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-rw-r--r--src/mesa/swrast/s_triangle.c1930
1 files changed, 944 insertions, 986 deletions
diff --git a/src/mesa/swrast/s_triangle.c b/src/mesa/swrast/s_triangle.c
index 82c690502bf..29805a537a6 100644
--- a/src/mesa/swrast/s_triangle.c
+++ b/src/mesa/swrast/s_triangle.c
@@ -1,4 +1,4 @@
-/* $Id: s_triangle.c,v 1.25 2001/05/03 22:13:32 brianp Exp $ */
+/* $Id: s_triangle.c,v 1.26 2001/05/14 16:23:04 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -47,6 +47,9 @@
#include "s_feedback.h"
#include "s_span.h"
#include "s_triangle.h"
+#include "s_trispan.h"
+
+
GLboolean _mesa_cull_triangle( GLcontext *ctx,
const SWvertex *v0,
@@ -78,23 +81,18 @@ static void flat_ci_triangle( GLcontext *ctx,
#define INTERP_Z 1
#define INTERP_FOG 1
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
- { \
- const GLint n = RIGHT-LEFT; \
- GLint i; \
- GLdepth zspan[MAX_WIDTH]; \
- GLfloat fogspan[MAX_WIDTH]; \
- if (n>0) { \
- for (i=0;i<n;i++) { \
- zspan[i] = FixedToDepth(ffz); \
- ffz += fdzdx; \
- fogspan[i] = ffog; \
- ffog += dfogdx; \
- } \
- _mesa_write_monoindex_span( ctx, n, LEFT, Y, zspan, \
- fogspan, v0->index, GL_POLYGON ); \
- } \
- }
+#define RENDER_SPAN( span ) \
+ GLdepth zSpan[MAX_WIDTH]; \
+ GLfloat fogSpan[MAX_WIDTH]; \
+ GLuint i; \
+ for (i = 0; i < span.count; i++) { \
+ zSpan[i] = FixedToDepth(span.z); \
+ span.z += span.zStep; \
+ fogSpan[i] = span.fog; \
+ span.fog += span.fogStep; \
+ } \
+ _mesa_write_monoindex_span(ctx, span.count, span.x, span.y, \
+ zSpan, fogSpan, v0->index, GL_POLYGON );
#include "s_tritemp.h"
}
@@ -113,26 +111,21 @@ static void smooth_ci_triangle( GLcontext *ctx,
#define INTERP_FOG 1
#define INTERP_INDEX 1
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
- { \
- const GLint n = RIGHT-LEFT; \
- GLint i; \
- GLdepth zspan[MAX_WIDTH]; \
- GLfloat fogspan[MAX_WIDTH]; \
- GLuint index[MAX_WIDTH]; \
- if (n>0) { \
- for (i=0;i<n;i++) { \
- zspan[i] = FixedToDepth(ffz); \
- ffz += fdzdx; \
- index[i] = FixedToInt(ffi); \
- ffi += fdidx; \
- fogspan[i] = ffog; \
- ffog += dfogdx; \
- } \
- _mesa_write_index_span( ctx, n, LEFT, Y, zspan, fogspan, \
- index, GL_POLYGON ); \
- } \
- }
+#define RENDER_SPAN( span ) \
+ GLdepth zSpan[MAX_WIDTH]; \
+ GLfloat fogSpan[MAX_WIDTH]; \
+ GLuint indexSpan[MAX_WIDTH]; \
+ GLuint i; \
+ for (i = 0; i < span.count; i++) { \
+ zSpan[i] = FixedToDepth(span.z); \
+ span.z += span.zStep; \
+ indexSpan[i] = FixedToInt(span.index); \
+ span.index += span.indexStep; \
+ fogSpan[i] = span.fog; \
+ span.fog += span.fogStep; \
+ } \
+ _mesa_write_index_span(ctx, span.count, span.x, span.y, \
+ zSpan, fogSpan, indexSpan, GL_POLYGON);
#include "s_tritemp.h"
}
@@ -151,24 +144,18 @@ static void flat_rgba_triangle( GLcontext *ctx,
#define INTERP_FOG 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
- { \
- const GLint n = RIGHT-LEFT; \
- GLint i; \
- GLdepth zspan[MAX_WIDTH]; \
- GLfloat fogspan[MAX_WIDTH]; \
- if (n>0) { \
- for (i=0;i<n;i++) { \
- zspan[i] = FixedToDepth(ffz); \
- ffz += fdzdx; \
- fogspan[i] = ffog; \
- ffog += dfogdx; \
- } \
- _mesa_write_monocolor_span( ctx, n, LEFT, Y, zspan, \
- fogspan, v2->color, \
- GL_POLYGON ); \
- } \
- }
+#define RENDER_SPAN( span ) \
+ GLdepth zSpan[MAX_WIDTH]; \
+ GLfloat fogSpan[MAX_WIDTH]; \
+ GLuint i; \
+ for (i = 0; i < span.count; i++) { \
+ zSpan[i] = FixedToDepth(span.z); \
+ span.z += span.zStep; \
+ fogSpan[i] = span.fog; \
+ span.fog += span.fogStep; \
+ } \
+ _mesa_write_monocolor_span(ctx, span.count, span.x, span.y, \
+ zSpan, fogSpan, v2->color, GL_POLYGON );
#include "s_tritemp.h"
@@ -193,34 +180,28 @@ static void smooth_rgba_triangle( GLcontext *ctx,
#define INTERP_RGB 1
#define INTERP_ALPHA 1
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
- { \
- const GLint n = RIGHT-LEFT; \
- GLint i; \
- GLdepth zspan[MAX_WIDTH]; \
- GLchan rgba[MAX_WIDTH][4]; \
- GLfloat fogspan[MAX_WIDTH]; \
- if (n>0) { \
- for (i=0;i<n;i++) { \
- zspan[i] = FixedToDepth(ffz); \
- rgba[i][RCOMP] = FixedToInt(ffr); \
- rgba[i][GCOMP] = FixedToInt(ffg); \
- rgba[i][BCOMP] = FixedToInt(ffb); \
- rgba[i][ACOMP] = FixedToInt(ffa); \
- fogspan[i] = ffog;; \
- ffz += fdzdx; \
- ffr += fdrdx; \
- ffg += fdgdx; \
- ffb += fdbdx; \
- ffa += fdadx; \
- ffog += dfogdx; \
- } \
- _mesa_write_rgba_span( ctx, n, LEFT, Y, \
- (CONST GLdepth *) zspan, \
- fogspan, \
- rgba, GL_POLYGON ); \
- } \
- }
+#define RENDER_SPAN( span ) \
+ GLdepth zSpan[MAX_WIDTH]; \
+ GLchan rgbaSpan[MAX_WIDTH][4]; \
+ GLfloat fogSpan[MAX_WIDTH]; \
+ GLuint i; \
+ for (i = 0; i < span.count; i++) { \
+ rgbaSpan[i][RCOMP] = FixedToInt(span.red); \
+ rgbaSpan[i][GCOMP] = FixedToInt(span.green); \
+ rgbaSpan[i][BCOMP] = FixedToInt(span.blue); \
+ rgbaSpan[i][ACOMP] = FixedToInt(span.alpha); \
+ span.red += span.redStep; \
+ span.green += span.greenStep; \
+ span.blue += span.blueStep; \
+ span.alpha += span.alphaStep; \
+ zSpan[i] = FixedToDepth(span.z); \
+ span.z += span.zStep; \
+ fogSpan[i] = span.fog; \
+ span.fog += span.fogStep; \
+ } \
+ _mesa_write_rgba_span(ctx, span.count, span.x, span.y, \
+ (CONST GLdepth *) zSpan, \
+ fogSpan, rgbaSpan, GL_POLYGON);
#include "s_tritemp.h"
@@ -243,44 +224,40 @@ static void simple_textured_triangle( GLcontext *ctx,
#define INTERP_INT_TEX 1
#define S_SCALE twidth
#define T_SCALE theight
+
#define SETUP_CODE \
SWcontext *swrast = SWRAST_CONTEXT(ctx); \
struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D; \
GLint b = obj->BaseLevel; \
- GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
- GLfloat theight = (GLfloat) obj->Image[b]->Height; \
- GLint twidth_log2 = obj->Image[b]->WidthLog2; \
+ const GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
+ const GLfloat theight = (GLfloat) obj->Image[b]->Height; \
+ const GLint twidth_log2 = obj->Image[b]->WidthLog2; \
const GLchan *texture = (const GLchan *) obj->Image[b]->Data; \
- GLint smask = obj->Image[b]->Width - 1; \
- GLint tmask = obj->Image[b]->Height - 1; \
+ const GLint smask = obj->Image[b]->Width - 1; \
+ const GLint tmask = obj->Image[b]->Height - 1; \
if (!texture) { \
/* this shouldn't happen */ \
return; \
}
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
- { \
- CONST GLint n = RIGHT-LEFT; \
- GLint i; \
- GLchan rgb[MAX_WIDTH][3]; \
- if (n>0) { \
- ffs -= FIXED_HALF; /* off-by-one error? */ \
- fft -= FIXED_HALF; \
- for (i=0;i<n;i++) { \
- GLint s = FixedToInt(ffs) & smask; \
- GLint t = FixedToInt(fft) & tmask; \
- GLint pos = (t << twidth_log2) + s; \
- pos = pos + pos + pos; /* multiply by 3 */ \
- rgb[i][RCOMP] = texture[pos]; \
- rgb[i][GCOMP] = texture[pos+1]; \
- rgb[i][BCOMP] = texture[pos+2]; \
- ffs += fdsdx; \
- fft += fdtdx; \
- } \
- (*swrast->Driver.WriteRGBSpan)( ctx, n, LEFT, Y, \
- (CONST GLchan (*)[3]) rgb, NULL ); \
- } \
- }
+#define RENDER_SPAN( span ) \
+ GLchan rgbSpan[MAX_WIDTH][3]; \
+ GLuint i; \
+ span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \
+ span.intTex[1] -= FIXED_HALF; \
+ for (i = 0; i < span.count; i++) { \
+ GLint s = FixedToInt(span.intTex[0]) & smask; \
+ GLint t = FixedToInt(span.intTex[1]) & tmask; \
+ GLint pos = (t << twidth_log2) + s; \
+ pos = pos + pos + pos; /* multiply by 3 */ \
+ rgbSpan[i][RCOMP] = texture[pos]; \
+ rgbSpan[i][GCOMP] = texture[pos+1]; \
+ rgbSpan[i][BCOMP] = texture[pos+2]; \
+ span.intTex[0] += span.intTexStep[0]; \
+ span.intTex[1] += span.intTexStep[1]; \
+ } \
+ (*swrast->Driver.WriteRGBSpan)(ctx, span.count, span.x, span.y, \
+ (CONST GLchan (*)[3]) rgbSpan, NULL );
#include "s_tritemp.h"
}
@@ -303,6 +280,7 @@ static void simple_z_textured_triangle( GLcontext *ctx,
#define INTERP_INT_TEX 1
#define S_SCALE twidth
#define T_SCALE theight
+
#define SETUP_CODE \
SWcontext *swrast = SWRAST_CONTEXT(ctx); \
struct gl_texture_object *obj = ctx->Texture.Unit[0].Current2D; \
@@ -318,110 +296,58 @@ static void simple_z_textured_triangle( GLcontext *ctx,
return; \
}
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
- { \
- CONST GLint n = RIGHT-LEFT; \
- GLint i; \
- GLchan rgb[MAX_WIDTH][3]; \
- GLubyte mask[MAX_WIDTH]; \
- if (n>0) { \
- ffs -= FIXED_HALF; /* off-by-one error? */ \
- fft -= FIXED_HALF; \
- for (i=0;i<n;i++) { \
- GLdepth z = FixedToDepth(ffz); \
- if (z < zRow[i]) { \
- GLint s = FixedToInt(ffs) & smask; \
- GLint t = FixedToInt(fft) & tmask; \
- GLint pos = (t << twidth_log2) + s; \
- pos = pos + pos + pos; /* multiply by 3 */ \
- rgb[i][RCOMP] = texture[pos]; \
- rgb[i][GCOMP] = texture[pos+1]; \
- rgb[i][BCOMP] = texture[pos+2]; \
- zRow[i] = z; \
- mask[i] = 1; \
- } \
- else { \
- mask[i] = 0; \
- } \
- ffz += fdzdx; \
- ffs += fdsdx; \
- fft += fdtdx; \
- } \
- (*swrast->Driver.WriteRGBSpan)( ctx, n, LEFT, Y, \
- (CONST GLchan (*)[3]) rgb, mask ); \
- } \
- }
+#define RENDER_SPAN( span ) \
+ GLchan rgbSpan[MAX_WIDTH][3]; \
+ GLubyte mask[MAX_WIDTH]; \
+ GLuint i; \
+ span.intTex[0] -= FIXED_HALF; /* off-by-one error? */ \
+ span.intTex[1] -= FIXED_HALF; \
+ for (i = 0; i < span.count; i++) { \
+ const GLdepth z = FixedToDepth(span.z); \
+ if (z < zRow[i]) { \
+ GLint s = FixedToInt(span.intTex[0]) & smask; \
+ GLint t = FixedToInt(span.intTex[1]) & tmask; \
+ GLint pos = (t << twidth_log2) + s; \
+ pos = pos + pos + pos; /* multiply by 3 */ \
+ rgbSpan[i][RCOMP] = texture[pos]; \
+ rgbSpan[i][GCOMP] = texture[pos+1]; \
+ rgbSpan[i][BCOMP] = texture[pos+2]; \
+ zRow[i] = z; \
+ mask[i] = 1; \
+ } \
+ else { \
+ mask[i] = 0; \
+ } \
+ span.intTex[0] += span.intTexStep[0]; \
+ span.intTex[1] += span.intTexStep[1]; \
+ span.z += span.zStep; \
+ } \
+ (*swrast->Driver.WriteRGBSpan)(ctx, span.count, span.x, span.y, \
+ (CONST GLchan (*)[3]) rgbSpan, mask );
#include "s_tritemp.h"
}
-/*
- * Render an RGB/RGBA textured triangle without perspective correction.
