17117f1b4Smrg/*
27117f1b4Smrg * Mesa 3-D graphics library
37117f1b4Smrg *
47117f1b4Smrg * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
57117f1b4Smrg *
67117f1b4Smrg * Permission is hereby granted, free of charge, to any person obtaining a
77117f1b4Smrg * copy of this software and associated documentation files (the "Software"),
87117f1b4Smrg * to deal in the Software without restriction, including without limitation
97117f1b4Smrg * the rights to use, copy, modify, merge, publish, distribute, sublicense,
107117f1b4Smrg * and/or sell copies of the Software, and to permit persons to whom the
117117f1b4Smrg * Software is furnished to do so, subject to the following conditions:
127117f1b4Smrg *
137117f1b4Smrg * The above copyright notice and this permission notice shall be included
147117f1b4Smrg * in all copies or substantial portions of the Software.
157117f1b4Smrg *
167117f1b4Smrg * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
177117f1b4Smrg * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
187117f1b4Smrg * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19af69d88dSmrg * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20af69d88dSmrg * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21af69d88dSmrg * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22af69d88dSmrg * OTHER DEALINGS IN THE SOFTWARE.
237117f1b4Smrg */
247117f1b4Smrg
257117f1b4Smrg
2601e04c3fSmrg#include "c99_math.h"
27c1f859d4Smrg#include "main/glheader.h"
28c1f859d4Smrg#include "main/macros.h"
29c1f859d4Smrg#include "main/mtypes.h"
3001e04c3fSmrg#include "main/teximage.h"
317117f1b4Smrg#include "swrast/s_aaline.h"
327117f1b4Smrg#include "swrast/s_context.h"
337117f1b4Smrg#include "swrast/s_span.h"
347117f1b4Smrg#include "swrast/swrast.h"
357117f1b4Smrg
367117f1b4Smrg
377117f1b4Smrg#define SUB_PIXEL 4
387117f1b4Smrg
397117f1b4Smrg
407117f1b4Smrg/*
417117f1b4Smrg * Info about the AA line we're rendering
427117f1b4Smrg */
437117f1b4Smrgstruct LineInfo
447117f1b4Smrg{
457117f1b4Smrg   GLfloat x0, y0;        /* start */
467117f1b4Smrg   GLfloat x1, y1;        /* end */
477117f1b4Smrg   GLfloat dx, dy;        /* direction vector */
487117f1b4Smrg   GLfloat len;           /* length */
497117f1b4Smrg   GLfloat halfWidth;     /* half of line width */
507117f1b4Smrg   GLfloat xAdj, yAdj;    /* X and Y adjustment for quad corners around line */
517117f1b4Smrg   /* for coverage computation */
527117f1b4Smrg   GLfloat qx0, qy0;      /* quad vertices */
537117f1b4Smrg   GLfloat qx1, qy1;
547117f1b4Smrg   GLfloat qx2, qy2;
557117f1b4Smrg   GLfloat qx3, qy3;
567117f1b4Smrg   GLfloat ex0, ey0;      /* quad edge vectors */
577117f1b4Smrg   GLfloat ex1, ey1;
587117f1b4Smrg   GLfloat ex2, ey2;
597117f1b4Smrg   GLfloat ex3, ey3;
607117f1b4Smrg
617117f1b4Smrg   /* DO_Z */
627117f1b4Smrg   GLfloat zPlane[4];
63cdc920a0Smrg   /* DO_RGBA - always enabled */
647117f1b4Smrg   GLfloat rPlane[4], gPlane[4], bPlane[4], aPlane[4];
657117f1b4Smrg   /* DO_ATTRIBS */
66c1f859d4Smrg   GLfloat wPlane[4];
67af69d88dSmrg   GLfloat attrPlane[VARYING_SLOT_MAX][4][4];
68af69d88dSmrg   GLfloat lambda[VARYING_SLOT_MAX];
69af69d88dSmrg   GLfloat texWidth[VARYING_SLOT_MAX];
70af69d88dSmrg   GLfloat texHeight[VARYING_SLOT_MAX];
717117f1b4Smrg
727117f1b4Smrg   SWspan span;
737117f1b4Smrg};
747117f1b4Smrg
757117f1b4Smrg
767117f1b4Smrg
777117f1b4Smrg/*
787117f1b4Smrg * Compute the equation of a plane used to interpolate line fragment data
797117f1b4Smrg * such as color, Z, texture coords, etc.
