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authorBrian <brian@yutani.localnet.net>2007-02-02 11:01:01 -0700
committerBrian <brian@yutani.localnet.net>2007-02-02 11:01:01 -0700
commit9ab512ad8cf3a12f4f7f8494fa99bc9389f217db (patch)
tree4026b0a39ff5c0403372f8f396786b9b592dcc48 /src/mesa/swrast/s_span.c
parent462d8f5fafcc5ac69ea89cac1222abadded642e2 (diff)
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Replace color, z, w, texture interpolants with new generic attrib interpolants.
Diffstat (limited to 'src/mesa/swrast/s_span.c')
-rw-r--r--src/mesa/swrast/s_span.c121
1 files changed, 62 insertions, 59 deletions
diff --git a/src/mesa/swrast/s_span.c b/src/mesa/swrast/s_span.c
index 52c7501..ddc6359 100644
--- a/src/mesa/swrast/s_span.c
+++ b/src/mesa/swrast/s_span.c
@@ -129,22 +129,23 @@ _swrast_span_default_texcoords( GLcontext *ctx, SWspan *span )
{
GLuint i;
for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
+ const GLuint attr = FRAG_ATTRIB_TEX0 + i;
const GLfloat *tc = ctx->Current.RasterTexCoords[i];
if (ctx->FragmentProgram._Current || ctx->ATIFragmentShader._Enabled) {
- COPY_4V(span->tex[i], tc);
+ COPY_4V(span->attrStart[attr], tc);
}
else if (tc[3] > 0.0F) {
/* use (s/q, t/q, r/q, 1) */
- span->tex[i][0] = tc[0] / tc[3];
- span->tex[i][1] = tc[1] / tc[3];
- span->tex[i][2] = tc[2] / tc[3];
- span->tex[i][3] = 1.0;
+ span->attrStart[attr][0] = tc[0] / tc[3];
+ span->attrStart[attr][1] = tc[1] / tc[3];
+ span->attrStart[attr][2] = tc[2] / tc[3];
+ span->attrStart[attr][3] = 1.0;
}
else {
- ASSIGN_4V(span->tex[i], 0.0F, 0.0F, 0.0F, 1.0F);
+ ASSIGN_4V(span->attrStart[attr], 0.0F, 0.0F, 0.0F, 1.0F);
}
- ASSIGN_4V(span->texStepX[i], 0.0F, 0.0F, 0.0F, 0.0F);
- ASSIGN_4V(span->texStepY[i], 0.0F, 0.0F, 0.0F, 0.0F);
+ ASSIGN_4V(span->attrStepX[attr], 0.0F, 0.0F, 0.0F, 0.0F);
+ ASSIGN_4V(span->attrStepY[attr], 0.0F, 0.0F, 0.0F, 0.0F);
}
span->interpMask |= SPAN_TEXTURE;
}
@@ -435,8 +436,8 @@ interpolate_fog(const GLcontext *ctx, SWspan *span)
const GLfloat fogStep = span->attrStepX[FRAG_ATTRIB_FOGC][0];
GLfloat fogCoord = span->attrStart[FRAG_ATTRIB_FOGC][0];
const GLuint haveW = (span->interpMask & SPAN_W);
- const GLfloat wStep = haveW ? span->dwdx : 0.0F;
- GLfloat w = haveW ? span->w : 1.0F;
+ const GLfloat wStep = haveW ? span->attrStepX[FRAG_ATTRIB_WPOS][3] : 0.0F;
+ GLfloat w = haveW ? span->attrStart[FRAG_ATTRIB_WPOS][3] : 1.0F;
GLuint i;
for (i = 0; i < span->end; i++) {
fog[i][0] = fogCoord / w;
@@ -549,6 +550,7 @@ interpolate_texcoords(GLcontext *ctx, SWspan *span)
/* XXX CoordUnits vs. ImageUnits */
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
if (ctx->Texture._EnabledCoordUnits & (1 << u)) {
+ const GLuint attr = FRAG_ATTRIB_TEX0 + u;
const struct gl_texture_object *obj =ctx->Texture.Unit[u]._Current;
GLfloat texW, texH;
GLboolean needLambda;
@@ -568,23 +570,23 @@ interpolate_texcoords(GLcontext *ctx, SWspan *span)
if (needLambda) {
GLfloat (*texcoord)[4] = span->array->attribs[FRAG_ATTRIB_TEX0 + u];
GLfloat *lambda = span->array->lambda[u];
