summaryrefslogtreecommitdiffstats
path: root/src/mesa/swrast/s_span.c
diff options
context:
space:
mode:
Diffstat (limited to 'src/mesa/swrast/s_span.c')
-rw-r--r--src/mesa/swrast/s_span.c259
1 files changed, 121 insertions, 138 deletions
diff --git a/src/mesa/swrast/s_span.c b/src/mesa/swrast/s_span.c
index 90de11b86a3..2ce8b76cf57 100644
--- a/src/mesa/swrast/s_span.c
+++ b/src/mesa/swrast/s_span.c
@@ -1,4 +1,4 @@
-/* $Id: s_span.c,v 1.36 2002/02/17 17:30:57 brianp Exp $ */
+/* $Id: s_span.c,v 1.37 2002/03/16 18:02:08 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -36,6 +36,7 @@
#include "colormac.h"
#include "context.h"
#include "macros.h"
+#include "mmath.h"
#include "mem.h"
#include "s_alpha.h"
@@ -263,52 +264,51 @@ _mesa_span_interpolate_z( const GLcontext *ctx, struct sw_span *span )
/*
- * Return log_base_2(x) / 2.
- * We divide by two here since we didn't square rho in the triangle function.
+ * This the ideal solution, as given in the OpenGL spec.
*/
-#ifdef USE_IEEE
-
#if 0
-/* This is pretty fast, but not accurate enough (only 2 fractional bits).
- * Based on code from http://www.stereopsis.com/log2.html
- */
-static INLINE GLfloat HALF_LOG2(GLfloat x)
+static GLfloat
+compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy,
+ GLfloat dqdx, GLfloat dqdy, GLfloat texW, GLfloat texH,
+ GLfloat s, GLfloat t, GLfloat q, GLfloat invQ)
{
- const GLfloat y = x * x * x * x;
- const GLuint ix = *((GLuint *) &y);
- const GLuint exp = (ix >> 23) & 0xFF;
- const GLint log2 = ((GLint) exp) - 127;
- return (GLfloat) log2 * (0.5 / 4.0); /* 4, because of x^4 above */
+ GLfloat dudx = texW * ((s + dsdx) / (q + dqdx) - s * invQ);
+ GLfloat dvdx = texH * ((t + dtdx) / (q + dqdx) - t * invQ);
+ GLfloat dudy = texW * ((s + dsdy) / (q + dqdy) - s * invQ);
+ GLfloat dvdy = texH * ((t + dtdy) / (q + dqdy) - t * invQ);
+ GLfloat x = sqrt(dudx * dudx + dvdx * dvdx);
+ GLfloat y = sqrt(dudy * dudy + dvdy * dvdy);
+ GLfloat rho = MAX2(x, y);
+ GLfloat lambda = LOG2(rho);
+ return lambda;
}
#endif
-/* Pretty fast, and accurate.
- * Based on code from http://www.flipcode.com/totd/
+
+/*
+ * This is a faster approximation
*/
-static INLINE GLfloat HALF_LOG2(GLfloat val)
+static GLfloat
+compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy,
+ GLfloat dqdx, GLfloat dqdy, GLfloat texW, GLfloat texH,
+ GLfloat s, GLfloat t, GLfloat q, GLfloat invQ)
{
- GLint *exp_ptr = (GLint *) &val;
- GLint x = *exp_ptr;
- const GLint log_2 = ((x >> 23) & 255) - 128;
- x &= ~(255 << 23);
- x += 127 << 23;
- *exp_ptr = x;
- val = ((-1.0f/3) * val + 2) * val - 2.0f/3;
- return 0.5F * (val + log_2);
+ GLfloat dsdx2 = (s + dsdx) / (q + dqdx) - s * invQ;
+ GLfloat dtdx2 = (t + dtdx) / (q + dqdx) - t * invQ;
+ GLfloat dsdy2 = (s + dsdy) / (q + dqdy) - s * invQ;
+ GLfloat dtdy2 = (t + dtdy) / (q + dqdy) - t * invQ;
+ GLfloat maxU, maxV, rho, lambda;
+ dsdx2 = FABSF(dsdx2);
+ dsdy2 = FABSF(dsdy2);
+ dtdx2 = FABSF(dtdx2);
+ dtdy2 = FABSF(dtdy2);
+ maxU = MAX2(dsdx2, dsdy2) * texW;
+ maxV = MAX2(dtdx2, dtdy2) * texH;
+ rho = MAX2(maxU, maxV);
+ lambda = LOG2(rho);
+ return lambda;
}
-#else /* USE_IEEE */
-
-/* Slow, portable solution.
