Store partial derivative values in sw_span structure.

Implemented DDX and DDY fragment program instructions (whew!)
Not fully tested yet.
This commit is contained in:
Brian Paul 2003-03-16 22:02:36 +00:00
parent a79b55ae65
commit 54e92e8420
5 changed files with 550 additions and 287 deletions

View file

@ -1,4 +1,4 @@
/* $Id: s_context.h,v 1.25 2003/02/28 15:09:02 brianp Exp $ */
/* $Id: s_context.h,v 1.26 2003/03/16 22:02:36 brianp Exp $ */
/*
* Mesa 3-D graphics library
@ -133,6 +133,9 @@ struct sw_span {
*/
GLuint interpMask;
/* For horizontal spans, step is the partial derivative wrt X.
* For lines, step is the delta from one fragment to the next.
*/
#if CHAN_TYPE == GL_FLOAT
GLfloat red, redStep;
GLfloat green, greenStep;
@ -158,6 +161,18 @@ struct sw_span {
GLfloat texStepY[MAX_TEXTURE_COORD_UNITS][4];
GLfixed intTex[2], intTexStep[2]; /* s, t only */
/* partial derivatives wrt X and Y. */
GLfloat dzdx, dzdy;
GLfloat w, dwdx, dwdy;
GLfloat drdx, drdy;
GLfloat dgdx, dgdy;
GLfloat dbdx, dbdy;
GLfloat dadx, dady;
GLfloat dsrdx, dsrdy;
GLfloat dsgdx, dsgdy;
GLfloat dsbdx, dsbdy;
GLfloat dfogdx, dfogdy;
/**
* This bitmask (of \link SpanFlags SPAN_* flags\endlink) indicates
* which of the fragment arrays in the span_arrays struct are relevant.

View file

@ -1,4 +1,4 @@
/* $Id: s_nvfragprog.c,v 1.8 2003/03/15 17:33:27 brianp Exp $ */
/* $Id: s_nvfragprog.c,v 1.9 2003/03/16 22:02:37 brianp Exp $ */
/*
* Mesa 3-D graphics library
@ -42,7 +42,7 @@
*/
static void
fetch_texel( GLcontext *ctx, const GLfloat texcoord[4], GLuint unit,
GLuint targetBit, GLfloat color[4] )
GLfloat color[4] )
{
const GLfloat *lambda = NULL;
GLchan rgba[4];
@ -59,12 +59,13 @@ fetch_texel( GLcontext *ctx, const GLfloat texcoord[4], GLuint unit,
/**
* Fetch a texel w/ partial derivatives.
* Fetch a texel with the given partial derivatives to compute a level
* of detail in the mipmap.
*/
static void
fetch_texel_deriv( GLcontext *ctx, const GLfloat texcoord[4],
const GLfloat texdx[4], const GLfloat texdy[4],
GLuint unit, GLuint targetBit, GLfloat color[4] )
GLuint unit, GLfloat color[4] )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
const struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current;
@ -100,20 +101,7 @@ fetch_vector4( const struct fp_src_register *source,
const struct fp_machine *machine,
GLfloat result[4] )
{
const GLfloat *src;
/*
if (source->RelAddr) {
GLint reg = source->Register + machine->AddressReg;
if (reg < VP_PROG_REG_START || reg > VP_PROG_REG_END)
src = zero;
else
src = machine->Registers[reg];
}
else
*/
src = machine->Registers[source->Register];
const GLfloat *src = machine->Registers[source->Register];
result[0] = src[source->Swizzle[0]];
result[1] = src[source->Swizzle[1]];
@ -141,6 +129,131 @@ fetch_vector4( const struct fp_src_register *source,
}
/**
* Fetch the derivative with respect to X for the given register.
* \return GL_TRUE if it was easily computed or GL_FALSE if we
* need to execute another instance of the program (ugh)!
*/
static GLboolean
fetch_vector4_deriv( const struct fp_src_register *source,
const struct sw_span *span,
char xOrY, GLfloat result[4] )
{
GLfloat src[4];
ASSERT(xOrY == 'X' || xOrY == 'Y');
switch (source->Register) {
case FRAG_ATTRIB_WPOS:
if (xOrY == 'X') {
src[0] = 1.0;
src[1] = 0.0;
src[2] = span->dzdx;
src[3] = span->dwdx;
}
else {
src[0] = 0.0;
src[1] = 1.0;
src[2] = span->dzdy;
src[3] = span->dwdy;
}
break;
case FRAG_ATTRIB_COL0:
if (xOrY == 'X') {
src[0] = span->drdx * (1.0F / CHAN_MAXF);
src[1] = span->dgdx * (1.0F / CHAN_MAXF);
src[2] = span->dbdx * (1.0F / CHAN_MAXF);
src[3] = span->dadx * (1.0F / CHAN_MAXF);
}
else {
src[0] = span->drdy * (1.0F / CHAN_MAXF);
src[1] = span->dgdy * (1.0F / CHAN_MAXF);
src[2] = span->dbdy * (1.0F / CHAN_MAXF);
src[3] = span->dady * (1.0F / CHAN_MAXF);
}
break;
case FRAG_ATTRIB_COL1:
if (xOrY == 'X') {
src[0] = span->dsrdx * (1.0F / CHAN_MAXF);
src[1] = span->dsgdx * (1.0F / CHAN_MAXF);
src[2] = span->dsbdx * (1.0F / CHAN_MAXF);
src[3] = 0.0; /* XXX need this */
}
else {
src[0] = span->dsrdy * (1.0F / CHAN_MAXF);
src[1] = span->dsgdy * (1.0F / CHAN_MAXF);
src[2] = span->dsbdy * (1.0F / CHAN_MAXF);
src[3] = 0.0; /* XXX need this */
}
break;
case FRAG_ATTRIB_FOGC:
if (xOrY == 'X') {
src[0] = span->dfogdx;
src[1] = 0.0;
src[2] = 0.0;
src[3] = 0.0;
}
else {
src[0] = span->dfogdy;
src[1] = 0.0;
src[2] = 0.0;
src[3] = 0.0;
}
break;
case FRAG_ATTRIB_TEX0:
case FRAG_ATTRIB_TEX1:
case FRAG_ATTRIB_TEX2:
case FRAG_ATTRIB_TEX3:
case FRAG_ATTRIB_TEX4:
case FRAG_ATTRIB_TEX5:
case FRAG_ATTRIB_TEX6:
case FRAG_ATTRIB_TEX7:
if (xOrY == 'X') {
const GLuint u = source->Register - FRAG_ATTRIB_TEX0;
src[0] = span->texStepX[u][0] * (1.0F / CHAN_MAXF);
src[1] = span->texStepX[u][1] * (1.0F / CHAN_MAXF);
src[2] = span->texStepX[u][2] * (1.0F / CHAN_MAXF);
src[3] = span->texStepX[u][3] * (1.0F / CHAN_MAXF);
}
else {
const GLuint u = source->Register - FRAG_ATTRIB_TEX0;
src[0] = span->texStepY[u][0] * (1.0F / CHAN_MAXF);
src[1] = span->texStepY[u][1] * (1.0F / CHAN_MAXF);
src[2] = span->texStepY[u][2] * (1.0F / CHAN_MAXF);
src[3] = span->texStepY[u][3] * (1.0F / CHAN_MAXF);
}
break;
default:
return GL_FALSE;
}
result[0] = src[source->Swizzle[0]];
result[1] = src[source->Swizzle[1]];
result[2] = src[source->Swizzle[2]];
result[3] = src[source->Swizzle[3]];
if (source->NegateBase) {
result[0] = -result[0];
result[1] = -result[1];
result[2] = -result[2];
result[3] = -result[3];
}
if (source->Abs) {
result[0] = FABSF(result[0]);
result[1] = FABSF(result[1]);
result[2] = FABSF(result[2]);
result[3] = FABSF(result[3]);
}
if (source->NegateAbs) {
result[0] = -result[0];
result[1] = -result[1];
result[2] = -result[2];
result[3] = -result[3];
}
return GL_TRUE;
}
/**
* As above, but only return result[0] element.
