s_tritemp.h revision c1f859d4
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_INDEX    - if defined, interpolate color index values
36 *    INTERP_INT_TEX  - if defined, interpolate integer ST texcoords
37 *                         (fast, simple 2-D texture mapping, without
38 *                         perspective correction)
39 *    INTERP_ATTRIBS  - if defined, interpolate arbitrary attribs (texcoords,
40 *                         varying vars, etc)  This also causes W to be
41 *                         computed for perspective correction).
42 *
43 * When one can directly address pixels in the color buffer the following
44 * macros can be defined and used to compute pixel addresses during
45 * rasterization (see pRow):
46 *    PIXEL_TYPE          - the datatype of a pixel (GLubyte, GLushort, GLuint)
47 *    BYTES_PER_ROW       - number of bytes per row in the color buffer
48 *    PIXEL_ADDRESS(X,Y)  - returns the address of pixel at (X,Y) where
49 *                          Y==0 at bottom of screen and increases upward.
50 *
51 * Similarly, for direct depth buffer access, this type is used for depth
52 * buffer addressing (see zRow):
53 *    DEPTH_TYPE          - either GLushort or GLuint
54 *
55 * Optionally, one may provide one-time setup code per triangle:
56 *    SETUP_CODE    - code which is to be executed once per triangle
57 *
58 * The following macro MUST be defined:
59 *    RENDER_SPAN(span) - code to write a span of pixels.
60 *
61 * This code was designed for the origin to be in the lower-left corner.
62 *
63 * Inspired by triangle rasterizer code written by Allen Akin.  Thanks Allen!
64 *
65 *
66 * Some notes on rasterization accuracy:
67 *
68 * This code uses fixed point arithmetic (the GLfixed type) to iterate
69 * over the triangle edges and interpolate ancillary data (such as Z,
70 * color, secondary color, etc).  The number of fractional bits in
71 * GLfixed and the value of SUB_PIXEL_BITS has a direct bearing on the
72 * accuracy of rasterization.
73 *
74 * If SUB_PIXEL_BITS=4 then we'll snap the vertices to the nearest
75 * 1/16 of a pixel.  If we're walking up a long, nearly vertical edge
76 * (dx=1/16, dy=1024) we'll need 4 + 10 = 14 fractional bits in
77 * GLfixed to walk the edge without error.  If the maximum viewport
78 * height is 4K pixels, then we'll need 4 + 12 = 16 fractional bits.
79 *
80 * Historically, Mesa has used 11 fractional bits in GLfixed, snaps
81 * vertices to 1/16 pixel and allowed a maximum viewport height of 2K
82 * pixels.  11 fractional bits is actually insufficient for accurately
83 * rasterizing some triangles.  More recently, the maximum viewport
84 * height was increased to 4K pixels.  Thus, Mesa should be using 16
85 * fractional bits in GLfixed.  Unfortunately, there may be some issues
86 * with setting FIXED_FRAC_BITS=16, such as multiplication overflow.
87 * This will have to be examined in some detail...
88 *
89 * For now, if you find rasterization errors, particularly with tall,
90 * sliver triangles, try increasing FIXED_FRAC_BITS and/or decreasing
91 * SUB_PIXEL_BITS.
92 */
93
94
95/*
96 * Some code we unfortunately need to prevent negative interpolated colors.
97 */
98#ifndef CLAMP_INTERPOLANT
99#define CLAMP_INTERPOLANT(CHANNEL, CHANNELSTEP, LEN)		\
100do {								\
101   GLfixed endVal = span.CHANNEL + (LEN) * span.CHANNELSTEP;	\
102   if (endVal < 0) {						\
103      span.CHANNEL -= endVal;					\
104   }								\
105   if (span.CHANNEL < 0) {					\
106      span.CHANNEL = 0;						\
107   }								\
108} while (0)
109#endif
110
111
112static void NAME(GLcontext *ctx, const SWvertex *v0,
113                                 const SWvertex *v1,
114                                 const SWvertex *v2 )
115{
116   typedef struct {
117      const SWvertex *v0, *v1;   /* Y(v0) < Y(v1) */
118      GLfloat dx;	/* X(v1) - X(v0) */
119      GLfloat dy;	/* Y(v1) - Y(v0) */
120      GLfloat dxdy;	/* dx/dy */
121      GLfixed fdxdy;	/* dx/dy in fixed-point */
122      GLfloat adjy;	/* adjust from v[0]->fy to fsy, scaled */
123      GLfixed fsx;	/* first sample point x coord */
124      GLfixed fsy;
125      GLfixed fx0;	/* fixed pt X of lower endpoint */
126      GLint lines;	/* number of lines to be sampled on this edge */
127   } EdgeT;
128
129   const SWcontext *swrast = SWRAST_CONTEXT(ctx);
130#ifdef INTERP_Z
131   const GLint depthBits = ctx->DrawBuffer->Visual.depthBits;
132   const GLint fixedToDepthShift = depthBits <= 16 ? FIXED_SHIFT : 0;
133   const GLfloat maxDepth = ctx->DrawBuffer->_DepthMaxF;
134#define FixedToDepth(F)  ((F) >> fixedToDepthShift)
135#endif
136   EdgeT eMaj, eTop, eBot;
137   GLfloat oneOverArea;
138   const SWvertex *vMin, *vMid, *vMax;  /* Y(vMin)<=Y(vMid)<=Y(vMax) */
139   GLfloat bf = SWRAST_CONTEXT(ctx)->_BackfaceSign;
140   const GLint snapMask = ~((FIXED_ONE / (1 << SUB_PIXEL_BITS)) - 1); /* for x/y coord snapping */
141   GLfixed vMin_fx, vMin_fy, vMid_fx, vMid_fy, vMax_fx, vMax_fy;
142
143   SWspan span;
144
145   (void) swrast;
146
147   INIT_SPAN(span, GL_POLYGON);
148   span.y = 0; /* silence warnings */
149
150#ifdef INTERP_Z
151   (void) fixedToDepthShift;
152#endif
153
154   /*
155   printf("%s()\n", __FUNCTION__);
156   printf("  %g, %g, %g\n",
157          v0->attrib[FRAG_ATTRIB_WPOS][0],
158          v0->attrib[FRAG_ATTRIB_WPOS][1],
159          v0->attrib[FRAG_ATTRIB_WPOS][2]);
160   printf("  %g, %g, %g\n",
161          v1->attrib[FRAG_ATTRIB_WPOS][0],
162          v1->attrib[FRAG_ATTRIB_WPOS][1],
163          v1->attrib[FRAG_ATTRIB_WPOS][2]);
164   printf("  %g, %g, %g\n",
165          v2->attrib[FRAG_ATTRIB_WPOS][0],
166          v2->attrib[FRAG_ATTRIB_WPOS][1],
167          v2->attrib[FRAG_ATTRIB_WPOS][2]);
168   */
169
170   /* Compute fixed point x,y coords w/ half-pixel offsets and snapping.