- * NOTE: log_base_2(x) = log(x) / log(2)
- * NOTE: 1.442695 = 1/log(2).
- */
-#define HALF_LOG2(x) ((GLfloat) (log(x) * (1.442695F * 0.5F)))
-
-#endif /* USE_IEEE */
-
-
-
/*
* Fill in the span.texcoords array from the interpolation values.
* XXX We could optimize here for the case when dq = 0. That would
@@ -320,76 +320,64 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
ASSERT(span->interpMask & SPAN_TEXTURE);
if (ctx->Texture._ReallyEnabled & ~TEXTURE0_ANY) {
- if (span->interpMask & SPAN_LAMBDA) {
- /* multitexture, lambda */
- GLuint u;
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- const GLfloat rho = span->rho[u];
- const GLfloat ds = span->texStep[u][0];
- const GLfloat dt = span->texStep[u][1];
- const GLfloat dr = span->texStep[u][2];
- const GLfloat dq = span->texStep[u][3];
+ /* multitexture */
+ GLuint u;
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
+ const struct gl_texture_object *obj =ctx->Texture.Unit[u]._Current;
+ const struct gl_texture_image *img = obj->Image[obj->BaseLevel];
+ GLboolean needLambda = (obj->MinFilter != obj->MagFilter);
+ if (needLambda) {
+ const GLfloat texW = (GLfloat) img->Width;
+ const GLfloat texH = (GLfloat) img->Height;
+ const GLfloat dsdx = span->texStepX[u][0];
+ const GLfloat dsdy = span->texStepY[u][0];
+ const GLfloat dtdx = span->texStepX[u][1];
+ const GLfloat dtdy = span->texStepY[u][1];
+ const GLfloat drdx = span->texStepX[u][2];
+ const GLfloat dqdx = span->texStepX[u][3];
+ const GLfloat dqdy = span->texStepY[u][3];
GLfloat s = span->tex[u][0];
GLfloat t = span->tex[u][1];
GLfloat r = span->tex[u][2];
GLfloat q = span->tex[u][3];
GLuint i;
- if (dq == 0.0) {
- /* 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);
- const GLfloat lambda = HALF_LOG2(rho * invQ * invQ);
- for (i = 0; i < span->end; i++) {
- span->texcoords[u][i][0] = s * invQ;
- span->texcoords[u][i][1] = t * invQ;
- span->texcoords[u][i][2] = r * invQ;
- span->lambda[u][i] = lambda;
- s += ds;
- t += dt;
- r += dr;
- }
- }
- else {
- for (i = 0; i < span->end; i++) {
- const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
- span->texcoords[u][i][0] = s * invQ;
- span->texcoords[u][i][1] = t * invQ;
- span->texcoords[u][i][2] = r * invQ;
- span->lambda[u][i] = HALF_LOG2(rho * invQ * invQ);
- s += ds;
- t += dt;
- r += dr;
- q += dq;
- }
+ span->texcoords[u][i][0] = s * invQ;
+ span->texcoords[u][i][1] = t * invQ;
+ span->texcoords[u][i][2] = r * invQ;
+ span->lambda[u][i] = 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_LAMBDA;
}
- }
- span->arrayMask |= SPAN_LAMBDA;
- }
- else {
- /* multitexture, no lambda */
- GLuint u;
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- const GLfloat ds = span->texStep[u][0];
- const GLfloat dt = span->texStep[u][1];
- const GLfloat dr = span->texStep[u][2];
- const GLfloat dq = span->texStep[u][3];
+ else {
+ const GLfloat dsdx = span->texStepX[u][0];
+ const GLfloat dtdx = span->texStepX[u][1];
+ const GLfloat drdx = span->texStepX[u][2];
+ const GLfloat dqdx = span->texStepX[u][3];
GLfloat s = span->tex[u][0];
GLfloat t = span->tex[u][1];
GLfloat r = span->tex[u][2];
GLfloat q = span->tex[u][3];
GLuint i;
- if (dq == 0.0) {
+ if (dqdx == 0.0) {
/* 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++) {
span->texcoords[u][i][0] = s * invQ;
span->texcoords[u][i][1] = t * invQ;
span->texcoords[u][i][2] = r * invQ;
- s += ds;
- t += dt;
- r += dr;
+ span->lambda[u][i] = 0.0;
+ s += dsdx;
+ t += dtdx;
+ r += drdx;
}
}
else {
