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author | Mike Gabriel <mike.gabriel@das-netzwerkteam.de> | 2017-02-17 16:11:01 +0100 |
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committer | ftrapero <frantracer@gmail.com> | 2017-06-15 14:16:37 +0200 |
commit | 209657f69055b17b00c3db3f99c7f411a6e8d176 (patch) | |
tree | 8d6ae61dfda54305a712bded9caff9ee608abf4e /nx-X11/extras/Mesa/src/mesa/swrast/s_tritemp.h | |
parent | 459021c165c7023ee75f524060ca270985b547c1 (diff) | |
download | nx-libs-209657f69055b17b00c3db3f99c7f411a6e8d176.tar.gz nx-libs-209657f69055b17b00c3db3f99c7f411a6e8d176.tar.bz2 nx-libs-209657f69055b17b00c3db3f99c7f411a6e8d176.zip |
nx-X11/extras/Mesa: Drop bundled Mesa, place a symlink to imported Git subtree of Mesa_6.4.1 instead.
Diffstat (limited to 'nx-X11/extras/Mesa/src/mesa/swrast/s_tritemp.h')
-rw-r--r-- | nx-X11/extras/Mesa/src/mesa/swrast/s_tritemp.h | 1308 |
1 files changed, 0 insertions, 1308 deletions
diff --git a/nx-X11/extras/Mesa/src/mesa/swrast/s_tritemp.h b/nx-X11/extras/Mesa/src/mesa/swrast/s_tritemp.h deleted file mode 100644 index a32d8a66b..000000000 --- a/nx-X11/extras/Mesa/src/mesa/swrast/s_tritemp.h +++ /dev/null @@ -1,1308 +0,0 @@ -/* - * Mesa 3-D graphics library - * Version: 6.4.1 - * - * Copyright (C) 1999-2005 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 - * BRIAN PAUL 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. - */ - -/* - * Triangle Rasterizer Template - * - * This file is #include'd to generate custom triangle rasterizers. - * - * The following macros may be defined to indicate what auxillary information - * must be interplated across the triangle: - * INTERP_Z - if defined, interpolate vertex Z values - * INTERP_W - if defined, interpolate vertex W values - * INTERP_FOG - if defined, interpolate fog values - * INTERP_RGB - if defined, interpolate RGB values - * INTERP_ALPHA - if defined, interpolate Alpha values (req's INTERP_RGB) - * INTERP_SPEC - if defined, interpolate specular RGB values - * INTERP_INDEX - if defined, interpolate color index values - * INTERP_INT_TEX - if defined, interpolate integer ST texcoords - * (fast, simple 2-D texture mapping) - * INTERP_TEX - if defined, interpolate set 0 float STRQ texcoords - * NOTE: OpenGL STRQ = Mesa STUV (R was taken for red) - * INTERP_MULTITEX - if defined, interpolate N units of STRQ texcoords - * - * When one can directly address pixels in the color buffer the following - * macros can be defined and used to compute pixel addresses during - * rasterization (see pRow): - * PIXEL_TYPE - the datatype of a pixel (GLubyte, GLushort, GLuint) - * BYTES_PER_ROW - number of bytes per row in the color buffer - * PIXEL_ADDRESS(X,Y) - returns the address of pixel at (X,Y) where - * Y==0 at bottom of screen and increases upward. - * - * Similarly, for direct depth buffer access, this type is used for depth - * buffer addressing: - * DEPTH_TYPE - either GLushort or GLuint - * - * Optionally, one may provide one-time setup code per triangle: - * SETUP_CODE - code which is to be executed once per triangle - * CLEANUP_CODE - code to execute at end of triangle - * - * The following macro MUST be defined: - * RENDER_SPAN(span) - code to write a span of pixels. - * - * This code was designed for the origin to be in the lower-left corner. - * - * Inspired by triangle rasterizer code written by Allen Akin. Thanks Allen! - * - * - * Some notes on rasterization accuracy: - * - * This code uses fixed point arithmetic (the GLfixed type) to iterate - * over the triangle edges and interpolate ancillary data (such as Z, - * color, secondary color, etc). The number of fractional bits in - * GLfixed and the value of SUB_PIXEL_BITS has a direct bearing on the - * accuracy of rasterization. - * - * If SUB_PIXEL_BITS=4 then we'll snap the vertices to the nearest - * 1/16 of a pixel. If we're walking up a long, nearly vertical edge - * (dx=1/16, dy=1024) we'll need 4 + 10 = 14 fractional bits in - * GLfixed to walk the edge without error. If the maximum viewport - * height is 4K pixels, then we'll need 4 + 12 = 16 fractional bits. - * - * Historically, Mesa has used 11 fractional bits in GLfixed, snaps - * vertices to 1/16 pixel and allowed a maximum viewport height of 2K - * pixels. 