- */
-static void affine_textured_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
+struct affine_info
{
-#define INTERP_Z 1
-#define INTERP_FOG 1
-#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define INTERP_RGB 1
-#define INTERP_ALPHA 1
-#define INTERP_INT_TEX 1
-#define S_SCALE twidth
-#define T_SCALE theight
-#define SETUP_CODE \
- struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
- struct gl_texture_object *obj = unit->Current2D; \
- GLint b = obj->BaseLevel; \
- GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
- GLfloat theight = (GLfloat) obj->Image[b]->Height; \
- GLint twidth_log2 = obj->Image[b]->WidthLog2; \
- const GLchan *texture = (const GLchan *) obj->Image[b]->Data; \
- GLint smask = obj->Image[b]->Width - 1; \
- GLint tmask = obj->Image[b]->Height - 1; \
- GLint format = obj->Image[b]->Format; \
- GLint filter = obj->MinFilter; \
- GLint envmode = unit->EnvMode; \
- GLint comp, tbytesline, tsize; \
- GLfixed er, eg, eb, ea; \
- GLint tr, tg, tb, ta; \
- if (!texture) { \
- /* this shouldn't happen */ \
- return; \
- } \
- if (envmode == GL_BLEND || envmode == GL_ADD) { \
- /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \
- er = FloatToFixed(unit->EnvColor[RCOMP]); \
- eg = FloatToFixed(unit->EnvColor[GCOMP]); \
- eb = FloatToFixed(unit->EnvColor[BCOMP]); \
- ea = FloatToFixed(unit->EnvColor[ACOMP]); \
- } \
- switch (format) { \
- case GL_ALPHA: \
- case GL_LUMINANCE: \
- case GL_INTENSITY: \
- comp = 1; \
- break; \
- case GL_LUMINANCE_ALPHA: \
- comp = 2; \
- break; \
- case GL_RGB: \
- comp = 3; \
- break; \
- case GL_RGBA: \
- comp = 4; \
- break; \
- default: \
- _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
- return; \
- } \
- tbytesline = obj->Image[b]->Width * comp; \
- tsize = obj->Image[b]->Height * tbytesline;
+ GLenum filter;
+ GLenum format;
+ GLenum envmode;
+ GLint smask, tmask;
+ GLint twidth_log2;
+ const GLchan *texture;
+ GLchan er, eg, eb, ea;
+ GLint tbytesline, tsize;
+ GLint fixedToDepthShift;
+};
+static void
+affine_span(GLcontext *ctx, struct triangle_span *span,
+ struct affine_info *info)
+{
+ GLint tr, tg, tb, ta;
/* Instead of defining a function for each mode, a test is done
* between the outer and inner loops. This is to reduce code size
@@ -429,66 +355,75 @@ static void affine_textured_triangle( GLcontext *ctx,
* unused variables (for instance tf,sf,ti,si in case of GL_NEAREST).
*/
-#define NEAREST_RGB \
- tr = tex00[RCOMP]; \
- tg = tex00[GCOMP]; \
- tb = tex00[BCOMP]; \
+#define NEAREST_RGB \
+ tr = tex00[RCOMP]; \
+ tg = tex00[GCOMP]; \
+ tb = tex00[BCOMP]; \
ta = 0xff
-#define LINEAR_RGB \
- tr = (ti * (si * tex00[0] + sf * tex01[0]) + \
- tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT; \
- tg = (ti * (si * tex00[1] + sf * tex01[1]) + \
- tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT; \
- tb = (ti * (si * tex00[2] + sf * tex01[2]) + \
- tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT; \
+#define LINEAR_RGB \
+ tr = (ti * (si * tex00[0] + sf * tex01[0]) + \
+ tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT; \
+ tg = (ti * (si * tex00[1] + sf * tex01[1]) + \
+ tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT; \
+ tb = (ti * (si * tex00[2] + sf * tex01[2]) + \
+ tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT; \
ta = 0xff
-#define NEAREST_RGBA \
- tr = tex00[RCOMP]; \
- tg = tex00[GCOMP]; \
- tb = tex00[BCOMP]; \
+#define NEAREST_RGBA \
+ tr = tex00[RCOMP]; \
+ tg = tex00[GCOMP]; \
+ tb = tex00[BCOMP]; \
ta = tex00[ACOMP]
-#define LINEAR_RGBA \
- tr = (ti * (si * tex00[0] + sf * tex01[0]) + \
- tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT; \
- tg = (ti * (si * tex00[1] + sf * tex01[1]) + \
- tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT; \
- tb = (ti * (si * tex00[2] + sf * tex01[2]) + \
- tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT; \
- ta = (ti * (si * tex00[3] + sf * tex01[3]) + \
+#define LINEAR_RGBA \
+ tr = (ti * (si * tex00[0] + sf * tex01[0]) + \
+ tf * (si * tex10[0] + sf * tex11[0])) >> 2 * FIXED_SHIFT; \
+ tg = (ti * (si * tex00[1] + sf * tex01[1]) + \
+ tf * (si * tex10[1] + sf * tex11[1])) >> 2 * FIXED_SHIFT; \
+ tb = (ti * (si * tex00[2] + sf * tex01[2]) + \
+ tf * (si * tex10[2] + sf * tex11[2])) >> 2 * FIXED_SHIFT; \
+ ta = (ti * (si * tex00[3] + sf * tex01[3]) + \
tf * (si * tex10[3] + sf * tex11[3])) >> 2 * FIXED_SHIFT
-#define MODULATE \
- dest[RCOMP] = ffr * (tr + 1) >> (FIXED_SHIFT + 8); \
- dest[GCOMP] = ffg * (tg + 1) >> (FIXED_SHIFT + 8); \
- dest[BCOMP] = ffb * (tb + 1) >> (FIXED_SHIFT + 8); \
- dest[ACOMP] = ffa * (ta + 1) >> (FIXED_SHIFT + 8)
-
-#define DECAL \
- dest[RCOMP] = ((0xff - ta) * ffr + ((ta + 1) * tr << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
- dest[GCOMP] = ((0xff - ta) * ffg + ((ta + 1) * tg << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
- dest[BCOMP] = ((0xff - ta) * ffb + ((ta + 1) * tb << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
- dest[ACOMP] = FixedToInt(ffa)
-
-#define BLEND \
- dest[RCOMP] = ((0xff - tr) * ffr + (tr + 1) * er) >> (FIXED_SHIFT + 8); \
- dest[GCOMP] = ((0xff - tg) * ffg + (tg + 1) * eg) >> (FIXED_SHIFT + 8); \
- dest[BCOMP] = ((0xff - tb) * ffb + (tb + 1) * eb) >> (FIXED_SHIFT + 8); \
- dest[ACOMP] = ffa * (ta + 1) >> (FIXED_SHIFT + 8)
-
-#define REPLACE \
- dest[RCOMP] = tr; \
- dest[GCOMP] = tg; \
- dest[BCOMP] = tb; \
+#define MODULATE \
+ dest[RCOMP] = span->red * (tr + 1) >> (FIXED_SHIFT + 8); \
+ dest[GCOMP] = span->green * (tg + 1) >> (FIXED_SHIFT + 8); \
+ dest[BCOMP] = span->blue * (tb + 1) >> (FIXED_SHIFT + 8); \
+ dest[ACOMP] = span->alpha * (ta + 1) >> (FIXED_SHIFT + 8)
+
+#define DECAL \
+ dest[RCOMP] = ((0xff - ta) * span->red \
+ + ((ta + 1) * tr << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
+ dest[GCOMP] = ((0xff - ta) * span->green \
+ + ((ta + 1) * tg << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
+ dest[BCOMP] = ((0xff - ta) * span->blue \
+ + ((ta + 1) * tb << FIXED_SHIFT)) >> (FIXED_SHIFT + 8); \
+ dest[ACOMP] = FixedToInt(span->alpha)
+
+#define BLEND \
+ dest[RCOMP] = ((0xff - tr) * span->red \
+ + (tr + 1) * info->er) >> (FIXED_SHIFT + 8); \
+ dest[GCOMP] = ((0xff - tg) * span->green \
+ + (tg + 1) * info->eg) >> (FIXED_SHIFT + 8); \
+ dest[BCOMP] = ((0xff - tb) * span->blue \
+ + (tb + 1) * info->eb) >> (FIXED_SHIFT + 8); \
+ dest[ACOMP] = span->alpha * (ta + 1) >> (FIXED_SHIFT + 8)
+
+#define REPLACE \
+ dest[RCOMP] = tr; \
+ dest[GCOMP] = tg; \
+ dest[BCOMP] = tb; \
dest[ACOMP] = ta
-#define ADD \
- dest[RCOMP] = ((ffr << 8) + (tr + 1) * er) >> (FIXED_SHIFT + 8); \
- dest[GCOMP] = ((ffg << 8) + (tg + 1) * eg) >> (FIXED_SHIFT + 8); \
- dest[BCOMP] = ((ffb << 8) + (tb + 1) * eb) >> (FIXED_SHIFT + 8); \
- dest[ACOMP] = ffa * (ta + 1) >> (FIXED_SHIFT + 8)
+#define ADD \
+ dest[RCOMP] = ((span->red << 8) \
+ + (tr + 1) * info->er) >> (FIXED_SHIFT + 8); \
+ dest[GCOMP] = ((span->green << 8) \
+ + (tg + 1) * info->eg) >> (FIXED_SHIFT + 8); \
+ dest[BCOMP] = ((span->blue << 8) \
+ + (tb + 1) * info->eb) >> (FIXED_SHIFT + 8); \
+ dest[ACOMP] = span->alpha * (ta + 1) >> (FIXED_SHIFT + 8)
/* shortcuts */
@@ -496,181 +431,252 @@ static void affine_textured_triangle( GLcontext *ctx,
#define NEAREST_RGBA_REPLACE *(GLint *)dest = *(GLint *)tex00
-#define SPAN1(DO_TEX,COMP) \
- for (i=0;i<n;i++) { \
- GLint s = FixedToInt(ffs) & smask; \
- GLint t = FixedToInt(fft) & tmask; \
- GLint pos = (t << twidth_log2) + s; \