807117f1b4Smrg * Input: (x0, y0) and (x1,y1) are the endpoints of the line.
817117f1b4Smrg *        z0, and z1 are the end point values to interpolate.
827117f1b4Smrg * Output:  plane - the plane equation.
837117f1b4Smrg *
847117f1b4Smrg * Note: we don't really have enough parameters to specify a plane.
857117f1b4Smrg * We take the endpoints of the line and compute a plane such that
867117f1b4Smrg * the cross product of the line vector and the plane normal is
877117f1b4Smrg * parallel to the projection plane.
887117f1b4Smrg */
897117f1b4Smrgstatic void
907117f1b4Smrgcompute_plane(GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1,
917117f1b4Smrg              GLfloat z0, GLfloat z1, GLfloat plane[4])
927117f1b4Smrg{
937117f1b4Smrg#if 0
947117f1b4Smrg   /* original */
957117f1b4Smrg   const GLfloat px = x1 - x0;
967117f1b4Smrg   const GLfloat py = y1 - y0;
977117f1b4Smrg   const GLfloat pz = z1 - z0;
987117f1b4Smrg   const GLfloat qx = -py;
997117f1b4Smrg   const GLfloat qy = px;
1007117f1b4Smrg   const GLfloat qz = 0;
1017117f1b4Smrg   const GLfloat a = py * qz - pz * qy;
1027117f1b4Smrg   const GLfloat b = pz * qx - px * qz;
1037117f1b4Smrg   const GLfloat c = px * qy - py * qx;
1047117f1b4Smrg   const GLfloat d = -(a * x0 + b * y0 + c * z0);
1057117f1b4Smrg   plane[0] = a;
1067117f1b4Smrg   plane[1] = b;
1077117f1b4Smrg   plane[2] = c;
1087117f1b4Smrg   plane[3] = d;
1097117f1b4Smrg#else
1107117f1b4Smrg   /* simplified */
1117117f1b4Smrg   const GLfloat px = x1 - x0;
1127117f1b4Smrg   const GLfloat py = y1 - y0;
1137117f1b4Smrg   const GLfloat pz = z0 - z1;
1147117f1b4Smrg   const GLfloat a = pz * px;
1157117f1b4Smrg   const GLfloat b = pz * py;
1167117f1b4Smrg   const GLfloat c = px * px + py * py;
1177117f1b4Smrg   const GLfloat d = -(a * x0 + b * y0 + c * z0);
11801e04c3fSmrg   if (a == 0.0F && b == 0.0F && c == 0.0F && d == 0.0F) {
11901e04c3fSmrg      plane[0] = 0.0F;
12001e04c3fSmrg      plane[1] = 0.0F;
12101e04c3fSmrg      plane[2] = 1.0F;
12201e04c3fSmrg      plane[3] = 0.0F;
1237117f1b4Smrg   }
1247117f1b4Smrg   else {
1257117f1b4Smrg      plane[0] = a;
1267117f1b4Smrg      plane[1] = b;
1277117f1b4Smrg      plane[2] = c;
1287117f1b4Smrg      plane[3] = d;
1297117f1b4Smrg   }
1307117f1b4Smrg#endif
1317117f1b4Smrg}
1327117f1b4Smrg
1337117f1b4Smrg
134af69d88dSmrgstatic inline void
1357117f1b4Smrgconstant_plane(GLfloat value, GLfloat plane[4])
1367117f1b4Smrg{
13701e04c3fSmrg   plane[0] = 0.0F;
13801e04c3fSmrg   plane[1] = 0.0F;
13901e04c3fSmrg   plane[2] = -1.0F;
1407117f1b4Smrg   plane[3] = value;
1417117f1b4Smrg}
1427117f1b4Smrg
1437117f1b4Smrg
144af69d88dSmrgstatic inline GLfloat
1457117f1b4Smrgsolve_plane(GLfloat x, GLfloat y, const GLfloat plane[4])
1467117f1b4Smrg{
1477117f1b4Smrg   const GLfloat z = (plane[3] + plane[0] * x + plane[1] * y) / -plane[2];
1487117f1b4Smrg   return z;
1497117f1b4Smrg}
1507117f1b4Smrg
1517117f1b4Smrg#define SOLVE_PLANE(X, Y, PLANE) \
1527117f1b4Smrg   ((PLANE[3] + PLANE[0] * (X) + PLANE[1] * (Y)) / -PLANE[2])
1537117f1b4Smrg
1547117f1b4Smrg
1557117f1b4Smrg/*
1567117f1b4Smrg * Return 1 / solve_plane().
