scanline.cpp revision 2ac1cf8a62bcf080b70eaa7c0e4f57d4e8001685
1/**
2 **
3 ** Copyright 2010, The Android Open Source Project
4 **
5 ** Licensed under the Apache License, Version 2.0 (the "License");
6 ** you may not use this file except in compliance with the License.
7 ** You may obtain a copy of the License at
8 **
9 **     http://www.apache.org/licenses/LICENSE-2.0
10 **
11 ** Unless required by applicable law or agreed to in writing, software
12 ** distributed under the License is distributed on an "AS IS" BASIS,
13 ** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14 ** See the License for the specific language governing permissions and
15 ** limitations under the License.
16 */
17
18#include <assert.h>
19#include <stdio.h>
20#include <string.h>
21
22#include "src/pixelflinger2/pixelflinger2.h"
23#include "src/pixelflinger2/texture.h"
24#include "src/mesa/main/mtypes.h"
25
26#if !USE_LLVM_SCANLINE
27
28static void Saturate(Vec4<BlendComp_t> * color)
29{
30   color->r = MIN2(MAX2(color->r, 0), 255);
31   color->g = MIN2(MAX2(color->g, 0), 255);
32   color->b = MIN2(MAX2(color->b, 0), 255);
33   color->a = MIN2(MAX2(color->a, 0), 255);
34}
35
36static inline void RGBAIntToRGBAIntx4(unsigned rgba, Vec4<BlendComp_t> * color) __attribute__((always_inline));
37static inline void RGBAIntToRGBAIntx4(unsigned rgba, Vec4<BlendComp_t> * color)
38{
39   color->r = rgba & 0xff;
40   color->g = (rgba >>= 8) & 0xff;
41   color->b = (rgba >>= 8) & 0xff;
42   color->a = (rgba >>= 8);
43}
44
45static inline void RGBAFloatx4ToRGBAIntx4(Vector4 * v, Vec4<BlendComp_t> * color)
46{
47   color->r = v->r * 255;
48   color->g = v->g * 255;
49   color->b = v->b * 255;
50   color->a = v->a * 255;
51}
52
53static inline unsigned RGBAIntx4ToRGBAInt(const Vec4<BlendComp_t> * color);
54static inline unsigned RGBAIntx4ToRGBAInt(const Vec4<BlendComp_t> * color)
55{
56   return color->r | (color->g << 8) | (color->b << 16) | (color->a << 24);
57}
58
59
60
61//static inline Pixel Vector4ToPixelRGBA(const Vector4 * color) __attribute__((always_inline));
62//static inline Pixel Vector4ToPixelRGBA(const Vector4 * color)
63//{
64//    Pixel pixel;
65//#if defined(__ARM_HAVE_NEON) && USE_NEON
66//    int32x4_t  c = vcvtq_s32_f32(vmulq_n_f32(color->f4, 255.0f));
67//    c = vminq_s32(c, vdupq_n_s32(255));
68//    c = vmaxq_s32(c, vdupq_n_s32(0));
69//    pixel.channels[0] = (unsigned char)vgetq_lane_s32(c, 0);
70//    pixel.channels[1] = (unsigned char)vgetq_lane_s32(c, 1);
71//    pixel.channels[2] = (unsigned char)vgetq_lane_s32(c, 2);
72//    pixel.channels[3] = (unsigned char)vgetq_lane_s32(c, 3);
73//#else
74//    pixel.channels[0] = (unsigned char)MIN2(MAX2((short)(color->r * 255), 0), 255);
75//	pixel.channels[1] = (unsigned char)MIN2(MAX2((short)(color->g * 255), 0), 255);
76//	pixel.channels[2] = (unsigned char)MIN2(MAX2((short)(color->b * 255), 0), 255);
77//	pixel.channels[3] = (unsigned char)MIN2(MAX2((short)(color->a * 255), 0), 255);
78//#endif //#if USE_FIXED_POINT
79//	return pixel;
80//}
81
82template<typename T>
83static inline void BlendFactor(const unsigned mode, T & factor, const T & src,
84                               const T & dst, const T & constant, const T & one,
85                               const T & zero, const BlendComp_t & srcA, const BlendComp_t & dstA,
86                               const BlendComp_t & constantA, const BlendComp_t & sOne) __attribute__((always_inline));
87template<typename T>
88static inline void BlendFactor(const unsigned mode, T & factor, const T & src,
