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00001 /* 00002 * Mesa 3-D graphics library 00003 * Version: 7.0 00004 * 00005 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. 00006 * 00007 * Permission is hereby granted, free of charge, to any person obtaining a 00008 * copy of this software and associated documentation files (the "Software"), 00009 * to deal in the Software without restriction, including without limitation 00010 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 00011 * and/or sell copies of the Software, and to permit persons to whom the 00012 * Software is furnished to do so, subject to the following conditions: 00013 * 00014 * The above copyright notice and this permission notice shall be included 00015 * in all copies or substantial portions of the Software. 00016 * 00017 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 00018 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 00019 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 00020 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 00021 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 00022 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 00023 */ 00024 00025 /* 00026 * Triangle Rasterizer Template 00027 * 00028 * This file is #include'd to generate custom triangle rasterizers. 00029 * 00030 * The following macros may be defined to indicate what auxillary information 00031 * must be interpolated across the triangle: 00032 * INTERP_Z - if defined, interpolate integer Z values 00033 * INTERP_RGB - if defined, interpolate integer RGB values 00034 * INTERP_ALPHA - if defined, interpolate integer Alpha values 00035 * INTERP_INDEX - if defined, interpolate color index values 00036 * INTERP_INT_TEX - if defined, interpolate integer ST texcoords 00037 * (fast, simple 2-D texture mapping, without 00038 * perspective correction) 00039 * INTERP_ATTRIBS - if defined, interpolate arbitrary attribs (texcoords, 00040 * varying vars, etc) This also causes W to be 00041 * computed for perspective correction). 00042 * 00043 * When one can directly address pixels in the color buffer the following 00044 * macros can be defined and used to compute pixel addresses during 00045 * rasterization (see pRow): 00046 * PIXEL_TYPE - the datatype of a pixel (GLubyte, GLushort, GLuint) 00047 * BYTES_PER_ROW - number of bytes per row in the color buffer 00048 * PIXEL_ADDRESS(X,Y) - returns the address of pixel at (X,Y) where 00049 * Y==0 at bottom of screen and increases upward. 00050 * 00051 * Similarly, for direct depth buffer access, this type is used for depth 00052 * buffer addressing (see zRow): 00053 * DEPTH_TYPE - either GLushort or GLuint 00054 * 00055 * Optionally, one may provide one-time setup code per triangle: 00056 * SETUP_CODE - code which is to be executed once per triangle 00057 * 00058 * The following macro MUST be defined: 00059 * RENDER_SPAN(span) - code to write a span of pixels. 00060 * 00061 * This code was designed for the origin to be in the lower-left corner. 00062 * 00063 * Inspired by triangle rasterizer code written by Allen Akin. Thanks Allen! 00064 * 00065 * 00066 * Some notes on rasterization accuracy: 00067 * 00068 * This code uses fixed point arithmetic (the GLfixed type) to iterate 00069 * over the triangle edges and interpolate ancillary data (such as Z, 00070 * color, secondary color, etc). The number of fractional bits in 00071 * GLfixed and the value of SUB_PIXEL_BITS has a direct bearing on the 00072 * accuracy of rasterization. 00073 * 00074 * If SUB_PIXEL_BITS=4 then we'll snap the vertices to the nearest 00075 * 1/16 of a pixel. If we're walking up a long, nearly vertical edge 00076 * (dx=1/16, dy=1024) we'll need 4 + 10 = 14 fractional bits in 00077 * GLfixed to walk the edge without error. If the maximum viewport 00078 * height is 4K pixels, then we'll need 4 + 12 = 16 fractional bits. 00079 * 00080 * Historically, Mesa has used 11 fractional bits in GLfixed, snaps 00081 * vertices to 1/16 pixel and allowed a maximum viewport height of 2K 00082 * pixels. 11 fractional bits is actually insufficient for accurately 00083 * rasterizing some triangles. More recently, the maximum viewport 00084 * height was increased to 4K pixels. Thus, Mesa should be using 16 00085 * fractional bits in GLfixed. Unfortunately, there may be some issues 00086 * with setting FIXED_FRAC_BITS=16, such as multiplication overflow. 00087 * This will have to be examined in some detail... 