1577117f1b4Smrg */
158af69d88dSmrgstatic inline GLfloat
1597117f1b4Smrgsolve_plane_recip(GLfloat x, GLfloat y, const GLfloat plane[4])
1607117f1b4Smrg{
1617117f1b4Smrg   const GLfloat denom = plane[3] + plane[0] * x + plane[1] * y;
16201e04c3fSmrg   if (denom == 0.0F)
16301e04c3fSmrg      return 0.0F;
1647117f1b4Smrg   else
1657117f1b4Smrg      return -plane[2] / denom;
1667117f1b4Smrg}
1677117f1b4Smrg
1687117f1b4Smrg
1697117f1b4Smrg/*
1707117f1b4Smrg * Solve plane and return clamped GLchan value.
1717117f1b4Smrg */
172af69d88dSmrgstatic inline GLchan
1737117f1b4Smrgsolve_plane_chan(GLfloat x, GLfloat y, const GLfloat plane[4])
1747117f1b4Smrg{
1757117f1b4Smrg   const GLfloat z = (plane[3] + plane[0] * x + plane[1] * y) / -plane[2];
1767117f1b4Smrg#if CHAN_TYPE == GL_FLOAT
1777117f1b4Smrg   return CLAMP(z, 0.0F, CHAN_MAXF);
1787117f1b4Smrg#else
1797117f1b4Smrg   if (z < 0)
1807117f1b4Smrg      return 0;
1817117f1b4Smrg   else if (z > CHAN_MAX)
1827117f1b4Smrg      return CHAN_MAX;
1837ec681f3Smrg   return (GLchan) lroundf(z);
1847117f1b4Smrg#endif
1857117f1b4Smrg}
1867117f1b4Smrg
1877117f1b4Smrg
1887117f1b4Smrg/*
1897117f1b4Smrg * Compute mipmap level of detail.
1907117f1b4Smrg */
191af69d88dSmrgstatic inline GLfloat
1927117f1b4Smrgcompute_lambda(const GLfloat sPlane[4], const GLfloat tPlane[4],
1937117f1b4Smrg               GLfloat invQ, GLfloat width, GLfloat height)
1947117f1b4Smrg{
1957117f1b4Smrg   GLfloat dudx = sPlane[0] / sPlane[2] * invQ * width;
1967117f1b4Smrg   GLfloat dudy = sPlane[1] / sPlane[2] * invQ * width;
1977117f1b4Smrg   GLfloat dvdx = tPlane[0] / tPlane[2] * invQ * height;
1987117f1b4Smrg   GLfloat dvdy = tPlane[1] / tPlane[2] * invQ * height;
1997117f1b4Smrg   GLfloat r1 = dudx * dudx + dudy * dudy;
2007117f1b4Smrg   GLfloat r2 = dvdx * dvdx + dvdy * dvdy;
2017117f1b4Smrg   GLfloat rho2 = r1 + r2;
2027117f1b4Smrg   /* return log base 2 of rho */
2037117f1b4Smrg   if (rho2 == 0.0F)
2047117f1b4Smrg      return 0.0;
2057117f1b4Smrg   else
20601e04c3fSmrg      return logf(rho2) * 1.442695f * 0.5f;/* 1.442695 = 1/log(2) */
2077117f1b4Smrg}
2087117f1b4Smrg
2097117f1b4Smrg
2107117f1b4Smrg
2117117f1b4Smrg
2127117f1b4Smrg/*
2137117f1b4Smrg * Fill in the samples[] array with the (x,y) subpixel positions of
2147117f1b4Smrg * xSamples * ySamples sample positions.
2157117f1b4Smrg * Note that the four corner samples are put into the first four
2167117f1b4Smrg * positions of the array.  This allows us to optimize for the common
2177117f1b4Smrg * case of all samples being inside the polygon.
