diff options
Diffstat (limited to 'src/mesa/pipe/softpipe/g_prim_setup.c')
-rw-r--r-- | src/mesa/pipe/softpipe/g_prim_setup.c | 888 |
1 files changed, 0 insertions, 888 deletions
diff --git a/src/mesa/pipe/softpipe/g_prim_setup.c b/src/mesa/pipe/softpipe/g_prim_setup.c deleted file mode 100644 index 41e1381a60..0000000000 --- a/src/mesa/pipe/softpipe/g_prim_setup.c +++ /dev/null @@ -1,888 +0,0 @@ -/************************************************************************** - * - * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. - * All Rights Reserved. - * - * Permission is hereby granted, free of charge, to any person obtaining a - * copy of this software and associated documentation files (the - * "Software"), to deal in the Software without restriction, including - * without limitation the rights to use, copy, modify, merge, publish, - * distribute, sub license, and/or sell copies of the Software, and to - * permit persons to whom the Software is furnished to do so, subject to - * the following conditions: - * - * The above copyright notice and this permission notice (including the - * next paragraph) shall be included in all copies or substantial portions - * of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS - * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF - * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. - * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR - * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, - * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE - * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. - * - **************************************************************************/ - -/* Authors: Keith Whitwell <keith@tungstengraphics.com> - */ - -#include "imports.h" -#include "macros.h" - -#include "g_context.h" -#include "g_prim.h" -#include "g_tile.h" - - -/** - * Triangle edge info - */ -struct edge { - GLfloat dx; /* X(v1) - X(v0), used only during setup */ - GLfloat dy; /* Y(v1) - Y(v0), used only during setup */ - GLfloat dxdy; /* dx/dy */ - GLfloat sx; /* first sample point x coord */ - GLfloat sy; - GLint lines; /* number of lines on this edge */ -}; - - -/** - * Triangle setup info (derived from prim_stage). - * Also used for line drawing (taking some liberties). - */ -struct setup_stage { - struct prim_stage stage; /**< This must be first */ - - /* Vertices are just an array of floats making up each attribute in - * turn. Currently fixed at 4 floats, but should change in time. - * Codegen will help cope with this. - */ - const struct vertex_header *vmax; - const struct vertex_header *vmid; - const struct vertex_header *vmin; - const struct vertex_header *vprovoke; - - struct edge ebot; - struct edge etop; - struct edge emaj; - - GLfloat oneoverarea; - - struct setup_coefficient coef[FRAG_ATTRIB_MAX]; - struct quad_header quad; - - struct { - GLint left[2]; /**< [0] = row0, [1] = row1 */ - GLint right[2]; - GLint y; - GLuint y_flags; - GLuint mask; /**< mask of MASK_BOTTOM/TOP_LEFT/RIGHT bits */ - } span; -}; - - - -/** - * Basically a cast wrapper. - */ -static inline struct setup_stage *setup_stage( struct prim_stage *stage ) -{ - return (struct setup_stage *)stage; -} - - -/** - * Given an X or Y coordinate, return the block/quad coordinate that it - * belongs to. - */ -static