1/* 2 * Mesa 3-D graphics library 3 * Version: 7.0 4 * 5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. 6 * 7 * Permission is hereby granted, free of charge, to any person obtaining a 8 * copy of this software and associated documentation files (the "Software"), 9 * to deal in the Software without restriction, including without limitation 10 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 11 * and/or sell copies of the Software, and to permit persons to whom the 12 * Software is furnished to do so, subject to the following conditions: 13 * 14 * The above copyright notice and this permission notice shall be included 15 * in all copies or substantial portions of the Software. 16 * 17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 23 */ 24 25/* 26 * Triangle Rasterizer Template 27 * 28 * This file is #include'd to generate custom triangle rasterizers. 29 * 30 * The following macros may be defined to indicate what auxillary information 31 * must be interpolated across the triangle: 32 * INTERP_Z - if defined, interpolate integer Z values 33 * INTERP_RGB - if defined, interpolate integer RGB values 34 * INTERP_ALPHA - if defined, interpolate integer Alpha values 35 * INTERP_INT_TEX - if defined, interpolate integer ST texcoords 36 * (fast, simple 2-D texture mapping, without 37 * perspective correction) 38 * INTERP_ATTRIBS - if defined, interpolate arbitrary attribs (texcoords, 39 * varying vars, etc) This also causes W to be 40 * computed for perspective correction). 41 * 42 * When one can directly address pixels in the color buffer the following 43 * macros can be defined and used to compute pixel addresses during 44 * rasterization (see pRow): 45 * PIXEL_TYPE - the datatype of a pixel (GLubyte, GLushort, GLuint) 46 * BYTES_PER_ROW - number of bytes per row in the color buffer 47 * PIXEL_ADDRESS(X,Y) - returns the address of pixel at (X,Y) where 48 * Y==0 at bottom of screen and increases upward. 49 * 50 * Similarly, for direct depth buffer access, this type is used for depth 51 * buffer addressing (see zRow): 52 * DEPTH_TYPE - either GLushort or GLuint 53 * 54 * Optionally, one may provide one-time setup code per triangle: 55 * SETUP_CODE - code which is to be executed once per triangle 56 * 57 * The following macro MUST be defined: 58 * RENDER_SPAN(span) - code to write a span of pixels. 59 * 60 * This code was designed for the origin to be in the lower-left corner. 61 * 62 * Inspired by triangle rasterizer code written by Allen Akin. Thanks Allen! 63 * 64 * 65 * Some notes on rasterization accuracy: 66 * 67 * This code uses fixed point arithmetic (the GLfixed type) to iterate 68 * over the triangle edges and interpolate ancillary data (such as Z, 69 * color, secondary color, etc). The number of fractional bits in 70 * GLfixed and the value of SUB_PIXEL_BITS has a direct bearing on the 71 * accuracy of rasterization. 72 * 73 * If SUB_PIXEL_BITS=4 then we'll snap the vertices to the nearest 74 * 1/16 of a pixel. If we're walking up a long, nearly vertical edge 75 * (dx=1/16, dy=1024) we'll need 4 + 10 = 14 fractional bits in 76 * GLfixed to walk the edge without error. If the maximum viewport 77 * height is 4K pixels, then we'll need 4 + 12 = 16 fractional bits. 78 * 79 * Historically, Mesa has used 11 fractional bits in GLfixed, snaps 80 * vertices to 1/16 pixel and allowed a maximum viewport height of 2K 81 * pixels. 11 fractional bits is actually insufficient for accurately 82 * rasterizing some triangles. More recently, the maximum viewport 83 * height was increased to 4K pixels. Thus, Mesa should be using 16 84 * fractional bits in GLfixed. Unfortunately, there may be some issues 85 * with setting FIXED_FRAC_BITS=16, such as multiplication overflow. 86 * This will have to be examined in some detail... 87 * 88 * For now, if you find rasterization errors, particularly with tall, 89 * sliver triangles, try increasing FIXED_FRAC_BITS and/or decreasing 90 * SUB_PIXEL_BITS. 91 */ 92 93 94/* 95 * Some code we unfortunately need to prevent negative interpolated colors. 