/* * Mesa 3-D graphics library * * Copyright (C) 1999-2004 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"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. */ /* * New (3.1) transformation code written by Keith Whitwell. */ /* KW: a clever asm implementation would nestle integer versions * of the outcode calculation underneath the division. Gcc won't * do this, strangely enough, so I only do the divide in * the case where the cliptest passes. This isn't essential, * and an asm implementation needn't replicate that behaviour. * * \param clip_vec vector of incoming clip-space coords * \param proj_vec vector of resultant NDC-space projected coords * \param clipMask resulting array of clip flags * \param orMask bitwise-OR of clipMask values * \param andMask bitwise-AND of clipMask values * \return proj_vec pointer */ static GLvector4f * TAG(cliptest_points4)( GLvector4f *clip_vec, GLvector4f *proj_vec, GLubyte clipMask[], GLubyte *orMask, GLubyte *andMask, GLboolean viewport_z_clip ) { const GLuint stride = clip_vec->stride; const GLfloat *from = (GLfloat *)clip_vec->start; const GLuint count = clip_vec->count; GLuint c = 0; GLfloat (*vProj)[4] = (GLfloat (*)[4])proj_vec->start; GLubyte tmpAndMask = *andMask; GLubyte tmpOrMask = *orMask; GLuint i; STRIDE_LOOP { const GLfloat cx = from[0]; const GLfloat cy = from[1]; const GLfloat cz = from[2]; const GLfloat cw = from[3]; #if defined(__powerpc__) /* on powerpc cliptest is 17% faster in this way. */ GLuint mask; mask = (((cw < cx) << CLIP_RIGHT_SHIFT)); mask |= (((cw < -cx) << CLIP_LEFT_SHIFT)); mask |= (((cw < cy) << CLIP_TOP_SHIFT)); mask |= (((cw < -cy) << CLIP_BOTTOM_SHIFT)); if (viewport_z_clip) { mask |= (((cw < cz) << CLIP_FAR_SHIFT)); mask |= (((cw < -cz) << CLIP_NEAR_SHIFT)); } #else GLubyte mask = 0; 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 (viewport_z_clip) { if (-cz + cw < 0) mask |= CLIP_FAR_BIT; if ( cz + cw < 0) mask |= CLIP_NEAR_BIT; } #endif clipMask[i] = mask; if (mask) { c++; tmpAndMask &= mask; tmpOrMask |= mask; vProj[i][0] = 0; vProj[i][1] = 0; vProj[i][2] = 0; vProj[i][3] = 1; } else { GLfloat oow = 1.0F / cw; vProj[i][0] = cx * oow; vProj[i][1] = cy * oow; vProj[i][2] = cz * oow; vProj[i][3] = oow; } } *orMask = tmpOrMask; *andMask = (GLubyte) (c < count ? 0 : tmpAndMask); proj_vec->flags |= VEC_SIZE_4; proj_vec->size = 4; proj_vec->count = clip_vec->count; return proj_vec; } /* * \param clip_vec vector of incoming clip-space coords * \param proj_vec vector of resultant NDC-space projected coords * \param clipMask resulting array of clip flags * \param orMask bitwise-OR of clipMask values * \param andMask bitwise-AND of clipMask values * \return clip_vec pointer */ static GLvector4f * TAG(cliptest_np_points4)( GLvector4f *clip_vec, GLvector4f *proj_vec, GLubyte clipMask[], GLubyte *orMask, GLubyte *andMask, GLboolean viewport_z_clip ) { const GLuint stride = clip_vec->stride; const GLuint count = clip_vec->count; const GLfloat *from = (GLfloat *)clip_vec->start; GLuint c = 0; GLubyte tmpAndMask = *andMask; GLubyte tmpOrMask = *orMask; GLuint i; (void) proj_vec; STRIDE_LOOP { const GLfloat cx = from[0]; const GLfloat cy = from[1]; const GLfloat cz = from[2]; const GLfloat cw = from[3]; #if defined(__powerpc__) /* on powerpc cliptest is 17% faster in this way. */ GLuint mask; mask = (((cw < cx) << CLIP_RIGHT_SHIFT)); mask |= (((cw < -cx) << CLIP_LEFT_SHIFT)); mask |= (((cw < cy) << CLIP_TOP_SHIFT)); mask |= (((cw < -cy) << CLIP_BOTTOM_SHIFT)); if (viewport_z_clip) { mask |= (((cw < cz) << CLIP_FAR_SHIFT)); mask |= (((cw < -cz) << CLIP_NEAR_SHIFT)); } #else GLubyte mask = 0; 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 (viewport_z_clip) { if (-cz + cw < 0) mask |= CLIP_FAR_BIT; if ( cz + cw < 0) mask |= CLIP_NEAR_BIT; } #endif clipMask[i] = mask; if (mask) { c++; tmpAndMask &= mask; tmpOrMask |= mask; } } *orMask = tmpOrMask; *andMask = (GLubyte) (c < count ? 0 : tmpAndMask); return clip_vec; } static GLvector4f * TAG(cliptest_points3)( GLvector4f *clip_vec, GLvector4f *proj_vec, GLubyte clipMask[], GLubyte *orMask, GLubyte *andMask, GLboolean viewport_z_clip ) { const GLuint stride = clip_vec->stride; const GLuint count = clip_vec->count; const GLfloat *from = (GLfloat *)clip_vec->start; GLubyte tmpOrMask = *orMask; GLubyte tmpAndMask = *andMask; GLuint i; (void) proj_vec; STRIDE_LOOP { const GLfloat cx = from[0], cy = from[1], cz = from[2]; GLubyte mask = 0; if (cx > 1.0F) mask |= CLIP_RIGHT_BIT; else if (cx < -1.0F) mask |= CLIP_LEFT_BIT; if (cy > 1.0F) mask |= CLIP_TOP_BIT; else if (cy < -1.0F) mask |= CLIP_BOTTOM_BIT; if (viewport_z_clip) { if (cz > 1.0F) mask |= CLIP_FAR_BIT; else if (cz < -1.0F) mask |= CLIP_NEAR_BIT; } clipMask[i] = mask; tmpOrMask |= mask; tmpAndMask &= mask; } *orMask = tmpOrMask; *andMask = tmpAndMask; return clip_vec; } static GLvector4f * TAG(cliptest_points2)( GLvector4f *clip_vec, GLvector4f *proj_vec, GLubyte clipMask[], GLubyte *orMask, GLubyte *andMask, GLboolean viewport_z_clip ) { const GLuint stride = clip_vec->stride; const GLuint count = clip_vec->count; const GLfloat *from = (GLfloat *)clip_vec->start; GLubyte tmpOrMask = *orMask; GLubyte tmpAndMask = *andMask; GLuint i; (void) proj_vec; STRIDE_LOOP { const GLfloat cx = from[0], cy = from[1]; GLubyte mask = 0; if (cx > 1.0F) mask |= CLIP_RIGHT_BIT; else if (cx < -1.0F) mask |= CLIP_LEFT_BIT; if (cy > 1.0F) mask |= CLIP_TOP_BIT; else if (cy < -1.0F) mask |= CLIP_BOTTOM_BIT; clipMask[i] = mask; tmpOrMask |= mask; tmpAndMask &= mask; } *orMask = tmpOrMask; *andMask = tmpAndMask; return clip_vec; } void TAG(init_c_cliptest)( void ) { _mesa_clip_tab[4] = TAG(cliptest_points4); _mesa_clip_tab[3] = TAG(cliptest_points3); _mesa_clip_tab[2] = TAG(cliptest_points2); _mesa_clip_np_tab[4] = TAG(cliptest_np_points4); _mesa_clip_np_tab[3] = TAG(cliptest_points3); _mesa_clip_np_tab[2] = TAG(cliptest_points2); }