inline GLint block( GLint x ) -{ - return x & ~1; -} - - - -static void setup_begin( struct prim_stage *stage ) -{ - setup_stage(stage)->quad.nr_attrs = stage->generic->nr_frag_attrs; -} - - -/** - * Run shader on a quad/block. - */ -static void run_shader_block( struct setup_stage *setup, - GLint x, GLint y, GLuint mask ) -{ - setup->quad.x0 = x; - setup->quad.y0 = y; - setup->quad.mask = mask; - - quad_shade( setup->stage.generic, &setup->quad ); -} - - -/** - * Compute mask which indicates which pixels in the 2x2 quad are actually inside - * the triangle's bounds. - * - * this is pretty nasty... may need to rework flush_spans again to - * fix it, if possible. - */ -static GLuint calculate_mask( struct setup_stage *setup, - GLint x ) -{ - GLuint mask = 0; - - if (x >= setup->span.left[0] && x < setup->span.right[0]) - mask |= MASK_BOTTOM_LEFT; - - if (x >= setup->span.left[1] && x < setup->span.right[1]) - mask |= MASK_TOP_LEFT; - - if (x+1 >= setup->span.left[0] && x+1 < setup->span.right[0]) - mask |= MASK_BOTTOM_RIGHT; - - if (x+1 >= setup->span.left[1] && x+1 < setup->span.right[1]) - mask |= MASK_TOP_RIGHT; - - return mask; -} - - -/** - * Render a horizontal span of quads - */ -static void flush_spans( struct setup_stage *setup ) -{ - GLint minleft, maxright; - GLint x; - - switch (setup->span.y_flags) { - case 3: - minleft = MIN2(setup->span.left[0], setup->span.left[1]); - maxright = MAX2(setup->span.right[0], setup->span.right[1]); - break; - - case 1: - minleft = setup->span.left[0]; - maxright = setup->span.right[0]; - break; - - case 2: - minleft = setup->span.left[1]; - maxright = setup->span.right[1]; - break; - - default: - return; - } - - - for (x = block(minleft); x <= block(maxright); ) - { - run_shader_block( setup, x, - setup->span.y, - calculate_mask( setup, x ) ); - x += 2; - } - - setup->span.y = 0; - setup->span.y_flags = 0; - setup->span.right[0] = 0; - setup->span.right[1] = 0; -} - - -static GLboolean setup_sort_vertices( struct setup_stage *setup, - const struct prim_header *prim ) -{ - const struct vertex_header *v0 = prim->v[0]; - const struct vertex_header *v1 = prim->v[1]; - const struct vertex_header *v2 = prim->v[2]; - - setup->vprovoke = v2; - - /* determine bottom to top order of vertices */ - { - GLfloat y0 = v0->data[0][1]; - GLfloat y1 = v1->data[0][1]; - GLfloat y2 = v2->data[0][1]; - if (y0 <= y1) { - if (y1 <= y2) { - /* y0<=y1<=y2 */ - setup->vmin = v0; - setup->vmid = v1; - setup->vmax = v2; - } - else if (y2 <= y0) { - /* y2<=y0<=y1 */ - setup->vmin = v2; - setup->vmid = v0; - setup->vmax = v1; - } - else { - /* y0<=y2<=y1 */ - setup->vmin = v0; - setup->vmid = v2; - setup->vmax = v1; - } - } - else { - if (y0 <= y2) { - /* y1<=y0<=y2 */ - setup->vmin = v1; - setup->vmid = v0; - setup->vmax = v2; - } - else if (y2 <= y1) { - /* y2<=y1<=y0 */ - setup->vmin = v2; - setup->vmid = v1; - setup->vmax = v0; - } - else { - /* y1<=y2<=y0 */ - setup->vmin = v1; - setup->vmid = v2; - setup->vmax = v0; - } - } - } - - setup->ebot.dx = setup->vmid->data[0][0] - setup->vmin->data[0][0]; - setup->ebot.dy = setup->vmid->data[0][1] - setup->vmin->data[0][1]; - setup->emaj.dx = setup->vmax->data[0][0] - setup->vmin->data[0][0]; - setup->emaj.dy = setup->vmax->data[0][1] - setup->vmin->data[0][1]; - setup->etop.dx = setup->vmax->data[0][0] - setup->vmid->data[0][0]; - setup->etop.dy = setup->vmax->data[0][1] - setup->vmid->data[0][1]; - - /* xxx: may need to adjust this sign according to the if-tree - * above: - * - * XXX: this is like 'det', but calculated from screen coords?? - */ - { - const GLfloat area = (setup->emaj.dx * setup->ebot.dy - - setup->ebot.dx * setup->emaj.dy); - - setup->oneoverarea = 1.0 / area; - } - - /* XXX need to know if this is a front or back-facing triangle: - * - the GLSL gl_FrontFacing fragment attribute (bool) - * - two-sided stencil test - */ - setup->quad.facing = 0; - - _mesa_printf("%s one-over-area %f\n", __FUNCTION__, setup->oneoverarea ); - - - return GL_TRUE; -} - - -/** - * Compute a0 for a constant-valued coefficient (GL_FLAT shading). - */ -static void const_coeff( struct setup_stage *setup, - GLuint slot, - GLuint i ) -{ - setup->coef[slot].dadx[i] = 0; - setup->coef[slot].dady[i] = 0; - - /* need provoking vertex info! - */ - setup->coef[slot].a0[i] = setup->vprovoke->data[slot][i]; -} - - -/** - * Compute a0, dadx and dady for a linearly interpolated coefficient, - * for a triangle. - */ -static void tri_linear_coeff( struct setup_stage *setup, - GLuint slot, - GLuint i) -{ - GLfloat botda = setup->vmid->data[slot][i] - setup->vmin->data[slot][i]; - GLfloat majda = setup->vmax->data[slot][i] - setup->vmin->data[slot][i]; - GLfloat a = setup->ebot.dy * majda - botda * setup->emaj.dy; - GLfloat b = setup->emaj.dx * botda - majda * setup->ebot.dx; - - setup->coef[slot].dadx[i] = a * setup->oneoverarea; - setup->coef[slot].dady[i] = b * setup->oneoverarea; - - /* calculate a0 as the value which would be sampled for the - * fragment at (0,0), taking into account that we want to sample at - * pixel centers, in other words (0.5, 0.5). - * - * this is neat but unfortunately not a good way to do things for - * triangles with very large values of dadx or dady as it will - * result in the subtraction and re-addition from a0 of a very - * large number, which means we'll end up loosing a lot of the - * fractional bits and precision from a0. the way to fix this is - * to define a0 as the sample at a pixel center somewhere near vmin - * instead - i'll switch to this later. - */ - setup->coef[slot].a0[i] = (setup->vmin->data[slot][i] - - (setup->coef[slot].dadx[i] * (setup->vmin->data[0][0] - 0.5) + - setup->coef[slot].dady[i] * (setup->vmin->data[0][1] - 0.5))); - - _mesa_printf("attr[%d].%c: %f dx:%f dy:%f\n", - slot, "xyzw"[i], - setup->coef[slot].a0[i], - setup->coef[slot].dadx[i], - setup->coef[slot].dady[i]); -} - - -/** - * Compute a0, dadx and dady for a perspective-corrected interpolant, - * for a triangle. - */ -static void tri_persp_coeff( struct setup_stage *setup, - GLuint slot, - GLuint i ) -{ - /* premultiply by 1/w: - */ - GLfloat mina = setup->vmin->data[slot][i] * setup->vmin->data[0][3]; - GLfloat mida = setup->vmid->data[slot][i] * setup->vmid->data[0][3]; - GLfloat maxa = setup->vmax->data[slot][i] * setup->vmax->data[0][3]; - - GLfloat botda = mida - mina; - GLfloat majda = maxa - mina; - GLfloat a = setup->ebot.dy * majda - botda * setup->emaj.dy; - GLfloat b = setup->emaj.dx * botda - majda * setup->ebot.dx; - - setup->coef[slot].dadx[i] = a * setup->oneoverarea; - setup->coef[slot].dady[i] = b * setup->oneoverarea; - setup->coef[slot].a0[i] = (mina - - (setup->coef[slot].dadx[i] * (setup->vmin->data[0][0] - 0.5) + - setup->coef[slot].dady[i] * (setup->vmin->data[0][1] - 0.5))); -} - - - -/** - * Compute the setup->coef[] array dadx, dady, a0 values. - * Must be called after setup->vmin,vmid,vmax,vprovoke are initialized. - */ -static void setup_tri_coefficients( struct setup_stage *setup ) -{ - const enum interp_mode *interp = setup->stage.generic->interp; - GLuint slot, j; - - /* z and w are done by linear interpolation: - */ - tri_linear_coeff(setup, 0, 2); - tri_linear_coeff(setup, 0, 3); - - /* setup interpolation for all the remaining attributes: - */ - for (slot = 1; slot < setup->quad.nr_attrs; slot++) { - switch (interp[slot]) { - case INTERP_CONSTANT: - for (j = 0; j < NUM_CHANNELS; j++) - const_coeff(setup, slot, j); - break; - - case INTERP_LINEAR: - for (j = 0; j < NUM_CHANNELS; j++) - tri_linear_coeff(setup, slot, j); - break; - - case INTERP_PERSPECTIVE: - for (j = 0; j < NUM_CHANNELS; j++) - tri_persp_coeff(setup, slot, j); - break; - } - } -} - - - -static void setup_tri_edges( struct setup_stage *setup ) -{ - GLfloat vmin_x = setup->vmin->data[0][0] + 0.5; - GLfloat vmid_x = setup->vmid->data[0][0] + 0.5; - - GLfloat vmin_y = setup->vmin->data[0][1] - 0.5; - GLfloat vmid_y = setup->vmid->data[0][1] - 0.5; - GLfloat vmax_y = setup->vmax->data[0][1] - 0.5; - - setup->emaj.sy = ceilf(vmin_y); - setup->emaj.lines = (GLint) ceilf(vmax_y - setup->emaj.sy); - setup->emaj.dxdy = setup->emaj.dx / setup->emaj.dy; - setup->emaj.sx = vmin_x + (setup->emaj.sy - vmin_y) * setup->emaj.dxdy; - - setup->etop.sy = ceilf(vmid_y); - setup->etop.lines = (GLint) ceilf(vmax_y - setup->etop.sy); - setup->etop.dxdy = setup->etop.dx / setup->etop.dy; - setup->etop.sx = vmid_x + (setup->etop.sy - vmid_y) * setup->etop.dxdy; - - setup->ebot.sy = ceilf(vmin_y); - setup->ebot.lines = (GLint) ceilf(vmid_y - setup->ebot.sy); - setup->ebot.dxdy = setup->ebot.dx / setup->ebot.dy; - setup->ebot.sx = vmin_x + (setup->ebot.sy - vmin_y) * setup->ebot.dxdy; -} - - -/** - * Render the upper or lower half of a triangle. - * Scissoring is applied here too. - */ -static void subtriangle( struct setup_stage *setup, - struct edge *eleft, - struct edge *eright, - GLuint lines ) -{ - GLint y, start_y, finish_y; - GLint sy = (GLint)eleft->sy; - - assert((GLint)eleft->sy == (GLint) eright->sy); - assert((GLint)eleft->sy >= 0); /* catch bug in x64? */ - - /* scissor y: - */ - if (setup->stage.generic->setup.scissor) { - start_y = sy; - finish_y = start_y + lines; - - if (start_y < setup->stage.generic->scissor.miny) - start_y = setup->stage.generic->scissor.miny; - - if (finish_y > setup->stage.generic->scissor.maxy) - finish_y = setup->stage.generic->scissor.maxy; - - start_y -= sy; - finish_y -= sy; - } - else { - start_y = 0; - finish_y = lines; - } - - _mesa_printf("%s %d %d\n", __FUNCTION__, start_y, finish_y); - - for (y = start_y; y < finish_y; y++) { - - /* avoid accumulating adds as floats don't have the precision to - * accurately iterate large triangle edges that way. luckily we - * can just multiply these days. - * - * this is all drowned out by the attribute interpolation anyway. - */ - GLint left = (GLint)(eleft->sx + y * eleft->dxdy); - GLint right = (GLint)(eright->sx + y * eright->dxdy); - - /* scissor