11 fractional bits is actually insufficient for accurately - * rasterizing some triangles. More recently, the maximum viewport - * height was increased to 4K pixels. Thus, Mesa should be using 16 - * fractional bits in GLfixed. Unfortunately, there may be some issues - * with setting FIXED_FRAC_BITS=16, such as multiplication overflow. - * This will have to be examined in some detail... - * - * For now, if you find rasterization errors, particularly with tall, - * sliver triangles, try increasing FIXED_FRAC_BITS and/or decreasing - * SUB_PIXEL_BITS. - */ - -/* - * ColorTemp is used for intermediate color values. - */ -#if CHAN_TYPE == GL_FLOAT -#define ColorTemp GLfloat -#else -#define ColorTemp GLint /* same as GLfixed */ -#endif - - -/* - * Walk triangle edges with GLfixed or GLdouble - */ -#if TRIANGLE_WALK_DOUBLE -#define GLinterp GLdouble -#define InterpToInt(X) ((GLint) (X)) -#define INTERP_ONE 1.0 -#else -#define GLinterp GLfixed -#define InterpToInt(X) FixedToInt(X) -#define INTERP_ONE FIXED_ONE -#endif - - -/* - * Either loop over all texture units, or just use unit zero. - */ -#ifdef INTERP_MULTITEX -#define TEX_UNIT_LOOP(CODE) \ - { \ - GLuint u; \ - for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { \ - if (ctx->Texture._EnabledCoordUnits & (1 << u)) { \ - CODE \ - } \ - } \ - } -#define INTERP_TEX -#elif defined(INTERP_TEX) -#define TEX_UNIT_LOOP(CODE) \ - { \ - const GLuint u = 0; \ - CODE \ - } -#endif - - - -/* - * Some code we unfortunately need to prevent negative interpolated colors. - */ -#ifndef CLAMP_INTERPOLANT -#define CLAMP_INTERPOLANT(CHANNEL, CHANNELSTEP, LEN) \ -do { \ - GLfixed endVal = span.CHANNEL + (LEN) * span.CHANNELSTEP; \ - if (endVal < 0) { \ - span.CHANNEL -= endVal; \ - } \ - if (span.CHANNEL < 0) { \ - span.CHANNEL = 0; \ - } \ -} while (0) -#endif - - -static void NAME(GLcontext *ctx, const SWvertex *v0, - const SWvertex *v1, - const SWvertex *v2 ) -{ - typedef struct { - const SWvertex *v0, *v1; /* Y(v0) < Y(v1) */ -#if TRIANGLE_WALK_DOUBLE - GLdouble dx; /* X(v1) - X(v0) */ - GLdouble dy; /* Y(v1) - Y(v0) */ - GLdouble dxdy; /* dx/dy */ - GLdouble adjy; /* adjust from v[0]->fy to fsy, scaled */ - GLdouble fsx; /* first sample point x coord */ - GLdouble fsy; - GLdouble fx0; /*X of lower endpoint */ -#else - GLfloat dx; /* X(v1) - X(v0) */ - GLfloat dy; /* Y(v1) - Y(v0) */ - GLfloat dxdy; /* dx/dy */ - GLfixed fdxdy; /* dx/dy in fixed-point */ - GLfloat adjy; /* adjust from v[0]->fy to fsy, scaled */ - GLfixed fsx; /* first sample point x coord */ - GLfixed fsy; - GLfixed fx0; /* fixed pt X of lower endpoint */ -#endif - GLint lines; /* number of lines to be sampled on this edge */ - } EdgeT; - -#ifdef INTERP_Z - const GLint depthBits = ctx->DrawBuffer->Visual.depthBits; - const GLint fixedToDepthShift = depthBits <= 16 ? FIXED_SHIFT : 0; - const GLfloat maxDepth = ctx->DrawBuffer->_DepthMaxF; -#define FixedToDepth(F) ((F) >> fixedToDepthShift) -#endif - EdgeT eMaj, eTop, eBot; - GLfloat oneOverArea; - const SWvertex *vMin, *vMid, *vMax; /* Y(vMin)<=Y(vMid)<=Y(vMax) */ - GLfloat bf = SWRAST_CONTEXT(ctx)->_BackfaceSign; -#if !TRIANGLE_WALK_DOUBLE - const GLint snapMask = ~((FIXED_ONE / (1 << SUB_PIXEL_BITS)) - 1); /* for x/y coord snapping */ -#endif - GLinterp vMin_fx, vMin_fy, vMid_fx, vMid_fy, vMax_fx, vMax_fy; - - struct sw_span span; - - INIT_SPAN(span, GL_POLYGON, 0, 0, 0); - -#ifdef INTERP_Z - (void) fixedToDepthShift; -#endif - - /* - printf("%s()\n", __FUNCTION__); - printf(" %g, %g, %g\n", v0->win[0], v0->win[1], v0->win[2]); - printf(" %g, %g, %g\n", v1->win[0], v1->win[1], v1->win[2]); - printf(" %g, %g, %g\n", v2->win[0], v2->win[1], v2->win[2]); - */ - /* - ASSERT(v0->win[2] >= 0.0); - ASSERT(v1->win[2] >= 0.0); - ASSERT(v2->win[2] >= 0.0); - */ - /* Compute fixed point x,y coords w/ half-pixel offsets and snapping. - * And find the order of the 3 vertices along the Y axis. - */ - { -#if TRIANGLE_WALK_DOUBLE - const GLdouble fy0 = v0->win[1] - 0.5; - const GLdouble fy1 = v1->win[1] - 0.5; - const GLdouble fy2 = v2->win[1] - 0.5; -#else - const GLfixed fy0 = FloatToFixed(v0->win[1] - 0.5F) & snapMask; - const GLfixed fy1 = FloatToFixed(v1->win[1] - 0.5F) & snapMask; - const GLfixed fy2 = FloatToFixed(v2->win[1] - 0.5F) & snapMask; -#endif - if (fy0 <= fy1) { - if (fy1 <= fy2) { - /* y0 <= y1 <= y2 */ - vMin = v0; vMid = v1; vMax = v2; - vMin_fy = fy0; vMid_fy = fy1; vMax_fy = fy2; - } - else if (fy2 <= fy0) { - /* y2 <= y0 <= y1 */ - vMin = v2; vMid = v0; vMax = v1; - vMin_fy = fy2; vMid_fy = fy0; vMax_fy = fy1; - } - else { - /* y0 <= y2 <= y1 */ - vMin = v0; vMid = v2; vMax = v1; - vMin_fy = fy0; vMid_fy = fy2; vMax_fy = fy1; - bf = -bf; - } - } - else { - if (fy0 <= fy2) { - /* y1 <= y0 <= y2 */ - vMin = v1; vMid = v0; vMax = v2; - vMin_fy = fy1; vMid_fy = fy0; vMax_fy = fy2; - bf = -bf; - } - else if (fy2 <= fy1) { - /* y2 <= y1 <= y0 */ - vMin = v2; vMid = v1; vMax = v0; - vMin_fy = fy2; vMid_fy = fy1; vMax_fy = fy0; - bf = -bf; - } - else { - /* y1 <= y2 <= y0 */ - vMin = v1; vMid = v2; vMax = v0; - vMin_fy = fy1; vMid_fy = fy2; vMax_fy = fy0; - } - } - - /* fixed point X coords */ -#if TRIANGLE_WALK_DOUBLE - vMin_fx = vMin->win[0] + 0.5; - vMid_fx = vMid->win[0] + 0.5; - vMax_fx = vMax->win[0] + 0.5; -#else - vMin_fx = FloatToFixed(vMin->win[0] + 0.5F) & snapMask; - vMid_fx = FloatToFixed(vMid->win[0] + 0.5F) & snapMask; - vMax_fx = FloatToFixed(vMax->win[0] + 0.5F) & snapMask; -#endif - } - - /* vertex/edge relationship */ - eMaj.v0 = vMin; eMaj.v1 = vMax; /*TODO: .v1's not needed */ - eTop.v0 = vMid; eTop.v1 = vMax; - eBot.v0 = vMin; eBot.v1 = vMid; - - /* compute deltas for each edge: vertex[upper] - vertex[lower] */ -#if TRIANGLE_WALK_DOUBLE - eMaj.dx = vMax_fx - vMin_fx; - eMaj.dy = vMax_fy - vMin_fy; - eTop.dx = vMax_fx - vMid_fx; - eTop.dy = vMax_fy - vMid_fy; - eBot.dx = vMid_fx - vMin_fx; - eBot.dy = vMid_fy - vMin_fy; -#else - eMaj.dx = FixedToFloat(vMax_fx - vMin_fx); - eMaj.dy = FixedToFloat(vMax_fy - vMin_fy); - eTop.dx = FixedToFloat(vMax_fx - vMid_fx); - eTop.dy = FixedToFloat(vMax_fy - vMid_fy); - eBot.dx = FixedToFloat(vMid_fx - vMin_fx); - eBot.dy = FixedToFloat(vMid_fy - vMin_fy); -#endif - - /* compute area, oneOverArea and perform backface culling */ - { -#if TRIANGLE_WALK_DOUBLE - const GLdouble area = eMaj.dx * eBot.dy - eBot.dx * eMaj.dy; -#else - const GLfloat area = eMaj.dx * eBot.dy - eBot.dx * eMaj.dy; -#endif - /* Do backface culling */ - if (area * bf < 0.0) - return; - - if (IS_INF_OR_NAN(area) || area == 0.0F) - return; - - oneOverArea = 1.0F / area; - } - - - span.facing = ctx->_Facing; /* for 2-sided stencil test */ - - /* Edge setup. For a triangle strip these could be reused... */ - { -#if TRIANGLE_WALK_DOUBLE - eMaj.fsy = CEILF(vMin_fy); - eMaj.lines = (GLint) CEILF(vMax_fy - eMaj.fsy); -#else - eMaj.fsy = FixedCeil(vMin_fy); - eMaj.lines = FixedToInt(FixedCeil(vMax_fy - eMaj.fsy)); -#endif - if (eMaj.lines > 0) { - eMaj.dxdy = eMaj.dx / eMaj.dy; -#if TRIANGLE_WALK_DOUBLE - eMaj.adjy = (eMaj.fsy - vMin_fy) * FIXED_SCALE; /* SCALED! */ - eMaj.fx0 = vMin_fx; - eMaj.fsx = eMaj.fx0 + (eMaj.adjy * eMaj.dxdy) / (GLdouble) FIXED_SCALE; -#else - eMaj.fdxdy = SignedFloatToFixed(eMaj.dxdy); - eMaj.adjy = (GLfloat) (eMaj.fsy - vMin_fy); /* SCALED! */ - eMaj.fx0 = vMin_fx; - eMaj.fsx = eMaj.fx0 + (GLfixed) (eMaj.adjy * eMaj.dxdy); -#endif - } - else { - return; /*CULLED*/ - } - -#if TRIANGLE_WALK_DOUBLE - eTop.fsy = CEILF(vMid_fy); - eTop.lines = (GLint) CEILF(vMax_fy - eTop.fsy); -#else - eTop.fsy = FixedCeil(vMid_fy); - eTop.lines = FixedToInt(FixedCeil(vMax_fy - eTop.fsy)); -#endif - if (eTop.lines > 0) { - eTop.dxdy = eTop.dx / eTop.dy; -#if TRIANGLE_WALK_DOUBLE - eTop.adjy = (eTop.fsy - vMid_fy) * FIXED_SCALE; /* SCALED! */ - eTop.fx0 = vMid_fx; - eTop.fsx = eTop.fx0 + (eTop.adjy * eTop.dxdy) / (GLdouble) FIXED_SCALE; -#else - eTop.fdxdy = SignedFloatToFixed(eTop.dxdy); - eTop.adjy = (GLfloat) (eTop.fsy - vMid_fy); /* SCALED! */ - eTop.fx0 = vMid_fx; - eTop.fsx = eTop.fx0 + (GLfixed) (eTop.adjy * eTop.dxdy); -#endif - } - -#if TRIANGLE_WALK_DOUBLE - eBot.fsy = CEILF(vMin_fy); - eBot.lines = (GLint) CEILF(vMid_fy - eBot.fsy); -#else - eBot.fsy = FixedCeil(vMin_fy); - eBot.lines = FixedToInt(FixedCeil(vMid_fy - eBot.fsy)); -#endif - if (eBot.lines > 0) { - eBot.dxdy = eBot.dx / eBot.dy; -#if TRIANGLE_WALK_DOUBLE - eBot.adjy = (eBot.fsy - vMin_fy) * FIXED_SCALE; /* SCALED! */ - eBot.fx0 = vMin_fx; - eBot.fsx = eBot.fx0 + (eBot.adjy * eBot.dxdy) / (GLdouble) FIXED_SCALE; -#else - eBot.fdxdy = SignedFloatToFixed(eBot.dxdy); - eBot.adjy = (GLfloat) (eBot.fsy - vMin_fy); /* SCALED! */ - eBot.fx0 = vMin_fx; - eBot.fsx = eBot.fx0 + (GLfixed) (eBot.adjy * eBot.dxdy); -#endif - } - } - - /* - * Conceptually, we view a triangle as two subtriangles - * separated by a perfectly horizontal line. The edge that is - * intersected by this line is one with maximal absolute dy; we - * call it a ``major'' edge. The other two edges are the - * ``top'' edge (for the upper subtriangle) and the ``bottom'' - * edge (for the lower subtriangle). If either of these two - * edges is horizontal or very close to horizontal, the - * corresponding subtriangle might cover zero sample points; - * we take care to handle such cases, for performance as well - * as correctness. - * - * By stepping rasterization parameters along the major edge, - * we can avoid recomputing them at the discontinuity where - * the top and bottom edges meet. However, this forces us to - * be able to scan both left-to-right and right-to-left. - * Also, we must determine whether the major edge is at the - * left or right side of the triangle. We do this by - * computing the magnitude of the cross-product of the major - * and top edges. Since this magnitude depends on the sine of - * the angle between the two edges, its sign tells us whether - * we turn to the left or to the right when travelling along - * the major edge to the top edge, and from this we infer - * whether the major edge is on the left or the right. - * - * Serendipitously, this cross-product magnitude is also a - * value we need to compute the iteration parameter - * derivatives for the triangle, and it can be used to perform - * backface culling because its sign tells us whether the - * triangle is clockwise or counterclockwise. In this code we - * refer to it as ``area'' because it's also proportional to - * the pixel area of the triangle. - */ - - { - GLint scan_from_left_to_right; /* true if scanning left-to-right */ -#ifdef INTERP_INDEX - GLfloat didx, didy; -#endif - - /* - * Execute user-supplied setup code - */ -#ifdef SETUP_CODE - SETUP_CODE -#endif - - scan_from_left_to_right = (oneOverArea < 0.0F); - - - /* compute d?