89                               const T & dst, const T & constant, const T & one,
90                               const T & zero, const BlendComp_t & srcA, const BlendComp_t & dstA,
91                               const BlendComp_t & constantA, const BlendComp_t & sOne)
92{
93   switch (mode) {
94   case 0: // GL_ZERO
95      factor = zero;
96      return;
97   case 1: // GL_ONE
98      factor = one;
99      return;
100   case 2: // GL_SRC_COLOR:
101      factor = src;
102      return;
103   case 3: // GL_ONE_MINUS_SRC_COLOR:
104      factor = one;
105      factor -= src;
106      return;
107   case 4: // GL_DST_COLOR:
108      factor = dst;
109      return;
110   case 5: // GL_ONE_MINUS_DST_COLOR:
111      factor = one;
112      factor -= dst;
113      return;
114   case 6: // GL_SRC_ALPHA:
115      factor = srcA;
116      return;
117   case 7: // GL_ONE_MINUS_SRC_ALPHA:
118      factor = sOne - srcA;
119      return;
120   case 8: // GL_DST_ALPHA:
121      factor = dstA;
122      return;
123   case 9: // GL_ONE_MINUS_DST_ALPHA:
124      factor = sOne - dstA;
125      return;
126   case 10: // GL_SRC_ALPHA_SATURATE: // valid only for source color; src alpha = 1
127      factor = MIN2(srcA, sOne - dstA);
128      return;
129   case 11: // GL_CONSTANT_COLOR:
130      factor = constant;
131      return;
132   case 12: // GL_ONE_MINUS_CONSTANT_COLOR:
133      factor = one;
134      factor -= constant;
135      return;
136   case 13: // GL_CONSTANT_ALPHA:
137      factor = constantA;
138      return;
139   case 14: // GL_ONE_MINUS_CONSTANT_ALPHA:
140      factor = sOne - constantA;
141      return;
142   default:
143      assert(0);
144      return;
145   }
146}
147
148unsigned char StencilOp(const unsigned op, unsigned char s, const unsigned char ref)
149{
150   switch (op) {
151   case 0: // GL_ZERO
152      return 0;
153   case 1: // GL_KEEP
154      return s;
155   case 2: // GL_REPLACE
156      return ref;
157   case 3: // GL_INCR
158      if (s < 255)
159         return ++s;
160      return s;
161   case 4: // GL_DECR
162      if (s > 0)
163         return --s;
164      return 0;
165   case 5: // GL_INVERT
166      return ~s;
167   case 6: // GL_INCR_WRAP
168      return ++s;
169   case 7: // GL_DECR_WRAP
170      return --s;
171   default:
172      assert(0);
173      return s;
174   }
175}
176
177#endif // #if !USE_LLVM_SCANLINE
178
179#ifdef USE_LLVM_SCANLINE
180typedef void (* ScanLineFunction_t)(VertexOutput * start, VertexOutput * step,
181                                    const float (*constants)[4], unsigned * frame,
182                                    int * depth, unsigned char * stencil,
183                                    GGLActiveStencil *, unsigned count);
184#endif
185
186void GGLScanLine(const gl_shader_program * program, unsigned * frameBuffer,
187                 int * depthBuffer, unsigned char * stencilBuffer, unsigned bufferWidth,
188                 unsigned bufferHeight, GGLActiveStencil * activeStencil, const VertexOutput_t * start,
189                 const VertexOutput_t * end, const float (*constants)[4])
190{
191#if !USE_LLVM_SCANLINE
192   assert(!"only for USE_LLVM_SCANLINE");
193#endif
194
195   const unsigned int varyingCount = program->VaryingSlots;
196   const unsigned y = start->position.y, startX = start->position.x,
197                      endX = end->position.x;
198
199   //assert(ctx->frameSurface.width > startX && ctx->frameSurface.width > endX);
200   //assert(ctx->frameSurface.height > y);
201
202   unsigned * frame = frameBuffer + y * bufferWidth + startX;