96 */ 97#ifndef CLAMP_INTERPOLANT 98#define CLAMP_INTERPOLANT(CHANNEL, CHANNELSTEP, LEN) \ 99do { \ 100 GLfixed endVal = span.CHANNEL + (LEN) * span.CHANNELSTEP; \ 101 if (endVal < 0) { \ 102 span.CHANNEL -= endVal; \ 103 } \ 104 if (span.CHANNEL < 0) { \ 105 span.CHANNEL = 0; \ 106 } \ 107} while (0) 108#endif 109 110 111static void NAME(struct gl_context *ctx, const SWvertex *v0, 112 const SWvertex *v1, 113 const SWvertex *v2 ) 114{ 115 typedef struct { 116 const SWvertex *v0, *v1; /* Y(v0) < Y(v1) */ 117 GLfloat dx; /* X(v1) - X(v0) */ 118 GLfloat dy; /* Y(v1) - Y(v0) */ 119 GLfloat dxdy; /* dx/dy */ 120 GLfixed fdxdy; /* dx/dy in fixed-point */ 121 GLfloat adjy; /* adjust from v[0]->fy to fsy, scaled */ 122 GLfixed fsx; /* first sample point x coord */ 123 GLfixed fsy; 124 GLfixed fx0; /* fixed pt X of lower endpoint */ 125 GLint lines; /* number of lines to be sampled on this edge */ 126 } EdgeT; 127 128 const SWcontext *swrast = SWRAST_CONTEXT(ctx); 129#ifdef INTERP_Z 130 const GLint depthBits = ctx->DrawBuffer->Visual.depthBits; 131 const GLint fixedToDepthShift = depthBits <= 16 ? FIXED_SHIFT : 0; 132 const GLfloat maxDepth = ctx->DrawBuffer->_DepthMaxF; 133#define FixedToDepth(F) ((F) >> fixedToDepthShift) 134#endif 135 EdgeT eMaj, eTop, eBot; 136 GLfloat oneOverArea; 137 const SWvertex *vMin, *vMid, *vMax; /* Y(vMin)<=Y(vMid)<=Y(vMax) */ 138 GLfloat bf = SWRAST_CONTEXT(ctx)->_BackfaceSign; 139 const GLint snapMask = ~((FIXED_ONE / (1 << SUB_PIXEL_BITS)) - 1); /* for x/y coord snapping */ 140 GLfixed vMin_fx, vMin_fy, vMid_fx, vMid_fy, vMax_fx, vMax_fy; 141 142 SWspan span; 143 144 (void) swrast; 145 146 INIT_SPAN(span, GL_POLYGON); 147 span.y = 0; /* silence warnings */ 148 149#ifdef INTERP_Z 150 (void) fixedToDepthShift; 151#endif 152 153 /* 154 printf("%s()\n", __FUNCTION__); 155 printf(" %g, %g, %g\n", 156 v0->attrib[FRAG_ATTRIB_WPOS][0], 157 v0->attrib[FRAG_ATTRIB_WPOS][1], 158 v0->attrib[FRAG_ATTRIB_WPOS][2]); 159 printf(" %g, %g, %g\n", 160 v1->attrib[FRAG_ATTRIB_WPOS][0], 161 v1->attrib[FRAG_ATTRIB_WPOS][1], 162 v1->attrib[FRAG_ATTRIB_WPOS][2]); 163 printf(" %g, %g, %g\n", 164 v2->attrib[FRAG_ATTRIB_WPOS][0], 165 v2->attrib[FRAG_ATTRIB_WPOS][1], 166 v2->attrib[FRAG_ATTRIB_WPOS][2]); 167 */ 168 169 /* Compute fixed point x,y coords w/ half-pixel offsets and snapping. 170 * And find the order of the 3 vertices along the Y axis. 171 */ 172 { 173 const GLfixed fy0 = FloatToFixed(v0->attrib[FRAG_ATTRIB_WPOS][1] - 0.5F) & snapMask; 174 const GLfixed fy1 = FloatToFixed(v1->attrib[FRAG_ATTRIB_WPOS][1] - 0.5F) & snapMask; 175 const GLfixed fy2 = FloatToFixed(v2->attrib[FRAG_ATTRIB_WPOS][1] - 0.5F) & snapMask; 176 if (fy0 <= fy1) { 177 if (fy1 <= fy2) { 178 /* y0 <= y1 <= y2 */ 179 vMin = v0; vMid = v1; vMax = v2; 180 vMin_fy = fy0; vMid_fy = fy1; vMax_fy = fy2; 181 } 182 else if (fy2 <= fy0) { 183 /* y2 <= y0 <= y1 */ 184 vMin = v2; vMid = v0; vMax = v1; 185 vMin_fy = fy2; vMid_fy = fy0; vMax_fy = fy1; 186 } 187 else { 188 /* y0 <= y2 <= y1 */ 189 vMin = v0; vMid = v2; vMax = v1; 190 vMin_fy = fy0; vMid_fy = fy2; vMax_fy = fy1; 191 bf = -bf; 192 } 193 } 194 else { 195 if (fy0 <= fy2) { 196 /* y1 <= y0 <= y2 */ 197 vMin = v1; vMid = v0; vMax = v2; 198 vMin_fy = fy1; vMid_fy = fy0; vMax_fy = fy2; 199 bf = -bf; 200 } 201 else if (fy2 <= fy1) { 202 /* y2 <= y1 <= y0 */ 203 vMin = v2; vMid = v1; vMax = v0; 204 vMin_fy = fy2; vMid_fy = fy1; vMax_fy = fy0; 205 bf = -bf; 206 } 207 else { 208 /* y1 <= y2 <= y0 */ 209 vMin = v1; vMid = v2; vMax = v0; 210 vMin_fy = fy1; vMid_fy = fy2; vMax_fy = fy0; 211 } 212 } 213 214 /* fixed point X coords */ 215 vMin_fx = FloatToFixed(vMin->attrib[FRAG_ATTRIB_WPOS][0] + 0.5F) & snapMask; 216 vMid_fx = FloatToFixed(vMid->attrib[FRAG_ATTRIB_WPOS][0] + 0.5F) & snapMask; 217 vMax_fx = FloatToFixed(vMax->attrib[FRAG_ATTRIB_WPOS][0] + 0.5F) & snapMask; 218 } 219 220 /* vertex/edge relationship */ 221 eMaj.v0 = vMin; eMaj.v1 = vMax; /*TODO: .v1's not needed */ 222 eTop.v0 = vMid; eTop.v1 = vMax; 223 eBot.v0 = vMin; eBot.v1 = vMid; 224 225 /* compute deltas for each edge: vertex[upper] - vertex[lower] */ 226 eMaj.dx = FixedToFloat(vMax_fx - vMin_fx); 227 eMaj.dy = FixedToFloat(vMax_fy - vMin_fy); 228 eTop.dx = FixedToFloat(vMax_fx - vMid_fx); 229 eTop.dy = FixedToFloat(vMax_fy - vMid_fy); 230 eBot.dx = FixedToFloat(vMid_fx - vMin_fx); 231 eBot.dy = FixedToFloat(vMid_fy - vMin_fy); 232 233 /* compute area, oneOverArea and perform backface culling */ 234 { 235 const GLfloat area = eMaj.dx * eBot.dy - eBot.dx * eMaj.dy; 236 237 if (IS_INF_OR_NAN(area) || area == 0.0F) 238 return; 239 240 if (area * bf * swrast->_BackfaceCullSign < 0.0) 241 return; 242 243 oneOverArea = 1.0F / area; 244 245 /* 0 = front, 1 = back */ 246 span.facing = oneOverArea * bf > 0.0F; 247 } 248 249 /* Edge setup. For a triangle strip these could be reused... */ 250 { 251 eMaj.fsy = FixedCeil(vMin_fy); 252 eMaj.lines = FixedToInt(FixedCeil(vMax_fy - eMaj.fsy)); 253 if (eMaj.lines > 0) { 254 eMaj.dxdy = eMaj.dx / eMaj.dy; 255 eMaj.fdxdy = SignedFloatToFixed(eMaj.dxdy); 256 eMaj.adjy = (GLfloat) (eMaj.fsy - vMin_fy); /* SCALED! */ 257 eMaj.fx0 = vMin_fx; 258 eMaj.fsx = eMaj.fx0 + (GLfixed) (eMaj.adjy * eMaj.dxdy); 259 } 260 else { 261 return; /*CULLED*/ 262 } 263 264 eTop.fsy = FixedCeil(vMid_fy); 265 eTop.lines = FixedToInt(FixedCeil(vMax_fy - eTop.fsy)); 266 if (eTop.lines > 0) { 267 eTop.dxdy = eTop.dx / eTop.dy; 268 eTop.fdxdy = SignedFloatToFixed(eTop.dxdy); 269 eTop.adjy = (GLfloat) (eTop.fsy - vMid_fy); /* SCALED! */ 270 eTop.fx0 = vMid_fx; 271 eTop.fsx = eTop.fx0 + (GLfixed) (eTop.adjy * eTop.dxdy); 272 } 273 274 eBot.fsy = FixedCeil(vMin_fy); 275 eBot.lines = FixedToInt(FixedCeil(vMid_fy - eBot.fsy)); 276 if (eBot.lines > 0) { 277 eBot.dxdy = eBot.dx / eBot.dy; 278 eBot.fdxdy = SignedFloatToFixed(eBot.dxdy); 279 eBot.adjy = (GLfloat) (eBot.fsy - vMin_fy); /* SCALED! */ 280 eBot.fx0 = vMin_fx; 281 eBot.fsx = eBot.fx0 + (GLfixed) (eBot.adjy * eBot.dxdy); 282 } 283 } 284 285 /* 286 * Conceptually, we view a triangle as two subtriangles 287 * separated by a perfectly horizontal line. The edge that is 288 * intersected by this line is one with maximal absolute dy; we 289 * call it a ``major'' edge. The other two edges are the 290 * ``top'' edge (for the upper subtriangle) and the ``bottom'' 291 * edge (for the lower subtriangle). If either of these two 292 * edges is horizontal or very close to horizontal, the 293 * corresponding subtriangle might cover zero sample points; 294 * we take care to handle such cases, for performance as well 295 * as correctness. 296 * 297 * By stepping rasterization parameters along the major edge, 298 * we can avoid recomputing them at the discontinuity where 299 * the top and bottom edges meet. However, this forces us to 300 * be able to scan both left-to-right and right-to-left. 301 * Also, we must determine whether the major edge is at the 302 * left or right side of the triangle. We do this by 303 * computing the magnitude of the cross-product of the major 304 * and top edges. Since this magnitude depends on the sine of 305 * the angle between the two edges, its sign tells us whether 306 * we turn to the left or to the right when travelling along 307 * the major edge to the top edge, and from this we infer 308 * whether the major edge is on the left or the right. 309 * 310 * Serendipitously, this cross-product magnitude is also a 311 * value we need to compute the iteration parameter 312 * derivatives for the triangle, and it can be used to perform 313 * backface culling because its sign tells us whether the 314 * triangle is clockwise or counterclockwise. In this code we 315 * refer to it as ``area'' because it's also proportional to 316 * the pixel area of the triangle. 317 */ 318 319 { 320 GLint scan_from_left_to_right; /* true if scanning left-to-right */ 321 322 /* 323 * Execute user-supplied setup code 324 */ 325#ifdef SETUP_CODE 326 SETUP_CODE 327#endif 328 329 scan_from_left_to_right = (oneOverArea < 0.0F); 330 331 332 /* compute d?/dx and d?