171    * And find the order of the 3 vertices along the Y axis.
172    */
173   {
174      const GLfixed fy0 = FloatToFixed(v0->attrib[FRAG_ATTRIB_WPOS][1] - 0.5F) & snapMask;
175      const GLfixed fy1 = FloatToFixed(v1->attrib[FRAG_ATTRIB_WPOS][1] - 0.5F) & snapMask;
176      const GLfixed fy2 = FloatToFixed(v2->attrib[FRAG_ATTRIB_WPOS][1] - 0.5F) & snapMask;
177      if (fy0 <= fy1) {
178         if (fy1 <= fy2) {
179            /* y0 <= y1 <= y2 */
180            vMin = v0;   vMid = v1;   vMax = v2;
181            vMin_fy = fy0;  vMid_fy = fy1;  vMax_fy = fy2;
182         }
183         else if (fy2 <= fy0) {
184            /* y2 <= y0 <= y1 */
185            vMin = v2;   vMid = v0;   vMax = v1;
186            vMin_fy = fy2;  vMid_fy = fy0;  vMax_fy = fy1;
187         }
188         else {
189            /* y0 <= y2 <= y1 */
190            vMin = v0;   vMid = v2;   vMax = v1;
191            vMin_fy = fy0;  vMid_fy = fy2;  vMax_fy = fy1;
192            bf = -bf;
193         }
194      }
195      else {
196         if (fy0 <= fy2) {
197            /* y1 <= y0 <= y2 */
198            vMin = v1;   vMid = v0;   vMax = v2;
199            vMin_fy = fy1;  vMid_fy = fy0;  vMax_fy = fy2;
200            bf = -bf;
201         }
202         else if (fy2 <= fy1) {
203            /* y2 <= y1 <= y0 */
204            vMin = v2;   vMid = v1;   vMax = v0;
205            vMin_fy = fy2;  vMid_fy = fy1;  vMax_fy = fy0;
206            bf = -bf;
207         }
208         else {
209            /* y1 <= y2 <= y0 */
210            vMin = v1;   vMid = v2;   vMax = v0;
211            vMin_fy = fy1;  vMid_fy = fy2;  vMax_fy = fy0;
212         }
213      }
214
215      /* fixed point X coords */
216      vMin_fx = FloatToFixed(vMin->attrib[FRAG_ATTRIB_WPOS][0] + 0.5F) & snapMask;
217      vMid_fx = FloatToFixed(vMid->attrib[FRAG_ATTRIB_WPOS][0] + 0.5F) & snapMask;
218      vMax_fx = FloatToFixed(vMax->attrib[FRAG_ATTRIB_WPOS][0] + 0.5F) & snapMask;
219   }
220
221   /* vertex/edge relationship */
222   eMaj.v0 = vMin;   eMaj.v1 = vMax;   /*TODO: .v1's not needed */
223   eTop.v0 = vMid;   eTop.v1 = vMax;
224   eBot.v0 = vMin;   eBot.v1 = vMid;
225
226   /* compute deltas for each edge:  vertex[upper] - vertex[lower] */
227   eMaj.dx = FixedToFloat(vMax_fx - vMin_fx);
228   eMaj.dy = FixedToFloat(vMax_fy - vMin_fy);
229   eTop.dx = FixedToFloat(vMax_fx - vMid_fx);
230   eTop.dy = FixedToFloat(vMax_fy - vMid_fy);
231   eBot.dx = FixedToFloat(vMid_fx - vMin_fx);
232   eBot.dy = FixedToFloat(vMid_fy - vMin_fy);
233
234   /* compute area, oneOverArea and perform backface culling */
235   {
236      const GLfloat area = eMaj.dx * eBot.dy - eBot.dx * eMaj.dy;
237
238      if (IS_INF_OR_NAN(area) || area == 0.0F)
239         return;
240
241      if (area * bf * swrast->_BackfaceCullSign < 0.0)
242         return;
243
244      oneOverArea = 1.0F / area;
245
246      /* 0 = front, 1 = back */
247      span.facing = oneOverArea * bf > 0.0F;
248   }
249
250   /* Edge setup.  For a triangle strip these could be reused... */
251   {
252      eMaj.fsy = FixedCeil(vMin_fy);
253      eMaj.lines = FixedToInt(FixedCeil(vMax_fy - eMaj.fsy));
254      if (eMaj.lines > 0) {
255         eMaj.dxdy = eMaj.dx / eMaj.dy;
256         eMaj.fdxdy = SignedFloatToFixed(eMaj.dxdy);
257         eMaj.adjy = (GLfloat) (eMaj.fsy - vMin_fy);  /* SCALED! */
258         eMaj.fx0 = vMin_fx;
259         eMaj.fsx = eMaj.fx0 + (GLfixed) (eMaj.adjy * eMaj.dxdy);
260      }
261      else {
262         return;  /*CULLED*/
263      }
264
265      eTop.fsy = FixedCeil(vMid_fy);
266      eTop.lines = FixedToInt(FixedCeil(vMax_fy - eTop.fsy));
267      if (eTop.lines > 0) {
268         eTop.dxdy = eTop.dx / eTop.dy;
269         eTop.fdxdy = SignedFloatToFixed(eTop.dxdy);
270         eTop.adjy = (GLfloat) (eTop.fsy - vMid_fy); /* SCALED! */
271         eTop.fx0 = vMid_fx;
272         eTop.fsx = eTop.fx0 + (GLfixed) (eTop.adjy * eTop.dxdy);
273      }
274
275      eBot.fsy = FixedCeil(vMin_fy);
276      eBot.lines = FixedToInt(FixedCeil(vMid_fy - eBot.fsy));
277      if (eBot.lines > 0) {
278         eBot.dxdy = eBot.dx / eBot.dy;
279         eBot.fdxdy = SignedFloatToFixed(eBot.dxdy);
280         eBot.adjy = (GLfloat) (eBot.fsy - vMin_fy);  /* SCALED! */
281         eBot.fx0 = vMin_fx;
282         eBot.fsx = eBot.fx0 + (GLfixed) (eBot.adjy * eBot.dxdy);
283      }
284   }
285
286   /*
287    * Conceptually, we view a triangle as two subtriangles
288    * separated by a perfectly horizontal line.  The edge that is
289    * intersected by this line is one with maximal absolute dy; we
290    * call it a ``major'' edge.  The other two edges are the
