zero;
- else
- src = machine->Registers[reg];
+ const GLfloat *src = machine->Registers[source->Register];
+
+ result[0] = src[source->Swizzle[0]];
+ result[1] = src[source->Swizzle[1]];
+ result[2] = src[source->Swizzle[2]];
+ result[3] = src[source->Swizzle[3]];
+
+ if (source->NegateBase) {
+ result[0] = -result[0];
+ result[1] = -result[1];
+ result[2] = -result[2];
+ result[3] = -result[3];
}
- else
- */
+ if (source->Abs) {
+ result[0] = FABSF(result[0]);
+ result[1] = FABSF(result[1]);
+ result[2] = FABSF(result[2]);
+ result[3] = FABSF(result[3]);
+ }
+ if (source->NegateAbs) {
+ result[0] = -result[0];
+ result[1] = -result[1];
+ result[2] = -result[2];
+ result[3] = -result[3];
+ }
+}
- src = machine->Registers[source->Register];
+
+/**
+ * Fetch the derivative with respect to X for the given register.
+ * \return GL_TRUE if it was easily computed or GL_FALSE if we
+ * need to execute another instance of the program (ugh)!
+ */
+static GLboolean
+fetch_vector4_deriv( const struct fp_src_register *source,
+ const struct sw_span *span,
+ char xOrY, GLfloat result[4] )
+{
+ GLfloat src[4];
+
+ ASSERT(xOrY == 'X' || xOrY == 'Y');
+
+ switch (source->Register) {
+ case FRAG_ATTRIB_WPOS:
+ if (xOrY == 'X') {
+ src[0] = 1.0;
+ src[1] = 0.0;
+ src[2] = span->dzdx;
+ src[3] = span->dwdx;
+ }
+ else {
+ src[0] = 0.0;
+ src[1] = 1.0;
+ src[2] = span->dzdy;
+ src[3] = span->dwdy;
+ }
+ break;
+ case FRAG_ATTRIB_COL0:
+ if (xOrY == 'X') {
+ src[0] = span->drdx * (1.0F / CHAN_MAXF);
+ src[1] = span->dgdx * (1.0F / CHAN_MAXF);
+ src[2] = span->dbdx * (1.0F / CHAN_MAXF);
+ src[3] = span->dadx * (1.0F / CHAN_MAXF);
+ }
+ else {
+ src[0] = span->drdy * (1.0F / CHAN_MAXF);
+ src[1] = span->dgdy * (1.0F / CHAN_MAXF);
+ src[2] = span->dbdy * (1.0F / CHAN_MAXF);
+ src[3] = span->dady * (1.0F / CHAN_MAXF);
+ }
+ break;
+ case FRAG_ATTRIB_COL1:
+ if (xOrY == 'X') {
+ src[0] = span->dsrdx * (1.0F / CHAN_MAXF);
+ src[1] = span->dsgdx * (1.0F / CHAN_MAXF);
+ src[2] = span->dsbdx * (1.0F / CHAN_MAXF);
+ src[3] = 0.0; /* XXX need this */
+ }
+ else {
+ src[0] = span->dsrdy * (1.0F / CHAN_MAXF);
+ src[1] = span->dsgdy * (1.0F / CHAN_MAXF);
+ src[2] = span->dsbdy * (1.0F / CHAN_MAXF);
+ src[3] = 0.0; /* XXX need this */
+ }
+ break;
+ case FRAG_ATTRIB_FOGC:
+ if (xOrY == 'X') {
+ src[0] = span->dfogdx;
+ src[1] = 0.0;
+ src[2] = 0.0;
+ src[3] = 0.0;
+ }
+ else {
+ src[0] = span->dfogdy;
+ src[1] = 0.0;
+ src[2] = 0.0;
+ src[3] = 0.0;
+ }
+ break;
+ case FRAG_ATTRIB_TEX0:
+ case FRAG_ATTRIB_TEX1:
+ case FRAG_ATTRIB_TEX2:
+ case FRAG_ATTRIB_TEX3:
+ case FRAG_ATTRIB_TEX4:
+ case FRAG_ATTRIB_TEX5:
+ case FRAG_ATTRIB_TEX6:
+ case FRAG_ATTRIB_TEX7:
+ if (xOrY == 'X') {
+ const GLuint u = source->Register - FRAG_ATTRIB_TEX0;
+ src[0] = span->texStepX[u][0] * (1.0F / CHAN_MAXF);
+ src[1] = span->texStepX[u][1] * (1.0F / CHAN_MAXF);
+ src[2] = span->texStepX[u][2] * (1.0F / CHAN_MAXF);
+ src[3] = span->texStepX[u][3] * (1.0F / CHAN_MAXF);
+ }
+ else {
+ const GLuint u = source->Register - FRAG_ATTRIB_TEX0;
+ src[0] = span->texStepY[u][0] * (1.0F / CHAN_MAXF);
+ src[1] = span->texStepY[u][1] * (1.0F / CHAN_MAXF);
+ src[2] = span->texStepY[u][2] * (1.0F / CHAN_MAXF);
+ src[3] = span->texStepY[u][3] * (1.0F / CHAN_MAXF);
+ }
+ break;
+ default:
+ return GL_FALSE;
+ }
result[0] = src[source->Swizzle[0]];
result[1] = src[source->Swizzle[1]];
result[2] = -result[2];
result[3] = -result[3];
}
+ return GL_TRUE;
}
}
+/**
+ * Initialize a new machine state instance from an existing one, adding
+ * the partial derivatives onto the input registers.
+ * Used to implement DDX and DDY instructions in non-trivial cases.