203   const VectorComp_t div = VectorComp_t_CTR(1 / (float)(endX - startX));
204
205   //memcpy(ctx->glCtx->CurrentProgram->ValuesVertexOutput, start, sizeof(*start));
206   // shader symbols are mapped to gl_shader_program_Values*
207   //VertexOutput & vertex(*(VertexOutput*)ctx->glCtx->CurrentProgram->ValuesVertexOutput);
208   VertexOutput vertex(*start);
209   VertexOutput vertexDx(*end);
210
211   vertexDx.position -= start->position;
212   vertexDx.position *= div;
213   //printf("vertexDx.position.z=%.8g \n", vertexDx.position.z);
214   for (unsigned i = 0; i < varyingCount; i++) {
215      vertexDx.varyings[i] -= start->varyings[i];
216      vertexDx.varyings[i] *= div;
217   }
218   vertexDx.frontFacingPointCoord -= start->frontFacingPointCoord;
219   vertexDx.frontFacingPointCoord *= div; // gl_PointCoord, only zw
220   vertexDx.frontFacingPointCoord.y = 0; // gl_FrontFacing not interpolated
221
222   int * depth = depthBuffer + y * bufferWidth + startX;
223   unsigned char * stencil = stencilBuffer + y * bufferWidth + startX;
224
225   // TODO DXL consider inverting gl_FragCoord.y
226   ScanLineFunction_t scanLineFunction = (ScanLineFunction_t)
227                                         program->_LinkedShaders[MESA_SHADER_FRAGMENT]->function;
228   if (endX >= startX)
229      scanLineFunction(&vertex, &vertexDx, constants, frame, depth, stencil, activeStencil, endX - startX + 1);
230
231}
232
233template <bool StencilTest, bool DepthTest, bool DepthWrite, bool BlendEnable>
234void ScanLine(const GGLInterface * iface, const VertexOutput * start, const VertexOutput * end)
235{
236   GGL_GET_CONST_CONTEXT(ctx, iface);
237   GGLScanLine(ctx->CurrentProgram, (unsigned *)ctx->frameSurface.data,
238               (int *)ctx->depthSurface.data, (unsigned char *)ctx->stencilSurface.data,
239               ctx->frameSurface.width, ctx->frameSurface.height, &ctx->activeStencil,
240               start, end, ctx->CurrentProgram->ValuesUniform);
241//   GGL_GET_CONST_CONTEXT(ctx, iface);
242//   //    assert((unsigned)start->position.y == (unsigned)end->position.y);
243//   //
244//   //    assert(GGL_PIXEL_FORMAT_RGBA_8888 == ctx->frameSurface.format);
245//   //    assert(GGL_PIXEL_FORMAT_Z_32 == ctx->depthSurface.format);
246//   //    assert(ctx->frameSurface.width == ctx->depthSurface.width);
247//   //    assert(ctx->frameSurface.height == ctx->depthSurface.height);
248//
249//   const unsigned int varyingCount = ctx->glCtx->CurrentProgram->VaryingSlots;
250//   const unsigned y = start->position.y, startX = start->position.x,
251//                      endX = end->position.x;
252//
253//   //assert(ctx->frameSurface.width > startX && ctx->frameSurface.width > endX);
254//   //assert(ctx->frameSurface.height > y);
255//
256//   unsigned * frame = (unsigned *)ctx->frameSurface.data
257//                      + y * ctx->frameSurface.width + startX;
258//   const VectorComp_t div = VectorComp_t_CTR(1 / (float)(endX - startX));
259//
260//   //memcpy(ctx->glCtx->CurrentProgram->ValuesVertexOutput, start, sizeof(*start));
261//   // shader symbols are mapped to gl_shader_program_Values*
262//   //VertexOutput & vertex(*(VertexOutput*)ctx->glCtx->CurrentProgram->ValuesVertexOutput);
263//   VertexOutput vertex(*start);
264//   VertexOutput vertexDx(*end);
265//
266//   vertexDx.position -= start->position;
267//   vertexDx.position *= div;
268//   //printf("vertexDx.position.z=%.8g \n", vertexDx.position.z);
269//   for (unsigned i = 0; i < varyingCount; i++) {
270//      vertexDx.varyings[i] -= start->varyings[i];
