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authorMichal Krol <mjkrol@gmail.org>2006-04-11 11:41:11 +0000
committerMichal Krol <mjkrol@gmail.org>2006-04-11 11:41:11 +0000
commitbb38cadb1c5f2dc13096a091bdaf61dc3e3cfa4d (patch)
tree8474881f1f529e1217d3442a98defb1a667b8403 /src/mesa/swrast/s_tritemp.h
parentd90ad3fd876860b7a2ba763c031e46f76e4c47c6 (diff)
More GLSL code:
- use macros to access and modify render inputs bit-field; - un-alias generic vertex attributes for ARB vertex calls; - use MAX_VERTEX_PROGRAM_ATTRIBS (NV code) or MAX_VERTEX_ATTRIBS (ARB code) in place of VERT_ATTRIB_MAX; - define VERT_ATTRIB_GENERIC0..15 for un-aliased vertex attributes for ARB_vertex_shader; - fix generic attribute index range check in arbprogparse.c; - interface GLSL varyings between vertex and fragment shader; - use 64-bit optimised bitset (bitset.h) for render inputs;
Diffstat (limited to 'src/mesa/swrast/s_tritemp.h')
-rw-r--r--src/mesa/swrast/s_tritemp.h66
1 files changed, 65 insertions, 1 deletions
diff --git a/src/mesa/swrast/s_tritemp.h b/src/mesa/swrast/s_tritemp.h
index 7f581561ec5..29a7a94da15 100644
--- a/src/mesa/swrast/s_tritemp.h
+++ b/src/mesa/swrast/s_tritemp.h
@@ -28,7 +28,7 @@
* 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:
+ * must be interpolated 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
@@ -41,6 +41,7 @@
* 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
+ * INTERP_VARYING - if defined, interpolate M floats of GLSL varyings
*
* When one can directly address pixels in the color buffer the following
* macros can be defined and used to compute pixel addresses during
@@ -142,6 +143,20 @@
+#ifdef INTERP_VARYING
+#define VARYING_LOOP(CODE)\
+ {\
+ GLuint iv, ic;\
+ for (iv = 0; iv < MAX_VARYING_VECTORS; iv++) {\
+ for (ic = 0; ic < VARYINGS_PER_VECTOR; ic++) {\
+ CODE\
+ }\
+ }\
+ }
+#endif
+
+
+
/*
* Some code we unfortunately need to prevent negative interpolated colors.
*/
@@ -648,6 +663,19 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
)
}
#endif
+#ifdef INTERP_VARYING
+ span.interpMask |= SPAN_VARYING;
+ {
+ /* win[3] is 1/W */
+ const GLfloat wMax = vMax->win[3], wMin = vMin->win[3], wMid = vMid->win[3];
+ VARYING_LOOP(
+ GLfloat eMaj_dvar = vMax->attribute[iv][ic] * wMax - vMin->attribute[iv][ic] * wMin;
+ GLfloat eBot_dvar = vMid->attribute[iv][ic] * wMid - vMin->attribute[iv][ic] * wMin;
+ span.varStepX[iv][ic] = oneOverArea * (eMaj_dvar * eBot.dy - eMaj.dy * eBot_dvar);
+ span.varStepY[iv][ic] = oneOverArea * (eMaj.dx * eBot_dvar - eMaj_dvar * eBot.dx);
+ )
+ }
+#endif
/*
* We always sample at pixel centers. However, we avoid
@@ -751,6 +779,11 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
GLfloat duOuter[MAX_TEXTURE_COORD_UNITS], duInner[MAX_TEXTURE_COORD_UNITS];
GLfloat dvOuter[MAX_TEXTURE_COORD_UNITS], dvInner[MAX_TEXTURE_COORD_UNITS];
#endif
+#ifdef INTERP_VARYING
+ GLfloat varLeft[MAX_VARYING_VECTORS][VARYINGS_PER_VECTOR];
+ GLfloat dvarOuter[MAX_VARYING_VECTORS][VARYINGS_PER_VECTOR];
+ GLfloat dvarInner[MAX_VARYING_VECTORS][VARYINGS_PER_VECTOR];
+#endif
for (subTriangle=0; subTriangle<=1; subTriangle++) {
EdgeT *eLeft, *eRight;
@@ -1024,6 +1057,15 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
dvOuter[u] = span.texStepY[u][3] + dxOuter * span.texStepX[u][3];
)
#endif
+#ifdef INTERP_VARYING
+ VARYING_LOOP(
+ const GLfloat invW = vLower->win[3];
+ const GLfloat var0 = vLower->attribute[iv][ic] * invW;
+ varLeft[iv][ic] = var0 + (span.varStepX[iv][ic] * adjx +
+ span.varStepY[iv][ic] * adjy) * (1.0f / FIXED_SCALE);
+ dvarOuter[iv][ic] = span.varStepY[iv][ic] + dxOuter * span.varStepX[iv][ic];
+ )
+#endif
} /*if setupLeft*/
@@ -1086,6 +1128,11 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
dvInner[u] = dvOuter[u] + span.texStepX[u][3];
)
#endif
+#ifdef INTERP_VARYING
+ VARYING_LOOP(
+ dvarInner[iv][ic] = dvarOuter[iv][ic] + span.varStepX[iv][ic];
+ )
+#endif
while (lines > 0) {
/* initialize the span interpolants to the leftmost value */
@@ -1135,6 +1182,11 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
span.tex[u][3] = vLeft[u];
)
#endif
+#ifdef INTERP_VARYING
+ VARYING_LOOP(
+ span.var[iv][ic] = varLeft[iv][ic];
+ )
+#endif
/* This is where we actually generate fragments */
/* XXX the test for span.y > 0 _shouldn't_ be needed but
@@ -1223,6 +1275,11 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
vLeft[u] += dvOuter[u];
)
#endif
+#ifdef INTERP_VARYING
+ VARYING_LOOP(
+ varLeft[iv][ic] += dvarOuter[iv][ic];
+ )
+#endif
}
else {
#ifdef PIXEL_ADDRESS
@@ -1268,6 +1325,11 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
vLeft[u] += dvInner[u];
)
#endif
+#ifdef INTERP_VARYING
+ VARYING_LOOP(
+ varLeft[iv][ic] += dvarInner[iv][ic];
+ )
+#endif
}
} /*while lines>0*/
@@ -1299,7 +1361,9 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
#undef INTERP_INT_TEX
#undef INTERP_TEX
#undef INTERP_MULTITEX
+#undef INTERP_VARYING
#undef TEX_UNIT_LOOP
+#undef VARYING_LOOP
#undef S_SCALE
#undef T_SCALE