+ */
+static void
+init_machine_deriv( GLcontext *ctx,
+ const struct fp_machine *machine,
+ const struct fragment_program *program,
+ const struct sw_span *span, char xOrY,
+ struct fp_machine *dMachine )
+{
+ GLuint u;
+
+ ASSERT(xOrY == 'X' || xOrY == 'Y');
+
+ /* copy existing machine */
+ _mesa_memcpy(dMachine, machine, sizeof(struct fp_machine));
+
+ /* Clear temporary registers */
+ _mesa_bzero(machine->Registers + FP_TEMP_REG_START,
+ MAX_NV_FRAGMENT_PROGRAM_TEMPS * 4 * sizeof(GLfloat));
+
+ /* Add derivatives */
+ if (program->InputsRead & (1 << FRAG_ATTRIB_WPOS)) {
+ GLfloat *wpos = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_WPOS];
+ if (xOrY == 'X') {
+ wpos[0] += 1.0F;
+ wpos[1] += 0.0F;
+ wpos[2] += span->dzdx;
+ wpos[3] += span->dwdx;
+ }
+ else {
+ wpos[0] += 0.0F;
+ wpos[1] += 1.0F;
+ wpos[2] += span->dzdy;
+ wpos[3] += span->dwdy;
+ }
+ }
+ if (program->InputsRead & (1 << FRAG_ATTRIB_COL0)) {
+ GLfloat *col0 = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_COL0];
+ if (xOrY == 'X') {
+ col0[0] += span->drdx * (1.0F / CHAN_MAXF);
+ col0[1] += span->dgdx * (1.0F / CHAN_MAXF);
+ col0[2] += span->dbdx * (1.0F / CHAN_MAXF);
+ col0[3] += span->dadx * (1.0F / CHAN_MAXF);
+ }
+ else {
+ col0[0] += span->drdy * (1.0F / CHAN_MAXF);
+ col0[1] += span->dgdy * (1.0F / CHAN_MAXF);
+ col0[2] += span->dbdy * (1.0F / CHAN_MAXF);
+ col0[3] += span->dady * (1.0F / CHAN_MAXF);
+ }
+ }
+ if (program->InputsRead & (1 << FRAG_ATTRIB_COL1)) {
+ GLfloat *col1 = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_COL1];
+ if (xOrY == 'X') {
+ col1[0] += span->dsrdx * (1.0F / CHAN_MAXF);
+ col1[1] += span->dsgdx * (1.0F / CHAN_MAXF);
+ col1[2] += span->dsbdx * (1.0F / CHAN_MAXF);
+ col1[3] += 0.0; /*XXX fix */
+ }
+ else {
+ col1[0] += span->dsrdy * (1.0F / CHAN_MAXF);
+ col1[1] += span->dsgdy * (1.0F / CHAN_MAXF);
+ col1[2] += span->dsbdy * (1.0F / CHAN_MAXF);
+ col1[3] += 0.0; /*XXX fix */
+ }
+ }
+ if (program->InputsRead & (1 << FRAG_ATTRIB_FOGC)) {
+ GLfloat *fogc = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_FOGC];
+ if (xOrY == 'X') {
+ fogc[0] += span->dfogdx;
+ }
+ else {
+ fogc[0] += span->dfogdy;
+ }
+ }
+ for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
+ if (program->InputsRead & (1 << (FRAG_ATTRIB_TEX0 + u))) {
+ GLfloat *tex = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_TEX0+u];
+ if (xOrY == 'X') {
+ tex[0] += span->texStepX[u][0];
+ tex[1] += span->texStepX[u][1];
+ tex[2] += span->texStepX[u][2];
+ tex[3] += span->texStepX[u][3];
+ }
+ else {
+ tex[0] += span->texStepY[u][0];
+ tex[1] += span->texStepY[u][1];
+ tex[2] += span->texStepY[u][2];
+ tex[3] += span->texStepY[u][3];
+ }
+ }
+ }
+}
+
+
/**
* Execute the given vertex program.
* NOTE: we do everything in single-precision floating point; we don't
* currently observe the single/half/fixed-precision qualifiers.
+ * \param ctx - rendering context
+ * \param program - the fragment program to execute
+ * \param machine - machine state (register file)
+ * \param maxInst - max number of instructions to execute
* \return GL_TRUE if program completed or GL_FALSE if program executed KIL.
*/
static GLboolean
-execute_program(GLcontext *ctx, const struct fragment_program *program)
+execute_program( GLcontext *ctx,
+ const struct fragment_program *program, GLuint maxInst,
+ struct fp_machine *machine, const struct sw_span *span )
{
- struct fp_machine *machine = &ctx->FragmentProgram.Machine;
- const struct fp_instruction *inst;
+ GLuint pc = 0;
- for (inst = program->Instructions; inst->Opcode != FP_OPCODE_END; inst++) {
+ for (pc = 0; pc < maxInst; pc++) {
+ const struct fp_instruction *inst = program->Instructions + pc;
switch (inst->Opcode) {
case FP_OPCODE_ADD:
{
break;
case FP_OPCODE_DDX: /* Partial derivative with respect to X */
{
- GLfloat a[4], result[4];
- fetch_vector4( &inst->SrcReg[0], machine, a );
- /* XXX - UGH! this is going to be a mess to implement!
- * If we need the partial derivative of a texture coord
- * or color, that's not too bad, but for an arbitrary register
- * this will require a recursive solution. That is, we'll have
- * to run another instance of this program with WPOS.x or .y
- * incremented by one, stopping at the preceeding instruction.
- * Then, read the register from that other instance and compute
- * the difference. Yuck!
- */
- result[0] = 0; /* XXX fix */
- result[1] = 0;
- result[2] = 0;
- result[3] = 0;
+ GLfloat a[4], aNext[4], result[4];
+ struct fp_machine dMachine;
+ if (!fetch_vector4_deriv(&inst->SrcReg[0], span, 'X', result)) {
+ /* This is tricky. Make a copy of the current machine state,
+ * increment the input registers by the dx or dy partial
+ * derivatives, then re-execute the program up to the
+ * preceeding instruction, then fetch the source register.
+ * Finally, find the difference in the register values for
+ * the original and derivative runs.