271//      vertexDx.varyings[i] *= div;
272//   }
273//   vertexDx.frontFacingPointCoord -= start->frontFacingPointCoord;
274//   vertexDx.frontFacingPointCoord *= div; // gl_PointCoord, only zw
275//   vertexDx.frontFacingPointCoord.y = 0; // gl_FrontFacing not interpolated
276//
277//#if USE_FORCED_FIXEDPOINT
278//   for (unsigned j = 0; j < 4; j++) {
279//      for (unsigned i = 0; i < varyingCount; i++) {
280//         vertex.varyings[i].i[j] = vertex.varyings[i].f[j] * 65536;
281//         vertexDx.varyings[i].i[j] = vertexDx.varyings[i].f[j] * 65536;
282//      }
283//      vertex.position.i[j] = vertex.position.f[j] * 65536;
284//      vertexDx.position.i[j] = vertexDx.position.f[j] * 65536;
285//      vertex.frontFacingPointCoord.i[j] = vertex.frontFacingPointCoord.f[j] * 65536;
286//   }
287//#endif
288//
289//   int * depth = (int *)ctx->depthSurface.data + y * ctx->frameSurface.width + startX;
290//   unsigned char * stencil = (unsigned char *)ctx->stencilSurface.data + y * ctx->frameSurface.width + startX;
291//
292//#if !USE_LLVM_TEXTURE_SAMPLER
293//   extern const GGLContext * textureGGLContext;
294//   textureGGLContext = ctx;
295//#endif
296//
297//   // TODO DXL consider inverting gl_FragCoord.y
298//
299//#if USE_LLVM_SCANLINE
300//   ScanLineFunction_t scanLineFunction = (ScanLineFunction_t)
301//                                         ctx->glCtx->CurrentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT]->function;
302//   if (endX >= startX) {
303//      scanLineFunction(&vertex, &vertexDx, ctx->glCtx->CurrentProgram->ValuesUniform, frame, depth, stencil, &ctx->activeStencil, endX - startX + 1);
304//   }
305//#else
306//
307//   int z;
308//   bool sCmp = true; // default passed, unless failed by stencil test
309//   unsigned char s; // masked stored stencil value
310//   const unsigned char sMask = ctx->activeStencil.mask;
311//   const unsigned char sRef = ctx->activeStencil.ref;
312//   const unsigned sFunc = ctx->activeStencil.face ? 0x200 | ctx->backStencil.func :
313//                          0x200 | ctx->frontStencil.func;
314//   const unsigned ssFail = ctx->activeStencil.face ? ctx->backStencil.sFail :
315//                           ctx->frontStencil.sFail;
316//   const unsigned sdFail = ctx->activeStencil.face ? ctx->backStencil.dFail :
317//                           ctx->frontStencil.dFail;
318//   const unsigned sdPass = ctx->activeStencil.face ? ctx->backStencil.dPass :
319//                           ctx->frontStencil.dPass;
320//
321//   for (unsigned x = startX; x <= endX; x++) {
322//      //assert(abs((int)(vertex.position.x) - (int)x) < 2);
323//      //assert((unsigned)vertex.position.y == y);
324//      if (StencilTest) {
325//         s = *stencil & sMask;
326//         switch (sFunc) {
327//         case GL_NEVER:
328//            sCmp = false;
329//            break;
330//         case GL_LESS:
331//            sCmp = sRef < s;
332//            break;
333//         case GL_EQUAL:
334//            sCmp = sRef == s;
335//            break;
336//         case GL_LEQUAL:
337//            sCmp = sRef <= s;
338//            break;
339//         case GL_GREATER:
340//            sCmp = sRef > s;
341//            break;
342//         case GL_NOTEQUAL:
343//            sCmp = sRef != s;
344//            break;
345//         case GL_GEQUAL:
346//            sCmp = sRef >= s;
347//            break;
348//         case GL_ALWAYS:
349//            sCmp = true;
350//            break;
351//         default:
352//            assert(0);
353//            break;
354//         }
355//      }
