clipping, fog, texture optimizations (Klaus Niederkrueger)

This commit is contained in:
Brian Paul 2000-12-12 00:27:51 +00:00
parent 3afb7a0f70
commit b38ad54c41

View file

@ -1,4 +1,4 @@
/* $Id: s_span.c,v 1.4 2000/11/14 17:40:16 brianp Exp $ */
/* $Id: s_span.c,v 1.5 2000/12/12 00:27:51 brianp Exp $ */
/*
* Mesa 3-D graphics library
@ -58,18 +58,19 @@
static void stipple_polygon_span( GLcontext *ctx,
GLuint n, GLint x, GLint y, GLubyte mask[] )
{
register GLuint i, m, stipple, highbit=0x80000000;
const GLuint highbit = 0x80000000;
GLuint i, m, stipple;
stipple = ctx->PolygonStipple[y % 32];
m = highbit >> (GLuint) (x % 32);
for (i=0;i<n;i++) {
if ((m & stipple)==0) {
mask[i] = 0;
for (i = 0; i < n; i++) {
if ((m & stipple) == 0) {
mask[i] = 0;
}
m = m >> 1;
if (m==0) {
m = 0x80000000;
if (m == 0) {
m = highbit;
}
}
}
@ -78,41 +79,43 @@ static void stipple_polygon_span( GLcontext *ctx,
/*
* Clip a pixel span to the current buffer/window boundaries.
* Return: 0 = all pixels clipped
* 1 = at least one pixel is visible
* Return: 'n' such that pixel 'n', 'n+1' etc. are clipped,
* as a special case:
* 0 = all pixels clipped
*/
static GLuint clip_span( GLcontext *ctx,
GLint n, GLint x, GLint y, GLubyte mask[] )
{
GLint i;
/* Clip to top and bottom */
if (y < 0 || y >= ctx->DrawBuffer->Height) {
return 0;
}
/* Clip to left and right */
if (x >= 0 && x + n <= ctx->DrawBuffer->Width) {
/* no clipping needed */
return 1;
}
else if (x + n <= 0) {
/* completely off left side */
return 0;
}
else if (x >= ctx->DrawBuffer->Width) {
/* completely off right side */
return 0;
}
else {
/* clip-test each pixel, this could be done better */
for (i=0;i<n;i++) {
if (x + i < 0 || x + i >= ctx->DrawBuffer->Width) {
mask[i] = 0;
}
/* Clip to the left */
if (x < 0) {
if (x + n <= 0) {
/* completely off left side */
return 0;
}
else {
/* partially off left side */
MEMSET(mask, 0, -x);
}
return 1;
}
/* Clip to right */
if (x + n > ctx->DrawBuffer->Width) {
if (x >= ctx->DrawBuffer->Width) {
/* completely off right side */
return 0;
}
else {
/* partially off right side */
return ctx->DrawBuffer->Width - x;
}
}
return n;
}
@ -189,7 +192,7 @@ void gl_write_index_span( GLcontext *ctx,
MEMSET(mask, 1, n);
if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
if (clip_span(ctx,n,x,y,mask)==0) {
if ((n = clip_span(ctx,n,x,y,mask)) == 0) {
return;
}
}
@ -204,17 +207,10 @@ void gl_write_index_span( GLcontext *ctx,
index = indexIn;
}
/* Per-pixel fog */
if (ctx->Fog.Enabled) {
if (fog && !swrast->_PreferPixelFog)
_mesa_fog_ci_pixels( ctx, n, fog, index );
else
_mesa_depth_fog_ci_pixels( ctx, n, z, index );
}
/* Do the scissor test */
if (ctx->Scissor.Enabled) {
if (gl_scissor_span( ctx, n, x, y, mask )==0) {
if (gl_scissor_span( ctx, n, x, y, mask ) == 0) {
return;
}
}
@ -232,12 +228,21 @@ void gl_write_index_span( GLcontext *ctx,
}
else if (ctx->Depth.Test) {
/* regular depth testing */
if (_mesa_depth_test_span( ctx, n, x, y, z, mask )==0) return;
if (_mesa_depth_test_span( ctx, n, x, y, z, mask ) == 0)
return;
}
/* if we get here, something passed the depth test */
ctx->OcclusionResult = GL_TRUE;
