2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 * Triangle Rasterizer Template
28 * This file is #include'd to generate custom triangle rasterizers.
30 * The following macros may be defined to indicate what auxillary information
31 * must be interpolated across the triangle:
32 * INTERP_Z - if defined, interpolate vertex Z values
33 * INTERP_W - if defined, interpolate vertex W values
34 * INTERP_FOG - if defined, interpolate fog values
35 * INTERP_RGB - if defined, interpolate RGB values
36 * INTERP_ALPHA - if defined, interpolate Alpha values (req's INTERP_RGB)
37 * INTERP_SPEC - if defined, interpolate specular RGB values
38 * INTERP_INDEX - if defined, interpolate color index values
39 * INTERP_INT_TEX - if defined, interpolate integer ST texcoords
40 * (fast, simple 2-D texture mapping)
41 * INTERP_TEX - if defined, interpolate set 0 float STRQ texcoords
42 * NOTE: OpenGL STRQ = Mesa STUV (R was taken for red)
43 * INTERP_MULTITEX - if defined, interpolate N units of STRQ texcoords
44 * INTERP_VARYING - if defined, interpolate M GLSL varyings
46 * When one can directly address pixels in the color buffer the following
47 * macros can be defined and used to compute pixel addresses during
48 * rasterization (see pRow):
49 * PIXEL_TYPE - the datatype of a pixel (GLubyte, GLushort, GLuint)
50 * BYTES_PER_ROW - number of bytes per row in the color buffer
51 * PIXEL_ADDRESS(X,Y) - returns the address of pixel at (X,Y) where
52 * Y==0 at bottom of screen and increases upward.
54 * Similarly, for direct depth buffer access, this type is used for depth
56 * DEPTH_TYPE - either GLushort or GLuint
58 * Optionally, one may provide one-time setup code per triangle:
59 * SETUP_CODE - code which is to be executed once per triangle
60 * CLEANUP_CODE - code to execute at end of triangle
62 * The following macro MUST be defined:
63 * RENDER_SPAN(span) - code to write a span of pixels.
65 * This code was designed for the origin to be in the lower-left corner.
67 * Inspired by triangle rasterizer code written by Allen Akin. Thanks Allen!
70 * Some notes on rasterization accuracy:
72 * This code uses fixed point arithmetic (the GLfixed type) to iterate
73 * over the triangle edges and interpolate ancillary data (such as Z,
74 * color, secondary color, etc). The number of fractional bits in
75 * GLfixed and the value of SUB_PIXEL_BITS has a direct bearing on the
76 * accuracy of rasterization.
78 * If SUB_PIXEL_BITS=4 then we'll snap the vertices to the nearest
79 * 1/16 of a pixel. If we're walking up a long, nearly vertical edge
80 * (dx=1/16, dy=1024) we'll need 4 + 10 = 14 fractional bits in
81 * GLfixed to walk the edge without error. If the maximum viewport
82 * height is 4K pixels, then we'll need 4 + 12 = 16 fractional bits.
84 * Historically, Mesa has used 11 fractional bits in GLfixed, snaps
85 * vertices to 1/16 pixel and allowed a maximum viewport height of 2K
86 * pixels. 11 fractional bits is actually insufficient for accurately
87 * rasterizing some triangles. More recently, the maximum viewport
88 * height was increased to 4K pixels. Thus, Mesa should be using 16
89 * fractional bits in GLfixed. Unfortunately, there may be some issues
90 * with setting FIXED_FRAC_BITS=16, such as multiplication overflow.
91 * This will have to be examined in some detail...
93 * For now, if you find rasterization errors, particularly with tall,
94 * sliver triangles, try increasing FIXED_FRAC_BITS and/or decreasing
99 * ColorTemp is used for intermediate color values.
101 #if CHAN_TYPE == GL_FLOAT
102 #define ColorTemp GLfloat
104 #define ColorTemp GLint /* same as GLfixed */
109 * Walk triangle edges with GLfixed or GLdouble
111 #if TRIANGLE_WALK_DOUBLE
112 #define GLinterp GLdouble
113 #define InterpToInt(X) ((GLint) (X))
114 #define INTERP_ONE 1.0
116 #define GLinterp GLfixed
117 #define InterpToInt(X) FixedToInt(X)
118 #define INTERP_ONE FIXED_ONE
123 * Either loop over all texture units, or just use unit zero.
125 #ifdef INTERP_MULTITEX
126 #define TEX_UNIT_LOOP(CODE) \
129 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { \
130 if (ctx->Texture._EnabledCoordUnits & (1 << u)) { \
136 #elif defined(INTERP_TEX)
137 #define TEX_UNIT_LOOP(CODE) \
139 const GLuint u = 0; \
146 #ifdef INTERP_VARYING
147 /* XXX need a varyingEnabled[] check */
148 #define VARYING_LOOP(CODE) \
151 for (iv = 0; iv < MAX_VARYING; iv++) { \
152 for (ic = 0; ic < 4; ic++) { \
162 * Some code we unfortunately need to prevent negative interpolated colors.
164 #ifndef CLAMP_INTERPOLANT
165 #define CLAMP_INTERPOLANT(CHANNEL, CHANNELSTEP, LEN) \
167 GLfixed endVal = span.CHANNEL + (LEN) * span.CHANNELSTEP; \
169 span.CHANNEL -= endVal; \
171 if (span.CHANNEL < 0) { \
178 static void NAME(GLcontext
*ctx
, const SWvertex
*v0
,
183 const SWvertex
*v0
, *v1
; /* Y(v0) < Y(v1) */
184 #if TRIANGLE_WALK_DOUBLE
185 GLdouble dx
; /* X(v1) - X(v0) */
186 GLdouble dy
; /* Y(v1) - Y(v0) */
187 GLdouble dxdy
; /* dx/dy */
188 GLdouble adjy
; /* adjust from v[0]->fy to fsy, scaled */
189 GLdouble fsx
; /* first sample point x coord */
191 GLdouble fx0
; /*X of lower endpoint */
193 GLfloat dx
; /* X(v1) - X(v0) */
194 GLfloat dy
; /* Y(v1) - Y(v0) */
195 GLfloat dxdy
; /* dx/dy */
196 GLfixed fdxdy
; /* dx/dy in fixed-point */
197 GLfloat adjy
; /* adjust from v[0]->fy to fsy, scaled */
198 GLfixed fsx
; /* first sample point x coord */
200 GLfixed fx0
; /* fixed pt X of lower endpoint */
202 GLint lines
; /* number of lines to be sampled on this edge */
206 const GLint depthBits
= ctx
->DrawBuffer
->Visual
.depthBits
;
207 const GLint fixedToDepthShift
= depthBits
<= 16 ? FIXED_SHIFT
: 0;
208 const GLfloat maxDepth
= ctx
->DrawBuffer
->_DepthMaxF
;
209 #define FixedToDepth(F) ((F) >> fixedToDepthShift)
211 EdgeT eMaj
, eTop
, eBot
;
213 const SWvertex
*vMin
, *vMid
, *vMax
; /* Y(vMin)<=Y(vMid)<=Y(vMax) */
214 GLfloat bf
= SWRAST_CONTEXT(ctx
)->_BackfaceSign
;
215 #if !TRIANGLE_WALK_DOUBLE
216 const GLint snapMask
= ~((FIXED_ONE
/ (1 << SUB_PIXEL_BITS
)) - 1); /* for x/y coord snapping */
218 GLinterp vMin_fx
, vMin_fy
, vMid_fx
, vMid_fy
, vMax_fx
, vMax_fy
;
222 INIT_SPAN(span
, GL_POLYGON
, 0, 0, 0);
225 (void) fixedToDepthShift
;
229 printf("%s()\n", __FUNCTION__);
230 printf(" %g, %g, %g\n", v0->win[0], v0->win[1], v0->win[2]);
231 printf(" %g, %g, %g\n", v1->win[0], v1->win[1], v1->win[2]);
232 printf(" %g, %g, %g\n", v2->win[0], v2->win[1], v2->win[2]);
235 ASSERT(v0->win[2] >= 0.0);
236 ASSERT(v1->win[2] >= 0.0);
237 ASSERT(v2->win[2] >= 0.0);
239 /* Compute fixed point x,y coords w/ half-pixel offsets and snapping.