356//
357//      if (!StencilTest || sCmp) {
358//         z = vertex.position.i[2];
359//         if (z & 0x80000000)  // negative float has leading 1
360//            z ^= 0x7fffffff;  // bigger negative is smaller
361//         bool zCmp = true;
362//         if (DepthTest) {
363//            switch (0x200 | ctx->state.bufferState.depthFunc) {
364//            case GL_NEVER:
365//               zCmp = false;
366//               break;
367//            case GL_LESS:
368//               zCmp = z < *depth;
369//               break;
370//            case GL_EQUAL:
371//               zCmp = z == *depth;
372//               break;
373//            case GL_LEQUAL:
374//               zCmp = z <= *depth;
375//               break;
376//            case GL_GREATER:
377//               zCmp = z > *depth;
378//               break;
379//            case GL_NOTEQUAL:
380//               zCmp = z != *depth;
381//               break;
382//            case GL_GEQUAL:
383//               zCmp = z >= *depth;
384//               break;
385//            case GL_ALWAYS:
386//               zCmp = true;
387//               break;
388//            default:
389//               assert(0);
390//               break;
391//            }
392//         }
393//         if (!DepthTest || zCmp) {
394//            float * varying = (float *)ctx->glCtx->CurrentProgram->ValuesVertexOutput;
395//            ShaderFunction_t function = (ShaderFunction_t)ctx->glCtx->CurrentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT]->function;
396//            function(&vertex, &vertex, ctx->glCtx->CurrentProgram->ValuesUniform);
397//            //ctx->glCtx->CurrentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT]->function();
398//            if (BlendEnable) {
399//               BlendComp_t sOne = 255, sZero = 0;
400//               Vec4<BlendComp_t> one = sOne, zero = sZero;
401//
402//               Vec4<BlendComp_t> src;
403////                    if (outputRegDesc.IsInt32Color())
404////                        RGBAIntToRGBAIntx4(vertex.fragColor[0].u[0], &src);
405////                    else if (outputRegDesc.IsVectorType(Float))
406//               RGBAFloatx4ToRGBAIntx4(&vertex.fragColor[0], &src);
407////                    else if (outputRegDesc.IsVectorType(Fixed8))
408////                    {
409////                        src.u[0] = vertex.fragColor[0].u[0];
410////                        src.u[1] = vertex.fragColor[0].u[1];
411////                        src.u[2] = vertex.fragColor[0].u[2];
412////                        src.u[3] = vertex.fragColor[0].u[3];
413////                    }
414////                    else
415////                        assert(0);
416//
417//               Vec4<BlendComp_t> dst;
418//               unsigned dc = *frame;
419//               dst.r = dc & 255;
420//               dst.g = (dc >>= 8) & 255;
421//               dst.b = (dc >>= 8) & 255;
422//               dst.a = (dc >>= 8) & 255;
423//
424//               Vec4<BlendComp_t> sf, df;
425//               Vec4<BlendComp_t> blendStateColor(ctx->state.blendState.color[0], ctx->state.blendState.color[1],
426//                                                 ctx->state.blendState.color[2], ctx->state.blendState.color[3]);
427//
428//               BlendFactor(ctx->state.blendState.scf, sf, src, dst,
429//                           blendStateColor, one, zero, src.a, dst.a,
430//                           blendStateColor.a, sOne);
431//               if (ctx->state.blendState.scf != ctx->state.blendState.saf)