/* Per-pixel fog */
if (ctx->Fog.Enabled) {
if (fog && !swrast->_PreferPixelFog)
_mesa_fog_ci_pixels( ctx, n, fog, index );
else
_mesa_depth_fog_ci_pixels( ctx, n, z, index );
}
if (swrast->_RasterMask & MULTI_DRAW_BIT) {
/* draw to zero or two or more buffers */
multi_write_index_span( ctx, n, x, y, index, mask );
@ -277,14 +282,14 @@ void gl_write_monoindex_span( GLcontext *ctx,
MEMSET(mask, 1, n);
if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
if (clip_span( ctx, n, x, y, mask)==0) {
if ((n = clip_span( ctx, n, x, y, mask)) == 0) {
return;
}
}
/* Do the scissor test */
if (ctx->Scissor.Enabled) {
if (gl_scissor_span( ctx, n, x, y, mask )==0) {
if (gl_scissor_span( ctx, n, x, y, mask ) == 0) {
return;
}
}
@ -302,7 +307,8 @@ void gl_write_monoindex_span( GLcontext *ctx,
}
else if (ctx->Depth.Test) {
/* regular depth testing */
if (_mesa_depth_test_span( ctx, n, x, y, z, mask )==0) return;
if (_mesa_depth_test_span( ctx, n, x, y, z, mask ) == 0)
return;
}
/* if we get here, something passed the depth test */
@ -318,7 +324,7 @@ void gl_write_monoindex_span( GLcontext *ctx,
|| ctx->Color.IndexMask != 0xffffffff) {
/* different index per pixel */
GLuint indexes[MAX_WIDTH];
for (i=0;i<n;i++) {
for (i = 0; i < n; i++) {
indexes[i] = index;
}
@ -358,7 +364,7 @@ void gl_write_monoindex_span( GLcontext *ctx,
if (swrast->_RasterMask & MULTI_DRAW_BIT) {
/* draw to zero or two or more buffers */
GLuint indexes[MAX_WIDTH];
for (i=0;i<n;i++)
for (i = 0; i < n; i++)
indexes[i] = index;
multi_write_index_span( ctx, n, x, y, indexes, mask );
}
@ -458,10 +464,11 @@ void gl_write_rgba_span( GLcontext *ctx,
MEMSET(mask, 1, n);
if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
if (clip_span( ctx,n,x,y,mask)==0) {
return;
if ((n = clip_span( ctx,n,x,y,mask)) == 0) {
return;
}
write_all = GL_FALSE;
if (mask[0] == 0)
write_all = GL_FALSE;
}
if ((primitive==GL_BITMAP && (swrast->_RasterMask & modBits))
@ -474,17 +481,9 @@ void gl_write_rgba_span( GLcontext *ctx,
rgba = rgbaIn;
}
/* Per-pixel fog */
if (ctx->Fog.Enabled) {
if (fog && !swrast->_PreferPixelFog)
_mesa_fog_rgba_pixels( ctx, n, fog, rgba );
else
_mesa_depth_fog_rgba_pixels( ctx, n, z, rgba );
}
/* Do the scissor test */
if (ctx->Scissor.Enabled) {
if (gl_scissor_span( ctx, n, x, y, mask )==0) {
if (gl_scissor_span( ctx, n, x, y, mask ) == 0) {
return;
}
write_all = GL_FALSE;
@ -498,7 +497,7 @@ void gl_write_rgba_span( GLcontext *ctx,
/* Do the alpha test */
if (ctx->Color.AlphaEnabled) {
if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4]) rgba, mask )==0) {
if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4]) rgba, mask ) == 0) {
return;
}
write_all = GL_FALSE;
@ -514,10 +513,10 @@ void gl_write_rgba_span( GLcontext *ctx,
else if (ctx->Depth.Test) {
/* regular depth testing */
GLuint m = _mesa_depth_test_span( ctx, n, x, y, z, mask );
if (m==0) {
if (m == 0) {
return;
}
if (m<n) {
if (m < n) {
write_all = GL_FALSE;
}
}
@ -525,6 +524,14 @@ void gl_write_rgba_span( GLcontext *ctx,
/* if we get here, something passed the depth test */
ctx->OcclusionResult = GL_TRUE;