240 * And find the order of the 3 vertices along the Y axis.
243 #if TRIANGLE_WALK_DOUBLE
244 const GLdouble fy0
= v0
->win
[1] - 0.5;
245 const GLdouble fy1
= v1
->win
[1] - 0.5;
246 const GLdouble fy2
= v2
->win
[1] - 0.5;
248 const GLfixed fy0
= FloatToFixed(v0
->win
[1] - 0.5F
) & snapMask
;
249 const GLfixed fy1
= FloatToFixed(v1
->win
[1] - 0.5F
) & snapMask
;
250 const GLfixed fy2
= FloatToFixed(v2
->win
[1] - 0.5F
) & snapMask
;
255 vMin
= v0
; vMid
= v1
; vMax
= v2
;
256 vMin_fy
= fy0
; vMid_fy
= fy1
; vMax_fy
= fy2
;
258 else if (fy2
<= fy0
) {
260 vMin
= v2
; vMid
= v0
; vMax
= v1
;
261 vMin_fy
= fy2
; vMid_fy
= fy0
; vMax_fy
= fy1
;
265 vMin
= v0
; vMid
= v2
; vMax
= v1
;
266 vMin_fy
= fy0
; vMid_fy
= fy2
; vMax_fy
= fy1
;
273 vMin
= v1
; vMid
= v0
; vMax
= v2
;
274 vMin_fy
= fy1
; vMid_fy
= fy0
; vMax_fy
= fy2
;
277 else if (fy2
<= fy1
) {
279 vMin
= v2
; vMid
= v1
; vMax
= v0
;
280 vMin_fy
= fy2
; vMid_fy
= fy1
; vMax_fy
= fy0
;
285 vMin
= v1
; vMid
= v2
; vMax
= v0
;
286 vMin_fy
= fy1
; vMid_fy
= fy2
; vMax_fy
= fy0
;
290 /* fixed point X coords */
291 #if TRIANGLE_WALK_DOUBLE
292 vMin_fx
= vMin
->win
[0] + 0.5;
293 vMid_fx
= vMid
->win
[0] + 0.5;
294 vMax_fx
= vMax
->win
[0] + 0.5;
296 vMin_fx
= FloatToFixed(vMin
->win
[0] + 0.5F
) & snapMask
;
297 vMid_fx
= FloatToFixed(vMid
->win
[0] + 0.5F
) & snapMask
;
298 vMax_fx
= FloatToFixed(vMax
->win
[0] + 0.5F
) & snapMask
;
302 /* vertex/edge relationship */
303 eMaj
.v0
= vMin
; eMaj
.v1
= vMax
; /*TODO: .v1's not needed */
304 eTop
.v0
= vMid
; eTop
.v1
= vMax
;
305 eBot
.v0
= vMin
; eBot
.v1
= vMid
;
307 /* compute deltas for each edge: vertex[upper] - vertex[lower] */
308 #if TRIANGLE_WALK_DOUBLE
309 eMaj
.dx
= vMax_fx
- vMin_fx
;
310 eMaj
.dy
= vMax_fy
- vMin_fy
;
311 eTop
.dx
= vMax_fx
- vMid_fx
;
312 eTop
.dy
= vMax_fy
- vMid_fy
;
313 eBot
.dx
= vMid_fx
- vMin_fx
;
314 eBot
.dy
= vMid_fy
- vMin_fy
;
316 eMaj
.dx
= FixedToFloat(vMax_fx
- vMin_fx
);
317 eMaj
.dy
= FixedToFloat(vMax_fy
- vMin_fy
);
318 eTop
.dx
= FixedToFloat(vMax_fx
- vMid_fx
);
319 eTop
.dy
= FixedToFloat(vMax_fy
- vMid_fy
);
320 eBot
.dx
= FixedToFloat(vMid_fx
- vMin_fx
);
321 eBot
.dy
= FixedToFloat(vMid_fy
- vMin_fy
);
324 /* compute area, oneOverArea and perform backface culling */
326 #if TRIANGLE_WALK_DOUBLE
327 const GLdouble area
= eMaj
.dx
* eBot
.dy
- eBot
.dx
* eMaj
.dy
;
329 const GLfloat area
= eMaj
.dx
* eBot
.dy
- eBot
.dx
* eMaj
.dy
;
331 /* Do backface culling */
335 if (IS_INF_OR_NAN(area
) || area
== 0.0F
)
338 oneOverArea
= 1.0F
/ area
;
342 span
.facing
= ctx
->_Facing
; /* for 2-sided stencil test */
344 /* Edge setup. For a triangle strip these could be reused... */
346 #if TRIANGLE_WALK_DOUBLE
347 eMaj
.fsy
= CEILF(vMin_fy
);
348 eMaj
.lines
= (GLint
) CEILF(vMax_fy
- eMaj
.fsy
);
350 eMaj
.fsy
= FixedCeil(vMin_fy
);
351 eMaj
.lines
= FixedToInt(FixedCeil(vMax_fy
- eMaj
.fsy
));
353 if (eMaj
.lines
> 0) {
354 eMaj
.dxdy
= eMaj
.dx
/ eMaj
.dy
;
355 #if TRIANGLE_WALK_DOUBLE
356 eMaj
.adjy
= (eMaj
.fsy
- vMin_fy
) * FIXED_SCALE
; /* SCALED! */
358 eMaj
.fsx
= eMaj
.fx0
+ (eMaj
.adjy
* eMaj
.dxdy
) / (GLdouble
) FIXED_SCALE
;
360 eMaj
.fdxdy
= SignedFloatToFixed(eMaj
.dxdy
);
361 eMaj
.adjy
= (GLfloat
) (eMaj
.fsy
- vMin_fy
); /* SCALED! */
363 eMaj
.fsx
= eMaj
.fx0
+ (GLfixed
) (eMaj
.adjy
* eMaj
.dxdy
);
370 #if TRIANGLE_WALK_DOUBLE
371 eTop
.fsy
= CEILF(vMid_fy
);
372 eTop
.lines
= (GLint
) CEILF(vMax_fy
- eTop
.fsy
);
374 eTop
.fsy
= FixedCeil(vMid_fy
);
375 eTop
.lines
= FixedToInt(FixedCeil(vMax_fy
- eTop
.fsy
));
377 if (eTop
.lines
> 0) {
378 eTop
.dxdy
= eTop
.dx
/ eTop
.dy
;
379 #if TRIANGLE_WALK_DOUBLE
380 eTop
.adjy
= (eTop
.fsy
- vMid_fy
) * FIXED_SCALE
; /* SCALED! */
382 eTop
.fsx
= eTop
.fx0
+ (eTop
.adjy
* eTop
.dxdy
) / (GLdouble
) FIXED_SCALE
;
384 eTop
.fdxdy
= SignedFloatToFixed(eTop
.dxdy
);
385 eTop
.adjy
= (GLfloat
) (eTop
.fsy
- vMid_fy
); /* SCALED! */
387 eTop
.fsx
= eTop
.fx0
+ (GLfixed
) (eTop
.adjy
* eTop
.dxdy
);
391 #if TRIANGLE_WALK_DOUBLE
392 eBot
.fsy
= CEILF(vMin_fy
);
393 eBot
.lines
= (GLint
) CEILF(vMid_fy
- eBot
.fsy
);
395 eBot
.fsy
= FixedCeil(vMin_fy
);
396 eBot
.lines
= FixedToInt(FixedCeil(vMid_fy
- eBot
.fsy
));
398 if (eBot
.lines
> 0) {
399 eBot
.dxdy
= eBot
.dx
/ eBot
.dy
;
400 #if TRIANGLE_WALK_DOUBLE
401 eBot
.adjy
= (eBot
.fsy
- vMin_fy
) * FIXED_SCALE
; /* SCALED! */
403 eBot
.fsx
= eBot
.fx0
+ (eBot
.adjy
* eBot
.dxdy
) / (GLdouble
) FIXED_SCALE
;
405 eBot
.fdxdy
= SignedFloatToFixed(eBot
.dxdy
);
406 eBot
.adjy