00088 * 00089 * For now, if you find rasterization errors, particularly with tall, 00090 * sliver triangles, try increasing FIXED_FRAC_BITS and/or decreasing 00091 * SUB_PIXEL_BITS. 00092 */ 00093 00094 00095 /* 00096 * Some code we unfortunately need to prevent negative interpolated colors. 00097 */ 00098 #ifndef CLAMP_INTERPOLANT 00099 #define CLAMP_INTERPOLANT(CHANNEL, CHANNELSTEP, LEN) \ 00100 do { \ 00101 GLfixed endVal = span.CHANNEL + (LEN) * span.CHANNELSTEP; \ 00102 if (endVal < 0) { \ 00103 span.CHANNEL -= endVal; \ 00104 } \ 00105 if (span.CHANNEL < 0) { \ 00106 span.CHANNEL = 0; \ 00107 } \ 00108 } while (0) 00109 #endif 00110 00111 00112 static void NAME(GLcontext *ctx, const SWvertex *v0, 00113 const SWvertex *v1, 00114 const SWvertex *v2 ) 00115 { 00116 typedef struct { 00117 const SWvertex *v0, *v1; /* Y(v0) < Y(v1) */ 00118 GLfloat dx; /* X(v1) - X(v0) */ 00119 GLfloat dy; /* Y(v1) - Y(v0) */ 00120 GLfloat dxdy; /* dx/dy */ 00121 GLfixed fdxdy; /* dx/dy in fixed-point */ 00122 GLfloat adjy; /* adjust from v[0]->fy to fsy, scaled */ 00123 GLfixed fsx; /* first sample point x coord */ 00124 GLfixed fsy; 00125 GLfixed fx0; /* fixed pt X of lower endpoint */ 00126 GLint lines; /* number of lines to be sampled on this edge */ 00127 } EdgeT; 00128 00129 const SWcontext *swrast = SWRAST_CONTEXT(ctx); 00130 #ifdef INTERP_Z 00131 const GLint depthBits = ctx->DrawBuffer->Visual.depthBits; 00132 const GLint fixedToDepthShift = depthBits <= 16 ? FIXED_SHIFT : 0; 00133 const GLfloat maxDepth = ctx->DrawBuffer->_DepthMaxF; 00134 #define FixedToDepth(F) ((F) >> fixedToDepthShift) 00135 #endif 00136 EdgeT eMaj, eTop, eBot; 00137 GLfloat oneOverArea; 00138 const SWvertex *vMin, *vMid, *vMax; /* Y(vMin)<=Y(vMid)<=Y(vMax) */ 00139 GLfloat bf = SWRAST_CONTEXT(ctx)->_BackfaceSign; 00140 const GLint snapMask = ~((FIXED_ONE / (1 << SUB_PIXEL_BITS)) - 1); /* for x/y coord snapping */ 00141 GLfixed vMin_fx, vMin_fy, vMid_fx, vMid_fy, vMax_fx, vMax_fy; 00142 00143 SWspan span; 00144 00145 (void) swrast; 00146 00147 INIT_SPAN(span, GL_POLYGON); 00148 span.y = 0; /* silence warnings */ 00149 00150 #ifdef INTERP_Z 00151 (void) fixedToDepthShift; 00152 #endif 00153 00154 /* 00155 printf("%s()\n", __FUNCTION__); 00156 printf(" %g, %g, %g\n", 00157 v0->attrib[FRAG_ATTRIB_WPOS][0], 00158 v0->attrib[FRAG_ATTRIB_WPOS][1], 00159 v0->attrib[FRAG_ATTRIB_WPOS][2]); 00160 printf(" %g, %g, %g\n", 00161 v1->attrib[FRAG_ATTRIB_WPOS][0], 00162 v1->attrib[FRAG_ATTRIB_WPOS][1], 00163 v1->attrib[FRAG_ATTRIB_WPOS][2]); 00164 printf(" %g, %g, %g\n", 00165 v2->attrib[FRAG_ATTRIB_WPOS][0], 00166 v2->attrib[FRAG_ATTRIB_WPOS][1], 00167 v2->attrib[FRAG_ATTRIB_WPOS][2]); 00168 */ 00169 00170 /* Compute fixed point x,y coords w/ half-pixel offsets and snapping. 00171 * And find the order of the 3 vertices along the Y axis. 00172 */ 00173 { 00174 const GLfixed fy0 = FloatToFixed(v0->attrib[FRAG_ATTRIB_WPOS][1] - 0.5F) & snapMask; 00175 const GLfixed fy1 = FloatToFixed(v1->attrib[FRAG_ATTRIB_WPOS][1] - 0.5F) & snapMask; 00176 const GLfixed fy2 = FloatToFixed(v2->attrib[FRAG_ATTRIB_WPOS][1] - 0.5F) & snapMask; 00177 if (fy0 <= fy1) { 00178 if (fy1 <= fy2) { 00179 /* y0 <= y1 <= y2 */ 00180 vMin = v0; vMid = v1; vMax = v2; 00181 vMin_fy = fy0; vMid_fy = fy1; vMax_fy = fy2; 00182 } 00183 else if (fy2 <= fy0) { 00184 /* y2 <= y0 <= y1 */ 00185 vMin = v2; vMid = v0; vMax = v1; 00186 vMin_fy = fy2; vMid_fy = fy0; vMax_fy = fy1; 00187 } 00188 else { 00189 /* y0 <= y2 <= y1 */ 00190 vMin = v0; vMid = v2; vMax = v1; 00191 vMin_fy = fy0; vMid_fy = fy2; vMax_fy = fy1; 00192 bf = -bf; 00193 } 00194 } 00195 else { 00196 if (fy0 <= fy2) { 00197 /* y1 <= y0 <= y2 */ 00198 vMin = v1; vMid = v0; vMax = v2; 00199 vMin_fy = fy1; vMid_fy = fy0; vMax_fy = fy2; 00200 bf = -bf; 00201 } 00202 else if (fy2 <= fy1) { 00203 /* y2 <= y1 <= y0 */ 00204 vMin = v2; vMid = v1; vMax = v0; 00205 vMin_fy = fy2; vMid_fy = fy1; vMax_fy = fy0; 00206 bf = -bf; 00207 } 00208 else { 00209 /* y1 <= y2 <= y0 */ 00210 vMin = v1; vMid = v2; vMax = v0; 00211 vMin_fy = fy1; vMid_fy = fy2; vMax_fy = fy0; 00212 } 00213 } 00214 00215 /* fixed point X coords */ 00216 vMin_fx = FloatToFixed(vMin->attrib[FRAG_ATTRIB_WPOS][0] + 0.5F) & snapMask; 00217 vMid_fx = FloatToFixed(vMid->attrib[FRAG_ATTRIB_WPOS][0] + 0.5F) & snapMask; 00218 vMax_fx = FloatToFixed(vMax->attrib[FRAG_ATTRIB_WPOS][0] + 0.5F) & snapMask; 00219 } 00220 00221 /* vertex/edge relationship */ 00222 eMaj.v0 = vMin; eMaj.v1 = vMax; /*TODO: .v1's not needed */ 00223 eTop.v0 = vMid; eTop.v1 = vMax; 00224 eBot.v0 = vMin; eBot.v1 = vMid; 00225 00226 /* compute deltas for each edge: vertex[upper] - vertex[lower] */ 00227 eMaj.dx = FixedToFloat(vMax_fx - vMin_fx); 00228 eMaj.dy = FixedToFloat(vMax_fy - vMin_fy); 00229 eTop.dx = FixedToFloat(vMax_fx - vMid_fx); 00230 eTop.dy = FixedToFloat(vMax_fy - vMid_fy); 00231 eBot.dx = FixedToFloat(vMid_fx - vMin_fx); 00232 eBot.dy = FixedToFloat(vMid_fy - vMin_fy); 00233 00234 /* compute area, oneOverArea and perform backface culling */ 00235 { 00236 const GLfloat area = eMaj.dx * eBot.dy - eBot.dx * eMaj.dy; 00237 00238 if (IS_INF_OR_NAN(area) || area == 0.0F) 00239 return; 00240 00241 if (area * bf * swrast->_BackfaceCullSign < 0.0) 00242 return; 00243 00244 oneOverArea = 1.0F / area; 00245 00246 /* 0 = front, 1 = back */ 00247 span.facing = oneOverArea * bf > 0.0F; 00248 } 00249 00250 /* Edge setup. For a triangle strip these could be reused... */ 00251 { 00252 eMaj.fsy = FixedCeil(vMin_fy); 00253 eMaj.lines = FixedToInt(FixedCeil(vMax_fy - eMaj.fsy)); 00254 if (eMaj.lines > 0) { 00255 eMaj.dxdy = eMaj.dx / eMaj.dy; 00256 eMaj.fdxdy = SignedFloatToFixed(eMaj.dxdy); 00257 eMaj.adjy = (GLfloat) (eMaj.fsy - vMin_fy); /* SCALED! */ 00258 eMaj.fx0 = vMin_fx; 00259 eMaj.fsx = eMaj.fx0 + (GLfixed) (eMaj.adjy * eMaj.dxdy); 00260 } 00261 else { 00262 return; /*CULLED*/ 00263 } 00264 00265 eTop.fsy = FixedCeil(vMid_fy); 00266 eTop.lines = FixedToInt(FixedCeil(vMax_fy - eTop.fsy)); 00267 if (eTop.lines > 0) { 00268 eTop.dxdy = eTop.dx / eTop.dy; 00269 eTop.fdxdy = SignedFloatToFixed(eTop.dxdy); 00270 eTop.adjy = (GLfloat) (eTop.fsy - vMid_fy); /* SCALED! */ 00271 eTop.fx0 = vMid_fx; 00272 eTop.fsx = eTop.fx0 + (GLfixed) (eTop.adjy * eTop.dxdy); 00273 } 00274 00275 eBot.fsy = FixedCeil(vMin_fy); 00276 eBot.lines = FixedToInt(FixedCeil(vMid_fy - eBot.fsy)); 00277 if (eBot.lines > 0) { 00278 eBot.dxdy = eBot.dx / eBot.dy; 00279 eBot.fdxdy = SignedFloatToFixed(eBot.dxdy); 00280 eBot.adjy = (GLfloat) (eBot.fsy - vMin_fy); /* SCALED! */ 00281 eBot.fx0 = vMin_fx; 00282 eBot.fsx = eBot.fx0 + (GLfixed) (eBot.adjy * eBot.dxdy); 00283 } 00284 } 00285 00286 /* 00287 * Conceptually, we view a triangle as two subtriangles 00288 * separated by a perfectly horizontal line. The edge that is 00289 * intersected by this line is one with maximal absolute dy; we 00290 * call it a ``major'' edge. The other two edges are the 00291 * ``top'' edge (for the upper subtriangle) and the ``bottom'' 00292 * edge (for the lower subtriangle). If either of these two 00293 * edges is horizontal or very close to horizontal, the 00294 * corresponding subtriangle might cover zero sample points; 00295 * we take care to handle such cases, for performance as well 00296 * as correctness. 00297 * 00298 * By stepping rasterization parameters along the major edge, 00299 * we can avoid recomputing them at the discontinuity where 00300 * the top and bottom edges meet. However, this forces us to 00301 * be able to scan both left-to-right and right-to-left. 00302 * Also, we must determine whether the major edge is at the 00303 * left or right side of the triangle. We do this by 00304 * computing the magnitude of the cross-product of the major 00305 * and top edges. Since this magnitude depends on the sine of 00306 * the angle between the two edges, its sign tells us whether 00307 * we turn to the left or to the right when travelling along 00308 * the major edge to the top edge, and from this we infer 00309 * whether the major edge is on the left or the right. 00310 * 00311 * Serendipitously, this cross-product magnitude is also a 00312 * value we need to compute the iteration parameter 00313 * derivatives for the triangle, and it can be used to perform 00314 * backface culling because its sign tells us whether the 00315 * triangle is clockwise or counterclockwise. In this code we 00316 * refer to it as ``area'' because it's also proportional to 00317 * the pixel area of the triangle. 00318 */ 00319 00320 { 00321 GLint scan_from_left_to_right; /* true if scanning left-to-right */ 00322 #ifdef INTERP_INDEX 00323 GLfloat didx, didy; 00324 #endif 00325 00326 /* 00327 * Execute user-supplied setup code 00328 */ 00329 #ifdef SETUP_CODE 00330 SETUP_CODE 00331 #endif 00332 00333 scan_from_left_to_right = (oneOverArea < 0.0F); 00334 00335 00336 /* compute d?/dx and d?