/* Per-pixel fog */
if (ctx->Fog.Enabled) {
if (fog && !swrast->_PreferPixelFog)
_mesa_fog_rgba_pixels( ctx, n, fog, rgba );
else
_mesa_depth_fog_rgba_pixels( ctx, n, z, rgba );
}
if (swrast->_RasterMask & MULTI_DRAW_BIT) {
multi_write_rgba_span( ctx, n, x, y, (const GLchan (*)[4]) rgba, mask );
}
@ -558,7 +565,6 @@ void gl_write_rgba_span( GLcontext *ctx,
(const GLchan (*)[4]) rgba,
write_all ? Null : mask );
}
}
}
@ -592,15 +598,16 @@ void gl_write_monocolor_span( GLcontext *ctx,
MEMSET(mask, 1, n);
if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
if (clip_span( ctx,n,x,y,mask)==0) {
if ((n = clip_span( ctx,n,x,y,mask)) == 0) {
return;
}
write_all = GL_FALSE;
if (mask[0] == 0)
write_all = GL_FALSE;
}
/* Do the scissor test */
if (ctx->Scissor.Enabled) {
if (gl_scissor_span( ctx, n, x, y, mask )==0) {
if (gl_scissor_span( ctx, n, x, y, mask ) == 0) {
return;
}
write_all = GL_FALSE;
@ -614,10 +621,10 @@ void gl_write_monocolor_span( GLcontext *ctx,
/* Do the alpha test */
if (ctx->Color.AlphaEnabled) {
for (i=0;i<n;i++) {
for (i = 0; i < n; i++) {
rgba[i][ACOMP] = color[ACOMP];
}
if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4])rgba, mask )==0) {
if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4])rgba, mask ) == 0) {
return;
}
write_all = GL_FALSE;
@ -633,10 +640,10 @@ void gl_write_monocolor_span( GLcontext *ctx,
else if (ctx->Depth.Test) {
/* regular depth testing */
GLuint m = _mesa_depth_test_span( ctx, n, x, y, z, mask );
if (m==0) {
if (m == 0) {
return;
}
if (m<n) {
if (m < n) {
write_all = GL_FALSE;
}
}
@ -652,7 +659,7 @@ void gl_write_monocolor_span( GLcontext *ctx,
if (ctx->Color.ColorLogicOpEnabled || colorMask != 0xffffffff ||
(swrast->_RasterMask & (BLEND_BIT | FOG_BIT))) {
/* assign same color to each pixel */
for (i=0;i<n;i++) {
for (i = 0; i < n; i++) {
if (mask[i]) {
COPY_CHAN4(rgba[i], color);
}
@ -704,7 +711,7 @@ void gl_write_monocolor_span( GLcontext *ctx,
ASSERT(!ctx->Color.ColorLogicOpEnabled);
if (swrast->_RasterMask & MULTI_DRAW_BIT) {
for (i=0;i<n;i++) {
for (i = 0; i < n; i++) {
if (mask[i]) {
COPY_CHAN4(rgba[i], color);
}
@ -731,7 +738,7 @@ void gl_write_monocolor_span( GLcontext *ctx,
static void add_colors(GLuint n, GLchan rgba[][4], CONST GLchan specular[][4] )
{
GLuint i;
for (i=0; i<n; i++) {
for (i = 0; i < n; i++) {
GLint r = rgba[i][RCOMP] + specular[i][RCOMP];
GLint g = rgba[i][GCOMP] + specular[i][GCOMP];
GLint b = rgba[i][BCOMP] + specular[i][BCOMP];
@ -775,10 +782,11 @@ void gl_write_texture_span( GLcontext *ctx,
MEMSET(mask, 1, n);
if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
if (clip_span(ctx, n, x, y, mask)==0) {
if ((n=clip_span(ctx, n, x, y, mask)) == 0) {
return;
}
write_all = GL_FALSE;
if (mask[0] == 0)
write_all = GL_FALSE;
}
@ -791,27 +799,9 @@ void gl_write_texture_span( GLcontext *ctx,
rgba = rgbaIn;
}
/* Texture */
ASSERT(ctx->Texture._ReallyEnabled);
gl_texture_pixels( ctx, 0, n, s, t, u, lambda, rgba, rgba );
/* Add base and specular colors */
if (spec &&
(ctx->Fog.ColorSumEnabled ||
(ctx->Light.Enabled && ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)))