291    * ``top'' edge (for the upper subtriangle) and the ``bottom''
292    * edge (for the lower subtriangle).  If either of these two
293    * edges is horizontal or very close to horizontal, the
294    * corresponding subtriangle might cover zero sample points;
295    * we take care to handle such cases, for performance as well
296    * as correctness.
297    *
298    * By stepping rasterization parameters along the major edge,
299    * we can avoid recomputing them at the discontinuity where
300    * the top and bottom edges meet.  However, this forces us to
301    * be able to scan both left-to-right and right-to-left.
302    * Also, we must determine whether the major edge is at the
303    * left or right side of the triangle.  We do this by
304    * computing the magnitude of the cross-product of the major
305    * and top edges.  Since this magnitude depends on the sine of
306    * the angle between the two edges, its sign tells us whether
307    * we turn to the left or to the right when travelling along
308    * the major edge to the top edge, and from this we infer
309    * whether the major edge is on the left or the right.
310    *
311    * Serendipitously, this cross-product magnitude is also a
312    * value we need to compute the iteration parameter
313    * derivatives for the triangle, and it can be used to perform
314    * backface culling because its sign tells us whether the
315    * triangle is clockwise or counterclockwise.  In this code we
316    * refer to it as ``area'' because it's also proportional to
317    * the pixel area of the triangle.
318    */
319
320   {
321      GLint scan_from_left_to_right;  /* true if scanning left-to-right */
322#ifdef INTERP_INDEX
323      GLfloat didx, didy;
324#endif
325
326      /*
327       * Execute user-supplied setup code
328       */
329#ifdef SETUP_CODE
330      SETUP_CODE
331#endif
332
333      scan_from_left_to_right = (oneOverArea < 0.0F);
334
335
336      /* compute d?/dx and d?/dy derivatives */
337#ifdef INTERP_Z
338      span.interpMask |= SPAN_Z;
339      {
340         GLfloat eMaj_dz = vMax->attrib[FRAG_ATTRIB_WPOS][2] - vMin->attrib[FRAG_ATTRIB_WPOS][2];
341         GLfloat eBot_dz = vMid->attrib[FRAG_ATTRIB_WPOS][2] - vMin->attrib[FRAG_ATTRIB_WPOS][2];
342         span.attrStepX[FRAG_ATTRIB_WPOS][2] = oneOverArea * (eMaj_dz * eBot.dy - eMaj.dy * eBot_dz);
343         if (span.attrStepX[FRAG_ATTRIB_WPOS][2] > maxDepth ||
344             span.attrStepX[FRAG_ATTRIB_WPOS][2] < -maxDepth) {
345            /* probably a sliver triangle */
346            span.attrStepX[FRAG_ATTRIB_WPOS][2] = 0.0;
347            span.attrStepY[FRAG_ATTRIB_WPOS][2] = 0.0;
348         }
349         else {
350            span.attrStepY[FRAG_ATTRIB_WPOS][2] = oneOverArea * (eMaj.dx * eBot_dz - eMaj_dz * eBot.dx);
351         }
352         if (depthBits <= 16)
353            span.zStep = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_WPOS][2]);
354         else
355            span.zStep = (GLint) span.attrStepX[FRAG_ATTRIB_WPOS][2];
356      }
357#endif
358#ifdef INTERP_RGB
359      span.interpMask |= SPAN_RGBA;
360      if (ctx->Light.ShadeModel == GL_SMOOTH) {
361         GLfloat eMaj_dr = (GLfloat) (vMax->color[RCOMP] - vMin->color[RCOMP]);
362         GLfloat eBot_dr = (GLfloat) (vMid->color[RCOMP] - vMin->color[RCOMP]);
363         GLfloat eMaj_dg = (GLfloat) (vMax->color[GCOMP] - vMin->color[GCOMP]);
364         GLfloat eBot_dg = (GLfloat) (vMid->color[GCOMP] - vMin->color[GCOMP]);
365         GLfloat eMaj_db = (GLfloat) (vMax->color[BCOMP] - vMin->color[BCOMP]);
366         GLfloat eBot_db = (GLfloat) (vMid->color[BCOMP] - vMin->color[BCOMP]);
367#  ifdef INTERP_ALPHA
368         GLfloat eMaj_da = (GLfloat) (vMax->color[ACOMP] - vMin->color[ACOMP]);
369         GLfloat eBot_da = (GLfloat) (vMid->color[ACOMP] - vMin->color[ACOMP]);
370#  endif
371         span.attrStepX[FRAG_ATTRIB_COL0][0] = oneOverArea * (eMaj_dr * eBot.dy - eMaj.dy * eBot_dr);
372         span.attrStepY[FRAG_ATTRIB_COL0][0] = oneOverArea * (eMaj.dx * eBot_dr - eMaj_dr * eBot.dx);
373         span.attrStepX[FRAG_ATTRIB_COL0][1] = oneOverArea * (eMaj_dg * eBot.dy - eMaj.dy * eBot_dg);
374         span.attrStepY[FRAG_ATTRIB_COL0][1] = oneOverArea * (eMaj.dx * eBot_dg - eMaj_dg * eBot.dx);
375         span.attrStepX[FRAG_ATTRIB_COL0][2] = oneOverArea * (eMaj_db * eBot.dy - eMaj.dy * eBot_db);
376         span.attrStepY[FRAG_ATTRIB_COL0][2] = oneOverArea * (eMaj.dx * eBot_db - eMaj_db * eBot.dx);
377         span.redStep   = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_COL0][0]);
378         span.greenStep = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_COL0][1]);