/dy derivatives */ 00337 #ifdef INTERP_Z 00338 span.interpMask |= SPAN_Z; 00339 { 00340 GLfloat eMaj_dz = vMax->attrib[FRAG_ATTRIB_WPOS][2] - vMin->attrib[FRAG_ATTRIB_WPOS][2]; 00341 GLfloat eBot_dz = vMid->attrib[FRAG_ATTRIB_WPOS][2] - vMin->attrib[FRAG_ATTRIB_WPOS][2]; 00342 span.attrStepX[FRAG_ATTRIB_WPOS][2] = oneOverArea * (eMaj_dz * eBot.dy - eMaj.dy * eBot_dz); 00343 if (span.attrStepX[FRAG_ATTRIB_WPOS][2] > maxDepth || 00344 span.attrStepX[FRAG_ATTRIB_WPOS][2] < -maxDepth) { 00345 /* probably a sliver triangle */ 00346 span.attrStepX[FRAG_ATTRIB_WPOS][2] = 0.0; 00347 span.attrStepY[FRAG_ATTRIB_WPOS][2] = 0.0; 00348 } 00349 else { 00350 span.attrStepY[FRAG_ATTRIB_WPOS][2] = oneOverArea * (eMaj.dx * eBot_dz - eMaj_dz * eBot.dx); 00351 } 00352 if (depthBits <= 16) 00353 span.zStep = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_WPOS][2]); 00354 else 00355 span.zStep = (GLint) span.attrStepX[FRAG_ATTRIB_WPOS][2]; 00356 } 00357 #endif 00358 #ifdef INTERP_RGB 00359 span.interpMask |= SPAN_RGBA; 00360 if (ctx->Light.ShadeModel == GL_SMOOTH) { 00361 GLfloat eMaj_dr = (GLfloat) (vMax->color[RCOMP] - vMin->color[RCOMP]); 00362 GLfloat eBot_dr = (GLfloat) (vMid->color[RCOMP] - vMin->color[RCOMP]); 00363 GLfloat eMaj_dg = (GLfloat) (vMax->color[GCOMP] - vMin->color[GCOMP]); 00364 GLfloat eBot_dg = (GLfloat) (vMid->color[GCOMP] - vMin->color[GCOMP]); 00365 GLfloat eMaj_db = (GLfloat) (vMax->color[BCOMP] - vMin->color[BCOMP]); 00366 GLfloat eBot_db = (GLfloat) (vMid->color[BCOMP] - vMin->color[BCOMP]); 00367 # ifdef INTERP_ALPHA 00368 GLfloat eMaj_da = (GLfloat) (vMax->color[ACOMP] - vMin->color[ACOMP]); 00369 GLfloat eBot_da = (GLfloat) (vMid->color[ACOMP] - vMin->color[ACOMP]); 00370 # endif 00371 span.attrStepX[FRAG_ATTRIB_COL0][0] = oneOverArea * (eMaj_dr * eBot.dy - eMaj.dy * eBot_dr); 00372 span.attrStepY[FRAG_ATTRIB_COL0][0] = oneOverArea * (eMaj.dx * eBot_dr - eMaj_dr * eBot.dx); 00373 span.attrStepX[FRAG_ATTRIB_COL0][1] = oneOverArea * (eMaj_dg * eBot.dy - eMaj.dy * eBot_dg); 00374 span.attrStepY[FRAG_ATTRIB_COL0][1] = oneOverArea * (eMaj.dx * eBot_dg - eMaj_dg * eBot.dx); 00375 span.attrStepX[FRAG_ATTRIB_COL0][2] = oneOverArea * (eMaj_db * eBot.dy - eMaj.dy * eBot_db); 00376 span.attrStepY[FRAG_ATTRIB_COL0][2] = oneOverArea * (eMaj.dx * eBot_db - eMaj_db * eBot.dx); 00377 span.redStep = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_COL0][0]); 00378 span.greenStep = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_COL0][1]); 00379 span.blueStep = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_COL0][2]); 00380 # ifdef INTERP_ALPHA 00381 span.attrStepX[FRAG_ATTRIB_COL0][3] = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da); 00382 span.attrStepY[FRAG_ATTRIB_COL0][3] = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx); 00383 span.alphaStep = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_COL0][3]); 00384 # endif /* INTERP_ALPHA */ 00385 } 00386 else { 00387 ASSERT(ctx->Light.ShadeModel == GL_FLAT); 00388 span.interpMask |= SPAN_FLAT; 00389 span.attrStepX[FRAG_ATTRIB_COL0][0] = span.attrStepY[FRAG_ATTRIB_COL0][0] = 0.0F; 00390 span.attrStepX[FRAG_ATTRIB_COL0][1] = span.attrStepY[FRAG_ATTRIB_COL0][1] = 0.0F; 00391 span.attrStepX[FRAG_ATTRIB_COL0][2] = span.attrStepY[FRAG_ATTRIB_COL0][2] = 0.0F; 00392 span.redStep = 0; 00393 span.greenStep = 0; 00394 span.blueStep = 0; 00395 # ifdef INTERP_ALPHA 00396 span.attrStepX[FRAG_ATTRIB_COL0][3] = span.attrStepY[FRAG_ATTRIB_COL0][3] = 0.0F; 00397 span.alphaStep = 0; 00398 # endif 00399 } 00400 #endif /* INTERP_RGB */ 00401 #ifdef INTERP_INDEX 00402 span.interpMask |= SPAN_INDEX; 00403 if (ctx->Light.ShadeModel == GL_SMOOTH) { 00404 GLfloat eMaj_di = vMax->attrib[FRAG_ATTRIB_CI][0] - vMin->attrib[FRAG_ATTRIB_CI][0]; 00405 GLfloat eBot_di = vMid->attrib[FRAG_ATTRIB_CI][0] - vMin->attrib[FRAG_ATTRIB_CI][0]; 00406 didx = oneOverArea * (eMaj_di * eBot.dy - eMaj.dy * eBot_di); 00407 didy = oneOverArea * (eMaj.dx * eBot_di - eMaj_di * eBot.dx); 00408 span.indexStep = SignedFloatToFixed(didx); 00409 } 00410 else { 00411 span.interpMask |= SPAN_FLAT; 00412 didx = didy = 0.0F; 00413 span.indexStep = 0; 00414 } 00415 #endif 00416 #ifdef INTERP_INT_TEX 00417 { 00418 GLfloat eMaj_ds = (vMax->attrib[FRAG_ATTRIB_TEX0][0] - vMin->attrib[FRAG_ATTRIB_TEX0][0]) * S_SCALE; 00419 GLfloat eBot_ds = (vMid->attrib[FRAG_ATTRIB_TEX0][0] - vMin->attrib[FRAG_ATTRIB_TEX0][0]) * S_SCALE; 00420 GLfloat eMaj_dt = (vMax->attrib[FRAG_ATTRIB_TEX0][1] - vMin->attrib[FRAG_ATTRIB_TEX0][1]) * T_SCALE; 00421 GLfloat eBot_dt = (vMid->attrib[FRAG_ATTRIB_TEX0][1] - vMin->attrib[FRAG_ATTRIB_TEX0][1]) * T_SCALE; 00422 span.attrStepX[FRAG_ATTRIB_TEX0][0] = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds); 00423 span.attrStepY[FRAG_ATTRIB_TEX0][0] = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx); 00424 span.attrStepX[FRAG_ATTRIB_TEX0][1] = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt); 00425 span.attrStepY[FRAG_ATTRIB_TEX0][1] = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx); 