@@ -398,79 +386,74 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
span->texcoords[u][i][0] = s * invQ;
span->texcoords[u][i][1] = t * invQ;
span->texcoords[u][i][2] = r * invQ;
- s += ds;
- t += dt;
- r += dr;
- q += dq;
+ span->lambda[u][i] = 0.0;
+ s += dsdx;
+ t += dtdx;
+ r += drdx;
+ q += dqdx;
}
}
- }
- }
- }
+ } /* lambda */
+ } /* if */
+ } /* for */
}
else {
- if (span->interpMask & SPAN_LAMBDA) {
+ /* single texture */
+ const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;
+ const struct gl_texture_image *img = obj->Image[obj->BaseLevel];
+ GLboolean needLambda = (obj->MinFilter != obj->MagFilter);
+ if (needLambda) {
/* just texture unit 0, with lambda */
- const GLfloat rho = span->rho[0];
- const GLfloat ds = span->texStep[0][0];
- const GLfloat dt = span->texStep[0][1];
- const GLfloat dr = span->texStep[0][2];
- const GLfloat dq = span->texStep[0][3];
+ const GLfloat texW = (GLfloat) img->Width;
+ const GLfloat texH = (GLfloat) img->Height;
+ const GLfloat dsdx = span->texStepX[0][0];
+ const GLfloat dsdy = span->texStepY[0][0];
+ const GLfloat dtdx = span->texStepX[0][1];
+ const GLfloat dtdy = span->texStepY[0][1];
+ const GLfloat drdx = span->texStepX[0][2];
+ const GLfloat dqdx = span->texStepX[0][3];
+ const GLfloat dqdy = span->texStepY[0][3];
GLfloat s = span->tex[0][0];
GLfloat t = span->tex[0][1];
GLfloat r = span->tex[0][2];
GLfloat q = span->tex[0][3];
GLuint i;
- if (dq == 0.0) {
- /* 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);
- const GLfloat lambda = HALF_LOG2(rho * invQ * invQ);
- for (i = 0; i < span->end; i++) {
- span->texcoords[0][i][0] = s * invQ;
- span->texcoords[0][i][1] = t * invQ;
- span->texcoords[0][i][2] = r * invQ;
- span->lambda[0][i] = lambda;
- s += ds;
- t += dt;
- r += dr;
- }
- }
- else {
- for (i = 0; i < span->end; i++) {
- const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
- span->texcoords[0][i][0] = s * invQ;
- span->texcoords[0][i][1] = t * invQ;
- span->texcoords[0][i][2] = r * invQ;
- span->lambda[0][i] = HALF_LOG2(rho * invQ * invQ);
- s += ds;
- t += dt;
- r += dr;
- q += dq;
- }
+ span->lambda[0][i] = compute_lambda(dsdx, dsdy, dtdx, dtdy,
+ dqdx, dqdy, texW, texH,
+ s, t, q, invQ);
+ span->texcoords[0][i][0] = s * invQ;
+ span->texcoords[0][i][1] = t * invQ;
+ span->texcoords[0][i][2] = r * invQ;
+ s += dsdx;
+ t += dtdx;
+ r += drdx;
+ q += dqdx;
}
span->arrayMask |= SPAN_LAMBDA;
}
else {
/* just texture 0, without lambda */
- const GLfloat ds = span->texStep[0][0];
- const GLfloat dt = span->texStep[0][1];
- const GLfloat dr = span->texStep[0][2];
- const GLfloat dq = span->texStep[0][3];
+ const GLfloat dsdx = span->texStepX[0][0];
+ const GLfloat dtdx = span->texStepX[0][1];
+ const GLfloat drdx = span->texStepX[0][2];
+ const GLfloat dqdx = span->texStepX[0][3];
GLfloat s = span->tex[0][0];
GLfloat t = span->tex[0][1];
GLfloat r = span->tex[0][2];
GLfloat q = span->tex[0][3];
GLuint i;
- if (dq == 0.0) {
+ if (dqdx == 0.0) {
/* 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++) {
span->texcoords[0][i][0] = s * invQ;
span->texcoords[0][i][1] = t * invQ;
span->texcoords[0][i][2] = r * invQ;
- s += ds;
- t += dt;
- r += dr;
+ s += dsdx;
+ t += dtdx;
+ r += drdx;
}
}
else {
@@ -479,10 +462,10 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span)
span->texcoords[0][i][0] = s * invQ;
span->texcoords[0][i][1] = t * invQ;
span->texcoords[0][i][2] = r * invQ;
- s += ds;
- t += dt;
- r += dr;
- q += dq;
+ s += dsdx;
+ t += dtdx;
+ r += drdx;
+ q += dqdx;
}
}
}