x: - */ - if (setup->stage.generic->setup.scissor) { - if (left < setup->stage.generic->scissor.minx) - left = setup->stage.generic->scissor.minx; - - if (right > setup->stage.generic->scissor.maxx) - right = setup->stage.generic->scissor.maxx; - } - - if (left < right) { - GLint _y = sy+y; - if (block(_y) != setup->span.y) { - flush_spans(setup); - setup->span.y = block(_y); - } - - setup->span.left[_y&1] = left; - setup->span.right[_y&1] = right; - setup->span.y_flags |= 1<<(_y&1); - } - } - - - /* save the values so that emaj can be restarted: - */ - eleft->sx += lines * eleft->dxdy; - eright->sx += lines * eright->dxdy; - eleft->sy += lines; - eright->sy += lines; -} - - -/** - * Do setup for triangle rasterization, then render the triangle. - */ -static void setup_tri( struct prim_stage *stage, - struct prim_header *prim ) -{ - struct setup_stage *setup = setup_stage( stage ); - - _mesa_printf("%s\n", __FUNCTION__ ); - - setup_sort_vertices( setup, prim ); - setup_tri_coefficients( setup ); - setup_tri_edges( setup ); - - setup->span.y = 0; - setup->span.y_flags = 0; - setup->span.right[0] = 0; - setup->span.right[1] = 0; -// setup->span.z_mode = tri_z_mode( setup->ctx ); - -// init_constant_attribs( setup ); - - if (setup->oneoverarea < 0.0) { - /* emaj on left: - */ - subtriangle( setup, &setup->emaj, &setup->ebot, setup->ebot.lines ); - subtriangle( setup, &setup->emaj, &setup->etop, setup->etop.lines ); - } - else { - /* emaj on right: - */ - subtriangle( setup, &setup->ebot, &setup->emaj, setup->ebot.lines ); - subtriangle( setup, &setup->etop, &setup->emaj, setup->etop.lines ); - } - - flush_spans( setup ); -} - - - -/** - * Compute a0, dadx and dady for a linearly interpolated coefficient, - * for a line. - */ -static void -line_linear_coeff(struct setup_stage *setup, GLuint slot, GLuint i) -{ - const GLfloat dz = setup->vmax->data[slot][i] - setup->vmin->data[slot][i]; - const GLfloat dadx = dz * setup->emaj.dx * setup->oneoverarea; - const GLfloat dady = dz * setup->emaj.dy * setup->oneoverarea; - setup->coef[slot].dadx[i] = dadx; - setup->coef[slot].dady[i] = dady; - setup->coef[slot].a0[i] - = (setup->vmin->data[slot][i] - - (dadx * (setup->vmin->data[0][0] - 0.5) + - dady * (setup->vmin->data[0][1] - 0.5))); -} - - -/** - * Compute a0, dadx and dady for a perspective-corrected interpolant, - * for a line. - */ -static void -line_persp_coeff(struct setup_stage *setup, GLuint slot, GLuint i) -{ - /* XXX to do */ - line_linear_coeff(setup, slot, i); /* XXX temporary */ -} - - -/** - * Compute the setup->coef[] array dadx, dady, a0 values. - * Must be called after setup->vmin,vmax are initialized. - */ -static INLINE void -setup_line_coefficients(struct setup_stage *setup, struct prim_header *prim) -{ - const enum interp_mode *interp = setup->stage.generic->interp; - GLuint slot, j; - - /* use setup->vmin, vmax to point to vertices */ - setup->vprovoke = prim->v[1]; - setup->vmin = prim->v[0]; - setup->vmax = prim->v[1]; - - setup->emaj.dx = setup->vmax->data[0][0] - setup->vmin->data[0][0]; - setup->emaj.dy = setup->vmax->data[0][1] - setup->vmin->data[0][1]; - /* NOTE: this is not really 1/area */ - setup->oneoverarea = 1.0 / (setup->emaj.dx * setup->emaj.dx + - setup->emaj.dy * setup->emaj.dy); - - /* z and w are done by linear interpolation: - */ - line_linear_coeff(setup, 0, 2); - line_linear_coeff(setup, 0, 3); - - /* setup interpolation for all the remaining attributes: - */ - for (slot = 1; slot < setup->quad.nr_attrs; slot++) { - switch (interp[slot]) { - case INTERP_CONSTANT: - for (j = 0; j < NUM_CHANNELS; j++) - const_coeff(setup, slot, j); - break; - - case INTERP_LINEAR: - for (j = 0; j < NUM_CHANNELS; j++) - line_linear_coeff(setup, slot, j); - break; - - case INTERP_PERSPECTIVE: - for (j = 0; j < NUM_CHANNELS; j++) - line_persp_coeff(setup, slot, j); - break; - } - } -} - - -/** - * Plot a pixel in a line segment. - */ -static INLINE void -plot(struct setup_stage *setup, GLint x, GLint y) -{ - const GLint iy = y & 1; - const GLint ix = x & 1; - const GLint quadX = x - ix; - const GLint quadY = y - iy; - const GLint mask = (1 << ix) << (2 * iy); - - if (quadX != setup->quad.x0 || - quadY != setup->quad.y0) - { - /* flush prev quad, start new quad */ - - if (setup->quad.x0 != -1) - quad_shade(setup->stage.generic, &setup->quad); - - setup->quad.x0 = quadX; - setup->quad.y0 = quadY; - setup->quad.mask = 0x0; - } - - setup->quad.mask |= mask; -} - - - -/** - * Do setup for line rasterization, then render the line. - * XXX single-pixel width, no stipple, etc - * XXX no scissoring yet. - */ -static void -setup_line(struct prim_stage *stage, struct prim_header *prim) -{ - const struct vertex_header *v0 = prim->v[0]; - const struct vertex_header *v1 = prim->v[1]; - struct setup_stage *setup = setup_stage( stage ); - - GLint x0 = (GLint) v0->data[0][0]; - GLint x1 = (GLint) v1->data[0][0]; - GLint y0 = (GLint) v0->data[0][1]; - GLint y1 = (GLint) v1->data[0][1]; - GLint dx = x1 - x0; - GLint dy = y1 - y0; - GLint xstep, ystep; - - if (dx == 0 && dy == 0) - return; - - setup_line_coefficients(setup, prim); - - if (dx < 0) { - dx = -dx; /* make positive */ - xstep = -1; - } - else { - xstep = 1; - } - - if (dy < 0) { - dy = -dy; /* make positive */ - ystep = -1; - } - else { - ystep = 1; - } - - assert(dx >= 0); - assert(dy >= 0); - - setup->quad.x0 = setup->quad.y0 = -1; - setup->quad.mask = 0x0; - - if (dx > dy) { - /*** X-major line ***/ - GLint i; - const GLint errorInc = dy + dy; - GLint error = errorInc - dx; - const GLint errorDec = error - dx; - - for (i = 0; i < dx; i++) { - plot(setup, x0, y0); - - x0 += xstep; - if (error < 0) { - error += errorInc; - } - else { - error += errorDec; - y0 += ystep; - } - } - } - else { - /*** Y-major line ***/ - GLint i; - const GLint errorInc = dx + dx; - GLint error = errorInc - dy; - const GLint errorDec = error - dy; - - for (i = 0; i < dy; i++) { - plot(setup, x0, y0); - - y0 += ystep; - - if (error < 0) { - error += errorInc; - } - else { - error += errorDec; - x0 += xstep; - } - } - } - - /* draw final quad */ - if (setup->quad.mask) { - quad_shade(setup->stage.generic, &setup->quad); - } -} - - -/** - * Do setup for point rasterization, then render the point. - * Round or square points... - * XXX could optimize a lot for 1-pixel points. - */ -static void -setup_point(struct prim_stage *stage, struct prim_header *prim) -{ - struct setup_stage *setup = setup_stage( stage ); - GLfloat halfSize = 7.3; /*XXX this is a vertex attrib */ - GLfloat halfSizeSquared = halfSize * halfSize; - const struct vertex_header *v0 = prim->v[0]; - const GLfloat