00426 span.intTexStep[0] = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_TEX0][0]); 00427 span.intTexStep[1] = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_TEX0][1]); 00428 } 00429 #endif 00430 #ifdef INTERP_ATTRIBS 00431 { 00432 /* attrib[FRAG_ATTRIB_WPOS][3] is 1/W */ 00433 const GLfloat wMax = vMax->attrib[FRAG_ATTRIB_WPOS][3]; 00434 const GLfloat wMin = vMin->attrib[FRAG_ATTRIB_WPOS][3]; 00435 const GLfloat wMid = vMid->attrib[FRAG_ATTRIB_WPOS][3]; 00436 { 00437 const GLfloat eMaj_dw = wMax - wMin; 00438 const GLfloat eBot_dw = wMid - wMin; 00439 span.attrStepX[FRAG_ATTRIB_WPOS][3] = oneOverArea * (eMaj_dw * eBot.dy - eMaj.dy * eBot_dw); 00440 span.attrStepY[FRAG_ATTRIB_WPOS][3] = oneOverArea * (eMaj.dx * eBot_dw - eMaj_dw * eBot.dx); 00441 } 00442 ATTRIB_LOOP_BEGIN 00443 if (swrast->_InterpMode[attr] == GL_FLAT) { 00444 ASSIGN_4V(span.attrStepX[attr], 0.0, 0.0, 0.0, 0.0); 00445 ASSIGN_4V(span.attrStepY[attr], 0.0, 0.0, 0.0, 0.0); 00446 } 00447 else { 00448 GLuint c; 00449 for (c = 0; c < 4; c++) { 00450 GLfloat eMaj_da = vMax->attrib[attr][c] * wMax - vMin->attrib[attr][c] * wMin; 00451 GLfloat eBot_da = vMid->attrib[attr][c] * wMid - vMin->attrib[attr][c] * wMin; 00452 span.attrStepX[attr][c] = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da); 00453 span.attrStepY[attr][c] = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx); 00454 } 00455 } 00456 ATTRIB_LOOP_END 00457 } 00458 #endif 00459 00460 /* 00461 * We always sample at pixel centers. However, we avoid 00462 * explicit half-pixel offsets in this code by incorporating 00463 * the proper offset in each of x and y during the 00464 * transformation to window coordinates. 00465 * 00466 * We also apply the usual rasterization rules to prevent 00467 * cracks and overlaps. A pixel is considered inside a 00468 * subtriangle if it meets all of four conditions: it is on or 00469 * to the right of the left edge, strictly to the left of the 00470 * right edge, on or below the top edge, and strictly above 00471 * the bottom edge. (Some edges may be degenerate.) 00472 * 00473 * The following discussion assumes left-to-right scanning 00474 * (that is, the major edge is on the left); the right-to-left 00475 * case is a straightforward variation. 00476 * 00477 * We start by finding the half-integral y coordinate that is 00478 * at or below the top of the triangle. This gives us the 00479 * first scan line that could possibly contain pixels that are 00480 * inside the triangle. 00481 * 00482 * Next we creep down the major edge until we reach that y, 00483 * and compute the corresponding x coordinate on the edge. 00484 * Then we find the half-integral x that lies on or just 00485 * inside the edge. This is the first pixel that might lie in 00486 * the interior of the triangle. (We won't know for sure 00487 * until we check the other edges.) 00488 * 00489 * As we rasterize the triangle, we'll step down the major 00490 * edge. For each step in y, we'll move an integer number 00491 * of steps in x. There are two possible x step sizes, which 00492 * we'll call the ``inner'' step (guaranteed to land on the 00493 * edge or inside it) and the ``outer'' step (guaranteed to 00494 * land on the edge or outside it). The inner and outer steps 00495 * differ by one. During rasterization we maintain an error 00496 * term that indicates our distance from the true edge, and 00497 * select either the inner step or the outer step, whichever 00498 * gets us to the first pixel that falls inside the triangle. 00499 * 00500 * All parameters (z, red, etc.) as well as the buffer 00501 * addresses for color and z have inner and outer step values, 00502 * so that we can increment them appropriately. This method 00503 * eliminates the need to adjust parameters by creeping a 00504 * sub-pixel amount into the triangle at each scanline. 00505 */ 00506 00507 { 00508 GLint subTriangle; 00509 GLfixed fxLeftEdge = 0, fxRightEdge = 0; 00510 GLfixed fdxLeftEdge = 0, fdxRightEdge = 0; 00511 GLfixed fError = 0, fdError = 0; 00512 #ifdef PIXEL_ADDRESS 00513 PIXEL_TYPE *pRow = NULL; 00514 GLint dPRowOuter = 0, dPRowInner; /* offset in bytes */ 00515 #endif 00516 #ifdef INTERP_Z 00517 # ifdef DEPTH_TYPE 00518 struct gl_renderbuffer *zrb 00519 = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; 00520 DEPTH_TYPE *zRow = NULL; 00521 GLint dZRowOuter = 0, dZRowInner; /* offset in bytes */ 00522 # endif 00523 GLuint zLeft = 0; 00524 GLfixed fdzOuter = 0, fdzInner; 00525 #endif 00526 #ifdef INTERP_RGB 00527 GLint rLeft = 0, fdrOuter = 0, fdrInner; 