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-rw-r--r--src/mesa/swrast/s_span.c388
1 files changed, 126 insertions, 262 deletions
diff --git a/src/mesa/swrast/s_span.c b/src/mesa/swrast/s_span.c
index ddc63594f28..6fb59986272 100644
--- a/src/mesa/swrast/s_span.c
+++ b/src/mesa/swrast/s_span.c
@@ -75,7 +75,8 @@ _swrast_span_default_z( GLcontext *ctx, SWspan *span )
void
_swrast_span_default_fog( GLcontext *ctx, SWspan *span )
{
- span->attrStart[FRAG_ATTRIB_FOGC][0] = _swrast_z_to_fogfactor(ctx, ctx->Current.RasterDistance);
+ span->attrStart[FRAG_ATTRIB_FOGC][0]
+ = _swrast_z_to_fogfactor(ctx, ctx->Current.RasterDistance);
span->attrStepX[FRAG_ATTRIB_FOGC][0] = 0.0;
span->attrStepY[FRAG_ATTRIB_FOGC][0] = 0.0;
span->interpMask |= SPAN_FOG;
@@ -540,284 +541,147 @@ _swrast_compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy,
static void
interpolate_texcoords(GLcontext *ctx, SWspan *span)
{
+ const GLuint maxUnit
+ = (ctx->Texture._EnabledCoordUnits > 1) ? ctx->Const.MaxTextureUnits : 1;
+ GLuint u;
+
ASSERT(span->interpMask & SPAN_TEXTURE);
ASSERT(!(span->arrayMask & SPAN_TEXTURE));
- if (ctx->Texture._EnabledCoordUnits > 1) {
- /* multitexture */
- GLuint u;
- span->arrayMask |= SPAN_TEXTURE;
- /* XXX CoordUnits vs. ImageUnits */
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture._EnabledCoordUnits & (1 << u)) {
- const GLuint attr = FRAG_ATTRIB_TEX0 + u;
- const struct gl_texture_object *obj =ctx->Texture.Unit[u]._Current;
- GLfloat texW, texH;
- GLboolean needLambda;
- if (obj) {
- const struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
- needLambda = (obj->MinFilter != obj->MagFilter)
- || ctx->FragmentProgram._Current;
- texW = img->WidthScale;
- texH = img->HeightScale;
- }
- else {
- /* using a fragment program */
- texW = 1.0;
- texH = 1.0;
- needLambda = GL_FALSE;
- }
- if (needLambda) {
- GLfloat (*texcoord)[4] = span->array->attribs[FRAG_ATTRIB_TEX0 + u];
- GLfloat *lambda = span->array->lambda[u];
- const GLfloat dsdx = span->attrStepX[attr][0];
- const GLfloat dsdy = span->attrStepY[attr][0];
- const GLfloat dtdx = span->attrStepX[attr][1];
- const GLfloat dtdy = span->attrStepY[attr][1];
- const GLfloat drdx = span->attrStepX[attr][2];
- const GLfloat dqdx = span->attrStepX[attr][3];
- const GLfloat dqdy = span->attrStepY[attr][3];
- GLfloat s = span->attrStart[attr][0];
- GLfloat t = span->attrStart[attr][1];
- GLfloat r = span->attrStart[attr][2];
- GLfloat q = span->attrStart[attr][3];
- GLuint i;
- if (ctx->FragmentProgram._Current
- || ctx->ATIFragmentShader._Enabled) {
- /* do perspective correction but don't divide s, t, r by q */
- const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3];
- GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3];
- for (i = 0; i < span->end; i++) {
- const GLfloat invW = 1.0F / w;
- texcoord[i][0] = s * invW;
- texcoord[i][1] = t * invW;
- texcoord[i][2] = r * invW;
- texcoord[i][3] = q * invW;
- lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy,
- dqdx, dqdy, texW, texH,
- s, t, q, invW);
- s += dsdx;
- t += dtdx;
- r += drdx;
- q += dqdx;
- w += dwdx;
- }
- }
- else {
- for (i = 0; i < span->end; i++) {
- const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