*/
@ -261,19 +374,123 @@ store_vector4( const struct fp_instruction *inst,
}
/**
* Initialize a new machine state instance from an existing one, adding
* the partial derivatives onto the input registers.
* Used to implement DDX and DDY instructions in non-trivial cases.
*/
static void
init_machine_deriv( GLcontext *ctx,
const struct fp_machine *machine,
const struct fragment_program *program,
const struct sw_span *span, char xOrY,
struct fp_machine *dMachine )
{
GLuint u;
ASSERT(xOrY == 'X' || xOrY == 'Y');
/* copy existing machine */
_mesa_memcpy(dMachine, machine, sizeof(struct fp_machine));
/* Clear temporary registers */
_mesa_bzero(machine->Registers + FP_TEMP_REG_START,
MAX_NV_FRAGMENT_PROGRAM_TEMPS * 4 * sizeof(GLfloat));
/* Add derivatives */
if (program->InputsRead & (1 << FRAG_ATTRIB_WPOS)) {
GLfloat *wpos = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_WPOS];
if (xOrY == 'X') {
wpos[0] += 1.0F;
wpos[1] += 0.0F;
wpos[2] += span->dzdx;
wpos[3] += span->dwdx;
}
else {
wpos[0] += 0.0F;
wpos[1] += 1.0F;
wpos[2] += span->dzdy;
wpos[3] += span->dwdy;
}
}
if (program->InputsRead & (1 << FRAG_ATTRIB_COL0)) {
GLfloat *col0 = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_COL0];
if (xOrY == 'X') {
col0[0] += span->drdx * (1.0F / CHAN_MAXF);
col0[1] += span->dgdx * (1.0F / CHAN_MAXF);
col0[2] += span->dbdx * (1.0F / CHAN_MAXF);
col0[3] += span->dadx * (1.0F / CHAN_MAXF);
}
else {
col0[0] += span->drdy * (1.0F / CHAN_MAXF);
col0[1] += span->dgdy * (1.0F / CHAN_MAXF);
col0[2] += span->dbdy * (1.0F / CHAN_MAXF);
col0[3] += span->dady * (1.0F / CHAN_MAXF);
}
}
if (program->InputsRead & (1 << FRAG_ATTRIB_COL1)) {
GLfloat *col1 = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_COL1];
if (xOrY == 'X') {
col1[0] += span->dsrdx * (1.0F / CHAN_MAXF);
col1[1] += span->dsgdx * (1.0F / CHAN_MAXF);
col1[2] += span->dsbdx * (1.0F / CHAN_MAXF);
col1[3] += 0.0; /*XXX fix */
}
else {
col1[0] += span->dsrdy * (1.0F / CHAN_MAXF);
col1[1] += span->dsgdy * (1.0F / CHAN_MAXF);
col1[2] += span->dsbdy * (1.0F / CHAN_MAXF);
col1[3] += 0.0; /*XXX fix */
}
}
if (program->InputsRead & (1 << FRAG_ATTRIB_FOGC)) {
GLfloat *fogc = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_FOGC];
if (xOrY == 'X') {
fogc[0] += span->dfogdx;
}
else {
fogc[0] += span->dfogdy;
}
}
for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
if (program->InputsRead & (1 << (FRAG_ATTRIB_TEX0 + u))) {
GLfloat *tex = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_TEX0+u];
if (xOrY == 'X') {
tex[0] += span->texStepX[u][0];
tex[1] += span->texStepX[u][1];
tex[2] += span->texStepX[u][2];
tex[3] += span->texStepX[u][3];
}
else {
tex[0] += span->texStepY[u][0];
tex[1] += span->texStepY[u][1];
tex[2] += span->texStepY[u][2];
tex[3] += span->texStepY[u][3];
}
}
}
}
/**
* Execute the given vertex program.
* NOTE: we do everything in single-precision floating point; we don't
* currently observe the single/half/fixed-precision qualifiers.
* \param ctx - rendering context
* \param program - the fragment program to execute
* \param machine - machine state (register file)
* \param maxInst - max number of instructions to execute
* \return GL_TRUE if program completed or GL_FALSE if program executed KIL.
*/
static GLboolean
execute_program(GLcontext *ctx, const struct fragment_program *program)
execute_program( GLcontext *ctx,
const struct fragment_program *program, GLuint maxInst,
struct fp_machine *machine, const struct sw_span *span )
{
struct fp_machine *machine = &ctx->FragmentProgram.Machine;
const struct fp_instruction *inst;
GLuint pc = 0;
for (inst = program->Instructions; inst->Opcode != FP_OPCODE_END; inst++) {
for (pc = 0; pc < maxInst; pc++) {
const struct fp_instruction *inst = program->Instructions + pc;
switch (inst->Opcode) {
case FP_OPCODE_ADD:
{
@ -297,32 +514,42 @@ execute_program(GLcontext *ctx, const struct fragment_program *program)
break;
case FP_OPCODE_DDX: /* Partial derivative with respect to X */
{
GLfloat a[4], result[4];
fetch_vector4( &inst->SrcReg[0], machine, a );
/* XXX - UGH! this is going to be a mess to implement!
* If we need the partial derivative of a texture coord
* or color, that's not too bad, but for an arbitrary register
* this will require a recursive solution. That is, we'll have
* to run another instance of this program with WPOS.x or .y
* incremented by one, stopping at the preceeding instruction.
* Then, read the register from that other instance and compute
* the difference. Yuck!
*/
result[0] = 0; /* XXX fix */
result[1] = 0;
result[2] = 0;
result[3] = 0;
GLfloat a[4], aNext[4], result[4];
struct fp_machine dMachine;
if (!fetch_vector4_deriv(&inst->SrcReg[0], span, 'X', result)) {
/* This is tricky. Make a copy of the current machine state,
* increment the input registers by the dx or dy partial
* derivatives, then re-execute the program up to the
* preceeding instruction, then fetch the source register.
* Finally, find the difference in the register values for
* the original and derivative runs.
