+static INLINE unsigned
+compute_clipmask(float cx, float cy, float cz, float cw)
+{
+ unsigned mask;
+#if defined(macintosh) || defined(__powerpc__)
+ /* on powerpc cliptest is 17% faster in this way. */
+ mask = (((cw < cx) << CLIP_RIGHT_SHIFT));
+ mask |= (((cw < -cx) << CLIP_LEFT_SHIFT));
+ mask |= (((cw < cy) << CLIP_TOP_SHIFT));
+ mask |= (((cw < -cy) << CLIP_BOTTOM_SHIFT));
+ mask |= (((cw < cz) << CLIP_FAR_SHIFT));
+ mask |= (((cw < -cz) << CLIP_NEAR_SHIFT));
+#else /* !defined(macintosh)) */
+ mask = 0x0;
+ if (-cx + cw < 0) mask |= CLIP_RIGHT_BIT;
+ if ( cx + cw < 0) mask |= CLIP_LEFT_BIT;
+ if (-cy + cw < 0) mask |= CLIP_TOP_BIT;
+ if ( cy + cw < 0) mask |= CLIP_BOTTOM_BIT;
+ if (-cz + cw < 0) mask |= CLIP_FAR_BIT;
+ if ( cz + cw < 0) mask |= CLIP_NEAR_BIT;
+#endif /* defined(macintosh) */
+ return mask;
+}
+
+
+
/**
* Transform vertices with the current vertex program/shader
* Up to four vertices can be shaded at a time.
machine.Inputs[0].xyzw[1].f[j] = vIn[1]; /*Y*/
machine.Inputs[0].xyzw[2].f[j] = vIn[2]; /*Z*/
machine.Inputs[0].xyzw[3].f[j] = 1.0; /*W*/
+
+ machine.Inputs[3].xyzw[0].f[j] = cIn[0];
+ machine.Inputs[3].xyzw[1].f[j] = cIn[1];
+ machine.Inputs[3].xyzw[2].f[j] = cIn[2];
+ machine.Inputs[3].xyzw[3].f[j] = 1.0;
+
#if 0
printf("VS Input %d: %f %f %f %f\n",
j, vIn[0], vIn[1], vIn[2], 1.0);
for (j = 0; j < count; j++) {
float x, y, z, w;
- x = outputs[0].xyzw[0].f[j];
- y = outputs[0].xyzw[1].f[j];
- z = outputs[0].xyzw[2].f[j];
- w = outputs[0].xyzw[3].f[j];
+ x = vOut[j]->clip[0] = outputs[0].xyzw[0].f[j];
+ y = vOut[j]->clip[1] = outputs[0].xyzw[1].f[j];
+ z = vOut[j]->clip[2] = outputs[0].xyzw[2].f[j];
+ w = vOut[j]->clip[3] = outputs[0].xyzw[3].f[j];
+
+ vOut[j]->clipmask = compute_clipmask(x, y, z, w);
+ vOut[j]->edgeflag = 0;
/* divide by w */
- x /= w;
- y /= w;
- z /= w;
w = 1.0 / w;
-
- /* Viewport */
- vOut[j]->data[0][0] = scale[0] * x + trans[0];
- vOut[j]->data[0][1] = scale[1] * y + trans[1];
- vOut[j]->data[0][2] = scale[2] * z + trans[2];
+ x *= w;
+ y *= w;
+ z *= w;
+
+ /* Viewport mapping */
+ vOut[j]->data[0][0] = x * scale[0] + trans[0];
+ vOut[j]->data[0][1] = y * scale[1] + trans[1];
+ vOut[j]->data[0][2] = z * scale[2] + trans[2];
vOut[j]->data[0][3] = w;
#if 0
printf("wincoord: %f %f %f\n",
vOut[j]->data[0][1],
vOut[j]->data[0][2]);
#endif
- vOut[j]->data[1][0] = 1.0;
- vOut[j]->data[1][1] = 1.0;
- vOut[j]->data[1][2] = 1.0;
- vOut[j]->data[1][3] = 1.0;
+ vOut[j]->data[1][0] = outputs[1].xyzw[0].f[j];
+ vOut[j]->data[1][1] = outputs[1].xyzw[1].f[j];
+ vOut[j]->data[1][2] = outputs[1].xyzw[2].f[j];
+ vOut[j]->data[1][3] = outputs[1].xyzw[3].f[j];
}
#if 0