379         span.blueStep  = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_COL0][2]);
380#  ifdef INTERP_ALPHA
381         span.attrStepX[FRAG_ATTRIB_COL0][3] = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da);
382         span.attrStepY[FRAG_ATTRIB_COL0][3] = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx);
383         span.alphaStep = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_COL0][3]);
384#  endif /* INTERP_ALPHA */
385      }
386      else {
387         ASSERT(ctx->Light.ShadeModel == GL_FLAT);
388         span.interpMask |= SPAN_FLAT;
389         span.attrStepX[FRAG_ATTRIB_COL0][0] = span.attrStepY[FRAG_ATTRIB_COL0][0] = 0.0F;
390         span.attrStepX[FRAG_ATTRIB_COL0][1] = span.attrStepY[FRAG_ATTRIB_COL0][1] = 0.0F;
391         span.attrStepX[FRAG_ATTRIB_COL0][2] = span.attrStepY[FRAG_ATTRIB_COL0][2] = 0.0F;
392	 span.redStep   = 0;
393	 span.greenStep = 0;
394	 span.blueStep  = 0;
395#  ifdef INTERP_ALPHA
396         span.attrStepX[FRAG_ATTRIB_COL0][3] = span.attrStepY[FRAG_ATTRIB_COL0][3] = 0.0F;
397	 span.alphaStep = 0;
398#  endif
399      }
400#endif /* INTERP_RGB */
401#ifdef INTERP_INDEX
402      span.interpMask |= SPAN_INDEX;
403      if (ctx->Light.ShadeModel == GL_SMOOTH) {
404         GLfloat eMaj_di = vMax->attrib[FRAG_ATTRIB_CI][0] - vMin->attrib[FRAG_ATTRIB_CI][0];
405         GLfloat eBot_di = vMid->attrib[FRAG_ATTRIB_CI][0] - vMin->attrib[FRAG_ATTRIB_CI][0];
406         didx = oneOverArea * (eMaj_di * eBot.dy - eMaj.dy * eBot_di);
407         didy = oneOverArea * (eMaj.dx * eBot_di - eMaj_di * eBot.dx);
408         span.indexStep = SignedFloatToFixed(didx);
409      }
410      else {
411         span.interpMask |= SPAN_FLAT;
412         didx = didy = 0.0F;
413         span.indexStep = 0;
414      }
415#endif
416#ifdef INTERP_INT_TEX
417      {
418         GLfloat eMaj_ds = (vMax->attrib[FRAG_ATTRIB_TEX0][0] - vMin->attrib[FRAG_ATTRIB_TEX0][0]) * S_SCALE;
419         GLfloat eBot_ds = (vMid->attrib[FRAG_ATTRIB_TEX0][0] - vMin->attrib[FRAG_ATTRIB_TEX0][0]) * S_SCALE;
420         GLfloat eMaj_dt = (vMax->attrib[FRAG_ATTRIB_TEX0][1] - vMin->attrib[FRAG_ATTRIB_TEX0][1]) * T_SCALE;
421         GLfloat eBot_dt = (vMid->attrib[FRAG_ATTRIB_TEX0][1] - vMin->attrib[FRAG_ATTRIB_TEX0][1]) * T_SCALE;
422         span.attrStepX[FRAG_ATTRIB_TEX0][0] = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
423         span.attrStepY[FRAG_ATTRIB_TEX0][0] = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
424         span.attrStepX[FRAG_ATTRIB_TEX0][1] = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
425         span.attrStepY[FRAG_ATTRIB_TEX0][1] = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
426         span.intTexStep[0] = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_TEX0][0]);
427         span.intTexStep[1] = SignedFloatToFixed(span.attrStepX[FRAG_ATTRIB_TEX0][1]);
428      }
429#endif
430#ifdef INTERP_ATTRIBS
431      {
432         /* attrib[FRAG_ATTRIB_WPOS][3] is 1/W */
433         const GLfloat wMax = vMax->attrib[FRAG_ATTRIB_WPOS][3];
434         const GLfloat wMin = vMin->attrib[FRAG_ATTRIB_WPOS][3];
435         const GLfloat wMid = vMid->attrib[FRAG_ATTRIB_WPOS][3];
436         {
437            const GLfloat eMaj_dw = wMax - wMin;
438            const GLfloat eBot_dw = wMid - wMin;
439            span.attrStepX[FRAG_ATTRIB_WPOS][3] = oneOverArea * (eMaj_dw * eBot.dy - eMaj.dy * eBot_dw);
440            span.attrStepY[FRAG_ATTRIB_WPOS][3] = oneOverArea * (eMaj.dx * eBot_dw - eMaj_dw * eBot.dx);
441         }
442         ATTRIB_LOOP_BEGIN
443            if (swrast->_InterpMode[attr] == GL_FLAT) {
444               ASSIGN_4V(span.attrStepX[attr], 0.0, 0.0, 0.0, 0.0);
445               ASSIGN_4V(span.attrStepY[attr], 0.0, 0.0, 0.0, 0.0);
446            }
447            else {
448               GLuint c;
449               for (c = 0; c < 4; c++) {
450                  GLfloat eMaj_da = vMax->attrib[attr][c] * wMax - vMin->attrib[attr][c] * wMin;
451                  GLfloat eBot_da = vMid->attrib[attr][c] * wMid - vMin->attrib[attr][c] * wMin;
452                  span.attrStepX[attr][c] = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da);
453                  span.attrStepY[attr][c] = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx);
454               }
455            }
456         ATTRIB_LOOP_END
457      }
458#endif
459
460      /*
461       * We always sample at pixel centers.  However, we avoid
462       * explicit half-pixel offsets in this code by incorporating
463       * the proper offset in each of x and y during the
464       * transformation to window coordinates.
