diff options
author | Brian <[email protected]> | 2007-05-20 12:27:39 -0600 |
---|---|---|
committer | Brian <[email protected]> | 2007-05-20 12:27:39 -0600 |
commit | 9e8a961dd7d7b717a9fb4ecdea1c1b60ea355efe (patch) | |
tree | 60c87644ec38f4693ceecbf440b120b02e2d07e6 /src/mesa/swrast/s_span.c | |
parent | aa133a9dae53bc6aa50b88ee43deb8b34e8d0029 (diff) |
Overhaul/simplify SWvertex and SWspan attribute handling.
Instead of separate fog/specular/texcoord/varying code, just treat all of
them as generic attributes. Simplifies the point/line/triangle functions.
Diffstat (limited to 'src/mesa/swrast/s_span.c')
-rw-r--r-- | src/mesa/swrast/s_span.c | 725 |
1 files changed, 253 insertions, 472 deletions
diff --git a/src/mesa/swrast/s_span.c b/src/mesa/swrast/s_span.c index 097d2c7b51c..90a3d5545f8 100644 --- a/src/mesa/swrast/s_span.c +++ b/src/mesa/swrast/s_span.c @@ -52,53 +52,30 @@ /** - * Init span's Z interpolation values to the RasterPos Z. - * Used during setup for glDraw/CopyPixels. + * Set default fragment attributes for the span using the + * current raster values. Used prior to glDraw/CopyPixels + * and glBitmap. */ void -_swrast_span_default_z( GLcontext *ctx, SWspan *span ) +_swrast_span_default_attribs(GLcontext *ctx, SWspan *span) { - const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF; - if (ctx->DrawBuffer->Visual.depthBits <= 16) - span->z = FloatToFixed(ctx->Current.RasterPos[2] * depthMax + 0.5F); - else - span->z = (GLint) (ctx->Current.RasterPos[2] * depthMax + 0.5F); - span->zStep = 0; - span->interpMask |= SPAN_Z; -} - - -/** - * Init span's fogcoord interpolation values to the RasterPos fog. - * Used during setup for glDraw/CopyPixels. - */ -void -_swrast_span_default_fog( GLcontext *ctx, SWspan *span ) -{ - const SWcontext *swrast = SWRAST_CONTEXT(ctx); - GLfloat fogVal; /* a coord or a blend factor */ - if (swrast->_PreferPixelFog) { - /* fog blend factors will be computed from fog coordinates per pixel */ - fogVal = ctx->Current.RasterDistance; - } - else { - /* fog blend factor should be computed from fogcoord now */ - fogVal = _swrast_z_to_fogfactor(ctx, ctx->Current.RasterDistance); + /* Z*/ + { + const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF; + if (ctx->DrawBuffer->Visual.depthBits <= 16) + span->z = FloatToFixed(ctx->Current.RasterPos[2] * depthMax + 0.5F); + else + span->z = (GLint) (ctx->Current.RasterPos[2] * depthMax + 0.5F); + span->zStep = 0; + span->interpMask |= SPAN_Z; } - span->attrStart[FRAG_ATTRIB_FOGC][0] = fogVal; - span->attrStepX[FRAG_ATTRIB_FOGC][0] = 0.0; - span->attrStepY[FRAG_ATTRIB_FOGC][0] = 0.0; - span->interpMask |= SPAN_FOG; -} + /* W (for perspective correction) */ + span->attrStart[FRAG_ATTRIB_WPOS][3] = 1.0; + span->attrStepX[FRAG_ATTRIB_WPOS][3] = 0.0; + span->attrStepY[FRAG_ATTRIB_WPOS][3] = 0.0; -/** - * Init span's rgba or index interpolation values to the RasterPos color. - * Used during setup for glDraw/CopyPixels. - */ -void -_swrast_span_default_color( GLcontext *ctx, SWspan *span ) -{ + /* primary color, or color index */ if (ctx->Visual.rgbMode) { GLchan r, g, b, a; UNCLAMPED_FLOAT_TO_CHAN(r, ctx->Current.RasterColor[0]); @@ -121,97 +98,129 @@ _swrast_span_default_color( GLcontext *ctx, SWspan *span ) span->blueStep = 0; span->alphaStep = 0; span->interpMask |= SPAN_RGBA; + + COPY_4V(span->attrStart[FRAG_ATTRIB_COL0], ctx->Current.RasterColor); + ASSIGN_4V(span->attrStepX[FRAG_ATTRIB_COL0], 0.0, 0.0, 0.0, 0.0); + ASSIGN_4V(span->attrStepY[FRAG_ATTRIB_COL0], 0.0, 0.0, 0.0, 0.0); } else { span->index = FloatToFixed(ctx->Current.RasterIndex); span->indexStep = 0; span->interpMask |= SPAN_INDEX; } -} - -/** - * Set the span's secondary color info to the current raster position's - * secondary color, when needed (lighting enabled or colorsum enabled). - */ -void -_swrast_span_default_secondary_color(GLcontext *ctx, SWspan *span) -{ + /* Secondary color */ if (ctx->Visual.rgbMode && (ctx->Light.Enabled || ctx->Fog.ColorSumEnabled)) { - GLchan