+ */
+ init_machine_deriv(ctx, machine, program, span,
+ 'X', &dMachine);
+ execute_program(ctx, program, pc, &dMachine, span);
+ fetch_vector4( &inst->SrcReg[0], &dMachine, aNext );
+ result[0] = aNext[0] - a[0];
+ result[1] = aNext[1] - a[1];
+ result[2] = aNext[2] - a[2];
+ result[3] = aNext[3] - a[3];
+ }
store_vector4( inst, machine, result );
}
break;
case FP_OPCODE_DDY: /* Partial derivative with respect to Y */
{
- GLfloat a[4], result[4];
- fetch_vector4( &inst->SrcReg[0], machine, a );
- result[0] = 0; /* XXX fix */
- result[1] = 0;
- result[2] = 0;
- result[3] = 0;
+ GLfloat a[4], aNext[4], result[4];
+ struct fp_machine dMachine;
+ if (!fetch_vector4_deriv(&inst->SrcReg[0], span, 'Y', result)) {
+ init_machine_deriv(ctx, machine, program, span,
+ 'Y', &dMachine);
+ execute_program(ctx, program, pc, &dMachine, span);
+ fetch_vector4( &inst->SrcReg[0], &dMachine, aNext );
+ result[0] = aNext[0] - a[0];
+ result[1] = aNext[1] - a[1];
+ result[2] = aNext[2] - a[2];
+ result[3] = aNext[3] - a[3];
+ }
store_vector4( inst, machine, result );
}
break;
GLfloat texcoord[4], color[4];
fetch_vector4( &inst->SrcReg[0], machine, texcoord );
/* XXX: Undo perspective divide from interpolate_texcoords() */
- fetch_texel( ctx, texcoord, inst->TexSrcUnit,
- inst->TexSrcBit, color );
+ fetch_texel( ctx, texcoord, inst->TexSrcUnit, color );
store_vector4( inst, machine, color );
}
break;
fetch_vector4( &inst->SrcReg[1], machine, dtdx );
fetch_vector4( &inst->SrcReg[2], machine, dtdy );
fetch_texel_deriv( ctx, texcoord, dtdx, dtdy, inst->TexSrcUnit,
- inst->TexSrcBit, color );
+ color );
store_vector4( inst, machine, color );
}
break;
GLfloat texcoord[4], color[4];
fetch_vector4( &inst->SrcReg[0], machine, texcoord );
/* Already did perspective divide in interpolate_texcoords() */
- fetch_texel( ctx, texcoord, inst->TexSrcUnit,
- inst->TexSrcBit, color );
+ fetch_texel( ctx, texcoord, inst->TexSrcUnit, color );
store_vector4( inst, machine, color );
}
break;
store_vector4( inst, machine, result );
}
break;
+ case FP_OPCODE_END:
+ return GL_TRUE;
default:
- _mesa_problem(ctx, "Bad opcode in _mesa_exec_fragment_program");
+ _mesa_problem(ctx, "Bad opcode %d in _mesa_exec_fragment_program",
+ inst->Opcode);
return GL_TRUE; /* return value doesn't matter */
}
}
}
+static void
+init_machine( GLcontext *ctx, struct fp_machine *machine,
+ const struct fragment_program *program,
+ const struct sw_span *span, GLuint i )
+{
+ GLuint u;
+
+ /* Clear temporary registers */
+ _mesa_bzero(machine->Registers + FP_TEMP_REG_START,
+ MAX_NV_FRAGMENT_PROGRAM_TEMPS * 4 * sizeof(GLfloat));
+
+ /* Load input registers */
+ if (program->InputsRead & (1 << FRAG_ATTRIB_WPOS)) {
+ GLfloat *wpos = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_WPOS];
+ wpos[0] = span->x + i;
+ wpos[1] = span->y + i;
+ wpos[2] = (GLfloat) span->array->z[i] / ctx->DepthMaxF;
+ wpos[3] = span->w + i * span->dwdx;
+ }
+ if (program->InputsRead & (1 << FRAG_ATTRIB_COL0)) {
+ GLfloat *col0 = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_COL0];
+ col0[0] = CHAN_TO_FLOAT(span->array->rgba[i][RCOMP]);
+ col0[1] = CHAN_TO_FLOAT(span->array->rgba[i][GCOMP]);
+ col0[2] = CHAN_TO_FLOAT(span->array->rgba[i][BCOMP]);
+ col0[3] = CHAN_TO_FLOAT(span->array->rgba[i][ACOMP]);
+ }
+ if (program->InputsRead & (1 << FRAG_ATTRIB_COL1)) {
+ GLfloat *col1 = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_COL1];
+ col1[0] = CHAN_TO_FLOAT(span->array->spec[i][RCOMP]);
+ col1[1] = CHAN_TO_FLOAT(span->array->spec[i][GCOMP]);
+ col1[2] = CHAN_TO_FLOAT(span->array->spec[i][BCOMP]);
+ col1[3] = CHAN_TO_FLOAT(span->array->spec[i][ACOMP]);
+ }
+ if (program->InputsRead & (1 << FRAG_ATTRIB_FOGC)) {
+ GLfloat *fogc = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_FOGC];
+ fogc[0] = span->array->fog[i];
+ fogc[1] = 0.0F;
+ fogc[2] = 0.0F;
+ fogc[3] = 0.0F;
+ }
+ for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
+ if (program->InputsRead & (1 << (FRAG_ATTRIB_TEX0 + u))) {
+ GLfloat *tex = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_TEX0+u];
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
+ COPY_4V(tex, span->array->texcoords[u][i]);
+ }
+ else {
+ COPY_4V(tex, ctx->Current.Attrib[VERT_ATTRIB_TEX0 + u]);
+ }
+ }
+ }
+}
+
void
_swrast_exec_nv_fragment_program( GLcontext *ctx, struct sw_span *span )
for (i = 0; i < span->end; i++) {
if (span->array->mask[i]) {
- const GLfloat *colOut = ctx->FragmentProgram.Machine.Registers[FP_OUTPUT_REG_START];
- GLuint u;
-
- /* Clear temporary registers */
- _mesa_bzero(ctx->FragmentProgram.Machine.Registers +FP_TEMP_REG_START,
- MAX_NV_FRAGMENT_PROGRAM_TEMPS * 4 * sizeof(GLfloat));
-
- /*
- * Load input registers - yes this is all very inefficient for now.