00528 GLint gLeft = 0, fdgOuter = 0, fdgInner; 00529 GLint bLeft = 0, fdbOuter = 0, fdbInner; 00530 #endif 00531 #ifdef INTERP_ALPHA 00532 GLint aLeft = 0, fdaOuter = 0, fdaInner; 00533 #endif 00534 #ifdef INTERP_INDEX 00535 GLfixed iLeft=0, diOuter=0, diInner; 00536 #endif 00537 #ifdef INTERP_INT_TEX 00538 GLfixed sLeft=0, dsOuter=0, dsInner; 00539 GLfixed tLeft=0, dtOuter=0, dtInner; 00540 #endif 00541 #ifdef INTERP_ATTRIBS 00542 GLfloat wLeft = 0, dwOuter = 0, dwInner; 00543 GLfloat attrLeft[FRAG_ATTRIB_MAX][4]; 00544 GLfloat daOuter[FRAG_ATTRIB_MAX][4], daInner[FRAG_ATTRIB_MAX][4]; 00545 #endif 00546 00547 for (subTriangle=0; subTriangle<=1; subTriangle++) { 00548 EdgeT *eLeft, *eRight; 00549 int setupLeft, setupRight; 00550 int lines; 00551 00552 if (subTriangle==0) { 00553 /* bottom half */ 00554 if (scan_from_left_to_right) { 00555 eLeft = &eMaj; 00556 eRight = &eBot; 00557 lines = eRight->lines; 00558 setupLeft = 1; 00559 setupRight = 1; 00560 } 00561 else { 00562 eLeft = &eBot; 00563 eRight = &eMaj; 00564 lines = eLeft->lines; 00565 setupLeft = 1; 00566 setupRight = 1; 00567 } 00568 } 00569 else { 00570 /* top half */ 00571 if (scan_from_left_to_right) { 00572 eLeft = &eMaj; 00573 eRight = &eTop; 00574 lines = eRight->lines; 00575 setupLeft = 0; 00576 setupRight = 1; 00577 } 00578 else { 00579 eLeft = &eTop; 00580 eRight = &eMaj; 00581 lines = eLeft->lines; 00582 setupLeft = 1; 00583 setupRight = 0; 00584 } 00585 if (lines == 0) 00586 return; 00587 } 00588 00589 if (setupLeft && eLeft->lines > 0) { 00590 const SWvertex *vLower = eLeft->v0; 00591 const GLfixed fsy = eLeft->fsy; 00592 const GLfixed fsx = eLeft->fsx; /* no fractional part */ 00593 const GLfixed fx = FixedCeil(fsx); /* no fractional part */ 00594 const GLfixed adjx = (GLfixed) (fx - eLeft->fx0); /* SCALED! */ 00595 const GLfixed adjy = (GLfixed) eLeft->adjy; /* SCALED! */ 00596 GLint idxOuter; 00597 GLfloat dxOuter; 00598 GLfixed fdxOuter; 00599 00600 fError = fx - fsx - FIXED_ONE; 00601 fxLeftEdge = fsx - FIXED_EPSILON; 00602 fdxLeftEdge = eLeft->fdxdy; 00603 fdxOuter = FixedFloor(fdxLeftEdge - FIXED_EPSILON); 00604 fdError = fdxOuter - fdxLeftEdge + FIXED_ONE; 00605 idxOuter = FixedToInt(fdxOuter); 00606 dxOuter = (GLfloat) idxOuter; 00607 span.y = FixedToInt(fsy); 00608 00609 /* silence warnings on some compilers */ 00610 (void) dxOuter; 00611 (void) adjx; 00612 (void) adjy; 00613 (void) vLower; 00614 00615 #ifdef PIXEL_ADDRESS 00616 { 00617 pRow = (PIXEL_TYPE *) PIXEL_ADDRESS(FixedToInt(fxLeftEdge), span.y); 00618 dPRowOuter = -((int)BYTES_PER_ROW) + idxOuter * sizeof(PIXEL_TYPE); 00619 /* negative because Y=0 at bottom and increases upward */ 00620 } 00621 #endif 00622 /* 00623 * Now we need the set of parameter (z, color, etc.) values at 00624 * the point (fx, fsy). This gives us properly-sampled parameter 00625 * values that we can step from pixel to pixel. Furthermore, 00626 * although we might have intermediate results that overflow 00627 * the normal parameter range when we step temporarily outside 00628 * the triangle, we shouldn't overflow or underflow for any 00629 * pixel that's actually inside the triangle. 00630 */ 00631 00632 #ifdef INTERP_Z 00633 { 00634 GLfloat z0 = vLower->attrib[FRAG_ATTRIB_WPOS][2]; 00635 if (depthBits <= 16) { 00636 /* interpolate fixed-pt values */ 00637 GLfloat tmp = (z0 * FIXED_SCALE 00638 + span.attrStepX[FRAG_ATTRIB_WPOS][2] * adjx 00639 + span.attrStepY[FRAG_ATTRIB_WPOS][2] * adjy) + FIXED_HALF; 00640 if (tmp < MAX_GLUINT / 2) 00641 zLeft = (GLfixed) tmp; 00642 else 00643 zLeft = MAX_GLUINT / 2; 00644 fdzOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_WPOS][2] + 00645 dxOuter * span.attrStepX[FRAG_ATTRIB_WPOS][2]); 00646 } 00647 else { 00648 /* interpolate depth values w/out scaling */ 00649 zLeft = (GLuint) (z0 + span.attrStepX[FRAG_ATTRIB_WPOS][2] * FixedToFloat(adjx) 00650 + span.attrStepY[FRAG_ATTRIB_WPOS][2] * FixedToFloat(adjy)); 00651 fdzOuter = (GLint) (span.attrStepY[FRAG_ATTRIB_WPOS][2] + 00652 dxOuter * span.attrStepX[FRAG_ATTRIB_WPOS][2]); 00653 } 00654 # ifdef DEPTH_TYPE 00655 zRow = (DEPTH_TYPE *) 00656 zrb->GetPointer(ctx, zrb, FixedToInt(fxLeftEdge), span.y); 00657 dZRowOuter = (ctx->DrawBuffer->Width + idxOuter) * sizeof(DEPTH_TYPE); 00658 # endif 00659 } 00660 #endif 00661 #ifdef INTERP_RGB 00662 if (ctx->Light.ShadeModel == GL_SMOOTH) { 00663 rLeft = (GLint)(ChanToFixed(vLower->color[RCOMP]) 00664 + span.attrStepX[FRAG_ATTRIB_COL0][0] * adjx 00665 + span.attrStepY[FRAG_ATTRIB_COL0][0] * adjy) + FIXED_HALF; 00666 gLeft = (GLint)(ChanToFixed(vLower->color[GCOMP]) 