- const GLchan *tex00 = texture + COMP * pos; \
- zspan[i] = FixedToDepth(ffz); \
- fogspan[i] = ffog;; \
- DO_TEX; \
- ffog += dfogdx; \
- ffz += fdzdx; \
- ffr += fdrdx; \
- ffg += fdgdx; \
- ffb += fdbdx; \
- ffa += fdadx; \
- ffs += fdsdx; \
- fft += fdtdx; \
- dest += 4; \
+#define SPAN1(DO_TEX,COMP) \
+ for (i = 0; i < span->count; i++) { \
+ GLint s = FixedToInt(span->intTex[0]) & info->smask; \
+ GLint t = FixedToInt(span->intTex[1]) & info->tmask; \
+ GLint pos = (t << info->twidth_log2) + s; \
+ const GLchan *tex00 = info->texture + COMP * pos; \
+ zspan[i] = FixedToDepth(span->z); \
+ fogspan[i] = span->fog; \
+ DO_TEX; \
+ span->fog += span->fogStep; \
+ span->z += span->zStep; \
+ span->red += span->redStep; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
+ span->alpha += span->alphaStep; \
+ span->intTex[0] += span->intTexStep[0]; \
+ span->intTex[1] += span->intTexStep[1]; \
+ dest += 4; \
}
-#define SPAN2(DO_TEX,COMP) \
- for (i=0;i<n;i++) { \
- GLint s = FixedToInt(ffs) & smask; \
- GLint t = FixedToInt(fft) & tmask; \
- GLint sf = ffs & FIXED_FRAC_MASK; \
- GLint tf = fft & FIXED_FRAC_MASK; \
- GLint si = FIXED_FRAC_MASK - sf; \
- GLint ti = FIXED_FRAC_MASK - tf; \
- GLint pos = (t << twidth_log2) + s; \
- const GLchan *tex00 = texture + COMP * pos; \
- const GLchan *tex10 = tex00 + tbytesline; \
- const GLchan *tex01 = tex00 + COMP; \
- const GLchan *tex11 = tex10 + COMP; \
- if (t == tmask) { \
- tex10 -= tsize; \
- tex11 -= tsize; \
- } \
- if (s == smask) { \
- tex01 -= tbytesline; \
- tex11 -= tbytesline; \
- } \
- zspan[i] = FixedToDepth(ffz); \
- fogspan[i] = ffog; \
- DO_TEX; \
- ffog += dfogdx; \
- ffz += fdzdx; \
- ffr += fdrdx; \
- ffg += fdgdx; \
- ffb += fdbdx; \
- ffa += fdadx; \
- ffs += fdsdx; \
- fft += fdtdx; \
- dest += 4; \
+#define SPAN2(DO_TEX,COMP) \
+ for (i = 0; i < span->count; i++) { \
+ GLint s = FixedToInt(span->intTex[0]) & info->smask; \
+ GLint t = FixedToInt(span->intTex[1]) & info->tmask; \
+ GLint sf = span->intTex[0] & FIXED_FRAC_MASK; \
+ GLint tf = span->intTex[1] & FIXED_FRAC_MASK; \
+ GLint si = FIXED_FRAC_MASK - sf; \
+ GLint ti = FIXED_FRAC_MASK - tf; \
+ GLint pos = (t << info->twidth_log2) + s; \
+ const GLchan *tex00 = info->texture + COMP * pos; \
+ const GLchan *tex10 = tex00 + info->tbytesline; \
+ const GLchan *tex01 = tex00 + COMP; \
+ const GLchan *tex11 = tex10 + COMP; \
+ (void) ti; \
+ (void) si; \
+ if (t == info->tmask) { \
+ tex10 -= info->tsize; \
+ tex11 -= info->tsize; \
+ } \
+ if (s == info->smask) { \
+ tex01 -= info->tbytesline; \
+ tex11 -= info->tbytesline; \
+ } \
+ zspan[i] = FixedToDepth(span->z); \
+ fogspan[i] = span->fog; \
+ DO_TEX; \
+ span->fog += span->fogStep; \
+ span->z += span->zStep; \
+ span->red += span->redStep; \
+ span->green += span->greenStep; \
+ span->blue += span->blueStep; \
+ span->alpha += span->alphaStep; \
+ span->intTex[0] += span->intTexStep[0]; \
+ span->intTex[1] += span->intTexStep[1]; \
+ dest += 4; \
}
-/* here comes the heavy part.. (something for the compiler to chew on) */
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
- { \
- CONST GLint n = RIGHT-LEFT; \
- GLint i; \
- GLdepth zspan[MAX_WIDTH]; \
- GLfloat fogspan[MAX_WIDTH]; \
- GLchan rgba[MAX_WIDTH][4]; \
- if (n>0) { \
- GLchan *dest = rgba[0]; \
- ffs -= FIXED_HALF; /* off-by-one error? */ \
- fft -= FIXED_HALF; \
- switch (filter) { \
- case GL_NEAREST: \
- switch (format) { \
- case GL_RGB: \
- switch (envmode) { \
- case GL_MODULATE: \
- SPAN1(NEAREST_RGB;MODULATE,3); \
- break; \
- case GL_DECAL: \
- case GL_REPLACE: \
- SPAN1(NEAREST_RGB_REPLACE,3); \
- break; \
- case GL_BLEND: \
- SPAN1(NEAREST_RGB;BLEND,3); \
- break; \
- case GL_ADD: \
- SPAN1(NEAREST_RGB;ADD,3); \
- break; \
- default: /* unexpected env mode */ \
- abort(); \
- } \
- break; \
- case GL_RGBA: \
- switch(envmode) { \
- case GL_MODULATE: \
- SPAN1(NEAREST_RGBA;MODULATE,4); \
- break; \
- case GL_DECAL: \
- SPAN1(NEAREST_RGBA;DECAL,4); \
- break; \
- case GL_BLEND: \
- SPAN1(NEAREST_RGBA;BLEND,4); \
- break; \
- case GL_ADD: \
- SPAN1(NEAREST_RGBA;ADD,4); \
- break; \
- case GL_REPLACE: \
- SPAN1(NEAREST_RGBA_REPLACE,4); \
- break; \
- default: /* unexpected env mode */ \
- abort(); \
- } \
- break; \
- } \
- break; \
- case GL_LINEAR: \
- ffs -= FIXED_HALF; \
- fft -= FIXED_HALF; \
- switch (format) { \
- case GL_RGB: \
- switch (envmode) { \
- case GL_MODULATE: \
- SPAN2(LINEAR_RGB;MODULATE,3); \
- break; \
- case GL_DECAL: \
- case GL_REPLACE: \
- SPAN2(LINEAR_RGB;REPLACE,3); \
- break; \
- case GL_BLEND: \
- SPAN2(LINEAR_RGB;BLEND,3); \
- break; \
- case GL_ADD: \
- SPAN2(LINEAR_RGB;ADD,3); \
- break; \
- default: /* unexpected env mode */ \
- abort(); \
- } \
- break; \
- case GL_RGBA: \
- switch (envmode) { \
- case GL_MODULATE: \
- SPAN2(LINEAR_RGBA;MODULATE,4); \
- break; \
- case GL_DECAL: \
- SPAN2(LINEAR_RGBA;DECAL,4); \
- break; \
- case GL_BLEND: \
- SPAN2(LINEAR_RGBA;BLEND,4); \
- break; \
- case GL_ADD: \
- SPAN2(LINEAR_RGBA;ADD,4); \
- break; \
- case GL_REPLACE: \
- SPAN2(LINEAR_RGBA;REPLACE,4); \
- break; \
- default: /* unexpected env mode */ \
- abort(); \
- } \
- break; \
- } \
- break; \
- } \
- _mesa_write_rgba_span(ctx, n, LEFT, Y, zspan, \
- fogspan, \
- rgba, GL_POLYGON); \
- /* explicit kill of variables: */ \
- ffr = ffg = ffb = ffa = 0; \
- } \
- }
+#define FixedToDepth(F) ((F) >> fixedToDepthShift)
+
+ GLuint i;
+ GLdepth zspan[MAX_WIDTH];
+ GLfloat fogspan[MAX_WIDTH];
+ GLchan rgba[MAX_WIDTH][4];
+ GLchan *dest = rgba[0];
+ const GLint fixedToDepthShift = info->fixedToDepthShift;
+
+ span->intTex[0] -= FIXED_HALF;
+ span->intTex[1] -= FIXED_HALF;
+ switch (info->filter) {
+ case GL_NEAREST:
+ switch (info->format) {
+ case GL_RGB:
+ switch (info->envmode) {
+ case GL_MODULATE:
+ SPAN1(NEAREST_RGB;MODULATE,3);
+ break;
+ case GL_DECAL:
+ case GL_REPLACE:
+ SPAN1(NEAREST_RGB_REPLACE,3);
+ break;
+ case GL_BLEND:
+ SPAN1(NEAREST_RGB;BLEND,3);
+ break;
+ case GL_ADD:
+ SPAN1(NEAREST_RGB;ADD,3);
+ break;
+ default:
+ abort();
+ }
+ break;
+ case GL_RGBA:
+ switch(info->envmode) {
+ case GL_MODULATE:
+ SPAN1(NEAREST_RGBA;MODULATE,4);
+ break;
+ case GL_DECAL:
+ SPAN1(NEAREST_RGBA;DECAL,4);
+ break;
+ case GL_BLEND:
+ SPAN1(NEAREST_RGBA;BLEND,4);
+ break;
+ case GL_ADD:
+ SPAN1(NEAREST_RGBA;ADD,4);
+ break;
+ case GL_REPLACE:
+ SPAN1(NEAREST_RGBA_REPLACE,4);
+ break;
+ default:
+ abort();
+ }
+ break;
+ }
+ break;
+
+ case GL_LINEAR:
+ span->intTex[0] -= FIXED_HALF;
+ span->intTex[1] -= FIXED_HALF;
+ switch (info->format) {
+ case GL_RGB:
+ switch (info->envmode) {
+ case GL_MODULATE:
+ SPAN2(LINEAR_RGB;MODULATE,3);
+ break;
+ case GL_DECAL:
+ case GL_REPLACE:
+ SPAN2(LINEAR_RGB;REPLACE,3);
+ break;
+ case GL_BLEND:
+ SPAN2(LINEAR_RGB;BLEND,3);
+ break;
+ case GL_ADD:
+ SPAN2(LINEAR_RGB;ADD,3);
+ break;
+ default:
+ abort();
+ }
+ break;
+ case GL_RGBA:
+ switch (info->envmode) {
+ case GL_MODULATE:
+ SPAN2(LINEAR_RGBA;MODULATE,4);
+ break;
+ case GL_DECAL:
+ SPAN2(LINEAR_RGBA;DECAL,4);
+ break;
+ case GL_BLEND:
+ SPAN2(LINEAR_RGBA;BLEND,4);
+ break;
+ case GL_ADD:
+ SPAN2(LINEAR_RGBA;ADD,4);
+ break;
+ case GL_REPLACE:
+ SPAN2(LINEAR_RGBA;REPLACE,4);
+ break;
+ default:
+ abort();
+ } break;
+ }
+ break;
+ }
+ _mesa_write_rgba_span(ctx, span->count, span->x, span->y,
+ zspan, fogspan, rgba, GL_POLYGON);
-#include "s_tritemp.h"
#undef SPAN1
#undef SPAN2
+#undef FixedToDepth
}
/*
+ * Render an RGB/RGBA textured triangle without perspective correction.