- */
- if (program->InputsRead & (1 << FRAG_ATTRIB_WPOS)) {
- GLfloat *wpos = ctx->FragmentProgram.Machine.Registers[0];
- wpos[0] = span->x + i;
- wpos[1] = span->y + i;
- wpos[2] = (GLfloat) span->array->z[i] / ctx->DepthMaxF;
- wpos[3] = 1.0; /* XXX should be 1/w */
- }
- if (program->InputsRead & (1 << FRAG_ATTRIB_COL0)) {
- GLfloat *col0 = ctx->FragmentProgram.Machine.Registers[1];
- col0[0] = CHAN_TO_FLOAT(span->array->rgba[i][RCOMP]);
- col0[1] = CHAN_TO_FLOAT(span->array->rgba[i][GCOMP]);
- col0[2] = CHAN_TO_FLOAT(span->array->rgba[i][BCOMP]);
- col0[3] = CHAN_TO_FLOAT(span->array->rgba[i][ACOMP]);
- }
- if (program->InputsRead & (1 << FRAG_ATTRIB_COL1)) {
- GLfloat *col1 = ctx->FragmentProgram.Machine.Registers[2];
- col1[0] = CHAN_TO_FLOAT(span->array->spec[i][RCOMP]);
- col1[1] = CHAN_TO_FLOAT(span->array->spec[i][GCOMP]);
- col1[2] = CHAN_TO_FLOAT(span->array->spec[i][BCOMP]);
- col1[3] = CHAN_TO_FLOAT(span->array->spec[i][ACOMP]);
- }
- if (program->InputsRead & (1 << FRAG_ATTRIB_FOGC)) {
- GLfloat *fogc = ctx->FragmentProgram.Machine.Registers[3];
- fogc[0] = span->array->fog[i];
- fogc[1] = 0.0F;
- fogc[2] = 0.0F;
- fogc[3] = 0.0F;
- }
- for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
- if (program->InputsRead & (1 << (FRAG_ATTRIB_TEX0 + u))) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- COPY_4V(ctx->FragmentProgram.Machine.Registers[4 + u],
- span->array->texcoords[u][i]);
- }
- else {
- COPY_4V(ctx->FragmentProgram.Machine.Registers[4 + u],
- ctx->Current.Attrib[VERT_ATTRIB_TEX0 + u]);
- }
- }
- }
+ init_machine(ctx, &ctx->FragmentProgram.Machine,
+ ctx->FragmentProgram.Current, span, i);
- if (!execute_program(ctx, program))
+ if (!execute_program(ctx, program, ~0,
+ &ctx->FragmentProgram.Machine, span))
span->array->mask[i] = GL_FALSE; /* killed fragment */
/* Store output registers */
- UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][RCOMP], colOut[0]);
- UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][GCOMP], colOut[1]);
- UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][BCOMP], colOut[2]);
- UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][ACOMP], colOut[3]);
+ {
+ const GLfloat *colOut
+ = ctx->FragmentProgram.Machine.Registers[FP_OUTPUT_REG_START];
+ UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][RCOMP], colOut[0]);
+ UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][GCOMP], colOut[1]);
+ UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][BCOMP], colOut[2]);
+ UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][ACOMP], colOut[3]);
+ }
/* depth value */
if (ctx->FragmentProgram.Current->OutputsWritten & 2)
span->array->z[i] = IROUND(ctx->FragmentProgram.Machine.Registers[FP_OUTPUT_REG_START + 2][0] * ctx->DepthMaxF);
-/* $Id: s_span.c,v 1.58 2003/03/15 17:33:27 brianp Exp $ */
+/* $Id: s_span.c,v 1.59 2003/03/16 22:02:37 brianp Exp $ */
/*
* Mesa 3-D graphics library
_mesa_span_default_fog( GLcontext *ctx, struct sw_span *span )
{
span->fog = _mesa_z_to_fogfactor(ctx, ctx->Current.RasterDistance);
- span->fogStep = 0;
+ span->fogStep = span->dfogdx = span->dfogdy = 0.0F;
span->interpMask |= SPAN_FOG;
}
-/* $Id: s_triangle.c,v 1.68 2003/03/14 15:41:00 brianp Exp $ */
+/* $Id: s_triangle.c,v 1.69 2003/03/16 22:02:38 brianp Exp $ */
/*
* Mesa 3-D graphics library
*/
#define NAME general_textured_triangle
#define INTERP_Z 1
+#define INTERP_W 1
#define INTERP_FOG 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
*/
#define NAME multitextured_triangle
#define INTERP_Z 1
+#define INTERP_W 1
#define INTERP_FOG 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
-/* $Id: s_tritemp.h,v 1.46 2003/03/16 20:10:01 brianp Exp $ */
+/* $Id: s_tritemp.h,v 1.47 2003/03/16 22:02:40 brianp Exp $ */
/*
* Mesa 3-D graphics library
{
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
-#if defined(INTERP_RGB)
- GLfloat drdx, drdy;
- GLfloat dgdx, dgdy;
- GLfloat dbdx, dbdy;
-#endif
-#if defined(INTERP_ALPHA)
- GLfloat dadx, dady;
-#endif
-#if defined(INTERP_SPEC)
- GLfloat dsrdx, dsrdy;
- GLfloat dsgdx, dsgdy;
- GLfloat dsbdx, dsbdy;
-#endif
#ifdef INTERP_INDEX
GLfloat didx, didy;
#endif
#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.dzdx = oneOverArea * (eMaj_dz * eBot.dy - eMaj.dy * eBot_dz);
+ if (span.dzdx > maxDepth || span.dzdx < -maxDepth) {