- texcoord[i][0] = s * invQ;
- texcoord[i][1] = t * invQ;
- texcoord[i][2] = r * invQ;
- texcoord[i][3] = q;
- lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy,
- dqdx, dqdy, texW, texH,
- s, t, q, invQ);
- s += dsdx;
- t += dtdx;
- r += drdx;
- q += dqdx;
- }
+ span->arrayMask |= SPAN_TEXTURE;
+
+ /* XXX CoordUnits vs. ImageUnits */
+ for (u = 0; u < maxUnit; u++) {
+ if (ctx->Texture._EnabledCoordUnits & (1 << u)) {
+ const GLuint attr = FRAG_ATTRIB_TEX0 + u;
+ const struct gl_texture_object *obj =ctx->Texture.Unit[u]._Current;
+ GLfloat texW, texH;
+ GLboolean needLambda;
+ GLfloat (*texcoord)[4] = span->array->attribs[attr];
+ GLfloat *lambda = span->array->lambda[u];
+ const GLfloat dsdx = span->attrStepX[attr][0];
+ const GLfloat dsdy = span->attrStepY[attr][0];
+ const GLfloat dtdx = span->attrStepX[attr][1];
+ const GLfloat dtdy = span->attrStepY[attr][1];
+ const GLfloat drdx = span->attrStepX[attr][2];
+ const GLfloat dqdx = span->attrStepX[attr][3];
+ const GLfloat dqdy = span->attrStepY[attr][3];
+ GLfloat s = span->attrStart[attr][0];
+ GLfloat t = span->attrStart[attr][1];
+ GLfloat r = span->attrStart[attr][2];
+ GLfloat q = span->attrStart[attr][3];
+
+ if (obj) {
+ const struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
+ needLambda = (obj->MinFilter != obj->MagFilter)
+ || ctx->FragmentProgram._Current;
+ texW = img->WidthScale;
+ texH = img->HeightScale;
+ }
+ else {
+ /* using a fragment program */
+ texW = 1.0;
+ texH = 1.0;
+ needLambda = GL_FALSE;
+ }
+
+ if (needLambda) {
+ GLuint i;
+ if (ctx->FragmentProgram._Current
+ || ctx->ATIFragmentShader._Enabled) {
+ /* do perspective correction but don't divide s, t, r by q */
+ const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3];
+ GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3];
+ for (i = 0; i < span->end; i++) {
+ const GLfloat invW = 1.0F / w;
+ texcoord[i][0] = s * invW;
+ texcoord[i][1] = t * invW;
+ texcoord[i][2] = r * invW;
+ texcoord[i][3] = q * invW;
+ lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy,
+ dqdx, dqdy, texW, texH,
+ s, t, q, invW);
+ s += dsdx;
+ t += dtdx;
+ r += drdx;
+ q += dqdx;
+ w += dwdx;
}
- span->arrayMask |= SPAN_LAMBDA;
}
else {
- GLfloat (*texcoord)[4] = span->array->attribs[FRAG_ATTRIB_TEX0 + u];
- GLfloat *lambda = span->array->lambda[u];
- const GLfloat dsdx = span->attrStepX[attr][0];
- const GLfloat dtdx = span->attrStepX[attr][1];
- const GLfloat drdx = span->attrStepX[attr][2];
- const GLfloat dqdx = span->attrStepX[attr][3];
- GLfloat s = span->attrStart[attr][0];
- GLfloat t = span->attrStart[attr][1];
- GLfloat r = span->attrStart[attr][2];
- GLfloat q = span->attrStart[attr][3];
- GLuint i;
- if (ctx->FragmentProgram._Current ||
- ctx->ATIFragmentShader._Enabled) {
- /* do perspective correction but don't divide s, t, r by q */
- const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3];
- GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3];
- for (i = 0; i < span->end; i++) {
- const GLfloat invW = 1.0F / w;
- texcoord[i][0] = s * invW;
- texcoord[i][1] = t * invW;
- texcoord[i][2] = r * invW;
- texcoord[i][3] = q * invW;
- lambda[i] = 0.0;
- s += dsdx;
- t += dtdx;
- r += drdx;