465       *
466       * We also apply the usual rasterization rules to prevent
467       * cracks and overlaps.  A pixel is considered inside a
468       * subtriangle if it meets all of four conditions: it is on or
469       * to the right of the left edge, strictly to the left of the
470       * right edge, on or below the top edge, and strictly above
471       * the bottom edge.  (Some edges may be degenerate.)
472       *
473       * The following discussion assumes left-to-right scanning
474       * (that is, the major edge is on the left); the right-to-left
475       * case is a straightforward variation.
476       *
477       * We start by finding the half-integral y coordinate that is
478       * at or below the top of the triangle.  This gives us the
479       * first scan line that could possibly contain pixels that are
480       * inside the triangle.
481       *
482       * Next we creep down the major edge until we reach that y,
483       * and compute the corresponding x coordinate on the edge.
484       * Then we find the half-integral x that lies on or just
485       * inside the edge.  This is the first pixel that might lie in
486       * the interior of the triangle.  (We won't know for sure
487       * until we check the other edges.)
488       *
489       * As we rasterize the triangle, we'll step down the major
490       * edge.  For each step in y, we'll move an integer number
491       * of steps in x.  There are two possible x step sizes, which
492       * we'll call the ``inner'' step (guaranteed to land on the
493       * edge or inside it) and the ``outer'' step (guaranteed to
494       * land on the edge or outside it).  The inner and outer steps
495       * differ by one.  During rasterization we maintain an error
496       * term that indicates our distance from the true edge, and
497       * select either the inner step or the outer step, whichever
498       * gets us to the first pixel that falls inside the triangle.
499       *
500       * All parameters (z, red, etc.) as well as the buffer
501       * addresses for color and z have inner and outer step values,
502       * so that we can increment them appropriately.  This method
503       * eliminates the need to adjust parameters by creeping a
504       * sub-pixel amount into the triangle at each scanline.
505       */
506
507      {
508         GLint subTriangle;
509         GLfixed fxLeftEdge = 0, fxRightEdge = 0;
510         GLfixed fdxLeftEdge = 0, fdxRightEdge = 0;
511         GLfixed fError = 0, fdError = 0;
512#ifdef PIXEL_ADDRESS
513         PIXEL_TYPE *pRow = NULL;
514         GLint dPRowOuter = 0, dPRowInner;  /* offset in bytes */
515#endif
516#ifdef INTERP_Z
517#  ifdef DEPTH_TYPE
518         struct gl_renderbuffer *zrb
519            = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
520         DEPTH_TYPE *zRow = NULL;
521         GLint dZRowOuter = 0, dZRowInner;  /* offset in bytes */
522#  endif
523         GLuint zLeft = 0;
524         GLfixed fdzOuter = 0, fdzInner;
525#endif
526#ifdef INTERP_RGB
527         GLint rLeft = 0, fdrOuter = 0, fdrInner;
528         GLint gLeft = 0, fdgOuter = 0, fdgInner;
529         GLint bLeft = 0, fdbOuter = 0, fdbInner;
530#endif
531#ifdef INTERP_ALPHA
532         GLint aLeft = 0, fdaOuter = 0, fdaInner;
533#endif
534#ifdef INTERP_INDEX
535         GLfixed iLeft=0, diOuter=0, diInner;
536#endif
537#ifdef INTERP_INT_TEX
538         GLfixed sLeft=0, dsOuter=0, dsInner;
539         GLfixed tLeft=0, dtOuter=0, dtInner;
540#endif
541#ifdef INTERP_ATTRIBS
542         GLfloat wLeft = 0, dwOuter = 0, dwInner;
543         GLfloat attrLeft[FRAG_ATTRIB_MAX][4];
544         GLfloat daOuter[FRAG_ATTRIB_MAX][4], daInner[FRAG_ATTRIB_MAX][4];
545#endif
546
547         for (subTriangle=0; subTriangle<=1; subTriangle++) {
548            EdgeT *eLeft, *eRight;
549            int setupLeft, setupRight;
550            int lines;
551
552            if (subTriangle==0) {
553               /* bottom half */
554               if (scan_from_left_to_right) {
555                  eLeft = &eMaj;
556                  eRight = &eBot;
557                  lines = eRight->lines;
558                  setupLeft = 1;
559                  setupRight = 1;
560               }
561               else {
562                  eLeft = &eBot;
563                  eRight = &eMaj;
564                  lines = eLeft->lines;
565                  setupLeft = 1;
566                  setupRight = 1;
567               }
568            }
569            else {
570               /* top half */
571               if (scan_from_left_to_right) {
572                  eLeft = &eMaj;
573                  eRight = &eTop;
574                  lines = eRight->lines;
575                  setupLeft = 0;
576                  setupRight = 1;
577               }
578               else {
579                  eLeft = &eTop;
580                  eRight = &eMaj;
581                  lines = eLeft->lines;
582                  setupLeft = 1;
583                  setupRight = 0;
584               }
585               if (lines == 0)
586                  return;
587            }
588
589            if (setupLeft && eLeft->lines > 0) {
590               const SWvertex *vLower = eLeft->v0;
591               const GLfixed fsy = eLeft->fsy;
592               const GLfixed fsx = eLeft->fsx;  /* no fractional part */
593               const GLfixed fx = FixedCeil(fsx);  /* no fractional part */
594               const GLfixed adjx = (GLfixed) (fx - eLeft->fx0); /* SCALED! */
595               const GLfixed adjy = (GLfixed) eLeft->adjy;      /* SCALED! */
596               GLint idxOuter;
597               GLfloat dxOuter;
598               GLfixed fdxOuter;
599
600               fError = fx - fsx - FIXED_ONE;