= (GLfloat
) (eBot
.fsy
- vMin_fy
); /* SCALED! */
408 eBot
.fsx
= eBot
.fx0
+ (GLfixed
) (eBot
.adjy
* eBot
.dxdy
);
414 * Conceptually, we view a triangle as two subtriangles
415 * separated by a perfectly horizontal line. The edge that is
416 * intersected by this line is one with maximal absolute dy; we
417 * call it a ``major'' edge. The other two edges are the
418 * ``top'' edge (for the upper subtriangle) and the ``bottom''
419 * edge (for the lower subtriangle). If either of these two
420 * edges is horizontal or very close to horizontal, the
421 * corresponding subtriangle might cover zero sample points;
422 * we take care to handle such cases, for performance as well
425 * By stepping rasterization parameters along the major edge,
426 * we can avoid recomputing them at the discontinuity where
427 * the top and bottom edges meet. However, this forces us to
428 * be able to scan both left-to-right and right-to-left.
429 * Also, we must determine whether the major edge is at the
430 * left or right side of the triangle. We do this by
431 * computing the magnitude of the cross-product of the major
432 * and top edges. Since this magnitude depends on the sine of
433 * the angle between the two edges, its sign tells us whether
434 * we turn to the left or to the right when travelling along
435 * the major edge to the top edge, and from this we infer
436 * whether the major edge is on the left or the right.
438 * Serendipitously, this cross-product magnitude is also a
439 * value we need to compute the iteration parameter
440 * derivatives for the triangle, and it can be used to perform
441 * backface culling because its sign tells us whether the
442 * triangle is clockwise or counterclockwise. In this code we
443 * refer to it as ``area'' because it's also proportional to
444 * the pixel area of the triangle.
448 GLint scan_from_left_to_right
; /* true if scanning left-to-right */
454 * Execute user-supplied setup code
460 scan_from_left_to_right
= (oneOverArea
< 0.0F
);
463 /* compute d?/dx and d?/dy derivatives */
465 span
.interpMask
|= SPAN_Z
;
467 GLfloat eMaj_dz
= vMax
->win
[2] - vMin
->win
[2];
468 GLfloat eBot_dz
= vMid
->win
[2] - vMin
->win
[2];
469 span
.dzdx
= oneOverArea
* (eMaj_dz
* eBot
.dy
- eMaj
.dy
* eBot_dz
);
470 if (span
.dzdx
> maxDepth
|| span
.dzdx
< -maxDepth
) {
471 /* probably a sliver triangle */
476 span
.dzdy
= oneOverArea
* (eMaj
.dx
* eBot_dz
- eMaj_dz
* eBot
.dx
);
479 span
.zStep
= SignedFloatToFixed(span
.dzdx
);
481 span
.zStep
= (GLint
) span
.dzdx
;
485 span
.interpMask
|= SPAN_W
;
487 const GLfloat eMaj_dw
= vMax
->win
[3] - vMin
->win
[3];
488 const GLfloat eBot_dw
= vMid
->win
[3] - vMin
->win
[3];
489 span
.dwdx
= oneOverArea
* (eMaj_dw
* eBot
.dy
- eMaj
.dy
* eBot_dw
);
490 span
.dwdy
= oneOverArea
* (eMaj
.dx
* eBot_dw
- eMaj_dw
* eBot
.dx
);
494 span
.interpMask
|= SPAN_FOG
;
497 const GLfloat wMax
= vMax
->win
[3], wMin
= vMin
->win
[3], wMid
= vMid
->win
[3];
498 const GLfloat eMaj_dfog
= vMax
->fog
* wMax
- vMin
->fog
* wMin
;
499 const GLfloat eBot_dfog
= vMid
->fog
* wMid
- vMin
->fog
* wMin
;
501 const GLfloat eMaj_dfog
= vMax
->fog
- vMin
->fog
;
502 const GLfloat eBot_dfog
= vMid
->fog
- vMin
->fog
;
504 span
.dfogdx
= oneOverArea
* (eMaj_dfog
* eBot
.dy
- eMaj
.dy
* eBot_dfog
);
505 span
.dfogdy
= oneOverArea
* (eMaj
.dx
* eBot_dfog
- eMaj_dfog
* eBot
.dx
);
506 span
.fogStep
= span
.dfogdx
;
510 span
.interpMask
|= SPAN_RGBA
;
511 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
512 GLfloat eMaj_dr
= (GLfloat
) ((ColorTemp
) vMax
->color
[RCOMP
] - (ColorTemp
) vMin
->color
[RCOMP
]);
513 GLfloat eBot_dr
= (GLfloat
) ((ColorTemp
) vMid
->color
[RCOMP
] - (ColorTemp
) vMin
->color
[RCOMP
]);
514 GLfloat eMaj_dg
= (GLfloat
) ((ColorTemp
) vMax
->color
[GCOMP
] - (ColorTemp
) vMin
->color
[GCOMP
]);
515 GLfloat eBot_dg
= (GLfloat
) ((ColorTemp
) vMid
->color
[GCOMP
] - (ColorTemp
) vMin
->color
[GCOMP
]);
516 GLfloat eMaj_db
= (GLfloat
) ((ColorTemp
) vMax
->color
[BCOMP
] - (ColorTemp
) vMin
->color
[BCOMP
]);
517 GLfloat eBot_db
= (GLfloat
) ((ColorTemp
) vMid
->color
[BCOMP
] - (ColorTemp
) vMin
->color
[BCOMP
]);
519 GLfloat eMaj_da
= (GLfloat
) ((ColorTemp
) vMax
->color
[ACOMP
] - (ColorTemp
) vMin
->color
[ACOMP
]);
520 GLfloat eBot_da
= (GLfloat
) ((ColorTemp
) vMid
->color
[ACOMP
] - (ColorTemp
) vMin
->color
[ACOMP
]);
522 span
.drdx
= oneOverArea
* (eMaj_dr
* eBot
.dy
- eMaj
.dy
* eBot_dr
);
523 span
.drdy
= oneOverArea
* (eMaj
.dx
* eBot_dr