add_colors( n, rgba, spec ); /* rgba = rgba + spec */
/* Per-pixel fog */
if (ctx->Fog.Enabled) {
if (fog && !swrast->_PreferPixelFog)
_mesa_fog_rgba_pixels( ctx, n, fog, rgba );
else
_mesa_depth_fog_rgba_pixels( ctx, n, z, rgba );
}
/* Do the scissor test */
if (ctx->Scissor.Enabled) {
if (gl_scissor_span( ctx, n, x, y, mask )==0) {
if (gl_scissor_span( ctx, n, x, y, mask ) == 0) {
return;
}
write_all = GL_FALSE;
@ -822,11 +812,17 @@ void gl_write_texture_span( GLcontext *ctx,
stipple_polygon_span( ctx, n, x, y, mask );
write_all = GL_FALSE;
}
/* Do the alpha test */
/* Texture with alpha test*/
if (ctx->Color.AlphaEnabled) {
if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4]) rgba, mask )==0) {
return;
/* Texturing without alpha is done after depth-testing which
gives a potential speed-up. */
ASSERT(ctx->Texture._ReallyEnabled);
gl_texture_pixels( ctx, 0, n, s, t, u, lambda, rgba, rgba );
/* Do the alpha test */
if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4]) rgba, mask ) == 0) {
return;
}
write_all = GL_FALSE;
}
@ -841,10 +837,10 @@ void gl_write_texture_span( GLcontext *ctx,
else if (ctx->Depth.Test) {
/* regular depth testing */
GLuint m = _mesa_depth_test_span( ctx, n, x, y, z, mask );
if (m==0) {
if (m == 0) {
return;
}
if (m<n) {
if (m < n) {
write_all = GL_FALSE;
}
}
@ -852,6 +848,26 @@ void gl_write_texture_span( GLcontext *ctx,
/* if we get here, something passed the depth test */
ctx->OcclusionResult = GL_TRUE;
/* Texture without alpha test */
if (! ctx->Color.AlphaEnabled) {
ASSERT(ctx->Texture._ReallyEnabled);
gl_texture_pixels( ctx, 0, n, s, t, u, lambda, rgba, rgba );
}
/* Add base and specular colors */
if (spec &&
(ctx->Fog.ColorSumEnabled ||
(ctx->Light.Enabled && ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)))
add_colors( n, rgba, spec ); /* rgba = rgba + spec */
/* Per-pixel fog */
if (ctx->Fog.Enabled) {
if (fog && !swrast->_PreferPixelFog)
_mesa_fog_rgba_pixels( ctx, n, fog, rgba );
else
_mesa_depth_fog_rgba_pixels( ctx, n, z, rgba );
}
if (swrast->_RasterMask & MULTI_DRAW_BIT) {
multi_write_rgba_span( ctx, n, x, y, (const GLchan (*)[4]) rgba, mask );
}
@ -910,10 +926,11 @@ gl_write_multitexture_span( GLcontext *ctx,
MEMSET(mask, 1, n);
if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
if (clip_span(ctx, n, x, y, mask)==0) {
if ((n=clip_span(ctx, n, x, y, mask)) == 0) {
return;
}
write_all = GL_FALSE;
if (mask[0] == 0)
write_all = GL_FALSE;
}
@ -927,10 +944,64 @@ gl_write_multitexture_span( GLcontext *ctx,
rgba = rgbaIn;
}
/* Texture */
ASSERT(ctx->Texture._ReallyEnabled);
for (i = 0; i < texUnits; i++)
gl_texture_pixels( ctx, i, n, s[i], t[i], u[i], lambda[i], rgbaIn, rgba );
/* Do the scissor test */
if (ctx->Scissor.Enabled) {
if (gl_scissor_span( ctx, n, x, y, mask ) == 0) {
return;
}
write_all = GL_FALSE;
}
/* Polygon Stippling */
if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
stipple_polygon_span( ctx, n, x, y, mask );
write_all = GL_FALSE;
}
/* Texture with alpha test*/
if (ctx->Color.AlphaEnabled) {
/* Texturing without alpha is done after depth-testing which
* gives a potential speed-up.