*/
init_machine_deriv(ctx, machine, program, span,
'X', &dMachine);
execute_program(ctx, program, pc, &dMachine, span);
fetch_vector4( &inst->SrcReg[0], &dMachine, aNext );
result[0] = aNext[0] - a[0];
result[1] = aNext[1] - a[1];
result[2] = aNext[2] - a[2];
result[3] = aNext[3] - a[3];
}
store_vector4( inst, machine, result );
}
break;
case FP_OPCODE_DDY: /* Partial derivative with respect to Y */
{
GLfloat a[4], result[4];
fetch_vector4( &inst->SrcReg[0], machine, a );
result[0] = 0; /* XXX fix */
result[1] = 0;
result[2] = 0;
result[3] = 0;
GLfloat a[4], aNext[4], result[4];
struct fp_machine dMachine;
if (!fetch_vector4_deriv(&inst->SrcReg[0], span, 'Y', result)) {
init_machine_deriv(ctx, machine, program, span,
'Y', &dMachine);
execute_program(ctx, program, pc, &dMachine, span);
fetch_vector4( &inst->SrcReg[0], &dMachine, aNext );
result[0] = aNext[0] - a[0];
result[1] = aNext[1] - a[1];
result[2] = aNext[2] - a[2];
result[3] = aNext[3] - a[3];
}
store_vector4( inst, machine, result );
}
break;
@ -710,8 +937,7 @@ execute_program(GLcontext *ctx, const struct fragment_program *program)
GLfloat texcoord[4], color[4];
fetch_vector4( &inst->SrcReg[0], machine, texcoord );
/* XXX: Undo perspective divide from interpolate_texcoords() */
fetch_texel( ctx, texcoord, inst->TexSrcUnit,
inst->TexSrcBit, color );
fetch_texel( ctx, texcoord, inst->TexSrcUnit, color );
store_vector4( inst, machine, color );
}
break;
@ -723,7 +949,7 @@ execute_program(GLcontext *ctx, const struct fragment_program *program)
fetch_vector4( &inst->SrcReg[1], machine, dtdx );
fetch_vector4( &inst->SrcReg[2], machine, dtdy );
fetch_texel_deriv( ctx, texcoord, dtdx, dtdy, inst->TexSrcUnit,
inst->TexSrcBit, color );
color );
store_vector4( inst, machine, color );
}
break;
@ -733,8 +959,7 @@ execute_program(GLcontext *ctx, const struct fragment_program *program)
GLfloat texcoord[4], color[4];
fetch_vector4( &inst->SrcReg[0], machine, texcoord );
/* Already did perspective divide in interpolate_texcoords() */
fetch_texel( ctx, texcoord, inst->TexSrcUnit,
inst->TexSrcBit, color );
fetch_texel( ctx, texcoord, inst->TexSrcUnit, color );
store_vector4( inst, machine, color );
}
break;
@ -801,8 +1026,11 @@ execute_program(GLcontext *ctx, const struct fragment_program *program)
store_vector4( inst, machine, result );
}
break;
case FP_OPCODE_END:
return GL_TRUE;
default:
_mesa_problem(ctx, "Bad opcode in _mesa_exec_fragment_program");
_mesa_problem(ctx, "Bad opcode %d in _mesa_exec_fragment_program",
inst->Opcode);
return GL_TRUE; /* return value doesn't matter */
}
}
@ -810,6 +1038,59 @@ execute_program(GLcontext *ctx, const struct fragment_program *program)
}
static void
init_machine( GLcontext *ctx, struct fp_machine *machine,
const struct fragment_program *program,
const struct sw_span *span, GLuint i )
{
GLuint u;
/* Clear temporary registers */
_mesa_bzero(machine->Registers + FP_TEMP_REG_START,
MAX_NV_FRAGMENT_PROGRAM_TEMPS * 4 * sizeof(GLfloat));
/* Load input registers */
if (program->InputsRead & (1 << FRAG_ATTRIB_WPOS)) {
GLfloat *wpos = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_WPOS];
wpos[0] = span->x + i;
wpos[1] = span->y + i;
wpos[2] = (GLfloat) span->array->z[i] / ctx->DepthMaxF;
wpos[3] = span->w + i * span->dwdx;
}
if (program->InputsRead & (1 << FRAG_ATTRIB_COL0)) {
GLfloat *col0 = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_COL0];
col0[0] = CHAN_TO_FLOAT(span->array->rgba[i][RCOMP]);
col0[1] = CHAN_TO_FLOAT(span->array->rgba[i][GCOMP]);
col0[2] = CHAN_TO_FLOAT(span->array->rgba[i][BCOMP]);
col0[3] = CHAN_TO_FLOAT(span->array->rgba[i][ACOMP]);
}
if (program->InputsRead & (1 << FRAG_ATTRIB_COL1)) {
GLfloat *col1 = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_COL1];
col1[0] = CHAN_TO_FLOAT(span->array->spec[i][RCOMP]);
col1[1] = CHAN_TO_FLOAT(span->array->spec[i][GCOMP]);
col1[2] = CHAN_TO_FLOAT(span->array->spec[i][BCOMP]);
col1[3] = CHAN_TO_FLOAT(span->array->spec[i][ACOMP]);
}
if (program->InputsRead & (1 << FRAG_ATTRIB_FOGC)) {
GLfloat *fogc = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_FOGC];
fogc[0] = span->array->fog[i];
fogc[1] = 0.0F;
fogc[2] = 0.0F;
fogc[3] = 0.0F;
}
for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
if (program->InputsRead & (1 << (FRAG_ATTRIB_TEX0 + u))) {
GLfloat *tex = machine->Registers[FP_INPUT_REG_START+FRAG_ATTRIB_TEX0+u];
if (ctx->Texture.Unit[u]._ReallyEnabled) {
COPY_4V(tex, span->array->texcoords[u][i]);
}
else {
COPY_4V(tex, ctx->Current.Attrib[VERT_ATTRIB_TEX0 + u]);
}
}
}
}
void
_swrast_exec_nv_fragment_program( GLcontext *ctx, struct sw_span *span )
@ -819,65 +1100,22 @@ _swrast_exec_nv_fragment_program( GLcontext *ctx, struct sw_span *span )
for (i = 0; i < span->end; i++) {
if (span->array->mask[i]) {
const GLfloat *colOut = ctx->FragmentProgram.Machine.Registers[FP_OUTPUT_REG_START];
GLuint u;
init_machine(ctx, &ctx->FragmentProgram.Machine,
ctx->FragmentProgram.Current, span, i);
/* Clear temporary registers */
_mesa_bzero(ctx->FragmentProgram.Machine.Registers +FP_TEMP_REG_START,
MAX_NV_FRAGMENT_PROGRAM_TEMPS * 4 * sizeof(GLfloat));
/*
* Load input registers - yes this is all very inefficient for now.