- eMaj_dr
* eBot
.dx
);
524 span
.dgdx
= oneOverArea
* (eMaj_dg
* eBot
.dy
- eMaj
.dy
* eBot_dg
);
525 span
.dgdy
= oneOverArea
* (eMaj
.dx
* eBot_dg
- eMaj_dg
* eBot
.dx
);
526 span
.dbdx
= oneOverArea
* (eMaj_db
* eBot
.dy
- eMaj
.dy
* eBot_db
);
527 span
.dbdy
= oneOverArea
* (eMaj
.dx
* eBot_db
- eMaj_db
* eBot
.dx
);
528 # if CHAN_TYPE == GL_FLOAT
529 span
.redStep
= span
.drdx
;
530 span
.greenStep
= span
.dgdx
;
531 span
.blueStep
= span
.dbdx
;
533 span
.redStep
= SignedFloatToFixed(span
.drdx
);
534 span
.greenStep
= SignedFloatToFixed(span
.dgdx
);
535 span
.blueStep
= SignedFloatToFixed(span
.dbdx
);
536 # endif /* GL_FLOAT */
538 span
.dadx
= oneOverArea
* (eMaj_da
* eBot
.dy
- eMaj
.dy
* eBot_da
);
539 span
.dady
= oneOverArea
* (eMaj
.dx
* eBot_da
- eMaj_da
* eBot
.dx
);
540 # if CHAN_TYPE == GL_FLOAT
541 span
.alphaStep
= span
.dadx
;
543 span
.alphaStep
= SignedFloatToFixed(span
.dadx
);
544 # endif /* GL_FLOAT */
545 # endif /* INTERP_ALPHA */
548 ASSERT(ctx
->Light
.ShadeModel
== GL_FLAT
);
549 span
.interpMask
|= SPAN_FLAT
;
550 span
.drdx
= span
.drdy
= 0.0F
;
551 span
.dgdx
= span
.dgdy
= 0.0F
;
552 span
.dbdx
= span
.dbdy
= 0.0F
;
553 # if CHAN_TYPE == GL_FLOAT
555 span
.greenStep
= 0.0F
;
556 span
.blueStep
= 0.0F
;
561 # endif /* GL_FLOAT */
563 span
.dadx
= span
.dady
= 0.0F
;
564 # if CHAN_TYPE == GL_FLOAT
565 span
.alphaStep
= 0.0F
;
568 # endif /* GL_FLOAT */
571 #endif /* INTERP_RGB */
573 span
.interpMask
|= SPAN_SPEC
;
574 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
575 GLfloat eMaj_dsr
= (GLfloat
) ((ColorTemp
) vMax
->specular
[RCOMP
] - (ColorTemp
) vMin
->specular
[RCOMP
]);
576 GLfloat eBot_dsr
= (GLfloat
) ((ColorTemp
) vMid
->specular
[RCOMP
] - (ColorTemp
) vMin
->specular
[RCOMP
]);
577 GLfloat eMaj_dsg
= (GLfloat
) ((ColorTemp
) vMax
->specular
[GCOMP
] - (ColorTemp
) vMin
->specular
[GCOMP
]);
578 GLfloat eBot_dsg
= (GLfloat
) ((ColorTemp
) vMid
->specular
[GCOMP
] - (ColorTemp
) vMin
->specular
[GCOMP
]);
579 GLfloat eMaj_dsb
= (GLfloat
) ((ColorTemp
) vMax
->specular
[BCOMP
] - (ColorTemp
) vMin
->specular
[BCOMP
]);
580 GLfloat eBot_dsb
= (GLfloat
) ((ColorTemp
) vMid
->specular
[BCOMP
] - (ColorTemp
) vMin
->specular
[BCOMP
]);
581 span
.dsrdx
= oneOverArea
* (eMaj_dsr
* eBot
.dy
- eMaj
.dy
* eBot_dsr
);
582 span
.dsrdy
= oneOverArea
* (eMaj
.dx
* eBot_dsr
- eMaj_dsr
* eBot
.dx
);
583 span
.dsgdx
= oneOverArea
* (eMaj_dsg
* eBot
.dy
- eMaj
.dy
* eBot_dsg
);
584 span
.dsgdy
= oneOverArea
* (eMaj
.dx
* eBot_dsg
- eMaj_dsg
* eBot
.dx
);
585 span
.dsbdx
= oneOverArea
* (eMaj_dsb
* eBot
.dy
- eMaj
.dy
* eBot_dsb
);
586 span
.dsbdy
= oneOverArea
* (eMaj
.dx
* eBot_dsb
- eMaj_dsb
* eBot
.dx
);
587 # if CHAN_TYPE == GL_FLOAT
588 span
.specRedStep
= span
.dsrdx
;
589 span
.specGreenStep
= span
.dsgdx
;
590 span
.specBlueStep
= span
.dsbdx
;
592 span
.specRedStep
= SignedFloatToFixed(span
.dsrdx
);
593 span
.specGreenStep
= SignedFloatToFixed(span
.dsgdx
);
594 span
.specBlueStep
= SignedFloatToFixed(span
.dsbdx
);
598 span
.dsrdx
= span
.dsrdy
= 0.0F
;
599 span
.dsgdx
= span
.dsgdy
= 0.0F
;
600 span
.dsbdx
= span
.dsbdy
= 0.0F
;
601 # if CHAN_TYPE == GL_FLOAT
602 span
.specRedStep
= 0.0F
;
603 span
.specGreenStep
= 0.0F
;
604 span
.specBlueStep
= 0.0F
;
606 span
.specRedStep
= 0;
607 span
.specGreenStep
= 0;
608 span
.specBlueStep
= 0;
611 #endif /* INTERP_SPEC */
613 span
.interpMask
|= SPAN_INDEX
;
614 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
615 GLfloat eMaj_di
= vMax
->index
- vMin
->index
;
616 GLfloat eBot_di
= vMid
->index
- vMin
->index
;
617 didx
= oneOverArea
* (eMaj_di
* eBot
.dy
- eMaj
.dy
* eBot_di
);
618 didy
= oneOverArea
* (eMaj
.dx
* eBot_di
- eMaj_di
* eBot
.dx
);
619 span
.indexStep
= SignedFloatToFixed(didx
);
622 span
.interpMask
|= SPAN_FLAT
;
627 #ifdef INTERP_INT_TEX
628 span
.interpMask
|= SPAN_INT_TEXTURE
;
630 GLfloat eMaj_ds
= (vMax
->texcoord
[0][0] - vMin
->texcoord
[0][0]) * S_SCALE
;
631 GLfloat eBot_ds
= (vMid
->texcoord
[0][0] - vMin
->texcoord
[0][0]) * S_SCALE
;
632 GLfloat eMaj_dt
= (vMax
->texcoord
[0][1] - vMin
->texcoord
[0][1]) * T_SCALE
;
633 GLfloat eBot_dt
= (vMid
->texcoord
[0][1] - vMin
->texcoord
[0][1]) * T_SCALE
;
634 span
.texStepX
[0][0] = oneOverArea
* (eMaj_ds
* eBot
.dy
- eMaj
.dy
* eBot_ds
);
635 span
.texStepY
[0][0] = oneOverArea
* (eMaj
.dx
* eBot_ds
- eMaj_ds
* eBot
.dx
);
636 span
.texStepX
[0][1] = oneOverArea
* (eMaj_dt
* eBot
.dy
- eMaj
.dy
* eBot_dt
);
637 span
.texStepY
[0][1] = oneOverArea
* (eMaj
