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|
/* $Id: s_tritemp.h,v 1.11 2001/03/03 00:37:27 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.5
*
* Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/*
* Triangle Rasterizer Template
*
* This file is #include'd to generate custom triangle rasterizers.
*
* The following macros may be defined to indicate what auxillary information
* must be interplated across the triangle:
* INTERP_Z - if defined, interpolate Z values
* INTERP_RGB - if defined, interpolate RGB values
* INTERP_SPEC - if defined, interpolate specular RGB values
* INTERP_ALPHA - if defined, interpolate Alpha values
* INTERP_INDEX - if defined, interpolate color index values
* INTERP_INT_TEX - if defined, interpolate integer ST texcoords
* (fast, simple 2-D texture mapping)
* INTERP_TEX - if defined, interpolate set 0 float STRQ texcoords
* NOTE: OpenGL STRQ = Mesa STUV (R was taken for red)
* INTERP_MULTITEX - if defined, interpolate N units of STRQ texcoords
* INTERP_LAMBDA - if defined, the lambda value is computed at every
* pixel, to apply MIPMAPPING, and min/maxification
* INTERP_MULTILAMBDA - like above but for multitexturing, i.e.
* a lambda value for every texture unit
*
* When one can directly address pixels in the color buffer the following
* macros can be defined and used to compute pixel addresses during
* rasterization (see pRow):
* PIXEL_TYPE - the datatype of a pixel (GLubyte, GLushort, GLuint)
* BYTES_PER_ROW - number of bytes per row in the color buffer
* PIXEL_ADDRESS(X,Y) - returns the address of pixel at (X,Y) where
* Y==0 at bottom of screen and increases upward.
*
* Similarly, for direct depth buffer access, this type is used for depth
* buffer addressing:
* DEPTH_TYPE - either GLushort or GLuint
*
* Optionally, one may provide one-time setup code per triangle:
* SETUP_CODE - code which is to be executed once per triangle
*
* The following macro MUST be defined:
* INNER_LOOP(LEFT,RIGHT,Y) - code to write a span of pixels.
* Something like:
*
* for (x=LEFT; x<RIGHT;x++) {
* put_pixel(x,Y);
* // increment fixed point interpolants
* }
*
* This code was designed for the origin to be in the lower-left corner.
*
* Inspired by triangle rasterizer code written by Allen Akin. Thanks Allen!
*/
/*void triangle( GLcontext *ctx, SWvertex *v0, SWvertex *v1, SWvertex *v2 )*/
{
typedef struct {
const SWvertex *v0, *v1; /* Y(v0) < Y(v1) */
GLfloat dx; /* X(v1) - X(v0) */
GLfloat dy; /* Y(v1) - Y(v0) */
GLfixed fdxdy; /* dx/dy in fixed-point */
GLfixed fsx; /* first sample point x coord */
GLfixed fsy;
GLfloat adjy; /* adjust from v[0]->fy to fsy, scaled */
GLint lines; /* number of lines to be sampled on this edge */
GLfixed fx0; /* fixed pt X of lower endpoint */
} EdgeT;
#ifdef INTERP_Z
const GLint depthBits = ctx->Visual.depthBits;
const GLint fixedToDepthShift = depthBits <= 16 ? FIXED_SHIFT : 0;
const GLfloat maxDepth = ctx->DepthMaxF;
#define FixedToDepth(F) ((F) >> fixedToDepthShift)
#endif
EdgeT eMaj, eTop, eBot;
GLfloat oneOverArea;
const SWvertex *vMin, *vMid, *vMax; /* Y(vMin)<=Y(vMid)<=Y(vMax) */
float bf = SWRAST_CONTEXT(ctx)->_backface_sign;
GLboolean tiny;
/* find the order of the 3 vertices along the Y axis */
{
GLfloat y0 = v0->win[1];
GLfloat y1 = v1->win[1];
GLfloat y2 = v2->win[1];
if (y0<=y1) {
if (y1<=y2) {
vMin = v0; vMid = v1; vMax = v2; /* y0<=y1<=y2 */
}
else if (y2<=y0) {
vMin = v2; vMid = v0; vMax = v1; /* y2<=y0<=y1 */
}
else {
vMin = v0; vMid = v2; vMax = v1; bf = -bf; /* y0<=y2<=y1 */
}
}
else {
if (y0<=y2) {
vMin = v1; vMid = v0; vMax = v2; bf = -bf; /* y1<=y0<=y2 */
}
else if (y2<=y1) {
vMin = v2; vMid = v1; vMax = v0; bf = -bf; /* y2<=y1<=y0 */
}
else {
vMin = v1; vMid = v2; vMax = v0; /* y1<=y2<=y0 */
}
}
}
/* vertex/edge relationship */
eMaj.v0 = vMin; eMaj.v1 = vMax; /*TODO: .v1's not needed */
eTop.v0 = vMid; eTop.v1 = vMax;
eBot.v0 = vMin; eBot.v1 = vMid;
/* compute deltas for each edge: vertex[v1] - vertex[v0] */
eMaj.dx = vMax->win[0] - vMin->win[0];
eMaj.dy = vMax->win[1] - vMin->win[1];
eTop.dx = vMax->win[0] - vMid->win[0];
eTop.dy = vMax->win[1] - vMid->win[1];
eBot.dx = vMid->win[0] - vMin->win[0];
eBot.dy = vMid->win[1] - vMin->win[1];
/* compute oneOverArea */
{
const GLfloat area = eMaj.dx * eBot.dy - eBot.dx * eMaj.dy;
/* Do backface culling */
if (area * bf < 0.0)
return;
if (area == 0.0F)
return;
/* check for very tiny triangle */
if (area * area < (0.05F * 0.05F)) { /* square to ensure positive value */