/dy derivatives */ 333#ifdef INTERP_Z 334 span.interpMask |= SPAN_Z; 335 { 336 GLfloat eMaj_dz = vMax->attrib[FRAG_ATTRIB_WPOS][2] - vMin->attrib[FRAG_ATTRIB_WPOS][2]; 337 GLfloat eBot_dz = vMid->attrib[FRAG_ATTRIB_WPOS][2] - vMin->attrib[FRAG_ATTRIB_WPOS][2]; 338 span.attrStepX[FRAG_ATTRIB_WPOS][2] = oneOverArea * (eMaj_dz * eBot.dy - eMaj.dy * eBot_dz); 339 if (span.attrStepX[FRAG_ATTRIB_WPOS][2] > maxDepth || 340 span.attrStepX[FRAG_ATTRIB_WPOS][2] < -maxDepth) { 341 /* probably a sliver triangle */ 342 span.attrStepX[FRAG_ATTRIB_WPOS][2] = 0.0; 343 span.attrStepY[FRAG_ATTRIB_WPOS][2] = 0.0; 344 } 345 else { 346 span.attrStepY[FRAG_ATTRIB_WPOS][2] = oneOverArea * (eMaj.dx * eBot_dz - eMaj_dz * eBot.dx); 347 } 348 if (depthBits <= 16) 349 span.zStep = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_WPOS][2]); 350 else 351 span.zStep = (GLint) span.attrStepX[FRAG_ATTRIB_WPOS][2]; 352 } 353#endif 354#ifdef INTERP_RGB 355 span.interpMask |= SPAN_RGBA; 356 if (ctx->Light.ShadeModel == GL_SMOOTH) { 357 GLfloat eMaj_dr = (GLfloat) (vMax->color[RCOMP] - vMin->color[RCOMP]); 358 GLfloat eBot_dr = (GLfloat) (vMid->color[RCOMP] - vMin->color[RCOMP]); 359 GLfloat eMaj_dg = (GLfloat) (vMax->color[GCOMP] - vMin->color[GCOMP]); 360 GLfloat eBot_dg = (GLfloat) (vMid->color[GCOMP] - vMin->color[GCOMP]); 361 GLfloat eMaj_db = (GLfloat) (vMax->color[BCOMP] - vMin->color[BCOMP]); 362 GLfloat eBot_db = (GLfloat) (vMid->color[BCOMP] - vMin->color[BCOMP]); 363# ifdef INTERP_ALPHA 364 GLfloat eMaj_da = (GLfloat) (vMax->color[ACOMP] - vMin->color[ACOMP]); 365 GLfloat eBot_da = (GLfloat) (vMid->color[ACOMP] - vMin->color[ACOMP]); 366# endif 367 span.attrStepX[FRAG_ATTRIB_COL0][0] = oneOverArea * (eMaj_dr * eBot.dy - eMaj.dy * eBot_dr); 368 span.attrStepY[FRAG_ATTRIB_COL0][0] = oneOverArea * (eMaj.dx * eBot_dr - eMaj_dr * eBot.dx); 369 span.attrStepX[FRAG_ATTRIB_COL0][1] = oneOverArea * (eMaj_dg * eBot.dy - eMaj.dy * eBot_dg); 370 span.attrStepY[FRAG_ATTRIB_COL0][1] = oneOverArea * (eMaj.dx * eBot_dg - eMaj_dg * eBot.dx); 371 span.attrStepX[FRAG_ATTRIB_COL0][2] = oneOverArea * (eMaj_db * eBot.dy - eMaj.dy * eBot_db); 372 span.attrStepY[FRAG_ATTRIB_COL0][2] = oneOverArea * (eMaj.dx * eBot_db - eMaj_db * eBot.dx); 373 span.redStep = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_COL0][0]); 374 span.greenStep = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_COL0][1]); 375 span.blueStep = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_COL0][2]); 376# ifdef INTERP_ALPHA 377 span.attrStepX[FRAG_ATTRIB_COL0][3] = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da); 378 span.attrStepY[FRAG_ATTRIB_COL0][3] = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx); 379 span.alphaStep = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_COL0][3]); 380# endif /* INTERP_ALPHA */ 381 } 382 else { 383 ASSERT(ctx->Light.ShadeModel == GL_FLAT); 384 span.interpMask |= SPAN_FLAT; 385 span.attrStepX[FRAG_ATTRIB_COL0][0] = span.attrStepY[FRAG_ATTRIB_COL0][0] = 0.0F; 386 span.attrStepX[FRAG_ATTRIB_COL0][1] = span.attrStepY[FRAG_ATTRIB_COL0][1] = 0.0F; 387 span.attrStepX[FRAG_ATTRIB_COL0][2] = span.attrStepY[FRAG_ATTRIB_COL0][2] = 0.0F; 388 span.redStep = 0; 389 span.greenStep = 0; 390 span.blueStep = 0; 391# ifdef INTERP_ALPHA 392 span.attrStepX[FRAG_ATTRIB_COL0][3] = span.attrStepY[FRAG_ATTRIB_COL0][3] = 0.0F; 393 span.alphaStep = 0; 394# endif 395 } 396#endif /* INTERP_RGB */ 397#ifdef INTERP_INT_TEX 398 { 399 GLfloat eMaj_ds = (vMax->attrib[FRAG_ATTRIB_TEX0][0] - vMin->attrib[FRAG_ATTRIB_TEX0][0]) * S_SCALE; 400 GLfloat eBot_ds = (vMid->attrib[FRAG_ATTRIB_TEX0][0] - vMin->attrib[FRAG_ATTRIB_TEX0][0]) * S_SCALE; 401 GLfloat eMaj_dt = (vMax->attrib[FRAG_ATTRIB_TEX0][1] - vMin->attrib[FRAG_ATTRIB_TEX0][1]) * T_SCALE; 402 GLfloat eBot_dt = (vMid->attrib[FRAG_ATTRIB_TEX0][1] - vMin->attrib[FRAG_ATTRIB_TEX0][1]) * T_SCALE; 403 span.attrStepX[FRAG_ATTRIB_TEX0][0] = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds); 404 span.attrStepY[FRAG_ATTRIB_TEX0][0] = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx); 405 span.attrStepX[FRAG_ATTRIB_TEX0][1] = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt); 406 