.dx
* eBot_dt
- eMaj_dt
* eBot
.dx
);
638 span
.intTexStep
[0] = SignedFloatToFixed(span
.texStepX
[0][0]);
639 span
.intTexStep
[1] = SignedFloatToFixed(span
.texStepX
[0][1]);
643 span
.interpMask
|= SPAN_TEXTURE
;
646 const GLfloat wMax
= vMax
->win
[3], wMin
= vMin
->win
[3], wMid
= vMid
->win
[3];
648 GLfloat eMaj_ds
= vMax
->texcoord
[u
][0] * wMax
- vMin
->texcoord
[u
][0] * wMin
;
649 GLfloat eBot_ds
= vMid
->texcoord
[u
][0] * wMid
- vMin
->texcoord
[u
][0] * wMin
;
650 GLfloat eMaj_dt
= vMax
->texcoord
[u
][1] * wMax
- vMin
->texcoord
[u
][1] * wMin
;
651 GLfloat eBot_dt
= vMid
->texcoord
[u
][1] * wMid
- vMin
->texcoord
[u
][1] * wMin
;
652 GLfloat eMaj_du
= vMax
->texcoord
[u
][2] * wMax
- vMin
->texcoord
[u
][2] * wMin
;
653 GLfloat eBot_du
= vMid
->texcoord
[u
][2] * wMid
- vMin
->texcoord
[u
][2] * wMin
;
654 GLfloat eMaj_dv
= vMax
->texcoord
[u
][3] * wMax
- vMin
->texcoord
[u
][3] * wMin
;
655 GLfloat eBot_dv
= vMid
->texcoord
[u
][3] * wMid
- vMin
->texcoord
[u
][3] * wMin
;
656 span
.texStepX
[u
][0] = oneOverArea
* (eMaj_ds
* eBot
.dy
- eMaj
.dy
* eBot_ds
);
657 span
.texStepY
[u
][0] = oneOverArea
* (eMaj
.dx
* eBot_ds
- eMaj_ds
* eBot
.dx
);
658 span
.texStepX
[u
][1] = oneOverArea
* (eMaj_dt
* eBot
.dy
- eMaj
.dy
* eBot_dt
);
659 span
.texStepY
[u
][1] = oneOverArea
* (eMaj
.dx
* eBot_dt
- eMaj_dt
* eBot
.dx
);
660 span
.texStepX
[u
][2] = oneOverArea
* (eMaj_du
* eBot
.dy
- eMaj
.dy
* eBot_du
);
661 span
.texStepY
[u
][2] = oneOverArea
* (eMaj
.dx
* eBot_du
- eMaj_du
* eBot
.dx
);
662 span
.texStepX
[u
][3] = oneOverArea
* (eMaj_dv
* eBot
.dy
- eMaj
.dy
* eBot_dv
);
663 span
.texStepY
[u
][3] = oneOverArea
* (eMaj
.dx
* eBot_dv
- eMaj_dv
* eBot
.dx
);
667 #ifdef INTERP_VARYING
668 span
.interpMask
|= SPAN_VARYING
;
671 const GLfloat wMax
= vMax
->win
[3], wMin
= vMin
->win
[3], wMid
= vMid
->win
[3];
673 GLfloat eMaj_dvar
= vMax
->varying
[iv
][ic
] * wMax
- vMin
->varying
[iv
][ic
] * wMin
;
674 GLfloat eBot_dvar
= vMid
->varying
[iv
][ic
] * wMid
- vMin
->varying
[iv
][ic
] * wMin
;
675 span
.varStepX
[iv
][ic
] = oneOverArea
* (eMaj_dvar
* eBot
.dy
- eMaj
.dy
* eBot_dvar
);
676 span
.varStepY
[iv
][ic
] = oneOverArea
* (eMaj
.dx
* eBot_dvar
- eMaj_dvar
* eBot
.dx
);
682 * We always sample at pixel centers. However, we avoid
683 * explicit half-pixel offsets in this code by incorporating
684 * the proper offset in each of x and y during the
685 * transformation to window coordinates.
687 * We also apply the usual rasterization rules to prevent
688 * cracks and overlaps. A pixel is considered inside a
689 * subtriangle if it meets all of four conditions: it is on or
690 * to the right of the left edge, strictly to the left of the
691 * right edge, on or below the top edge, and strictly above
692 * the bottom edge. (Some edges may be degenerate.)
694 * The following discussion assumes left-to-right scanning
695 * (that is, the major edge is on the left); the right-to-left
696 * case is a straightforward variation.
698 * We start by finding the half-integral y coordinate that is
699 * at or below the top of the triangle. This gives us the
700 * first scan line that could possibly contain pixels that are
701 * inside the triangle.
703 * Next we creep down the major edge until we reach that y,
704 * and compute the corresponding x coordinate on the edge.
705 * Then we find the half-integral x that lies on or just
706 * inside the edge. This is the first pixel that might lie in
707 * the interior of the triangle. (We won't know for sure
708 * until we check the other edges.)
710 * As we rasterize the triangle, we'll step down the major
711 * edge. For each step in y, we'll move an integer number
712 * of steps in x. There are two possible x step sizes, which
713 * we'll call the ``inner'' step (guaranteed to land on the
714 * edge or inside it) and the ``outer'' step (guaranteed to
715 * land on the edge or outside it). The inner and outer steps
716 * differ by one. During rasterization we maintain an error
717 * term that indicates our distance from the true edge, and
718 * select either the inner step or the outer step, whichever
719 * gets us to the first pixel that falls inside the triangle.
721 * All parameters (z, red, etc.) as well as the buffer
722 * addresses for color and z have inner and outer step values,
723 * so that we can increment them appropriately. This method
724 * eliminates the need to adjust parameters by creeping a
725 * sub-pixel amount into the triangle at each scanline.