oneOverArea = 1.0F / 0.05F; /* a close-enough value */
tiny = GL_TRUE;
}
else {
oneOverArea = 1.0F / area;
tiny = GL_FALSE;
}
}
#ifndef DO_OCCLUSION_TEST
ctx->OcclusionResult = GL_TRUE;
#endif
/* Edge setup. For a triangle strip these could be reused... */
{
/* fixed point Y coordinates */
GLfixed vMin_fx = FloatToFixed(vMin->win[0] + 0.5F);
GLfixed vMin_fy = FloatToFixed(vMin->win[1] - 0.5F);
GLfixed vMid_fx = FloatToFixed(vMid->win[0] + 0.5F);
GLfixed vMid_fy = FloatToFixed(vMid->win[1] - 0.5F);
GLfixed vMax_fy = FloatToFixed(vMax->win[1] - 0.5F);
eMaj.fsy = FixedCeil(vMin_fy);
eMaj.lines = FixedToInt(FixedCeil(vMax_fy - eMaj.fsy));
if (eMaj.lines > 0) {
GLfloat dxdy = eMaj.dx / eMaj.dy;
eMaj.fdxdy = SignedFloatToFixed(dxdy);
eMaj.adjy = (GLfloat) (eMaj.fsy - vMin_fy); /* SCALED! */
eMaj.fx0 = vMin_fx;
eMaj.fsx = eMaj.fx0 + (GLfixed) (eMaj.adjy * dxdy);
}
else {
return; /*CULLED*/
}
eTop.fsy = FixedCeil(vMid_fy);
eTop.lines = FixedToInt(FixedCeil(vMax_fy - eTop.fsy));
if (eTop.lines > 0) {
GLfloat dxdy = eTop.dx / eTop.dy;
eTop.fdxdy = SignedFloatToFixed(dxdy);
eTop.adjy = (GLfloat) (eTop.fsy - vMid_fy); /* SCALED! */
eTop.fx0 = vMid_fx;
eTop.fsx = eTop.fx0 + (GLfixed) (eTop.adjy * dxdy);
}
eBot.fsy = FixedCeil(vMin_fy);
eBot.lines = FixedToInt(FixedCeil(vMid_fy - eBot.fsy));
if (eBot.lines > 0) {
GLfloat dxdy = eBot.dx / eBot.dy;
eBot.fdxdy = SignedFloatToFixed(dxdy);
eBot.adjy = (GLfloat) (eBot.fsy - vMin_fy); /* SCALED! */
eBot.fx0 = vMin_fx;
eBot.fsx = eBot.fx0 + (GLfixed) (eBot.adjy * dxdy);
}
}
/*
* Conceptually, we view a triangle as two subtriangles
* separated by a perfectly horizontal line. The edge that is
* intersected by this line is one with maximal absolute dy; we
* call it a ``major'' edge. The other two edges are the
* ``top'' edge (for the upper subtriangle) and the ``bottom''
* edge (for the lower subtriangle). If either of these two
* edges is horizontal or very close to horizontal, the
* corresponding subtriangle might cover zero sample points;
* we take care to handle such cases, for performance as well
* as correctness.
*
* By stepping rasterization parameters along the major edge,
* we can avoid recomputing them at the discontinuity where
* the top and bottom edges meet. However, this forces us to
* be able to scan both left-to-right and right-to-left.
* Also, we must determine whether the major edge is at the
* left or right side of the triangle. We do this by
* computing the magnitude of the cross-product of the major
* and top edges. Since this magnitude depends on the sine of
* the angle between the two edges, its sign tells us whether
* we turn to the left or to the right when travelling along
* the major edge to the top edge, and from this we infer
* whether the major edge is on the left or the right.
*
* Serendipitously, this cross-product magnitude is also a
* value we need to compute the iteration parameter
* derivatives for the triangle, and it can be used to perform
* backface culling because its sign tells us whether the
* triangle is clockwise or counterclockwise. In this code we
* refer to it as ``area'' because it's also proportional to
* the pixel area of the triangle.
*/
{
GLint ltor; /* true if scanning left-to-right */
#ifdef INTERP_Z
GLfloat dzdx, dzdy; GLfixed fdzdx;
GLfloat dfogdx, dfogdy; GLfixed fdfogdx;
#endif
#ifdef INTERP_RGB
GLfloat drdx, drdy; GLfixed fdrdx;
GLfloat dgdx, dgdy; GLfixed fdgdx;
GLfloat dbdx, dbdy; GLfixed fdbdx;
#endif
#ifdef INTERP_SPEC
GLfloat dsrdx, dsrdy; GLfixed fdsrdx;
GLfloat dsgdx, dsgdy; GLfixed fdsgdx;
GLfloat dsbdx, dsbdy; GLfixed fdsbdx;
#endif
#ifdef INTERP_ALPHA
GLfloat dadx, dady; GLfixed fdadx;
#endif
#ifdef INTERP_INDEX
GLfloat didx, didy; GLfixed fdidx;
#endif
#ifdef INTERP_INT_TEX
GLfloat dsdx, dsdy; GLfixed fdsdx;
GLfloat dtdx, dtdy; GLfixed fdtdx;
#endif
#ifdef INTERP_TEX
GLfloat dsdx, dsdy;
GLfloat dtdx, dtdy;
GLfloat dudx, dudy;
GLfloat dvdx, dvdy;
#endif
#ifdef INTERP_MULTITEX
GLfloat dsdx[MAX_TEXTURE_UNITS], dsdy[MAX_TEXTURE_UNITS];
GLfloat dtdx[MAX_TEXTURE_UNITS], dtdy[MAX_TEXTURE_UNITS];
GLfloat dudx[MAX_TEXTURE_UNITS], dudy[MAX_TEXTURE_UNITS];
GLfloat dvdx[MAX_TEXTURE_UNITS], dvdy[MAX_TEXTURE_UNITS];
#endif
#ifdef INTERP_LAMBDA
#ifndef INTERP_TEX
#error "Mipmapping without texturing doesn't make sense."
#endif
GLfloat lambda_nominator;
#endif /* INTERP_LAMBDA */
#ifdef INTERP_MULTILAMBDA
#ifndef INTERP_MULTITEX
#error "Multi-Mipmapping without multi-texturing doesn't make sense."