span.attrStepY[FRAG_ATTRIB_TEX0][1] = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx); 407 span.intTexStep[0] = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_TEX0][0]); 408 span.intTexStep[1] = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_TEX0][1]); 409 } 410#endif 411#ifdef INTERP_ATTRIBS 412 { 413 /* attrib[FRAG_ATTRIB_WPOS][3] is 1/W */ 414 const GLfloat wMax = vMax->attrib[FRAG_ATTRIB_WPOS][3]; 415 const GLfloat wMin = vMin->attrib[FRAG_ATTRIB_WPOS][3]; 416 const GLfloat wMid = vMid->attrib[FRAG_ATTRIB_WPOS][3]; 417 { 418 const GLfloat eMaj_dw = wMax - wMin; 419 const GLfloat eBot_dw = wMid - wMin; 420 span.attrStepX[FRAG_ATTRIB_WPOS][3] = oneOverArea * (eMaj_dw * eBot.dy - eMaj.dy * eBot_dw); 421 span.attrStepY[FRAG_ATTRIB_WPOS][3] = oneOverArea * (eMaj.dx * eBot_dw - eMaj_dw * eBot.dx); 422 } 423 ATTRIB_LOOP_BEGIN 424 if (swrast->_InterpMode[attr] == GL_FLAT) { 425 ASSIGN_4V(span.attrStepX[attr], 0.0, 0.0, 0.0, 0.0); 426 ASSIGN_4V(span.attrStepY[attr], 0.0, 0.0, 0.0, 0.0); 427 } 428 else { 429 GLuint c; 430 for (c = 0; c < 4; c++) { 431 GLfloat eMaj_da = vMax->attrib[attr][c] * wMax - vMin->attrib[attr][c] * wMin; 432 GLfloat eBot_da = vMid->attrib[attr][c] * wMid - vMin->attrib[attr][c] * wMin; 433 span.attrStepX[attr][c] = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da); 434 span.attrStepY[attr][c] = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx); 435 } 436 } 437 ATTRIB_LOOP_END 438 } 439#endif 440 441 /* 442 * We always sample at pixel centers. However, we avoid 443 * explicit half-pixel offsets in this code by incorporating 444 * the proper offset in each of x and y during the 445 * transformation to window coordinates. 446 * 447 * We also apply the usual rasterization rules to prevent 448 * cracks and overlaps. A pixel is considered inside a 449 * subtriangle if it meets all of four conditions: it is on or 450 * to the right of the left edge, strictly to the left of the 451 * right edge, on or below the top edge, and strictly above 452 * the bottom edge. (Some edges may be degenerate.) 453 * 454 * The following discussion assumes left-to-right scanning 455 * (that is, the major edge is on the left); the right-to-left 456 * case is a straightforward variation. 457 * 458 * We start by finding the half-integral y coordinate that is 459 * at or below the top of the triangle. This gives us the 460 * first scan line that could possibly contain pixels that are 461 * inside the triangle. 462 * 463 * Next we creep down the major edge until we reach that y, 464 * and compute the corresponding x coordinate on the edge. 465 * Then we find the half-integral x that lies on or just 466 * inside the edge. This is the first pixel that might lie in 467 * the interior of the triangle. (We won't know for sure 468 * until we check the other edges.) 469 * 470 * As we rasterize the triangle, we'll step down the major 471 * edge. For each step in y, we'll move an integer number 472 * of steps in x. There are two possible x step sizes, which 473 * we'll call the ``inner'' step (guaranteed to land on the 474 * edge or inside it) and the ``outer'' step (guaranteed to 475 * land on the edge or outside it). The inner and outer steps 476 * differ by one. During rasterization we maintain an error 477 * term that indicates our distance from the true edge, and 478 * select either the inner step or the outer step, whichever 479 * gets us to the first pixel that falls inside the triangle. 480 * 481 * All parameters (z, red, etc.) as well as the buffer 482 * addresses for color and z have inner and outer step values, 483 * so that we can increment them appropriately. This method 484 * eliminates the need to adjust parameters by creeping a 485 * sub-pixel amount into the triangle at each scanline. 