+ */
+static void affine_textured_triangle( GLcontext *ctx,
+ const SWvertex *v0,
+ const SWvertex *v1,
+ const SWvertex *v2 )
+{
+#define INTERP_Z 1
+#define INTERP_FOG 1
+#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
+#define INTERP_RGB 1
+#define INTERP_ALPHA 1
+#define INTERP_INT_TEX 1
+#define S_SCALE twidth
+#define T_SCALE theight
+
+#define SETUP_CODE
+ struct affine_info info;
+ struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
+ struct gl_texture_object *obj = unit->Current2D; \
+ GLint b = obj->BaseLevel; \
+ GLfloat twidth = (GLfloat) obj->Image[b]->Width; \
+ GLfloat theight = (GLfloat) obj->Image[b]->Height; \
+ info.fixedToDepthShift = ctx->Visual.depthBits <= 16 ? FIXED_SHIFT : 0;\
+ info.texture = (const GLchan *) obj->Image[b]->Data; \
+ info.twidth_log2 = obj->Image[b]->WidthLog2; \
+ info.smask = obj->Image[b]->Width - 1; \
+ info.tmask = obj->Image[b]->Height - 1; \
+ info.format = obj->Image[b]->Format; \
+ info.filter = obj->MinFilter; \
+ info.envmode = unit->EnvMode; \
+ \
+ if (info.envmode == GL_BLEND) { \
+ /* potential off-by-one error here? (1.0f -> 2048 -> 0) */ \
+ info.er = FloatToFixed(unit->EnvColor[RCOMP]); \
+ info.eg = FloatToFixed(unit->EnvColor[GCOMP]); \
+ info.eb = FloatToFixed(unit->EnvColor[BCOMP]); \
+ info.ea = FloatToFixed(unit->EnvColor[ACOMP]); \
+ } \
+ if (!info.texture) { \
+ /* this shouldn't happen */ \
+ return; \
+ } \
+ \
+ switch (info.format) { \
+ case GL_ALPHA: \
+ case GL_LUMINANCE: \
+ case GL_INTENSITY: \
+ info.tbytesline = obj->Image[b]->Width; \
+ break; \
+ case GL_LUMINANCE_ALPHA: \
+ info.tbytesline = obj->Image[b]->Width * 2; \
+ break; \
+ case GL_RGB: \
+ info.tbytesline = obj->Image[b]->Width * 3; \
+ break; \
+ case GL_RGBA: \
+ info.tbytesline = obj->Image[b]->Width * 4; \
+ break; \
+ default: \
+ _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
+ return; \
+ } \
+ info.tsize = obj->Image[b]->Height * info.tbytesline;
+
+#define RENDER_SPAN( span ) \
+ affine_span(ctx, &span, &info);
+
+#include "s_tritemp.h"
+
+}
+
+
+#if 0 /* XXX disabled because of texcoord interpolation errors */
+/*
* Render an perspective corrected RGB/RGBA textured triangle.
* The Q (aka V in Mesa) coordinate must be zero such that the divide
* by interpolated Q/W comes out right.
@@ -681,7 +687,6 @@ static void affine_textured_triangle( GLcontext *ctx,
* This function written by Klaus Niederkrueger <[email protected]>
* Send all questions and bug reports to him.
*/
-#if 0 /* XXX disabled because of texcoord interpolation errors */
static void near_persp_textured_triangle(GLcontext *ctx,
const SWvertex *v0,
const SWvertex *v1,
@@ -701,6 +706,7 @@ static void near_persp_textured_triangle(GLcontext *ctx,
#define INTERP_RGB 1
#define INTERP_ALPHA 1
#define INTERP_TEX 1
+
#define SETUP_CODE \
struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
struct gl_texture_object *obj = unit->Current2D; \
@@ -737,15 +743,15 @@ static void near_persp_textured_triangle(GLcontext *ctx,
GLint t = (int)(TT * invQ + BIAS) & tmask; \
GLint pos = COMP * ((t << twidth_log2) + s); \
const GLchan *tex00 = texture + pos; \
- zspan[i] = FixedToDepth(ffz); \
- fogspan[i] = ffog; \
+ zspan[i] = FixedToDepth(span.z); \
+ fogspan[i] = span.fog; \
DO_TEX; \
- ffog += dfogdx; \
- ffz += fdzdx; \
- ffr += fdrdx; \
- ffg += fdgdx; \
- ffb += fdbdx; \
- ffa += fdadx; \
+ span.fog += span.fogStep; \
+ span.z += span.zStep; \
+ span.red += span.redStep; \
+ span.green += span.greenStep; \
+ span.blue += span.blueStep; \
+ span.alpha += span.alphaStep; \
SS += dSdx; \
TT += dTdx; \
vv += dvdx; \
@@ -907,15 +913,15 @@ static void near_persp_textured_triangle(GLcontext *ctx,
if (j>n || j<-100000) \
j = n; \
while (i<j) { \
- zspan[i] = FixedToDepth(ffz); \
- fogspan[i] = ffog; \
+ zspan[i] = FixedToDepth(span.z); \
+ fogspan[i] = span.fog; \
DO_TEX; \
- ffog += dfogdx; \
- ffz += fdzdx; \
- ffr += fdrdx; \
- ffg += fdgdx; \
- ffb += fdbdx; \
- ffa += fdadx; \
+ span.fog += span.fogStep; \
+ span.z += span.zStep; \
+ span.red += span.redStep; \
+ span.green += span.greenStep; \
+ span.blue += span.blueStep; \
+ span.alpha += span.alphaStep; \
dest += 4; \
i++; \
} \
@@ -1395,7 +1401,7 @@ static void near_persp_textured_triangle(GLcontext *ctx,
} \
_mesa_write_rgba_span( ctx, n, LEFT, Y, zspan, \
fogspan, rgba, GL_POLYGON); \
- ffr = ffg = ffb = ffa = 0; \
+ span.red = span.green = span.blue = span.alpha = 0; \
} \
} \
@@ -1413,6 +1419,7 @@ static void near_persp_textured_triangle(GLcontext *ctx,
#endif
+#if 0 /* XXX disabled because of texcoord interpolation errors */
/*
* Render an perspective corrected RGB/RGBA textured triangle.
* The Q (aka V in Mesa) coordinate must be zero such that the divide
@@ -1421,7 +1428,6 @@ static void near_persp_textured_triangle(GLcontext *ctx,
* This function written by Klaus Niederkrueger <[email protected]>
* Send all questions and bug reports to him.
*/
-#if 0 /* XXX disabled because of texcoord interpolation errors */
static void lin_persp_textured_triangle( GLcontext *ctx,
const SWvertex *v0,
const SWvertex *v1,
@@ -1433,6 +1439,7 @@ static void lin_persp_textured_triangle( GLcontext *ctx,
#define INTERP_RGB 1
#define INTERP_ALPHA 1
#define INTERP_TEX 1
+
#define SETUP_CODE \
struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
struct gl_texture_object *obj = unit->Current2D; \
@@ -1483,43 +1490,43 @@ static void lin_persp_textured_triangle( GLcontext *ctx,
tsize = theight * tbytesline;
-#define SPAN(DO_TEX,COMP) \
- for (i=0;i<n;i++) { \
- GLfloat invQ = 1.0f / vv; \
- GLfixed ffs = (int)(SS * invQ); \
- GLfixed fft = (int)(TT * invQ); \
- GLint s = FixedToInt(ffs) & smask; \
- GLint t = FixedToInt(fft) & tmask; \
- GLint sf = ffs & FIXED_FRAC_MASK; \
- GLint tf = fft & FIXED_FRAC_MASK; \
- GLint si = FIXED_FRAC_MASK - sf; \
- GLint ti = FIXED_FRAC_MASK - tf; \
- GLint pos = COMP * ((t << twidth_log2) + s); \
- GLchan *tex00 = texture + pos; \
- GLchan *tex10 = tex00 + tbytesline; \
- GLchan *tex01 = tex00 + COMP; \
- GLchan *tex11 = tex10 + COMP; \
- if (t == tmask) { \
- tex10 -= tsize; \
- tex11 -= tsize; \
- } \
- if (s == smask) { \
- tex01 -= tbytesline; \
- tex11 -= tbytesline; \
- } \
- zspan[i] = FixedToDepth(ffz); \
- fogspan[i] = ffog; \
- DO_TEX; \
- ffog += dfogdx; \
- ffz += fdzdx; \
- ffr += fdrdx; \
- ffg += fdgdx; \
- ffb += fdbdx; \
- ffa += fdadx; \
- SS += dSdx; \
- TT += dTdx; \
- vv += dvdx; \
- dest += 4; \
+#define SPAN(DO_TEX,COMP) \
+ for (i=0;i<n;i++) { \
+ GLfloat invQ = 1.0f / vv; \
+ GLfixed span.intTex[0] = (int)(SS * invQ); \
+ GLfixed span.intTex[1] = (int)(TT * invQ); \
+ GLint s = FixedToInt(span.intTex[0]) & smask; \
+ GLint t = FixedToInt(span.intTex[1]) & tmask; \
+ GLint sf = span.intTex[0] & FIXED_FRAC_MASK; \
+ GLint tf = span.intTex[1] & FIXED_FRAC_MASK; \
+ GLint si = FIXED_FRAC_MASK - sf; \
+ GLint ti = FIXED_FRAC_MASK - tf; \
+ GLint pos = COMP * ((t << twidth_log2) + s); \
+ GLchan *tex00 = texture + pos; \
+ GLchan *tex10 = tex00 + tbytesline; \
+ GLchan *tex01 = tex00 + COMP; \
+ GLchan *tex11 = tex10 + COMP; \
+ if (t == tmask) { \
+ tex10 -= tsize; \
+ tex11 -= tsize; \
+ } \
+ if (s == smask) { \
+ tex01 -= tbytesline; \
+ tex11 -= tbytesline; \
+ } \
+ zspan[i] = FixedToDepth(span.z); \
+ fogspan[i] = span.fog; \
+ DO_TEX; \
+ span.fog += span.fogStep; \
+ span.z += span.zStep; \
+ span.red += span.redStep; \
+ span.green += span.greenStep; \
+ span.blue += span.blueStep; \
+ span.alpha += span.alphaStep; \
+ SS += dSdx; \
+ TT += dTdx; \
+ vv += dvdx; \
+ dest += 4; \
}
#define INNER_LOOP( LEFT, RIGHT, Y ) \
@@ -1582,7 +1589,6 @@ static void lin_persp_textured_triangle( GLcontext *ctx,
_mesa_write_rgba_span( ctx, n, LEFT, Y, zspan, \
fogspan, \
rgba, GL_POLYGON ); \
- ffr = ffg = ffb = ffa = 0; \
} \
}
@@ -1593,10 +1599,252 @@ static void lin_persp_textured_triangle( GLcontext *ctx,
/*
+ * Generate arrays of fragment colors, z, fog, texcoords, etc from a
+ * triangle span object. Then call the span/fragment processsing
+ * functions in s_span.[ch].