#endif
GLfloat lambda_nominator[MAX_TEXTURE_UNITS];
#endif /* INTERP_MULTILAMBDA */
/*
* Execute user-supplied setup code
*/
#ifdef SETUP_CODE
SETUP_CODE
#endif
ltor = (oneOverArea < 0.0F);
/* compute d?/dx and d?/dy derivatives */
#ifdef INTERP_Z
{
GLfloat eMaj_dz, eBot_dz;
eMaj_dz = vMax->win[2] - vMin->win[2];
eBot_dz = vMid->win[2] - vMin->win[2];
dzdx = oneOverArea * (eMaj_dz * eBot.dy - eMaj.dy * eBot_dz);
if (dzdx > maxDepth || dzdx < -maxDepth) {
/* probably a sliver triangle */
dzdx = 0.0;
dzdy = 0.0;
}
else {
dzdy = oneOverArea * (eMaj.dx * eBot_dz - eMaj_dz * eBot.dx);
}
if (depthBits <= 16)
fdzdx = SignedFloatToFixed(dzdx);
else
fdzdx = (GLint) dzdx;
}
{
GLfloat eMaj_dfog, eBot_dfog;
eMaj_dfog = (vMax->fog - vMin->fog) * 256;
eBot_dfog = (vMid->fog - vMin->fog) * 256;
dfogdx = oneOverArea * (eMaj_dfog * eBot.dy - eMaj.dy * eBot_dfog);
fdfogdx = SignedFloatToFixed(dfogdx);
dfogdy = oneOverArea * (eMaj.dx * eBot_dfog - eMaj_dfog * eBot.dx);
}
#endif
#ifdef INTERP_RGB
if (tiny) {
/* This is kind of a hack to eliminate RGB color over/underflow
* problems when rendering very tiny triangles. We're not doing
* anything with alpha or specular color at this time.
*/
drdx = drdy = 0.0; fdrdx = 0;
dgdx = dgdy = 0.0; fdgdx = 0;
dbdx = dbdy = 0.0; fdbdx = 0;
}
else {
GLfloat eMaj_dr, eBot_dr;
GLfloat eMaj_dg, eBot_dg;
GLfloat eMaj_db, eBot_db;
eMaj_dr = (GLint) vMax->color[0] - (GLint) vMin->color[0];
eBot_dr = (GLint) vMid->color[0] - (GLint) vMin->color[0];
drdx = oneOverArea * (eMaj_dr * eBot.dy - eMaj.dy * eBot_dr);
fdrdx = SignedFloatToFixed(drdx);
drdy = oneOverArea * (eMaj.dx * eBot_dr - eMaj_dr * eBot.dx);
eMaj_dg = (GLint) vMax->color[1] - (GLint) vMin->color[1];
eBot_dg = (GLint) vMid->color[1] - (GLint) vMin->color[1];
dgdx = oneOverArea * (eMaj_dg * eBot.dy - eMaj.dy * eBot_dg);
fdgdx = SignedFloatToFixed(dgdx);
dgdy = oneOverArea * (eMaj.dx * eBot_dg - eMaj_dg * eBot.dx);
eMaj_db = (GLint) vMax->color[2] - (GLint) vMin->color[2];
eBot_db = (GLint) vMid->color[2] - (GLint) vMin->color[2];
dbdx = oneOverArea * (eMaj_db * eBot.dy - eMaj.dy * eBot_db);
fdbdx = SignedFloatToFixed(dbdx);
dbdy = oneOverArea * (eMaj.dx * eBot_db - eMaj_db * eBot.dx);
}
#endif
#ifdef INTERP_SPEC
{
GLfloat eMaj_dsr, eBot_dsr;
eMaj_dsr = (GLint) vMax->specular[0] - (GLint) vMin->specular[0];
eBot_dsr = (GLint) vMid->specular[0] - (GLint) vMin->specular[0];
dsrdx = oneOverArea * (eMaj_dsr * eBot.dy - eMaj.dy * eBot_dsr);
fdsrdx = SignedFloatToFixed(dsrdx);
dsrdy = oneOverArea * (eMaj.dx * eBot_dsr - eMaj_dsr * eBot.dx);
}
{
GLfloat eMaj_dsg, eBot_dsg;
eMaj_dsg = (GLint) vMax->specular[1] - (GLint) vMin->specular[1];
eBot_dsg = (GLint) vMid->specular[1] - (GLint) vMin->specular[1];
dsgdx = oneOverArea * (eMaj_dsg * eBot.dy - eMaj.dy * eBot_dsg);
fdsgdx = SignedFloatToFixed(dsgdx);
dsgdy = oneOverArea * (eMaj.dx * eBot_dsg - eMaj_dsg * eBot.dx);
}
{
GLfloat eMaj_dsb, eBot_dsb;
eMaj_dsb = (GLint) vMax->specular[2] - (GLint) vMin->specular[2];
eBot_dsb = (GLint) vMid->specular[2] - (GLint) vMin->specular[2];
dsbdx = oneOverArea * (eMaj_dsb * eBot.dy - eMaj.dy * eBot_dsb);
fdsbdx = SignedFloatToFixed(dsbdx);
dsbdy = oneOverArea * (eMaj.dx * eBot_dsb - eMaj_dsb * eBot.dx);
}
#endif
#ifdef INTERP_ALPHA
{
GLfloat eMaj_da, eBot_da;
eMaj_da = (GLint) vMax->color[3] - (GLint) vMin->color[3];
eBot_da = (GLint) vMid->color[3] - (GLint) vMin->color[3];
dadx = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da);
fdadx = SignedFloatToFixed(dadx);
dady = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx);
}
#endif
#ifdef INTERP_INDEX
{
GLfloat eMaj_di, eBot_di;
eMaj_di = (GLint) vMax->index - (GLint) vMin->index;
eBot_di = (GLint) vMid->index - (GLint) vMin->index;
didx = oneOverArea * (eMaj_di * eBot.dy - eMaj.dy * eBot_di);
fdidx = SignedFloatToFixed(didx);
didy = oneOverArea * (eMaj.dx * eBot_di - eMaj_di * eBot.dx);
}
#endif
#ifdef INTERP_INT_TEX
{
GLfloat eMaj_ds, eBot_ds;
eMaj_ds = (vMax->texcoord[0][0] - vMin->texcoord[0][0]) * S_SCALE;
eBot_ds = (vMid->texcoord[0][0] - vMin->texcoord[0][0]) * S_SCALE;
dsdx = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
fdsdx = SignedFloatToFixed(dsdx);
dsdy = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