/* probably a sliver triangle */
- dzdx = 0.0;
- dzdy = 0.0;
+ span.dzdx = 0.0;
+ span.dzdy = 0.0;
}
else {
- dzdy = oneOverArea * (eMaj.dx * eBot_dz - eMaj_dz * eBot.dx);
+ span.dzdy = oneOverArea * (eMaj.dx * eBot_dz - eMaj_dz * eBot.dx);
}
if (depthBits <= 16)
- span.zStep = SignedFloatToFixed(dzdx);
+ span.zStep = SignedFloatToFixed(span.dzdx);
else
- span.zStep = (GLint) dzdx;
+ span.zStep = (GLint) span.dzdx;
+ }
+#endif
+#ifdef INTERP_W
+ {
+ const GLfloat eMaj_dw = vMax->win[3] - vMin->win[3];
+ const GLfloat eBot_dw = vMid->win[3] - vMin->win[3];
+ span.dwdx = oneOverArea * (eMaj_dw * eBot.dy - eMaj.dy * eBot_dw);
+ span.dwdy = oneOverArea * (eMaj.dx * eBot_dw - eMaj_dw * eBot.dx);
}
#endif
#ifdef INTERP_FOG
{
const GLfloat eMaj_dfog = vMax->fog - vMin->fog;
const GLfloat eBot_dfog = vMid->fog - vMin->fog;
- span.fogStep = oneOverArea * (eMaj_dfog * eBot.dy - eMaj.dy * eBot_dfog);
- dfogdy = oneOverArea * (eMaj.dx * eBot_dfog - eMaj_dfog * eBot.dx);
+ 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;
}
#endif
#ifdef INTERP_RGB
GLfloat eMaj_da = (GLfloat) ((ColorTemp) vMax->color[ACOMP] - vMin->color[ACOMP]);
GLfloat eBot_da = (GLfloat) ((ColorTemp) vMid->color[ACOMP] - vMin->color[ACOMP]);
# endif
- drdx = oneOverArea * (eMaj_dr * eBot.dy - eMaj.dy * eBot_dr);
- drdy = oneOverArea * (eMaj.dx * eBot_dr - eMaj_dr * eBot.dx);
- dgdx = oneOverArea * (eMaj_dg * eBot.dy - eMaj.dy * eBot_dg);
- dgdy = oneOverArea * (eMaj.dx * eBot_dg - eMaj_dg * eBot.dx);
- dbdx = oneOverArea * (eMaj_db * eBot.dy - eMaj.dy * eBot_db);
- dbdy = oneOverArea * (eMaj.dx * eBot_db - eMaj_db * eBot.dx);
+ span.drdx = oneOverArea * (eMaj_dr * eBot.dy - eMaj.dy * eBot_dr);
+ span.drdy = oneOverArea * (eMaj.dx * eBot_dr - eMaj_dr * eBot.dx);
+ span.dgdx = oneOverArea * (eMaj_dg * eBot.dy - eMaj.dy * eBot_dg);
+ span.dgdy = oneOverArea * (eMaj.dx * eBot_dg - eMaj_dg * eBot.dx);
+ span.dbdx = oneOverArea * (eMaj_db * eBot.dy - eMaj.dy * eBot_db);
+ span.dbdy = oneOverArea * (eMaj.dx * eBot_db - eMaj_db * eBot.dx);
# if CHAN_TYPE == GL_FLOAT
- span.redStep = drdx;
- span.greenStep = dgdx;
- span.blueStep = dbdx;
+ span.redStep = span.drdx;
+ span.greenStep = span.dgdx;
+ span.blueStep = span.dbdx;
# else
- span.redStep = SignedFloatToFixed(drdx);
- span.greenStep = SignedFloatToFixed(dgdx);
- span.blueStep = SignedFloatToFixed(dbdx);
+ span.redStep = SignedFloatToFixed(span.drdx);
+ span.greenStep = SignedFloatToFixed(span.dgdx);
+ span.blueStep = SignedFloatToFixed(span.dbdx);
# endif /* GL_FLOAT */
# ifdef INTERP_ALPHA
- dadx = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da);
- dady = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx);
+ span.dadx = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da);
+ span.dady = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx);
# if CHAN_TYPE == GL_FLOAT
- span.alphaStep = dadx;
+ span.alphaStep = span.dadx;
# else
- span.alphaStep = SignedFloatToFixed(dadx);
+ span.alphaStep = SignedFloatToFixed(span.dadx);
# endif /* GL_FLOAT */
# endif /* INTERP_ALPHA */
}
else {
ASSERT (ctx->Light.ShadeModel == GL_FLAT);
span.interpMask |= SPAN_FLAT;
- drdx = drdy = span.redStep = 0;
- dgdx = dgdy = span.greenStep = 0;
- dbdx = dbdy = span.blueStep = 0;
+ span.drdx = span.drdy = span.redStep = 0;
+ span.dgdx = span.dgdy = span.greenStep = 0;
+ span.dbdx = span.dbdy = span.blueStep = 0;
# ifdef INTERP_ALPHA
- dadx = dady = span.alphaStep = 0;
+ span.dadx = span.dady = span.alphaStep = 0;
# endif
}
#endif /* INTERP_RGB */
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]);
- dsrdx = oneOverArea * (eMaj_dsr * eBot.dy - eMaj.dy * eBot_dsr);
- dsrdy = oneOverArea * (eMaj.dx * eBot_dsr - eMaj_dsr * eBot.dx);
- dsgdx = oneOverArea * (eMaj_dsg * eBot.dy - eMaj.dy * eBot_dsg);
- dsgdy = oneOverArea * (eMaj.dx * eBot_dsg - eMaj_dsg * eBot.dx);
- dsbdx = oneOverArea * (eMaj_dsb * eBot.dy - eMaj.dy * eBot_dsb);
- dsbdy = oneOverArea * (eMaj.dx * eBot_dsb - eMaj_dsb * eBot.dx);
+ 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);
+ span.dsgdy = oneOverArea * (eMaj.dx * eBot_dsg - eMaj_dsg * eBot.dx);
+ span.dsbdx = oneOverArea * (eMaj_dsb * eBot.dy - eMaj.dy * eBot_dsb);
+ span.dsbdy = oneOverArea * (eMaj.dx * eBot_dsb - eMaj_dsb * eBot.dx);
# if CHAN_TYPE == GL_FLOAT
- span.specRedStep = dsrdx;
