diff options
Diffstat (limited to 'src/mesa')
-rw-r--r-- | src/mesa/swrast/s_aatritemp.h | 520 |
1 files changed, 246 insertions, 274 deletions
diff --git a/src/mesa/swrast/s_aatritemp.h b/src/mesa/swrast/s_aatritemp.h index 060f7d988fc..6cb45783dad 100644 --- a/src/mesa/swrast/s_aatritemp.h +++ b/src/mesa/swrast/s_aatritemp.h @@ -1,4 +1,4 @@ -/* $Id: s_aatritemp.h,v 1.19 2001/07/13 20:07:37 brianp Exp $ */ +/* $Id: s_aatritemp.h,v 1.20 2001/07/13 20:12:44 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -48,11 +48,10 @@ const GLfloat *p1 = v1->win; const GLfloat *p2 = v2->win; const SWvertex *vMin, *vMid, *vMax; - GLfloat xMin, yMin, xMid, yMid, xMax, yMax; - GLfloat majDx, majDy, botDx, botDy, topDx, topDy; - GLfloat area; - GLboolean majorOnLeft; - GLfloat bf = SWRAST_CONTEXT(ctx)->_backface_sign; + GLint iyMin, iyMax; + GLfloat yMin, yMax; + GLboolean ltor; + GLfloat majDx, majDy; /* major (i.e. long) edge dx and dy */ #ifdef DO_Z GLfloat zPlane[4]; @@ -72,7 +71,6 @@ GLfloat iPlane[4]; GLuint index[MAX_WIDTH]; GLint icoverageSpan[MAX_WIDTH]; - GLfloat coverageSpan[MAX_WIDTH]; #else GLfloat coverageSpan[MAX_WIDTH]; #endif @@ -98,6 +96,7 @@ DEFMARRAY(GLfloat, u, MAX_TEXTURE_UNITS, MAX_WIDTH); DEFMARRAY(GLfloat, lambda, MAX_TEXTURE_UNITS, MAX_WIDTH); #endif + GLfloat bf = SWRAST_CONTEXT(ctx)->_backface_sign; #ifdef DO_RGBA CHECKARRAY(rgba, return); /* mac 32k limitation */ @@ -141,38 +140,27 @@ } } - xMin = vMin->win[0]; yMin = vMin->win[1]; - xMid = vMid->win[0]; yMid = vMid->win[1]; - xMax = vMax->win[0]; yMax = vMax->win[1]; - - /* the major edge is between the top and bottom vertices */ - majDx = xMax - xMin; - majDy = yMax - yMin; - /* the bottom edge is between the bottom and mid vertices */ - botDx = xMid - xMin; - botDy = yMid - yMin; - /* the top edge is between the top and mid vertices */ - topDx = xMax - xMid; - topDy = yMax - yMid; - - /* compute clockwise / counter-clockwise orientation and do BF culling */ - area = majDx * botDy - botDx * majDy; - /* Do backface culling */ - if (area * bf < 0 || area * area < .0025) - return; - majorOnLeft = (GLboolean) (area < 0.0F); + majDx = vMax->win[0] - vMin->win[0]; + majDy = vMax->win[1] - vMin->win[1]; + + { + const GLfloat botDx = vMid->win[0] - vMin->win[0]; + const GLfloat botDy = vMid->win[1] - vMin->win[1]; + const GLfloat area = majDx * botDy - botDx * majDy; + ltor = (GLboolean) (area < 0.0F); + /* Do backface culling */ + if (area * bf < 0 || area * area < .0025) + return; + } #ifndef DO_OCCLUSION_TEST ctx->OcclusionResult = GL_TRUE; #endif - assert(majDy > 0.0F); - /* Plane equation setup: * We evaluate plane equations at window (x,y) coordinates in order * to compute color, Z, fog, texcoords, etc. This isn't terribly - * efficient but it's easy and reliable. It also copes with computing - * interpolated data just outside the triangle's edges. + * efficient but it's easy and reliable. */ #ifdef DO_Z compute_plane(p0, p1, p2, p0[2], p1[2], p2[2], zPlane); @@ -280,301 +268,285 @@ * edges, stopping when we find that coverage = 0. If the long edge * is on the left we scan left-to-right. Else, we scan right-to-left. */ - { - const GLint iyMin = (GLint) yMin; - const GLint iyMax = (GLint) yMax + 1; - /* upper edge and lower edge derivatives */ - const GLfloat topDxDy = (topDy != 0.0F) ? topDx / topDy : 0.0F; - const GLfloat botDxDy = (botDy != 0.0F) ? botDx / botDy : 0.0F; - const GLfloat *pA, *pB, *pC; - const GLfloat majDxDy = majDx / majDy; - const GLfloat absMajDxDy = FABSF(majDxDy); - const GLfloat absTopDxDy = FABSF(topDxDy); - const GLfloat absBotDxDy = FABSF(botDxDy); -#if 0 - GLfloat xMaj = xMin - (yMin - (GLfloat) iyMin) * majDxDy; - GLfloat xBot = xMaj; - GLfloat xTop = xMid - (yMid - (GLint) yMid) * topDxDy; -#else - GLfloat xMaj; - GLfloat xBot; - GLfloat xTop; -#endif + yMin = vMin->win[1]; + yMax = vMax->win[1]; + iyMin = (GLint) yMin; + iyMax = (GLint) yMax + 1; + + if (ltor) { + /* scan left to right */ + const GLfloat *pMin = vMin->win; + const GLfloat *pMid = vMid->win; + const GLfloat *pMax = vMax->win; + const GLfloat dxdy = majDx / majDy; + const GLfloat xAdj = dxdy < 0.0F ? -dxdy : 0.0F; + GLfloat x = pMin[0] - (yMin - iyMin) * dxdy; GLint iy; - GLint k; - - /* pA, pB, pC are the vertices in counter-clockwise order */ - if (majorOnLeft) { - pA = vMin->win; - pB = vMid->win; - pC = vMax->win; - xMaj = xMin - absMajDxDy - 1.0; - xBot = xMin + absBotDxDy + 1.0; - xTop = xMid + absTopDxDy + 1.0; - } - else { - pA = vMin->win; - pB = vMax->win; - pC = vMid->win; - xMaj = xMin + absMajDxDy + 1.0; - xBot = xMin - absBotDxDy - 1.0; - xTop = xMid - absTopDxDy - 1.0; - } - - /* Scan from bottom to top */ - for (iy = iyMin; iy < iyMax; iy++, xMaj += majDxDy) { - GLint ix, i, j, len; - GLint iRight, iLeft; + for (iy = iyMin; iy < iyMax; iy++, x += dxdy) { + GLint ix, startX = (GLint) (x - xAdj); + GLuint count, n; GLfloat coverage = 0.0F; - - if (majorOnLeft) { - iLeft = (GLint) (xMaj + 0.0); - /* compute right */ - if (iy <= yMid) { - /* we're in the lower part */ - iRight = (GLint) (xBot + 0.0); - xBot += botDxDy; - } - else { - /* we're in the upper part */ - iRight = (GLint) (xTop + 0.0); - xTop += topDxDy; - } - } - else { - iRight = (GLint) (xMaj + 0.0); - /* compute left */ - if (iy <= yMid) { - /* we're in the lower part */ - iLeft = (GLint) (xBot - 0.0); - xBot += botDxDy; - } - else { - /* we're in the upper part */ - iLeft = (GLint) (xTop - 0.0); - xTop += topDxDy; - } - } - -#ifdef DEBUG - for (i = 0; i < MAX_WIDTH; i++) { - coverageSpan[i] = -1.0; - } -#endif - - if (iLeft < 0) - iLeft = 0; - if (iRight >= ctx->DrawBuffer->_Xmax) - iRight = ctx->DrawBuffer->_Xmax - 1; - - /*printf("%d: iLeft = %d iRight = %d\n", iy, iLeft, iRight);*/ - - /* The pixels at y in [iLeft, iRight] (inclusive) are candidates */ - - /* scan left to right until we hit 100% coverage or the right edge */ - i = iLeft; - while (i < iRight) { - coverage = compute_coveragef(pA, pB, pC, i, iy); - if (coverage == 0.0F) { - if (i == iLeft) - iLeft++; /* skip zero coverage pixels */ - else { - iRight = i; - i--; - break; /* went past right edge */ - } - } - else { - coverageSpan[i - iLeft] = coverage; - if (coverage == 1.0F) - break; - } - i++; + /* skip over fragments with zero coverage */ + while (startX < MAX_WIDTH) { + coverage = compute_coveragef(pMin, pMid, pMax, startX, iy); + if (coverage > 0.0F) + break; + startX++; } - assert(coverageSpan[i-iLeft] > 0.0 || iLeft == iRight); - - assert(i == iRight || coverage == 1.0 || coverage == 0.0); - - /* scan right to left until we hit 100% coverage or the left edge */ - j = iRight; - assert(j - iLeft >= 0); - while (1) { - coverage = compute_coveragef(pA, pB, pC, j, iy); - if (coverage == 0.0F) { - if (j == iRight && j > i) - iRight--; /* skip zero coverage pixels */ - else - break; - } - else { - if (j <= i) - break; - assert(j - iLeft >= 0); - coverageSpan[j - iLeft] = coverage; - if (coverage == 1.0F) - break; - } - /*printf("%d: coverage[%d]' = %g\n", iy, j-iLeft, coverage);*/ - j--; - } - - assert(coverageSpan[j-iLeft] > 0.0 || iRight <= iLeft); - - printf("iLeft=%d i=%d j=%d iRight=%d\n", iLeft, i, j, iRight); - - assert(iLeft >= 0); - assert(iLeft < ctx->DrawBuffer->_Xmax); - assert(iRight >= 0); - assert(iRight < ctx->DrawBuffer->_Xmax); - assert(iRight >= iLeft); - - - /* any pixels left in between must have 100% coverage */ - k = i + 1; - while (k < j) { - coverageSpan[k - iLeft] = 1.0F; - k++; - } - - len = iRight - iLeft; - /*printf("len = %d\n", len);*/ - assert(len >= 0); - assert(len < MAX_WIDTH); - - if (len == 0) - continue; - -#ifdef DEBUG - for (k = 0; k < len; k++) { - assert(coverageSpan[k] > 0.0); - } + /* enter interior of triangle */ + ix = startX; + count = 0; + while (coverage > 0.0F) { + /* (cx,cy) = center of fragment */ + const GLfloat cx = ix + 0.5F, cy = iy + 0.5F; +#ifdef DO_INDEX + icoverageSpan[count] = compute_coveragei(pMin, pMid, pMax, ix, iy); +#else + coverageSpan[count] = coverage; #endif - - /* - * Compute color, texcoords, etc for the span - */ - { - const GLfloat cx = iLeft + 0.5F, cy = iy + 0.5F; #ifdef DO_Z - GLfloat zFrag = solve_plane(cx, cy, zPlane); - const GLfloat zStep = -zPlane[0] / zPlane[2]; + z[count] = (GLdepth) solve_plane(cx, cy, zPlane); #endif #ifdef DO_FOG - GLfloat fogFrag = solve_plane(cx, cy, fogPlane); - const GLfloat fogStep = -fogPlane[0] / fogPlane[2]; + fog[count] = solve_plane(cx, cy, fogPlane); #endif #ifdef DO_RGBA - /* to do */ + rgba[count][RCOMP] = solve_plane_chan(cx, cy, rPlane); + rgba[count][GCOMP] = solve_plane_chan(cx, cy, gPlane); + rgba[count][BCOMP] = solve_plane_chan(cx, cy, bPlane); + rgba[count][ACOMP] = solve_plane_chan(cx, cy, aPlane); #endif #ifdef DO_INDEX - /* to do */ + index[count] = (GLint) solve_plane(cx, cy, iPlane); #endif #ifdef DO_SPEC - /* to do */ + spec[count][RCOMP] = solve_plane_chan(cx, cy, srPlane); + spec[count][GCOMP] = solve_plane_chan(cx, cy, sgPlane); + spec[count][BCOMP] = solve_plane_chan(cx, cy, sbPlane); #endif #ifdef DO_TEX - GLfloat sFrag = solve_plane(cx, cy, sPlane); - GLfloat tFrag = solve_plane(cx, cy, tPlane); - GLfloat uFrag = solve_plane(cx, cy, uPlane); - GLfloat vFrag = solve_plane(cx, cy, vPlane); - const GLfloat sStep = -sPlane[0] / sPlane[2]; - const GLfloat tStep = -tPlane[0] / tPlane[2]; - const GLfloat uStep = -uPlane[0] / uPlane[2]; - const GLfloat vStep = -vPlane[0] / vPlane[2]; + { + const GLfloat invQ = solve_plane_recip(cx, cy, vPlane); + s[count] = solve_plane(cx, cy, sPlane) * invQ; + t[count] = solve_plane(cx, cy, tPlane) * invQ; + u[count] = solve_plane(cx, cy, uPlane) * invQ; + lambda[count] = compute_lambda(sPlane, tPlane, invQ, + texWidth, texHeight); + } #elif defined(DO_MULTITEX) - /* to do */ + { + GLuint unit; + for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { + if (ctx->Texture.Unit[unit]._ReallyEnabled) { + GLfloat invQ = solve_plane_recip(cx, cy, vPlane[unit]); + s[unit][count] = solve_plane(cx, cy, sPlane[unit]) * invQ; + t[unit][count] = solve_plane(cx, cy, tPlane[unit]) * invQ; + u[unit][count] = solve_plane(cx, cy, uPlane[unit]) * invQ; + lambda[unit][count] = compute_lambda(sPlane[unit], + tPlane[unit], invQ, texWidth[unit], texHeight[unit]); + } + } + } +#endif + ix++; + count++; + coverage = compute_coveragef(pMin, pMid, pMax, ix, iy); + } + + if (ix <= startX) + continue; + + n = (GLuint) ix - (GLuint) startX; + +#ifdef DO_MULTITEX +# ifdef DO_SPEC + _mesa_write_multitexture_span(ctx, n, startX, iy, z, fog, + (const GLfloat (*)[MAX_WIDTH]) s, + (const GLfloat (*)[MAX_WIDTH]) t, + (const GLfloat (*)[MAX_WIDTH]) u, + (GLfloat (*)[MAX_WIDTH]) lambda, + rgba, (const GLchan (*)[4]) spec, + coverageSpan, GL_POLYGON); +# else + _mesa_write_multitexture_span(ctx, n, startX, iy, z, fog, + (const GLfloat (*)[MAX_WIDTH]) s, + (const GLfloat (*)[MAX_WIDTH]) t, + (const GLfloat (*)[MAX_WIDTH]) u, + lambda, rgba, NULL, coverageSpan, + GL_POLYGON); +# endif +#elif defined(DO_TEX) +# ifdef DO_SPEC + _mesa_write_texture_span(ctx, n, startX, iy, z, fog, + s, t, u, lambda, rgba, + (const GLchan (*)[4]) spec, + coverageSpan, GL_POLYGON); +# else + _mesa_write_texture_span(ctx, n, startX, iy, z, fog, + s, t, u, lambda, + rgba, NULL, coverageSpan, GL_POLYGON); +# endif +#elif defined(DO_RGBA) + _mesa_write_rgba_span(ctx, n, startX, iy, z, fog, rgba, + coverageSpan, GL_POLYGON); +#elif defined(DO_INDEX) + _mesa_write_index_span(ctx, n, startX, iy, z, fog, index, + icoverageSpan, GL_POLYGON); #endif + } + } + else { + /* scan right to left */ + const GLfloat *pMin = vMin->win; + const GLfloat *pMid = vMid->win; + const GLfloat *pMax = vMax->win; + const GLfloat dxdy = majDx / majDy; + const GLfloat xAdj = dxdy > 0 ? dxdy : 0.0F; + GLfloat x = pMin[0] - (yMin - iyMin) * dxdy; + GLint iy; + for (iy = iyMin; iy < iyMax; iy++, x += dxdy) { + GLint