486 */ 487 488 { 489 GLint subTriangle; 490 GLfixed fxLeftEdge = 0, fxRightEdge = 0; 491 GLfixed fdxLeftEdge = 0, fdxRightEdge = 0; 492 GLfixed fError = 0, fdError = 0; 493#ifdef PIXEL_ADDRESS 494 PIXEL_TYPE *pRow = NULL; 495 GLint dPRowOuter = 0, dPRowInner; /* offset in bytes */ 496#endif 497#ifdef INTERP_Z 498# ifdef DEPTH_TYPE 499 struct gl_renderbuffer *zrb 500 = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; 501 DEPTH_TYPE *zRow = NULL; 502 GLint dZRowOuter = 0, dZRowInner; /* offset in bytes */ 503# endif 504 GLuint zLeft = 0; 505 GLfixed fdzOuter = 0, fdzInner; 506#endif 507#ifdef INTERP_RGB 508 GLint rLeft = 0, fdrOuter = 0, fdrInner; 509 GLint gLeft = 0, fdgOuter = 0, fdgInner; 510 GLint bLeft = 0, fdbOuter = 0, fdbInner; 511#endif 512#ifdef INTERP_ALPHA 513 GLint aLeft = 0, fdaOuter = 0, fdaInner; 514#endif 515#ifdef INTERP_INT_TEX 516 GLfixed sLeft=0, dsOuter=0, dsInner; 517 GLfixed tLeft=0, dtOuter=0, dtInner; 518#endif 519#ifdef INTERP_ATTRIBS 520 GLfloat wLeft = 0, dwOuter = 0, dwInner; 521 GLfloat attrLeft[FRAG_ATTRIB_MAX][4]; 522 GLfloat daOuter[FRAG_ATTRIB_MAX][4], daInner[FRAG_ATTRIB_MAX][4]; 523#endif 524 525 for (subTriangle=0; subTriangle<=1; subTriangle++) { 526 EdgeT *eLeft, *eRight; 527 int setupLeft, setupRight; 528 int lines; 529 530 if (subTriangle==0) { 531 /* bottom half */ 532 if (scan_from_left_to_right) { 533 eLeft = &eMaj; 534 eRight = &eBot; 535 lines = eRight->lines; 536 setupLeft = 1; 537 setupRight = 1; 538 } 539 else { 540 eLeft = &eBot; 541 eRight = &eMaj; 542 lines = eLeft->lines; 543 setupLeft = 1; 544 setupRight = 1; 545 } 546 } 547 else { 548 /* top half */ 549 if (scan_from_left_to_right) { 550 eLeft = &eMaj; 551 eRight = &eTop; 552 lines = eRight->lines; 553 setupLeft = 0; 554 setupRight = 1; 555 } 556 else { 557 eLeft = &eTop; 558 eRight = &eMaj; 559 lines = eLeft->lines; 560 setupLeft = 1; 561 setupRight = 0; 562 } 563 if (lines == 0) 564 return; 565 } 566 567 if (setupLeft && eLeft->lines > 0) { 568 const SWvertex *vLower = eLeft->v0; 569 const GLfixed fsy = eLeft->fsy; 570 const GLfixed fsx = eLeft->fsx; /* no fractional part */ 571 const GLfixed fx = FixedCeil(fsx); /* no fractional part */ 572 const GLfixed adjx = (GLfixed) (fx - eLeft->fx0); /* SCALED! */ 573 const GLfixed adjy = (GLfixed) eLeft->adjy; /* SCALED! */ 574 GLint idxOuter; 575 GLfloat dxOuter; 576 GLfixed fdxOuter; 577 578 fError = fx - fsx - FIXED_ONE; 579 fxLeftEdge = fsx - FIXED_EPSILON; 580 fdxLeftEdge = eLeft->fdxdy; 581 fdxOuter = FixedFloor(fdxLeftEdge - FIXED_EPSILON); 582 fdError = fdxOuter - fdxLeftEdge + FIXED_ONE; 583 idxOuter = FixedToInt(fdxOuter); 584 dxOuter = (GLfloat) idxOuter; 585 span.y = FixedToInt(fsy); 586 587 /* silence warnings on some compilers */ 588 (void) dxOuter; 589 (void) adjx; 590 (void) adjy; 591 (void) vLower; 592 593#ifdef PIXEL_ADDRESS 594 { 595 pRow = (PIXEL_TYPE *) PIXEL_ADDRESS(FixedToInt(fxLeftEdge), span.y); 596 dPRowOuter = -((int)BYTES_PER_ROW) + idxOuter * sizeof(PIXEL_TYPE); 597 /* negative because Y=0 at bottom and increases upward */ 598 } 599#endif 600 /* 601 * Now we need the set of parameter (z, color, etc.) values at 602 * the point (fx, fsy). This gives us properly-sampled parameter 603 * values that we can step from pixel to pixel. Furthermore, 604 * although we might have intermediate results that overflow 605 * the normal parameter range when we step temporarily outside 606 * the triangle, we shouldn't overflow or underflow for any 607 * pixel that's actually inside the triangle. 608 */ 609 610#ifdef INTERP_Z 611 { 612 GLfloat z0 = vLower->attrib[FRAG_ATTRIB_WPOS][2]; 613 if (depthBits <= 16) { 614 /* interpolate fixed-pt values */ 615 GLfloat tmp = (z0 * FIXED_SCALE 616 + span.attrStepX[FRAG_ATTRIB_WPOS][2] * adjx 617 + span.attrStepY[FRAG_ATTRIB_WPOS][2] * adjy) + FIXED_HALF; 618 if (tmp < MAX_GLUINT / 2) 619 zLeft = (GLfixed) tmp; 620 else 621 zLeft = MAX_GLUINT / 2; 622 fdzOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_WPOS][2] + 623 dxOuter * span.attrStepX[FRAG_ATTRIB_WPOS][2]); 624 } 625 else { 626 /* interpolate depth values w/out scaling */ 627 zLeft = (GLuint) (z0 + span.attrStepX[FRAG_ATTRIB_WPOS][2] * FixedToFloat(adjx) 628 + span.attrStepY[FRAG_ATTRIB_WPOS][2] * FixedToFloat(adjy)); 629 fdzOuter = (GLint) (span.attrStepY[FRAG_ATTRIB_WPOS][2] + 630 dxOuter * span.attrStepX[FRAG_ATTRIB_WPOS][2]); 