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authorBrian Paul <brian.paul@tungstengraphics.com>2002-10-04 17:37:45 +0000
committerBrian Paul <brian.paul@tungstengraphics.com>2002-10-04 17:37:45 +0000
commitf782b8189e718974a40d72ac4f6b8d213ca99e1e (patch)
tree0a7269316b1d75a69eabab205a93fc38036ce7b2 /src/mesa/swrast/s_pointtemp.h
parentf8acbed50d96d35d2a354f1fe7e81594d79a3186 (diff)
multiple GL_POINTS can now be rendered together into one fragment span
Diffstat (limited to 'src/mesa/swrast/s_pointtemp.h')
-rw-r--r--src/mesa/swrast/s_pointtemp.h285
1 files changed, 179 insertions, 106 deletions
diff --git a/src/mesa/swrast/s_pointtemp.h b/src/mesa/swrast/s_pointtemp.h
index be8783b694..cf45dcde82 100644
--- a/src/mesa/swrast/s_pointtemp.h
+++ b/src/mesa/swrast/s_pointtemp.h
@@ -1,4 +1,4 @@
-/* $Id: s_pointtemp.h,v 1.18 2002/08/07 00:45:07 brianp Exp $ */
+/* $Id: s_pointtemp.h,v 1.19 2002/10/04 17:37:47 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -61,23 +61,32 @@
static void
NAME ( GLcontext *ctx, const SWvertex *vert )
{
-#if FLAGS & TEXTURE
- GLuint u;
-#endif
#if FLAGS & (ATTENUATE | LARGE | SMOOTH | SPRITE)
GLfloat size;
#endif
#if FLAGS & ATTENUATE
GLfloat alphaAtten;
#endif
-#if (FLAGS & RGBA) && (FLAGS & SMOOTH)
+#if FLAGS & RGBA
const GLchan red = vert->color[0];
const GLchan green = vert->color[1];
const GLchan blue = vert->color[2];
const GLchan alpha = vert->color[3];
#endif
-
- struct sw_span span;
+#if FLAGS & SPECULAR
+ const GLchan specRed = vert->specular[0];
+ const GLchan specGreen = vert->specular[1];
+ const GLchan specBlue = vert->specular[2];
+#endif
+#if FLAGS & INDEX
+ const GLuint colorIndex = vert->index;
+#endif
+#if FLAGS & TEXTURE
+ GLfloat texcoord[MAX_TEXTURE_UNITS][4];
+ GLuint u;
+#endif
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ struct sw_span *span = &(swrast->PointSpan);
/* Cull primitives with malformed coordinates.
*/
@@ -87,59 +96,40 @@ NAME ( GLcontext *ctx, const SWvertex *vert )
return;
}
- INIT_SPAN(span, GL_POINT, 0, SPAN_FOG, SPAN_XY | SPAN_Z);
- span.fog = vert->fog;
- span.fogStep = 0.0;
-
-#if (FLAGS & RGBA)
-#if (FLAGS & SMOOTH)
- /* because we need per-fragment alpha values */
- span.arrayMask |= SPAN_RGBA;
-#else
- /* same RGBA for all fragments */
- span.interpMask |= SPAN_RGBA;
- span.red = ChanToFixed(vert->color[0]);
- span.green = ChanToFixed(vert->color[1]);
- span.blue = ChanToFixed(vert->color[2]);
- span.alpha = ChanToFixed(vert->color[3]);
- span.redStep = span.greenStep = span.blueStep = span.alphaStep = 0;
-#endif /*SMOOTH*/
-#endif /*RGBA*/
+ /*
+ * Span init
+ */
+ span->interpMask = SPAN_FOG;
+ span->arrayMask = SPAN_XY | SPAN_Z;
+ span->fog = vert->fog;
+ span->fogStep = 0.0;
+#if FLAGS & RGBA
+ span->arrayMask |= SPAN_RGBA;
