simplify interpolate_texcoords()

This commit is contained in:
Brian 2007-02-02 11:19:43 -07:00
parent 9ab512ad8c
commit e4f976b8b9

View file

@ -75,7 +75,8 @@ _swrast_span_default_z( GLcontext *ctx, SWspan *span )
void
_swrast_span_default_fog( GLcontext *ctx, SWspan *span )
{
span->attrStart[FRAG_ATTRIB_FOGC][0] = _swrast_z_to_fogfactor(ctx, ctx->Current.RasterDistance);
span->attrStart[FRAG_ATTRIB_FOGC][0]
= _swrast_z_to_fogfactor(ctx, ctx->Current.RasterDistance);
span->attrStepX[FRAG_ATTRIB_FOGC][0] = 0.0;
span->attrStepY[FRAG_ATTRIB_FOGC][0] = 0.0;
span->interpMask |= SPAN_FOG;
@ -540,284 +541,147 @@ _swrast_compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy,
static void
interpolate_texcoords(GLcontext *ctx, SWspan *span)
{
const GLuint maxUnit
= (ctx->Texture._EnabledCoordUnits > 1) ? ctx->Const.MaxTextureUnits : 1;
GLuint u;
ASSERT(span->interpMask & SPAN_TEXTURE);
ASSERT(!(span->arrayMask & SPAN_TEXTURE));
if (ctx->Texture._EnabledCoordUnits > 1) {
/* multitexture */
GLuint u;
span->arrayMask |= SPAN_TEXTURE;
/* XXX CoordUnits vs. ImageUnits */
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture._EnabledCoordUnits & (1 << u)) {
const GLuint attr = FRAG_ATTRIB_TEX0 + u;
const struct gl_texture_object *obj =ctx->Texture.Unit[u]._Current;
GLfloat texW, texH;
GLboolean needLambda;
if (obj) {
const struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
needLambda = (obj->MinFilter != obj->MagFilter)
|| ctx->FragmentProgram._Current;
texW = img->WidthScale;
texH = img->HeightScale;
span->arrayMask |= SPAN_TEXTURE;
/* XXX CoordUnits vs. ImageUnits */
for (u = 0; u < maxUnit; u++) {
if (ctx->Texture._EnabledCoordUnits & (1 << u)) {
const GLuint attr = FRAG_ATTRIB_TEX0 + u;
const struct gl_texture_object *obj =ctx->Texture.Unit[u]._Current;
GLfloat texW, texH;
GLboolean needLambda;
GLfloat (*texcoord)[4] = span->array->attribs[attr];
GLfloat *lambda = span->array->lambda[u];
const GLfloat dsdx = span->attrStepX[attr][0];
const GLfloat dsdy = span->attrStepY[attr][0];
const GLfloat dtdx = span->attrStepX[attr][1];
const GLfloat dtdy = span->attrStepY[attr][1];
const GLfloat drdx = span->attrStepX[attr][2];
const GLfloat dqdx = span->attrStepX[attr][3];
const GLfloat dqdy = span->attrStepY[attr][3];
GLfloat s = span->attrStart[attr][0];
GLfloat t = span->attrStart[attr][1];
GLfloat r = span->attrStart[attr][2];
GLfloat q = span->attrStart[attr][3];
if (obj) {
const struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
needLambda = (obj->MinFilter != obj->MagFilter)
|| ctx->FragmentProgram._Current;
texW = img->WidthScale;
texH = img->HeightScale;
}
else {
/* using a fragment program */
texW = 1.0;
texH = 1.0;
needLambda = GL_FALSE;
}
if (needLambda) {
GLuint i;
if (ctx->FragmentProgram._Current
|| ctx->ATIFragmentShader._Enabled) {
/* do perspective correction but don't divide s, t, r by q */
const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3];
GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3];
for (i = 0; i < span->end; i++) {
const GLfloat invW = 1.0F / w;
texcoord[i][0] = s * invW;
texcoord[i][1] = t * invW;
texcoord[i][2] = r * invW;
texcoord[i][3] = q * invW;
lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy,
dqdx, dqdy, texW, texH,
s, t, q, invW);
s += dsdx;
t += dtdx;
r += drdx;
q += dqdx;
w += dwdx;
}
}
else {
/* using a fragment program */
texW = 1.0;
texH = 1.0;
needLambda = GL_FALSE;
}
if (needLambda) {
GLfloat (*texcoord)[4] = span->array->attribs[FRAG_ATTRIB_TEX0 + u];
GLfloat *lambda = span->array->lambda[u];
const GLfloat dsdx = span->attrStepX[attr][0];
const GLfloat dsdy = span->attrStepY[attr][0];
const GLfloat dtdx = span->attrStepX[attr][1];
const GLfloat dtdy = span->attrStepY[attr][1];
const GLfloat drdx = span->attrStepX[attr][2];
const GLfloat dqdx = span->attrStepX[attr][3];
const GLfloat dqdy = span->attrStepY[attr][3];
GLfloat s = span->attrStart[attr][0];
GLfloat t = span->attrStart[attr][1];