- span.specGreenStep = dsgdx;
- span.specBlueStep = dsbdx;
+ span.specRedStep = span.dsrdx;
+ span.specGreenStep = span.dsgdx;
+ span.specBlueStep = span.dsbdx;
# else
- span.specRedStep = SignedFloatToFixed(dsrdx);
- span.specGreenStep = SignedFloatToFixed(dsgdx);
- span.specBlueStep = SignedFloatToFixed(dsbdx);
+ span.specRedStep = SignedFloatToFixed(span.dsrdx);
+ span.specGreenStep = SignedFloatToFixed(span.dsgdx);
+ span.specBlueStep = SignedFloatToFixed(span.dsbdx);
# endif
}
else {
- dsrdx = dsrdy = span.specRedStep = 0;
- dsgdx = dsgdy = span.specGreenStep = 0;
- dsbdx = dsbdy = span.specBlueStep = 0;
+ span.dsrdx = span.dsrdy = span.specRedStep = 0;
+ span.dsgdx = span.dsgdy = span.specGreenStep = 0;
+ span.dsbdx = span.dsbdy = span.specBlueStep = 0;
}
#endif /* INTERP_SPEC */
#ifdef INTERP_INDEX
DEPTH_TYPE *zRow = NULL;
int dZRowOuter = 0, dZRowInner; /* offset in bytes */
# endif
- GLfixed fz = 0, fdzOuter = 0, fdzInner;
+ GLfixed zLeft = 0, fdzOuter = 0, fdzInner;
+#endif
+#ifdef INTERP_W
+ GLfloat wLeft, dwOuter, dwInner;
#endif
#ifdef INTERP_FOG
GLfloat fogLeft = 0, dfogOuter = 0, dfogInner;
#endif
#ifdef INTERP_RGB
- ColorTemp fr = 0, fdrOuter = 0, fdrInner;
- ColorTemp fg = 0, fdgOuter = 0, fdgInner;
- ColorTemp fb = 0, fdbOuter = 0, fdbInner;
+ ColorTemp rLeft = 0, fdrOuter = 0, fdrInner;
+ ColorTemp gLeft = 0, fdgOuter = 0, fdgInner;
+ ColorTemp bLeft = 0, fdbOuter = 0, fdbInner;
#endif
#ifdef INTERP_ALPHA
- ColorTemp fa = 0, fdaOuter = 0, fdaInner;
+ ColorTemp aLeft = 0, fdaOuter = 0, fdaInner;
#endif
#ifdef INTERP_SPEC
- ColorTemp fsr=0, fdsrOuter=0, fdsrInner;
- ColorTemp fsg=0, fdsgOuter=0, fdsgInner;
- ColorTemp fsb=0, fdsbOuter=0, fdsbInner;
+ ColorTemp srLeft=0, dsrOuter=0, dsrInner;
+ ColorTemp sgLeft=0, dsgOuter=0, dsgInner;
+ ColorTemp sbLeft=0, dsbOuter=0, dsbInner;
#endif
#ifdef INTERP_INDEX
- GLfixed fi=0, fdiOuter=0, fdiInner;
+ GLfixed iLeft=0, diOuter=0, diInner;
#endif
#ifdef INTERP_INT_TEX
- GLfixed fs=0, fdsOuter=0, fdsInner;
- GLfixed ft=0, fdtOuter=0, fdtInner;
+ GLfixed sLeft=0, dsOuter=0, dsInner;
+ GLfixed tLeft=0, dtOuter=0, dtInner;
#endif
#ifdef INTERP_TEX
GLfloat sLeft[MAX_TEXTURE_COORD_UNITS];
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.dzdx * adjx + span.dzdy * 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.dzdy + dxOuter * span.dzdx);
}
else {
/* interpolate depth values exactly */
- fz = (GLint) (z0 + dzdx * FixedToFloat(adjx) + dzdy * FixedToFloat(adjy));
- fdzOuter = (GLint) (dzdy + dxOuter * dzdx);
+ zLeft = (GLint) (z0 + span.dzdx * FixedToFloat(adjx) + span.dzdy * FixedToFloat(adjy));
+ fdzOuter = (GLint) (span.dzdy + dxOuter * span.dzdx);
}
# ifdef DEPTH_TYPE
zRow = (DEPTH_TYPE *)
# endif
}
#endif
+#ifdef INTERP_W
+ wLeft = vLower->win[3] + (span.dwdx * adjx + span.dwdy * adjy) * (1.0F/FIXED_SCALE);
+ dwOuter = span.dwdy + dxOuter * span.dwdx;
+#endif
#ifdef INTERP_FOG
- fogLeft = vLower->fog + (span.fogStep * adjx + dfogdy * adjy)
- * (1.0F/FIXED_SCALE);
- dfogOuter = dfogdy + dxOuter * span.fogStep;
+ fogLeft = vLower->fog + (span.dfogdx * adjx + span.dfogdy * adjy) * (1.0F/FIXED_SCALE);
+ dfogOuter = span.dfogdy + dxOuter * span.dfogdx;
#endif
#ifdef INTERP_RGB
if (ctx->Light.ShadeModel == GL_SMOOTH) {
# if CHAN_TYPE == GL_FLOAT
- fr = vLower->color[RCOMP] + (drdx * adjx + drdy * adjy) * (1.0F / FIXED_SCALE);
- fg = vLower->color[GCOMP] + (dgdx * adjx + dgdy * adjy) * (1.0F / FIXED_SCALE);
- fb = vLower->color[BCOMP] + (dbdx * adjx + dbdy * adjy) * (1.0F / FIXED_SCALE);
- fdrOuter = drdy + dxOuter * drdx;
- fdgOuter = dgdy + dxOuter * dgdx;
- fdbOuter = dbdy + dxOuter * dbdx;
+ rLeft = vLower->color[RCOMP] + (span.drdx * adjx + span.drdy * adjy) * (1.0F / FIXED_SCALE);
+ gLeft = vLower->color[GCOMP] + (span.dgdx * adjx + span.dgdy * adjy) * (1.0F / FIXED_SCALE);
+ bLeft = vLower->color[BCOMP] + (span.dbdx * adjx + span.dbdy * adjy) * (1.0F / FIXED_SCALE);
+ fdrOuter = span.drdy + dxOuter * span.drdx;
+ fdgOuter = span.dgdy + dxOuter * span.dgdx;
+ fdbOuter = span.dbdy + dxOuter * span.dbdx;
# else
- fr = (ChanToFixed(vLower->color[RCOMP]) + drdx * adjx + drdy * adjy) + FIXED_HALF;
- fg = (ChanToFixed(vLower->color[GCOMP]) + dgdx * adjx + dgdy * adjy) + FIXED_HALF;
- fb = (ChanToFixed(vLower->color[BCOMP]) + dbdx * adjx + dbdy * adjy) + FIXED_HALF;