}
{
GLfloat eMaj_dt, eBot_dt;
eMaj_dt = (vMax->texcoord[0][1] - vMin->texcoord[0][1]) * T_SCALE;
eBot_dt = (vMid->texcoord[0][1] - vMin->texcoord[0][1]) * T_SCALE;
dtdx = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
fdtdx = SignedFloatToFixed(dtdx);
dtdy = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
}
#endif
#ifdef INTERP_TEX
{
GLfloat wMax = vMax->win[3];
GLfloat wMin = vMin->win[3];
GLfloat wMid = vMid->win[3];
GLfloat eMaj_ds, eBot_ds;
GLfloat eMaj_dt, eBot_dt;
GLfloat eMaj_du, eBot_du;
GLfloat eMaj_dv, eBot_dv;
eMaj_ds = vMax->texcoord[0][0] * wMax - vMin->texcoord[0][0] * wMin;
eBot_ds = vMid->texcoord[0][0] * wMid - vMin->texcoord[0][0] * wMin;
dsdx = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
dsdy = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
eMaj_dt = vMax->texcoord[0][1] * wMax - vMin->texcoord[0][1] * wMin;
eBot_dt = vMid->texcoord[0][1] * wMid - vMin->texcoord[0][1] * wMin;
dtdx = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
dtdy = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
eMaj_du = vMax->texcoord[0][2] * wMax - vMin->texcoord[0][2] * wMin;
eBot_du = vMid->texcoord[0][2] * wMid - vMin->texcoord[0][2] * wMin;
dudx = oneOverArea * (eMaj_du * eBot.dy - eMaj.dy * eBot_du);
dudy = oneOverArea * (eMaj.dx * eBot_du - eMaj_du * eBot.dx);
eMaj_dv = vMax->texcoord[0][3] * wMax - vMin->texcoord[0][3] * wMin;
eBot_dv = vMid->texcoord[0][3] * wMid - vMin->texcoord[0][3] * wMin;
dvdx = oneOverArea * (eMaj_dv * eBot.dy - eMaj.dy * eBot_dv);
dvdy = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
}
#endif
#ifdef INTERP_MULTITEX
{
GLfloat wMax = vMax->win[3];
GLfloat wMin = vMin->win[3];
GLfloat wMid = vMid->win[3];
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture.Unit[u]._ReallyEnabled) {
GLfloat eMaj_ds, eBot_ds;
GLfloat eMaj_dt, eBot_dt;
GLfloat eMaj_du, eBot_du;
GLfloat eMaj_dv, eBot_dv;
eMaj_ds = vMax->texcoord[u][0] * wMax
- vMin->texcoord[u][0] * wMin;
eBot_ds = vMid->texcoord[u][0] * wMid
- vMin->texcoord[u][0] * wMin;
dsdx[u] = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
dsdy[u] = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
eMaj_dt = vMax->texcoord[u][1] * wMax
- vMin->texcoord[u][1] * wMin;
eBot_dt = vMid->texcoord[u][1] * wMid
- vMin->texcoord[u][1] * wMin;
dtdx[u] = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
dtdy[u] = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
eMaj_du = vMax->texcoord[u][2] * wMax
- vMin->texcoord[u][2] * wMin;
eBot_du = vMid->texcoord[u][2] * wMid
- vMin->texcoord[u][2] * wMin;
dudx[u] = oneOverArea * (eMaj_du * eBot.dy - eMaj.dy * eBot_du);
dudy[u] = oneOverArea * (eMaj.dx * eBot_du - eMaj_du * eBot.dx);
eMaj_dv = vMax->texcoord[u][3] * wMax
- vMin->texcoord[u][3] * wMin;
eBot_dv = vMid->texcoord[u][3] * wMid
- vMin->texcoord[u][3] * wMin;
dvdx[u] = oneOverArea * (eMaj_dv * eBot.dy - eMaj.dy * eBot_dv);
dvdy[u] = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
}
}
}
#endif
/*
* We always sample at pixel centers. However, we avoid
* explicit half-pixel offsets in this code by incorporating
* the proper offset in each of x and y during the
* transformation to window coordinates.
*
* We also apply the usual rasterization rules to prevent
* cracks and overlaps. A pixel is considered inside a
* subtriangle if it meets all of four conditions: it is on or
* to the right of the left edge, strictly to the left of the
* right edge, on or below the top edge, and strictly above
* the bottom edge. (Some edges may be degenerate.)
*
* The following discussion assumes left-to-right scanning
* (that is, the major edge is on the left); the right-to-left
* case is a straightforward variation.
*
* We start by finding the half-integral y coordinate that is
* at or below the top of the triangle. This gives us the
* first scan line that could possibly contain pixels that are
* inside the triangle.
*
* Next we creep down the major edge until we reach that y,
* and compute the corresponding x coordinate on the edge.
* Then we find the half-integral x that lies on or just
* inside the edge. This is the first pixel that might lie in
* the interior of the triangle. (We won't know for sure
* until we check the other edges.)