+ */
+static void
+rasterize_span(GLcontext *ctx, const struct triangle_span *span)
+{
+ GLchan rgba[MAX_WIDTH][4];
+ GLchan spec[MAX_WIDTH][4];
+ GLuint index[MAX_WIDTH];
+ GLuint z[MAX_WIDTH];
+ GLfloat fog[MAX_WIDTH];
+ GLfloat sTex[MAX_WIDTH], tTex[MAX_WIDTH], rTex[MAX_WIDTH];
+ GLfloat lambda[MAX_WIDTH];
+ GLfloat msTex[MAX_TEXTURE_UNITS][MAX_WIDTH];
+ GLfloat mtTex[MAX_TEXTURE_UNITS][MAX_WIDTH];
+ GLfloat mrTex[MAX_TEXTURE_UNITS][MAX_WIDTH];
+ GLfloat mLambda[MAX_TEXTURE_UNITS][MAX_WIDTH];
+
+ if (span->activeMask & SPAN_RGBA) {
+ GLfixed r = span->red;
+ GLfixed g = span->green;
+ GLfixed b = span->blue;
+ GLfixed a = span->alpha;
+ GLuint i;
+ for (i = 0; i < span->count; i++) {
+ rgba[i][RCOMP] = FixedToInt(r);
+ rgba[i][GCOMP] = FixedToInt(g);
+ rgba[i][BCOMP] = FixedToInt(b);
+ rgba[i][ACOMP] = FixedToInt(a);
+ r += span->redStep;
+ g += span->greenStep;
+ b += span->blueStep;
+ a += span->alphaStep;
+ }
+ }
+ if (span->activeMask & SPAN_SPEC) {
+ GLfixed r = span->specRed;
+ GLfixed g = span->specGreen;
+ GLfixed b = span->specBlue;
+ GLuint i;
+ for (i = 0; i < span->count; i++) {
+ spec[i][RCOMP] = FixedToInt(r);
+ spec[i][GCOMP] = FixedToInt(g);
+ spec[i][BCOMP] = FixedToInt(b);
+ r += span->specRedStep;
+ g += span->specGreenStep;
+ b += span->specBlueStep;
+ }
+ }
+ if (span->activeMask & SPAN_INDEX) {
+ GLuint i;
+ GLfixed ind = span->index;
+ for (i = 0; i < span->count; i++) {
+ index[i] = FixedToInt(ind);
+ ind += span->indexStep;
+ }
+ }
+ if (span->activeMask & SPAN_Z) {
+ if (ctx->Visual.depthBits <= 16) {
+ GLuint i;
+ GLfixed zval = span->z;
+ for (i = 0; i < span->count; i++) {
+ z[i] = FixedToInt(zval);
+ zval += span->zStep;
+ }
+ }
+ else {
+ /* Deep Z buffer, no fixed->int shift */
+ GLuint i;
+ GLfixed zval = span->z;
+ for (i = 0; i < span->count; i++) {
+ z[i] = zval;
+ zval += span->zStep;
+ }
+ }
+ }
+ if (span->activeMask & SPAN_FOG) {
+ GLuint i;
+ GLfloat f = span->fog;
+ for (i = 0; i < span->count; i++) {
+ fog[i] = f;
+ f += span->fogStep;
+ }
+ }
+ if (span->activeMask & SPAN_TEXTURE) {
+ if (ctx->Texture._ReallyEnabled & ~TEXTURE0_ANY) {
+ /* multitexture */
+ if (span->activeMask & SPAN_LAMBDA) {
+ /* with lambda */
+ GLuint u;
+ for (u = 0; u < MAX_TEXTURE_UNITS; u++) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
+ 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;
+ for (i = 0; i < span->count; i++) {
+ const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q);
+ msTex[u][i] = s * invQ;
+ mtTex[u][i] = t * invQ;
+ mrTex[u][i] = r * invQ;
+ mLambda[u][i] = log(span->rho[u] * invQ * invQ) * 1.442695F * 0.5F;
+ s += span->texStep[u][0];
+ t += span->texStep[u][1];
+ r += span->texStep[u][2];
+ q += span->texStep[u][3];
+ }
+ }
+ }
+ }
+ else {
+ /* without lambda */
+ GLuint u;
+ for (u = 0; u < MAX_TEXTURE_UNITS; u++) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
+ 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;
+ for (i = 0; i < span->count; i++) {
+ const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q);
+ msTex[u][i] = s * invQ;
+ mtTex[u][i] = t * invQ;
+ mrTex[u][i] = r * invQ;
+ s += span->texStep[u][0];
+ t += span->texStep[u][1];
+ r += span->texStep[u][2];
+ q += span->texStep[u][3];
+ }
+ }
+ }
+ }
+ }
+ else {
+ /* just texture unit 0 */
+ if (span->activeMask & SPAN_LAMBDA) {
+ /* with lambda */
+ 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;
+ for (i = 0; i < span->count; i++) {
+ const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q);
+ sTex[i] = s * invQ;
+ tTex[i] = t * invQ;
+ rTex[i] = r * invQ;
+ lambda[i] = log(span->rho[0] * invQ * invQ) * 1.442695F * 0.5F;
+ s += span->texStep[0][0];
+ t += span->texStep[0][1];
+ r += span->texStep[0][2];
+ q += span->texStep[0][3];
+ }
+ }
+ else {
+ /* without lambda */
+ 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;
+ for (i = 0; i < span->count; i++) {
+ const GLfloat invQ = (q == 0.0F) ? 1.0 : (1.0F / q);
+ sTex[i] = s * invQ;
+ tTex[i] = t * invQ;
+ rTex[i] = r * invQ;
+ s += span->texStep[0][0];
+ t += span->texStep[0][1];
+ r += span->texStep[0][2];
+ q += span->texStep[0][3];
+ }
+ }
+ }
+ }
+ /* XXX keep this? */
+ if (span->activeMask & SPAN_INT_TEXTURE) {
+ GLint intTexcoord[MAX_WIDTH][2];
+ GLfixed s = span->intTex[0];
+ GLfixed t = span->intTex[1];
+ GLuint i;
+ for (i = 0; i < span->count; i++) {
+ intTexcoord[i][0] = FixedToInt(s);
+ intTexcoord[i][1] = FixedToInt(t);
+ s += span->intTexStep[0];
+ t += span->intTexStep[1];
+ }
+ }
+
+ /* examine activeMask and call a s_span.c function */
+ if (span->activeMask & SPAN_TEXTURE) {
+ const GLfloat *fogPtr;
+ if (span->activeMask & SPAN_FOG)
+ fogPtr = fog;
+ else
+ fogPtr = NULL;
+
+ if (ctx->Texture._ReallyEnabled & ~TEXTURE0_ANY) {
+ if (span->activeMask & SPAN_SPEC) {
+ _mesa_write_multitexture_span(ctx, span->count, span->x, span->y,
+ z, fogPtr,
+ (const GLfloat (*)[MAX_WIDTH]) msTex,
+ (const GLfloat (*)[MAX_WIDTH]) mtTex,
+ (const GLfloat (*)[MAX_WIDTH]) mrTex,
+ (GLfloat (*)[MAX_WIDTH]) mLambda,
+ rgba, (CONST GLchan (*)[4]) spec,
+ GL_POLYGON );
+ }
+ else {
+ _mesa_write_multitexture_span(ctx, span->count, span->x, span->y,
+ z, fogPtr,
+ (const GLfloat (*)[MAX_WIDTH]) msTex,
+ (const GLfloat (*)[MAX_WIDTH]) mtTex,
+ (const GLfloat (*)[MAX_WIDTH]) mrTex,
+ (GLfloat (*)[MAX_WIDTH]) mLambda,
+ rgba, NULL, GL_POLYGON);
+ }
+ }
+ else {
+ /* single texture */
+ if (span->activeMask & SPAN_SPEC) {
+ _mesa_write_texture_span(ctx, span->count, span->x, span->y,
+ z, fogPtr, sTex, tTex, rTex, lambda,
+ rgba, (CONST GLchan (*)[4]) spec,
+ GL_POLYGON);
+ }
+ else {
+ _mesa_write_texture_span(ctx, span->count, span->x, span->y,
+ z, fogPtr, sTex, tTex, rTex, lambda,
+ rgba, NULL, GL_POLYGON);
+ }
+ }
+ }
+ else {
+ _mesa_problem(ctx, "rasterize_span() should only be used for texturing");
+ }
+}
+
+
+
+
+/*
* Render a smooth-shaded, textured, RGBA triangle.
- * Interpolate S,T,U with perspective correction, w/out mipmapping.
- * Note: we use texture coordinates S,T,U,V instead of S,T,R,Q because
- * R is already used for red.
+ * Interpolate S,T,R with perspective correction, w/out mipmapping.