r, g, b, a; - UNCLAMPED_FLOAT_TO_CHAN(r, ctx->Current.RasterSecondaryColor[0]); - UNCLAMPED_FLOAT_TO_CHAN(g, ctx->Current.RasterSecondaryColor[1]); - UNCLAMPED_FLOAT_TO_CHAN(b, ctx->Current.RasterSecondaryColor[2]); - UNCLAMPED_FLOAT_TO_CHAN(a, ctx->Current.RasterSecondaryColor[3]); -#if CHAN_TYPE == GL_FLOAT - span->specRed = r; - span->specGreen = g; - span->specBlue = b; - /*span->specAlpha = a;*/ -#else - span->specRed = IntToFixed(r); - span->specGreen = IntToFixed(g); - span->specBlue = IntToFixed(b); - /*span->specAlpha = IntToFixed(a);*/ -#endif - span->specRedStep = 0; - span->specGreenStep = 0; - span->specBlueStep = 0; - /*span->specAlphaStep = 0;*/ - span->interpMask |= SPAN_SPEC; + COPY_4V(span->attrStart[FRAG_ATTRIB_COL1], ctx->Current.RasterSecondaryColor); + ASSIGN_4V(span->attrStepX[FRAG_ATTRIB_COL1], 0.0, 0.0, 0.0, 0.0); + ASSIGN_4V(span->attrStepY[FRAG_ATTRIB_COL1], 0.0, 0.0, 0.0, 0.0); + } + + /* fog */ + { + const SWcontext *swrast = SWRAST_CONTEXT(ctx); + GLfloat fogVal; /* a coord or a blend factor */ + if (swrast->_PreferPixelFog) { + /* fog blend factors will be computed from fog coordinates per pixel */ + fogVal = ctx->Current.RasterDistance; + } + else { + /* fog blend factor should be computed from fogcoord now */ + fogVal = _swrast_z_to_fogfactor(ctx, ctx->Current.RasterDistance); + } + span->attrStart[FRAG_ATTRIB_FOGC][0] = fogVal; + span->attrStepX[FRAG_ATTRIB_FOGC][0] = 0.0; + span->attrStepY[FRAG_ATTRIB_FOGC][0] = 0.0; + } + + /* texcoords */ + { + GLuint i; + for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) { + const GLuint attr = FRAG_ATTRIB_TEX0 + i; + const GLfloat *tc = ctx->Current.RasterTexCoords[i]; + if (ctx->FragmentProgram._Current || ctx->ATIFragmentShader._Enabled) { + COPY_4V(span->attrStart[attr], tc); + } + else if (tc[3] > 0.0F) { + /* use (s/q, t/q, r/q, 1) */ + span->attrStart[attr][0] = tc[0] / tc[3]; + span->attrStart[attr][1] = tc[1] / tc[3]; + span->attrStart[attr][2] = tc[2] / tc[3]; + span->attrStart[attr][3] = 1.0; + } + else { + ASSIGN_4V(span->attrStart[attr], 0.0F, 0.0F, 0.0F, 1.0F); + } + ASSIGN_4V(span->attrStepX[attr], 0.0F, 0.0F, 0.0F, 0.0F); + ASSIGN_4V(span->attrStepY[attr], 0.0F, 0.0F, 0.0F, 0.0F); + } } } /** - * Init span's texcoord interpolation values to the RasterPos texcoords. - * Used during setup for glDraw/CopyPixels. + * Interpolate the active attributes (and'd with attrMask) to + * fill in span->array->attribs[]. + * Perspective correction will be done. The point/line/triangle function + * should have computed attrStart/Step values for FRAG_ATTRIB_WPOS[3]! */ -void -_swrast_span_default_texcoords( GLcontext *ctx, SWspan *span ) +static INLINE void +interpolate_active_attribs(GLcontext *ctx, SWspan *span, GLbitfield attrMask) { - GLuint i; - for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) { - const GLuint attr = FRAG_ATTRIB_TEX0 + i; - const GLfloat *tc = ctx->Current.RasterTexCoords[i]; - if (ctx->FragmentProgram._Current || ctx->ATIFragmentShader._Enabled) { - COPY_4V(span->attrStart[attr], tc); - } - else if (tc[3] > 0.0F) { - /* use (s/q, t/q, r/q, 1) */ - span->attrStart[attr][0] = tc[0] / tc[3]; - span->attrStart[attr][1] = tc[1] / tc[3]; - span->attrStart[attr][2] = tc[2] / tc[3]; - span->attrStart[attr][3] = 1.0; - } - else { - ASSIGN_4V(span->attrStart[attr], 0.0F, 0.0F, 0.0F, 1.0F); + const SWcontext *swrast = SWRAST_CONTEXT(ctx); + + ATTRIB_LOOP_BEGIN + if (attrMask & (1 << attr)) { + const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3]; + GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3]; + const GLfloat dv0dx = span->attrStepX[attr][0]; + const GLfloat dv1dx = span->attrStepX[attr][1]; + const GLfloat dv2dx = span->attrStepX[attr][2]; + const GLfloat dv3dx = span->attrStepX[attr][3]; + GLfloat v0 = span->attrStart[attr][0]; + GLfloat v1 = span->attrStart[attr][1]; + GLfloat v2 = span->attrStart[attr][2]; + GLfloat v3 = span->attrStart[attr][3]; + GLuint k; + for (k = 0; k < span->end; k++) { + const GLfloat invW = 1.0f / w; + span->array->attribs[attr][k][0] = v0 * invW; + span->array->attribs[attr][k][1] = v1 * invW; + span->array->attribs[attr][k][2] = v2 * invW; + span->array->attribs[attr][k][3] = v3 * invW; + v0 += dv0dx; + v1 += dv1dx; + v2 += dv2dx; + v3 += dv3dx; + w += dwdx; + } + span->arrayAttribs |= (1 << attr); } - ASSIGN_4V(span->attrStepX[attr], 0.0F, 0.0F, 0.0F, 0.0F); - ASSIGN_4V(span->attrStepY[attr], 0.0F, 0.0F, 0.0F, 0.0F); - } - span->interpMask |= SPAN_TEXTURE; + ATTRIB_LOOP_END } /** - * Interpolate primary colors to fill in the span->array->color array. + * Interpolate primary colors to fill in the span->array->rgba8 (or rgb16) + * color array. */ static INLINE void -interpolate_colors(SWspan *span) +interpolate_int_colors(GLcontext *ctx, SWspan *span) { const GLuint n = span->end; GLuint i; - ASSERT((span->interpMask & SPAN_RGBA) && - !(span->arrayMask & SPAN_RGBA)); +#if CHAN_BITS != 32 + ASSERT(!(span->arrayMask & SPAN_RGBA)); +#endif switch (span->array->ChanType) { #if CHAN_BITS != 32 case GL_UNSIGNED_BYTE: { - GLubyte (*rgba)[4] = span->array->color.sz1.rgba; + GLubyte (*rgba)[4] = span->array->rgba8; if (span->interpMask & SPAN_FLAT) { GLubyte color[4]; color[RCOMP] = FixedToInt(span->red); @@ -246,7 +255,7 @@ interpolate_colors(SWspan *span) break; case GL_UNSIGNED_SHORT: { - GLushort (*rgba)[4] = span->array->color.sz2.rgba; + GLushort (*rgba)[4] = span->array->rgba16; if (span->interpMask & SPAN_FLAT) { GLushort color[4]; color[RCOMP] = FixedToInt(span->red); @@ -258,7 +267,7 @@ interpolate_colors(SWspan *span) } } else { - GLushort (*rgba)[4] = span->array->color.sz2.rgba; + GLushort (*rgba)[4] = span->array->rgba16; GLfixed r, g, b, a; GLint dr, dg, db, da; r = span->red; @@ -284,162 +293,76 @@ interpolate_colors(SWspan *span) break; #endif case GL_FLOAT: - { - GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0]; - GLfloat r, g, b, a, dr, dg, db, da; - r = span->red; - g = span->green; - b = span->blue; - a = span->alpha; - if (span->interpMask & SPAN_FLAT) { - dr = dg = db = da = 0.0; - } - else { - dr = span->redStep; - dg = span->greenStep; - db = span->blueStep; - da = span->alphaStep; - } - for (i = 0; i < n; i++) { - rgba[i][RCOMP] = r; - rgba[i][GCOMP] = g; - rgba[i][BCOMP] = b; - rgba[i][ACOMP] = a; - r += dr; - g += dg; - b += db; - a += da; - } - } + interpolate_active_attribs(ctx, span, FRAG_BIT_COL0); break; default: - _mesa_problem(NULL, "bad datatype in interpolate_colors"); + _mesa_problem(NULL, "bad datatype in interpolate_int_colors"); } span->arrayMask |= SPAN_RGBA; } /** - * Interpolate specular/secondary colors. + * Populate the FRAG_ATTRIB_COL0 array. */ static INLINE void -interpolate_specular(SWspan *span) +interpolate_float_colors(SWspan *span) { + GLfloat (*col0)[4] = span->array->attribs[FRAG_ATTRIB_COL0]; const GLuint n = span->end; GLuint i; - switch (span->array->ChanType) { -#if CHAN_BITS != 32 - case GL_UNSIGNED_BYTE: - { - GLubyte (*spec)[4] = span->array->color.sz1.spec; - if (span->interpMask & SPAN_FLAT) { - GLubyte color[4]; - color[RCOMP] = FixedToInt(span->specRed); - color[GCOMP] = FixedToInt(span->specGreen); - color[BCOMP] = FixedToInt(span->specBlue); - color[ACOMP] = 0; - for (i = 0; i < n; i++) { - COPY_4UBV(spec[i], color); - } - } - else { - GLfixed r = span->specRed; - GLfixed g = span->specGreen; - GLfixed b = span->specBlue; - GLint dr = span->specRedStep; - GLint dg = span->specGreenStep; - GLint db = span->specBlueStep; - for (i = 0; i < n; i++) { - spec[i][RCOMP] = CLAMP(FixedToChan(r), 0, 255); - spec[i][GCOMP] = CLAMP(FixedToChan(g), 0, 255); - spec[i][BCOMP] = CLAMP(FixedToChan(b), 0, 255); - spec[i][ACOMP] = 0; - r += dr; - g += dg; - b += db; - } - } + assert(!