*
* As we rasterize the triangle, we'll step down the major
* edge. For each step in y, we'll move an integer number
* of steps in x. There are two possible x step sizes, which
* we'll call the ``inner'' step (guaranteed to land on the
* edge or inside it) and the ``outer'' step (guaranteed to
* land on the edge or outside it). The inner and outer steps
* differ by one. During rasterization we maintain an error
* term that indicates our distance from the true edge, and
* select either the inner step or the outer step, whichever
* gets us to the first pixel that falls inside the triangle.
*
* All parameters (z, red, etc.) as well as the buffer
* addresses for color and z have inner and outer step values,
* so that we can increment them appropriately. This method
* eliminates the need to adjust parameters by creeping a
* sub-pixel amount into the triangle at each scanline.
*/
{
int subTriangle;
GLfixed fx, fxLeftEdge, fxRightEdge, fdxLeftEdge, fdxRightEdge;
GLfixed fdxOuter;
int idxOuter;
float dxOuter;
GLfixed fError, fdError;
float adjx, adjy;
GLfixed fy;
int iy;
#ifdef PIXEL_ADDRESS
PIXEL_TYPE *pRow;
int dPRowOuter, dPRowInner; /* offset in bytes */
#endif
#ifdef INTERP_Z
# ifdef DEPTH_TYPE
DEPTH_TYPE *zRow;
int dZRowOuter, dZRowInner; /* offset in bytes */
# endif
GLfixed fz, fdzOuter, fdzInner;
GLfixed ffog, fdfogOuter, fdfogInner;
#endif
#ifdef INTERP_RGB
GLfixed fr, fdrOuter, fdrInner;
GLfixed fg, fdgOuter, fdgInner;
GLfixed fb, fdbOuter, fdbInner;
#endif
#ifdef INTERP_SPEC
GLfixed fsr, fdsrOuter, fdsrInner;
GLfixed fsg, fdsgOuter, fdsgInner;
GLfixed fsb, fdsbOuter, fdsbInner;
#endif
#ifdef INTERP_ALPHA
GLfixed fa, fdaOuter, fdaInner;
#endif
#ifdef INTERP_INDEX
GLfixed fi, fdiOuter, fdiInner;
#endif
#ifdef INTERP_INT_TEX
GLfixed fs, fdsOuter, fdsInner;
GLfixed ft, fdtOuter, fdtInner;
#endif
#ifdef INTERP_TEX
GLfloat sLeft, dsOuter, dsInner;
GLfloat tLeft, dtOuter, dtInner;
GLfloat uLeft, duOuter, duInner;
GLfloat vLeft, dvOuter, dvInner;
#endif
#ifdef INTERP_MULTITEX
GLfloat sLeft[MAX_TEXTURE_UNITS];
GLfloat tLeft[MAX_TEXTURE_UNITS];
GLfloat uLeft[MAX_TEXTURE_UNITS];
GLfloat vLeft[MAX_TEXTURE_UNITS];
GLfloat dsOuter[MAX_TEXTURE_UNITS], dsInner[MAX_TEXTURE_UNITS];
GLfloat dtOuter[MAX_TEXTURE_UNITS], dtInner[MAX_TEXTURE_UNITS];
GLfloat duOuter[MAX_TEXTURE_UNITS], duInner[MAX_TEXTURE_UNITS];
GLfloat dvOuter[MAX_TEXTURE_UNITS], dvInner[MAX_TEXTURE_UNITS];
#endif
for (subTriangle=0; subTriangle<=1; subTriangle++) {
EdgeT *eLeft, *eRight;
int setupLeft, setupRight;
int lines;
if (subTriangle==0) {
/* bottom half */
if (ltor) {
eLeft = &eMaj;
eRight = &eBot;
lines = eRight->lines;
setupLeft = 1;
setupRight = 1;
}
else {
eLeft = &eBot;
eRight = &eMaj;
lines = eLeft->lines;
setupLeft = 1;
setupRight = 1;
}
}
else {
/* top half */
if (ltor) {
eLeft = &eMaj;
eRight = &eTop;
lines = eRight->lines;
setupLeft = 0;
setupRight = 1;
}
else {
eLeft = &eTop;
eRight = &eMaj;
lines = eLeft->lines;
setupLeft = 1;
setupRight = 0;
}
if (lines == 0)
return;
}
if (setupLeft && eLeft->lines > 0) {
const SWvertex *vLower;
GLfixed fsx = eLeft->fsx;
fx = FixedCeil(fsx);
fError = fx - fsx - FIXED_ONE;
fxLeftEdge = fsx - FIXED_EPSILON;
fdxLeftEdge = eLeft->fdxdy;
fdxOuter = FixedFloor(fdxLeftEdge - FIXED_EPSILON);
fdError = fdxOuter - fdxLeftEdge + FIXED_ONE;
idxOuter = FixedToInt(fdxOuter);
dxOuter = (float) idxOuter;
(void) dxOuter;
fy = eLeft->fsy;
iy = FixedToInt(fy);
adjx = (float)(fx - eLeft->fx0); /* SCALED! */
adjy = eLeft->adjy; /* SCALED! */
(void) adjx; /* silence compiler warnings */
(void) adjy; /* silence compiler warnings */
vLower = eLeft->v0;
(void) vLower; /* silence compiler warnings */
#ifdef PIXEL_ADDRESS
{
pRow = PIXEL_ADDRESS( FixedToInt(fxLeftEdge), iy );
dPRowOuter = -((int)BYTES_PER_ROW) + idxOuter * sizeof(PIXEL_TYPE);
/* negative because Y=0 at bottom and increases upward */
}
#endif
/*
* Now we need the set of parameter (z, color, etc.) values at
* the point (fx, fy). This gives us properly-sampled parameter
* values that we can step from pixel to pixel. Furthermore,
* although we might have intermediate results that overflow
* the normal parameter range when we step temporarily outside
* the triangle, we shouldn't overflow or underflow for any
* pixel that's actually inside the triangle.