/dx and d?/dy derivatives */ -#ifdef INTERP_Z - span.interpMask |= SPAN_Z; - { - 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 */ - span.dzdx = 0.0; - span.dzdy = 0.0; - } - else { - span.dzdy = oneOverArea * (eMaj.dx * eBot_dz - eMaj_dz * eBot.dx); - } - if (depthBits <= 16) - span.zStep = SignedFloatToFixed(span.dzdx); - else - span.zStep = (GLint) span.dzdx; - } -#endif -#ifdef INTERP_W - span.interpMask |= SPAN_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 - span.interpMask |= SPAN_FOG; - { -# ifdef INTERP_W - const GLfloat wMax = vMax->win[3], wMin = vMin->win[3], wMid = vMid->win[3]; - const GLfloat eMaj_dfog = vMax->fog * wMax - vMin->fog * wMin; - const GLfloat eBot_dfog = vMid->fog * wMid - vMin->fog * wMin; -# else - const GLfloat eMaj_dfog = vMax->fog - vMin->fog; - const GLfloat eBot_dfog = vMid->fog - vMin->fog; -# endif - 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 - span.interpMask |= SPAN_RGBA; - if (ctx->Light.ShadeModel == GL_SMOOTH) { - GLfloat eMaj_dr = (GLfloat) ((ColorTemp) vMax->color[RCOMP] - (ColorTemp) vMin->color[RCOMP]); - GLfloat eBot_dr = (GLfloat) ((ColorTemp) vMid->color[RCOMP] - (ColorTemp) vMin->color[RCOMP]); - GLfloat eMaj_dg = (GLfloat) ((ColorTemp) vMax->color[GCOMP] - (ColorTemp) vMin->color[GCOMP]); - GLfloat eBot_dg = (GLfloat) ((ColorTemp) vMid->color[GCOMP] - (ColorTemp) vMin->color[GCOMP]); - GLfloat eMaj_db = (GLfloat) ((ColorTemp) vMax->color[BCOMP] - (ColorTemp) vMin->color[BCOMP]); - GLfloat eBot_db = (GLfloat) ((ColorTemp) vMid->color[BCOMP] - (ColorTemp) vMin->color[BCOMP]); -# ifdef INTERP_ALPHA - GLfloat eMaj_da = (GLfloat) ((ColorTemp) vMax->color[ACOMP] - (ColorTemp) vMin->color[ACOMP]); - GLfloat eBot_da = (GLfloat) ((ColorTemp) vMid->color[ACOMP] - (ColorTemp) vMin->color[ACOMP]); -# endif - 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 = span.drdx; - span.greenStep = span.dgdx; - span.blueStep = span.dbdx; -# else - span.redStep = SignedFloatToFixed(span.drdx); - span.greenStep = SignedFloatToFixed(span.dgdx); - span.blueStep = SignedFloatToFixed(span.dbdx); -# endif /* GL_FLOAT */ -# ifdef INTERP_ALPHA - 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 = span.dadx; -# else - span.alphaStep = SignedFloatToFixed(span.dadx); -# endif /* GL_FLOAT */ -# endif /* INTERP_ALPHA */ - } - else { - ASSERT(ctx->Light.ShadeModel == GL_FLAT); - span.interpMask |= SPAN_FLAT; - span.drdx = span.drdy = 0.0F; - span.dgdx = span.dgdy = 0.0F; - span.dbdx = span.dbdy = 0.0F; -# if CHAN_TYPE == GL_FLOAT - span.redStep = 0.0F; - span.greenStep = 0.0F; - span.blueStep = 0.0F; -# else - span.redStep = 0; - span.greenStep = 0; - span.blueStep = 0; -# endif /* GL_FLOAT */ -# ifdef INTERP_ALPHA - span.dadx = span.dady = 0.0F; -# if CHAN_TYPE == GL_FLOAT - span.alphaStep = 0.0F; -# else - span.alphaStep = 0; -# endif /* GL_FLOAT */ -# endif - } -#endif /* INTERP_RGB */ -#ifdef INTERP_SPEC - span.interpMask |= SPAN_SPEC; - if (ctx->Light.ShadeModel == GL_SMOOTH) { - GLfloat eMaj_dsr = (GLfloat) ((ColorTemp) vMax->specular[RCOMP] - (ColorTemp) vMin->specular[RCOMP]); - GLfloat eBot_dsr = (GLfloat) ((ColorTemp) vMid->specular[RCOMP] - (ColorTemp) vMin->specular[RCOMP]); - GLfloat eMaj_dsg = (GLfloat) ((ColorTemp) vMax->specular[GCOMP] - (ColorTemp) vMin->specular[GCOMP]); - GLfloat eBot_dsg = (GLfloat) ((ColorTemp) vMid->specular[GCOMP] - (ColorTemp) vMin->specular[GCOMP]); - GLfloat eMaj_dsb = (GLfloat) ((ColorTemp) vMax->specular[BCOMP] - (ColorTemp) vMin->specular[BCOMP]); - GLfloat eBot_dsb = (GLfloat) ((ColorTemp) vMid->specular[BCOMP] - (ColorTemp) vMin->specular[BCOMP]); - 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 = span.dsrdx; - span.specGreenStep = span.dsgdx; - span.specBlueStep = span.dsbdx; -# else - span.specRedStep = SignedFloatToFixed(span.dsrdx); - span.specGreenStep = SignedFloatToFixed(span.dsgdx); - span.specBlueStep = SignedFloatToFixed(span.dsbdx); -# endif - } - else { - span.dsrdx = span.dsrdy = 0.0F; - span.dsgdx = span.dsgdy = 0.0F; - span.dsbdx = span.dsbdy = 0.0F; -# if CHAN_TYPE == GL_FLOAT - span.specRedStep = 0.0F; - span.specGreenStep = 0.0F; - span.specBlueStep = 0.0F; -# else - span.specRedStep = 0; - span.specGreenStep = 0; - span.specBlueStep = 0; -# endif - } -#endif /* INTERP_SPEC */ -#ifdef INTERP_INDEX - span.interpMask |= SPAN_INDEX; - if (ctx->Light.ShadeModel == GL_SMOOTH) { - GLfloat eMaj_di = vMax->index - vMin->index; - GLfloat