*/
if (program->InputsRead & (1 << FRAG_ATTRIB_WPOS)) {
GLfloat *wpos = ctx->FragmentProgram.Machine.Registers[0];
wpos[0] = span->x + i;
wpos[1] = span->y + i;
wpos[2] = (GLfloat) span->array->z[i] / ctx->DepthMaxF;
wpos[3] = 1.0; /* XXX should be 1/w */
}
if (program->InputsRead & (1 << FRAG_ATTRIB_COL0)) {
GLfloat *col0 = ctx->FragmentProgram.Machine.Registers[1];
col0[0] = CHAN_TO_FLOAT(span->array->rgba[i][RCOMP]);
col0[1] = CHAN_TO_FLOAT(span->array->rgba[i][GCOMP]);
col0[2] = CHAN_TO_FLOAT(span->array->rgba[i][BCOMP]);
col0[3] = CHAN_TO_FLOAT(span->array->rgba[i][ACOMP]);
}
if (program->InputsRead & (1 << FRAG_ATTRIB_COL1)) {
GLfloat *col1 = ctx->FragmentProgram.Machine.Registers[2];
col1[0] = CHAN_TO_FLOAT(span->array->spec[i][RCOMP]);
col1[1] = CHAN_TO_FLOAT(span->array->spec[i][GCOMP]);
col1[2] = CHAN_TO_FLOAT(span->array->spec[i][BCOMP]);
col1[3] = CHAN_TO_FLOAT(span->array->spec[i][ACOMP]);
}
if (program->InputsRead & (1 << FRAG_ATTRIB_FOGC)) {
GLfloat *fogc = ctx->FragmentProgram.Machine.Registers[3];
fogc[0] = span->array->fog[i];
fogc[1] = 0.0F;
fogc[2] = 0.0F;
fogc[3] = 0.0F;
}
for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
if (program->InputsRead & (1 << (FRAG_ATTRIB_TEX0 + u))) {
if (ctx->Texture.Unit[u]._ReallyEnabled) {
COPY_4V(ctx->FragmentProgram.Machine.Registers[4 + u],
span->array->texcoords[u][i]);
}
else {
COPY_4V(ctx->FragmentProgram.Machine.Registers[4 + u],
ctx->Current.Attrib[VERT_ATTRIB_TEX0 + u]);
}
}
}
if (!execute_program(ctx, program))
if (!execute_program(ctx, program, ~0,
&ctx->FragmentProgram.Machine, span))
span->array->mask[i] = GL_FALSE; /* killed fragment */
/* Store output registers */
UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][RCOMP], colOut[0]);
UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][GCOMP], colOut[1]);
UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][BCOMP], colOut[2]);
UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][ACOMP], colOut[3]);
{
const GLfloat *colOut
= ctx->FragmentProgram.Machine.Registers[FP_OUTPUT_REG_START];
UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][RCOMP], colOut[0]);
UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][GCOMP], colOut[1]);
UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][BCOMP], colOut[2]);
UNCLAMPED_FLOAT_TO_CHAN(span->array->rgba[i][ACOMP], colOut[3]);
}
/* depth value */
if (ctx->FragmentProgram.Current->OutputsWritten & 2)
span->array->z[i] = IROUND(ctx->FragmentProgram.Machine.Registers[FP_OUTPUT_REG_START + 2][0] * ctx->DepthMaxF);

View file

@ -1,4 +1,4 @@
/* $Id: s_span.c,v 1.58 2003/03/15 17:33:27 brianp Exp $ */
/* $Id: s_span.c,v 1.59 2003/03/16 22:02:37 brianp Exp $ */
/*
* Mesa 3-D graphics library
@ -76,7 +76,7 @@ void
_mesa_span_default_fog( GLcontext *ctx, struct sw_span *span )
{
span->fog = _mesa_z_to_fogfactor(ctx, ctx->Current.RasterDistance);
span->fogStep = 0;
span->fogStep = span->dfogdx = span->dfogdy = 0.0F;
span->interpMask |= SPAN_FOG;
}

View file

@ -1,4 +1,4 @@
/* $Id: s_triangle.c,v 1.68 2003/03/14 15:41:00 brianp Exp $ */
/* $Id: s_triangle.c,v 1.69 2003/03/16 22:02:38 brianp Exp $ */
/*
* Mesa 3-D graphics library
@ -870,6 +870,7 @@ fast_persp_span(GLcontext *ctx, struct sw_span *span,
*/
#define NAME general_textured_triangle
#define INTERP_Z 1
#define INTERP_W 1
#define INTERP_FOG 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1
@ -888,6 +889,7 @@ fast_persp_span(GLcontext *ctx, struct sw_span *span,
*/
#define NAME multitextured_triangle
#define INTERP_Z 1
#define INTERP_W 1
#define INTERP_FOG 1
#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
#define INTERP_RGB 1

View file

@ -1,4 +1,4 @@
/* $Id: s_tritemp.h,v 1.46 2003/03/16 20:10:01 brianp Exp $ */
/* $Id: s_tritemp.h,v 1.47 2003/03/16 22:02:40 brianp Exp $ */
/*
* Mesa 3-D graphics library
@ -301,25 +301,6 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
{
GLint scan_from_left_to_right; /* true if scanning left-to-right */
#ifdef INTERP_Z
GLfloat dzdx, dzdy;
#endif
#ifdef INTERP_FOG
GLfloat dfogdy;
#endif
#if defined(INTERP_RGB)
GLfloat drdx, drdy;
GLfloat dgdx, dgdy;
GLfloat dbdx, dbdy;
#endif
#if defined(INTERP_ALPHA)
GLfloat dadx, dady;
#endif
#if defined(INTERP_SPEC)
GLfloat dsrdx, dsrdy;
GLfloat dsgdx, dsgdy;
GLfloat dsbdx, dsbdy;
#endif
#ifdef INTERP_INDEX
GLfloat didx, didy;
#endif
@ -338,22 +319,29 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
#ifdef INTERP_Z
span.interpMask |= SPAN_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) {
GLfloat eMaj_dz = vMax->win[2] - vMin->win[2];
GLfloat eBot_dz = vMid->win[2] - vMin->win[2];
span.dzdx = oneOverArea * (eMaj_dz * eBot.dy - eMaj.dy * eBot_dz);
if (span.dzdx > maxDepth || span.dzdx < -maxDepth) {
/* probably a sliver triangle */
dzdx = 0.0;
dzdy = 0.0;