730 GLinterp fxLeftEdge
= 0, fxRightEdge
= 0;
731 GLinterp fdxLeftEdge
= 0, fdxRightEdge
= 0;
732 GLinterp fError
= 0, fdError
= 0;
734 PIXEL_TYPE
*pRow
= NULL
;
735 GLint dPRowOuter
= 0, dPRowInner
; /* offset in bytes */
739 struct gl_renderbuffer
*zrb
740 = ctx
->DrawBuffer
->Attachment
[BUFFER_DEPTH
].Renderbuffer
;
741 DEPTH_TYPE
*zRow
= NULL
;
742 GLint dZRowOuter
= 0, dZRowInner
; /* offset in bytes */
745 GLfixed fdzOuter
= 0, fdzInner
;
748 GLfloat wLeft
= 0, dwOuter
= 0, dwInner
;
751 GLfloat fogLeft
= 0, dfogOuter
= 0, dfogInner
;
754 ColorTemp rLeft
= 0, fdrOuter
= 0, fdrInner
;
755 ColorTemp gLeft
= 0, fdgOuter
= 0, fdgInner
;
756 ColorTemp bLeft
= 0, fdbOuter
= 0, fdbInner
;
759 ColorTemp aLeft
= 0, fdaOuter
= 0, fdaInner
;
762 ColorTemp srLeft
=0, dsrOuter
=0, dsrInner
;
763 ColorTemp sgLeft
=0, dsgOuter
=0, dsgInner
;
764 ColorTemp sbLeft
=0, dsbOuter
=0, dsbInner
;
767 GLfixed iLeft
=0, diOuter
=0, diInner
;
769 #ifdef INTERP_INT_TEX
770 GLfixed sLeft
=0, dsOuter
=0, dsInner
;
771 GLfixed tLeft
=0, dtOuter
=0, dtInner
;
774 GLfloat sLeft
[MAX_TEXTURE_COORD_UNITS
];
775 GLfloat tLeft
[MAX_TEXTURE_COORD_UNITS
];
776 GLfloat uLeft
[MAX_TEXTURE_COORD_UNITS
];
777 GLfloat vLeft
[MAX_TEXTURE_COORD_UNITS
];
778 GLfloat dsOuter
[MAX_TEXTURE_COORD_UNITS
], dsInner
[MAX_TEXTURE_COORD_UNITS
];
779 GLfloat dtOuter
[MAX_TEXTURE_COORD_UNITS
], dtInner
[MAX_TEXTURE_COORD_UNITS
];
780 GLfloat duOuter
[MAX_TEXTURE_COORD_UNITS
], duInner
[MAX_TEXTURE_COORD_UNITS
];
781 GLfloat dvOuter
[MAX_TEXTURE_COORD_UNITS
], dvInner
[MAX_TEXTURE_COORD_UNITS
];
783 #ifdef INTERP_VARYING
784 GLfloat varLeft
[MAX_VARYING
][4];
785 GLfloat dvarOuter
[MAX_VARYING
][4];
786 GLfloat dvarInner
[MAX_VARYING
][4];
789 for (subTriangle
=0; subTriangle
<=1; subTriangle
++) {
790 EdgeT
*eLeft
, *eRight
;
791 int setupLeft
, setupRight
;
794 if (subTriangle
==0) {
796 if (scan_from_left_to_right
) {
799 lines
= eRight
->lines
;
806 lines
= eLeft
->lines
;
813 if (scan_from_left_to_right
) {
816 lines
= eRight
->lines
;
823 lines
= eLeft
->lines
;
831 if (setupLeft
&& eLeft
->lines
> 0) {
832 const SWvertex
*vLower
= eLeft
->v0
;
833 #if TRIANGLE_WALK_DOUBLE
834 const GLdouble fsy
= eLeft
->fsy
;
835 const GLdouble fsx
= eLeft
->fsx
;
836 const GLdouble fx
= CEILF(fsx
);
837 const GLdouble adjx
= (fx
- eLeft
->fx0
) * FIXED_SCALE
; /* SCALED! */
839 const GLfixed fsy
= eLeft
->fsy
;
840 const GLfixed fsx
= eLeft
->fsx
; /* no fractional part */
841 const GLfixed fx
= FixedCeil(fsx
); /* no fractional part */
842 const GLfixed adjx
= (GLinterp
) (fx
- eLeft
->fx0
); /* SCALED! */
844 const GLinterp adjy
= (GLinterp
) eLeft
->adjy
; /* SCALED! */
846 #if TRIANGLE_WALK_DOUBLE
849 fError
= fx
- fsx
- 1.0;
851 fdxLeftEdge
= eLeft
->dxdy
;
852 dxOuter
= FLOORF(fdxLeftEdge
);
853 fdError
= dxOuter
- fdxLeftEdge
+ 1.0;
854 idxOuter
= (GLint
) dxOuter
;
855 span
.y
= (GLint
) fsy
;
860 fError
= fx
- fsx
- FIXED_ONE
;
861 fxLeftEdge
= fsx
- FIXED_EPSILON
;
862 fdxLeftEdge
= eLeft
->fdxdy
;
863 fdxOuter
= FixedFloor(fdxLeftEdge
- FIXED_EPSILON
);
864 fdError
= fdxOuter
- fdxLeftEdge
+ FIXED_ONE
;
865 idxOuter
= FixedToInt(fdxOuter
);
866 dxOuter
= (GLfloat
) idxOuter
;
867 span
.y
= FixedToInt(fsy
);
870 /* silence warnings on some compilers */
878 pRow
= (PIXEL_TYPE
*) PIXEL_ADDRESS(InterpToInt(fxLeftEdge
), span
.y
);
879 dPRowOuter
= -((int)BYTES_PER_ROW
) + idxOuter
* sizeof(PIXEL_TYPE
);
880 /* negative because Y=0 at bottom and increases upward */
884 * Now we need the set of parameter (z, color, etc.) values at
885 * the point (fx, fsy). This gives us properly-sampled parameter
886 * values that we can step from pixel to pixel. Furthermore,
887 * although we might have intermediate results that overflow
888 * the normal parameter range when we step temporarily outside
889 * the triangle, we shouldn't overflow or underflow for any
890 * pixel that's actually inside the triangle.
895 GLfloat z0
= vLower
->win
[2];
896 if (depthBits
<= 16) {
897 /* interpolate fixed-pt values */
898 GLfloat tmp
= (z0
* FIXED_SCALE
+ span
.dzdx
* adjx
899 + span
.dzdy
* adjy
) + FIXED_HALF
;
900 if (tmp
< MAX_GLUINT
/ 2)
901 zLeft
= (GLfixed
) tmp
;
903 zLeft
= MAX_GLUINT
/ 2;
904 fdzOuter
= SignedFloatToFixed(span
.dzdy
+ dxOuter
* span
.dzdx
);
907 /* interpolate depth values w/out scaling */
908 zLeft
= (GLuint
) (z0
+ span
.dzdx
* FixedToFloat(adjx
)
909 + span
.dzdy
* FixedToFloat(adjy
));
910 fdzOuter
= (GLint
) (span
.dzdy
+ dxOuter
* span
.dzdx
);
913 zRow
= (DEPTH_TYPE
*)
914 zrb
->GetPointer(ctx
, zrb
, InterpToInt(fxLeftEdge
), span
.y
);
915 dZRowOuter
= (ctx
->DrawBuffer
->Width
+ idxOuter
) * sizeof(DEPTH_TYPE
);
920 wLeft
= vLower
->win
[3] + (span
.dwdx
* adjx
+ span
.dwdy
* adjy
) * (1.0F
/FIXED_SCALE
);
921 dwOuter
= span
.dwdy
+ dxOuter
* span
.dwdx
;
925 fogLeft
= vLower
->fog
* vLower
->win
[3] + (span
.dfogdx
* adjx
+ span
.dfogdy
* adjy
) * (1.0F
/FIXED_SCALE
);
927 fogLeft
= vLower
->fog
+ (span
.dfogdx
* adjx
+ span