601               fxLeftEdge = fsx - FIXED_EPSILON;
602               fdxLeftEdge = eLeft->fdxdy;
603               fdxOuter = FixedFloor(fdxLeftEdge - FIXED_EPSILON);
604               fdError = fdxOuter - fdxLeftEdge + FIXED_ONE;
605               idxOuter = FixedToInt(fdxOuter);
606               dxOuter = (GLfloat) idxOuter;
607               span.y = FixedToInt(fsy);
608
609               /* silence warnings on some compilers */
610               (void) dxOuter;
611               (void) adjx;
612               (void) adjy;
613               (void) vLower;
614
615#ifdef PIXEL_ADDRESS
616               {
617                  pRow = (PIXEL_TYPE *) PIXEL_ADDRESS(FixedToInt(fxLeftEdge), span.y);
618                  dPRowOuter = -((int)BYTES_PER_ROW) + idxOuter * sizeof(PIXEL_TYPE);
619                  /* negative because Y=0 at bottom and increases upward */
620               }
621#endif
622               /*
623                * Now we need the set of parameter (z, color, etc.) values at
624                * the point (fx, fsy).  This gives us properly-sampled parameter
625                * values that we can step from pixel to pixel.  Furthermore,
626                * although we might have intermediate results that overflow
627                * the normal parameter range when we step temporarily outside
628                * the triangle, we shouldn't overflow or underflow for any
629                * pixel that's actually inside the triangle.
630                */
631
632#ifdef INTERP_Z
633               {
634                  GLfloat z0 = vLower->attrib[FRAG_ATTRIB_WPOS][2];
635                  if (depthBits <= 16) {
636                     /* interpolate fixed-pt values */
637                     GLfloat tmp = (z0 * FIXED_SCALE
638                                    + span.attrStepX[FRAG_ATTRIB_WPOS][2] * adjx
639                                    + span.attrStepY[FRAG_ATTRIB_WPOS][2] * adjy) + FIXED_HALF;
640                     if (tmp < MAX_GLUINT / 2)
641                        zLeft = (GLfixed) tmp;
642                     else
643                        zLeft = MAX_GLUINT / 2;
644                     fdzOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_WPOS][2] +
645                                                   dxOuter * span.attrStepX[FRAG_ATTRIB_WPOS][2]);
646                  }
647                  else {
648                     /* interpolate depth values w/out scaling */
649                     zLeft = (GLuint) (z0 + span.attrStepX[FRAG_ATTRIB_WPOS][2] * FixedToFloat(adjx)
650                                          + span.attrStepY[FRAG_ATTRIB_WPOS][2] * FixedToFloat(adjy));
651                     fdzOuter = (GLint) (span.attrStepY[FRAG_ATTRIB_WPOS][2] +
652                                         dxOuter * span.attrStepX[FRAG_ATTRIB_WPOS][2]);
653                  }
654#  ifdef DEPTH_TYPE
655                  zRow = (DEPTH_TYPE *)
656                    zrb->GetPointer(ctx, zrb, FixedToInt(fxLeftEdge), span.y);
657                  dZRowOuter = (ctx->DrawBuffer->Width + idxOuter) * sizeof(DEPTH_TYPE);
658#  endif
659               }
660#endif
661#ifdef INTERP_RGB
662               if (ctx->Light.ShadeModel == GL_SMOOTH) {
663                  rLeft = (GLint)(ChanToFixed(vLower->color[RCOMP])
664                                  + span.attrStepX[FRAG_ATTRIB_COL0][0] * adjx
665                                  + span.attrStepY[FRAG_ATTRIB_COL0][0] * adjy) + FIXED_HALF;
666                  gLeft = (GLint)(ChanToFixed(vLower->color[GCOMP])
667                                  + span.attrStepX[FRAG_ATTRIB_COL0][1] * adjx
668                                  + span.attrStepY[FRAG_ATTRIB_COL0][1] * adjy) + FIXED_HALF;
669                  bLeft = (GLint)(ChanToFixed(vLower->color[BCOMP])
670                                  + span.attrStepX[FRAG_ATTRIB_COL0][2] * adjx
671                                  + span.attrStepY[FRAG_ATTRIB_COL0][2] * adjy) + FIXED_HALF;
672                  fdrOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_COL0][0]
673                                                + dxOuter * span.attrStepX[FRAG_ATTRIB_COL0][0]);
674                  fdgOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_COL0][1]
675                                                + dxOuter * span.attrStepX[FRAG_ATTRIB_COL0][1]);
676                  fdbOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_COL0][2]
677                                                + dxOuter * span.attrStepX[FRAG_ATTRIB_COL0][2]);
678#  ifdef INTERP_ALPHA
679                  aLeft = (GLint)(ChanToFixed(vLower->color[ACOMP])
680                                  + span.attrStepX[FRAG_ATTRIB_COL0][3] * adjx
681                                  + span.attrStepY[FRAG_ATTRIB_COL0][3] * adjy) + FIXED_HALF;
682                  fdaOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_COL0][3]
683                                                + dxOuter * span.attrStepX[FRAG_ATTRIB_COL0][3]);
684#  endif
685               }
686               else {
687                  ASSERT(ctx->Light.ShadeModel == GL_FLAT);
688                  rLeft = ChanToFixed(v2->color[RCOMP]);
689                  gLeft = ChanToFixed(v2->color[GCOMP]);
690                  bLeft = ChanToFixed(v2->color[BCOMP]);
691                  fdrOuter = fdgOuter = fdbOuter = 0;
692#  ifdef INTERP_ALPHA
693                  aLeft = ChanToFixed(v2->color[ACOMP]);
694                  fdaOuter = 0;
695#  endif
696               }
697#endif /* INTERP_RGB */
698
699
700#ifdef INTERP_INDEX
701               if (ctx->Light.ShadeModel == GL_SMOOTH) {
702                  iLeft = (GLfixed)(vLower->attrib[FRAG_ATTRIB_CI][0] * FIXED_SCALE