(span->arrayAttribs & FRAG_BIT_COL0)); + + if (span->arrayMask & SPAN_RGBA) { + /* convert array of int colors */ + for (i = 0; i < n; i++) { + col0[i][0] = UBYTE_TO_FLOAT(span->array->rgba8[i][0]); + col0[i][1] = UBYTE_TO_FLOAT(span->array->rgba8[i][1]); + col0[i][2] = UBYTE_TO_FLOAT(span->array->rgba8[i][2]); + col0[i][3] = UBYTE_TO_FLOAT(span->array->rgba8[i][3]); } - break; - case GL_UNSIGNED_SHORT: - { - GLushort (*spec)[4] = span->array->color.sz2.spec; - if (span->interpMask & SPAN_FLAT) { - GLushort color[4]; - color[RCOMP] = FixedToInt(span->specRed); - color[GCOMP] = FixedToInt(span->specGreen); - color[BCOMP] = FixedToInt(span->specBlue); - color[ACOMP] = 0; - for (i = 0; i < n; i++) { - COPY_4V(spec[i], color); - } - } - else { - GLfixed r = FloatToFixed(span->specRed); - GLfixed g = FloatToFixed(span->specGreen); - GLfixed b = FloatToFixed(span->specBlue); - GLint dr = FloatToFixed(span->specRedStep); - GLint dg = FloatToFixed(span->specGreenStep); - GLint db = FloatToFixed(span->specBlueStep); - for (i = 0; i < n; i++) { - spec[i][RCOMP] = FixedToInt(r); - spec[i][GCOMP] = FixedToInt(g); - spec[i][BCOMP] = FixedToInt(b); - spec[i][ACOMP] = 0; - r += dr; - g += dg; - b += db; - } + } + else { + /* interpolate red/green/blue/alpha to get float colors */ + ASSERT(span->interpMask & SPAN_RGBA); + if (span->interpMask & SPAN_FLAT) { + GLfloat r = FixedToFloat(span->red); + GLfloat g = FixedToFloat(span->green); + GLfloat b = FixedToFloat(span->blue); + GLfloat a = FixedToFloat(span->alpha); + for (i = 0; i < n; i++) { + ASSIGN_4V(col0[i], r, g, b, a); } } - break; -#endif - case GL_FLOAT: - { - GLfloat (*spec)[4] = span->array->attribs[FRAG_ATTRIB_COL1]; -#if CHAN_BITS <= 16 - GLfloat r = CHAN_TO_FLOAT(FixedToChan(span->specRed)); - GLfloat g = CHAN_TO_FLOAT(FixedToChan(span->specGreen)); - GLfloat b = CHAN_TO_FLOAT(FixedToChan(span->specBlue)); -#else - GLfloat r = span->specRed; - GLfloat g = span->specGreen; - GLfloat b = span->specBlue; -#endif - GLfloat dr, dg, db; - if (span->interpMask & SPAN_FLAT) { - dr = dg = db = 0.0; - } - else { -#if CHAN_BITS <= 16 - dr = CHAN_TO_FLOAT(FixedToChan(span->specRedStep)); - dg = CHAN_TO_FLOAT(FixedToChan(span->specGreenStep)); - db = CHAN_TO_FLOAT(FixedToChan(span->specBlueStep)); -#else - dr = span->specRedStep; - dg = span->specGreenStep; - db = span->specBlueStep; -#endif - } + else { + GLfloat r = FixedToFloat(span->red); + GLfloat g = FixedToFloat(span->green); + GLfloat b = FixedToFloat(span->blue); + GLfloat a = FixedToFloat(span->alpha); + GLfloat dr = FixedToFloat(span->redStep); + GLfloat dg = FixedToFloat(span->greenStep); + GLfloat db = FixedToFloat(span->blueStep); + GLfloat da = FixedToFloat(span->alphaStep); for (i = 0; i < n; i++) { - spec[i][RCOMP] = r; - spec[i][GCOMP] = g; - spec[i][BCOMP] = b; - spec[i][ACOMP] = 0.0F; + col0[i][0] = r; + col0[i][1] = g; + col0[i][2] = b; + col0[i][3] = a; r += dr; g += dg; b += db; + a += da; } } - break; - default: - _mesa_problem(NULL, "bad datatype in interpolate_specular"); } - span->arrayMask |= SPAN_SPEC; + + span->arrayAttribs |= FRAG_BIT_COL0; + span->array->ChanType = GL_FLOAT; } + /* Fill in the span.color.index array from the interpolation values */ static INLINE void interpolate_indexes(GLcontext *ctx, SWspan *span) @@ -450,8 +373,8 @@ interpolate_indexes(GLcontext *ctx, SWspan *span) GLuint *indexes = span->array->index; GLuint i; (void) ctx; - ASSERT((span->interpMask & SPAN_INDEX) && - !(span->arrayMask & SPAN_INDEX)); + + ASSERT(!(span->arrayMask & SPAN_INDEX)); if ((span->interpMask & SPAN_FLAT) || (indexStep == 0)) { /* constant color */ @@ -472,35 +395,16 @@ interpolate_indexes(GLcontext *ctx, SWspan *span) } -/* Fill in the span.array.fog values from the interpolation values */ -static INLINE void -interpolate_fog(const GLcontext *ctx, SWspan *span) -{ - GLfloat (*fog)[4] = span->array->attribs[FRAG_ATTRIB_FOGC]; - const GLfloat fogStep = span->attrStepX[FRAG_ATTRIB_FOGC][0]; - GLfloat fogCoord = span->attrStart[FRAG_ATTRIB_FOGC][0]; - const GLuint haveW = (span->interpMask & SPAN_W); - const GLfloat wStep = haveW ? span->attrStepX[FRAG_ATTRIB_WPOS][3] : 0.0F; - GLfloat w = haveW ? span->attrStart[FRAG_ATTRIB_WPOS][3] : 1.0F; - GLuint i; - for (i = 0; i < span->end; i++) { - fog[i][0] = fogCoord / w; - fogCoord += fogStep; - w += wStep; - } - span->arrayMask |= SPAN_FOG; -} - - -/* Fill in the span.zArray array from the interpolation values */ +/** + * Fill in the span.zArray array from the span->z, zStep values. + */ void _swrast_span_interpolate_z( const GLcontext *ctx, SWspan *span ) { const GLuint n = span->end; GLuint i; - ASSERT((span->interpMask & SPAN_Z) && - !