00667 + span.attrStepX[FRAG_ATTRIB_COL0][1] * adjx 00668 + span.attrStepY[FRAG_ATTRIB_COL0][1] * adjy) + FIXED_HALF; 00669 bLeft = (GLint)(ChanToFixed(vLower->color[BCOMP]) 00670 + span.attrStepX[FRAG_ATTRIB_COL0][2] * adjx 00671 + span.attrStepY[FRAG_ATTRIB_COL0][2] * adjy) + FIXED_HALF; 00672 fdrOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_COL0][0] 00673 + dxOuter * span.attrStepX[FRAG_ATTRIB_COL0][0]); 00674 fdgOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_COL0][1] 00675 + dxOuter * span.attrStepX[FRAG_ATTRIB_COL0][1]); 00676 fdbOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_COL0][2] 00677 + dxOuter * span.attrStepX[FRAG_ATTRIB_COL0][2]); 00678 # ifdef INTERP_ALPHA 00679 aLeft = (GLint)(ChanToFixed(vLower->color[ACOMP]) 00680 + span.attrStepX[FRAG_ATTRIB_COL0][3] * adjx 00681 + span.attrStepY[FRAG_ATTRIB_COL0][3] * adjy) + FIXED_HALF; 00682 fdaOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_COL0][3] 00683 + dxOuter * span.attrStepX[FRAG_ATTRIB_COL0][3]); 00684 # endif 00685 } 00686 else { 00687 ASSERT(ctx->Light.ShadeModel == GL_FLAT); 00688 rLeft = ChanToFixed(v2->color[RCOMP]); 00689 gLeft = ChanToFixed(v2->color[GCOMP]); 00690 bLeft = ChanToFixed(v2->color[BCOMP]); 00691 fdrOuter = fdgOuter = fdbOuter = 0; 00692 # ifdef INTERP_ALPHA 00693 aLeft = ChanToFixed(v2->color[ACOMP]); 00694 fdaOuter = 0; 00695 # endif 00696 } 00697 #endif /* INTERP_RGB */ 00698 00699 00700 #ifdef INTERP_INDEX 00701 if (ctx->Light.ShadeModel == GL_SMOOTH) { 00702 iLeft = (GLfixed)(vLower->attrib[FRAG_ATTRIB_CI][0] * FIXED_SCALE 00703 + didx * adjx + didy * adjy) + FIXED_HALF; 00704 diOuter = SignedFloatToFixed(didy + dxOuter * didx); 00705 } 00706 else { 00707 ASSERT(ctx->Light.ShadeModel == GL_FLAT); 00708 iLeft = FloatToFixed(v2->attrib[FRAG_ATTRIB_CI][0]); 00709 diOuter = 0; 00710 } 00711 #endif 00712 #ifdef INTERP_INT_TEX 00713 { 00714 GLfloat s0, t0; 00715 s0 = vLower->attrib[FRAG_ATTRIB_TEX0][0] * S_SCALE; 00716 sLeft = (GLfixed)(s0 * FIXED_SCALE + span.attrStepX[FRAG_ATTRIB_TEX0][0] * adjx 00717 + span.attrStepY[FRAG_ATTRIB_TEX0][0] * adjy) + FIXED_HALF; 00718 dsOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_TEX0][0] 00719 + dxOuter * span.attrStepX[FRAG_ATTRIB_TEX0][0]); 00720 00721 t0 = vLower->attrib[FRAG_ATTRIB_TEX0][1] * T_SCALE; 00722 tLeft = (GLfixed)(t0 * FIXED_SCALE + span.attrStepX[FRAG_ATTRIB_TEX0][1] * adjx 00723 + span.attrStepY[FRAG_ATTRIB_TEX0][1] * adjy) + FIXED_HALF; 00724 dtOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_TEX0][1] 00725 + dxOuter * span.attrStepX[FRAG_ATTRIB_TEX0][1]); 00726 } 00727 #endif 00728 #ifdef INTERP_ATTRIBS 00729 { 00730 const GLuint attr = FRAG_ATTRIB_WPOS; 00731 wLeft = vLower->attrib[FRAG_ATTRIB_WPOS][3] 00732 + (span.attrStepX[attr][3] * adjx 00733 + span.attrStepY[attr][3] * adjy) * (1.0F/FIXED_SCALE); 00734 dwOuter = span.attrStepY[attr][3] + dxOuter * span.attrStepX[attr][3]; 00735 } 00736 ATTRIB_LOOP_BEGIN 00737 const GLfloat invW = vLower->attrib[FRAG_ATTRIB_WPOS][3]; 00738 if (swrast->_InterpMode[attr] == GL_FLAT) { 00739 GLuint c; 00740 for (c = 0; c < 4; c++) { 00741 attrLeft[attr][c] = v2->attrib[attr][c] * invW; 00742 daOuter[attr][c] = 0.0; 00743 } 00744 } 00745 else { 00746 GLuint c; 00747 for (c = 0; c < 4; c++) { 00748 const GLfloat a = vLower->attrib[attr][c] * invW; 00749 attrLeft[attr][c] = a + ( span.attrStepX[attr][c] * adjx 00750 + span.attrStepY[attr][c] * adjy) * (1.0F/FIXED_SCALE); 00751 daOuter[attr][c] = span.attrStepY[attr][c] + dxOuter * span.attrStepX[attr][c]; 00752 } 00753 } 00754 ATTRIB_LOOP_END 00755 #endif 00756 } /*if setupLeft*/ 00757 00758 00759 if (setupRight && eRight->lines>0) { 00760 fxRightEdge = eRight->fsx - FIXED_EPSILON; 00761 fdxRightEdge = eRight->fdxdy; 00762 } 00763 00764 if (lines==0) { 00765 continue; 00766 } 00767 00768 00769 /* Rasterize setup */ 00770 #ifdef PIXEL_ADDRESS 00771 dPRowInner = dPRowOuter + sizeof(PIXEL_TYPE); 00772 #endif 00773 #ifdef INTERP_Z 00774 # ifdef DEPTH_TYPE 00775 dZRowInner = dZRowOuter + sizeof(DEPTH_TYPE); 00776 # endif 00777 fdzInner = fdzOuter + span.zStep; 00778 #endif 00779 #ifdef INTERP_RGB 00780 fdrInner = fdrOuter + span.redStep; 00781 fdgInner = fdgOuter + span.greenStep; 00782 fdbInner = fdbOuter + span.blueStep; 00783 #endif 00784 #ifdef INTERP_ALPHA 00785 fdaInner = fdaOuter + span.alphaStep; 00786 #endif 00787 #ifdef INTERP_INDEX 00788 diInner = diOuter + span.indexStep; 00789 #endif 00790 #ifdef INTERP_INT_TEX 00791 dsInner = dsOuter + span.intTexStep[0]; 00792 dtInner = dtOuter + span.intTexStep[1]; 00793 #endif 00794 #ifdef