- const GLfloat dsdx = span->texStepX[u][0];
- const GLfloat dsdy = span->texStepY[u][0];
- const GLfloat dtdx = span->texStepX[u][1];
- const GLfloat dtdy = span->texStepY[u][1];
- const GLfloat drdx = span->texStepX[u][2];
- const GLfloat dqdx = span->texStepX[u][3];
- const GLfloat dqdy = span->texStepY[u][3];
- GLfloat s = span->tex[u][0];
- GLfloat t = span->tex[u][1];
- GLfloat r = span->tex[u][2];
- GLfloat q = span->tex[u][3];
+ const GLfloat dsdx = span->attrStepX[attr][0];
+ const GLfloat dsdy = span->attrStepY[attr][0];
+ const GLfloat dtdx = span->attrStepX[attr][1];
+ const GLfloat dtdy = span->attrStepY[attr][1];
+ 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];
GLuint i;
if (ctx->FragmentProgram._Current
|| ctx->ATIFragmentShader._Enabled) {
/* do perspective correction but don't divide s, t, r by q */
- const GLfloat dwdx = span->dwdx;
- GLfloat w = span->w;
+ const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3];
+ GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3];
for (i = 0; i < span->end; i++) {
const GLfloat invW = 1.0F / w;
texcoord[i][0] = s * invW;
@@ -622,20 +624,20 @@ interpolate_texcoords(GLcontext *ctx, SWspan *span)
else {
GLfloat (*texcoord)[4] = span->array->attribs[FRAG_ATTRIB_TEX0 + u];
GLfloat *lambda = span->array->lambda[u];
- const GLfloat dsdx = span->texStepX[u][0];
- const GLfloat dtdx = span->texStepX[u][1];
- const GLfloat drdx = span->texStepX[u][2];
- const GLfloat dqdx = span->texStepX[u][3];
- GLfloat s = span->tex[u][0];
- GLfloat t = span->tex[u][1];
- GLfloat r = span->tex[u][2];
- GLfloat q = span->tex[u][3];
+ const GLfloat dsdx = span->attrStepX[attr][0];
+ const GLfloat dtdx = span->attrStepX[attr][1];
+ const GLfloat drdx = span->attrStepX[attr][2];
+ const GLfloat dqdx = span->attrStepX[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];
GLuint i;
if (ctx->FragmentProgram._Current ||
ctx->ATIFragmentShader._Enabled) {
/* do perspective correction but don't divide s, t, r by q */
- const GLfloat dwdx = span->dwdx;
- GLfloat w = span->w;
+ const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3];
+ GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3];
for (i = 0; i < span->end; i++) {
const GLfloat invW = 1.0F / w;
texcoord[i][0] = s * invW;
@@ -703,23 +705,23 @@ interpolate_texcoords(GLcontext *ctx, SWspan *span)
/* just texture unit 0, with lambda */
GLfloat (*texcoord)[4] = span->array->attribs[FRAG_ATTRIB_TEX0];
GLfloat *lambda = span->array->lambda[0];
- const GLfloat dsdx = span->texStepX[0][0];
- const GLfloat dsdy = span->texStepY[0][0];
- const GLfloat dtdx = span->texStepX[0][1];
- const GLfloat dtdy = span->texStepY[0][1];
- const GLfloat drdx = span->texStepX[0][2];
- const GLfloat dqdx = span->texStepX[0][3];
- const GLfloat dqdy = span->texStepY[0][3];
- GLfloat s = span->tex[0][0];
- GLfloat t = span->tex[0][1];
- GLfloat r = span->tex[0][2];
- GLfloat q = span->tex[0][3];
+ const GLfloat dsdx = span->attrStepX[FRAG_ATTRIB_TEX0][0];
+ const GLfloat dsdy = span->attrStepY[FRAG_ATTRIB_TEX0][0];
