From 9e8a961dd7d7b717a9fb4ecdea1c1b60ea355efe Mon Sep 17 00:00:00 2001 From: Brian Date: Sun, 20 May 2007 12:27:39 -0600 Subject: Overhaul/simplify SWvertex and SWspan attribute handling. Instead of separate fog/specular/texcoord/varying code, just treat all of them as generic attributes. Simplifies the point/line/triangle functions. --- src/mesa/swrast/s_pointtemp.h | 115 +++++++++++++++++++----------------------- 1 file changed, 51 insertions(+), 64 deletions(-) (limited to 'src/mesa/swrast/s_pointtemp.h') diff --git a/src/mesa/swrast/s_pointtemp.h b/src/mesa/swrast/s_pointtemp.h index dddc2f7f40..206085b5b8 100644 --- a/src/mesa/swrast/s_pointtemp.h +++ b/src/mesa/swrast/s_pointtemp.h @@ -40,7 +40,6 @@ * RGBA = do rgba instead of color index * SMOOTH = do antialiasing * ATTRIBS = general attributes (texcoords, etc) - * SPECULAR = do separate specular color * LARGE = do points with diameter > 1 pixel * ATTENUATE = compute point size attenuation * SPRITE = GL_ARB_point_sprite / GL_NV_point_sprite @@ -78,13 +77,8 @@ NAME ( GLcontext *ctx, const SWvertex *vert ) const GLchan blue = vert->color[2]; const GLchan alpha = vert->color[3]; #endif -#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 = (GLuint) vert->index; /* XXX round? */ + const GLuint colorIndex = (GLuint) vert->attrib[FRAG_ATTRIB_CI][0]; /* XXX round? */ #endif #if FLAGS & ATTRIBS GLfloat attrib[FRAG_ATTRIB_MAX][4]; /* texture & varying */ @@ -92,10 +86,22 @@ NAME ( GLcontext *ctx, const SWvertex *vert ) SWcontext *swrast = SWRAST_CONTEXT(ctx); SWspan *span = &(swrast->PointSpan); + /* + printf("%s %g %g %g %g\n", __FUNCTION__, + vert->attrib[FRAG_ATTRIB_COL1][0], + vert->attrib[FRAG_ATTRIB_COL1][1], + vert->attrib[FRAG_ATTRIB_COL1][2], + vert->attrib[FRAG_ATTRIB_COL1][3]); + if ( vert->attrib[FRAG_ATTRIB_COL1][0] == 0.0 && + vert->attrib[FRAG_ATTRIB_COL1][1] == 1.0 && + vert->attrib[FRAG_ATTRIB_COL1][2] == 0.0) + foo(); + */ + /* Cull primitives with malformed coordinates. */ { - float tmp = vert->win[0] + vert->win[1]; + float tmp = vert->attrib[FRAG_ATTRIB_WPOS][0] + vert->attrib[FRAG_ATTRIB_WPOS][1]; if (IS_INF_OR_NAN(tmp)) return; } @@ -103,49 +109,37 @@ NAME ( GLcontext *ctx, const SWvertex *vert ) /* * Span init */ - span->interpMask = SPAN_FOG; + span->interpMask = 0; span->arrayMask = SPAN_XY | SPAN_Z; - span->attrStart[FRAG_ATTRIB_FOGC][0] = vert->attrib[FRAG_ATTRIB_FOGC][0]; - span->attrStepX[FRAG_ATTRIB_FOGC][0] = 0.0; - span->attrStepY[FRAG_ATTRIB_FOGC][0] = 0.0; #if FLAGS & RGBA span->arrayMask |= SPAN_RGBA; #endif -#if FLAGS & SPECULAR - span->arrayMask |= SPAN_SPEC; -#endif #if FLAGS & INDEX span->arrayMask |= SPAN_INDEX; #endif #if FLAGS & ATTRIBS - span->arrayMask |= (SPAN_TEXTURE | SPAN_LAMBDA); - if (ctx->FragmentProgram._Active) { - /* Don't divide texture s,t,r by q (use TXP to do that) */ - ATTRIB_LOOP_BEGIN - COPY_4V(attrib[attr], vert->attrib[attr]); - ATTRIB_LOOP_END - } - else { - /* Divide texture s,t,r by q here */ - ATTRIB_LOOP_BEGIN - const GLfloat q = vert->attrib[attr][3]; - const GLfloat invQ = (q == 0.0F || q == 1.0F) ? 1.0F : (1.0F / q); - attrib[attr][0] = vert->attrib[attr][0] * invQ; - attrib[attr][1] = vert->attrib[attr][1] * invQ; - attrib[attr][2] = vert->attrib[attr][2] * invQ; - attrib[attr][3] = q; - ATTRIB_LOOP_END - } + span->arrayMask |= SPAN_LAMBDA; + + /* we're filling in the attrib arrays: */ + span->arrayAttribs = swrast->_ActiveAttribMask; + + ATTRIB_LOOP_BEGIN + COPY_4V(attrib[attr], vert->attrib[attr]); + ATTRIB_LOOP_END + /* need these for fragment programs */ span->attrStart[FRAG_ATTRIB_WPOS][3] = 1.0F; span->attrStepX[FRAG_ATTRIB_WPOS][3] = 0.0F; span->attrStepY[FRAG_ATTRIB_WPOS][3] = 0.0F; +#else + assert((swrast->_ActiveAttribMask & FRAG_BIT_COL1) == 0); #endif + #if FLAGS & SMOOTH span->arrayMask |= SPAN_COVERAGE; #endif #if FLAGS & SPRITE - span->arrayMask |= (SPAN_TEXTURE | SPAN_LAMBDA); + span->arrayMask |= SPAN_LAMBDA; #endif /* Compute point size if not known to be one */ @@ -189,7 +183,7 @@ NAME ( GLcontext *ctx, const SWvertex *vert ) {{ GLint x, y; const GLfloat radius = 0.5F * size; - const GLuint z = (GLuint) (vert->win[2] + 0.5F); + const GLuint z = (GLuint) (vert->attrib[FRAG_ATTRIB_WPOS][2] + 0.5F); GLuint count; #if FLAGS & SMOOTH const GLfloat rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */ @@ -197,10 +191,10 @@ NAME ( GLcontext *ctx, const SWvertex *vert ) const GLfloat rmin2 = MAX2(0.0F, rmin * rmin); const GLfloat rmax2 = rmax * rmax; const GLfloat cscale = 1.0F / (rmax2 - rmin2); - const GLint xmin = (GLint) (vert->win[0] - radius); - const GLint xmax = (GLint) (vert->win[0] + radius); - const GLint ymin = (GLint) (vert->win[1] - radius); - const GLint ymax = (GLint) (vert->win[1] + radius); + const GLint xmin = (GLint) (vert->attrib[FRAG_ATTRIB_WPOS][0] - radius); + const GLint xmax = (GLint) (vert->attrib[FRAG_ATTRIB_WPOS][0] + radius); + const GLint ymin = (GLint) (vert->attrib[FRAG_ATTRIB_WPOS][1] - radius); + const GLint ymax = (GLint) (vert->attrib[FRAG_ATTRIB_WPOS][1] + radius); #else /* non-smooth */ GLint xmin, xmax, ymin, ymax; @@ -210,16 +204,16 @@ NAME ( GLcontext *ctx, const SWvertex *vert ) iRadius = iSize / 2; if (iSize & 1) { /* odd size */ - xmin = (GLint) (vert->win[0] - iRadius); - xmax = (GLint) (vert->win[0] + iRadius); - ymin = (GLint) (vert->win[1] - iRadius); - ymax = (GLint) (vert->win[1] + iRadius); + xmin = (GLint) (vert->attrib[FRAG_ATTRIB_WPOS][0] - iRadius); + xmax = (GLint) (vert->attrib[FRAG_ATTRIB_WPOS][0] + iRadius); + ymin = (GLint) (vert->attrib[FRAG_ATTRIB_WPOS][1] - iRadius); + ymax = (GLint) (vert->attrib[FRAG_ATTRIB_WPOS][1] + iRadius); } else { /* even size */ - xmin = (GLint) vert->win[0] - iRadius + 1; + xmin = (GLint) vert->attrib[FRAG_ATTRIB_WPOS][0] - iRadius + 1; xmax = xmin + iSize - 1; - ymin = (GLint) vert->win[1] - iRadius + 1; + ymin = (GLint) vert->attrib[FRAG_ATTRIB_WPOS][1] - iRadius + 1; ymax = ymin + iSize - 1; } #endif /*SMOOTH*/ @@ -264,29 +258,26 @@ NAME ( GLcontext *ctx, const SWvertex *vert ) 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 & ATTRIBS ATTRIB_LOOP_BEGIN COPY_4V(span->array->attribs[attr][count], attrib[attr]); - if (attr < FRAG_ATTRIB_VAR0 && attr >= FRAG_ATTRIB_TEX0) { + /** + if (attr < FRAG_ATTRIB_VAR0) { const GLuint u = attr - FRAG_ATTRIB_TEX0; span->array->lambda[u][count] = 0.0; } + **/ ATTRIB_LOOP_END #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 dx = x - vert->attrib[FRAG_ATTRIB_WPOS][0] + 0.5F; + const GLfloat dy = y - vert->attrib[FRAG_ATTRIB_WPOS][1] + 0.5F; const GLfloat dist2 = dx * dx + dy * dy; if (dist2 < rmax2) { if (dist2 >= rmin2) { @@ -327,12 +318,12 @@ NAME ( GLcontext *ctx, const SWvertex *vert ) GLuint attr = FRAG_ATTRIB_TEX0 + u; if (ctx->Texture.Unit[u]._ReallyEnabled) { if (ctx->Point.CoordReplace[u]) { - GLfloat s = 0.5F + (x + 0.5F - vert->win[0]) / size; + GLfloat s = 0.5F + (x + 0.5F - vert->attrib[FRAG_ATTRIB_WPOS][0]) / size; GLfloat t, r; if (ctx->Point.SpriteOrigin == GL_LOWER_LEFT) - t = 0.5F + (y + 0.5F - vert->win[1]) / size; + t = 0.5F + (y + 0.5F - vert->attrib[FRAG_ATTRIB_WPOS][1]) / size; else /* GL_UPPER_LEFT */ - t = 0.5F - (y + 0.5F - vert->win[1]) / size; + t = 0.5F - (y + 0.5F - vert->attrib[FRAG_ATTRIB_WPOS][1]) / size; if (ctx->Point.SpriteRMode == GL_ZERO) r = 0.0F; else if (ctx->Point.SpriteRMode == GL_S) @@ -389,11 +380,6 @@ NAME ( GLcontext *ctx, const SWvertex *vert ) 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 @@ -403,9 +389,10 @@ NAME ( GLcontext *ctx, const SWvertex *vert ) ATTRIB_LOOP_END #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] + 0.5F); + span->array->x[count] = (GLint) vert->attrib[FRAG_ATTRIB_WPOS][0]; + span->array->y[count] = (GLint) vert->attrib[FRAG_ATTRIB_WPOS][1]; + span->array->z[count] = (GLint) (vert->attrib[FRAG_ATTRIB_WPOS][2] + 0.5F); + span->end = count + 1; }} -- cgit v1.2.3