(span->arrayMask & SPAN_Z)); + ASSERT(!(span->arrayMask & SPAN_Z)); if (ctx->DrawBuffer->Visual.depthBits <= 16) { GLfixed zval = span->z; @@ -524,7 +428,8 @@ _swrast_span_interpolate_z( const GLcontext *ctx, SWspan *span ) } -/* +/** + * Compute mipmap LOD from partial derivatives. * This the ideal solution, as given in the OpenGL spec. */ #if 0 @@ -546,8 +451,9 @@ compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy, #endif -/* - * This is a faster approximation +/** + * Compute mipmap LOD from partial derivatives. + * This is a faster approximation than above function. */ GLfloat _swrast_compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy, @@ -572,14 +478,15 @@ _swrast_compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy, /** - * Fill in the span.texcoords array from the interpolation values. + * Fill in the span.array->attrib[FRAG_ATTRIB_TEXn] arrays from the + * using the attrStart/Step values. + * + * This function only used during fixed-function fragment processing. + * * Note: in the places where we divide by Q (or mult by invQ) we're * really doing two things: perspective correction and texcoord * projection. Remember, for texcoord (s,t,r,q) we need to index * texels with (s/q, t/q, r/q). - * If we're using a fragment program, we never do the division - * for texcoord projection. That's done by the TXP instruction - * or user-written code. */ static void interpolate_texcoords(GLcontext *ctx, SWspan *span) @@ -588,11 +495,6 @@ interpolate_texcoords(GLcontext *ctx, SWspan *span) = (ctx->Texture._EnabledCoordUnits > 1) ? ctx->Const.MaxTextureUnits : 1; GLuint u; - ASSERT(span->interpMask & SPAN_TEXTURE); - ASSERT(!(span->arrayMask & SPAN_TEXTURE)); - - span->arrayMask |= SPAN_TEXTURE; - /* XXX CoordUnits vs. ImageUnits */ for (u = 0; u < maxUnit; u++) { if (ctx->Texture._EnabledCoordUnits & (1 << u)) { @@ -724,55 +626,6 @@ interpolate_texcoords(GLcontext *ctx, SWspan *span) } - -/** - * Fill in the arrays->attribs[FRAG_ATTRIB_VARx] arrays from the - * interpolation values. - * XXX since interpolants/arrays are getting uniformed, we might merge - * this with interpolate_texcoords(), interpolate_Fog(), etc. someday. - */ -static INLINE void -interpolate_varying(GLcontext *ctx, SWspan *span) -{ - GLuint var; - const GLbitfield inputsUsed = ctx->FragmentProgram._Current->Base.InputsRead; - - ASSERT(span->interpMask & SPAN_VARYING); - ASSERT(!(span->arrayMask & SPAN_VARYING)); - - span->arrayMask |= SPAN_VARYING; - - for (var = 0; var < MAX_VARYING; var++) { - if (inputsUsed & FRAG_BIT_VAR(var)) { - const GLuint attr = FRAG_ATTRIB_VAR0 + var; - const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3]; - GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3]; - const GLfloat dv0dx = span->attrStepX[attr][0]; - const GLfloat dv1dx = span->attrStepX[attr][1]; - const GLfloat dv2dx = span->attrStepX[attr][2]; - const GLfloat dv3dx = span->attrStepX[attr][3]; - GLfloat v0 = span->attrStart[attr][0]; - GLfloat v1 = span->attrStart[attr][1]; - GLfloat v2 = span->attrStart[attr][2]; - GLfloat v3 = span->attrStart[attr][3]; - GLuint k; - for (k = 0; k < span->end; k++) { - GLfloat invW = 1.0f / w; - span->array->attribs[attr][k][0] = v0 * invW; - span->array->attribs[attr][k][1] = v1 * invW; - span->array->attribs[attr][k][2] = v2 * invW; - span->array->attribs[attr][k][3] = v3 * invW; - v0 += dv0dx; - v1 += dv1dx; - v2 += dv2dx; - v3 += dv3dx; - w += dwdx; - } - } - } -} - - /** * Fill in the arrays->attribs[FRAG_ATTRIB_WPOS] array. */ @@ -934,7 +787,9 @@ _swrast_write_index_span( GLcontext *ctx, SWspan *span) ASSERT(span->primitive == GL_POINT || span->primitive == GL_LINE || span->primitive == GL_POLYGON || span->primitive == GL_BITMAP); ASSERT((span->interpMask | span->arrayMask) & SPAN_INDEX); + /* ASSERT((span->interpMask & span->arrayMask) == 0); + */ if (span->arrayMask & SPAN_MASK) { /* mask was initialized by caller, probably glBitmap */ @@ -981,7 +836,7 @@ _swrast_write_index_span( GLcontext *ctx, SWspan *span) /* Stencil and Z testing */ if (ctx->Depth.Test || ctx->Stencil.Enabled) { - if (span->interpMask & SPAN_Z) + if (!