GLfloat r = span->attrStart[attr][2];
GLfloat q = span->attrStart[attr][3];
GLuint i;
if (ctx->FragmentProgram._Current
|| ctx->ATIFragmentShader._Enabled) {
/* do perspective correction but don't divide s, t, r by q */
const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3];
GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3];
for (i = 0; i < span->end; i++) {
const GLfloat invW = 1.0F / w;
texcoord[i][0] = s * invW;
texcoord[i][1] = t * invW;
texcoord[i][2] = r * invW;
texcoord[i][3] = q * invW;
lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy,
dqdx, dqdy, texW, texH,
s, t, q, invW);
s += dsdx;
t += dtdx;
r += drdx;
q += dqdx;
w += dwdx;
}
}
else {
for (i = 0; i < span->end; i++) {
const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
texcoord[i][0] = s * invQ;
texcoord[i][1] = t * invQ;
texcoord[i][2] = r * invQ;
texcoord[i][3] = q;
lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy,
dqdx, dqdy, texW, texH,
s, t, q, invQ);
s += dsdx;
t += dtdx;
r += drdx;
q += dqdx;
}
}
span->arrayMask |= SPAN_LAMBDA;
}
else {
GLfloat (*texcoord)[4] = span->array->attribs[FRAG_ATTRIB_TEX0 + u];
GLfloat *lambda = span->array->lambda[u];
const GLfloat dsdx = span->attrStepX[attr][0];
const GLfloat dtdx = span->attrStepX[attr][1];
const GLfloat drdx = span->attrStepX[attr][2];
const GLfloat dqdx = span->attrStepX[attr][3];
GLfloat s = span->attrStart[attr][0];
GLfloat t = span->attrStart[attr][1];
GLfloat r = span->attrStart[attr][2];
GLfloat q = span->attrStart[attr][3];
GLuint i;
if (ctx->FragmentProgram._Current ||
ctx->ATIFragmentShader._Enabled) {
/* do perspective correction but don't divide s, t, r by q */
const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3];
GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3];
for (i = 0; i < span->end; i++) {
const GLfloat invW = 1.0F / w;
texcoord[i][0] = s * invW;
texcoord[i][1] = t * invW;
texcoord[i][2] = r * invW;
texcoord[i][3] = q * invW;
lambda[i] = 0.0;
s += dsdx;
t += dtdx;
r += drdx;
q += dqdx;
w += dwdx;
}
}
else if (dqdx == 0.0F) {
/* Ortho projection or polygon's parallel to window X axis */
for (i = 0; i < span->end; i++) {
const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
for (i = 0; i < span->end; i++) {
texcoord[i][0] = s * invQ;
texcoord[i][1] = t * invQ;
texcoord[i][2] = r * invQ;
texcoord[i][3] = q;
lambda[i] = 0.0;
s += dsdx;
t += dtdx;
r += drdx;
}
texcoord[i][0] = s * invQ;
texcoord[i][1] = t * invQ;
texcoord[i][2] = r * invQ;
texcoord[i][3] = q;
lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy,
dqdx, dqdy, texW, texH,
s, t, q, invQ);
s += dsdx;
t += dtdx;
r += drdx;
q += dqdx;
}
else {
for (i = 0; i < span->end; i++) {
const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
texcoord[i][0] = s * invQ;
texcoord[i][1] = t * invQ;
texcoord[i][2] = r * invQ;
texcoord[i][3] = q;
lambda[i] = 0.0;
s += dsdx;
t += dtdx;
r += drdx;
q += dqdx;
}
}
} /* lambda */
} /* if */
} /* for */
}
else {
/* single texture */
const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;
GLfloat texW, texH;
GLboolean needLambda;
if (obj) {
const struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
needLambda = (obj->MinFilter != obj->MagFilter)
|| ctx->FragmentProgram._Current;
texW = (GLfloat) img->WidthScale;
texH = (GLfloat) img->HeightScale;
}
else {
needLambda = GL_FALSE;
texW = texH = 1.0;
}
span->arrayMask |= SPAN_TEXTURE;
if (needLambda) {
/* just texture unit 0, with lambda */
GLfloat (*texcoord)[4] = span->array->attribs[FRAG_ATTRIB_TEX0];
GLfloat *lambda = span->array->lambda[0];
const GLfloat dsdx = span->attrStepX[FRAG_ATTRIB_TEX0][0];
const GLfloat dsdy = span->attrStepY[FRAG_ATTRIB_TEX0][0];
const GLfloat dtdx = span->attrStepX[FRAG_ATTRIB_TEX0][1];
const GLfloat dtdy = span->attrStepY[FRAG_ATTRIB_TEX0][1];
const GLfloat drdx = span->attrStepX[FRAG_ATTRIB_TEX0][2];
const GLfloat dqdx = span->attrStepX[FRAG_ATTRIB_TEX0][3];
const GLfloat dqdy = span->attrStepY[FRAG_ATTRIB_TEX0][3];