+ const GLfloat dtdx = span->attrStepX[FRAG_ATTRIB_TEX0][1];
+ const GLfloat dtdy = span->attrStepY[FRAG_ATTRIB_TEX0][1];
+ const GLfloat drdx = span->attrStepX[FRAG_ATTRIB_TEX0][2];
+ const GLfloat dqdx = span->attrStepX[FRAG_ATTRIB_TEX0][3];
+ const GLfloat dqdy = span->attrStepY[FRAG_ATTRIB_TEX0][3];
+ GLfloat s = span->attrStart[FRAG_ATTRIB_TEX0][0];
+ GLfloat t = span->attrStart[FRAG_ATTRIB_TEX0][1];
+ GLfloat r = span->attrStart[FRAG_ATTRIB_TEX0][2];
+ GLfloat q = span->attrStart[FRAG_ATTRIB_TEX0][3];
GLuint i;
if (ctx->FragmentProgram._Current
|| ctx->ATIFragmentShader._Enabled) {
/* do perspective correction but don't divide s, t, r by q */
- const GLfloat dwdx = span->dwdx;
- GLfloat w = span->w;
+ const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3];
+ GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3];
for (i = 0; i < span->end; i++) {
const GLfloat invW = 1.0F / w;
texcoord[i][0] = s * invW;
@@ -758,20 +760,20 @@ interpolate_texcoords(GLcontext *ctx, SWspan *span)
else {
/* just texture 0, without lambda */
GLfloat (*texcoord)[4] = span->array->attribs[FRAG_ATTRIB_TEX0];
- const GLfloat dsdx = span->texStepX[0][0];
- const GLfloat dtdx = span->texStepX[0][1];
- const GLfloat drdx = span->texStepX[0][2];
- const GLfloat dqdx = span->texStepX[0][3];
- GLfloat s = span->tex[0][0];
- GLfloat t = span->tex[0][1];
- GLfloat r = span->tex[0][2];
- GLfloat q = span->tex[0][3];
+ const GLfloat dsdx = span->attrStepX[FRAG_ATTRIB_TEX0][0];
+ const GLfloat dtdx = span->attrStepX[FRAG_ATTRIB_TEX0][1];
+ const GLfloat drdx = span->attrStepX[FRAG_ATTRIB_TEX0][2];
+ const GLfloat dqdx = span->attrStepX[FRAG_ATTRIB_TEX0][3];
+ GLfloat s = span->attrStart[FRAG_ATTRIB_TEX0][0];
+ GLfloat t = span->attrStart[FRAG_ATTRIB_TEX0][1];
+ GLfloat r = span->attrStart[FRAG_ATTRIB_TEX0][2];
+ GLfloat q = span->attrStart[FRAG_ATTRIB_TEX0][3];
GLuint i;
if (ctx->FragmentProgram._Current
|| ctx->ATIFragmentShader._Enabled) {
/* do perspective correction but don't divide s, t, r by q */
- const GLfloat dwdx = span->dwdx;
- GLfloat w = span->w;
+ const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3];
+ GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3];
for (i = 0; i < span->end; i++) {
const GLfloat invW = 1.0F / w;
texcoord[i][0] = s * invW;
@@ -840,8 +842,8 @@ interpolate_varying(GLcontext *ctx, SWspan *span)
for (j = 0; j < 4; j++) {
const GLfloat dvdx = span->attrStepX[attr][j];
GLfloat v = span->attrStart[attr][j];
- const GLfloat dwdx = span->dwdx;
- GLfloat w = span->w;
+ const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3];
+ GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3];
GLuint k;
for (k = 0; k < span->end; k++) {
GLfloat invW = 1.0f / w;
@@ -877,7 +879,8 @@ interpolate_wpos(GLcontext *ctx, SWspan *span)
}
for (i = 0; i < span->end; i++) {
wpos[i][2] = (GLfloat) span->array->z[i] / ctx->DrawBuffer->_DepthMaxF;
- wpos[i][3] = span->w + i * span->dwdx;
+ wpos[i][3] = span->attrStart[FRAG_ATTRIB_WPOS][3]
+ + i * span->attrStepX[FRAG_ATTRIB_WPOS][3];
}
}