- fdrOuter = SignedFloatToFixed(drdy + dxOuter * drdx);
- fdgOuter = SignedFloatToFixed(dgdy + dxOuter * dgdx);
- fdbOuter = SignedFloatToFixed(dbdy + dxOuter * dbdx);
+ 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;
+ fdrOuter = SignedFloatToFixed(span.drdy + dxOuter * span.drdx);
+ fdgOuter = SignedFloatToFixed(span.dgdy + dxOuter * span.dgdx);
+ fdbOuter = SignedFloatToFixed(span.dbdy + dxOuter * span.dbdx);
# endif
# ifdef INTERP_ALPHA
# if CHAN_TYPE == GL_FLOAT
- fa = vLower->color[ACOMP] + (dadx * adjx + dady * adjy) * (1.0F / FIXED_SCALE);
- fdaOuter = dady + dxOuter * dadx;
+ aLeft = vLower->color[ACOMP] + (span.dadx * adjx + span.dady * adjy) * (1.0F / FIXED_SCALE);
+ fdaOuter = span.dady + dxOuter * span.dadx;
# else
- fa = (ChanToFixed(vLower->color[ACOMP]) + dadx * adjx + dady * adjy) + FIXED_HALF;
- fdaOuter = SignedFloatToFixed(dady + dxOuter * dadx);
+ aLeft = (ChanToFixed(vLower->color[ACOMP]) + span.dadx * adjx + span.dady * adjy) + FIXED_HALF;
+ fdaOuter = SignedFloatToFixed(span.dady + dxOuter * span.dadx);
# endif
# endif
}
else {
ASSERT (ctx->Light.ShadeModel == GL_FLAT);
# if CHAN_TYPE == GL_FLOAT
- fr = v2->color[RCOMP];
- fg = v2->color[GCOMP];
- fb = v2->color[BCOMP];
+ rLeft = v2->color[RCOMP];
+ gLeft = v2->color[GCOMP];
+ bLeft = v2->color[BCOMP];
fdrOuter = fdgOuter = fdbOuter = 0.0F;
# else
- fr = ChanToFixed(v2->color[RCOMP]);
- fg = ChanToFixed(v2->color[GCOMP]);
- fb = ChanToFixed(v2->color[BCOMP]);
+ 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
- fa = v2->color[ACOMP];
+ aLeft = v2->color[ACOMP];
fdaOuter = 0.0F;
# else
- fa = ChanToFixed(v2->color[ACOMP]);
+ aLeft = ChanToFixed(v2->color[ACOMP]);
fdaOuter = 0;
# endif
# endif
#ifdef INTERP_SPEC
if (ctx->Light.ShadeModel == GL_SMOOTH) {
# if CHAN_TYPE == GL_FLOAT
- fsr = vLower->specular[RCOMP] + (dsrdx * adjx + dsrdy * adjy) * (1.0F / FIXED_SCALE);
- fsg = vLower->specular[GCOMP] + (dsgdx * adjx + dsgdy * adjy) * (1.0F / FIXED_SCALE);
- fsb = vLower->specular[BCOMP] + (dsbdx * adjx + dsbdy * adjy) * (1.0F / FIXED_SCALE);
- fdsrOuter = dsrdy + dxOuter * dsrdx;
- fdsgOuter = dsgdy + dxOuter * dsgdx;
- fdsbOuter = dsbdy + dxOuter * dsbdx;
+ srLeft = vLower->specular[RCOMP] + (span.dsrdx * adjx + span.dsrdy * adjy) * (1.0F / FIXED_SCALE);
+ sgLeft = vLower->specular[GCOMP] + (span.dsgdx * adjx + span.dsgdy * adjy) * (1.0F / FIXED_SCALE);
+ sbLeft = vLower->specular[BCOMP] + (span.dsbdx * adjx + span.dsbdy * adjy) * (1.0F / FIXED_SCALE);
+ dsrOuter = span.dsrdy + dxOuter * span.dsrdx;
+ dsgOuter = span.dsgdy + dxOuter * span.dsgdx;
+ dsbOuter = span.dsbdy + dxOuter * span.dsbdx;
# else
- fsr = (GLfixed) (ChanToFixed(vLower->specular[RCOMP]) + dsrdx * adjx + dsrdy * adjy) + FIXED_HALF;
- fsg = (GLfixed) (ChanToFixed(vLower->specular[GCOMP]) + dsgdx * adjx + dsgdy * adjy) + FIXED_HALF;
- fsb = (GLfixed) (ChanToFixed(vLower->specular[BCOMP]) + dsbdx * adjx + dsbdy * adjy) + FIXED_HALF;
- fdsrOuter = SignedFloatToFixed(dsrdy + dxOuter * dsrdx);
- fdsgOuter = SignedFloatToFixed(dsgdy + dxOuter * dsgdx);
- fdsbOuter = SignedFloatToFixed(dsbdy + dxOuter * dsbdx);
+ srLeft = (GLfixed) (ChanToFixed(vLower->specular[RCOMP]) + span.dsrdx * adjx + span.dsrdy * adjy) + FIXED_HALF;
+ sgLeft = (GLfixed) (ChanToFixed(vLower->specular[GCOMP]) + span.dsgdx * adjx + span.dsgdy * adjy) + FIXED_HALF;
+ sbLeft = (GLfixed) (ChanToFixed(vLower->specular[BCOMP]) + span.dsbdx * adjx + span.dsbdy * adjy) + FIXED_HALF;
+ dsrOuter = SignedFloatToFixed(span.dsrdy + dxOuter * span.dsrdx);
+ dsgOuter = SignedFloatToFixed(span.dsgdy + dxOuter * span.dsgdx);
+ dsbOuter = SignedFloatToFixed(span.dsbdy + dxOuter * span.dsbdx);
# endif
}
else {
#if CHAN_TYPE == GL_FLOAT
- fsr = v2->specular[RCOMP];
- fsg = v2->specular[GCOMP];
- fsb = v2->specular[BCOMP];
- fdsrOuter = fdsgOuter = fdsbOuter = 0.0F;
+ srLeft = v2->specular[RCOMP];
+ sgLeft = v2->specular[GCOMP];
+ sbLeft = v2->specular[BCOMP];
+ dsrOuter = dsgOuter = dsbOuter = 0.0F;
# else
- fsr = ChanToFixed(v2->specular[RCOMP]);
- fsg = ChanToFixed(v2->specular[GCOMP]);
- fsb = ChanToFixed(v2->specular[BCOMP]);
- fdsrOuter = fdsgOuter = fdsbOuter = 0;
+ srLeft = ChanToFixed(v2->specular[RCOMP]);
+ sgLeft = ChanToFixed(v2->specular[GCOMP]);
+ sbLeft = ChanToFixed(v2->specular[BCOMP]);
+ dsrOuter = dsgOuter = dsbOuter = 0;
# endif
}
#endif