INTERP_ATTRIBS 00795 dwInner = dwOuter + span.attrStepX[FRAG_ATTRIB_WPOS][3]; 00796 ATTRIB_LOOP_BEGIN 00797 GLuint c; 00798 for (c = 0; c < 4; c++) { 00799 daInner[attr][c] = daOuter[attr][c] + span.attrStepX[attr][c]; 00800 } 00801 ATTRIB_LOOP_END 00802 #endif 00803 00804 while (lines > 0) { 00805 /* initialize the span interpolants to the leftmost value */ 00806 /* ff = fixed-pt fragment */ 00807 const GLint right = FixedToInt(fxRightEdge); 00808 span.x = FixedToInt(fxLeftEdge); 00809 if (right <= span.x) 00810 span.end = 0; 00811 else 00812 span.end = right - span.x; 00813 00814 #ifdef INTERP_Z 00815 span.z = zLeft; 00816 #endif 00817 #ifdef INTERP_RGB 00818 span.red = rLeft; 00819 span.green = gLeft; 00820 span.blue = bLeft; 00821 #endif 00822 #ifdef INTERP_ALPHA 00823 span.alpha = aLeft; 00824 #endif 00825 #ifdef INTERP_INDEX 00826 span.index = iLeft; 00827 #endif 00828 #ifdef INTERP_INT_TEX 00829 span.intTex[0] = sLeft; 00830 span.intTex[1] = tLeft; 00831 #endif 00832 00833 #ifdef INTERP_ATTRIBS 00834 span.attrStart[FRAG_ATTRIB_WPOS][3] = wLeft; 00835 ATTRIB_LOOP_BEGIN 00836 GLuint c; 00837 for (c = 0; c < 4; c++) { 00838 span.attrStart[attr][c] = attrLeft[attr][c]; 00839 } 00840 ATTRIB_LOOP_END 00841 #endif 00842 00843 /* This is where we actually generate fragments */ 00844 /* XXX the test for span.y > 0 _shouldn't_ be needed but 00845 * it fixes a problem on 64-bit Opterons (bug 4842). 00846 */ 00847 if (span.end > 0 && span.y >= 0) { 00848 const GLint len = span.end - 1; 00849 (void) len; 00850 #ifdef INTERP_RGB 00851 CLAMP_INTERPOLANT(red, redStep, len); 00852 CLAMP_INTERPOLANT(green, greenStep, len); 00853 CLAMP_INTERPOLANT(blue, blueStep, len); 00854 #endif 00855 #ifdef INTERP_ALPHA 00856 CLAMP_INTERPOLANT(alpha, alphaStep, len); 00857 #endif 00858 #ifdef INTERP_INDEX 00859 CLAMP_INTERPOLANT(index, indexStep, len); 00860 #endif 00861 { 00862 RENDER_SPAN( span ); 00863 } 00864 } 00865 00866 /* 00867 * Advance to the next scan line. Compute the 00868 * new edge coordinates, and adjust the 00869 * pixel-center x coordinate so that it stays 00870 * on or inside the major edge. 00871 */ 00872 span.y++; 00873 lines--; 00874 00875 fxLeftEdge += fdxLeftEdge; 00876 fxRightEdge += fdxRightEdge; 00877 00878 fError += fdError; 00879 if (fError >= 0) { 00880 fError -= FIXED_ONE; 00881 00882 #ifdef PIXEL_ADDRESS 00883 pRow = (PIXEL_TYPE *) ((GLubyte *) pRow + dPRowOuter); 00884 #endif 00885 #ifdef INTERP_Z 00886 # ifdef DEPTH_TYPE 00887 zRow = (DEPTH_TYPE *) ((GLubyte *) zRow + dZRowOuter); 00888 # endif 00889 zLeft += fdzOuter; 00890 #endif 00891 #ifdef INTERP_RGB 00892 rLeft += fdrOuter; 00893 gLeft += fdgOuter; 00894 bLeft += fdbOuter; 00895 #endif 00896 #ifdef INTERP_ALPHA 00897 aLeft += fdaOuter; 00898 #endif 00899 #ifdef INTERP_INDEX 00900 iLeft += diOuter; 00901 #endif 00902 #ifdef INTERP_INT_TEX 00903 sLeft += dsOuter; 00904 tLeft += dtOuter; 00905 #endif 00906 #ifdef INTERP_ATTRIBS 00907 wLeft += dwOuter; 00908 ATTRIB_LOOP_BEGIN 00909 GLuint c; 00910 for (c = 0; c < 4; c++) { 00911 attrLeft[attr][c] += daOuter[attr][c]; 00912 } 00913 ATTRIB_LOOP_END 00914 #endif 00915 } 00916 else { 00917 #ifdef PIXEL_ADDRESS 00918 pRow = (PIXEL_TYPE *) ((GLubyte *) pRow + dPRowInner); 00919 #endif 00920 #ifdef INTERP_Z 00921 # ifdef DEPTH_TYPE 00922 zRow = (DEPTH_TYPE *) ((GLubyte *) zRow + dZRowInner); 00923 # endif 00924 zLeft += fdzInner; 00925 #endif 00926 #ifdef INTERP_RGB 00927 rLeft += fdrInner; 00928 gLeft += fdgInner; 00929 bLeft += fdbInner; 00930 #endif 00931 #ifdef INTERP_ALPHA 00932 aLeft += fdaInner; 00933 #endif 00934 #ifdef INTERP_INDEX 00935 iLeft += diInner; 00936 #endif 00937 #ifdef INTERP_INT_TEX 00938 sLeft += dsInner; 00939 tLeft += dtInner; 00940 #endif 00941 #ifdef INTERP_ATTRIBS 00942 wLeft += dwInner; 00943 ATTRIB_LOOP_BEGIN 00944 GLuint c; 00945 for (c = 0; c < 4; c++) { 00946 attrLeft[attr][c] += daInner[attr][c]; 00947 } 00948 ATTRIB_LOOP_END 00949 #endif 00950 } 00951 } /*while lines>0*/ 00952 00953 } /* for subTriangle */ 00954 00955 } 00956 } 00957 } 00958 00959 #undef SETUP_CODE 00960 #undef RENDER_SPAN 00961 00962 #undef PIXEL_TYPE 00963 #undef BYTES_PER_ROW 00964 #undef PIXEL_ADDRESS 00965 #undef DEPTH_TYPE 00966 00967 #undef INTERP_Z 00968 #undef INTERP_RGB 00969 #undef INTERP_ALPHA 00970 #undef INTERP_INDEX 00971 #undef INTERP_INT_TEX 00972 #undef INTERP_ATTRIBS 00973 00974 #undef S_SCALE 00975 #undef T_SCALE 00976 00977 #undef FixedToDepth 00978 00979 #undef NAME Generated on Sat May 26 2012 04:19:34 for ReactOS by
1.7.6.1
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