(span->arrayMask & SPAN_Z)) _swrast_span_interpolate_z(ctx, span); if (ctx->Stencil.Enabled) { @@ -1022,7 +877,7 @@ _swrast_write_index_span( GLcontext *ctx, SWspan *span) ctx->Color.IndexLogicOpEnabled || ctx->Color.IndexMask != 0xffffffff || (span->arrayMask & SPAN_COVERAGE)) { - if (span->interpMask & SPAN_INDEX) { + if (!(span->arrayMask & SPAN_INDEX) /*span->interpMask & SPAN_INDEX*/) { interpolate_indexes(ctx, span); } } @@ -1071,7 +926,7 @@ _swrast_write_index_span( GLcontext *ctx, SWspan *span) _swrast_mask_ci_span(ctx, rb, span); } - if ((span->interpMask & SPAN_INDEX) && span->indexStep == 0) { + if (!(span->arrayMask & SPAN_INDEX) && span->indexStep == 0) { /* all fragments have same color index */ GLubyte index8; GLushort index16; @@ -1151,63 +1006,52 @@ _swrast_write_index_span( GLcontext *ctx, SWspan *span) /** - * Add specular color to base color. This is used only when - * GL_LIGHT_MODEL_COLOR_CONTROL = GL_SEPARATE_SPECULAR_COLOR. + * Add specular colors to primary colors. + * Only called during fixed-function operation. + * Result is float color array (FRAG_ATTRIB_COL0). */ static INLINE void add_specular(GLcontext *ctx, SWspan *span) { - switch (span->array->ChanType) { - case GL_UNSIGNED_BYTE: - { - GLubyte (*rgba)[4] = span->array->color.sz1.rgba; - GLubyte (*spec)[4] = span->array->color.sz1.spec; - GLuint i; - for (i = 0; i < span->end; i++) { - GLint r = rgba[i][RCOMP] + spec[i][RCOMP]; - GLint g = rgba[i][GCOMP] + spec[i][GCOMP]; - GLint b = rgba[i][BCOMP] + spec[i][BCOMP]; - GLint a = rgba[i][ACOMP] + spec[i][ACOMP]; - rgba[i][RCOMP] = MIN2(r, 255); - rgba[i][GCOMP] = MIN2(g, 255); - rgba[i][BCOMP] = MIN2(b, 255); - rgba[i][ACOMP] = MIN2(a, 255); - } + const SWcontext *swrast = SWRAST_CONTEXT(ctx); + const GLubyte *mask = span->array->mask; + GLfloat (*col0)[4] = span->array->attribs[FRAG_ATTRIB_COL0]; + GLfloat (*col1)[4] = span->array->attribs[FRAG_ATTRIB_COL1]; + GLuint i; + + ASSERT(!ctx->FragmentProgram._Current); + ASSERT(span->arrayMask & SPAN_RGBA); + ASSERT(swrast->_ActiveAttribMask & FRAG_BIT_COL1); + + if (span->array->ChanType == GL_FLOAT) { + if ((span->arrayAttribs & FRAG_BIT_COL0) == 0) { + interpolate_active_attribs(ctx, span, FRAG_BIT_COL0); } - break; - case GL_UNSIGNED_SHORT: - { - GLushort (*rgba)[4] = span->array->color.sz2.rgba; - GLushort (*spec)[4] = span->array->color.sz2.spec; - GLuint i; - for (i = 0; i < span->end; i++) { - GLint r = rgba[i][RCOMP] + spec[i][RCOMP]; - GLint g = rgba[i][GCOMP] + spec[i][GCOMP]; - GLint b = rgba[i][BCOMP] + spec[i][BCOMP]; - GLint a = rgba[i][ACOMP] + spec[i][ACOMP]; - rgba[i][RCOMP] = MIN2(r, 65535); - rgba[i][GCOMP] = MIN2(g, 65535); - rgba[i][BCOMP] = MIN2(b, 65535); - rgba[i][ACOMP] = MIN2(a, 65535); - } + } + else { + /* need float colors */ + if ((span->arrayAttribs & FRAG_BIT_COL0) == 0) { + interpolate_float_colors(span); } - break; - case GL_FLOAT: - { - GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0]; - GLfloat (*spec)[4] = span->array->attribs[FRAG_ATTRIB_COL1]; - GLuint i; - for (i = 0; i < span->end; i++) { - rgba[i][RCOMP] += spec[i][RCOMP]; - rgba[i][GCOMP] += spec[i][GCOMP]; - rgba[i][BCOMP] += spec[i][BCOMP]; - rgba[i][ACOMP] += spec[i][ACOMP]; - } + } + + if ((span->arrayAttribs & FRAG_BIT_COL1) == 0) { + /* XXX could avoid this and interpolate COL1 in the loop below */ + interpolate_active_attribs(ctx, span, FRAG_BIT_COL1); + } + + ASSERT(span->arrayAttribs & FRAG_BIT_COL0); + ASSERT(span->arrayAttribs & FRAG_BIT_COL1); + + for (i = 0; i < span->end; i++) { + if (mask[i]) { + col0[i][0] += col1[i][0]; + col0[i][1] += col1[i][1]; + col0[i][2] += col1[i][2]; } - break; - default: - _mesa_problem(ctx, "Invalid datatype in add_specular"); } + + span->array->ChanType = GL_FLOAT; } @@ -1220,7 +1064,7 @@ apply_aa_coverage(SWspan *span) const GLfloat *coverage = span->array->coverage; GLuint i; if (span->array->ChanType == GL_UNSIGNED_BYTE) { - GLubyte (*rgba)[4] = span->array->color.sz1.rgba; + GLubyte (*rgba)[4] = span->array->rgba8; for (i = 0; i < span->end; i++) { const GLfloat a = rgba[i][ACOMP] * coverage[i]; rgba[i][ACOMP] = (GLubyte) CLAMP(a, 0.0, 255.0); @@ -1229,7 +1073,7 @@ apply_aa_coverage(SWspan *span) } } else if (span->array->ChanType == GL_UNSIGNED_SHORT) { - GLushort (*rgba)[4] = span->array->color.sz2.rgba; + GLushort (*rgba)[4] = span->array->rgba16; for (i = 0; i < span->end; i++) { const GLfloat a = rgba[i][ACOMP] * coverage[i]; rgba[i][ACOMP] = (GLushort) CLAMP(a, 0.0, 65535.0); @@ -1239,6 +1083,7 @@ apply_aa_coverage(SWspan *span) GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0]; for (i = 0; i < span->end; i++) { rgba[i][ACOMP] = rgba[i][ACOMP] * coverage[i]; + /* clamp later */ } } } @@ -1278,18 +1123,18 @@ convert_color_type(SWspan *span, GLenum newType, GLuint output) span->array->ChanType = GL_FLOAT; } else if (span->array->ChanType == GL_UNSIGNED_BYTE) { - src = span->array->color.sz1.rgba; + src = span->array->rgba8; } else { ASSERT(span->array->ChanType == GL_UNSIGNED_SHORT); - src = span->array->color.sz2.rgba; + src = span->array->rgba16; } if (newType == GL_UNSIGNED_BYTE) { - dst = span->array->color.sz1.rgba; + dst = span->array->rgba8; } else if (newType == GL_UNSIGNED_SHORT) { - dst = span->array->color.sz2.rgba; + dst = span->array->rgba16; } else { dst = span->array->attribs[FRAG_ATTRIB_COL0]; @@ -1321,42 +1166,16 @@ shade_texture_span(GLcontext *ctx, SWspan *span) inputsRead = ~0; } - if ((inputsRead & FRAG_BIT_COL0) && (span->interpMask & SPAN_RGBA)) - interpolate_colors(span); - - if (ctx->Texture._EnabledCoordUnits && (span->interpMask & SPAN_TEXTURE)) - interpolate_texcoords(ctx, span); - if (ctx->FragmentProgram._Current || ctx->ATIFragmentShader._Enabled) { - /* use float colors if running a fragment program or shader */ - const GLenum oldType = span->array->ChanType; - const GLenum newType = GL_FLOAT; - - if ((inputsRead & FRAG_BIT_COL0) && (oldType != newType)) { - GLvoid *src = (oldType == GL_UNSIGNED_BYTE) - ? (GLvoid *) span->array->color.sz1.rgba - : (GLvoid *) span->array->color.sz2.rgba; - assert(span->arrayMask & SPAN_RGBA); - _mesa_convert_colors(oldType, src, - newType, span->array->attribs[FRAG_ATTRIB_COL0], - span->end, span->array->mask); - } - span->array->ChanType = newType; - - /* fragment programs/shaders may need specular, fog and Z coords */ - if ((inputsRead & FRAG_BIT_COL1) && (span->interpMask & SPAN_SPEC)) - interpolate_specular(span); + /* programmable shading */ + span->array->ChanType = GL_FLOAT; - if ((inputsRead & FRAG_BIT_FOGC) && (span->interpMask & SPAN_FOG)) - interpolate_fog(ctx, span); + interpolate_active_attribs(ctx, span, ~0); - if (span->interpMask & SPAN_Z) + if (!(span->arrayMask & SPAN_Z)) _swrast_span_interpolate_z (ctx, span); - if ((inputsRead >= FRAG_BIT_VAR0) && (span->interpMask & SPAN_VARYING)) - interpolate_varying(ctx, span); - #if 0 if (inputsRead & FRAG_BIT_WPOS) #else @@ -1373,8 +1192,20 @@ shade_texture_span(GLcontext *ctx, SWspan *span) _swrast_exec_fragment_shader(ctx, span); } } - else if (ctx->Texture._EnabledUnits && (span->arrayMask & SPAN_TEXTURE)) { + else if (ctx->Texture._EnabledUnits) { /* conventional texturing */ + +#if CHAN_BITS == 32 + if ((span->arrayAttribs & FRAG_BIT_COL0) == 0) { + interpolate_int_colors(ctx, span); + } +#else + if (!(span->arrayMask & SPAN_RGBA)) + interpolate_int_colors(ctx, span); +#endif + if ((span->arrayAttribs & FRAG_BITS_TEX_ANY) == 0x0) + interpolate_texcoords(ctx, span); + _swrast_texture_span(ctx, span); } } @@ -1395,13 +1226,13 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask); const GLbitfield origInterpMask = span->interpMask; const GLbitfield origArrayMask = span->arrayMask; + const GLbitfield origArrayAttribs = span->arrayAttribs; const GLenum chanType = span->array->ChanType; const GLboolean shader = (ctx->FragmentProgram._Current || ctx->ATIFragmentShader._Enabled); const GLboolean shaderOrTexture = shader || ctx->Texture._EnabledUnits; struct gl_framebuffer *fb = ctx->DrawBuffer; GLuint