*/
#ifdef INTERP_Z
{
GLfloat z0 = vLower->win[2];
if (depthBits <= 16) {
/* interpolate fixed-pt values */
GLfloat tmp = (z0 * FIXED_SCALE +
dzdx * adjx + dzdy * adjy) + FIXED_HALF;
if (tmp < MAX_GLUINT / 2)
fz = (GLfixed) tmp;
else
fz = MAX_GLUINT / 2;
fdzOuter = SignedFloatToFixed(dzdy + dxOuter * dzdx);
}
else {
/* interpolate depth values exactly */
fz = (GLint) (z0 + dzdx*FixedToFloat(adjx) + dzdy*FixedToFloat(adjy));
fdzOuter = (GLint) (dzdy + dxOuter * dzdx);
}
# ifdef DEPTH_TYPE
zRow = (DEPTH_TYPE *) _mesa_zbuffer_address(ctx, FixedToInt(fxLeftEdge), iy);
dZRowOuter = (ctx->DrawBuffer->Width + idxOuter) * sizeof(DEPTH_TYPE);
# endif
}
{
ffog = FloatToFixed(vLower->fog) * 256 + dfogdx * adjx + dfogdy * adjy + FIXED_HALF;
fdfogOuter = SignedFloatToFixed(dfogdy + dxOuter * dfogdx);
}
#endif
#ifdef INTERP_RGB
fr = (GLfixed)(IntToFixed(vLower->color[0])
+ drdx * adjx + drdy * adjy) + FIXED_HALF;
fdrOuter = SignedFloatToFixed(drdy + dxOuter * drdx);
fg = (GLfixed)(IntToFixed(vLower->color[1])
+ dgdx * adjx + dgdy * adjy) + FIXED_HALF;
fdgOuter = SignedFloatToFixed(dgdy + dxOuter * dgdx);
fb = (GLfixed)(IntToFixed(vLower->color[2])
+ dbdx * adjx + dbdy * adjy) + FIXED_HALF;
fdbOuter = SignedFloatToFixed(dbdy + dxOuter * dbdx);
#endif
#ifdef INTERP_SPEC
fsr = (GLfixed)(IntToFixed(vLower->specular[0])
+ dsrdx * adjx + dsrdy * adjy) + FIXED_HALF;
fdsrOuter = SignedFloatToFixed(dsrdy + dxOuter * dsrdx);
fsg = (GLfixed)(IntToFixed(vLower->specular[1])
+ dsgdx * adjx + dsgdy * adjy) + FIXED_HALF;
fdsgOuter = SignedFloatToFixed(dsgdy + dxOuter * dsgdx);
fsb = (GLfixed)(IntToFixed(vLower->specular[2])
+ dsbdx * adjx + dsbdy * adjy) + FIXED_HALF;
fdsbOuter = SignedFloatToFixed(dsbdy + dxOuter * dsbdx);
#endif
#ifdef INTERP_ALPHA
fa = (GLfixed)(IntToFixed(vLower->color[3])
+ dadx * adjx + dady * adjy) + FIXED_HALF;
fdaOuter = SignedFloatToFixed(dady + dxOuter * dadx);
#endif
#ifdef INTERP_INDEX
fi = (GLfixed)(vLower->index * FIXED_SCALE
+ didx * adjx + didy * adjy) + FIXED_HALF;
fdiOuter = SignedFloatToFixed(didy + dxOuter * didx);
#endif
#ifdef INTERP_INT_TEX
{
GLfloat s0, t0;
s0 = vLower->texcoord[0][0] * S_SCALE;
fs = (GLfixed)(s0 * FIXED_SCALE + dsdx * adjx + dsdy * adjy) + FIXED_HALF;
fdsOuter = SignedFloatToFixed(dsdy + dxOuter * dsdx);
t0 = vLower->texcoord[0][1] * T_SCALE;
ft = (GLfixed)(t0 * FIXED_SCALE + dtdx * adjx + dtdy * adjy) + FIXED_HALF;
fdtOuter = SignedFloatToFixed(dtdy + dxOuter * dtdx);
}
#endif
#ifdef INTERP_TEX
{
GLfloat invW = vLower->win[3];
GLfloat s0, t0, u0, v0;
s0 = vLower->texcoord[0][0] * invW;
sLeft = s0 + (dsdx * adjx + dsdy * adjy) * (1.0F/FIXED_SCALE);
dsOuter = dsdy + dxOuter * dsdx;
t0 = vLower->texcoord[0][1] * invW;
tLeft = t0 + (dtdx * adjx + dtdy * adjy) * (1.0F/FIXED_SCALE);
dtOuter = dtdy + dxOuter * dtdx;
u0 = vLower->texcoord[0][2] * invW;
uLeft = u0 + (dudx * adjx + dudy * adjy) * (1.0F/FIXED_SCALE);
duOuter = dudy + dxOuter * dudx;
v0 = vLower->texcoord[0][3] * invW;
vLeft = v0 + (dvdx * adjx + dvdy * adjy) * (1.0F/FIXED_SCALE);
dvOuter = dvdy + dxOuter * dvdx;
}
#endif
#ifdef INTERP_MULTITEX
{
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture.Unit[u]._ReallyEnabled) {
GLfloat invW = vLower->win[3];
GLfloat s0, t0, u0, v0;
s0 = vLower->texcoord[u][0] * invW;
sLeft[u] = s0 + (dsdx[u] * adjx + dsdy[u] * adjy) * (1.0F/FIXED_SCALE);
dsOuter[u] = dsdy[u] + dxOuter * dsdx[u];
t0 = vLower->texcoord[u][1] * invW;
tLeft[u] = t0 + (dtdx[u] * adjx + dtdy[u] * adjy) * (1.0F/FIXED_SCALE);
dtOuter[u] = dtdy[u] + dxOuter * dtdx[u];
u0 = vLower->texcoord[u][2] * invW;
uLeft[u] = u0 + (dudx[u] * adjx + dudy[u] * adjy) * (1.0F/FIXED_SCALE);
duOuter[u] = dudy[u] + dxOuter * dudx[u];
v0 = vLower->texcoord[u][3] * invW;