+#endif
#if FLAGS & SPECULAR
- span.interpMask |= SPAN_SPEC;
- span.specRed = ChanToFixed(vert->specular[0]);
- span.specGreen = ChanToFixed(vert->specular[1]);
- span.specBlue = ChanToFixed(vert->specular[2]);
- span.specRedStep = span.specGreenStep = span.specBlueStep = 0;
+ span->arrayMask |= SPAN_SPEC;
#endif
#if FLAGS & INDEX
- span.interpMask |= SPAN_INDEX;
- span.index = IntToFixed(vert->index);
- span.indexStep = 0;
+ span->arrayMask |= SPAN_INDEX;
#endif
#if FLAGS & TEXTURE
- /* but not used for sprite mode */
- span.interpMask |= SPAN_TEXTURE;
+ span->arrayMask |= SPAN_TEXTURE;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture.Unit[u]._ReallyEnabled) {
const GLfloat q = vert->texcoord[u][3];
const GLfloat invQ = (q == 0.0 || q == 1.0) ? 1.0 : (1.0 / q);
- span.tex[u][0] = vert->texcoord[u][0] * invQ;
- span.tex[u][1] = vert->texcoord[u][1] * invQ;
- span.tex[u][2] = vert->texcoord[u][2] * invQ;
- span.tex[u][3] = q;
- span.texStepX[u][0] = span.texStepY[u][0] = 0.0;
- span.texStepX[u][1] = span.texStepY[u][1] = 0.0;
- span.texStepX[u][2] = span.texStepY[u][2] = 0.0;
- span.texStepX[u][3] = span.texStepY[u][3] = 0.0;
+ texcoord[u][0] = vert->texcoord[u][0] * invQ;
+ texcoord[u][1] = vert->texcoord[u][1] * invQ;
+ texcoord[u][2] = vert->texcoord[u][2] * invQ;
+ texcoord[u][3] = q;
}
}
#endif
#if FLAGS & SMOOTH
- span.arrayMask |= SPAN_COVERAGE;
+ span->arrayMask |= SPAN_COVERAGE;
#endif
#if FLAGS & SPRITE
- span.arrayMask |= SPAN_TEXTURE;
+ span->arrayMask |= SPAN_TEXTURE;
#endif
#if FLAGS & ATTENUATE
@@ -156,12 +146,15 @@ NAME ( GLcontext *ctx, const SWvertex *vert )
size = ctx->Point._Size;
#endif
-#if FLAGS & (LARGE | ATTENUATE | SMOOTH | SPRITE)
- {
+#if FLAGS & (ATTENUATE | LARGE | SMOOTH | SPRITE)
+ /*
+ * Multi-pixel points
+ */
+ {{
GLint x, y;
const GLfloat radius = 0.5F * size;
const GLint z = (GLint) (vert->win[2]);
- GLuint count = 0;
+ GLuint count;
#if FLAGS & SMOOTH
const GLfloat rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */
const GLfloat rmax = radius + 0.7071F;
@@ -195,104 +188,184 @@ NAME ( GLcontext *ctx, const SWvertex *vert )
}
#endif /*SMOOTH*/
+ /* check if we need to flush */
+ if (span->end + (xmax-xmin+1) * (ymax-ymin+1) >= MAX_WIDTH ||
+ (swrast->_RasterMask & (BLEND_BIT | LOGIC_OP_BIT | MASKING_BIT))) {
+#if FLAGS & (TEXTURE | SPRITE)
+ if (ctx->Texture._EnabledUnits)
+ _mesa_write_texture_span(ctx, span);
+ else
+ _mesa_write_rgba_span(ctx, span);
+#elif FLAGS & RGBA
+ _mesa_write_rgba_span(ctx, span);
+#else
+ _mesa_write_index_span(ctx, span);
+#endif
+ span->end = 0;
+ }
+
+ /*
+ * OK, generate fragments
+ */
+ count = span->end;
(void) radius;
for (y = ymin; y <= ymax; y++) {
for (x = xmin; x <= xmax; x++) {
-#if FLAGS & SPRITE
+#if FLAGS & (SPRITE | TEXTURE)