span.dzdx = 0.0;
span.dzdy = 0.0;
}
else {
dzdy = oneOverArea * (eMaj.dx * eBot_dz - eMaj_dz * eBot.dx);
span.dzdy = oneOverArea * (eMaj.dx * eBot_dz - eMaj_dz * eBot.dx);
}
if (depthBits <= 16)
span.zStep = SignedFloatToFixed(dzdx);
span.zStep = SignedFloatToFixed(span.dzdx);
else
span.zStep = (GLint) dzdx;
span.zStep = (GLint) span.dzdx;
}
#endif
#ifdef INTERP_W
{
const GLfloat eMaj_dw = vMax->win[3] - vMin->win[3];
const GLfloat eBot_dw = vMid->win[3] - vMin->win[3];
span.dwdx = oneOverArea * (eMaj_dw * eBot.dy - eMaj.dy * eBot_dw);
span.dwdy = oneOverArea * (eMaj.dx * eBot_dw - eMaj_dw * eBot.dx);
}
#endif
#ifdef INTERP_FOG
@ -361,8 +349,9 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
{
const GLfloat eMaj_dfog = vMax->fog - vMin->fog;
const GLfloat eBot_dfog = vMid->fog - vMin->fog;
span.fogStep = oneOverArea * (eMaj_dfog * eBot.dy - eMaj.dy * eBot_dfog);
dfogdy = oneOverArea * (eMaj.dx * eBot_dfog - eMaj_dfog * eBot.dx);
span.dfogdx = oneOverArea * (eMaj_dfog * eBot.dy - eMaj.dy * eBot_dfog);
span.dfogdy = oneOverArea * (eMaj.dx * eBot_dfog - eMaj_dfog * eBot.dx);
span.fogStep = span.dfogdx;
}
#endif
#ifdef INTERP_RGB
@ -378,39 +367,39 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
GLfloat eMaj_da = (GLfloat) ((ColorTemp) vMax->color[ACOMP] - vMin->color[ACOMP]);
GLfloat eBot_da = (GLfloat) ((ColorTemp) vMid->color[ACOMP] - vMin->color[ACOMP]);
# endif
drdx = oneOverArea * (eMaj_dr * eBot.dy - eMaj.dy * eBot_dr);
drdy = oneOverArea * (eMaj.dx * eBot_dr - eMaj_dr * eBot.dx);
dgdx = oneOverArea * (eMaj_dg * eBot.dy - eMaj.dy * eBot_dg);
dgdy = oneOverArea * (eMaj.dx * eBot_dg - eMaj_dg * eBot.dx);
dbdx = oneOverArea * (eMaj_db * eBot.dy - eMaj.dy * eBot_db);
dbdy = oneOverArea * (eMaj.dx * eBot_db - eMaj_db * eBot.dx);
span.drdx = oneOverArea * (eMaj_dr * eBot.dy - eMaj.dy * eBot_dr);
span.drdy = oneOverArea * (eMaj.dx * eBot_dr - eMaj_dr * eBot.dx);
span.dgdx = oneOverArea * (eMaj_dg * eBot.dy - eMaj.dy * eBot_dg);
span.dgdy = oneOverArea * (eMaj.dx * eBot_dg - eMaj_dg * eBot.dx);
span.dbdx = oneOverArea * (eMaj_db * eBot.dy - eMaj.dy * eBot_db);
span.dbdy = oneOverArea * (eMaj.dx * eBot_db - eMaj_db * eBot.dx);
# if CHAN_TYPE == GL_FLOAT
span.redStep = drdx;
span.greenStep = dgdx;
span.blueStep = dbdx;
span.redStep = span.drdx;
span.greenStep = span.dgdx;
span.blueStep = span.dbdx;
# else
span.redStep = SignedFloatToFixed(drdx);
span.greenStep = SignedFloatToFixed(dgdx);
span.blueStep = SignedFloatToFixed(dbdx);
span.redStep = SignedFloatToFixed(span.drdx);
span.greenStep = SignedFloatToFixed(span.dgdx);
span.blueStep = SignedFloatToFixed(span.dbdx);
# endif /* GL_FLOAT */
# ifdef INTERP_ALPHA
dadx = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da);
dady = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx);
span.dadx = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da);
span.dady = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx);
# if CHAN_TYPE == GL_FLOAT
span.alphaStep = dadx;
span.alphaStep = span.dadx;
# else
span.alphaStep = SignedFloatToFixed(dadx);
span.alphaStep = SignedFloatToFixed(span.dadx);
# endif /* GL_FLOAT */
# endif /* INTERP_ALPHA */
}
else {
ASSERT (ctx->Light.ShadeModel == GL_FLAT);
span.interpMask |= SPAN_FLAT;
drdx = drdy = span.redStep = 0;
dgdx = dgdy = span.greenStep = 0;
dbdx = dbdy = span.blueStep = 0;
span.drdx = span.drdy = span.redStep = 0;
span.dgdx = span.dgdy = span.greenStep = 0;
span.dbdx = span.dbdy = span.blueStep = 0;
# ifdef INTERP_ALPHA
dadx = dady = span.alphaStep = 0;
span.dadx = span.dady = span.alphaStep = 0;
# endif
}
#endif /* INTERP_RGB */
@ -423,26 +412,26 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
GLfloat eBot_dsg = (GLfloat) ((ColorTemp) vMid->specular[GCOMP] - vMin->specular[GCOMP]);
GLfloat eMaj_dsb = (GLfloat) ((ColorTemp) vMax->specular[BCOMP] - vMin->specular[BCOMP]);
GLfloat eBot_dsb = (GLfloat) ((ColorTemp) vMid->specular[BCOMP] - vMin->specular[BCOMP]);
dsrdx = oneOverArea * (eMaj_dsr * eBot.dy - eMaj.dy * eBot_dsr);
dsrdy = oneOverArea * (eMaj.dx * eBot_dsr - eMaj_dsr * eBot.dx);
dsgdx = oneOverArea * (eMaj_dsg * eBot.dy - eMaj.dy * eBot_dsg);
dsgdy = oneOverArea * (eMaj.dx * eBot_dsg - eMaj_dsg * eBot.dx);
dsbdx = oneOverArea * (eMaj_dsb * eBot.dy - eMaj.dy * eBot_dsb);
dsbdy = oneOverArea * (eMaj.dx * eBot_dsb - eMaj_dsb * eBot.dx);
span.dsrdx = oneOverArea * (eMaj_dsr * eBot.dy - eMaj.dy * eBot_dsr);
span.dsrdy = oneOverArea * (eMaj.dx * eBot_dsr - eMaj_dsr * eBot.dx);
span.dsgdx = oneOverArea * (eMaj_dsg * eBot.dy - eMaj.dy * eBot_dsg);
span.dsgdy = oneOverArea * (eMaj.dx * eBot_dsg - eMaj_dsg * eBot.dx);
span.dsbdx = oneOverArea * (eMaj_dsb * eBot.dy - eMaj.dy * eBot_dsb);
span.dsbdy = oneOverArea * (eMaj.dx * eBot_dsb - eMaj_dsb * eBot.dx);
# if CHAN_TYPE == GL_FLOAT
span.specRedStep = dsrdx;