*/
static void general_textured_triangle( GLcontext *ctx,
const SWvertex *v0,
@@ -1609,73 +1857,60 @@ static void general_textured_triangle( GLcontext *ctx,
#define INTERP_RGB 1
#define INTERP_ALPHA 1
#define INTERP_TEX 1
-#define SETUP_CODE \
- GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
- GLint r, g, b, a; \
- if (flat_shade) { \
- r = v2->color[RCOMP]; \
- g = v2->color[GCOMP]; \
- b = v2->color[BCOMP]; \
- a = v2->color[ACOMP]; \
- }
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
- { \
- GLint i; \
- const GLint n = RIGHT-LEFT; \
- GLdepth zspan[MAX_WIDTH]; \
- GLfloat fogspan[MAX_WIDTH]; \
- GLchan rgba[MAX_WIDTH][4]; \
- GLfloat s[MAX_WIDTH], t[MAX_WIDTH], u[MAX_WIDTH]; \
- if (n>0) { \
- if (flat_shade) { \
- for (i=0;i<n;i++) { \
- GLdouble invQ = vv ? (1.0 / vv) : 1.0; \
- zspan[i] = FixedToDepth(ffz); \
- fogspan[i] = ffog; \
- rgba[i][RCOMP] = r; \
- rgba[i][GCOMP] = g; \
- rgba[i][BCOMP] = b; \
- rgba[i][ACOMP] = a; \
- s[i] = ss*invQ; \
- t[i] = tt*invQ; \
- u[i] = uu*invQ; \
- ffog += dfogdx; \
- ffz += fdzdx; \
- ss += dsdx; \
- tt += dtdx; \
- uu += dudx; \
- vv += dvdx; \
- } \
- } \
- else { \
- for (i=0;i<n;i++) { \
- GLdouble invQ = vv ? (1.0 / vv) : 1.0; \
- zspan[i] = FixedToDepth(ffz); \
- rgba[i][RCOMP] = FixedToInt(ffr); \
- rgba[i][GCOMP] = FixedToInt(ffg); \
- rgba[i][BCOMP] = FixedToInt(ffb); \
- rgba[i][ACOMP] = FixedToInt(ffa); \
- fogspan[i] = ffog; \
- s[i] = ss*invQ; \
- t[i] = tt*invQ; \
- u[i] = uu*invQ; \
- ffog += dfogdx; \
- ffz += fdzdx; \
- ffr += fdrdx; \
- ffg += fdgdx; \
- ffb += fdbdx; \
- ffa += fdadx; \
- ss += dsdx; \
- tt += dtdx; \
- uu += dudx; \
- vv += dvdx; \
- } \
- } \
- _mesa_write_texture_span( ctx, n, LEFT, Y, zspan, \
- fogspan, s, t, u, NULL, \
- rgba, NULL, GL_POLYGON ); \
- } \
- }
+
+#define SETUP_CODE \
+ const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \
+ const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\
+ const GLboolean flatShade = (ctx->Light.ShadeModel==GL_FLAT); \
+ GLfixed rFlat, gFlat, bFlat, aFlat; \
+ if (flatShade) { \
+ rFlat = IntToFixed(v2->color[RCOMP]); \
+ gFlat = IntToFixed(v2->color[GCOMP]); \
+ bFlat = IntToFixed(v2->color[BCOMP]); \
+ aFlat = IntToFixed(v2->color[ACOMP]); \
+ } \
+ span.texWidth[0] = (GLfloat) texImage->Width; \
+ span.texHeight[0] = (GLfloat) texImage->Height; \
+ (void) fixedToDepthShift;
+
+#define RENDER_SPAN( span ) \
+ GLdepth zSpan[MAX_WIDTH]; \
+ GLfloat fogSpan[MAX_WIDTH]; \
+ GLchan rgbaSpan[MAX_WIDTH][4]; \
+ GLfloat sSpan[MAX_WIDTH], tSpan[MAX_WIDTH], uSpan[MAX_WIDTH]; \
+ GLuint i; \
+ if (flatShade) { \
+ span.red = rFlat; span.redStep = 0; \
+ span.green = gFlat; span.greenStep = 0; \
+ span.blue = bFlat; span.blueStep = 0; \
+ span.alpha = aFlat; span.alphaStep = 0; \
+ } \
+ /* NOTE: we could just call rasterize_span() here instead */ \
+ for (i = 0; i < span.count; i++) { \
+ GLdouble invQ = span.tex[0][3] ? (1.0 / span.tex[0][3]) : 1.0; \
+ zSpan[i] = FixedToDepth(span.z); \
+ span.z += span.zStep; \
+ fogSpan[i] = span.fog; \
+ span.fog += span.fogStep; \
+ rgbaSpan[i][RCOMP] = FixedToInt(span.red); \
+ rgbaSpan[i][GCOMP] = FixedToInt(span.green); \
+ rgbaSpan[i][BCOMP] = FixedToInt(span.blue); \
+ rgbaSpan[i][ACOMP] = FixedToInt(span.alpha); \
+ span.red += span.redStep; \
+ span.green += span.greenStep; \
+ span.blue += span.blueStep; \
+ span.alpha += span.alphaStep; \
+ sSpan[i] = span.tex[0][0] * invQ; \
+ tSpan[i] = span.tex[0][1] * invQ; \
+ uSpan[i] = span.tex[0][2] * invQ; \
+ span.tex[0][0] += span.texStep[0][0]; \
+ span.tex[0][1] += span.texStep[0][1]; \
+ span.tex[0][2] += span.texStep[0][2]; \
+ span.tex[0][3] += span.texStep[0][3]; \
+ } \
+ _mesa_write_texture_span(ctx, span.count, span.x, span.y, \
+ zSpan, fogSpan, sSpan, tSpan, uSpan, \
+ NULL, rgbaSpan, NULL, GL_POLYGON );
#include "s_tritemp.h"
}
@@ -1684,18 +1919,12 @@ static void general_textured_triangle( GLcontext *ctx,
/*
* Render a smooth-shaded, textured, RGBA triangle with separate specular
* color interpolation.
- * Interpolate S,T,U with perspective correction, w/out mipmapping.
- * Note: we use texture coordinates S,T,U,V instead of S,T,R,Q because
- * R is already used for red.
+ * Interpolate texcoords with perspective correction, w/out mipmapping.
*/
-static void general_textured_spec_triangle1( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2,
- GLdepth zspan[MAX_WIDTH],
- GLfloat fogspan[MAX_WIDTH],
- GLchan rgba[MAX_WIDTH][4],
- GLchan spec[MAX_WIDTH][4] )
+static void general_textured_spec_triangle( GLcontext *ctx,
+ const SWvertex *v0,
+ const SWvertex *v1,
+ const SWvertex *v2 )
{
#define INTERP_Z 1
#define INTERP_FOG 1
@@ -1704,84 +1933,37 @@ static void general_textured_spec_triangle1( GLcontext *ctx,
#define INTERP_SPEC 1
#define INTERP_ALPHA 1
#define INTERP_TEX 1
-#define SETUP_CODE \
- GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
- GLint r, g, b, a, sr, sg, sb; \
- if (flat_shade) { \
- r = v2->color[RCOMP]; \
- g = v2->color[GCOMP]; \
- b = v2->color[BCOMP]; \
- a = v2->color[ACOMP]; \
- sr = v2->specular[RCOMP]; \
- sg = v2->specular[GCOMP]; \
- sb = v2->specular[BCOMP]; \
- }
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
- { \
- GLint i; \
- const GLint n = RIGHT-LEFT; \
- GLfloat s[MAX_WIDTH], t[MAX_WIDTH], u[MAX_WIDTH]; \
- if (n>0) { \
- if (flat_shade) { \
- for (i=0;i<n;i++) { \
- GLdouble invQ = vv ? (1.0 / vv) : 1.0; \
- zspan[i] = FixedToDepth(ffz); \
- fogspan[i] = ffog; \
- rgba[i][RCOMP] = r; \
- rgba[i][GCOMP] = g; \
- rgba[i][BCOMP] = b; \
- rgba[i][ACOMP] = a; \
- spec[i][RCOMP] = sr; \
- spec[i][GCOMP] = sg; \
- spec[i][BCOMP] = sb; \
- s[i] = ss*invQ; \
- t[i] = tt*invQ; \
- u[i] = uu*invQ; \
- ffog += dfogdx; \
- ffz += fdzdx; \
- ss += dsdx; \
- tt += dtdx; \
- uu += dudx; \
- vv += dvdx; \
- } \
- } \
- else { \
- for (i=0;i<n;i++) { \
- GLdouble invQ = vv ? (1.0 / vv) : 1.0; \
- zspan[i] = FixedToDepth(ffz); \
- fogspan[i] = ffog; \
- rgba[i][RCOMP] = FixedToInt(ffr); \
- rgba[i][GCOMP] = FixedToInt(ffg); \
- rgba[i][BCOMP] = FixedToInt(ffb); \
- rgba[i][ACOMP] = FixedToInt(ffa); \
- spec[i][RCOMP] = FixedToInt(ffsr); \
- spec[i][GCOMP] = FixedToInt(ffsg); \
- spec[i][BCOMP] = FixedToInt(ffsb); \
- s[i] = ss*invQ; \
- t[i] = tt*invQ; \
- u[i] = uu*invQ; \
- ffog += dfogdx; \
- ffz += fdzdx; \
- ffr += fdrdx; \
- ffg += fdgdx; \
- ffb += fdbdx; \
- ffa += fdadx; \
- ffsr += fdsrdx; \
- ffsg += fdsgdx; \
- ffsb += fdsbdx; \
- ss += dsdx; \
- tt += dtdx; \
- uu += dudx; \
- vv += dvdx; \
- } \
- } \
- _mesa_write_texture_span( ctx, n, LEFT, Y, zspan, \
- fogspan, \
- s, t, u, NULL, rgba, \
- (CONST GLchan (*)[4]) spec, \
- GL_POLYGON ); \
- } \
- }
+
+#define SETUP_CODE \
+ const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \
+ const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\
+ const GLboolean flatShade = (ctx->Light.ShadeModel == GL_FLAT); \
+ GLfixed rFlat, gFlat, bFlat, aFlat; \
+ GLfixed srFlat, sgFlat, sbFlat; \
+ if (flatShade) { \
+ rFlat = IntToFixed(v2->color[RCOMP]); \
+ gFlat = IntToFixed(v2->color[GCOMP]); \
+ bFlat = IntToFixed(v2->color[BCOMP]); \
+ aFlat = IntToFixed(v2->color[ACOMP]); \
+ srFlat = IntToFixed(v2->specular[RCOMP]); \
+ sgFlat = IntToFixed(v2->specular[GCOMP]); \
+ sbFlat = IntToFixed(v2->specular[BCOMP]); \
+ } \
+ span.texWidth[0] = (GLfloat) texImage->Width; \
+ span.texHeight[0] = (GLfloat) texImage->Height; \
+ (void) fixedToDepthShift;
+
+#define RENDER_SPAN( span ) \
+ if (flatShade) { \
+ span.red = rFlat; span.redStep = 0; \
+ span.green = gFlat; span.greenStep = 0; \
+ span.blue = bFlat; span.blueStep = 0; \
+ span.alpha = aFlat; span.alphaStep = 0; \
+ span.specRed = srFlat; span.specRedStep = 0; \
+ span.specGreen = sgFlat; span.specGreenStep = 0; \
+ span.specBlue = sbFlat; span.specBlueStep = 0; \
+ } \
+ rasterize_span(ctx, &span);
#include "s_tritemp.h"
}
@@ -1789,102 +1971,54 @@ static void general_textured_spec_triangle1( GLcontext *ctx,
/*
* Render a smooth-shaded, textured, RGBA triangle.