GLfloat s = span->attrStart[FRAG_ATTRIB_TEX0][0];
GLfloat t = span->attrStart[FRAG_ATTRIB_TEX0][1];
GLfloat r = span->attrStart[FRAG_ATTRIB_TEX0][2];
GLfloat q = span->attrStart[FRAG_ATTRIB_TEX0][3];
GLuint i;
if (ctx->FragmentProgram._Current
|| ctx->ATIFragmentShader._Enabled) {
/* do perspective correction but don't divide s, t, r by q */
const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3];
GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3];
for (i = 0; i < span->end; i++) {
const GLfloat invW = 1.0F / w;
texcoord[i][0] = s * invW;
texcoord[i][1] = t * invW;
texcoord[i][2] = r * invW;
texcoord[i][3] = q * invW;
lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy,
dqdx, dqdy, texW, texH,
s, t, q, invW);
s += dsdx;
t += dtdx;
r += drdx;
q += dqdx;
w += dwdx;
}
span->arrayMask |= SPAN_LAMBDA;
}
else {
/* tex.c */
for (i = 0; i < span->end; i++) {
GLuint i;
if (ctx->FragmentProgram._Current ||
ctx->ATIFragmentShader._Enabled) {
/* do perspective correction but don't divide s, t, r by q */
const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3];
GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3];
for (i = 0; i < span->end; i++) {
const GLfloat invW = 1.0F / w;
texcoord[i][0] = s * invW;
texcoord[i][1] = t * invW;
texcoord[i][2] = r * invW;
texcoord[i][3] = q * invW;
lambda[i] = 0.0;
s += dsdx;
t += dtdx;
r += drdx;
q += dqdx;
w += dwdx;
}
}
else if (dqdx == 0.0F) {
/* Ortho projection or polygon's parallel to window X axis */
const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy,
dqdx, dqdy, texW, texH,
s, t, q, invQ);
texcoord[i][0] = s * invQ;
texcoord[i][1] = t * invQ;
texcoord[i][2] = r * invQ;
texcoord[i][3] = q;
s += dsdx;
t += dtdx;
r += drdx;
q += dqdx;
for (i = 0; i < span->end; i++) {
texcoord[i][0] = s * invQ;
texcoord[i][1] = t * invQ;
texcoord[i][2] = r * invQ;
texcoord[i][3] = q;
lambda[i] = 0.0;
s += dsdx;
t += dtdx;
r += drdx;
}
}
}
span->arrayMask |= SPAN_LAMBDA;
}
else {
/* just texture 0, without lambda */
GLfloat (*texcoord)[4] = span->array->attribs[FRAG_ATTRIB_TEX0];
const GLfloat dsdx = span->attrStepX[FRAG_ATTRIB_TEX0][0];
const GLfloat dtdx = span->attrStepX[FRAG_ATTRIB_TEX0][1];
const GLfloat drdx = span->attrStepX[FRAG_ATTRIB_TEX0][2];
const GLfloat dqdx = span->attrStepX[FRAG_ATTRIB_TEX0][3];
GLfloat s = span->attrStart[FRAG_ATTRIB_TEX0][0];
GLfloat t = span->attrStart[FRAG_ATTRIB_TEX0][1];
GLfloat r = span->attrStart[FRAG_ATTRIB_TEX0][2];
GLfloat q = span->attrStart[FRAG_ATTRIB_TEX0][3];
GLuint i;
if (ctx->FragmentProgram._Current
|| ctx->ATIFragmentShader._Enabled) {
/* do perspective correction but don't divide s, t, r by q */
const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3];
GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3];
for (i = 0; i < span->end; i++) {
const GLfloat invW = 1.0F / w;
texcoord[i][0] = s * invW;
texcoord[i][1] = t * invW;
texcoord[i][2] = r * invW;
texcoord[i][3] = q * invW;
s += dsdx;
t += dtdx;
r += drdx;
q += dqdx;
w += dwdx;
else {
for (i = 0; i < span->end; i++) {
const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
texcoord[i][0] = s * invQ;
texcoord[i][1] = t * invQ;
texcoord[i][2] = r * invQ;
texcoord[i][3] = q;
lambda[i] = 0.0;
s += dsdx;
t += dtdx;
r += drdx;
q += dqdx;
}
}
}
else if (dqdx == 0.0F) {
/* Ortho projection or polygon's parallel to window X axis */
const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
for (i = 0; i < span->end; i++) {
texcoord[i][0] = s * invQ;
texcoord[i][1] = t * invQ;
texcoord[i][2] = r * invQ;
texcoord[i][3] = q;
s += dsdx;
t += dtdx;
r += drdx;
}
}
else {
for (i = 0; i < span->end; i++) {
const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
texcoord[i][0] = s * invQ;
texcoord[i][1] = t * invQ;
texcoord[i][2] = r * invQ;
texcoord[i][3] = q;
s += dsdx;
t += dtdx;
r += drdx;
q += dqdx;
}
}
}
}
} /* lambda */
} /* if */
} /* for */
}
/**
* Fill in the arrays->attribs[FRAG_ATTRIB_VARx] arrays from the
* interpolation values.