draw: corrections to allow for different cliptest cases
[mesa.git] / src / mesa / drivers / dri / savage / savagespan.h
1 /*
2 * Copyright 1998-2003 VIA Technologies, Inc. All Rights Reserved.
3 * Copyright 2001-2003 S3 Graphics, Inc. All Rights Reserved.
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining a
6 * copy of this software and associated documentation files (the "Software"),
7 * to deal in the Software without restriction, including without limitation
8 * the rights to use, copy, modify, merge, publish, distribute, sub license,
9 * and/or sell copies of the Software, and to permit persons to whom the
10 * Software is furnished to do so, subject to the following conditions:
11 *
12 * The above copyright notice and this permission notice (including the
13 * next paragraph) shall be included in all copies or substantial portions
14 * of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
19 * VIA, S3 GRAPHICS, AND/OR ITS SUPPLIERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
22 * DEALINGS IN THE SOFTWARE.
23 */
24
25 #ifndef _SAVAGE_SPAN_H
26 #define _SAVAGE_SPAN_H
27
28 #include "drirenderbuffer.h"
29
30
31 extern void savageDDInitSpanFuncs( GLcontext *ctx );
32
33 extern void
34 savageSetSpanFunctions(driRenderbuffer *rb, const GLvisual *vis,
35 GLboolean float_depth);
36
37
38 /*
39 * Savage 16-bit float depth format with zExpOffset=16:
40 * 4 bit unsigned exponent, 12 bit mantissa
41 *
42 * The meaning of the mantissa is different from IEEE floatint point
43 * formats. The same number can't be encoded with different exponents.
44 * So no bits are wasted.
45 *
46 * exponent | range encoded by mantissa | accuracy or mantissa
47 * ---------+---------------------------+---------------------
48 * 15 | 2^-1 .. 1 | 2^-13
49 * 14 | 2^-2 .. 2^-1 | 2^-14
50 * 13 | 2^-3 .. 2^-2 | 2^-15
51 * ... | ... |
52 * 2 | 2^-14 .. 2^-13 | 2^-27
53 * 1 | 2^-15 .. 2^-14 | 2^-27
54 * 0 | 2^-16 .. 2^-15 | 2^-28
55 *
56 * Note that there is no encoding for numbers < 2^-16.
57 */
58 static INLINE GLuint savageEncodeFloat16( GLdouble x )
59 {
60 GLint r = (GLint)(x * 0x10000000);
61 GLint exp = 0;
62 if (r < 0x1000)
63 return 0;
64 while (r - 0x1000 > 0x0fff) {
65 r >>= 1;
66 exp++;
67 }
68 return exp > 0xf ? 0xffff : (r - 0x1000) | (exp << 12);
69 }
70 static INLINE GLdouble savageDecodeFloat16( GLuint x )
71 {
72 static const GLdouble pow2[16] = {
73 1.0/(1<<28), 1.0/(1<<27), 1.0/(1<<26), 1.0/(1<<25),
74 1.0/(1<<24), 1.0/(1<<23), 1.0/(1<<22), 1.0/(1<<21),
75 1.0/(1<<20), 1.0/(1<<19), 1.0/(1<<18), 1.0/(1<<17),
76 1.0/(1<<16), 1.0/(1<<15), 1.0/(1<<14), 1.0/(1<<13)
77 };
78 static const GLdouble bias[16] = {
79 1.0/(1<<16), 1.0/(1<<15), 1.0/(1<<14), 1.0/(1<<13),
80 1.0/(1<<12), 1.0/(1<<11), 1.0/(1<<10), 1.0/(1<< 9),
81 1.0/(1<< 8), 1.0/(1<< 7), 1.0/(1<< 6), 1.0/(1<< 5),
82 1.0/(1<< 4), 1.0/(1<< 3), 1.0/(1<< 2), 1.0/(1<< 1)
83 };
84 GLuint mant = x & 0x0fff;
85 GLuint exp = (x >> 12) & 0xf;
86 return bias[exp] + pow2[exp]*mant;
87 }
88
89 /*
90 * Savage 24-bit float depth format with zExpOffset=32:
91 * 5 bit unsigned exponent, 19 bit mantissa
92 *
93 * Details analogous to the 16-bit format.
94 */
95 static INLINE GLuint savageEncodeFloat24( GLdouble x )
96 {
97 int64_t r = (int64_t)(x * ((int64_t)1 << (19+32)));
98 GLint exp = 0;
99 if (r < 0x80000)
100 return 0;
101 while (r - 0x80000 > 0x7ffff) {
102 r >>= 1;
103 exp++;
104 }
105 return exp > 0x1f ? 0xffffff : (r - 0x80000) | (exp << 19);
106 }
107 #define _1 (int64_t)1
108 static INLINE GLdouble savageDecodeFloat24( GLuint x )
109 {
110 static const GLdouble pow2[32] = {
111 1.0/(_1<<51), 1.0/(_1<<50), 1.0/(_1<<49), 1.0/(_1<<48),
112 1.0/(_1<<47), 1.0/(_1<<46), 1.0/(_1<<45), 1.0/(_1<<44),
113 1.0/(_1<<43), 1.0/(_1<<42), 1.0/(_1<<41), 1.0/(_1<<40),
114 1.0/(_1<<39), 1.0/(_1<<38), 1.0/(_1<<37), 1.0/(_1<<36),
115 1.0/(_1<<35), 1.0/(_1<<34), 1.0/(_1<<33), 1.0/(_1<<32),
116 1.0/(_1<<31), 1.0/(_1<<30), 1.0/(_1<<29), 1.0/(_1<<28),
117 1.0/(_1<<27), 1.0/(_1<<26), 1.0/(_1<<25), 1.0/(_1<<24),
118 1.0/(_1<<23), 1.0/(_1<<22), 1.0/(_1<<21), 1.0/(_1<<20)
119 };
120 static const GLdouble bias[32] = {
121 1.0/(_1<<32), 1.0/(_1<<31), 1.0/(_1<<30), 1.0/(_1<<29),
122 1.0/(_1<<28), 1.0/(_1<<27), 1.0/(_1<<26), 1.0/(_1<<25),
123 1.0/(_1<<24), 1.0/(_1<<23), 1.0/(_1<<22), 1.0/(_1<<21),
124 1.0/(_1<<20), 1.0/(_1<<19), 1.0/(_1<<18), 1.0/(_1<<17),
125 1.0/(_1<<16), 1.0/(_1<<15), 1.0/(_1<<14), 1.0/(_1<<13),
126 1.0/(_1<<12), 1.0/(_1<<11), 1.0/(_1<<10), 1.0/(_1<< 9),
127 1.0/(_1<< 8), 1.0/(_1<< 7), 1.0/(_1<< 6), 1.0/(_1<< 5),
128 1.0/(_1<< 4), 1.0/(_1<< 3), 1.0/(_1<< 2), 1.0/(_1<< 1)
129 };
130 GLuint mant = x & 0x7ffff;
131 GLuint exp = (x >> 19) & 0x1f;
132 return bias[exp] + pow2[exp]*mant;
133 }
134 #undef _1
135
136
137 #endif