x = v0->data[FRAG_ATTRIB_WPOS][0]; - const GLfloat y = v0->data[FRAG_ATTRIB_WPOS][1]; - const GLint ixmin = block((GLint) (x - halfSize)); - const GLint ixmax = block((GLint) (x + halfSize)); - const GLint iymin = block((GLint) (y - halfSize)); - const GLint iymax = block((GLint) (y + halfSize)); - GLboolean round = GL_TRUE; - GLint ix, iy; - GLuint slot, j; - - /* For points, all interpolants are constant-valued. - * However, for point sprites, we'll need to setup texcoords appropriately. - * XXX: which coefficients are the texcoords??? - * We may do point sprites as textured quads... - * - * KW: We don't know which coefficients are texcoords - ultimately - * the choice of what interpolation mode to use for each attribute - * should be determined by the fragment program, using - * per-attribute declaration statements that include interpolation - * mode as a parameter. So either the fragment program will have - * to be adjusted for pointsprite vs normal point behaviour, or - * otherwise a special interpolation mode will have to be defined - * which matches the required behaviour for point sprites. But - - * the latter is not a feature of normal hardware, and as such - * probably should be ruled out on that basis. - */ - setup->vprovoke = prim->v[0]; - const_coeff(setup, 0, 2); - const_coeff(setup, 0, 3); - for (slot = 1; slot < setup->quad.nr_attrs; slot++) { - for (j = 0; j < NUM_CHANNELS; j++) - const_coeff(setup, slot, j); - } - - /* XXX need to clip against scissor bounds too */ - - for (iy = iymin; iy <= iymax; iy += 2) { - for (ix = ixmin; ix <= ixmax; ix += 2) { - - if (round) { - /* rounded points */ - /* XXX for GL_SMOOTH, need to compute per-fragment coverage too */ - GLfloat dx, dy; - - setup->quad.mask = 0x0; - - dx = (ix + 0.5) - x; - dy = (iy + 0.5) - y; - if (dx * dx + dy * dy <= halfSizeSquared) - setup->quad.mask |= MASK_BOTTOM_LEFT; - - dx = (ix + 1.5) - x; - dy = (iy + 0.5) - y; - if (dx * dx + dy * dy <= halfSizeSquared) - setup->quad.mask |= MASK_BOTTOM_RIGHT; - - dx = (ix + 0.5) - x; - dy = (iy + 1.5) - y; - if (dx * dx + dy * dy <= halfSizeSquared) - setup->quad.mask |= MASK_TOP_LEFT; - - dx = (ix + 1.5) - x; - dy = (iy + 1.5) - y; - if (dx * dx + dy * dy <= halfSizeSquared) - setup->quad.mask |= MASK_TOP_RIGHT; - } - else { - /* square points */ - setup->quad.mask = 0xf; - - if (ix + 0.5 < x - halfSize) - setup->quad.mask &= (MASK_BOTTOM_RIGHT | MASK_TOP_RIGHT); - - if (ix + 1.5 > x + halfSize) - setup->quad.mask &= (MASK_BOTTOM_LEFT | MASK_TOP_LEFT); - - if (iy + 0.5 < y - halfSize) - setup->quad.mask &= (MASK_TOP_LEFT | MASK_TOP_RIGHT); - - if (iy + 1.5 > y + halfSize) - setup->quad.mask &= (MASK_BOTTOM_LEFT | MASK_BOTTOM_RIGHT); - } - - if (setup->quad.mask) { - setup->quad.x0 = ix; - setup->quad.y0 = iy; - quad_shade( setup->stage.generic, &setup->quad ); - } - } - } -} - - - -static void setup_end( struct prim_stage *stage ) -{ -} - - -struct prim_stage *prim_setup( struct generic_context *generic ) -{ - struct setup_stage *setup = CALLOC_STRUCT(setup_stage); - - setup->stage.generic = generic; - setup->stage.begin = setup_begin; - setup->stage.point = setup_point; - setup->stage.line = setup_line; - setup->stage.tri = setup_tri; - setup->stage.end = setup_end; - - setup->quad.coef = setup->coef; - - return &setup->stage; -} |