vLeft[u] = v0 + (dvdx[u] * adjx + dvdy[u] * adjy) * (1.0F/FIXED_SCALE);
dvOuter[u] = dvdy[u] + dxOuter * dvdx[u];
}
}
}
#endif
} /*if setupLeft*/
if (setupRight && eRight->lines>0) {
fxRightEdge = eRight->fsx - FIXED_EPSILON;
fdxRightEdge = eRight->fdxdy;
}
if (lines==0) {
continue;
}
/* Rasterize setup */
#ifdef PIXEL_ADDRESS
dPRowInner = dPRowOuter + sizeof(PIXEL_TYPE);
#endif
#ifdef INTERP_Z
# ifdef DEPTH_TYPE
dZRowInner = dZRowOuter + sizeof(DEPTH_TYPE);
# endif
fdzInner = fdzOuter + fdzdx;
fdfogInner = fdfogOuter + fdfogdx;
#endif
#ifdef INTERP_RGB
fdrInner = fdrOuter + fdrdx;
fdgInner = fdgOuter + fdgdx;
fdbInner = fdbOuter + fdbdx;
#endif
#ifdef INTERP_SPEC
fdsrInner = fdsrOuter + fdsrdx;
fdsgInner = fdsgOuter + fdsgdx;
fdsbInner = fdsbOuter + fdsbdx;
#endif
#ifdef INTERP_ALPHA
fdaInner = fdaOuter + fdadx;
#endif
#ifdef INTERP_INDEX
fdiInner = fdiOuter + fdidx;
#endif
#ifdef INTERP_INT_TEX
fdsInner = fdsOuter + fdsdx;
fdtInner = fdtOuter + fdtdx;
#endif
#ifdef INTERP_TEX
dsInner = dsOuter + dsdx;
dtInner = dtOuter + dtdx;
duInner = duOuter + dudx;
dvInner = dvOuter + dvdx;
#endif
#ifdef INTERP_MULTITEX
{
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture.Unit[u]._ReallyEnabled) {
dsInner[u] = dsOuter[u] + dsdx[u];
dtInner[u] = dtOuter[u] + dtdx[u];
duInner[u] = duOuter[u] + dudx[u];
dvInner[u] = dvOuter[u] + dvdx[u];
}
}
}
#endif
while (lines>0) {
/* initialize the span interpolants to the leftmost value */
/* ff = fixed-pt fragment */
GLint left = FixedToInt(fxLeftEdge);
GLint right = FixedToInt(fxRightEdge);
#ifdef INTERP_Z
GLfixed ffz = fz;
GLfixed fffog = ffog;
#endif
#ifdef INTERP_RGB
GLfixed ffr = fr, ffg = fg, ffb = fb;
#endif
#ifdef INTERP_SPEC
GLfixed ffsr = fsr, ffsg = fsg, ffsb = fsb;
#endif
#ifdef INTERP_ALPHA
GLfixed ffa = fa;
#endif
#ifdef INTERP_INDEX
GLfixed ffi = fi;
#endif
#ifdef INTERP_INT_TEX
GLfixed ffs = fs, fft = ft;
#endif
#ifdef INTERP_TEX
GLfloat ss = sLeft, tt = tLeft, uu = uLeft, vv = vLeft;
#endif
#ifdef INTERP_MULTITEX
GLfloat ss[MAX_TEXTURE_UNITS];
GLfloat tt[MAX_TEXTURE_UNITS];
GLfloat uu[MAX_TEXTURE_UNITS];
GLfloat vv[MAX_TEXTURE_UNITS];
{
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture.Unit[u]._ReallyEnabled) {
ss[u] = sLeft[u];
tt[u] = tLeft[u];
uu[u] = uLeft[u];
vv[u] = vLeft[u];
}
}
}
#endif
#ifdef INTERP_RGB
{
/* need this to accomodate round-off errors */
GLfixed ffrend = ffr+(right-left-1)*fdrdx;
GLfixed ffgend = ffg+(right-left-1)*fdgdx;
GLfixed ffbend = ffb+(right-left-1)*fdbdx;
if (ffrend<0) ffr -= ffrend;
if (ffgend<0) ffg -= ffgend;
if (ffbend<0) ffb -= ffbend;
if (ffr<0) ffr = 0;
if (ffg<0) ffg = 0;
if (ffb<0) ffb = 0;
}
#endif
#ifdef INTERP_SPEC
{
/* need this to accomodate round-off errors */
GLfixed ffsrend = ffsr+(right-left-1)*fdsrdx;
GLfixed ffsgend = ffsg+(right-left-1)*fdsgdx;
GLfixed ffsbend = ffsb+(right-left-1)*fdsbdx;
if (ffsrend<0) ffsr -= ffsrend;
if (ffsgend<0) ffsg -= ffsgend;
if (ffsbend<0) ffsb -= ffsbend;
if (ffsr<0) ffsr = 0;
if (ffsg<0) ffsg = 0;
if (ffsb<0) ffsb = 0;
}
#endif
#ifdef INTERP_ALPHA
{
GLfixed ffaend = ffa+(right-left-1)*fdadx;
if (ffaend<0) ffa -= ffaend;
if (ffa<0) ffa = 0;
}
#endif
#ifdef INTERP_INDEX
if (ffi<0) ffi = 0;
#endif
#ifdef INTERP_LAMBDA
/*
* The lambda value is:
* log_2(sqrt(f(n))) = 1/2*log_2(f(n)), where f(n) is a function
* defined by
* f(n):= dudx * dudx + dudy * dudy + dvdx * dvdx + dvdy * dvdy;
* and each of this terms is resp.
* dudx = dsdx * invQ(n) * tex_width;
* dudy = dsdy * invQ(n) * tex_width;
* dvdx = dtdx * invQ(n) * tex_height;
* dvdy = dtdy * invQ(n) * tex_height;
* Therefore the function lambda can be represented (by factoring out) as:
* f(n) = lambda_nominator * invQ(n) * invQ(n),
* which saves some computation time.