eBot_di = vMid->index - vMin->index; - didx = oneOverArea * (eMaj_di * eBot.dy - eMaj.dy * eBot_di); - didy = oneOverArea * (eMaj.dx * eBot_di - eMaj_di * eBot.dx); - span.indexStep = SignedFloatToFixed(didx); - } - else { - span.interpMask |= SPAN_FLAT; - didx = didy = 0.0F; - span.indexStep = 0; - } -#endif -#ifdef INTERP_INT_TEX - span.interpMask |= SPAN_INT_TEXTURE; - { - GLfloat eMaj_ds = (vMax->texcoord[0][0] - vMin->texcoord[0][0]) * S_SCALE; - GLfloat eBot_ds = (vMid->texcoord[0][0] - vMin->texcoord[0][0]) * S_SCALE; - GLfloat eMaj_dt = (vMax->texcoord[0][1] - vMin->texcoord[0][1]) * T_SCALE; - GLfloat eBot_dt = (vMid->texcoord[0][1] - vMin->texcoord[0][1]) * T_SCALE; - span.texStepX[0][0] = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds); - span.texStepY[0][0] = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx); - span.texStepX[0][1] = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt); - span.texStepY[0][1] = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx); - span.intTexStep[0] = SignedFloatToFixed(span.texStepX[0][0]); - span.intTexStep[1] = SignedFloatToFixed(span.texStepX[0][1]); - } -#endif -#ifdef INTERP_TEX - span.interpMask |= SPAN_TEXTURE; - { - /* win[3] is 1/W */ - const GLfloat wMax = vMax->win[3], wMin = vMin->win[3], wMid = vMid->win[3]; - TEX_UNIT_LOOP( - GLfloat eMaj_ds = vMax->texcoord[u][0] * wMax - vMin->texcoord[u][0] * wMin; - GLfloat eBot_ds = vMid->texcoord[u][0] * wMid - vMin->texcoord[u][0] * wMin; - GLfloat eMaj_dt = vMax->texcoord[u][1] * wMax - vMin->texcoord[u][1] * wMin; - GLfloat eBot_dt = vMid->texcoord[u][1] * wMid - vMin->texcoord[u][1] * wMin; - GLfloat eMaj_du = vMax->texcoord[u][2] * wMax - vMin->texcoord[u][2] * wMin; - GLfloat eBot_du = vMid->texcoord[u][2] * wMid - vMin->texcoord[u][2] * wMin; - GLfloat eMaj_dv = vMax->texcoord[u][3] * wMax - vMin->texcoord[u][3] * wMin; - GLfloat eBot_dv = vMid->texcoord[u][3] * wMid - vMin->texcoord[u][3] * wMin; - span.texStepX[u][0] = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds); - span.texStepY[u][0] = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx); - span.texStepX[u][1] = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt); - span.texStepY[u][1] = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx); - span.texStepX[u][2] = oneOverArea * (eMaj_du * eBot.dy - eMaj.dy * eBot_du); - span.texStepY[u][2] = oneOverArea * (eMaj.dx * eBot_du - eMaj_du * eBot.dx); - span.texStepX[u][3] = oneOverArea * (eMaj_dv * eBot.dy - eMaj.dy * eBot_dv); - span.texStepY[u][3] = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx); - ) - } -#endif - - /* - * We always sample at pixel centers. However, we avoid - * explicit half-pixel offsets in this code by incorporating - * the proper offset in each of x and y during the - * transformation to window coordinates. - * - * We also apply the usual rasterization rules to prevent - * cracks and overlaps. A pixel is considered inside a - * subtriangle if it meets all of four conditions: it is on or - * to the right of the left edge, strictly to the left of the - * right edge, on or below the top edge, and strictly above - * the bottom edge. (Some edges may be degenerate.) - * - * The following discussion assumes left-to-right scanning - * (that is, the major edge is on the left); the right-to-left - * case is a straightforward variation. - * - * We start by finding the half-integral y coordinate that is - * at or below the top of the triangle. This gives us the - * first scan line that could possibly contain pixels that are - * inside the triangle. - * - * Next we creep down the major edge until we reach that y, - * and compute the corresponding x coordinate on the edge. - * Then we find the half-integral x that lies on or just - * inside the edge. This is the first pixel that might lie in - * the interior of the triangle. (We won't know for sure - * until we check the other edges.) - * - * As we rasterize the triangle, we'll step down the major - * edge. For each step in y, we'll move an integer number - * of steps in x. There are two possible x step sizes, which - * we'll call the ``inner'' step (guaranteed to land on the - * edge or inside it) and the ``outer'' step (guaranteed to - * land on the edge or outside it). The inner and outer steps - * differ by one. During rasterization we maintain an error - * term that indicates our distance from the true edge, and - * select either the inner step or the outer step, whichever - * gets us to the first pixel that falls inside the triangle. - * - * All parameters (z, red, etc.) as well as the buffer - * addresses for color and z have inner and outer step values, - * so that we can increment them appropriately. This method - * eliminates the need to adjust parameters by creeping a - * sub-pixel amount into the triangle at each scanline. - */ - - { - GLint