output; - GLboolean deferredTexture; /* printf("%s() interp 0x%x array 0x%x\n", __FUNCTION__, @@ -1413,41 +1244,6 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) span->primitive == GL_POLYGON || span->primitive == GL_BITMAP); ASSERT(span->end <= MAX_WIDTH); - ASSERT((span->interpMask & span->arrayMask) == 0); - ASSERT((span->interpMask & SPAN_RGBA) ^ (span->arrayMask & SPAN_RGBA)); - - /* check for conditions that prevent deferred shading (doing shading - * after stencil/ztest). - * XXX move this code into state validation. - */ - if (ctx->Color.AlphaEnabled) { - /* alpha test depends on post-texture/shader colors */ - deferredTexture = GL_FALSE; - } - else if (shaderOrTexture) { - if (ctx->FragmentProgram._Current) { - if (ctx->FragmentProgram._Current->Base.OutputsWritten - & (1 << FRAG_RESULT_DEPR)) { - /* Z comes from fragment program/shader */ - deferredTexture = GL_FALSE; - } - else if (ctx->Query.CurrentOcclusionObject) { - /* occlusion query depends on shader discard/kill results */ - deferredTexture = GL_FALSE; - } - else { - deferredTexture = GL_TRUE; - } - } - else { - /* ATI frag shader or conventional texturing */ - deferredTexture = GL_TRUE; - } - } - else { - /* no texturing or shadering */ - deferredTexture = GL_FALSE; - } /* Fragment write masks */ if (span->arrayMask & SPAN_MASK) { @@ -1486,12 +1282,10 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) stipple_polygon_span(ctx, span); } - /* This is the normal place to compute the resulting fragment color/Z. - * As an optimization, we try to defer this until after Z/stencil - * testing in order to try to avoid computing colors that we won't - * actually need. + /* This is the normal place to compute the fragment color/Z + * from texturing or shading. */ - if (shaderOrTexture && !deferredTexture) { + if (shaderOrTexture && !swrast->_DeferredTexture) { shade_texture_span(ctx, span); } @@ -1504,7 +1298,7 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) /* Stencil and Z testing */ if (ctx->Stencil.Enabled || ctx->Depth.Test) { - if (span->interpMask & SPAN_Z) + if (!(span->arrayMask & SPAN_Z)) _swrast_span_interpolate_z(ctx, span); if (ctx->Stencil.Enabled && fb->Visual.stencilBits > 0) { @@ -1544,14 +1338,19 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) * a good chance that many fragments will have already been killed by * Z/stencil testing. */ - if (deferredTexture) { - ASSERT(shaderOrTexture); + if (shaderOrTexture && swrast->_DeferredTexture) { shade_texture_span(ctx, span); } +#if CHAN_BITS == 32 + if ((span->arrayAttribs & FRAG_BIT_COL0) == 0) { + interpolate_int_colors(ctx, span); + } +#else if ((span->arrayMask & SPAN_RGBA) == 0) { - interpolate_colors(span); + interpolate_int_colors(ctx, span); } +#endif ASSERT(span->arrayMask & SPAN_RGBA); @@ -1560,17 +1359,7 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) if (ctx->Fog.ColorSumEnabled || (ctx->Light.Enabled && ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)) { - if (span->interpMask & SPAN_SPEC) { - interpolate_specular(span); - } - if (span->arrayMask & SPAN_SPEC) { - add_specular(ctx, span); - } - else { - /* We probably added the base/specular colors during the - * vertex stage! - */ - } + add_specular(ctx, span); } } @@ -1659,6 +1448,7 @@ end: /* restore these values before returning */ span->interpMask = origInterpMask; span->arrayMask = origArrayMask; + span->arrayAttribs = origArrayAttribs; span->array->ChanType = chanType; } @@ -1921,18 +1711,9 @@ _swrast_get_dest_rgba(GLcontext *ctx, struct gl_renderbuffer *rb, void *rbPixels; /* - * Determine pixel size (in bytes). * Point rbPixels to a temporary space (use specular color arrays). */ - if (span->array->ChanType == GL_UNSIGNED_BYTE) { - rbPixels = span->array->color.sz1.spec; - } - else if (span->array->ChanType == GL_UNSIGNED_SHORT) { - rbPixels = span->array->color.sz2.spec; - } - else { - rbPixels = span->array->attribs[FRAG_ATTRIB_COL1]; - } + rbPixels = span->array->attribs[FRAG_ATTRIB_COL1]; /* Get destination values from renderbuffer */ if (span->arrayMask & SPAN_XY) { |