ix, left, startX = (GLint) (x + xAdj); + GLuint count, n; + GLfloat coverage = 0.0F; - for (ix = iLeft; ix < iRight; ix++) { - const GLint k = ix - iLeft; - const GLfloat cx = ix + 0.5F, cy = iy + 0.5F; + /* make sure we're not past the window edge */ + if (startX >= ctx->DrawBuffer->_Xmax) { + startX = ctx->DrawBuffer->_Xmax - 1; + } + /* skip fragments with zero coverage */ + while (startX >= 0) { + coverage = compute_coveragef(pMin, pMax, pMid, startX, iy); + if (coverage > 0.0F) + break; + startX--; + } + + /* enter interior of triangle */ + ix = startX; + count = 0; + while (coverage > 0.0F) { + /* (cx,cy) = center of fragment */ + const GLfloat cx = ix + 0.5F, cy = iy + 0.5F; +#ifdef DO_INDEX + icoverageSpan[ix] = compute_coveragei(pMin, pMid, pMax, ix, iy); +#else + coverageSpan[ix] = coverage; +#endif #ifdef DO_Z - z[k] = zFrag; zFrag += zStep; + z[ix] = (GLdepth) solve_plane(cx, cy, zPlane); #endif #ifdef DO_FOG - fog[k] = fogFrag; fogFrag += fogStep; + fog[ix] = solve_plane(cx, cy, fogPlane); #endif #ifdef DO_RGBA - rgba[k][RCOMP] = solve_plane_chan(cx, cy, rPlane); - rgba[k][GCOMP] = solve_plane_chan(cx, cy, gPlane); - rgba[k][BCOMP] = solve_plane_chan(cx, cy, bPlane); - rgba[k][ACOMP] = solve_plane_chan(cx, cy, aPlane); + rgba[ix][RCOMP] = solve_plane_chan(cx, cy, rPlane); + rgba[ix][GCOMP] = solve_plane_chan(cx, cy, gPlane); + rgba[ix][BCOMP] = solve_plane_chan(cx, cy, bPlane); + rgba[ix][ACOMP] = solve_plane_chan(cx, cy, aPlane); #endif #ifdef DO_INDEX - index[k] = (GLint) solve_plane(cx, cy, iPlane); + index[ix] = (GLint) solve_plane(cx, cy, iPlane); #endif #ifdef DO_SPEC - spec[k][RCOMP] = solve_plane_chan(cx, cy, srPlane); - spec[k][GCOMP] = solve_plane_chan(cx, cy, sgPlane); - spec[k][BCOMP] = solve_plane_chan(cx, cy, sbPlane); + spec[ix][RCOMP] = solve_plane_chan(cx, cy, srPlane); + spec[ix][GCOMP] = solve_plane_chan(cx, cy, sgPlane); + spec[ix][BCOMP] = solve_plane_chan(cx, cy, sbPlane); #endif #ifdef DO_TEX - s[k] = sFrag / vFrag; - t[k] = tFrag / vFrag; - u[k] = uFrag / vFrag; - lambda[k] = compute_lambda(sPlane, tPlane, 1.0F / vFrag, - texWidth, texHeight); - sFrag += sStep; - tFrag += tStep; - uFrag += uStep; - vFrag += vStep; + { + const GLfloat invQ = solve_plane_recip(cx, cy, vPlane); + s[ix] = solve_plane(cx, cy, sPlane) * invQ; + t[ix] = solve_plane(cx, cy, tPlane) * invQ; + u[ix] = solve_plane(cx, cy, uPlane) * invQ; + lambda[ix] = compute_lambda(sPlane, tPlane, invQ, + texWidth, texHeight); + } #elif defined(DO_MULTITEX) - { - GLuint unit; - for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { - if (ctx->Texture.Unit[unit]._ReallyEnabled) { - GLfloat invQ = solve_plane_recip(cx, cy, vPlane[unit]); - s[unit][k] = solve_plane(cx, cy, sPlane[unit]) * invQ; - t[unit][k] = solve_plane(cx, cy, tPlane[unit]) * invQ; - u[unit][k] = solve_plane(cx, cy, uPlane[unit]) * invQ; - lambda[unit][k] = compute_lambda(sPlane[unit], - tPlane[unit], invQ, texWidth[unit], texHeight[unit]); - } + { + GLuint