From 209657f69055b17b00c3db3f99c7f411a6e8d176 Mon Sep 17 00:00:00 2001 From: Mike Gabriel Date: Fri, 17 Feb 2017 16:11:01 +0100 Subject: nx-X11/extras/Mesa: Drop bundled Mesa, place a symlink to imported Git subtree of Mesa_6.4.1 instead. --- nx-X11/extras/Mesa/src/mesa/swrast/s_aatritemp.h | 549 ----------------------- 1 file changed, 549 deletions(-) delete mode 100644 nx-X11/extras/Mesa/src/mesa/swrast/s_aatritemp.h (limited to 'nx-X11/extras/Mesa/src/mesa/swrast/s_aatritemp.h') diff --git a/nx-X11/extras/Mesa/src/mesa/swrast/s_aatritemp.h b/nx-X11/extras/Mesa/src/mesa/swrast/s_aatritemp.h deleted file mode 100644 index 16e26d3f8..000000000 --- a/nx-X11/extras/Mesa/src/mesa/swrast/s_aatritemp.h +++ /dev/null @@ -1,549 +0,0 @@ -/* - * Mesa 3-D graphics library - * Version: 6.3 - * - * 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 - * 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. - */ - - -/* - * Antialiased Triangle Rasterizer Template - * - * This file is #include'd to generate custom AA triangle rasterizers. - * NOTE: this code hasn't been optimized yet. That'll come after it - * works correctly. - * - * The following macros may be defined to indicate what auxillary information - * must be copmuted across the triangle: - * DO_Z - if defined, compute Z values - * DO_RGBA - if defined, compute RGBA values - * DO_INDEX - if defined, compute color index values - * DO_SPEC - if defined, compute specular RGB values - * DO_TEX - if defined, compute unit 0 STRQ texcoords - * DO_MULTITEX - if defined, compute all unit's STRQ texcoords - */ - -/*void triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv )*/ -{ - const GLfloat *p0 = v0->win; - const GLfloat *p1 = v1->win; - const GLfloat *p2 = v2->win; - const SWvertex *vMin, *vMid, *vMax; - GLint iyMin, iyMax; - GLfloat yMin, yMax; - GLboolean ltor; - GLfloat majDx, majDy; /* major (i.e. long) edge dx and dy */ - - struct sw_span span; - -#ifdef DO_Z - GLfloat zPlane[4]; -#endif -#ifdef DO_FOG - GLfloat fogPlane[4]; -#else - GLfloat *fog = NULL; -#endif -#ifdef DO_RGBA - GLfloat rPlane[4], gPlane[4], bPlane[4], aPlane[4]; -#endif -#ifdef DO_INDEX - GLfloat iPlane[4]; -#endif -#ifdef DO_SPEC - GLfloat srPlane[4], sgPlane[4], sbPlane[4]; -#endif -#ifdef DO_TEX - GLfloat sPlane[4], tPlane[4], uPlane[4], vPlane[4]; - GLfloat texWidth, texHeight; -#elif defined(DO_MULTITEX) - GLfloat sPlane[MAX_TEXTURE_COORD_UNITS][4]; /* texture S */ - GLfloat tPlane[MAX_TEXTURE_COORD_UNITS][4]; /* texture T */ - GLfloat uPlane[MAX_TEXTURE_COORD_UNITS][4]; /* texture R */ - GLfloat vPlane[MAX_TEXTURE_COORD_UNITS][4]; /* texture Q */ - GLfloat texWidth[MAX_TEXTURE_COORD_UNITS]; - GLfloat texHeight[MAX_TEXTURE_COORD_UNITS]; -#endif - GLfloat bf = SWRAST_CONTEXT(ctx)->_BackfaceSign; - - - INIT_SPAN(span, GL_POLYGON, 0, 0, SPAN_COVERAGE); - - /* determine bottom to top order of vertices */ - { - GLfloat y0 = v0->win[1]; - GLfloat y1 = v1->win[1]; - GLfloat y2 = v2->win[1]; - if (y0 <= y1) { - if (y1 <= y2) { - vMin = v0; vMid = v1; vMax = v2; /* y0<=y1<=y2 */ - } - else if (y2 <= y0) { - vMin = v2; vMid = v0; vMax = v1; /* y2<=y0<=y1 */ - } - else { - vMin = v0; vMid = v2; vMax = v1; bf = -bf; /* y0<=y2<=y1 */ - } - } - else { - if (y0 <= y2) { - vMin = v1; vMid = v0; vMax = v2; bf = -bf; /* y1<=y0<=y2 */ - } - else if (y2 <= y1) { - vMin = v2; vMid = v1; vMax = v0; bf = -bf; /* y2<=y1<=y0 */ - } - else { - vMin = v1; vMid = v2; vMax = v0; /* y1<=y2<=y0 */ - } - } - } - - majDx = vMax->win[0] - vMin->win[0]; - majDy = vMax->win[1] - vMin->win[1]; - - { - const GLfloat botDx = vMid->win[0] - vMin->win[0]; - const GLfloat botDy = vMid->win[1] - vMin->win[1]; - const GLfloat area = majDx * botDy - botDx * majDy; - /* Do backface culling */ - if (area * bf < 0 || area == 0 || IS_INF_OR_NAN(area)) - return; - ltor = (GLboolean) (area < 0.0F); - } - -#ifndef DO_OCCLUSION_TEST - ctx->OcclusionResult = GL_TRUE; -#endif - - /* Plane equation setup: - * We evaluate plane equations at window (x,y) coordinates in order - * to compute color, Z, fog, texcoords, etc. This isn't terribly - * efficient but it's easy and reliable. - */ -#ifdef DO_Z - compute_plane(p0, p1, p2, p0[2], p1[2], p2[2], zPlane); - span.arrayMask |= SPAN_Z; -#endif -#ifdef DO_FOG - compute_plane(p0, p1, p2, v0->fog, v1->fog, v2->fog, fogPlane); - span.arrayMask |= SPAN_FOG; -#endif -#ifdef DO_RGBA - if (ctx->Light.ShadeModel == GL_SMOOTH) { - compute_plane(p0, p1, p2, v0->color[RCOMP], v1->color[RCOMP], v2->color[RCOMP], rPlane); - compute_plane(p0, p1, p2, v0->color[GCOMP], v1->color[GCOMP], v2->color[GCOMP], gPlane); - compute_plane(p0, p1, p2, v0->color[BCOMP], v1->color[BCOMP], v2->color[BCOMP], bPlane); - compute_plane(p0, p1, p2, v0->color[ACOMP], v1->color[ACOMP], v2->color[ACOMP], aPlane); - } - else { - constant_plane(v2->color[RCOMP], rPlane); - constant_plane(v2->color[GCOMP], gPlane); - constant_plane(v2->color[BCOMP], bPlane); - constant_plane(v2->color[ACOMP], aPlane); - } - span.arrayMask |= SPAN_RGBA; -#endif -#ifdef DO_INDEX - if (ctx->Light.ShadeModel == GL_SMOOTH) { - compute_plane(p0, p1, p2, (GLfloat) v0->index, - v1->index, v2->index, iPlane); - } - else { - constant_plane(v2->index, iPlane); - } - span.arrayMask |= SPAN_INDEX; -#endif -#ifdef DO_SPEC - if (ctx->Light.ShadeModel == GL_SMOOTH) { - compute_plane(p0, p1, p2, v0->specular[RCOMP], v1->specular[RCOMP], v2->specular[RCOMP], srPlane); - compute_plane(p0, p1, p2, v0->specular[GCOMP], v1->specular[GCOMP], v2->specular[GCOMP], sgPlane); - compute_plane(p0, p1, p2, v0->specular[BCOMP], v1->specular[BCOMP], v2->specular[BCOMP], sbPlane); - } - else { - constant_plane(v2->specular[RCOMP], srPlane); - constant_plane(v2->specular[GCOMP], sgPlane); - constant_plane(v2->specular[BCOMP], sbPlane); - } - span.arrayMask |= SPAN_SPEC; -#endif -#ifdef DO_TEX - { - const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; - const struct gl_texture_image *texImage = obj->Image[0][obj->BaseLevel]; - const GLfloat invW0 = v0->win[3]; - const GLfloat invW1 = v1->win[3]; - const GLfloat invW2 = v2->win[3]; - const GLfloat s0 = v0->texcoord[0][0] * invW0; - const GLfloat s1 = v1->texcoord[0][0] * invW1; - const GLfloat s2 = v2->texcoord[0][0] * invW2; - const GLfloat t0 = v0->texcoord[0][1] * invW0; - const GLfloat t1 = v1->texcoord[0][1] * invW1; - const GLfloat t2 = v2->texcoord[0][1] * invW2; - const GLfloat r0 = v0->texcoord[0][2] * invW0; - const GLfloat r1 = v1->texcoord[0][2] * invW1; - const GLfloat r2 = v2->texcoord[0][2] * invW2; - const GLfloat q0 = v0->texcoord[0][3] * invW0; - const GLfloat q1 = v1->texcoord[0][3] * invW1; - const GLfloat q2 = v2->texcoord[0][3] * invW2; - compute_plane(p0, p1, p2, s0, s1, s2, sPlane); - compute_plane(p0, p1, p2, t0, t1, t2, tPlane); - compute_plane(p0, p1, p2, r0, r1, r2, uPlane); - compute_plane(p0, p1, p2, q0, q1, q2, vPlane); - texWidth = (GLfloat) texImage->Width; - texHeight = (GLfloat) texImage->Height; - } - span.arrayMask |= (SPAN_TEXTURE | SPAN_LAMBDA); -#elif defined(DO_MULTITEX) - { - GLuint u; - for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { - if (ctx->Texture.Unit[u]._ReallyEnabled) { - const struct gl_texture_object *obj = ctx->Texture.Unit[u]._Current; - const struct gl_texture_image *texImage = obj->Image[0][obj->BaseLevel]; - const GLfloat invW0 = v0->win[3]; - const GLfloat invW1 = v1->win[3]; - const GLfloat invW2 = v2->win[3]; - const GLfloat s0 = v0->texcoord[u][0] * invW0; - const GLfloat s1 = v1->texcoord[u][0] * invW1; - const GLfloat s2 = v2->texcoord[u][0] * invW2; - const GLfloat t0 = v0->texcoord[u][1] * invW0; - const GLfloat t1 = v1->texcoord[u][1] * invW1; - const GLfloat t2 = v2->texcoord[u][1] * invW2; - const GLfloat r0 = v0->texcoord[u][2] * invW0; - const GLfloat r1 = v1->texcoord[u][2] * invW1; - const GLfloat r2 = v2->texcoord[u][2] * invW2; - const GLfloat q0 = v0->texcoord[u][3] * invW0; - const GLfloat q1 = v1->texcoord[u][3] * invW1; - const GLfloat q2 = v2->texcoord[u][3] * invW2; - compute_plane(p0, p1, p2, s0, s1, s2, sPlane[u]); - compute_plane(p0, p1, p2, t0, t1, t2, tPlane[u]); - compute_plane(p0, p1, p2, r0, r1, r2, uPlane[u]); - compute_plane(p0, p1, p2, q0, q1, q2, vPlane[u]); - texWidth[u] = (GLfloat) texImage->Width; - texHeight[u] = (GLfloat) texImage->Height; - } - } - } - span.arrayMask |= (SPAN_TEXTURE | SPAN_LAMBDA); -#endif - - /* Begin bottom-to-top scan over the triangle. - * The long edge will either be on the left or right side of the - * triangle. We always scan from the long edge toward the shorter - * edges, stopping when we find that coverage = 0. If the long edge - * is on the left we scan left-to-right. Else, we scan right-to-left. - */ - yMin = vMin->win[1]; - yMax = vMax->win[1]; - iyMin = (GLint) yMin; - iyMax = (GLint) yMax + 1; - - if (ltor) { - /* scan left to right */ - const GLfloat *pMin = vMin->win; - const GLfloat *pMid = vMid->win; - const GLfloat *pMax = vMax->win; - const GLfloat dxdy = majDx / majDy; - const GLfloat xAdj = dxdy < 0.0F ? -dxdy : 0.0F; - GLfloat x = pMin[0] - (yMin - iyMin) * dxdy; - GLint iy; - for (iy = iyMin; iy < iyMax; iy++, x += dxdy) { - GLint ix, startX = (GLint) (x - xAdj); - GLuint count; - GLfloat coverage = 0.0F; - - /* skip over fragments with zero coverage */ - while (startX < MAX_WIDTH) { - coverage = compute_coveragef(pMin, pMid, pMax, startX, iy); - if (coverage > 0.0F) - break; - startX++; - } - - /* enter interior of triangle */ - ix = startX; - count = 0; - while (coverage > 0.0F) { - /* (cx,cy) = center of fragment */ - const GLfloat cx = ix + 0.5F, cy = iy + 0.5F; - struct span_arrays *array = span.array; -#ifdef DO_INDEX - array->coverage[count] = (GLfloat) compute_coveragei(pMin, pMid, pMax, ix, iy); -#else - array->coverage[count] = coverage; -#endif -#ifdef DO_Z - array->z[count] = (GLdepth) IROUND(solve_plane(cx, cy, zPlane)); -#endif -#ifdef DO_FOG - array->fog[count] = solve_plane(cx, cy, fogPlane); -#endif -#ifdef DO_RGBA - array->rgba[count][RCOMP] = solve_plane_chan(cx, cy, rPlane); - array->rgba[count][GCOMP] = solve_plane_chan(cx, cy, gPlane); - array->rgba[count][BCOMP] = solve_plane_chan(cx, cy, bPlane); - array->rgba[count][ACOMP] = solve_plane_chan(cx, cy, aPlane); -#endif -#ifdef DO_INDEX - array->index[count] = (GLint) solve_plane(cx, cy, iPlane); -#endif -#ifdef DO_SPEC - array->spec[count][RCOMP] = solve_plane_chan(cx, cy, srPlane); - array->spec[count][GCOMP] = solve_plane_chan(cx, cy, sgPlane); - array->spec[count][BCOMP] = solve_plane_chan(cx, cy, sbPlane); -#endif -#ifdef DO_TEX - { - const GLfloat invQ = solve_plane_recip(cx, cy, vPlane); - array->texcoords[0][count][0] = solve_plane(cx, cy, sPlane) * invQ; - array->texcoords[0][count][1] = solve_plane(cx, cy, tPlane) * invQ; - array->texcoords[0][count][2] = solve_plane(cx, cy, uPlane) * invQ; - array->lambda[0][count] = compute_lambda(sPlane, tPlane, vPlane, - cx, cy, invQ, - texWidth, texHeight); - } -#elif defined(DO_MULTITEX) - { - GLuint unit; - for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { - if (ctx->Texture.Unit[unit]._ReallyEnabled) { - GLfloat invQ = solve_plane_recip(cx, cy, vPlane[unit]); - array->texcoords[unit][count][0] = solve_plane(cx, cy, sPlane[unit]) * invQ; - array->texcoords[unit][count][1] = solve_plane(cx, cy, tPlane[unit]) * invQ; - array->texcoords[unit][count][2] = solve_plane(cx, cy, uPlane[unit]) * invQ; - array->lambda[unit][count] = compute_lambda(sPlane[unit], - tPlane[unit], vPlane[unit], cx, cy, invQ, - texWidth[unit], texHeight[unit]); - } - } - } -#endif - ix++; - count++; - coverage = compute_coveragef(pMin, pMid, pMax, ix, iy); - } - - if (ix <= startX) - continue; - - span.x = startX; - span.y = iy; - span.end = (GLuint) ix - (GLuint) startX; - ASSERT(span.interpMask == 0); -#if defined(DO_RGBA) - _swrast_write_rgba_span(ctx, &span); -#else - _swrast_write_index_span(ctx, &span); -#endif - } - } - else { - /* scan right to left */ - const GLfloat *pMin = vMin->win; - const GLfloat *pMid = vMid->win; - const GLfloat *pMax = vMax->win; - const GLfloat dxdy = majDx / majDy; - const GLfloat xAdj = dxdy > 0 ? dxdy : 0.0F; - GLfloat x = pMin[0] - (yMin - iyMin) * dxdy; - GLint iy; - for (iy = iyMin; iy < iyMax; iy++, x += dxdy) { - GLint ix, left, startX = (GLint) (x + xAdj); - GLuint count, n; - GLfloat coverage = 0.0F; - - /* make sure we're not past the window edge */ - if (startX >= ctx->DrawBuffer->_Xmax) { - startX = ctx->DrawBuffer->_Xmax - 1; - } - - /* skip fragments with zero coverage */ - while (startX >= 0) { - coverage = compute_coveragef(pMin, pMax, pMid, startX, iy); - if (coverage > 0.0F) - break; - startX--; - } - - /* enter interior of triangle */ - ix = startX; - count = 0; - while (coverage > 0.0F) { - /* (cx,cy) = center of fragment */ - const GLfloat cx = ix + 0.5F, cy = iy + 0.5F; - struct span_arrays *array = span.array; -#ifdef DO_INDEX - array->coverage[ix] = (GLfloat) compute_coveragei(pMin, pMax, pMid, ix, iy); -#else - array->coverage[ix] = coverage; -#endif -#ifdef DO_Z - array->z[ix] = (GLdepth) IROUND(solve_plane(cx, cy, zPlane)); -#endif -#ifdef DO_FOG - array->fog[ix] = solve_plane(cx, cy, fogPlane); -#endif -#ifdef DO_RGBA - array->rgba[ix][RCOMP] = solve_plane_chan(cx, cy, rPlane); - array->rgba[ix][GCOMP] = solve_plane_chan(cx, cy, gPlane); - array->rgba[ix][BCOMP] = solve_plane_chan(cx, cy, bPlane); - array->rgba[ix][ACOMP] = solve_plane_chan(cx, cy, aPlane); -#endif -#ifdef DO_INDEX - array->index[ix] = (GLint) solve_plane(cx, cy, iPlane); -#endif -#ifdef DO_SPEC - array->spec[ix][RCOMP] = solve_plane_chan(cx, cy, srPlane); - array->spec[ix][GCOMP] = solve_plane_chan(cx, cy, sgPlane); - array->spec[ix][BCOMP] = solve_plane_chan(cx, cy, sbPlane); -#endif -#ifdef DO_TEX - { - const GLfloat invQ = solve_plane_recip(cx, cy, vPlane); - array->texcoords[0][ix][0] = solve_plane(cx, cy, sPlane) * invQ; - array->texcoords[0][ix][1] = solve_plane(cx, cy, tPlane) * invQ; - array->texcoords[0][ix][2] = solve_plane(cx, cy, uPlane) * invQ; - array->lambda[0][ix] = compute_lambda(sPlane, tPlane, vPlane, - cx, cy, invQ, texWidth, texHeight); - } -#elif defined(DO_MULTITEX) - { - GLuint unit; - for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { - if (ctx->Texture.Unit[unit]._ReallyEnabled) { - GLfloat invQ = solve_plane_recip(cx, cy, vPlane[unit]); - array->texcoords[unit][ix][0] = solve_plane(cx, cy, sPlane[unit]) * invQ; - array->texcoords[unit][ix][1] = solve_plane(cx, cy, tPlane[unit]) * invQ; - array->texcoords[unit][ix][2] = solve_plane(cx, cy, uPlane[unit]) * invQ; - array->lambda[unit][ix] = compute_lambda(sPlane[unit], - tPlane[unit], - vPlane[unit], - cx, cy, invQ, - texWidth[unit], - texHeight[unit]); - } - } - } -#endif - ix--; - count++; - coverage = compute_coveragef(pMin, pMax, pMid, ix, iy); - } - - if (startX <= ix) - continue; - - n = (GLuint) startX - (GLuint) ix; - - left = ix + 1; - - /* shift all values to the left */ - /* XXX this is temporary */ - { - struct span_arrays *array = span.array; - GLint j; - for (j = 0; j < (GLint) n; j++) { -#ifdef DO_RGBA - COPY_CHAN4(array->rgba[j], array->rgba[j + left]); -#endif -#ifdef DO_SPEC - COPY_CHAN4(array->spec[j], array->spec[j + left]); -#endif -#ifdef DO_INDEX - array->index[j] = array->index[j + left]; -#endif -#ifdef DO_Z - array->z[j] = array->z[j + left]; -#endif -#ifdef DO_FOG - array->fog[j] = array->fog[j + left]; -#endif -#ifdef DO_TEX - COPY_4V(array->texcoords[0][j], array->texcoords[0][j + left]); -#endif -#if defined(DO_MULTITEX) || defined(DO_TEX) - array->lambda[0][j] = array->lambda[0][j + left]; -#endif - array->coverage[j] = array->coverage[j + left]; - } - } -#ifdef DO_MULTITEX - /* shift texcoords */ - { - struct span_arrays *array = span.array; - GLuint unit; - for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { - if (ctx->Texture.Unit[unit]._ReallyEnabled) { - GLint j; - for (j = 0; j < (GLint) n; j++) { - array->texcoords[unit][j][0] = array->texcoords[unit][j + left][0]; - array->texcoords[unit][j][1] = array->texcoords[unit][j + left][1]; - array->texcoords[unit][j][2] = array->texcoords[unit][j + left][2]; - array->lambda[unit][j] = array->lambda[unit][j + left]; - } - } - } - } -#endif - - span.x = left; - span.y = iy; - span.end = n; - ASSERT(span.interpMask == 0); -#if defined(DO_RGBA) - _swrast_write_rgba_span(ctx, &span); -#else - _swrast_write_index_span(ctx, &span); -#endif - } - } -} - - -#ifdef DO_Z -#undef DO_Z -#endif - -#ifdef DO_FOG -#undef DO_FOG -#endif - -#ifdef DO_RGBA -#undef DO_RGBA -#endif - -#ifdef DO_INDEX -#undef DO_INDEX -#endif - -#ifdef DO_SPEC -#undef DO_SPEC -#endif - -#ifdef DO_TEX -#undef DO_TEX -#endif - -#ifdef DO_MULTITEX -#undef DO_MULTITEX -#endif - -#ifdef DO_OCCLUSION_TEST -#undef DO_OCCLUSION_TEST -#endif -- cgit v1.2.3