subTriangle; - GLinterp fxLeftEdge = 0, fxRightEdge = 0; - GLinterp fdxLeftEdge = 0, fdxRightEdge = 0; - GLinterp fError = 0, fdError = 0; -#ifdef PIXEL_ADDRESS - PIXEL_TYPE *pRow = NULL; - GLint dPRowOuter = 0, dPRowInner; /* offset in bytes */ -#endif -#ifdef INTERP_Z -# ifdef DEPTH_TYPE - struct gl_renderbuffer *zrb - = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; - DEPTH_TYPE *zRow = NULL; - GLint dZRowOuter = 0, dZRowInner; /* offset in bytes */ -# endif - GLfixed zLeft = 0, fdzOuter = 0, fdzInner; -#endif -#ifdef INTERP_W - GLfloat wLeft = 0, dwOuter = 0, dwInner; -#endif -#ifdef INTERP_FOG - GLfloat fogLeft = 0, dfogOuter = 0, dfogInner; -#endif -#ifdef INTERP_RGB - ColorTemp rLeft = 0, fdrOuter = 0, fdrInner; - ColorTemp gLeft = 0, fdgOuter = 0, fdgInner; - ColorTemp bLeft = 0, fdbOuter = 0, fdbInner; -#endif -#ifdef INTERP_ALPHA - ColorTemp aLeft = 0, fdaOuter = 0, fdaInner; -#endif -#ifdef INTERP_SPEC - ColorTemp srLeft=0, dsrOuter=0, dsrInner; - ColorTemp sgLeft=0, dsgOuter=0, dsgInner; - ColorTemp sbLeft=0, dsbOuter=0, dsbInner; -#endif -#ifdef INTERP_INDEX - GLfixed iLeft=0, diOuter=0, diInner; -#endif -#ifdef INTERP_INT_TEX - GLfixed sLeft=0, dsOuter=0, dsInner; - GLfixed tLeft=0, dtOuter=0, dtInner; -#endif -#ifdef INTERP_TEX - GLfloat sLeft[MAX_TEXTURE_COORD_UNITS]; - GLfloat tLeft[MAX_TEXTURE_COORD_UNITS]; - GLfloat uLeft[MAX_TEXTURE_COORD_UNITS]; - GLfloat vLeft[MAX_TEXTURE_COORD_UNITS]; - GLfloat dsOuter[MAX_TEXTURE_COORD_UNITS], dsInner[MAX_TEXTURE_COORD_UNITS]; - GLfloat dtOuter[MAX_TEXTURE_COORD_UNITS], dtInner[MAX_TEXTURE_COORD_UNITS]; - GLfloat duOuter[MAX_TEXTURE_COORD_UNITS], duInner[MAX_TEXTURE_COORD_UNITS]; - GLfloat dvOuter[MAX_TEXTURE_COORD_UNITS], dvInner[MAX_TEXTURE_COORD_UNITS]; -#endif - - for (subTriangle=0; subTriangle<=1; subTriangle++) { - EdgeT *eLeft, *eRight; - int setupLeft, setupRight; - int lines; - - if (subTriangle==0) { - /* bottom half */ - if (scan_from_left_to_right) { - eLeft = &eMaj; - eRight = &eBot; - lines = eRight->lines; - setupLeft = 1; - setupRight = 1; - } - else { - eLeft = &eBot; - eRight = &eMaj; - lines = eLeft->lines; - setupLeft = 1; - setupRight = 1; - } - } - else { - /* top half */ - if (scan_from_left_to_right) { - eLeft = &eMaj; - eRight = &eTop; - lines = eRight->lines; - setupLeft = 0; - setupRight = 1; - } - else { - eLeft = &eTop; - eRight = &eMaj; - lines = eLeft->lines; - setupLeft = 1; - setupRight = 0; - } - if (lines == 0) - return; - } - - if (setupLeft && eLeft->lines > 0) { - const SWvertex *vLower = eLeft->v0; -#if TRIANGLE_WALK_DOUBLE - const GLdouble fsy = eLeft->fsy; - const GLdouble fsx = eLeft->fsx; - const GLdouble fx = CEILF(fsx); - const GLdouble adjx = (fx - eLeft->fx0) * FIXED_SCALE; /* SCALED! */ -#else - const GLfixed fsy = eLeft->fsy; - const GLfixed fsx = eLeft->fsx; /* no fractional part */ - const GLfixed fx = FixedCeil(fsx); /* no fractional part */ - const GLfixed adjx = (GLinterp) (fx - eLeft->fx0); /* SCALED! */ -#endif - const GLinterp adjy = (GLinterp) eLeft->adjy; /* SCALED! */ - GLint idxOuter; -#if TRIANGLE_WALK_DOUBLE - GLdouble dxOuter; - - fError = fx - fsx - 1.0; - fxLeftEdge = fsx; - fdxLeftEdge = eLeft->dxdy; - dxOuter = FLOORF(fdxLeftEdge); - fdError = dxOuter - fdxLeftEdge + 1.0; - idxOuter = (GLint) dxOuter; - span.y = (GLint) fsy; -#else - GLfloat dxOuter; - GLfixed fdxOuter; - - fError = fx - fsx - FIXED_ONE; - fxLeftEdge = fsx - FIXED_EPSILON; - fdxLeftEdge = eLeft->fdxdy; - fdxOuter = FixedFloor(fdxLeftEdge - FIXED_EPSILON); - fdError = fdxOuter - fdxLeftEdge + FIXED_ONE; - idxOuter = FixedToInt(fdxOuter); - dxOuter = (GLfloat) idxOuter; - span.y = FixedToInt(fsy); -#endif - - /* silence warnings on some compilers */ - (void) dxOuter; - (void) adjx; - (void) adjy; - (void) vLower; - -#ifdef PIXEL_ADDRESS - { - pRow = (PIXEL_TYPE *) PIXEL_ADDRESS(InterpToInt(fxLeftEdge), span.y); - dPRowOuter = -((int)BYTES_PER_ROW) + idxOuter * sizeof(PIXEL_TYPE); - /* negative because Y=0 at bottom and increases upward */ - } -#endif - /* - * Now we need the set of parameter (z, color, etc.) values at - * the point (fx, fsy). This gives us properly-sampled parameter - * values that we can step from pixel to pixel. Furthermore, - * although we might have intermediate results that overflow - * the normal parameter range when we step temporarily outside - * the triangle, we shouldn't overflow or underflow for any - * pixel that's actually inside the triangle. - */ - -#ifdef INTERP_Z - { - GLfloat z0 = vLower->win[2]; - if (depthBits <= 16) { - /* interpolate fixed-pt values */ - GLfloat tmp = (z0 * FIXED_SCALE + span.dzdx * adjx + span.dzdy * adjy) + FIXED_HALF; - if (tmp < MAX_GLUINT / 2) - zLeft = (GLfixed) tmp; - else - zLeft = MAX_GLUINT / 2; - fdzOuter = SignedFloatToFixed(span.dzdy + dxOuter * span.dzdx); - } - else { - /* interpolate depth values