GLuint u;
#endif
+
+#if FLAGS & RGBA
+ span->array->rgba[count][RCOMP] = red;
+ span->array->rgba[count][GCOMP] = green;
+ span->array->rgba[count][BCOMP] = blue;
+ span->array->rgba[count][ACOMP] = alpha;
+#endif
+#if FLAGS & SPECULAR
+ span->array->spec[count][RCOMP] = specRed;
+ span->array->spec[count][GCOMP] = specGreen;
+ span->array->spec[count][BCOMP] = specBlue;
+#endif
+#if FLAGS & INDEX
+ span->array->index[count] = colorIndex;
+#endif
+#if FLAGS & TEXTURE
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
+ COPY_4V(span->array->texcoords[u][count], texcoord[u]);
+ }
+ }
+#endif
+
#if FLAGS & SMOOTH
/* compute coverage */
- const GLfloat dx = x - vert->win[0] + 0.5F;
- const GLfloat dy = y - vert->win[1] + 0.5F;
- const GLfloat dist2 = dx * dx + dy * dy;
- if (dist2 < rmax2) {
- if (dist2 >= rmin2) {
- /* compute partial coverage */
- span.array->coverage[count] = 1.0F - (dist2 - rmin2) * cscale;
+ {
+ const GLfloat dx = x - vert->win[0] + 0.5F;
+ const GLfloat dy = y - vert->win[1] + 0.5F;
+ const GLfloat dist2 = dx * dx + dy * dy;
+ if (dist2 < rmax2) {
+ if (dist2 >= rmin2) {
+ /* compute partial coverage */
+ span->array->coverage[count] = 1.0F - (dist2 - rmin2) * cscale;
#if FLAGS & INDEX
- span.array->coverage[count] *= 15.0; /* coverage in [0,15] */
+ /* coverage in [0,15] */
+ span->array->coverage[count] *= 15.0;
#endif
- }
- else {
- /* full coverage */
- span.array->coverage[count] = 1.0F;
- }
+ }
+ else {
+ /* full coverage */
+ span->array->coverage[count] = 1.0F;
+ }
- span.array->x[count] = x;
- span.array->y[count] = y;
- span.array->z[count] = z;
+ span->array->x[count] = x;
+ span->array->y[count] = y;
+ span->array->z[count] = z;
-#if FLAGS & RGBA
- span.array->rgba[count][RCOMP] = red;
- span.array->rgba[count][GCOMP] = green;
- span.array->rgba[count][BCOMP] = blue;
-#if FLAGS & ATTENUATE
- span.array->rgba[count][ACOMP] = (GLchan) (alpha * alphaAtten);
-#else
- span.array->rgba[count][ACOMP] = alpha;
+#if (FLAGS & ATTENUATE) && (FLAGS & RGBA)
+ span->array->rgba[count][ACOMP] = (GLchan) (alpha * alphaAtten);
+#elif FLAGS & RGBA
+ span->array->rgba[count][ACOMP] = alpha;
#endif /*ATTENUATE*/
-#endif /*RGBA*/
- count++;
- } /*if*/
+ count++;
+ } /*if*/
+ }
+
#else /*SMOOTH*/
+
/* not smooth (square points) */
- span.array->x[count] = x;
- span.array->y[count] = y;
- span.array->z[count] = z;
+ span->array->x[count] = x;
+ span->array->y[count] = y;
+ span->array->z[count] = z;
+
#if FLAGS & SPRITE
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture.Unit[u]._ReallyEnabled) {
if (ctx->Point.CoordReplace[u]) {
GLfloat s = 0.5F + (x + 0.5F - vert->win[0]) / size;
GLfloat t = 0.5F - (y + 0.5F - vert->win[1]) / size;
- span.array->texcoords[u][count][0] = s;
