diff options
author | Michal Krol <[email protected]> | 2006-04-11 11:41:11 +0000 |
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committer | Michal Krol <[email protected]> | 2006-04-11 11:41:11 +0000 |
commit | bb38cadb1c5f2dc13096a091bdaf61dc3e3cfa4d (patch) | |
tree | 8474881f1f529e1217d3442a98defb1a667b8403 /src/mesa/swrast/s_tritemp.h | |
parent | d90ad3fd876860b7a2ba763c031e46f76e4c47c6 (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.h | 66 |
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 |