From a0c4815433ccd57322f4f7703ca35e9ccfa59250 Mon Sep 17 00:00:00 2001 From: marha Date: Thu, 8 Oct 2009 13:15:52 +0000 Subject: Added MesaLib-7.6 --- mesalib/src/mesa/swrast/s_aatritemp.h | 383 ++++++++++++++++++++++++++++++++++ 1 file changed, 383 insertions(+) create mode 100644 mesalib/src/mesa/swrast/s_aatritemp.h (limited to 'mesalib/src/mesa/swrast/s_aatritemp.h') diff --git a/mesalib/src/mesa/swrast/s_aatritemp.h b/mesalib/src/mesa/swrast/s_aatritemp.h new file mode 100644 index 000000000..0827b3db9 --- /dev/null +++ b/mesalib/src/mesa/swrast/s_aatritemp.h @@ -0,0 +1,383 @@ +/* + * Mesa 3-D graphics library + * Version: 7.0.3 + * + * Copyright (C) 1999-2007 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_ATTRIBS - if defined, compute texcoords, varying, etc. + */ + +/*void triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv )*/ +{ + const SWcontext *swrast = SWRAST_CONTEXT(ctx); + const GLfloat *p0 = v0->attrib[FRAG_ATTRIB_WPOS]; + const GLfloat *p1 = v1->attrib[FRAG_ATTRIB_WPOS]; + const GLfloat *p2 = v2->attrib[FRAG_ATTRIB_WPOS]; + const SWvertex *vMin, *vMid, *vMax; + GLint iyMin, iyMax; + GLfloat yMin, yMax; + GLboolean ltor; + GLfloat majDx, majDy; /* major (i.e. long) edge dx and dy */ + + SWspan span; + +#ifdef DO_Z + GLfloat zPlane[4]; +#endif +#ifdef DO_RGBA + GLfloat rPlane[4], gPlane[4], bPlane[4], aPlane[4]; +#endif +#ifdef DO_INDEX + GLfloat iPlane[4]; +#endif +#if defined(DO_ATTRIBS) + GLfloat attrPlane[FRAG_ATTRIB_MAX][4][4]; + GLfloat wPlane[4]; /* win[3] */ +#endif + GLfloat bf = SWRAST_CONTEXT(ctx)->_BackfaceCullSign; + + (void) swrast; + + INIT_SPAN(span, GL_POLYGON); + span.arrayMask = SPAN_COVERAGE; + + /* determine bottom to top order of vertices */ + { + GLfloat y0 = v0->attrib[FRAG_ATTRIB_WPOS][1]; + GLfloat y1 = v1->attrib[FRAG_ATTRIB_WPOS][1]; + GLfloat y2 = v2->attrib[FRAG_ATTRIB_WPOS][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->attrib[FRAG_ATTRIB_WPOS][0] - vMin->attrib[FRAG_ATTRIB_WPOS][0]; + majDy = vMax->attrib[FRAG_ATTRIB_WPOS][1] - vMin->attrib[FRAG_ATTRIB_WPOS][1]; + + /* front/back-face determination and cullling */ + { + const GLfloat botDx = vMid->attrib[FRAG_ATTRIB_WPOS][0] - vMin->attrib[FRAG_ATTRIB_WPOS][0]; + const GLfloat botDy = vMid->attrib[FRAG_ATTRIB_WPOS][1] - vMin->attrib[FRAG_ATTRIB_WPOS][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); + + span.facing = area * swrast->_BackfaceSign > 0.0F; + } + + /* 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_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->attrib[FRAG_ATTRIB_CI][0], + v1->attrib[FRAG_ATTRIB_CI][0], v2->attrib[FRAG_ATTRIB_CI][0], iPlane); + } + else { + constant_plane(v2->attrib[FRAG_ATTRIB_CI][0], iPlane); + } + span.arrayMask |= SPAN_INDEX; +#endif +#if defined(DO_ATTRIBS) + { + const GLfloat invW0 = v0->attrib[FRAG_ATTRIB_WPOS][3]; + const GLfloat invW1 = v1->attrib[FRAG_ATTRIB_WPOS][3]; + const GLfloat invW2 = v2->attrib[FRAG_ATTRIB_WPOS][3]; + compute_plane(p0, p1, p2, invW0, invW1, invW2, wPlane); + span.attrStepX[FRAG_ATTRIB_WPOS][3] = plane_dx(wPlane); + span.attrStepY[FRAG_ATTRIB_WPOS][3] = plane_dy(wPlane); + ATTRIB_LOOP_BEGIN + GLuint c; + if (swrast->_InterpMode[attr] == GL_FLAT) { + for (c = 