diff options
Diffstat (limited to 'src/mesa/swrast/s_span.c')
-rw-r--r-- | src/mesa/swrast/s_span.c | 145 |
1 files changed, 95 insertions, 50 deletions
diff --git a/src/mesa/swrast/s_span.c b/src/mesa/swrast/s_span.c index 7f9cc64bb2..704230d1d7 100644 --- a/src/mesa/swrast/s_span.c +++ b/src/mesa/swrast/s_span.c @@ -1,8 +1,9 @@ /* * Mesa 3-D graphics library - * Version: 7.1 + * Version: 7.5 * - * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. + * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. + * Copyright (C) 2009 VMware, Inc. 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"), @@ -188,10 +189,10 @@ interpolate_active_attribs(GLcontext *ctx, SWspan *span, GLbitfield attrMask) const GLfloat dv1dx = span->attrStepX[attr][1]; const GLfloat dv2dx = span->attrStepX[attr][2]; const GLfloat dv3dx = span->attrStepX[attr][3]; - GLfloat v0 = span->attrStart[attr][0]; - GLfloat v1 = span->attrStart[attr][1]; - GLfloat v2 = span->attrStart[attr][2]; - GLfloat v3 = span->attrStart[attr][3]; + GLfloat v0 = span->attrStart[attr][0] + span->leftClip * dv0dx; + GLfloat v1 = span->attrStart[attr][1] + span->leftClip * dv1dx; + GLfloat v2 = span->attrStart[attr][2] + span->leftClip * dv2dx; + GLfloat v3 = span->attrStart[attr][3] + span->leftClip * dv3dx; GLuint k; for (k = 0; k < span->end; k++) { const GLfloat invW = 1.0f / w; @@ -442,11 +443,10 @@ _swrast_span_interpolate_z( const GLcontext *ctx, SWspan *span ) * Compute mipmap LOD from partial derivatives. * This the ideal solution, as given in the OpenGL spec. */ -#if 0 -static GLfloat -compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy, - GLfloat dqdx, GLfloat dqdy, GLfloat texW, GLfloat texH, - GLfloat s, GLfloat t, GLfloat q, GLfloat invQ) +GLfloat +_swrast_compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy, + GLfloat dqdx, GLfloat dqdy, GLfloat texW, GLfloat texH, + GLfloat s, GLfloat t, GLfloat q, GLfloat invQ) { GLfloat dudx = texW * ((s + dsdx) / (q + dqdx) - s * invQ); GLfloat dvdx = texH * ((t + dtdx) / (q + dqdx) - t * invQ); @@ -458,13 +458,13 @@ compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy, GLfloat lambda = LOG2(rho); return lambda; } -#endif /** * Compute mipmap LOD from partial derivatives. * This is a faster approximation than above function. */ +#if 0 GLfloat _swrast_compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy, GLfloat dqdx, GLfloat dqdy, GLfloat texW, GLfloat texH, @@ -485,6 +485,7 @@ _swrast_compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy, lambda = LOG2(rho); return lambda; } +#endif /** @@ -521,10 +522,10 @@ interpolate_texcoords(GLcontext *ctx, SWspan *span) const GLfloat drdx = span->attrStepX[attr][2]; const GLfloat dqdx = span->attrStepX[attr][3]; const GLfloat dqdy = span->attrStepY[attr][3]; - GLfloat s = span->attrStart[attr][0]; - GLfloat t = span->attrStart[attr][1]; - GLfloat r = span->attrStart[attr][2]; - GLfloat q = span->attrStart[attr][3]; + GLfloat s = span->attrStart[attr][0] + span->leftClip * dsdx; + GLfloat t = span->attrStart[attr][1] + span->leftClip * dtdx; + GLfloat r = span->attrStart[attr][2] + span->leftClip * drdx; + GLfloat q = span->attrStart[attr][3] + span->leftClip * dqdx; if (obj) { const struct gl_texture_image *img = obj->Image[0][obj->BaseLevel]; @@ -546,7 +547,7 @@ interpolate_texcoords(GLcontext *ctx, SWspan *span) || ctx->ATIFragmentShader._Enabled) { /* do perspective correction but don't divide s, t, r by q */ const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3]; - GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3]; + GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3] + span->leftClip * dwdx; for (i = 0; i < span->end; i++) { const GLfloat invW = 1.0F / w; texcoord[i][0] = s * invW; @@ -587,7 +588,7 @@ interpolate_texcoords(GLcontext *ctx, SWspan *span) ctx->ATIFragmentShader._Enabled) { /* do perspective correction but don't divide s, t, r by q */ const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3]; - GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3]; + GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3] + span->leftClip * dwdx; for (i = 0; i < span->end; i++) { const GLfloat invW = 1.0F / w; texcoord[i][0] = s * invW; @@ -660,8 +661,8 @@ interpolate_wpos(GLcontext *ctx, SWspan *span) } } - w = span->attrStart[FRAG_ATTRIB_WPOS][3]; dw = span->attrStepX[FRAG_ATTRIB_WPOS][3]; + w = span->attrStart[FRAG_ATTRIB_WPOS][3] + span->leftClip * dw; for (i = 0; i < span->end; i++) { wpos[i][2] = (GLfloat) span->array->z[i] * zScale; wpos[i][3] = w; @@ -726,6 +727,8 @@ clip_span( GLcontext *ctx, SWspan *span ) const GLint ymin = ctx->DrawBuffer->_Ymin; const GLint ymax = ctx->DrawBuffer->_Ymax; + span->leftClip = 0; + if (span->arrayMask & SPAN_XY) { /* arrays of x/y pixel coords */ const GLint *x = span->array->x; @@ -753,7 +756,7 @@ clip_span( GLcontext *ctx, SWspan *span ) /* horizontal span of pixels */ const GLint x = span->x; const GLint y = span->y; - const GLint n = span->end; + GLint n = span->end; /* Trivial rejection tests */ if (y < ymin || y >= ymax || x + n <= xmin || x >= xmax) { @@ -761,18 +764,44 @@ clip_span( GLcontext *ctx, SWspan *span ) return GL_FALSE; /* all pixels clipped */ } + /* Clip to right */ + if (x + n > xmax) { + ASSERT(x < xmax); + n = span->end = xmax - x; + } + /* Clip to the left */ if (x < xmin) { + const GLint leftClip = xmin - x; + GLuint i; + + ASSERT(leftClip > 0); ASSERT(x + n > xmin); + + /* Clip 'leftClip' pixels from the left side. + * The span->leftClip field will be applied when we interpolate + * fragment attributes. + * For arrays of values, shift them left. + */ + for (i = 0; i < FRAG_ATTRIB_MAX; i++) { + if (span->arrayAttribs & (1 << i)) { + /* shift array elements left by 'leftClip' */ + _mesa_memcpy(span->array->attribs[i], + span->array->attribs[i] + leftClip, + (n - leftClip) * 4 * sizeof(GLfloat)); + } + } + + span->leftClip = leftClip; + span->x = xmin; + span->end -= leftClip; span->writeAll = GL_FALSE; - _mesa_bzero(span->array->mask, (xmin - x) * sizeof(GLubyte)); } - /* Clip to right */ - if (x + n > xmax) { - ASSERT(x < xmax); - span->end = xmax - x; - } + ASSERT(span->x >= xmin); + ASSERT(span->x + span->end <= xmax); + ASSERT(span->y >= ymin); + ASSERT(span->y < ymax); return GL_TRUE; /* some pixels visible */ } @@ -818,6 +847,12 @@ _swrast_write_index_span( GLcontext *ctx, SWspan *span) } } + if (!(span->arrayMask & SPAN_MASK)) { + /* post-clip sanity check */ + assert(span->x >= 0); + assert(span->y >= 0); + } + /* Depth bounds test */ if (ctx->Depth.BoundsTest && fb->Visual.depthBits > 0) { if (!_swrast_depth_bounds_test(ctx, span)) { @@ -845,12 +880,15 @@ _swrast_write_index_span( GLcontext *ctx, SWspan *span) stipple_polygon_span(ctx, span); } + if (ctx->Transform.DepthClamp) + _swrast_depth_clamp_span(ctx, span); + /* Stencil and Z testing */ - if (ctx->Depth.Test || ctx->Stencil.Enabled) { + if (ctx->Stencil._Enabled || ctx->Depth.Test) { if (!(span->arrayMask & SPAN_Z)) _swrast_span_interpolate_z(ctx, span); - if (ctx->Stencil.Enabled) { + if (ctx->Stencil._Enabled) { if (!_swrast_stencil_and_ztest_span(ctx, span)) { span->arrayMask = origArrayMask; return; @@ -866,7 +904,6 @@ _swrast_write_index_span( GLcontext *ctx, SWspan *span) } } -#if FEATURE_ARB_occlusion_query if (ctx->Query.CurrentOcclusionObject) { /* update count of 'passed' fragments */ struct gl_query_object *q = ctx->Query.CurrentOcclusionObject; @@ -874,7 +911,6 @@ _swrast_write_index_span( GLcontext *ctx, SWspan *span) for (i = 0; i < span->end; i++) q->Result += span->array->mask[i]; } -#endif /* we have to wait until after occlusion to do this test */ if (ctx->Color.IndexMask == 0) { @@ -1211,7 +1247,7 @@ shade_texture_span(GLcontext *ctx, SWspan *span) _swrast_exec_fragment_shader(ctx, span); } } - else if (ctx->Texture._EnabledUnits) { + else if (ctx->Texture._EnabledCoordUnits) { /* conventional