- span.array->texcoords[u][count][1] = t;
- span.array->texcoords[u][count][3] = 1.0F;
+ span->array->texcoords[u][count][0] = s;
+ span->array->texcoords[u][count][1] = t;
+ span->array->texcoords[u][count][3] = 1.0F;
if (ctx->Point.SpriteRMode == GL_ZERO)
- span.array->texcoords[u][count][2] = 0.0F;
+ span->array->texcoords[u][count][2] = 0.0F;
else if (ctx->Point.SpriteRMode == GL_S)
- span.array->texcoords[u][count][2] = vert->texcoord[u][0];
+ span->array->texcoords[u][count][2] = vert->texcoord[u][0];
else /* GL_R */
- span.array->texcoords[u][count][2] = vert->texcoord[u][2];
+ span->array->texcoords[u][count][2] = vert->texcoord[u][2];
}
else {
- COPY_4V(span.array->texcoords[u][count], vert->texcoord[u]);
+ COPY_4V(span->array->texcoords[u][count], vert->texcoord[u]);
}
}
}
#endif /*SPRITE*/
- count++;
+
+ count++; /* square point */
+
#endif /*SMOOTH*/
+
} /*for x*/
} /*for y*/
- span.end = count;
- }
+ span->end = count;
+ }}
#else /* LARGE | ATTENUATE | SMOOTH | SPRITE */
- {
- /* size == 1 */
- span.array->x[0] = (GLint) vert->win[0];
- span.array->y[0] = (GLint) vert->win[1];
- span.array->z[0] = (GLint) vert->win[2];
- span.end = 1;
- }
-
-#endif /* LARGE || ATTENUATE || SMOOTH */
-
- ASSERT(span.end > 0);
+ /*
+ * Single-pixel points
+ */
+ {{
+ GLuint count;
+ /* check if we need to flush */
+ if (span->end >= MAX_WIDTH ||
+ (swrast->_RasterMask & (BLEND_BIT | LOGIC_OP_BIT | MASKING_BIT))) {
#if FLAGS & (TEXTURE | SPRITE)
- if (ctx->Texture._EnabledUnits)
- _mesa_write_texture_span(ctx, &span);
- else
- _mesa_write_rgba_span(ctx, &span);
+ if (ctx->Texture._EnabledUnits)
+ _mesa_write_texture_span(ctx, span);
+ else
+ _mesa_write_rgba_span(ctx, span);
#elif FLAGS & RGBA
- _mesa_write_rgba_span(ctx, &span);
+ _mesa_write_rgba_span(ctx, span);
#else
- _mesa_write_index_span(ctx, &span);
+ _mesa_write_index_span(ctx, span);
+#endif
+ span->end = 0;
+ }
+
+ count = span->end;
+
+#if FLAGS & RGBA
+ span->array->rgba[count][RCOMP] = red;
+ span->array->rgba[count][GCOMP] = green;
+ span->array->rgba[count][BCOMP] = blue;
+ span->array->rgba[count][ACOMP] = alpha;
+#endif
+#if FLAGS & SPECULAR
+ span->array->spec[count][RCOMP] = specRed;
+ span->array->spec[count][GCOMP] = specGreen;
+ span->array->spec[count][BCOMP] = specBlue;
+#endif
+#if FLAGS & INDEX
+ span->array->index[count] = colorIndex;
+#endif
+#if FLAGS & TEXTURE
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
+ COPY_4V(span->array->texcoords[u][count], texcoord[u]);
+ }
+ }
#endif
+
+ span->array->x[count] = (GLint) vert->win[0];
+ span->array->y[count] = (GLint) vert->win[1];
+ span->array->z[count] = (GLint) vert->win[2];
+ span->end = count + 1;
+ }}
+
+#endif /* LARGE || ATTENUATE || SMOOTH */
+
+ ASSERT(span->end <= MAX_WIDTH);
}