From f4092abdf94af6a99aff944d6264bc1284e8bdd4 Mon Sep 17 00:00:00 2001 From: Reinhard Tartler Date: Mon, 10 Oct 2011 17:43:39 +0200 Subject: Imported nx-X11-3.1.0-1.tar.gz Summary: Imported nx-X11-3.1.0-1.tar.gz Keywords: Imported nx-X11-3.1.0-1.tar.gz into Git repository --- nx-X11/extras/Mesa/src/mesa/swrast/s_aatritemp.h | 549 +++++++++++++++++++++++ 1 file changed, 549 insertions(+) create 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 new file mode 100644 index 000000000..16e26d3f8 --- /dev/null +++ b/nx-X11/extras/Mesa/src/mesa/swrast/s_aatritemp.h @@ -0,0 +1,549 @@ +/* + * 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