432//                  BlendFactor(ctx->state.blendState.saf, sf.a, src.a, dst.a,
433//                              blendStateColor.a, sOne, sZero, src.a, dst.a,
434//                              blendStateColor.a, sOne);
435//               BlendFactor(ctx->state.blendState.dcf, df, src, dst,
436//                           blendStateColor, one, zero, src.a, dst.a,
437//                           blendStateColor.a, sOne);
438//               if (ctx->state.blendState.dcf != ctx->state.blendState.daf)
439//                  BlendFactor(ctx->state.blendState.daf, df.a, src.a, dst.a,
440//                              blendStateColor.a, sOne, sZero, src.a, dst.a,
441//                              blendStateColor.a, sOne);
442//
443//               Vec4<BlendComp_t> sfs(sf), dfs(df);
444//               sfs.LShr(7);
445//               sf += sfs;
446//               dfs.LShr(7);
447//               df += dfs;
448//
449//               src *= sf;
450//               dst *= df;
451//               Vec4<BlendComp_t> res(src);
452//               switch (ctx->state.blendState.ce + GL_FUNC_ADD) {
453//               case GL_FUNC_ADD:
454//                  res += dst;
455//                  break;
456//               case GL_FUNC_SUBTRACT:
457//                  res -= dst;
458//                  break;
459//               case GL_FUNC_REVERSE_SUBTRACT:
460//                  res = dst;
461//                  res -= src;
462//                  break;
463//               default:
464//                  assert(0);
465//                  break;
466//               }
467//               if (ctx->state.blendState.ce != ctx->state.blendState.ae)
468//                  switch (ctx->state.blendState.ce + GL_FUNC_ADD) {
469//                  case GL_FUNC_ADD:
470//                     res.a = src.a + dst.a;
471//                     break;
472//                  case GL_FUNC_SUBTRACT:
473//                     res.a = src.a - dst.a;
474//                     break;
475//                  case GL_FUNC_REVERSE_SUBTRACT:
476//                     res.a = dst.a - src.a;
477//                     break;
478//                  default:
479//                     assert(0);
480//                     break;
481//                  }
482//
483//               res.AShr(8);
484//               Saturate(&res);
485//               *frame = RGBAIntx4ToRGBAInt(&res);
486//            } else {
487////                    if (outputRegDesc.IsInt32Color())
488////                        *frame = vertex.fragColor[0].u[0];
489////                    else if (outputRegDesc.IsVectorType(Float))
490//               {
491//                  Vec4<BlendComp_t> src;
492//                  RGBAFloatx4ToRGBAIntx4(&vertex.fragColor[0], &src);
493//                  Saturate(&src);
494//                  *frame = RGBAIntx4ToRGBAInt(&src);
495//               }
496////                    else if (outputRegDesc.IsVectorType(Fixed16))
497////                    {
498////                        Vec4<BlendComp_t> & src = (Vec4<BlendComp_t> &)vertex.fragColor[0];
499////                        src.r = (src.r * 255 >> 16);
500////                        src.g = (src.g * 255 >> 16);
501////                        src.b = (src.b * 255 >> 16);
502////                        src.a = (src.a * 255 >> 16);
503////                        Saturate(&src);
504////                        *frame = RGBAIntx4ToRGBAInt(&src);
505////                    }
506////                    else if (outputRegDesc.IsVectorType(Fixed8))
507////                    {
508////                        Vec4<BlendComp_t> & src = (Vec4<BlendComp_t> &)vertex.fragColor[0];