span.specGreenStep = dsgdx;
span.specBlueStep = dsbdx;
span.specRedStep = span.dsrdx;
span.specGreenStep = span.dsgdx;
span.specBlueStep = span.dsbdx;
# else
span.specRedStep = SignedFloatToFixed(dsrdx);
span.specGreenStep = SignedFloatToFixed(dsgdx);
span.specBlueStep = SignedFloatToFixed(dsbdx);
span.specRedStep = SignedFloatToFixed(span.dsrdx);
span.specGreenStep = SignedFloatToFixed(span.dsgdx);
span.specBlueStep = SignedFloatToFixed(span.dsbdx);
# endif
}
else {
dsrdx = dsrdy = span.specRedStep = 0;
dsgdx = dsgdy = span.specGreenStep = 0;
dsbdx = dsbdy = span.specBlueStep = 0;
span.dsrdx = span.dsrdy = span.specRedStep = 0;
span.dsgdx = span.dsgdy = span.specGreenStep = 0;
span.dsbdx = span.dsbdy = span.specBlueStep = 0;
}
#endif /* INTERP_SPEC */
#ifdef INTERP_INDEX
@ -568,30 +557,33 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
DEPTH_TYPE *zRow = NULL;
int dZRowOuter = 0, dZRowInner; /* offset in bytes */
# endif
GLfixed fz = 0, fdzOuter = 0, fdzInner;
GLfixed zLeft = 0, fdzOuter = 0, fdzInner;
#endif
#ifdef INTERP_W
GLfloat wLeft, dwOuter, dwInner;
#endif
#ifdef INTERP_FOG
GLfloat fogLeft = 0, dfogOuter = 0, dfogInner;
#endif
#ifdef INTERP_RGB
ColorTemp fr = 0, fdrOuter = 0, fdrInner;
ColorTemp fg = 0, fdgOuter = 0, fdgInner;
ColorTemp fb = 0, fdbOuter = 0, fdbInner;
ColorTemp rLeft = 0, fdrOuter = 0, fdrInner;
ColorTemp gLeft = 0, fdgOuter = 0, fdgInner;
ColorTemp bLeft = 0, fdbOuter = 0, fdbInner;
#endif
#ifdef INTERP_ALPHA
ColorTemp fa = 0, fdaOuter = 0, fdaInner;
ColorTemp aLeft = 0, fdaOuter = 0, fdaInner;
#endif
#ifdef INTERP_SPEC
ColorTemp fsr=0, fdsrOuter=0, fdsrInner;
ColorTemp fsg=0, fdsgOuter=0, fdsgInner;
ColorTemp fsb=0, fdsbOuter=0, fdsbInner;
ColorTemp srLeft=0, dsrOuter=0, dsrInner;
ColorTemp sgLeft=0, dsgOuter=0, dsgInner;
ColorTemp sbLeft=0, dsbOuter=0, dsbInner;
#endif
#ifdef INTERP_INDEX
GLfixed fi=0, fdiOuter=0, fdiInner;
GLfixed iLeft=0, diOuter=0, diInner;
#endif
#ifdef INTERP_INT_TEX
GLfixed fs=0, fdsOuter=0, fdsInner;
GLfixed ft=0, fdtOuter=0, fdtInner;
GLfixed sLeft=0, dsOuter=0, dsInner;
GLfixed tLeft=0, dtOuter=0, dtInner;
#endif
#ifdef INTERP_TEX
GLfloat sLeft[MAX_TEXTURE_COORD_UNITS];
@ -695,17 +687,17 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
GLfloat z0 = vLower->win[2];
if (depthBits <= 16) {
/* interpolate fixed-pt values */
GLfloat tmp = (z0 * FIXED_SCALE + dzdx * adjx + dzdy * adjy) + FIXED_HALF;
GLfloat tmp = (z0 * FIXED_SCALE + span.dzdx * adjx + span.dzdy * adjy) + FIXED_HALF;
if (tmp < MAX_GLUINT / 2)
fz = (GLfixed) tmp;
zLeft = (GLfixed) tmp;
else
fz = MAX_GLUINT / 2;
fdzOuter = SignedFloatToFixed(dzdy + dxOuter * dzdx);
zLeft = MAX_GLUINT / 2;
fdzOuter = SignedFloatToFixed(span.dzdy + dxOuter * span.dzdx);
}
else {
/* interpolate depth values exactly */
fz = (GLint) (z0 + dzdx * FixedToFloat(adjx) + dzdy * FixedToFloat(adjy));
fdzOuter = (GLint) (dzdy + dxOuter * dzdx);
zLeft = (GLint) (z0 + span.dzdx * FixedToFloat(adjx) + span.dzdy * FixedToFloat(adjy));
fdzOuter = (GLint) (span.dzdy + dxOuter * span.dzdx);
}
# ifdef DEPTH_TYPE
zRow = (DEPTH_TYPE *)
@ -714,57 +706,60 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
# endif
}
#endif
#ifdef INTERP_W
wLeft = vLower->win[3] + (span.dwdx * adjx + span.dwdy * adjy) * (1.0F/FIXED_SCALE);
dwOuter = span.dwdy + dxOuter * span.dwdx;
#endif
#ifdef INTERP_FOG
fogLeft = vLower->fog + (span.fogStep * adjx + dfogdy * adjy)
* (1.0F/FIXED_SCALE);
dfogOuter = dfogdy + dxOuter * span.fogStep;
fogLeft = vLower->fog + (span.dfogdx * adjx + span.dfogdy * adjy) * (1.0F/FIXED_SCALE);
dfogOuter = span.dfogdy + dxOuter * span.dfogdx;
#endif
#ifdef INTERP_RGB
if (ctx->Light.ShadeModel == GL_SMOOTH) {
# if CHAN_TYPE == GL_FLOAT
fr = vLower->color[RCOMP] + (drdx * adjx + drdy * adjy) * (1.0F / FIXED_SCALE);
fg = vLower->color[GCOMP] + (dgdx * adjx + dgdy * adjy) * (1.0F / FIXED_SCALE);
fb = vLower->color[BCOMP] + (dbdx * adjx + dbdy * adjy) * (1.0F / FIXED_SCALE);
fdrOuter = drdy + dxOuter * drdx;
fdgOuter = dgdy + dxOuter * dgdx;
fdbOuter = dbdy + dxOuter * dbdx;
rLeft = vLower->color[RCOMP] + (span.drdx * adjx + span.drdy * adjy) * (1.0F / FIXED_SCALE);
gLeft = vLower->color[GCOMP] + (span.dgdx * adjx + span.dgdy * adjy) * (1.0F / FIXED_SCALE);
bLeft = vLower->color[BCOMP] + (span.dbdx * adjx + span.dbdy * adjy) * (1.0F / FIXED_SCALE);
fdrOuter = span.drdy + dxOuter * span.drdx;
fdgOuter = span.dgdy + dxOuter * span.dgdx;
fdbOuter = span.dbdy + dxOuter * span.dbdx;
# else
fr = (ChanToFixed(vLower->color[RCOMP]) + drdx * adjx + drdy * adjy) + FIXED_HALF;
fg = (ChanToFixed(vLower->color[GCOMP]) + dgdx * adjx + dgdy * adjy) + FIXED_HALF;
fb = (ChanToFixed(vLower->color[BCOMP]) + dbdx * adjx + dbdy * adjy) + FIXED_HALF;
fdrOuter = SignedFloatToFixed(drdy + dxOuter * drdx);