exactly */ - zLeft = (GLint) (z0 + span.dzdx * FixedToFloat(adjx) + span.dzdy * FixedToFloat(adjy)); - fdzOuter = (GLint) (span.dzdy + dxOuter * span.dzdx); - } -# ifdef DEPTH_TYPE - zRow = (DEPTH_TYPE *) - zrb->GetPointer(ctx, zrb, InterpToInt(fxLeftEdge), span.y); - dZRowOuter = (ctx->DrawBuffer->Width + idxOuter) * sizeof(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 -# ifdef INTERP_W - fogLeft = vLower->fog * vLower->win[3] + (span.dfogdx * adjx + span.dfogdy * adjy) * (1.0F/FIXED_SCALE); -# else - fogLeft = vLower->fog + (span.dfogdx * adjx + span.dfogdy * adjy) * (1.0F/FIXED_SCALE); -# endif - dfogOuter = span.dfogdy + dxOuter * span.dfogdx; -#endif -#ifdef INTERP_RGB - if (ctx->Light.ShadeModel == GL_SMOOTH) { -# if CHAN_TYPE == GL_FLOAT - 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 - rLeft = (GLint)(ChanToFixed(vLower->color[RCOMP]) + span.drdx * adjx + span.drdy * adjy) + FIXED_HALF; - gLeft = (GLint)(ChanToFixed(vLower->color[GCOMP]) + span.dgdx * adjx + span.dgdy * adjy) + FIXED_HALF; - bLeft = (GLint)(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 - aLeft = vLower->color[ACOMP] + (span.dadx * adjx + span.dady * adjy) * (1.0F / FIXED_SCALE); - fdaOuter = span.dady + dxOuter * span.dadx; -# else - aLeft = (GLint)(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 - rLeft = v2->color[RCOMP]; - gLeft = v2->color[GCOMP]; - bLeft = v2->color[BCOMP]; - fdrOuter = fdgOuter = fdbOuter = 0.0F; -# else - 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 - aLeft = v2->color[ACOMP]; - fdaOuter = 0.0F; -# else - aLeft = ChanToFixed(v2->color[ACOMP]); - fdaOuter = 0; -# endif -# endif - } -#endif /* INTERP_RGB */ - - -#ifdef INTERP_SPEC - if (ctx->Light.ShadeModel == GL_SMOOTH) { -# if CHAN_TYPE == GL_FLOAT - 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 - 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 { - ASSERT(ctx->Light.ShadeModel == GL_FLAT); -#if CHAN_TYPE == GL_FLOAT - srLeft = v2->specular[RCOMP]; - sgLeft = v2->specular[GCOMP]; - sbLeft = v2->specular[BCOMP]; - dsrOuter = dsgOuter = dsbOuter = 0.0F; -# else - 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) { - iLeft = (GLfixed)(vLower->index * FIXED_SCALE - + didx * adjx + didy * adjy) + FIXED_HALF; - diOuter = SignedFloatToFixed(didy + dxOuter * didx); - } - else { - ASSERT(ctx->Light.ShadeModel == GL_FLAT); - iLeft = FloatToFixed(v2->index); - diOuter = 0; - } -#endif -#ifdef INTERP_INT_TEX - { - GLfloat s0, t0; - s0 = vLower->texcoord[0][0] * S_SCALE; - sLeft = (GLfixed)(s0 * FIXED_SCALE + span.texStepX[0][0] * adjx - + span.texStepY[0][0] * adjy) + FIXED_HALF; - dsOuter = SignedFloatToFixed(span.texStepY[0][0] + dxOuter * span.texStepX[0][0]); - - t0 = vLower->texcoord[0][1] * T_SCALE; - tLeft = (GLfixed)(t0 * FIXED_SCALE + span.texStepX[0][1] * adjx - + span.texStepY[0][1] * adjy) + FIXED_HALF; - dtOuter = SignedFloatToFixed(span.texStepY[0][1] + dxOuter * span.texStepX[0][1]); - } -#endif -#ifdef INTERP_TEX - TEX_UNIT_LOOP( - const GLfloat invW = vLower->win[3]; - const GLfloat s0 = vLower->texcoord[u][0] * invW; - const GLfloat t0 = vLower->texcoord[u][1] * invW; - const GLfloat u0 = vLower->texcoord[u][2] * invW; - const GLfloat v0 = vLower->texcoord[u][3] * invW; - sLeft[u] = s0 + (span.texStepX[u][0] * adjx + span.texStepY[u][0] * adjy) * (1.0F/FIXED_SCALE); - tLeft[u] = t0 + (span.texStepX[u][1] * adjx + span.texStepY[u][1] * adjy) * (1.0F/FIXED_SCALE); - uLeft[u] = u0 + (span.texStepX[u][2] * adjx + span.texStepY[u][2] * adjy) * (1.0F/FIXED_SCALE); - vLeft[u] = v0 + (span.texStepX[u][3] * adjx + span.texStepY[u][3] * adjy) * (1.0F/FIXED_SCALE); - dsOuter[u] = span.texStepY[u][0] + dxOuter * span.texStepX[u][0]; - dtOuter[u] = span.texStepY[u][1] + dxOuter * span.texStepX[u][1]; - duOuter[u] = span.texStepY[u][2] + dxOuter * span.texStepX[u][2]; - dvOuter[u] = span.texStepY[u][3] + dxOuter * span.texStepX[u][3]; - ) -#endif - } /*if setupLeft*/ - - - if (setupRight && eRight->lines>0) { -#if TRIANGLE_WALK_DOUBLE - fxRightEdge = eRight->fsx; - fdxRightEdge = eRight->dxdy; -#else - fxRightEdge = eRight->fsx - FIXED_EPSILON; - fdxRightEdge = eRight->fdxdy; -#endif - } - - if (lines==0) { - continue; - } - - - /* Rasterize setup */ -#ifdef PIXEL_ADDRESS - dPRowInner = dPRowOuter + sizeof(PIXEL_TYPE); -#endif -#ifdef INTERP_Z -# ifdef DEPTH_TYPE - dZRowInner = dZRowOuter + sizeof(DEPTH_TYPE); -# endif - fdzInner = fdzOuter + span.zStep; -#endif -#ifdef INTERP_W - dwInner = dwOuter + span.dwdx; -#endif -#ifdef INTERP_FOG - dfogInner = dfogOuter + span.dfogdx; -#endif -#ifdef INTERP_RGB - fdrInner = fdrOuter + span.redStep; - fdgInner = fdgOuter + span.greenStep; - fdbInner = fdbOuter + span.blueStep; -#endif -#ifdef INTERP_ALPHA - fdaInner = fdaOuter + span.alphaStep; -#endif -#ifdef INTERP_SPEC - dsrInner = dsrOuter + span.specRedStep; - dsgInner = dsgOuter + span.specGreenStep; - dsbInner = dsbOuter + span.specBlueStep; -#endif -#ifdef INTERP_INDEX - diInner = diOuter + span.indexStep; -#endif -#ifdef INTERP_INT_TEX - dsInner = dsOuter + span.intTexStep[0]; - dtInner = dtOuter + span.intTexStep[1]; -#endif -#ifdef INTERP_TEX - TEX_UNIT_LOOP( - dsInner[u] = dsOuter[u] + span.texStepX[u][0]; - dtInner[u] = dtOuter[u] + span.texStepX[u][1]; - duInner[u] = duOuter[u] + span.texStepX[u][2]; - dvInner[u] = dvOuter[u] + span.texStepX[u][3]; - ) -#endif - - while (lines > 0) { - /* initialize the span interpolants to the leftmost value */ - /* ff = fixed-pt fragment */ - const GLint right = InterpToInt(fxRightEdge); - span.x = InterpToInt(fxLeftEdge); - if (right <= span.x) - span.end = 0; - else - span.end = right - span.x; - -#ifdef INTERP_Z - span.z = zLeft; -#endif -#ifdef INTERP_W - span.w = wLeft; -#endif -#ifdef INTERP_FOG - span.fog = fogLeft; -#endif -#ifdef INTERP_RGB - span.red = rLeft; - span.green = gLeft; - span.blue = bLeft; -#endif -#ifdef INTERP_ALPHA - span.alpha = aLeft; -#endif -#ifdef INTERP_SPEC - span.specRed = srLeft; - span.specGreen = sgLeft; - span.specBlue = sbLeft; -#endif -#ifdef INTERP_INDEX - span.index = iLeft; -#endif -#ifdef INTERP_INT_TEX - span.intTex[0] = sLeft; - span.intTex[1] = tLeft; -#endif - -#ifdef INTERP_TEX - TEX_UNIT_LOOP( - span.tex[u][0] = sLeft[u]; - span.tex[u][1] = tLeft[u]; - span.tex[u][2] = uLeft[u]; - span.tex[u][3] = vLeft[u]; - ) -#endif - - /* This is where we actually generate fragments */ - /* XXX the test for span.y > 0 _shouldn't_ be needed but - * it fixes a problem on 64-bit Opterons (bug 4842). - */ - if (span.end > 0 && span.y >= 0) { - const GLint len = span.end - 1; - (void) len; -#ifdef INTERP_RGB - CLAMP_INTERPOLANT(red, redStep, len); - CLAMP_INTERPOLANT(green, greenStep, len); - CLAMP_INTERPOLANT(blue, blueStep, len); -#endif -#ifdef INTERP_ALPHA - CLAMP_INTERPOLANT(alpha, alphaStep, len); -#endif -#ifdef INTERP_SPEC - CLAMP_INTERPOLANT(specRed, specRedStep, len); - CLAMP_INTERPOLANT(specGreen, specGreenStep, len); - CLAMP_INTERPOLANT(specBlue, specBlueStep, len); -#endif -#ifdef INTERP_INDEX - CLAMP_INTERPOLANT(index, indexStep, len); -#endif - { RENDER_SPAN( span ); } - } - - /* - * Advance to the next scan line. Compute the - * new edge coordinates, and adjust the - * pixel-center x coordinate so that it stays - * on or inside the major edge. - */ - span.y++; - lines--; - - fxLeftEdge += fdxLeftEdge; - fxRightEdge += fdxRightEdge; - - fError += fdError; - if (fError >= 0) { - fError -= INTERP_ONE; - -#ifdef PIXEL_ADDRESS - pRow = (PIXEL_TYPE *) ((GLubyte *) pRow + dPRowOuter); -#endif -#ifdef INTERP_Z -# ifdef DEPTH_TYPE - zRow = (DEPTH_TYPE *) ((GLubyte *) zRow + dZRowOuter); -# endif - zLeft += fdzOuter; -#endif -#ifdef INTERP_W - wLeft += dwOuter; -#endif -#ifdef INTERP_FOG - fogLeft += dfogOuter; -#endif -#ifdef INTERP_RGB - rLeft += fdrOuter; - gLeft += fdgOuter; - bLeft += fdbOuter; -#endif -#ifdef INTERP_ALPHA - aLeft += fdaOuter; -#endif -#ifdef INTERP_SPEC - srLeft += dsrOuter; - sgLeft += dsgOuter; - sbLeft += dsbOuter; -#endif -#ifdef INTERP_INDEX - iLeft += diOuter; -#endif -#ifdef INTERP_INT_TEX - sLeft += dsOuter; - tLeft += dtOuter; -#endif -#ifdef INTERP_TEX - TEX_UNIT_LOOP( - sLeft[u] += dsOuter[u]; - tLeft[u] += dtOuter[u]; - uLeft[u] += duOuter[u]; - vLeft[u] += dvOuter[u]; - ) -#endif - } - else { -#ifdef PIXEL_ADDRESS - pRow = (PIXEL_TYPE *) ((GLubyte *) pRow + dPRowInner); -#endif -#ifdef INTERP_Z -# ifdef DEPTH_TYPE - zRow = (DEPTH_TYPE *) ((GLubyte *) zRow + dZRowInner); -# endif - zLeft += fdzInner; -#endif -#ifdef INTERP_W - wLeft += dwInner; -#endif -#ifdef INTERP_FOG - fogLeft += dfogInner; -#endif -#ifdef INTERP_RGB - rLeft += fdrInner; - gLeft += fdgInner; - bLeft += fdbInner; -#endif -#ifdef INTERP_ALPHA - aLeft += fdaInner; -#endif -#ifdef INTERP_SPEC - srLeft += dsrInner; - sgLeft += dsgInner; - sbLeft += dsbInner; -#endif -#ifdef INTERP_INDEX - iLeft += diInner; -#endif -#ifdef INTERP_INT_TEX - sLeft += dsInner; - tLeft += dtInner; -#endif -#ifdef INTERP_TEX - TEX_UNIT_LOOP( - sLeft[u] += dsInner[u]; - tLeft[u] += dtInner[u]; - uLeft[u] += duInner[u]; - vLeft[u] += dvInner[u]; - ) -#endif - } - } /*while lines>0*/ - - } /* for subTriangle */ - - } -#ifdef CLEANUP_CODE - CLEANUP_CODE -#endif - } -} - -#undef SETUP_CODE -#undef CLEANUP_CODE -#undef RENDER_SPAN - -#undef PIXEL_TYPE -#undef BYTES_PER_ROW -#undef PIXEL_ADDRESS -#undef DEPTH_TYPE - -#undef INTERP_Z -#undef INTERP_W -#undef INTERP_FOG -#undef INTERP_RGB -#undef INTERP_ALPHA -#undef INTERP_SPEC -#undef INTERP_INDEX -#undef INTERP_INT_TEX -#undef INTERP_TEX -#undef INTERP_MULTITEX -#undef TEX_UNIT_LOOP - -#undef S_SCALE -#undef T_SCALE - -#undef FixedToDepth -#undef ColorTemp -#undef GLinterp -#undef InterpToInt -#undef INTERP_ONE - -#undef NAME |