509////                        Saturate(&src);
510////                        *frame = RGBAIntx4ToRGBAInt(&src);
511////                    }
512////                    else
513////                        assert(0);
514//            }
515//
516//            if (DepthWrite)
517//               *depth = z;
518//            if (StencilTest)
519//               *stencil = StencilOp(sdPass, s, sRef);
520//         } else if (StencilTest)
521//            *stencil = StencilOp(sdFail, s, sRef);
522//      } else if (StencilTest)
523//         *stencil = StencilOp(ssFail, s, sRef);
524//
525//      frame++;
526//      depth++;
527//      stencil++;
528//
529//#if USE_FORCED_FIXEDPOINT
530//      for (unsigned j = 0; j < 4; j++) {
531//         if (ctx->glCtx->Shader.CurrentProgram->FragmentProgram->UsesFragCoord)
532//            vertex.position.i[j] += vertexDx.position.i[j];
533//         for (unsigned i = 0; i < varyingCount; i++)
534//            vertex.varyings[i].i[j] += vertexDx.varyings[i].i[j];
535//      }
536//      vertex.position.i[2] += vertexDx.position.i[2];
537//      if (ctx->glCtx->Shader.CurrentProgram->FragmentProgram->UsesPointCoord) {
538//         vertex.frontFacingPointCoord.i[2] = vertexDx.frontFacingPointCoord.i[2];
539//         vertex.frontFacingPointCoord.i[3] = vertexDx.frontFacingPointCoord.i[3];
540//      }
541//#else
542//   if (ctx->glCtx->CurrentProgram->UsesFragCoord)
543//      vertex.position += vertexDx.position;
544//   else if (ctx->state.bufferState.depthTest)
545//      vertex.position.z += vertexDx.position.z;
546//
547//   for (unsigned i = 0; i < varyingCount; i++)
548//      vertex.varyings[i] += vertexDx.varyings[i];
549//   if (ctx->glCtx->CurrentProgram->UsesPointCoord) {
550//      vertex.frontFacingPointCoord.z += vertexDx.frontFacingPointCoord.z;
551//      vertex.frontFacingPointCoord.w += vertexDx.frontFacingPointCoord.w;
552//   }
553//#endif // #if USE_FORCED_FIXEDPOINT
554//   }
555//
556//#endif // #if USE_LLVM_SCANLINE
557//
558//#if !USE_LLVM_TEXTURE_SAMPLER
559//   textureGGLContext = NULL;
560//#endif
561}
562
563static void PickScanLine(GGLInterface * iface)
564{
565   GGL_GET_CONTEXT(ctx, iface);
566
567   ctx->interface.ScanLine = NULL;
568   if (ctx->state.bufferState.stencilTest) {
569      if (ctx->state.bufferState.depthTest) {
570         if (ctx->state.blendState.enable)
571            ctx->interface.ScanLine = ScanLine<true, true, true, true>;
572         else
573            ctx->interface.ScanLine = ScanLine<true, true, true, false>;
574      } else {
575         if (ctx->state.blendState.enable)
576            ctx->interface.ScanLine = ScanLine<true, false, false, true>;
577         else
578            ctx->interface.ScanLine = ScanLine<true, false, false, false>;
579      }
580   } else {
581      if (ctx->state.bufferState.depthTest) {
582         if (ctx->state.blendState.enable)
583            ctx->interface.ScanLine = ScanLine<false, true, true, true>;
584         else
585            ctx->interface.ScanLine = ScanLine<false, true, true, false>;
586      } else {
587         if (ctx->state.blendState.enable)
588            ctx->interface.ScanLine = ScanLine<false, false, false, true>;
589         else
590            ctx->interface.ScanLine = ScanLine<false, false, false, false>;
591      }
592   }
593
594   assert(ctx->interface.ScanLine);
595}
596
597void InitializeScanLineFunctions(GGLInterface * iface)
598{
599   GGL_GET_CONTEXT(ctx, iface);
600   ctx->PickScanLine = PickScanLine;
601}
602