.dfogdy
* adjy
) * (1.0F
/FIXED_SCALE
);
929 dfogOuter
= span
.dfogdy
+ dxOuter
* span
.dfogdx
;
932 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
933 # if CHAN_TYPE == GL_FLOAT
934 rLeft
= vLower
->color
[RCOMP
] + (span
.drdx
* adjx
+ span
.drdy
* adjy
) * (1.0F
/ FIXED_SCALE
);
935 gLeft
= vLower
->color
[GCOMP
] + (span
.dgdx
* adjx
+ span
.dgdy
* adjy
) * (1.0F
/ FIXED_SCALE
);
936 bLeft
= vLower
->color
[BCOMP
] + (span
.dbdx
* adjx
+ span
.dbdy
* adjy
) * (1.0F
/ FIXED_SCALE
);
937 fdrOuter
= span
.drdy
+ dxOuter
* span
.drdx
;
938 fdgOuter
= span
.dgdy
+ dxOuter
* span
.dgdx
;
939 fdbOuter
= span
.dbdy
+ dxOuter
* span
.dbdx
;
941 rLeft
= (GLint
)(ChanToFixed(vLower
->color
[RCOMP
]) + span
.drdx
* adjx
+ span
.drdy
* adjy
) + FIXED_HALF
;
942 gLeft
= (GLint
)(ChanToFixed(vLower
->color
[GCOMP
]) + span
.dgdx
* adjx
+ span
.dgdy
* adjy
) + FIXED_HALF
;
943 bLeft
= (GLint
)(ChanToFixed(vLower
->color
[BCOMP
]) + span
.dbdx
* adjx
+ span
.dbdy
* adjy
) + FIXED_HALF
;
944 fdrOuter
= SignedFloatToFixed(span
.drdy
+ dxOuter
* span
.drdx
);
945 fdgOuter
= SignedFloatToFixed(span
.dgdy
+ dxOuter
* span
.dgdx
);
946 fdbOuter
= SignedFloatToFixed(span
.dbdy
+ dxOuter
* span
.dbdx
);
949 # if CHAN_TYPE == GL_FLOAT
950 aLeft
= vLower
->color
[ACOMP
] + (span
.dadx
* adjx
+ span
.dady
* adjy
) * (1.0F
/ FIXED_SCALE
);
951 fdaOuter
= span
.dady
+ dxOuter
* span
.dadx
;
953 aLeft
= (GLint
)(ChanToFixed(vLower
->color
[ACOMP
]) + span
.dadx
* adjx
+ span
.dady
* adjy
) + FIXED_HALF
;
954 fdaOuter
= SignedFloatToFixed(span
.dady
+ dxOuter
* span
.dadx
);
959 ASSERT(ctx
->Light
.ShadeModel
== GL_FLAT
);
960 # if CHAN_TYPE == GL_FLOAT
961 rLeft
= v2
->color
[RCOMP
];
962 gLeft
= v2
->color
[GCOMP
];
963 bLeft
= v2
->color
[BCOMP
];
964 fdrOuter
= fdgOuter
= fdbOuter
= 0.0F
;
966 rLeft
= ChanToFixed(v2
->color
[RCOMP
]);
967 gLeft
= ChanToFixed(v2
->color
[GCOMP
]);
968 bLeft
= ChanToFixed(v2
->color
[BCOMP
]);
969 fdrOuter
= fdgOuter
= fdbOuter
= 0;
972 # if CHAN_TYPE == GL_FLOAT
973 aLeft
= v2
->color
[ACOMP
];
976 aLeft
= ChanToFixed(v2
->color
[ACOMP
]);
981 #endif /* INTERP_RGB */
985 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
986 # if CHAN_TYPE == GL_FLOAT
987 srLeft
= vLower
->specular
[RCOMP
] + (span
.dsrdx
* adjx
+ span
.dsrdy
* adjy
) * (1.0F
/ FIXED_SCALE
);
988 sgLeft
= vLower
->specular
[GCOMP
] + (span
.dsgdx
* adjx
+ span
.dsgdy
* adjy
) * (1.0F
/ FIXED_SCALE
);
989 sbLeft
= vLower
->specular
[BCOMP
] + (span
.dsbdx
* adjx
+ span
.dsbdy
* adjy
) * (1.0F
/ FIXED_SCALE
);
990 dsrOuter
= span
.dsrdy
+ dxOuter
* span
.dsrdx
;
991 dsgOuter
= span
.dsgdy
+ dxOuter
* span
.dsgdx
;
992 dsbOuter
= span
.dsbdy
+ dxOuter
* span
.dsbdx
;
994 srLeft
= (GLfixed
) (ChanToFixed(vLower
->specular
[RCOMP
]) + span
.dsrdx
* adjx
+ span
.dsrdy
* adjy
) + FIXED_HALF
;
995 sgLeft
= (GLfixed
) (ChanToFixed(vLower
->specular
[GCOMP
]) + span
.dsgdx
* adjx
+ span
.dsgdy
* adjy
) + FIXED_HALF
;
996 sbLeft
= (GLfixed
) (ChanToFixed(vLower
->specular
[BCOMP
]) + span
.dsbdx
* adjx
+ span
.dsbdy
* adjy
) + FIXED_HALF
;
997 dsrOuter
= SignedFloatToFixed(span
.dsrdy
+ dxOuter
* span
.dsrdx
);
998 dsgOuter
= SignedFloatToFixed(span
.dsgdy
+ dxOuter
* span
.dsgdx
);
999 dsbOuter
= SignedFloatToFixed(span
.dsbdy
+ dxOuter
* span
.dsbdx
);
1003 ASSERT(ctx
->Light
.ShadeModel
== GL_FLAT
);
1004 #if CHAN_TYPE == GL_FLOAT
1005 srLeft
= v2
->specular
[RCOMP
];
1006 sgLeft
= v2
->specular
[GCOMP
];
1007 sbLeft
= v2
->specular
[BCOMP
];
1008 dsrOuter
= dsgOuter
= dsbOuter
= 0.0F
;
1010 srLeft
= ChanToFixed(v2
->specular
[RCOMP
]);
1011 sgLeft
= ChanToFixed(v2
->specular
[GCOMP
]);
1012 sbLeft
= ChanToFixed(v2
->specular
[BCOMP
]);
1013 dsrOuter
= dsgOuter
= dsbOuter
= 0;
1019 if (ctx
->Light
.ShadeModel
== GL_SMOOTH
) {
1020 iLeft
= (GLfixed
)(vLower
->index
* FIXED_SCALE
1021 + didx
* adjx
+ didy
* adjy
) + FIXED_HALF
;
1022 diOuter
= SignedFloatToFixed(didy
+ dxOuter
* didx
);
1025 ASSERT(ctx
->Light
.ShadeModel
== GL_FLAT
);
1026 iLeft
= FloatToFixed(v2
->index
);
1030 #ifdef INTERP_INT_TEX
1033 s0
= vLower
->texcoord
[0][0] * S_SCALE
;
1034 sLeft
= (GLfixed
)(s0
* FIXED_SCALE
+ span
.texStepX
[0][0] * adjx
1035 + span
.texStepY
[0][0] * adjy
) + FIXED_HALF
;
1036 dsOuter
= SignedFloatToFixed(span
.texStepY
[0][0] + dxOuter
* span
.texStepX
[0][0]);
1038 t0
= vLower
->texcoord
[0][1] * T_SCALE
;
1039 tLeft
= (GLfixed
)(t0
* FIXED_SCALE
+ span
.texStepX
[0][1] * adjx
1040 + span
.texStepY
[0][1] * adjy
) + FIXED_HALF
;
1041 dtOuter
= SignedFloatToFixed(span
.texStepY
[0][1] + dxOuter
* span
.texStepX
[0][1]);
1046 const GLfloat invW
= vLower
->win
[3];
1047 const GLfloat s0
= vLower
->texcoord
[u
][0] * invW
;
1048 const GLfloat t0
= vLower
->texcoord
[u
][1] * invW
;
1049 const GLfloat u0
= vLower
->texcoord
[u
][2] * invW
;
1050 const GLfloat v0
= vLower
->texcoord
[u
][3] * invW
;
1051 sLeft
[u
] = s0
+ (span
.texStepX
[u
][0] * adjx
+ span
.texStepY
[u
][0] * adjy
) * (1.0F
/FIXED_SCALE
);
1052 tLeft