- * Interpolate S,T,U with perspective correction and compute lambda for
+ * Interpolate S,T,R with perspective correction and compute lambda for
* each fragment. Lambda is used to determine whether to use the
* minification or magnification filter. If minification and using
* mipmaps, lambda is also used to select the texture level of detail.
*/
-static void lambda_textured_triangle1( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2,
- GLfloat s[MAX_WIDTH],
- GLfloat t[MAX_WIDTH],
- GLfloat u[MAX_WIDTH] )
+static void lambda_textured_triangle( GLcontext *ctx,
+ const SWvertex *v0,
+ const SWvertex *v1,
+ const SWvertex *v2 )
{
#define INTERP_Z 1
#define INTERP_FOG 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
#define INTERP_ALPHA 1
-#define INTERP_LAMBDA 1
#define INTERP_TEX 1
+#define INTERP_LAMBDA 1
#define SETUP_CODE \
const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \
- const GLint baseLevel = obj->BaseLevel; \
- const struct gl_texture_image *texImage = obj->Image[baseLevel]; \
- const GLfloat twidth = (GLfloat) texImage->Width; \
- const GLfloat theight = (GLfloat) texImage->Height; \
- const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
- GLint r, g, b, a; \
- if (flat_shade) { \
- r = v2->color[RCOMP]; \
- g = v2->color[GCOMP]; \
- b = v2->color[BCOMP]; \
- a = v2->color[ACOMP]; \
- }
-
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
- { \
- GLint i; \
- const GLint n = RIGHT-LEFT; \
- GLdepth zspan[MAX_WIDTH]; \
- GLfloat fogspan[MAX_WIDTH]; \
- GLchan rgba[MAX_WIDTH][4]; \
- GLfloat lambda[MAX_WIDTH]; \
- if (n>0) { \
- if (flat_shade) { \
- for (i=0;i<n;i++) { \
- GLdouble invQ = vv ? (1.0 / vv) : 1.0; \
- zspan[i] = FixedToDepth(ffz); \
- fogspan[i] = ffog; \
- rgba[i][RCOMP] = r; \
- rgba[i][GCOMP] = g; \
- rgba[i][BCOMP] = b; \
- rgba[i][ACOMP] = a; \
- s[i] = ss*invQ; \
- t[i] = tt*invQ; \
- u[i] = uu*invQ; \
- COMPUTE_LAMBDA(lambda[i], invQ); \
- ffz += fdzdx; \
- ffog += dfogdx; \
- ss += dsdx; \
- tt += dtdx; \
- uu += dudx; \
- vv += dvdx; \
- } \
- } \
- else { \
- for (i=0;i<n;i++) { \
- GLdouble invQ = vv ? (1.0 / vv) : 1.0; \
- zspan[i] = FixedToDepth(ffz); \
- fogspan[i] = ffog; \
- rgba[i][RCOMP] = FixedToInt(ffr); \
- rgba[i][GCOMP] = FixedToInt(ffg); \
- rgba[i][BCOMP] = FixedToInt(ffb); \
- rgba[i][ACOMP] = FixedToInt(ffa); \
- s[i] = ss*invQ; \
- t[i] = tt*invQ; \
- u[i] = uu*invQ; \
- COMPUTE_LAMBDA(lambda[i], invQ); \
- ffz += fdzdx; \
- ffog += dfogdx; \
- ffr += fdrdx; \
- ffg += fdgdx; \
- ffb += fdbdx; \
- ffa += fdadx; \
- ss += dsdx; \
- tt += dtdx; \
- uu += dudx; \
- vv += dvdx; \
- } \
- } \
- _mesa_write_texture_span( ctx, n, LEFT, Y, zspan, fogspan, \
- s, t, u, lambda, \
- rgba, NULL, GL_POLYGON ); \
- } \
- }
+ const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\
+ const GLboolean flatShade = (ctx->Light.ShadeModel==GL_FLAT); \
+ GLfixed rFlat, gFlat, bFlat, aFlat; \
+ GLfixed srFlat, sgFlat, sbFlat; \
+ if (flatShade) { \
+ rFlat = IntToFixed(v2->color[RCOMP]); \
+ gFlat = IntToFixed(v2->color[GCOMP]); \
+ bFlat = IntToFixed(v2->color[BCOMP]); \
+ aFlat = IntToFixed(v2->color[ACOMP]); \
+ srFlat = IntToFixed(v2->specular[RCOMP]); \
+ sgFlat = IntToFixed(v2->specular[GCOMP]); \
+ sbFlat = IntToFixed(v2->specular[BCOMP]); \
+ } \
+ span.texWidth[0] = (GLfloat) texImage->Width; \
+ span.texHeight[0] = (GLfloat) texImage->Height; \
+ (void) fixedToDepthShift;
+
+#define RENDER_SPAN( span ) \
+ if (flatShade) { \
+ span.red = rFlat; span.redStep = 0; \
+ span.green = gFlat; span.greenStep = 0; \
+ span.blue = bFlat; span.blueStep = 0; \
+ span.alpha = aFlat; span.alphaStep = 0; \
+ span.specRed = srFlat; span.specRedStep = 0; \
+ span.specGreen = sgFlat; span.specGreenStep = 0; \
+ span.specBlue = sbFlat; span.specBlueStep = 0; \
+ } \
+ rasterize_span(ctx, &span);
#include "s_tritemp.h"
}
@@ -1893,18 +2027,15 @@ static void lambda_textured_triangle1( GLcontext *ctx,
/*
* Render a smooth-shaded, textured, RGBA triangle with separate specular
* interpolation.
- * Interpolate S,T,U with perspective correction and compute lambda for
+ * Interpolate S,T,R with perspective correction and compute lambda for
* each fragment. Lambda is used to determine whether to use the
* minification or magnification filter. If minification and using
* mipmaps, lambda is also used to select the texture level of detail.
*/
-static void lambda_textured_spec_triangle1( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2,
- GLfloat s[MAX_WIDTH],
- GLfloat t[MAX_WIDTH],
- GLfloat u[MAX_WIDTH] )
+static void lambda_textured_spec_triangle( GLcontext *ctx,
+ const SWvertex *v0,
+ const SWvertex *v1,
+ const SWvertex *v2 )
{
#define INTERP_Z 1
#define INTERP_FOG 1
@@ -1917,93 +2048,34 @@ static void lambda_textured_spec_triangle1( GLcontext *ctx,
#define SETUP_CODE \
const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \
- const GLint baseLevel = obj->BaseLevel; \
- const struct gl_texture_image *texImage = obj->Image[baseLevel]; \
- const GLfloat twidth = (GLfloat) texImage->Width; \
- const GLfloat theight = (GLfloat) texImage->Height; \
- const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
- GLint r, g, b, a, sr, sg, sb; \
- if (flat_shade) { \
- r = v2->color[RCOMP]; \
- g = v2->color[GCOMP]; \
- b = v2->color[BCOMP]; \
- a = v2->color[ACOMP]; \
- sr = v2->specular[RCOMP]; \
- sg = v2->specular[GCOMP]; \
- sb = v2->specular[BCOMP]; \
- }
-
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
- { \
- GLint i; \
- const GLint n = RIGHT-LEFT; \
- GLdepth zspan[MAX_WIDTH]; \
- GLfloat fogspan[MAX_WIDTH]; \
- GLchan spec[MAX_WIDTH][4]; \
- GLchan rgba[MAX_WIDTH][4]; \
- GLfloat lambda[MAX_WIDTH]; \
- if (n>0) { \
- if (flat_shade) { \
- for (i=0;i<n;i++) { \
- GLdouble invQ = vv ? (1.0 / vv) : 1.0; \
- zspan[i] = FixedToDepth(ffz); \
- fogspan[i] = ffog; \
- rgba[i][RCOMP] = r; \
- rgba[i][GCOMP] = g; \
- rgba[i][BCOMP] = b; \
- rgba[i][ACOMP] = a; \
- spec[i][RCOMP] = sr; \
- spec[i][GCOMP] = sg; \
- spec[i][BCOMP] = sb; \
- s[i] = ss*invQ; \
- t[i] = tt*invQ; \
- u[i] = uu*invQ; \
- COMPUTE_LAMBDA(lambda[i], invQ); \
- ffog += dfogdx; \
- ffz += fdzdx; \
- ss += dsdx; \
- tt += dtdx; \
- uu += dudx; \
- vv += dvdx; \
- } \
- } \
- else { \
- for (i=0;i<n;i++) { \
- GLdouble invQ = vv ? (1.0 / vv) : 1.0; \
- zspan[i] = FixedToDepth(ffz); \
- fogspan[i] = ffog; \
- rgba[i][RCOMP] = FixedToInt(ffr); \
- rgba[i][GCOMP] = FixedToInt(ffg); \
- rgba[i][BCOMP] = FixedToInt(ffb); \
- rgba[i][ACOMP] = FixedToInt(ffa); \
- spec[i][RCOMP] = FixedToInt(ffsr); \
- spec[i][GCOMP] = FixedToInt(ffsg); \
- spec[i][BCOMP] = FixedToInt(ffsb); \
- s[i] = ss*invQ; \
- t[i] = tt*invQ; \
- u[i] = uu*invQ; \
- COMPUTE_LAMBDA(lambda[i], invQ); \
- ffog += dfogdx; \
- ffz += fdzdx; \
- ffr += fdrdx; \
- ffg += fdgdx; \
- ffb += fdbdx; \
- ffa += fdadx; \
- ffsr += fdsrdx; \
- ffsg += fdsgdx; \
- ffsb += fdsbdx; \
- ss += dsdx; \
- tt += dtdx; \
- uu += dudx; \
- vv += dvdx; \
- } \
- } \
- _mesa_write_texture_span( ctx, n, LEFT, Y, zspan, \
- fogspan, s, t, u, lambda, \
- rgba, (CONST GLchan (*)[4]) spec, \
- GL_POLYGON ); \
- } \
- }
+ const struct gl_texture_image *texImage = obj->Image[obj->BaseLevel];\
+ const GLboolean flatShade = (ctx->Light.ShadeModel == GL_FLAT); \
+ GLfixed rFlat, gFlat, bFlat, aFlat; \
+ GLfixed srFlat, sgFlat, sbFlat; \
+ if (flatShade) { \
+ rFlat = IntToFixed(v2->color[RCOMP]); \
+ gFlat = IntToFixed(v2->color[GCOMP]); \
+ bFlat = IntToFixed(v2->color[BCOMP]); \
+ aFlat = IntToFixed(v2->color[ACOMP]); \
+ srFlat = IntToFixed(v2->specular[RCOMP]); \
+ sgFlat = IntToFixed(v2->specular[GCOMP]); \
+ sbFlat = IntToFixed(v2->specular[BCOMP]); \
+ } \
+ span.texWidth[0] = (GLfloat) texImage->Width; \
+ span.texHeight[0] = (GLfloat) texImage->Height; \
+ (void) fixedToDepthShift;
+
+#define RENDER_SPAN( span ) \
+ if (flatShade) { \
+ span.red = rFlat; span.redStep = 0; \
+ span.green = gFlat; span.greenStep = 0; \
+ span.blue = bFlat; span.blueStep = 0; \
+ span.alpha = aFlat; span.alphaStep = 0; \
+ span.specRed = srFlat; span.specRedStep = 0; \
+ span.specGreen = sgFlat; span.specGreenStep = 0; \
+ span.specBlue = sbFlat; span.specBlueStep = 0; \
+ } \
+ rasterize_span(ctx, &span);
#include "s_tritemp.h"
}
@@ -2011,182 +2083,69 @@ static void lambda_textured_spec_triangle1( GLcontext *ctx,
/*
* This is the big one!