2187117f1b4Smrg */
2197117f1b4Smrgstatic void
2207117f1b4Smrgmake_sample_table(GLint xSamples, GLint ySamples, GLfloat samples[][2])
2217117f1b4Smrg{
2227117f1b4Smrg   const GLfloat dx = 1.0F / (GLfloat) xSamples;
2237117f1b4Smrg   const GLfloat dy = 1.0F / (GLfloat) ySamples;
2247117f1b4Smrg   GLint x, y;
2257117f1b4Smrg   GLint i;
2267117f1b4Smrg
2277117f1b4Smrg   i = 4;
2287117f1b4Smrg   for (x = 0; x < xSamples; x++) {
2297117f1b4Smrg      for (y = 0; y < ySamples; y++) {
2307117f1b4Smrg         GLint j;
2317117f1b4Smrg         if (x == 0 && y == 0) {
2327117f1b4Smrg            /* lower left */
2337117f1b4Smrg            j = 0;
2347117f1b4Smrg         }
2357117f1b4Smrg         else if (x == xSamples - 1 && y == 0) {
2367117f1b4Smrg            /* lower right */
2377117f1b4Smrg            j = 1;
2387117f1b4Smrg         }
2397117f1b4Smrg         else if (x == 0 && y == ySamples - 1) {
2407117f1b4Smrg            /* upper left */
2417117f1b4Smrg            j = 2;
2427117f1b4Smrg         }
2437117f1b4Smrg         else if (x == xSamples - 1 && y == ySamples - 1) {
2447117f1b4Smrg            /* upper right */
2457117f1b4Smrg            j = 3;
2467117f1b4Smrg         }
2477117f1b4Smrg         else {
2487117f1b4Smrg            j = i++;
2497117f1b4Smrg         }
2507117f1b4Smrg         samples[j][0] = x * dx + 0.5F * dx;
2517117f1b4Smrg         samples[j][1] = y * dy + 0.5F * dy;
2527117f1b4Smrg      }
2537117f1b4Smrg   }
2547117f1b4Smrg}
2557117f1b4Smrg
2567117f1b4Smrg
2577117f1b4Smrg
2587117f1b4Smrg/*
2597117f1b4Smrg * Compute how much of the given pixel's area is inside the rectangle
2607117f1b4Smrg * defined by vertices v0, v1, v2, v3.
2617117f1b4Smrg * Vertices MUST be specified in counter-clockwise order.
2627117f1b4Smrg * Return:  coverage in [0, 1].
2637117f1b4Smrg */
2647117f1b4Smrgstatic GLfloat
2657117f1b4Smrgcompute_coveragef(const struct LineInfo *info,
2667117f1b4Smrg                  GLint winx, GLint winy)
2677117f1b4Smrg{
2687117f1b4Smrg   static GLfloat samples[SUB_PIXEL * SUB_PIXEL][2];
2697117f1b4Smrg   static GLboolean haveSamples = GL_FALSE;
2707117f1b4Smrg   const GLfloat x = (GLfloat) winx;
2717117f1b4Smrg   const GLfloat y = (GLfloat) winy;
2727117f1b4Smrg   GLint stop = 4, i;
2737117f1b4Smrg   GLfloat insideCount = SUB_PIXEL * SUB_PIXEL;
2747117f1b4Smrg
2757117f1b4Smrg   if (!haveSamples) {
2767117f1b4Smrg      make_sample_table(SUB_PIXEL, SUB_PIXEL, samples);
2777117f1b4Smrg      haveSamples = GL_TRUE;
2787117f1b4Smrg   }
2797117f1b4Smrg
2807117f1b4Smrg#if 0 /*DEBUG*/
2817117f1b4Smrg   {
2827117f1b4Smrg      const GLfloat area = dx0 * dy1 - dx1 * dy0;
2837117f1b4Smrg      assert(area >= 0.0);
2847117f1b4Smrg   }
2857117f1b4Smrg#endif
2867117f1b4Smrg
2877117f1b4Smrg   for (i = 0; i < stop; i++) {
2887117f1b4Smrg      const GLfloat sx = x + samples[i][0];
2897117f1b4Smrg      const GLfloat sy = y + samples[i][1];
2907117f1b4Smrg      const GLfloat fx0 = sx - info->qx0;
2917117f1b4Smrg      const GLfloat fy0 = sy - info->qy0;
2927117f1b4Smrg      const GLfloat fx1 = sx - info->qx1;
2937117f1b4Smrg      const GLfloat fy1 = sy - info->qy1;
2947117f1b4Smrg      const GLfloat fx2 = sx - info->qx2;
2957117f1b4Smrg      const GLfloat fy2 = sy - info->qy2;
2967117f1b4Smrg      const GLfloat fx3 = sx - info->qx3;
2977117f1b4Smrg      const GLfloat fy3 = sy - info->qy3;
2987117f1b4Smrg      /* cross product determines if sample is inside or outside each edge */
2997117f1b4Smrg      GLfloat cross0 = (info->ex0 * fy0 - info->ey0 * fx0);
3007117f1b4Smrg      GLfloat cross1 = (info->ex1 * fy1 - info->ey1 * fx1);
3017117f1b4Smrg      GLfloat cross2 = (info->ex2 * fy2 - info->ey2 * fx2);
3027117f1b4Smrg      GLfloat cross3 = (info->ex3 * fy3 - info->ey3 * fx3);
3037117f1b4Smrg      /* Check if the sample is exactly on an edge.  If so, let cross be a
3047117f1b4Smrg       * positive or negative value depending on the direction of the edge.