703                                 + didx * adjx + didy * adjy) + FIXED_HALF;
704                  diOuter = SignedFloatToFixed(didy + dxOuter * didx);
705               }
706               else {
707                  ASSERT(ctx->Light.ShadeModel == GL_FLAT);
708                  iLeft = FloatToFixed(v2->attrib[FRAG_ATTRIB_CI][0]);
709                  diOuter = 0;
710               }
711#endif
712#ifdef INTERP_INT_TEX
713               {
714                  GLfloat s0, t0;
715                  s0 = vLower->attrib[FRAG_ATTRIB_TEX0][0] * S_SCALE;
716                  sLeft = (GLfixed)(s0 * FIXED_SCALE + span.attrStepX[FRAG_ATTRIB_TEX0][0] * adjx
717                                 + span.attrStepY[FRAG_ATTRIB_TEX0][0] * adjy) + FIXED_HALF;
718                  dsOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_TEX0][0]
719                                               + dxOuter * span.attrStepX[FRAG_ATTRIB_TEX0][0]);
720
721                  t0 = vLower->attrib[FRAG_ATTRIB_TEX0][1] * T_SCALE;
722                  tLeft = (GLfixed)(t0 * FIXED_SCALE + span.attrStepX[FRAG_ATTRIB_TEX0][1] * adjx
723                                 + span.attrStepY[FRAG_ATTRIB_TEX0][1] * adjy) + FIXED_HALF;
724                  dtOuter = SignedFloatToFixed(span.attrStepY[FRAG_ATTRIB_TEX0][1]
725                                               + dxOuter * span.attrStepX[FRAG_ATTRIB_TEX0][1]);
726               }
727#endif
728#ifdef INTERP_ATTRIBS
729               {
730                  const GLuint attr = FRAG_ATTRIB_WPOS;
731                  wLeft = vLower->attrib[FRAG_ATTRIB_WPOS][3]
732                        + (span.attrStepX[attr][3] * adjx
733                           + span.attrStepY[attr][3] * adjy) * (1.0F/FIXED_SCALE);
734                  dwOuter = span.attrStepY[attr][3] + dxOuter * span.attrStepX[attr][3];
735               }
736               ATTRIB_LOOP_BEGIN
737                  const GLfloat invW = vLower->attrib[FRAG_ATTRIB_WPOS][3];
738                  if (swrast->_InterpMode[attr] == GL_FLAT) {
739                     GLuint c;
740                     for (c = 0; c < 4; c++) {
741                        attrLeft[attr][c] = v2->attrib[attr][c] * invW;
742                        daOuter[attr][c] = 0.0;
743                     }
744                  }
745                  else {
746                     GLuint c;
747                     for (c = 0; c < 4; c++) {
748                        const GLfloat a = vLower->attrib[attr][c] * invW;
749                        attrLeft[attr][c] = a + (  span.attrStepX[attr][c] * adjx
750                                                 + span.attrStepY[attr][c] * adjy) * (1.0F/FIXED_SCALE);
751                        daOuter[attr][c] = span.attrStepY[attr][c] + dxOuter * span.attrStepX[attr][c];
752                     }
753                  }
754               ATTRIB_LOOP_END
755#endif
756            } /*if setupLeft*/
757
758
759            if (setupRight && eRight->lines>0) {
760               fxRightEdge = eRight->fsx - FIXED_EPSILON;
761               fdxRightEdge = eRight->fdxdy;
762            }
763
764            if (lines==0) {
765               continue;
766            }
767
768
769            /* Rasterize setup */
770#ifdef PIXEL_ADDRESS
771            dPRowInner = dPRowOuter + sizeof(PIXEL_TYPE);
772#endif
773#ifdef INTERP_Z
774#  ifdef DEPTH_TYPE
775            dZRowInner = dZRowOuter + sizeof(DEPTH_TYPE);
776#  endif
777            fdzInner = fdzOuter + span.zStep;
778#endif
779#ifdef INTERP_RGB
780            fdrInner = fdrOuter + span.redStep;
781            fdgInner = fdgOuter + span.greenStep;
782            fdbInner = fdbOuter + span.blueStep;
783#endif
784#ifdef INTERP_ALPHA
785            fdaInner = fdaOuter + span.alphaStep;
786#endif
787#ifdef INTERP_INDEX
788            diInner = diOuter + span.indexStep;
789#endif
790#ifdef INTERP_INT_TEX
791            dsInner = dsOuter + span.intTexStep[0];
792            dtInner = dtOuter + span.intTexStep[1];
793#endif
794#ifdef INTERP_ATTRIBS
795            dwInner = dwOuter + span.attrStepX[FRAG_ATTRIB_WPOS][3];
796            ATTRIB_LOOP_BEGIN
797               GLuint c;
798               for (c = 0; c < 4; c++) {
799                  daInner[attr][c] = daOuter[attr][c] + span.attrStepX[attr][c];
800               }
801            ATTRIB_LOOP_END
802#endif
803
804            while (lines > 0) {
805               /* initialize the span interpolants to the leftmost value */
806               /* ff = fixed-pt fragment */
807               const GLint right = FixedToInt(fxRightEdge);
808               span.x = FixedToInt(fxLeftEdge);
809               if (right <= span.x)
810                  span.end = 0;
811               else
812                  span.end = right - span.x;
813
814#ifdef INTERP_Z
815               span.z = zLeft;
816#endif
817#ifdef INTERP_RGB
818               span.red = rLeft;
819               span.green = gLeft;
820               span.blue = bLeft;
821#endif
822#ifdef INTERP_ALPHA
823               span.alpha = aLeft;
824#endif
825#ifdef INTERP_INDEX
826               span.index = iLeft;
827#endif
828#ifdef INTERP_INT_TEX
829               span.intTex[0] = sLeft;
830               span.intTex[1] = tLeft;
831#endif
832
833#ifdef INTERP_ATTRIBS
834               span.attrStart[FRAG_ATTRIB_WPOS][3] = wLeft;
835               ATTRIB_LOOP_BEGIN
836                  GLuint c;
837                  for (c = 0; c < 4; c++) {
838                     span.attrStart[attr][c] = attrLeft[attr][c];
839                  }
840               ATTRIB_LOOP_END
841#endif
842
843               /* This is where we actually generate fragments */
844               /* XXX the test for span.y > 0 _shouldn't_ be needed but
845                * it fixes a problem on 64-bit Opterons (bug 4842).