- q += dqdx;
- w += dwdx;
- }
- }
- else if (dqdx == 0.0F) {
- /* Ortho projection or polygon's parallel to window X axis */
+ for (i = 0; i < span->end; i++) {
const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
- for (i = 0; i < span->end; i++) {
- texcoord[i][0] = s * invQ;
- texcoord[i][1] = t * invQ;
- texcoord[i][2] = r * invQ;
- texcoord[i][3] = q;
- lambda[i] = 0.0;
- s += dsdx;
- t += dtdx;
- r += drdx;
- }
- }
- else {
- for (i = 0; i < span->end; i++) {
- const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
- texcoord[i][0] = s * invQ;
- texcoord[i][1] = t * invQ;
- texcoord[i][2] = r * invQ;
- texcoord[i][3] = q;
- lambda[i] = 0.0;
- s += dsdx;
- t += dtdx;
- r += drdx;
- q += dqdx;
- }
+ texcoord[i][0] = s * invQ;
+ texcoord[i][1] = t * invQ;
+ texcoord[i][2] = r * invQ;
+ texcoord[i][3] = q;
+ lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy,
+ dqdx, dqdy, texW, texH,
+ s, t, q, invQ);
+ s += dsdx;
+ t += dtdx;
+ r += drdx;
+ q += dqdx;
}
- } /* lambda */
- } /* if */
- } /* for */
- }
- else {
- /* single texture */
- const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;
- GLfloat texW, texH;
- GLboolean needLambda;
- if (obj) {
- const struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
- needLambda = (obj->MinFilter != obj->MagFilter)
- || ctx->FragmentProgram._Current;
- texW = (GLfloat) img->WidthScale;
- texH = (GLfloat) img->HeightScale;
- }
- else {
- needLambda = GL_FALSE;
- texW = texH = 1.0;
- }
- span->arrayMask |= SPAN_TEXTURE;
- if (needLambda) {
- /* just texture unit 0, with lambda */
- GLfloat (*texcoord)[4] = span->array->attribs[FRAG_ATTRIB_TEX0];
- GLfloat *lambda = span->array->lambda[0];
- const GLfloat dsdx = span->attrStepX[FRAG_ATTRIB_TEX0][0];
- const GLfloat dsdy = span->attrStepY[FRAG_ATTRIB_TEX0][0];
- const GLfloat dtdx = span->attrStepX[FRAG_ATTRIB_TEX0][1];
- const GLfloat dtdy = span->attrStepY[FRAG_ATTRIB_TEX0][1];
- const GLfloat drdx = span->attrStepX[FRAG_ATTRIB_TEX0][2];
- const GLfloat dqdx = span->attrStepX[FRAG_ATTRIB_TEX0][3];
- const GLfloat dqdy = span->attrStepY[FRAG_ATTRIB_TEX0][3];
- GLfloat s = span->attrStart[FRAG_ATTRIB_TEX0][0];
- GLfloat t = span->attrStart[FRAG_ATTRIB_TEX0][1];
- GLfloat r = span->attrStart[FRAG_ATTRIB_TEX0][2];
- GLfloat q = span->attrStart[FRAG_ATTRIB_TEX0][3];
- GLuint i;
- if (ctx->FragmentProgram._Current
- || ctx->ATIFragmentShader._Enabled) {
- /* do perspective correction but don't divide s, t, r by q */
- const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3];
- GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3];
- for (i = 0; i < span->end; i++) {
- const GLfloat invW = 1.0F / w;
- texcoord[i][0] = s * invW;
- texcoord[i][1] = t * invW;
- texcoord[i][2] = r * invW;
- texcoord[i][3] = q * invW;
- lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy,
- dqdx, dqdy, texW, texH,
- s, t, q, invW);
- s += dsdx;
- t += dtdx;
- r += drdx;
- q += dqdx;
- w += dwdx;
}
+ span->arrayMask |= SPAN_LAMBDA;
}
else {
- /* tex.c */
- for (i = 0; i < span->end; i++) {
- const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
- lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy,
- dqdx, dqdy, texW, texH,
- s, t, q, invQ);