- * Interpolate Z, RGB, Alpha, and two sets of texture coordinates.
+ * Interpolate Z, RGB, Alpha, specular, fog, and N sets of texture coordinates
+ * with lambda (LOD).
* Yup, it's slow.
*/
static void
-lambda_multitextured_triangle1( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2,
- GLfloat s[MAX_TEXTURE_UNITS][MAX_WIDTH],
- GLfloat t[MAX_TEXTURE_UNITS][MAX_WIDTH],
- GLfloat u[MAX_TEXTURE_UNITS][MAX_WIDTH])
+lambda_multitextured_triangle( GLcontext *ctx,
+ const SWvertex *v0,
+ const SWvertex *v1,
+ const SWvertex *v2 )
{
+
#define INTERP_Z 1
#define INTERP_FOG 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
#define INTERP_ALPHA 1
+#define INTERP_SPEC 1
#define INTERP_MULTITEX 1
-#define INTERP_MULTILAMBDA 1
+#define INTERP_LAMBDA 1
#define SETUP_CODE \
- GLchan rgba[MAX_WIDTH][4]; \
- const GLboolean flat_shade = (ctx->Light.ShadeModel==GL_FLAT); \
- GLfloat twidth[MAX_TEXTURE_UNITS], theight[MAX_TEXTURE_UNITS]; \
- GLint r, g, b, a; \
- if (flat_shade) { \
- r = v2->color[0]; \
- g = v2->color[1]; \
- b = v2->color[2]; \
- a = v2->color[3]; \
+ const GLboolean flatShade = (ctx->Light.ShadeModel == GL_FLAT); \
+ GLfixed rFlat, gFlat, bFlat, aFlat; \
+ GLfixed srFlat, sgFlat, sbFlat; \
+ GLuint u; \
+ if (flatShade) { \
+ rFlat = IntToFixed(v2->color[RCOMP]); \
+ gFlat = IntToFixed(v2->color[GCOMP]); \
+ bFlat = IntToFixed(v2->color[BCOMP]); \
+ aFlat = IntToFixed(v2->color[ACOMP]); \
+ srFlat = IntToFixed(v2->specular[RCOMP]); \
+ sgFlat = IntToFixed(v2->specular[GCOMP]); \
+ sbFlat = IntToFixed(v2->specular[BCOMP]); \
} \
- { \
- GLuint unit; \
- for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { \
- if (ctx->Texture.Unit[unit]._ReallyEnabled) { \
- const struct gl_texture_object *obj = ctx->Texture.Unit[unit]._Current; \
- const GLint baseLevel = obj->BaseLevel; \
- const struct gl_texture_image *texImage = obj->Image[baseLevel];\
- twidth[unit] = (GLfloat) texImage->Width; \
- theight[unit] = (GLfloat) texImage->Height; \
- } \
- } \
- }
-
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
- { \
- GLint i; \
- const GLint n = RIGHT-LEFT; \
- GLdepth zspan[MAX_WIDTH]; \
- GLfloat fogspan[MAX_WIDTH]; \
- GLfloat lambda[MAX_TEXTURE_UNITS][MAX_WIDTH]; \
- if (n > 0) { \
- if (flat_shade) { \
- for (i=0;i<n;i++) { \
- GLuint unit; \
- zspan[i] = FixedToDepth(ffz); \
- fogspan[i] = ffog; \
- ffog += dfogdx; \
- ffz += fdzdx; \
- rgba[i][RCOMP] = r; \
- rgba[i][GCOMP] = g; \
- rgba[i][BCOMP] = b; \
- rgba[i][ACOMP] = a; \
- for (unit=0; unit < ctx->Const.MaxTextureUnits; unit++) {\
- if (ctx->Texture.Unit[unit]._ReallyEnabled) { \
- GLdouble invQ = 1.0 / vv[unit]; \
- s[unit][i] = ss[unit] * invQ; \
- t[unit][i] = tt[unit] * invQ; \
- u[unit][i] = uu[unit] * invQ; \
- COMPUTE_MULTILAMBDA(lambda[unit][i], invQ, unit); \
- ss[unit] += dsdx[unit]; \
- tt[unit] += dtdx[unit]; \
- uu[unit] += dudx[unit]; \
- vv[unit] += dvdx[unit]; \
- } \
- } \
- } \
- } \
- else { /* smooth shade */ \
- for (i=0;i<n;i++) { \
- GLuint unit; \
- zspan[i] = FixedToDepth(ffz); \
- fogspan[i] = ffog; \
- ffz += fdzdx; \
- ffog += dfogdx; \
- rgba[i][RCOMP] = FixedToInt(ffr); \
- rgba[i][GCOMP] = FixedToInt(ffg); \
- rgba[i][BCOMP] = FixedToInt(ffb); \
- rgba[i][ACOMP] = FixedToInt(ffa); \
- ffr += fdrdx; \
- ffg += fdgdx; \
- ffb += fdbdx; \
- ffa += fdadx; \
- for (unit=0; unit < ctx->Const.MaxTextureUnits; unit++) {\
- if (ctx->Texture.Unit[unit]._ReallyEnabled) { \
- GLdouble invQ = 1.0 / vv[unit]; \
- s[unit][i] = ss[unit] * invQ; \
- t[unit][i] = tt[unit] * invQ; \
- u[unit][i] = uu[unit] * invQ; \
- COMPUTE_MULTILAMBDA(lambda[unit][i], invQ, unit); \
- ss[unit] += dsdx[unit]; \
- tt[unit] += dtdx[unit]; \
- uu[unit] += dudx[unit]; \
- vv[unit] += dvdx[unit]; \
- } \
- } \
- } \
- } \
- _mesa_write_multitexture_span(ctx, n, LEFT, Y, zspan, fogspan, \
- (const GLfloat (*)[MAX_WIDTH]) s,\
- (const GLfloat (*)[MAX_WIDTH]) t,\
- (const GLfloat (*)[MAX_WIDTH]) u,\
- (GLfloat (*)[MAX_WIDTH]) lambda, \
- rgba, NULL, GL_POLYGON ); \
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { \
+ if (ctx->Texture.Unit[u]._ReallyEnabled) { \
+ const struct gl_texture_object *texObj; \
+ const struct gl_texture_image *texImage; \
+ texObj = ctx->Texture.Unit[u]._Current; \
+ texImage = texObj->Image[texObj->BaseLevel]; \
+ span.texWidth[u] = (GLfloat) texImage->Width; \
+ span.texHeight[u] = (GLfloat) texImage->Height; \
} \
- }
+ } \
+ (void) fixedToDepthShift;
+
+#define RENDER_SPAN( span ) \
+ if (flatShade) { \
+ span.red = rFlat; span.redStep = 0; \
+ span.green = gFlat; span.greenStep = 0; \
+ span.blue = bFlat; span.blueStep = 0; \
+ span.alpha = aFlat; span.alphaStep = 0; \
+ span.specRed = srFlat; span.specRedStep = 0; \
+ span.specGreen = sgFlat; span.specGreenStep = 0; \
+ span.specBlue = sbFlat; span.specBlueStep = 0; \
+ } \
+ rasterize_span(ctx, &span);
#include "s_tritemp.h"
-}
-
-
-/*
- * These wrappers are needed to deal with the 32KB / stack frame limit
- * on Mac / PowerPC systems.
- */
-
-static void general_textured_spec_triangle(GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- GLdepth zspan[MAX_WIDTH];
- GLfloat fogspan[MAX_WIDTH];
- GLchan rgba[MAX_WIDTH][4], spec[MAX_WIDTH][4];
- general_textured_spec_triangle1(ctx,v0,v1,v2,zspan,fogspan,rgba,spec);
-}
-
-static void lambda_textured_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- GLfloat s[MAX_WIDTH], t[MAX_WIDTH], u[MAX_WIDTH];
- lambda_textured_triangle1(ctx,v0,v1,v2,s,t,u);
-}
-
-static void lambda_textured_spec_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- GLfloat s[MAX_WIDTH];
- GLfloat t[MAX_WIDTH];
- GLfloat u[MAX_WIDTH];
- lambda_textured_spec_triangle1(ctx,v0,v1,v2,s,t,u);
-}
-
-
-static void lambda_multitextured_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
-
- GLfloat s[MAX_TEXTURE_UNITS][MAX_WIDTH];
- GLfloat t[MAX_TEXTURE_UNITS][MAX_WIDTH];
- DEFMARRAY(GLfloat,u,MAX_TEXTURE_UNITS,MAX_WIDTH);
- CHECKARRAY(u,return);
-
- lambda_multitextured_triangle1(ctx,v0,v1,v2,s,t,u);
- UNDEFARRAY(u);
}
-
static void occlusion_zless_triangle( GLcontext *ctx,
const SWvertex *v0,
const SWvertex *v1,
@@ -2199,19 +2158,18 @@ static void occlusion_zless_triangle( GLcontext *ctx,
#define DO_OCCLUSION_TEST
#define INTERP_Z 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define INNER_LOOP( LEFT, RIGHT, Y ) \
- { \
- GLint i; \
- const GLint len = RIGHT-LEFT; \
- for (i=0;i<len;i++) { \
- GLdepth z = FixedToDepth(ffz); \
- if (z < zRow[i]) { \
- ctx->OcclusionResult = GL_TRUE; \
- return; \
- } \
- ffz += fdzdx; \
- } \
+
+#define RENDER_SPAN( span ) \
+ GLuint i; \
+ for (i = 0; i < span.count; i++) { \
+ GLdepth z = FixedToDepth(span.z); \
+ if (z < zRow[i]) { \
+ ctx->OcclusionResult = GL_TRUE; \
+ return; \
+ } \
+ span.z += span.zStep; \
}
+
#include "s_tritemp.h"
}
@@ -2335,14 +2293,14 @@ _swrast_choose_triangle( GLcontext *ctx )
&& ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT) {
if (ctx->Hint.PerspectiveCorrection==GL_FASTEST) {
if (minFilter == GL_NEAREST
- && format == GL_RGB
+ && format == MESA_FORMAT_RGB
&& (envMode == GL_REPLACE || envMode == GL_DECAL)
- && ((swrast->_RasterMask == DEPTH_BIT
+ && ((swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)
&& ctx->Depth.Func == GL_LESS
&& ctx->Depth.Mask == GL_TRUE)
- || swrast->_RasterMask == 0)
+ || swrast->_RasterMask == TEXTURE_BIT)
&& ctx->Polygon.StippleFlag == GL_FALSE) {
- if (swrast->_RasterMask==DEPTH_BIT) {
+ if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) {
USE(simple_z_textured_triangle);
}
else {