846                */
847               if (span.end > 0 && span.y >= 0) {
848                  const GLint len = span.end - 1;
849                  (void) len;
850#ifdef INTERP_RGB
851                  CLAMP_INTERPOLANT(red, redStep, len);
852                  CLAMP_INTERPOLANT(green, greenStep, len);
853                  CLAMP_INTERPOLANT(blue, blueStep, len);
854#endif
855#ifdef INTERP_ALPHA
856                  CLAMP_INTERPOLANT(alpha, alphaStep, len);
857#endif
858#ifdef INTERP_INDEX
859                  CLAMP_INTERPOLANT(index, indexStep, len);
860#endif
861                  {
862                     RENDER_SPAN( span );
863                  }
864               }
865
866               /*
867                * Advance to the next scan line.  Compute the
868                * new edge coordinates, and adjust the
869                * pixel-center x coordinate so that it stays
870                * on or inside the major edge.
871                */
872               span.y++;
873               lines--;
874
875               fxLeftEdge += fdxLeftEdge;
876               fxRightEdge += fdxRightEdge;
877
878               fError += fdError;
879               if (fError >= 0) {
880                  fError -= FIXED_ONE;
881
882#ifdef PIXEL_ADDRESS
883                  pRow = (PIXEL_TYPE *) ((GLubyte *) pRow + dPRowOuter);
884#endif
885#ifdef INTERP_Z
886#  ifdef DEPTH_TYPE
887                  zRow = (DEPTH_TYPE *) ((GLubyte *) zRow + dZRowOuter);
888#  endif
889                  zLeft += fdzOuter;
890#endif
891#ifdef INTERP_RGB
892                  rLeft += fdrOuter;
893                  gLeft += fdgOuter;
894                  bLeft += fdbOuter;
895#endif
896#ifdef INTERP_ALPHA
897                  aLeft += fdaOuter;
898#endif
899#ifdef INTERP_INDEX
900                  iLeft += diOuter;
901#endif
902#ifdef INTERP_INT_TEX
903                  sLeft += dsOuter;
904                  tLeft += dtOuter;
905#endif
906#ifdef INTERP_ATTRIBS
907                  wLeft += dwOuter;
908                  ATTRIB_LOOP_BEGIN
909                     GLuint c;
910                     for (c = 0; c < 4; c++) {
911                        attrLeft[attr][c] += daOuter[attr][c];
912                     }
913                  ATTRIB_LOOP_END
914#endif
915               }
916               else {
917#ifdef PIXEL_ADDRESS
918                  pRow = (PIXEL_TYPE *) ((GLubyte *) pRow + dPRowInner);
919#endif
920#ifdef INTERP_Z
921#  ifdef DEPTH_TYPE
922                  zRow = (DEPTH_TYPE *) ((GLubyte *) zRow + dZRowInner);
923#  endif
924                  zLeft += fdzInner;
925#endif
926#ifdef INTERP_RGB
927                  rLeft += fdrInner;
928                  gLeft += fdgInner;
929                  bLeft += fdbInner;
930#endif
931#ifdef INTERP_ALPHA
932                  aLeft += fdaInner;
933#endif
934#ifdef INTERP_INDEX
935                  iLeft += diInner;
936#endif
937#ifdef INTERP_INT_TEX
938                  sLeft += dsInner;
939                  tLeft += dtInner;
940#endif
941#ifdef INTERP_ATTRIBS
942                  wLeft += dwInner;
943                  ATTRIB_LOOP_BEGIN
944                     GLuint c;
945                     for (c = 0; c < 4; c++) {
946                        attrLeft[attr][c] += daInner[attr][c];
947                     }
948                  ATTRIB_LOOP_END
949#endif
950               }
951            } /*while lines>0*/
952
953         } /* for subTriangle */
954
955      }
956   }
957}
958
959#undef SETUP_CODE
960#undef RENDER_SPAN
961
962#undef PIXEL_TYPE
963#undef BYTES_PER_ROW
964#undef PIXEL_ADDRESS
965#undef DEPTH_TYPE
966
967#undef INTERP_Z
968#undef INTERP_RGB
969#undef INTERP_ALPHA
970#undef INTERP_INDEX
971#undef INTERP_INT_TEX
972#undef INTERP_ATTRIBS
973
974#undef S_SCALE
975#undef T_SCALE
976
977#undef FixedToDepth
978
979#undef NAME
980