fdgOuter = SignedFloatToFixed(dgdy + dxOuter * dgdx);
fdbOuter = SignedFloatToFixed(dbdy + dxOuter * dbdx);
rLeft = (ChanToFixed(vLower->color[RCOMP]) + span.drdx * adjx + span.drdy * adjy) + FIXED_HALF;
gLeft = (ChanToFixed(vLower->color[GCOMP]) + span.dgdx * adjx + span.dgdy * adjy) + FIXED_HALF;
bLeft = (ChanToFixed(vLower->color[BCOMP]) + span.dbdx * adjx + span.dbdy * adjy) + FIXED_HALF;
fdrOuter = SignedFloatToFixed(span.drdy + dxOuter * span.drdx);
fdgOuter = SignedFloatToFixed(span.dgdy + dxOuter * span.dgdx);
fdbOuter = SignedFloatToFixed(span.dbdy + dxOuter * span.dbdx);
# endif
# ifdef INTERP_ALPHA
# if CHAN_TYPE == GL_FLOAT
fa = vLower->color[ACOMP] + (dadx * adjx + dady * adjy) * (1.0F / FIXED_SCALE);
fdaOuter = dady + dxOuter * dadx;
aLeft = vLower->color[ACOMP] + (span.dadx * adjx + span.dady * adjy) * (1.0F / FIXED_SCALE);
fdaOuter = span.dady + dxOuter * span.dadx;
# else
fa = (ChanToFixed(vLower->color[ACOMP]) + dadx * adjx + dady * adjy) + FIXED_HALF;
fdaOuter = SignedFloatToFixed(dady + dxOuter * dadx);
aLeft = (ChanToFixed(vLower->color[ACOMP]) + span.dadx * adjx + span.dady * adjy) + FIXED_HALF;
fdaOuter = SignedFloatToFixed(span.dady + dxOuter * span.dadx);
# endif
# endif
}
else {
ASSERT (ctx->Light.ShadeModel == GL_FLAT);
# if CHAN_TYPE == GL_FLOAT
fr = v2->color[RCOMP];
fg = v2->color[GCOMP];
fb = v2->color[BCOMP];
rLeft = v2->color[RCOMP];
gLeft = v2->color[GCOMP];
bLeft = v2->color[BCOMP];
fdrOuter = fdgOuter = fdbOuter = 0.0F;
# else
fr = ChanToFixed(v2->color[RCOMP]);
fg = ChanToFixed(v2->color[GCOMP]);
fb = ChanToFixed(v2->color[BCOMP]);
rLeft = ChanToFixed(v2->color[RCOMP]);
gLeft = ChanToFixed(v2->color[GCOMP]);
bLeft = ChanToFixed(v2->color[BCOMP]);
fdrOuter = fdgOuter = fdbOuter = 0;
# endif
# ifdef INTERP_ALPHA
# if CHAN_TYPE == GL_FLOAT
fa = v2->color[ACOMP];
aLeft = v2->color[ACOMP];
fdaOuter = 0.0F;
# else
fa = ChanToFixed(v2->color[ACOMP]);
aLeft = ChanToFixed(v2->color[ACOMP]);
fdaOuter = 0;
# endif
# endif
@ -774,59 +769,59 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
#ifdef INTERP_SPEC
if (ctx->Light.ShadeModel == GL_SMOOTH) {
# if CHAN_TYPE == GL_FLOAT
fsr = vLower->specular[RCOMP] + (dsrdx * adjx + dsrdy * adjy) * (1.0F / FIXED_SCALE);
fsg = vLower->specular[GCOMP] + (dsgdx * adjx + dsgdy * adjy) * (1.0F / FIXED_SCALE);
fsb = vLower->specular[BCOMP] + (dsbdx * adjx + dsbdy * adjy) * (1.0F / FIXED_SCALE);
fdsrOuter = dsrdy + dxOuter * dsrdx;
fdsgOuter = dsgdy + dxOuter * dsgdx;
fdsbOuter = dsbdy + dxOuter * dsbdx;
srLeft = vLower->specular[RCOMP] + (span.dsrdx * adjx + span.dsrdy * adjy) * (1.0F / FIXED_SCALE);
sgLeft = vLower->specular[GCOMP] + (span.dsgdx * adjx + span.dsgdy * adjy) * (1.0F / FIXED_SCALE);
sbLeft = vLower->specular[BCOMP] + (span.dsbdx * adjx + span.dsbdy * adjy) * (1.0F / FIXED_SCALE);
dsrOuter = span.dsrdy + dxOuter * span.dsrdx;
dsgOuter = span.dsgdy + dxOuter * span.dsgdx;
dsbOuter = span.dsbdy + dxOuter * span.dsbdx;
# else
fsr = (GLfixed) (ChanToFixed(vLower->specular[RCOMP]) + dsrdx * adjx + dsrdy * adjy) + FIXED_HALF;
fsg = (GLfixed) (ChanToFixed(vLower->specular[GCOMP]) + dsgdx * adjx + dsgdy * adjy) + FIXED_HALF;
fsb = (GLfixed) (ChanToFixed(vLower->specular[BCOMP]) + dsbdx * adjx + dsbdy * adjy) + FIXED_HALF;
fdsrOuter = SignedFloatToFixed(dsrdy + dxOuter * dsrdx);
fdsgOuter = SignedFloatToFixed(dsgdy + dxOuter * dsgdx);
fdsbOuter = SignedFloatToFixed(dsbdy + dxOuter * dsbdx);
srLeft = (GLfixed) (ChanToFixed(vLower->specular[RCOMP]) + span.dsrdx * adjx + span.dsrdy * adjy) + FIXED_HALF;
sgLeft = (GLfixed) (ChanToFixed(vLower->specular[GCOMP]) + span.dsgdx * adjx + span.dsgdy * adjy) + FIXED_HALF;
sbLeft = (GLfixed) (ChanToFixed(vLower->specular[BCOMP]) + span.dsbdx * adjx + span.dsbdy * adjy) + FIXED_HALF;
dsrOuter = SignedFloatToFixed(span.dsrdy + dxOuter * span.dsrdx);
dsgOuter = SignedFloatToFixed(span.dsgdy + dxOuter * span.dsgdx);
dsbOuter = SignedFloatToFixed(span.dsbdy + dxOuter * span.dsbdx);
# endif
}
else {
#if CHAN_TYPE == GL_FLOAT
fsr = v2->specular[RCOMP];
fsg = v2->specular[GCOMP];
fsb = v2->specular[BCOMP];
fdsrOuter = fdsgOuter = fdsbOuter = 0.0F;
srLeft = v2->specular[RCOMP];
sgLeft = v2->specular[GCOMP];
sbLeft = v2->specular[BCOMP];
dsrOuter = dsgOuter = dsbOuter = 0.0F;
# else
fsr = ChanToFixed(v2->specular[RCOMP]);
fsg = ChanToFixed(v2->specular[GCOMP]);
fsb = ChanToFixed(v2->specular[BCOMP]);
fdsrOuter = fdsgOuter = fdsbOuter = 0;
srLeft = ChanToFixed(v2->specular[RCOMP]);
sgLeft = ChanToFixed(v2->specular[GCOMP]);
sbLeft = ChanToFixed(v2->specular[BCOMP]);
dsrOuter = dsgOuter = dsbOuter = 0;
# endif
}
#endif
#ifdef INTERP_INDEX
if (ctx->Light.ShadeModel == GL_SMOOTH) {
fi = (GLfixed)(vLower->index * FIXED_SCALE
iLeft = (GLfixed)(vLower->index * FIXED_SCALE
+ didx * adjx + didy * adjy) + FIXED_HALF;