3057117f1b4Smrg       */
3067117f1b4Smrg      if (cross0 == 0.0F)
3077117f1b4Smrg         cross0 = info->ex0 + info->ey0;
3087117f1b4Smrg      if (cross1 == 0.0F)
3097117f1b4Smrg         cross1 = info->ex1 + info->ey1;
3107117f1b4Smrg      if (cross2 == 0.0F)
3117117f1b4Smrg         cross2 = info->ex2 + info->ey2;
3127117f1b4Smrg      if (cross3 == 0.0F)
3137117f1b4Smrg         cross3 = info->ex3 + info->ey3;
3147117f1b4Smrg      if (cross0 < 0.0F || cross1 < 0.0F || cross2 < 0.0F || cross3 < 0.0F) {
3157117f1b4Smrg         /* point is outside quadrilateral */
3167117f1b4Smrg         insideCount -= 1.0F;
3177117f1b4Smrg         stop = SUB_PIXEL * SUB_PIXEL;
3187117f1b4Smrg      }
3197117f1b4Smrg   }
3207117f1b4Smrg   if (stop == 4)
3217117f1b4Smrg      return 1.0F;
3227117f1b4Smrg   else
3237117f1b4Smrg      return insideCount * (1.0F / (SUB_PIXEL * SUB_PIXEL));
3247117f1b4Smrg}
3257117f1b4Smrg
3267117f1b4Smrg
3273464ebd5Sriastradhtypedef void (*plot_func)(struct gl_context *ctx, struct LineInfo *line,
3287117f1b4Smrg                          int ix, int iy);
3297ec681f3Smrg
3307117f1b4Smrg
3317117f1b4Smrg
3327117f1b4Smrg/*
3337117f1b4Smrg * Draw an AA line segment (called many times per line when stippling)
3347117f1b4Smrg */
3357117f1b4Smrgstatic void
3363464ebd5Sriastradhsegment(struct gl_context *ctx,
3377117f1b4Smrg        struct LineInfo *line,
3387117f1b4Smrg        plot_func plot,
3397117f1b4Smrg        GLfloat t0, GLfloat t1)
3407117f1b4Smrg{
3417117f1b4Smrg   const GLfloat absDx = (line->dx < 0.0F) ? -line->dx : line->dx;
3427117f1b4Smrg   const GLfloat absDy = (line->dy < 0.0F) ? -line->dy : line->dy;
3437117f1b4Smrg   /* compute the actual segment's endpoints */
3447117f1b4Smrg   const GLfloat x0 = line->x0 + t0 * line->dx;
3457117f1b4Smrg   const GLfloat y0 = line->y0 + t0 * line->dy;
3467117f1b4Smrg   const GLfloat x1 = line->x0 + t1 * line->dx;
3477117f1b4Smrg   const GLfloat y1 = line->y0 + t1 * line->dy;
3487117f1b4Smrg
3497117f1b4Smrg   /* compute vertices of the line-aligned quadrilateral */
3507117f1b4Smrg   line->qx0 = x0 - line->yAdj;
3517117f1b4Smrg   line->qy0 = y0 + line->xAdj;
3527117f1b4Smrg   line->qx1 = x0 + line->yAdj;
3537117f1b4Smrg   line->qy1 = y0 - line->xAdj;
3547117f1b4Smrg   line->qx2 = x1 + line->yAdj;
3557117f1b4Smrg   line->qy2 = y1 - line->xAdj;
3567117f1b4Smrg   line->qx3 = x1 - line->yAdj;
3577117f1b4Smrg   line->qy3 = y1 + line->xAdj;
3587117f1b4Smrg   /* compute the quad's edge vectors (for coverage calc) */
3597117f1b4Smrg   line->ex0 = line->qx1 - line->qx0;
3607117f1b4Smrg   line->ey0 = line->qy1 - line->qy0;
3617117f1b4Smrg   line->ex1 = line->qx2 - line->qx1;
3627117f1b4Smrg   line->ey1 = line->qy2 - line->qy1;
3637117f1b4Smrg   line->ex2 = line->qx3 - line->qx2;