#ifdef INTERP_INDEX
if (ctx->Light.ShadeModel == GL_SMOOTH) {
- fi = (GLfixed)(vLower->index * FIXED_SCALE
+ iLeft = (GLfixed)(vLower->index * FIXED_SCALE
+ didx * adjx + didy * adjy) + FIXED_HALF;
- fdiOuter = SignedFloatToFixed(didy + dxOuter * didx);
+ diOuter = SignedFloatToFixed(didy + dxOuter * didx);
}
else {
- fi = (GLfixed) (v2->index * FIXED_SCALE);
- fdiOuter = 0;
+ iLeft = (GLfixed) (v2->index * FIXED_SCALE);
+ diOuter = 0;
}
#endif
#ifdef INTERP_INT_TEX
{
GLfloat s0, t0;
s0 = vLower->texcoord[0][0] * S_SCALE;
- fs = (GLfixed)(s0 * FIXED_SCALE + span.texStepX[0][0] * adjx
+ sLeft = (GLfixed)(s0 * FIXED_SCALE + span.texStepX[0][0] * adjx
+ span.texStepY[0][0] * adjy) + FIXED_HALF;
- fdsOuter = SignedFloatToFixed(span.texStepY[0][0] + dxOuter * span.texStepX[0][0]);
+ dsOuter = SignedFloatToFixed(span.texStepY[0][0] + dxOuter * span.texStepX[0][0]);
t0 = vLower->texcoord[0][1] * T_SCALE;
- ft = (GLfixed)(t0 * FIXED_SCALE + span.texStepX[0][1] * adjx
+ tLeft = (GLfixed)(t0 * FIXED_SCALE + span.texStepX[0][1] * adjx
+ span.texStepY[0][1] * adjy) + FIXED_HALF;
- fdtOuter = SignedFloatToFixed(span.texStepY[0][1] + dxOuter * span.texStepX[0][1]);
+ dtOuter = SignedFloatToFixed(span.texStepY[0][1] + dxOuter * span.texStepX[0][1]);
}
#endif
#ifdef INTERP_TEX
# endif
fdzInner = fdzOuter + span.zStep;
#endif
+#ifdef INTERP_W
+ dwInner = dwOuter + span.dwdx;
+#endif
#ifdef INTERP_FOG
- dfogInner = dfogOuter + span.fogStep;
+ dfogInner = dfogOuter + span.dfogdx;
#endif
#if defined(INTERP_RGB)
fdrInner = fdrOuter + span.redStep;
fdaInner = fdaOuter + span.alphaStep;
#endif
#if defined(INTERP_SPEC)
- fdsrInner = fdsrOuter + span.specRedStep;
- fdsgInner = fdsgOuter + span.specGreenStep;
- fdsbInner = fdsbOuter + span.specBlueStep;
+ dsrInner = dsrOuter + span.specRedStep;
+ dsgInner = dsgOuter + span.specGreenStep;
+ dsbInner = dsbOuter + span.specBlueStep;
#endif
#ifdef INTERP_INDEX
- fdiInner = fdiOuter + span.indexStep;
+ diInner = diOuter + span.indexStep;
#endif
#ifdef INTERP_INT_TEX
- fdsInner = fdsOuter + span.intTexStep[0];
- fdtInner = fdtOuter + span.intTexStep[1];
+ dsInner = dsOuter + span.intTexStep[0];
+ dtInner = dtOuter + span.intTexStep[1];
#endif
#ifdef INTERP_TEX
TEX_UNIT_LOOP(
span.end = right - span.x;
#ifdef INTERP_Z
- span.z = fz;
+ span.z = zLeft;
+#endif
+#ifdef INTERP_W
+ span.w = wLeft;
#endif
#ifdef INTERP_FOG
span.fog = fogLeft;
#endif
#if defined(INTERP_RGB)
- span.red = fr;
- span.green = fg;
- span.blue = fb;
+ span.red = rLeft;
+ span.green = gLeft;
+ span.blue = bLeft;
#endif
#if defined(INTERP_ALPHA)
- span.alpha = fa;
+ span.alpha = aLeft;
#endif
#if defined(INTERP_SPEC)
- span.specRed = fsr;
- span.specGreen = fsg;
- span.specBlue = fsb;
+ span.specRed = srLeft;
+ span.specGreen = sgLeft;
+ span.specBlue = sbLeft;
#endif
#ifdef INTERP_INDEX
- span.index = fi;
+ span.index = iLeft;
#endif
#ifdef INTERP_INT_TEX
- span.intTex[0] = fs;
- span.intTex[1] = ft;
+ span.intTex[0] = sLeft;
+ span.intTex[1] = tLeft;
#endif
#ifdef INTERP_TEX
# ifdef DEPTH_TYPE
zRow = (DEPTH_TYPE *) ((GLubyte *) zRow + dZRowOuter);
# endif
- fz += fdzOuter;
+ zLeft += fdzOuter;
+#endif
+#ifdef INTERP_W
+ wLeft += dwOuter;
#endif
#ifdef INTERP_FOG
fogLeft += dfogOuter;
#endif
#if defined(INTERP_RGB)
- fr += fdrOuter;
- fg += fdgOuter;
- fb += fdbOuter;
+ rLeft += fdrOuter;
+ gLeft += fdgOuter;
+ bLeft += fdbOuter;
#endif
#if defined(INTERP_ALPHA)
- fa += fdaOuter;
+ aLeft += fdaOuter;
#endif
#if defined(INTERP_SPEC)
- fsr += fdsrOuter;
- fsg += fdsgOuter;
- fsb += fdsbOuter;
+ 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
TEX_UNIT_LOOP(
# ifdef DEPTH_TYPE
zRow = (DEPTH_TYPE *) ((GLubyte *) zRow + dZRowInner);
# endif
- fz += fdzInner;
+ zLeft += fdzInner;
+#endif
+#ifdef INTERP_W
+ wLeft += dwInner;
#endif
#ifdef INTERP_FOG
fogLeft += dfogInner;
#endif
#if defined(INTERP_RGB)
- fr += fdrInner;
- fg += fdgInner;
- fb += fdbInner;
+ rLeft += fdrInner;
+ gLeft += fdgInner;
+ bLeft += fdbInner;
#endif
#if defined(INTERP_ALPHA)
- fa += fdaInner;
+ aLeft += fdaInner;
#endif
#if defined(INTERP_SPEC)
- fsr += fdsrInner;
- fsg += fdsgInner;
- fsb += fdsbInner;
+ 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
TEX_UNIT_LOOP(
#undef PIXEL_ADDRESS
#undef INTERP_Z
+#undef INTERP_W
#undef INTERP_FOG
#undef INTERP_RGB
#undef INTERP_ALPHA