fdiOuter = SignedFloatToFixed(didy + dxOuter * didx);
diOuter = SignedFloatToFixed(didy + dxOuter * didx);
}
else {
fi = (GLfixed) (v2->index * FIXED_SCALE);
fdiOuter = 0;
iLeft = (GLfixed) (v2->index * FIXED_SCALE);
diOuter = 0;
}
#endif
#ifdef INTERP_INT_TEX
{
GLfloat s0, t0;
s0 = vLower->texcoord[0][0] * S_SCALE;
fs = (GLfixed)(s0 * FIXED_SCALE + span.texStepX[0][0] * adjx
sLeft = (GLfixed)(s0 * FIXED_SCALE + span.texStepX[0][0] * adjx
+ span.texStepY[0][0] * adjy) + FIXED_HALF;
fdsOuter = SignedFloatToFixed(span.texStepY[0][0] + dxOuter * span.texStepX[0][0]);
dsOuter = SignedFloatToFixed(span.texStepY[0][0] + dxOuter * span.texStepX[0][0]);
t0 = vLower->texcoord[0][1] * T_SCALE;
ft = (GLfixed)(t0 * FIXED_SCALE + span.texStepX[0][1] * adjx
tLeft = (GLfixed)(t0 * FIXED_SCALE + span.texStepX[0][1] * adjx
+ span.texStepY[0][1] * adjy) + FIXED_HALF;
fdtOuter = SignedFloatToFixed(span.texStepY[0][1] + dxOuter * span.texStepX[0][1]);
dtOuter = SignedFloatToFixed(span.texStepY[0][1] + dxOuter * span.texStepX[0][1]);
}
#endif
#ifdef INTERP_TEX
@ -869,8 +864,11 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
# endif
fdzInner = fdzOuter + span.zStep;
#endif
#ifdef INTERP_W
dwInner = dwOuter + span.dwdx;
#endif
#ifdef INTERP_FOG
dfogInner = dfogOuter + span.fogStep;
dfogInner = dfogOuter + span.dfogdx;
#endif
#if defined(INTERP_RGB)
fdrInner = fdrOuter + span.redStep;
@ -881,16 +879,16 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
fdaInner = fdaOuter + span.alphaStep;
#endif
#if defined(INTERP_SPEC)
fdsrInner = fdsrOuter + span.specRedStep;
fdsgInner = fdsgOuter + span.specGreenStep;
fdsbInner = fdsbOuter + span.specBlueStep;
dsrInner = dsrOuter + span.specRedStep;
dsgInner = dsgOuter + span.specGreenStep;
dsbInner = dsbOuter + span.specBlueStep;
#endif
#ifdef INTERP_INDEX
fdiInner = fdiOuter + span.indexStep;
diInner = diOuter + span.indexStep;
#endif
#ifdef INTERP_INT_TEX
fdsInner = fdsOuter + span.intTexStep[0];
fdtInner = fdtOuter + span.intTexStep[1];
dsInner = dsOuter + span.intTexStep[0];
dtInner = dtOuter + span.intTexStep[1];
#endif
#ifdef INTERP_TEX
TEX_UNIT_LOOP(
@ -914,30 +912,33 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
span.end = right - span.x;
#ifdef INTERP_Z
span.z = fz;
span.z = zLeft;
#endif
#ifdef INTERP_W
span.w = wLeft;
#endif
#ifdef INTERP_FOG
span.fog = fogLeft;
#endif
#if defined(INTERP_RGB)
span.red = fr;
span.green = fg;
span.blue = fb;
span.red = rLeft;
span.green = gLeft;
span.blue = bLeft;
#endif
#if defined(INTERP_ALPHA)
span.alpha = fa;
span.alpha = aLeft;
#endif
#if defined(INTERP_SPEC)
span.specRed = fsr;
span.specGreen = fsg;
span.specBlue = fsb;
span.specRed = srLeft;
span.specGreen = sgLeft;
span.specBlue = sbLeft;
#endif
#ifdef INTERP_INDEX
span.index = fi;
span.index = iLeft;
#endif
#ifdef INTERP_INT_TEX
span.intTex[0] = fs;
span.intTex[1] = ft;
span.intTex[0] = sLeft;
span.intTex[1] = tLeft;
#endif
#ifdef INTERP_TEX
@ -1040,30 +1041,33 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
# ifdef DEPTH_TYPE
zRow = (DEPTH_TYPE *) ((GLubyte *) zRow + dZRowOuter);
# endif
fz += fdzOuter;
zLeft += fdzOuter;
#endif
#ifdef INTERP_W
wLeft += dwOuter;
#endif
#ifdef INTERP_FOG
fogLeft += dfogOuter;
#endif
#if defined(INTERP_RGB)
fr += fdrOuter;
fg += fdgOuter;
fb += fdbOuter;
rLeft += fdrOuter;
gLeft += fdgOuter;
bLeft += fdbOuter;
#endif
#if defined(INTERP_ALPHA)
fa += fdaOuter;
aLeft += fdaOuter;
#endif
#if defined(INTERP_SPEC)
fsr += fdsrOuter;
fsg += fdsgOuter;
fsb += fdsbOuter;
srLeft += dsrOuter;
sgLeft += dsgOuter;
sbLeft += dsbOuter;
#endif
#ifdef INTERP_INDEX
fi += fdiOuter;
iLeft += diOuter;
#endif
#ifdef INTERP_INT_TEX
fs += fdsOuter;
ft += fdtOuter;
sLeft += dsOuter;
tLeft += dtOuter;
#endif
#ifdef INTERP_TEX
TEX_UNIT_LOOP(
@ -1082,30 +1086,33 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
# ifdef DEPTH_TYPE
zRow = (DEPTH_TYPE *) ((GLubyte *) zRow + dZRowInner);
# endif
fz += fdzInner;
zLeft += fdzInner;
#endif
#ifdef INTERP_W
wLeft += dwInner;
#endif
#ifdef INTERP_FOG
fogLeft += dfogInner;
#endif
#if defined(INTERP_RGB)
fr += fdrInner;
fg += fdgInner;
fb += fdbInner;
rLeft += fdrInner;
gLeft += fdgInner;
bLeft += fdbInner;
#endif
#if defined(INTERP_ALPHA)
fa += fdaInner;
aLeft += fdaInner;
#endif
#if defined(INTERP_SPEC)
fsr += fdsrInner;
fsg += fdsgInner;
fsb += fdsbInner;
srLeft += dsrInner;
sgLeft += dsgInner;
sbLeft += dsbInner;
#endif
#ifdef INTERP_INDEX
fi += fdiInner;
iLeft += diInner;
#endif
#ifdef INTERP_INT_TEX
fs += fdsInner;
ft += fdtInner;
sLeft += dsInner;
tLeft += dtInner;
#endif
#ifdef INTERP_TEX
TEX_UNIT_LOOP(
@ -1136,6 +1143,7 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
#undef PIXEL_ADDRESS
#undef INTERP_Z
#undef INTERP_W
#undef INTERP_FOG
#undef INTERP_RGB
#undef INTERP_ALPHA