0; c < 4; c++) { + constant_plane(v2->attrib[attr][c] * invW2, attrPlane[attr][c]); + } + } + else { + for (c = 0; c < 4; c++) { + const GLfloat a0 = v0->attrib[attr][c] * invW0; + const GLfloat a1 = v1->attrib[attr][c] * invW1; + const GLfloat a2 = v2->attrib[attr][c] * invW2; + compute_plane(p0, p1, p2, a0, a1, a2, attrPlane[attr][c]); + } + } + for (c = 0; c < 4; c++) { + span.attrStepX[attr][c] = plane_dx(attrPlane[attr][c]); + span.attrStepY[attr][c] = plane_dy(attrPlane[attr][c]); + } + ATTRIB_LOOP_END + } +#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->attrib[FRAG_ATTRIB_WPOS][1]; + yMax = vMax->attrib[FRAG_ATTRIB_WPOS][1]; + iyMin = (GLint) yMin; + iyMax = (GLint) yMax + 1; + + if (ltor) { + /* scan left to right */ + const GLfloat *pMin = vMin->attrib[FRAG_ATTRIB_WPOS]; + const GLfloat *pMid = vMid->attrib[FRAG_ATTRIB_WPOS]; + const GLfloat *pMax = vMax->attrib[FRAG_ATTRIB_WPOS]; + 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; + +#if defined(DO_ATTRIBS) + /* compute attributes at left-most fragment */ + span.attrStart[FRAG_ATTRIB_WPOS][3] = solve_plane(ix + 0.5, iy + 0.5, wPlane); + ATTRIB_LOOP_BEGIN + GLuint c; + for (c = 0; c < 4; c++) { + span.attrStart[attr][c] = solve_plane(ix + 0.5, iy + 0.5, attrPlane[attr][c]); + } + ATTRIB_LOOP_END +#endif + + count = 0; + while (coverage > 0.0F) { + /* (cx,cy) = center of fragment */ + const GLfloat cx = ix + 0.5F, cy = iy + 0.5F; + SWspanarrays *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] = (GLuint) solve_plane(cx, cy, zPlane); +#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 + 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; +#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->attrib[FRAG_ATTRIB_WPOS]; + const GLfloat *pMid = vMid->attrib[FRAG_ATTRIB_WPOS]; + const GLfloat *pMax = vMax->attrib[FRAG_ATTRIB_WPOS]; + 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; + SWspanarrays *array = span.array; + ASSERT(ix >= 0); +#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] = (GLuint) solve_plane(cx, cy, zPlane); +#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 + ix--; + count++; + coverage = compute_coveragef(pMin, pMax, pMid, ix, iy); + } + +#if defined(DO_ATTRIBS) + /* compute attributes at left-most fragment */ + span.attrStart[FRAG_ATTRIB_WPOS][3] = solve_plane(ix + 1.5, iy + 0.5, wPlane); + ATTRIB_LOOP_BEGIN + GLuint c; + for (c = 0; c < 4; c++) { + span.attrStart[attr][c] = solve_plane(ix + 1.5, iy + 0.5, attrPlane[attr][c]); + } + ATTRIB_LOOP_END +#endif + + if (startX <= ix) + continue; + + n = (GLuint) startX - (GLuint) ix; + + left = ix + 1; + + /* shift all values to the left */ + /* XXX this is temporary */ + { + SWspanarrays *array = span.array; + GLint j; + for (j = 0; j < (GLint) n; j++) { + array->coverage[j] = array->coverage[j + left]; +#ifdef DO_RGBA + COPY_CHAN4(array->rgba[j], array->rgba[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 + } + } + + span.x = left; + span.y = iy; + span.end = n; +#if defined(DO_RGBA) + _swrast_write_rgba_span(ctx, &span); +#else + _swrast_write_index_span(ctx, &span); +#endif + } + } +} + + +#undef DO_Z +#undef DO_RGBA +#undef DO_INDEX +#undef DO_ATTRIBS +#undef DO_OCCLUSION_TEST -- cgit v1.2.3