texturing */ #if CHAN_BITS == 32 @@ -1250,7 +1286,7 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) void * const origRgba = span->array->rgba; const GLboolean shader = (ctx->FragmentProgram._Current || ctx->ATIFragmentShader._Enabled); - const GLboolean shaderOrTexture = shader || ctx->Texture._EnabledUnits; + const GLboolean shaderOrTexture = shader || ctx->Texture._EnabledCoordUnits; struct gl_framebuffer *fb = ctx->DrawBuffer; /* @@ -1262,7 +1298,6 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) span->primitive == GL_LINE || span->primitive == GL_POLYGON || span->primitive == GL_BITMAP); - ASSERT(span->end <= MAX_WIDTH); /* Fragment write masks */ if (span->arrayMask & SPAN_MASK) { @@ -1275,15 +1310,16 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) } /* Clip to window/scissor box */ - if ((swrast->_RasterMask & CLIP_BIT) || (span->primitive != GL_POLYGON)) { - if (!clip_span(ctx, span)) { - return; - } + if (!clip_span(ctx, span)) { + return; } + ASSERT(span->end <= MAX_WIDTH); + #ifdef DEBUG /* Make sure all fragments are within window bounds */ if (span->arrayMask & SPAN_XY) { + /* array of pixel locations */ GLuint i; for (i = 0; i < span->end; i++) { if (span->array->mask[i]) { @@ -1311,18 +1347,19 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) /* Do the alpha test */ if (ctx->Color.AlphaEnabled) { if (!_swrast_alpha_test(ctx, span)) { + /* all fragments failed test */ goto end; } } /* Stencil and Z testing */ - if (ctx->Stencil.Enabled || ctx->Depth.Test) { + if (ctx->Stencil._Enabled || ctx->Depth.Test) { if (!(span->arrayMask & SPAN_Z)) _swrast_span_interpolate_z(ctx, span); - - if (ctx->Stencil.Enabled && fb->Visual.stencilBits > 0) { + if (ctx->Stencil._Enabled) { /* Combined Z/stencil tests */ if (!_swrast_stencil_and_ztest_span(ctx, span)) { + /* all fragments failed test */ goto end; } } @@ -1331,12 +1368,12 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) ASSERT(ctx->Depth.Test); ASSERT(span->arrayMask & SPAN_Z); if (!_swrast_depth_test_span(ctx, span)) { + /* all fragments failed test */ goto end; } } } -#if FEATURE_ARB_occlusion_query if (ctx->Query.CurrentOcclusionObject) { /* update count of 'passed' fragments */ struct gl_query_object *q = ctx->Query.CurrentOcclusionObject; @@ -1344,12 +1381,12 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) for (i = 0; i < span->end; i++) q->Result += span->array->mask[i]; } -#endif /* We had to wait until now to check for glColorMask(0,0,0,0) because of * the occlusion test. */ if (colorMask == 0x0) { + /* no colors to write */ goto end; } @@ -1373,12 +1410,14 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) ASSERT(span->arrayMask & SPAN_RGBA); - if (!shader) { - /* Add base and specular colors */ - if (ctx->Fog.ColorSumEnabled || - (ctx->Light.Enabled && - ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)) { - add_specular(ctx, span); + if (span->primitive == GL_BITMAP || !swrast->SpecularVertexAdd) { + /* Add primary and specular (diffuse + specular) colors */ + if (!shader) { + if (ctx->Fog.ColorSumEnabled || + (ctx->Light.Enabled && + ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)) { + add_specular(ctx, span); + } } } @@ -1399,11 +1438,17 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) } /* - * Write to renderbuffers + * Write to renderbuffers. + * Depending on glDrawBuffer() state and the which color outputs are + * written by the fragment shader, we may either replicate one color to + * all renderbuffers or write a different color to each renderbuffer. + * multiFragOutputs=TRUE for the later case. */ { const GLuint numBuffers = fb->_NumColorDrawBuffers; - const GLboolean multiFragOutputs = numBuffers > 1; + const struct gl_fragment_program *fp = ctx->FragmentProgram._Current; + const GLboolean multiFragOutputs = + (fp && fp->Base.OutputsWritten >= (1 << FRAG_RESULT_DATA0)); GLuint buf; for (buf = 0; buf < numBuffers; buf++) { |