[u
] = t0
+ (span
.texStepX
[u
][1] * adjx
+ span
.texStepY
[u
][1] * adjy
) * (1.0F
/FIXED_SCALE
);
1053 uLeft
[u
] = u0
+ (span
.texStepX
[u
][2] * adjx
+ span
.texStepY
[u
][2] * adjy
) * (1.0F
/FIXED_SCALE
);
1054 vLeft
[u
] = v0
+ (span
.texStepX
[u
][3] * adjx
+ span
.texStepY
[u
][3] * adjy
) * (1.0F
/FIXED_SCALE
);
1055 dsOuter
[u
] = span
.texStepY
[u
][0] + dxOuter
* span
.texStepX
[u
][0];
1056 dtOuter
[u
] = span
.texStepY
[u
][1] + dxOuter
* span
.texStepX
[u
][1];
1057 duOuter
[u
] = span
.texStepY
[u
][2] + dxOuter
* span
.texStepX
[u
][2];
1058 dvOuter
[u
] = span
.texStepY
[u
][3] + dxOuter
* span
.texStepX
[u
][3];
1061 #ifdef INTERP_VARYING
1063 const GLfloat invW
= vLower
->win
[3];
1064 const GLfloat var0
= vLower
->varying
[iv
][ic
] * invW
;
1065 varLeft
[iv
][ic
] = var0
+ (span
.varStepX
[iv
][ic
] * adjx
+
1066 span
.varStepY
[iv
][ic
] * adjy
) * (1.0f
/ FIXED_SCALE
);
1067 dvarOuter
[iv
][ic
] = span
.varStepY
[iv
][ic
] + dxOuter
* span
.varStepX
[iv
][ic
];
1073 if (setupRight
&& eRight
->lines
>0) {
1074 #if TRIANGLE_WALK_DOUBLE
1075 fxRightEdge
= eRight
->fsx
;
1076 fdxRightEdge
= eRight
->dxdy
;
1078 fxRightEdge
= eRight
->fsx
- FIXED_EPSILON
;
1079 fdxRightEdge
= eRight
->fdxdy
;
1088 /* Rasterize setup */
1089 #ifdef PIXEL_ADDRESS
1090 dPRowInner
= dPRowOuter
+ sizeof(PIXEL_TYPE
);
1094 dZRowInner
= dZRowOuter
+ sizeof(DEPTH_TYPE
);
1096 fdzInner
= fdzOuter
+ span
.zStep
;
1099 dwInner
= dwOuter
+ span
.dwdx
;
1102 dfogInner
= dfogOuter
+ span
.dfogdx
;
1105 fdrInner
= fdrOuter
+ span
.redStep
;
1106 fdgInner
= fdgOuter
+ span
.greenStep
;
1107 fdbInner
= fdbOuter
+ span
.blueStep
;
1110 fdaInner
= fdaOuter
+ span
.alphaStep
;
1113 dsrInner
= dsrOuter
+ span
.specRedStep
;
1114 dsgInner
= dsgOuter
+ span
.specGreenStep
;
1115 dsbInner
= dsbOuter
+ span
.specBlueStep
;
1118 diInner
= diOuter
+ span
.indexStep
;
1120 #ifdef INTERP_INT_TEX
1121 dsInner
= dsOuter
+ span
.intTexStep
[0];
1122 dtInner
= dtOuter
+ span
.intTexStep
[1];
1126 dsInner
[u
] = dsOuter
[u
] + span
.texStepX
[u
][0];
1127 dtInner
[u
] = dtOuter
[u
] + span
.texStepX
[u
][1];
1128 duInner
[u
] = duOuter
[u
] + span
.texStepX
[u
][2];
1129 dvInner
[u
] = dvOuter
[u
] + span
.texStepX
[u
][3];
1132 #ifdef INTERP_VARYING
1134 dvarInner
[iv
][ic
] = dvarOuter
[iv
][ic
] + span
.varStepX
[iv
][ic
];
1139 /* initialize the span interpolants to the leftmost value */
1140 /* ff = fixed-pt fragment */
1141 const GLint right
= InterpToInt(fxRightEdge
);
1142 span
.x
= InterpToInt(fxLeftEdge
);
1143 if (right
<= span
.x
)
1146 span
.end
= right
- span
.x
;
1166 span
.specRed
= srLeft
;
1167 span
.specGreen
= sgLeft
;
1168 span
.specBlue
= sbLeft
;
1173 #ifdef INTERP_INT_TEX
1174 span
.intTex
[0] = sLeft
;
1175 span
.intTex
[1] = tLeft
;
1180 span
.tex
[u
][0] = sLeft
[u
];
1181 span
.tex
[u
][1] = tLeft
[u
];
1182 span
.tex
[u
][2] = uLeft
[u
];
1183 span
.tex
[u
][3] = vLeft
[u
];
1186 #ifdef INTERP_VARYING
1188 span
.var
[iv
][ic
] = varLeft
[iv
][ic
];
1192 /* This is where we actually generate fragments */
1193 /* XXX the test for span.y > 0 _shouldn't_ be needed but
1194 * it fixes a problem on 64-bit Opterons (bug 4842).
1196 if (span
.end
> 0 && span
.y
>= 0) {
1197 const GLint len
= span
.end
- 1;
1200 CLAMP_INTERPOLANT(red
, redStep
, len
);
1201 CLAMP_INTERPOLANT(green
, greenStep
, len
);
1202 CLAMP_INTERPOLANT(blue
, blueStep
, len
);
1205 CLAMP_INTERPOLANT(alpha
, alphaStep
, len
);
1208 CLAMP_INTERPOLANT(specRed
, specRedStep
, len
);
1209 CLAMP_INTERPOLANT(specGreen
, specGreenStep
, len
);
1210 CLAMP_INTERPOLANT(specBlue
, specBlueStep
, len
);
1213 CLAMP_INTERPOLANT(index
, indexStep
, len
);
1216 RENDER_SPAN( span
);
1221 * Advance to the next scan line. Compute the
1222 * new edge coordinates, and adjust the
1223 * pixel-center x coordinate so that it stays
1224 * on or inside the major edge.
1229 fxLeftEdge
+= fdxLeftEdge
;
1230 fxRightEdge
+= fdxRightEdge
;
1234 fError
-= INTERP_ONE
;
1236 #ifdef PIXEL_ADDRESS
1237 pRow
= (PIXEL_TYPE
*) ((GLubyte
*) pRow
+ dPRowOuter
);
1241 zRow
= (DEPTH_TYPE
*) ((GLubyte
*) zRow
+ dZRowOuter
);
1249 fogLeft
+= dfogOuter
;
1267 #ifdef INTERP_INT_TEX
1273 sLeft
[u
] += dsOuter
[u
];
1274 tLeft
[u
] += dtOuter
[u
];
1275 uLeft
[u
] += duOuter
[u
];
1276 vLeft
[u
] += dvOuter
[u
];
1279 #ifdef INTERP_VARYING
1281 varLeft
[iv
][ic
] += dvarOuter
[iv
][ic
];
1286 #ifdef PIXEL_ADDRESS
1287 pRow
= (PIXEL_TYPE
*) ((GLubyte
*) pRow
+ dPRowInner
);
1291 zRow
= (DEPTH_TYPE
*) ((GLubyte
*) zRow
+ dZRowInner
);
1299 fogLeft
+= dfogInner
;
1317 #ifdef INTERP_INT_TEX
1323 sLeft
[u
] += dsInner
[u
];
1324 tLeft
[u
] += dtInner
[u
];
1325 uLeft
[u
] += duInner
[u
];
1326 vLeft
[u
] += dvInner
[u
];
1329 #ifdef INTERP_VARYING
1331 varLeft
[iv
][ic
] += dvarInner
[iv
][ic
];
1337 } /* for subTriangle */
1351 #undef BYTES_PER_ROW
1352 #undef PIXEL_ADDRESS
1362 #undef INTERP_INT_TEX
1364 #undef INTERP_MULTITEX
1365 #undef INTERP_VARYING
1366 #undef TEX_UNIT_LOOP