631 } 632# ifdef DEPTH_TYPE 633 zRow = (DEPTH_TYPE *) 634 _swrast_pixel_address(zrb, FixedToInt(fxLeftEdge), span.y); 635 dZRowOuter = (ctx->DrawBuffer->Width + idxOuter) * sizeof(DEPTH_TYPE); 636# endif 637 } 638#endif 639#ifdef INTERP_RGB 640 if (ctx->Light.ShadeModel == GL_SMOOTH) { 641 rLeft = (GLint)(ChanToFixed(vLower->color[RCOMP]) 642 + span.attrStepX[FRAG_ATTRIB_COL0][0] * adjx 643 + span.attrStepY[FRAG_ATTRIB_COL0][0] * adjy) + FIXED_HALF; 644 gLeft = (GLint)(ChanToFixed(vLower->color[GCOMP]) 645 + span.attrStepX[FRAG_ATTRIB_COL0][1] * adjx 646 + span.attrStepY[FRAG_ATTRIB_COL0][1] * adjy) + FIXED_HALF; 647 bLeft = (GLint)(ChanToFixed(vLower->color[BCOMP]) 648 + span.attrStepX[FRAG_ATTRIB_COL0][2] * adjx 649 + span.attrStepY[FRAG_ATTRIB_COL0][2] * adjy) + FIXED_HALF; 650 fdrOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_COL0][0] 651 + dxOuter * span.attrStepX[FRAG_ATTRIB_COL0][0]); 652 fdgOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_COL0][1] 653 + dxOuter * span.attrStepX[FRAG_ATTRIB_COL0][1]); 654 fdbOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_COL0][2] 655 + dxOuter * span.attrStepX[FRAG_ATTRIB_COL0][2]); 656# ifdef INTERP_ALPHA 657 aLeft = (GLint)(ChanToFixed(vLower->color[ACOMP]) 658 + span.attrStepX[FRAG_ATTRIB_COL0][3] * adjx 659 + span.attrStepY[FRAG_ATTRIB_COL0][3] * adjy) + FIXED_HALF; 660 fdaOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_COL0][3] 661 + dxOuter * span.attrStepX[FRAG_ATTRIB_COL0][3]); 662# endif 663 } 664 else { 665 ASSERT(ctx->Light.ShadeModel == GL_FLAT); 666 rLeft = ChanToFixed(v2->color[RCOMP]); 667 gLeft = ChanToFixed(v2->color[GCOMP]); 668 bLeft = ChanToFixed(v2->color[BCOMP]); 669 fdrOuter = fdgOuter = fdbOuter = 0; 670# ifdef INTERP_ALPHA 671 aLeft = ChanToFixed(v2->color[ACOMP]); 672 fdaOuter = 0; 673# endif 674 } 675#endif /* INTERP_RGB */ 676 677 678#ifdef INTERP_INT_TEX 679 { 680 GLfloat s0, t0; 681 s0 = vLower->attrib[FRAG_ATTRIB_TEX0][0] * S_SCALE; 682 sLeft = (GLfixed)(s0 * FIXED_SCALE + span.attrStepX[FRAG_ATTRIB_TEX0][0] * adjx 683 + span.attrStepY[FRAG_ATTRIB_TEX0][0] * adjy) + FIXED_HALF; 684 dsOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_TEX0][0] 685 + dxOuter * span.attrStepX[FRAG_ATTRIB_TEX0][0]); 686 687 t0 = vLower->attrib[FRAG_ATTRIB_TEX0][1] * T_SCALE; 688 tLeft = (GLfixed)(t0 * FIXED_SCALE + span.attrStepX[FRAG_ATTRIB_TEX0][1] * adjx 689 + span.attrStepY[FRAG_ATTRIB_TEX0][1] * adjy) + FIXED_HALF; 690 dtOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_TEX0][1] 691 + dxOuter * span.attrStepX[FRAG_ATTRIB_TEX0][1]); 692 } 693#endif 694#ifdef INTERP_ATTRIBS 695 { 696 const GLuint attr = FRAG_ATTRIB_WPOS; 697 wLeft = vLower->attrib[FRAG_ATTRIB_WPOS][3] 698 + (span.attrStepX[attr][3] * adjx 699 + span.attrStepY[attr][3] * adjy) * (1.0F/FIXED_SCALE); 700 dwOuter = span.attrStepY[attr][3] + dxOuter * span.attrStepX[attr][3]; 701 } 702 ATTRIB_LOOP_BEGIN 703 const GLfloat invW = vLower->attrib[FRAG_ATTRIB_WPOS][3]; 704 if (swrast->_InterpMode[attr] == GL_FLAT) { 705 GLuint c; 706 for (c = 0; c < 4; c++) { 707 attrLeft[attr][c] = v2->attrib[attr][c] * invW; 708 daOuter[attr][c] = 0.0; 709 } 710 } 711 else { 712 GLuint c; 713 for (c = 0; c < 4; c++) { 714 const GLfloat a = vLower->attrib[attr][c] * invW; 715 attrLeft[attr][c] = a + ( span.attrStepX[attr][c] * adjx 716 + span.attrStepY[attr][c] * adjy) * (1.0F/FIXED_SCALE); 717 daOuter[attr][c] = span.attrStepY[attr][c] + dxOuter * span.attrStepX[attr][c]; 718 } 719 } 720 ATTRIB_LOOP_END 721#endif 722 } /*if setupLeft*/ 723 724 725 if (setupRight && eRight->lines>0) { 726 fxRightEdge = eRight->fsx - FIXED_EPSILON; 727 fdxRightEdge = eRight->fdxdy; 728 } 729 730 if (lines==0) { 731 continue; 732 } 733 734 735 /* Rasterize setup */ 736#ifdef PIXEL_ADDRESS 737 dPRowInner = dPRowOuter + sizeof(PIXEL_TYPE); 738#endif 739#ifdef INTERP_Z 740# ifdef DEPTH_TYPE 741 dZRowInner = dZRowOuter + sizeof(DEPTH_TYPE); 742# endif 743 fdzInner = fdzOuter + span.zStep; 744#endif 745#ifdef INTERP_RGB 746 fdrInner = fdrOuter + span.redStep; 747 