*/
{
GLfloat dudx = dsdx /* * invQ*/ * twidth;
GLfloat dudy = dsdy /* * invQ*/ * twidth;
GLfloat dvdx = dtdx /* * invQ*/ * theight;
GLfloat dvdy = dtdy /* * invQ*/ * theight;
GLfloat r1 = dudx * dudx + dudy * dudy;
GLfloat r2 = dvdx * dvdx + dvdy * dvdy;
GLfloat rho2 = r1 + r2; /* was: rho2 = MAX2(r1,r2); */
lambda_nominator = rho2;
}
/* set DEST to log_(base 2) of sqrt(rho) */
/* 1.442695 = 1/log(2) */
#define COMPUTE_LAMBDA(DEST, X) \
DEST = log( lambda_nominator * (X)*(X) ) * 1.442695F * 0.5F
#endif
#ifdef INTERP_MULTILAMBDA
/*
* Read the comment for INTERP_LAMBDA, but apply to each texture unit
*/
{
GLuint unit;
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
if (ctx->Texture.Unit[unit]._ReallyEnabled) {
GLfloat dudx = dsdx[unit] /* * invQ*/ * twidth[unit];
GLfloat dudy = dsdy[unit] /* * invQ*/ * twidth[unit];
GLfloat dvdx = dtdx[unit] /* * invQ*/ * theight[unit];
GLfloat dvdy = dtdy[unit] /* * invQ*/ * theight[unit];
GLfloat r1 = dudx * dudx + dudy * dudy;
GLfloat r2 = dvdx * dvdx + dvdy * dvdy;
GLfloat rho2 = r1 + r2; /* used to be: rho2 = MAX2(r1,r2); */
lambda_nominator[unit] = rho2;
}
}
}
/* set DEST to log_(base 2) of sqrt(rho) */
#define COMPUTE_MULTILAMBDA(DEST, X, unit) \
DEST = log( lambda_nominator[unit] * (X)*(X) ) * 1.442695F * 0.5F
#endif
INNER_LOOP( left, right, iy );
/*
* Advance to the next scan line. Compute the
* new edge coordinates, and adjust the
* pixel-center x coordinate so that it stays
* on or inside the major edge.
*/
iy++;
lines--;
fxLeftEdge += fdxLeftEdge;
fxRightEdge += fdxRightEdge;
fError += fdError;
if (fError >= 0) {
fError -= FIXED_ONE;
#ifdef PIXEL_ADDRESS
pRow = (PIXEL_TYPE *) ((GLubyte*)pRow + dPRowOuter);
#endif
#ifdef INTERP_Z
# ifdef DEPTH_TYPE
zRow = (DEPTH_TYPE *) ((GLubyte*)zRow + dZRowOuter);
# endif
fz += fdzOuter;
ffog += fdfogOuter;
#endif
#ifdef INTERP_RGB
fr += fdrOuter; fg += fdgOuter; fb += fdbOuter;
#endif
#ifdef INTERP_SPEC
fsr += fdsrOuter; fsg += fdsgOuter; fsb += fdsbOuter;
#endif
#ifdef INTERP_ALPHA
fa += fdaOuter;
#endif
#ifdef INTERP_INDEX
fi += fdiOuter;
#endif
#ifdef INTERP_INT_TEX
fs += fdsOuter; ft += fdtOuter;
#endif
#ifdef INTERP_TEX
sLeft += dsOuter;
tLeft += dtOuter;
uLeft += duOuter;
vLeft += dvOuter;
#endif
#ifdef INTERP_MULTITEX
{
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture.Unit[u]._ReallyEnabled) {
sLeft[u] += dsOuter[u];
tLeft[u] += dtOuter[u];
uLeft[u] += duOuter[u];
vLeft[u] += dvOuter[u];
}
}
}
#endif
}
else {
#ifdef PIXEL_ADDRESS
pRow = (PIXEL_TYPE *) ((GLubyte*)pRow + dPRowInner);
#endif
#ifdef INTERP_Z
# ifdef DEPTH_TYPE
zRow = (DEPTH_TYPE *) ((GLubyte*)zRow + dZRowInner);
# endif
fz += fdzInner;
ffog += fdfogInner;
#endif
#ifdef INTERP_RGB
fr += fdrInner; fg += fdgInner; fb += fdbInner;
#endif
#ifdef INTERP_SPEC
fsr += fdsrInner; fsg += fdsgInner; fsb += fdsbInner;
#endif
#ifdef INTERP_ALPHA
fa += fdaInner;
#endif
#ifdef INTERP_INDEX
fi += fdiInner;
#endif
#ifdef INTERP_INT_TEX
fs += fdsInner; ft += fdtInner;
#endif
#ifdef INTERP_TEX
sLeft += dsInner;
tLeft += dtInner;
uLeft += duInner;
vLeft += dvInner;
#endif
#ifdef INTERP_MULTITEX
{
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture.Unit[u]._ReallyEnabled) {
sLeft[u] += dsInner[u];
tLeft[u] += dtInner[u];
uLeft[u] += duInner[u];
vLeft[u] += dvInner[u];
}
}
}
#endif
}
} /*while lines>0*/
} /* for subTriangle */
}
}
}
#undef SETUP_CODE
#undef INNER_LOOP
#undef PIXEL_TYPE
#undef BYTES_PER_ROW
#undef PIXEL_ADDRESS
#undef INTERP_Z
#undef INTERP_RGB
#undef INTERP_SPEC
#undef INTERP_ALPHA
#undef INTERP_INDEX
#undef INTERP_INT_TEX
#undef INTERP_TEX
#undef INTERP_MULTITEX
#undef INTERP_LAMBDA
#undef COMPUTE_LAMBDA
#undef INTERP_MULTILAMBDA
#undef COMPUTE_MULTILAMBDA
#undef S_SCALE
#undef T_SCALE
#undef FixedToDepth
#undef DO_OCCLUSION_TEST
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