3647117f1b4Smrg   line->ey2 = line->qy3 - line->qy2;
3657117f1b4Smrg   line->ex3 = line->qx0 - line->qx3;
3667117f1b4Smrg   line->ey3 = line->qy0 - line->qy3;
3677117f1b4Smrg
3687117f1b4Smrg   if (absDx > absDy) {
3697117f1b4Smrg      /* X-major line */
3707117f1b4Smrg      GLfloat dydx = line->dy / line->dx;
3717117f1b4Smrg      GLfloat xLeft, xRight, yBot, yTop;
3727117f1b4Smrg      GLint ix, ixRight;
3737117f1b4Smrg      if (x0 < x1) {
3747117f1b4Smrg         xLeft = x0 - line->halfWidth;
3757117f1b4Smrg         xRight = x1 + line->halfWidth;
37601e04c3fSmrg         if (line->dy >= 0.0F) {
3777117f1b4Smrg            yBot = y0 - 3.0F * line->halfWidth;
3787117f1b4Smrg            yTop = y0 + line->halfWidth;
3797117f1b4Smrg         }
3807117f1b4Smrg         else {
3817117f1b4Smrg            yBot = y0 - line->halfWidth;
3827117f1b4Smrg            yTop = y0 + 3.0F * line->halfWidth;
3837117f1b4Smrg         }
3847117f1b4Smrg      }
3857117f1b4Smrg      else {
3867117f1b4Smrg         xLeft = x1 - line->halfWidth;
3877117f1b4Smrg         xRight = x0 + line->halfWidth;
38801e04c3fSmrg         if (line->dy <= 0.0F) {
3897117f1b4Smrg            yBot = y1 - 3.0F * line->halfWidth;
3907117f1b4Smrg            yTop = y1 + line->halfWidth;
3917117f1b4Smrg         }
3927117f1b4Smrg         else {
3937117f1b4Smrg            yBot = y1 - line->halfWidth;
3947117f1b4Smrg            yTop = y1 + 3.0F * line->halfWidth;
3957117f1b4Smrg         }
3967117f1b4Smrg      }
3977117f1b4Smrg
3987117f1b4Smrg      /* scan along the line, left-to-right */
3997117f1b4Smrg      ixRight = (GLint) (xRight + 1.0F);
4007117f1b4Smrg
4017117f1b4Smrg      /*printf("avg span height: %g\n", yTop - yBot);*/
4027117f1b4Smrg      for (ix = (GLint) xLeft; ix < ixRight; ix++) {
4037117f1b4Smrg         const GLint iyBot = (GLint) yBot;
4047117f1b4Smrg         const GLint iyTop = (GLint) (yTop + 1.0F);
4057117f1b4Smrg         GLint iy;
4067117f1b4Smrg         /* scan across the line, bottom-to-top */
4077117f1b4Smrg         for (iy = iyBot; iy < iyTop; iy++) {
4087ec681f3Smrg            plot(ctx, line, ix, iy);
4097117f1b4Smrg         }
4107117f1b4Smrg         yBot += dydx;
4117117f1b4Smrg         yTop += dydx;
4127117f1b4Smrg      }
4137117f1b4Smrg   }
4147117f1b4Smrg   else {
4157117f1b4Smrg      /* Y-major line */
4167117f1b4Smrg      GLfloat dxdy = line->dx / line->dy;
4177117f1b4Smrg      GLfloat yBot, yTop, xLeft, xRight;
4187117f1b4Smrg      GLint iy, iyTop;
4197117f1b4Smrg      if (y0 < y1) {
4207117f1b4Smrg         yBot = y0 - line->halfWidth;
4217117f1b4Smrg         yTop = y1 + line->halfWidth;
42201e04c3fSmrg         if (line->dx >= 0.0F) {
4237117f1b4Smrg            xLeft = x0 - 3.0F * line->halfWidth;
4247117f1b4Smrg            xRight = x0 + line->halfWidth;