fdgInner = fdgOuter + span.greenStep; 748 fdbInner = fdbOuter + span.blueStep; 749#endif 750#ifdef INTERP_ALPHA 751 fdaInner = fdaOuter + span.alphaStep; 752#endif 753#ifdef INTERP_INT_TEX 754 dsInner = dsOuter + span.intTexStep[0]; 755 dtInner = dtOuter + span.intTexStep[1]; 756#endif 757#ifdef INTERP_ATTRIBS 758 dwInner = dwOuter + span.attrStepX[FRAG_ATTRIB_WPOS][3]; 759 ATTRIB_LOOP_BEGIN 760 GLuint c; 761 for (c = 0; c < 4; c++) { 762 daInner[attr][c] = daOuter[attr][c] + span.attrStepX[attr][c]; 763 } 764 ATTRIB_LOOP_END 765#endif 766 767 while (lines > 0) { 768 /* initialize the span interpolants to the leftmost value */ 769 /* ff = fixed-pt fragment */ 770 const GLint right = FixedToInt(fxRightEdge); 771 span.x = FixedToInt(fxLeftEdge); 772 if (right <= span.x) 773 span.end = 0; 774 else 775 span.end = right - span.x; 776 777#ifdef INTERP_Z 778 span.z = zLeft; 779#endif 780#ifdef INTERP_RGB 781 span.red = rLeft; 782 span.green = gLeft; 783 span.blue = bLeft; 784#endif 785#ifdef INTERP_ALPHA 786 span.alpha = aLeft; 787#endif 788#ifdef INTERP_INT_TEX 789 span.intTex[0] = sLeft; 790 span.intTex[1] = tLeft; 791#endif 792 793#ifdef INTERP_ATTRIBS 794 span.attrStart[FRAG_ATTRIB_WPOS][3] = wLeft; 795 ATTRIB_LOOP_BEGIN 796 GLuint c; 797 for (c = 0; c < 4; c++) { 798 span.attrStart[attr][c] = attrLeft[attr][c]; 799 } 800 ATTRIB_LOOP_END 801#endif 802 803 /* This is where we actually generate fragments */ 804 /* XXX the test for span.y > 0 _shouldn't_ be needed but 805 * it fixes a problem on 64-bit Opterons (bug 4842). 806 */ 807 if (span.end > 0 && span.y >= 0) { 808 const GLint len = span.end - 1; 809 (void) len; 810#ifdef INTERP_RGB 811 CLAMP_INTERPOLANT(red, redStep, len); 812 CLAMP_INTERPOLANT(green, greenStep, len); 813 CLAMP_INTERPOLANT(blue, blueStep, len); 814#endif 815#ifdef INTERP_ALPHA 816 CLAMP_INTERPOLANT(alpha, alphaStep, len); 817#endif 818 { 819 RENDER_SPAN( span ); 820 } 821 } 822 823 /* 824 * Advance to the next scan line. Compute the 825 * new edge coordinates, and adjust the 826 * pixel-center x coordinate so that it stays 827 * on or inside the major edge. 828 */ 829 span.y++; 830 lines--; 831 832 fxLeftEdge += fdxLeftEdge; 833 fxRightEdge += fdxRightEdge; 834 835 fError += fdError; 836 if (fError >= 0) { 837 fError -= FIXED_ONE; 838 839#ifdef PIXEL_ADDRESS 840 pRow = (PIXEL_TYPE *) ((GLubyte *) pRow + dPRowOuter); 841#endif 842#ifdef INTERP_Z 843# ifdef DEPTH_TYPE 844 zRow = (DEPTH_TYPE *) ((GLubyte *) zRow + dZRowOuter); 845# endif 846 zLeft += fdzOuter; 847#endif 848#ifdef INTERP_RGB 849 rLeft += fdrOuter; 850 gLeft += fdgOuter; 851 bLeft += fdbOuter; 852#endif 853#ifdef INTERP_ALPHA 854 aLeft += fdaOuter; 855#endif 856#ifdef INTERP_INT_TEX 857 sLeft += dsOuter; 858 tLeft += dtOuter; 859#endif 860#ifdef INTERP_ATTRIBS 861 wLeft += dwOuter; 862 ATTRIB_LOOP_BEGIN 863 GLuint c; 864 for (c = 0; c < 4; c++) { 865 attrLeft[attr][c] += daOuter[attr][c]; 866 } 867 ATTRIB_LOOP_END 868#endif 869 } 870 else { 871#ifdef PIXEL_ADDRESS 872 pRow = (PIXEL_TYPE *) ((GLubyte *) pRow + dPRowInner); 873#endif 874#ifdef INTERP_Z 875# ifdef DEPTH_TYPE 876 zRow = (DEPTH_TYPE *) ((GLubyte *) zRow + dZRowInner); 877# endif 878 zLeft += fdzInner; 879#endif 880#ifdef INTERP_RGB 881 rLeft += fdrInner; 882 gLeft += fdgInner; 883 bLeft += fdbInner; 884#endif 885#ifdef INTERP_ALPHA 886 aLeft += fdaInner; 887#endif 888#ifdef INTERP_INT_TEX 889 sLeft += dsInner; 890 tLeft += dtInner; 891#endif 892#ifdef INTERP_ATTRIBS 893 wLeft += dwInner; 894 ATTRIB_LOOP_BEGIN 895 GLuint c; 896 for (c = 0; c < 4; c++) { 897 attrLeft[attr][c] += daInner[attr][c]; 898 } 899 ATTRIB_LOOP_END 900#endif 901 } 902 } /*while lines>0*/ 903 904 } /* for subTriangle */ 905 906 } 907 } 908} 909 910#undef SETUP_CODE 911#undef RENDER_SPAN 912 913#undef PIXEL_TYPE 914#undef BYTES_PER_ROW 915#undef PIXEL_ADDRESS 916#undef DEPTH_TYPE 917 918#undef INTERP_Z 919#undef INTERP_RGB 920#undef INTERP_ALPHA 921#undef INTERP_INT_TEX 922#undef INTERP_ATTRIBS 923 924#undef S_SCALE 925#undef T_SCALE 926 927#undef FixedToDepth 928 929#undef NAME 930