unit; + for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { + if (ctx->Texture.Unit[unit]._ReallyEnabled) { + GLfloat invQ = solve_plane_recip(cx, cy, vPlane[unit]); + s[unit][ix] = solve_plane(cx, cy, sPlane[unit]) * invQ; + t[unit][ix] = solve_plane(cx, cy, tPlane[unit]) * invQ; + u[unit][ix] = solve_plane(cx, cy, uPlane[unit]) * invQ; + lambda[unit][ix] = compute_lambda(sPlane[unit], + tPlane[unit], invQ, texWidth[unit], texHeight[unit]); } } + } #endif - } /* for ix */ + ix--; + count++; + coverage = compute_coveragef(pMin, pMax, pMid, ix, iy); } - /* - * Write/process the span of fragments. - */ + if (startX <= ix) + continue; + + n = (GLuint) startX - (GLuint) ix; + + left = ix + 1; #ifdef DO_MULTITEX - _mesa_write_multitexture_span(ctx, len, iLeft, iy, z, fog, + { + GLuint unit; + for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { + if (ctx->Texture.Unit[unit]._ReallyEnabled) { + GLint j; + for (j = 0; j < (GLint) n; j++) { + s[unit][j] = s[unit][j + left]; + t[unit][j] = t[unit][j + left]; + u[unit][j] = u[unit][j + left]; + lambda[unit][j] = lambda[unit][j + left]; + } + } + } + } +# ifdef DO_SPEC + _mesa_write_multitexture_span(ctx, n, left, iy, z + left, fog + left, (const GLfloat (*)[MAX_WIDTH]) s, (const GLfloat (*)[MAX_WIDTH]) t, (const GLfloat (*)[MAX_WIDTH]) u, - (GLfloat (*)[MAX_WIDTH]) lambda, - rgba, -# ifdef DO_SPEC - (const GLchan (*)[4]) spec, + lambda, rgba + left, + (const GLchan (*)[4]) (spec + left), + coverageSpan + left, + GL_POLYGON); # else - NULL, + _mesa_write_multitexture_span(ctx, n, left, iy, z + left, fog + left, + (const GLfloat (*)[MAX_WIDTH]) s, + (const GLfloat (*)[MAX_WIDTH]) t, + (const GLfloat (*)[MAX_WIDTH]) u, + lambda, + rgba + left, NULL, coverageSpan + left, + GL_POLYGON); # endif - coverageSpan, GL_POLYGON); #elif defined(DO_TEX) - _mesa_write_texture_span(ctx, len, iLeft, iy, z, fog, - s, t, u, lambda, rgba, # ifdef DO_SPEC - (const GLchan (*)[4]) spec, + _mesa_write_texture_span(ctx, n, left, iy, z + left, fog + left, + s + left, t + left, u + left, + lambda + left, rgba + left, + (const GLchan (*)[4]) (spec + left), + coverageSpan + left, + GL_POLYGON); # else - NULL, + _mesa_write_texture_span(ctx, n, left, iy, z + left, fog + left, + s + left, t + left, + u + left, lambda + left, + rgba + left, NULL, + coverageSpan + left, GL_POLYGON); # endif - coverageSpan, GL_POLYGON); #elif defined(DO_RGBA) - _mesa_write_rgba_span(ctx, len, iLeft, iy, z, fog, rgba, - coverageSpan, GL_POLYGON); + _mesa_write_rgba_span(ctx, n, left, iy, z + left, fog + left, + rgba + left, coverageSpan + left, GL_POLYGON); #elif defined(DO_INDEX) - _mesa_write_index_span(ctx, len, iLeft, iy, z, fog, index, - icoverageSpan, GL_POLYGON); + _mesa_write_index_span(ctx, n, left, iy, z + left, fog + left, + index + left, icoverageSpan + left, GL_POLYGON); #endif - - } /* for iy */ + } } - #ifdef DO_RGBA UNDEFARRAY(rgba); /* mac 32k limitation */ #endif |