*/
ASSERT(ctx->Texture._ReallyEnabled);
for (i = 0; i < texUnits; i++)
gl_texture_pixels( ctx, i, n, s[i], t[i], u[i], lambda[i], rgbaIn, rgba );
/* Do the alpha test */
if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4])rgba, mask ) == 0) {
return;
}
write_all = GL_FALSE;
}
if (ctx->Stencil.Enabled) {
/* first stencil test */
if (_mesa_stencil_and_ztest_span(ctx, n, x, y, z, mask) == GL_FALSE) {
return;
}
write_all = GL_FALSE;
}
else if (ctx->Depth.Test) {
/* regular depth testing */
GLuint m = _mesa_depth_test_span( ctx, n, x, y, z, mask );
if (m == 0) {
return;
}
if (m < n) {
write_all = GL_FALSE;
}
}
/* if we get here, something passed the depth test */
ctx->OcclusionResult = GL_TRUE;
/* Texture without alpha test */
if (! ctx->Color.AlphaEnabled) {
ASSERT(ctx->Texture._ReallyEnabled);
for (i = 0; i < texUnits; i++)
gl_texture_pixels( ctx, i, n, s[i], t[i], u[i],
lambda[i], rgbaIn, rgba );
}
/* Add base and specular colors */
if (spec &&
@ -947,49 +1018,6 @@ gl_write_multitexture_span( GLcontext *ctx,
_mesa_depth_fog_rgba_pixels( ctx, n, z, rgba );
}
/* Do the scissor test */
if (ctx->Scissor.Enabled) {
if (gl_scissor_span( ctx, n, x, y, mask )==0) {
return;
}
write_all = GL_FALSE;
}
/* Polygon Stippling */
if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
stipple_polygon_span( ctx, n, x, y, mask );
write_all = GL_FALSE;
}
/* Do the alpha test */
if (ctx->Color.AlphaEnabled) {
if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4])rgba, mask )==0) {
return;
}
write_all = GL_FALSE;
}
if (ctx->Stencil.Enabled) {
/* first stencil test */
if (_mesa_stencil_and_ztest_span(ctx, n, x, y, z, mask) == GL_FALSE) {
return;
}
write_all = GL_FALSE;
}
else if (ctx->Depth.Test) {
/* regular depth testing */
GLuint m = _mesa_depth_test_span( ctx, n, x, y, z, mask );
if (m==0) {
return;
}
if (m<n) {
write_all = GL_FALSE;
}
}
/* if we get here, something passed the depth test */
ctx->OcclusionResult = GL_TRUE;
if (swrast->_RasterMask & MULTI_DRAW_BIT) {
multi_write_rgba_span( ctx, n, x, y, (const GLchan (*)[4]) rgba, mask );
}
@ -1011,7 +1039,8 @@ gl_write_multitexture_span( GLcontext *ctx,
_mesa_mask_rgba_span( ctx, n, x, y, rgba );
}
(*ctx->Driver.WriteRGBASpan)( ctx, n, x, y, (const GLchan (*)[4])rgba, write_all ? Null : mask );
(*ctx->Driver.WriteRGBASpan)( ctx, n, x, y, (const GLchan (*)[4])rgba,
write_all ? Null : mask );
if (swrast->_RasterMask & ALPHABUF_BIT) {
_mesa_write_alpha_span( ctx, n, x, y, (const GLchan (*)[4])rgba,
write_all ? Null : mask );