4257117f1b4Smrg         }
4267117f1b4Smrg         else {
4277117f1b4Smrg            xLeft = x0 - line->halfWidth;
4287117f1b4Smrg            xRight = x0 + 3.0F * line->halfWidth;
4297117f1b4Smrg         }
4307117f1b4Smrg      }
4317117f1b4Smrg      else {
4327117f1b4Smrg         yBot = y1 - line->halfWidth;
4337117f1b4Smrg         yTop = y0 + line->halfWidth;
43401e04c3fSmrg         if (line->dx <= 0.0F) {
4357117f1b4Smrg            xLeft = x1 - 3.0F * line->halfWidth;
4367117f1b4Smrg            xRight = x1 + line->halfWidth;
4377117f1b4Smrg         }
4387117f1b4Smrg         else {
4397117f1b4Smrg            xLeft = x1 - line->halfWidth;
4407117f1b4Smrg            xRight = x1 + 3.0F * line->halfWidth;
4417117f1b4Smrg         }
4427117f1b4Smrg      }
4437117f1b4Smrg
4447117f1b4Smrg      /* scan along the line, bottom-to-top */
4457117f1b4Smrg      iyTop = (GLint) (yTop + 1.0F);
4467117f1b4Smrg
4477117f1b4Smrg      /*printf("avg span width: %g\n", xRight - xLeft);*/
4487117f1b4Smrg      for (iy = (GLint) yBot; iy < iyTop; iy++) {
4497117f1b4Smrg         const GLint ixLeft = (GLint) xLeft;
4507117f1b4Smrg         const GLint ixRight = (GLint) (xRight + 1.0F);
4517117f1b4Smrg         GLint ix;
4527117f1b4Smrg         /* scan across the line, left-to-right */
4537117f1b4Smrg         for (ix = ixLeft; ix < ixRight; ix++) {
4547ec681f3Smrg            plot(ctx, line, ix, iy);
4557117f1b4Smrg         }
4567117f1b4Smrg         xLeft += dxdy;
4577117f1b4Smrg         xRight += dxdy;
4587117f1b4Smrg      }
4597117f1b4Smrg   }
4607117f1b4Smrg}
4617117f1b4Smrg
4627117f1b4Smrg
4637117f1b4Smrg#define NAME(x) aa_rgba_##x
4647117f1b4Smrg#define DO_Z
4657117f1b4Smrg#include "s_aalinetemp.h"
4667117f1b4Smrg
4677117f1b4Smrg
468c1f859d4Smrg#define NAME(x)  aa_general_rgba_##x
4697117f1b4Smrg#define DO_Z
4707117f1b4Smrg#define DO_ATTRIBS
4717117f1b4Smrg#include "s_aalinetemp.h"
4727117f1b4Smrg
4737117f1b4Smrg
4747117f1b4Smrg
4757117f1b4Smrgvoid
4763464ebd5Sriastradh_swrast_choose_aa_line_function(struct gl_context *ctx)
4777117f1b4Smrg{
4787117f1b4Smrg   SWcontext *swrast = SWRAST_CONTEXT(ctx);
4797117f1b4Smrg
48001e04c3fSmrg   assert(ctx->Line.SmoothFlag);
4817117f1b4Smrg
482cdc920a0Smrg   if (ctx->Texture._EnabledCoordUnits != 0
483af69d88dSmrg       || _swrast_use_fragment_program(ctx)
484cdc920a0Smrg       || (ctx->Light.Enabled &&
485cdc920a0Smrg           ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
486cdc920a0Smrg       || ctx->Fog.ColorSumEnabled
487cdc920a0Smrg       || swrast->_FogEnabled) {
488cdc920a0Smrg      swrast->Line = aa_general_rgba_line;
4897117f1b4Smrg   }
4907117f1b4Smrg   else {
491cdc920a0Smrg      swrast->Line = aa_rgba_line;
4927117f1b4Smrg   }
4937117f1b4Smrg}
494