- texcoord[i][0] = s * invQ;
- texcoord[i][1] = t * invQ;
- texcoord[i][2] = r * invQ;
- texcoord[i][3] = q;
- s += dsdx;
- t += dtdx;
- r += drdx;
- q += dqdx;
- }
- }
- span->arrayMask |= SPAN_LAMBDA;
- }
- else {
- /* just texture 0, without lambda */
- GLfloat (*texcoord)[4] = span->array->attribs[FRAG_ATTRIB_TEX0];
- const GLfloat dsdx = span->attrStepX[FRAG_ATTRIB_TEX0][0];
- const GLfloat dtdx = span->attrStepX[FRAG_ATTRIB_TEX0][1];
- const GLfloat drdx = span->attrStepX[FRAG_ATTRIB_TEX0][2];
- const GLfloat dqdx = span->attrStepX[FRAG_ATTRIB_TEX0][3];
- GLfloat s = span->attrStart[FRAG_ATTRIB_TEX0][0];
- GLfloat t = span->attrStart[FRAG_ATTRIB_TEX0][1];
- GLfloat r = span->attrStart[FRAG_ATTRIB_TEX0][2];
- GLfloat q = span->attrStart[FRAG_ATTRIB_TEX0][3];
- GLuint i;
- if (ctx->FragmentProgram._Current
- || ctx->ATIFragmentShader._Enabled) {
- /* do perspective correction but don't divide s, t, r by q */
- const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3];
- GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3];
- for (i = 0; i < span->end; i++) {
- const GLfloat invW = 1.0F / w;
- texcoord[i][0] = s * invW;
- texcoord[i][1] = t * invW;
- texcoord[i][2] = r * invW;
- texcoord[i][3] = q * invW;
- s += dsdx;
- t += dtdx;
- r += drdx;
- q += dqdx;
- w += dwdx;
- }
- }
- else if (dqdx == 0.0F) {
- /* Ortho projection or polygon's parallel to window X axis */
- const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
- for (i = 0; i < span->end; i++) {
- texcoord[i][0] = s * invQ;
- texcoord[i][1] = t * invQ;
- texcoord[i][2] = r * invQ;
- texcoord[i][3] = q;
- s += dsdx;
- t += dtdx;
- r += drdx;
+ GLuint i;
+ if (ctx->FragmentProgram._Current ||
+ ctx->ATIFragmentShader._Enabled) {
+ /* do perspective correction but don't divide s, t, r by q */
+ const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3];
+ GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3];
+ for (i = 0; i < span->end; i++) {
+ const GLfloat invW = 1.0F / w;
+ texcoord[i][0] = s * invW;
+ texcoord[i][1] = t * invW;
+ texcoord[i][2] = r * invW;
+ texcoord[i][3] = q * invW;
+ lambda[i] = 0.0;
+ s += dsdx;
+ t += dtdx;
+ r += drdx;
+ q += dqdx;
+ w += dwdx;
+ }
}
- }
- else {
- for (i = 0; i < span->end; i++) {
+ else if (dqdx == 0.0F) {
+ /* Ortho projection or polygon's parallel to window X axis */
const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
- texcoord[i][0] = s * invQ;
- texcoord[i][1] = t * invQ;
- texcoord[i][2] = r * invQ;
- texcoord[i][3] = q;
- s += dsdx;
- t += dtdx;
- r += drdx;
- q += dqdx;
+ for (i = 0; i < span->end; i++) {
+ texcoord[i][0] = s * invQ;
+ texcoord[i][1] = t * invQ;
+ texcoord[i][2] = r * invQ;
+ texcoord[i][3] = q;
+ lambda[i] = 0.0;
+ s += dsdx;
+ t += dtdx;
+ r += drdx;
+ }
}
- }
- }
- }
+ else {
+ for (i = 0; i < span->end; i++) {
+ const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
+ texcoord[i][0] = s * invQ;
+ texcoord[i][1] = t * invQ;
+ texcoord[i][2] = r * invQ;
+ texcoord[i][3] = q;
+ lambda[i] = 0.0;
+ s += dsdx;
+ t += dtdx;
+ r += drdx;
+ q += dqdx;
+ }
+ }
+ } /* lambda */
+ } /* if */
+ } /* for */
}
+
/**
* Fill in the arrays->attribs[FRAG_ATTRIB_VARx] arrays from the
* interpolation values.