#if CHAN_TYPE == GL_FLOAT
#define ColorTemp GLfloat
#else
#define ColorTemp GLint
#endif
#if TRIANGLE_WALK_DOUBLE
#define GLinterp GLdouble
#define InterpToInt(X) ((GLint) (X))
#define INTERP_ONE 1.0
#else
#define GLinterp GLfixed
#define InterpToInt(X) FixedToInt(X)
#define INTERP_ONE FIXED_ONE
#endif
#ifdef INTERP_MULTITEX
#define TEX_UNIT_LOOP(CODE) \
{ \
GLuint u; \
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { \
if (ctx->Texture._EnabledCoordUnits & (1 << u)) { \
CODE \
} \
} \
}
#define INTERP_TEX
#elif defined(INTERP_TEX)
#define TEX_UNIT_LOOP(CODE) \
{ \
const GLuint u = 0; \
CODE \
}
#endif
#ifdef INTERP_VARYING
#define VARYING_LOOP(CODE)\
{\
GLuint iv, ic;\
for (iv = 0; iv < MAX_VARYING_VECTORS; iv++) {\
for (ic = 0; ic < VARYINGS_PER_VECTOR; ic++) {\
CODE\
}\
}\
}
#endif
#ifndef CLAMP_INTERPOLANT
#define CLAMP_INTERPOLANT(CHANNEL, CHANNELSTEP, LEN) \
do { \
GLfixed endVal = span.CHANNEL + (LEN) * span.CHANNELSTEP; \
if (endVal < 0) { \
span.CHANNEL -= endVal; \
} \
if (span.CHANNEL < 0) { \
span.CHANNEL = 0; \
} \
} while (0)
#endif
static void NAME(GLcontext *ctx, const SWvertex *v0,
const SWvertex *v1,
const SWvertex *v2 )
{
typedef struct {
const SWvertex *v0, *v1;
#if TRIANGLE_WALK_DOUBLE
GLdouble dx;
GLdouble dy;
GLdouble dxdy;
GLdouble adjy;
GLdouble fsx;
GLdouble fsy;
GLdouble fx0;
#else
GLfloat dx;
GLfloat dy;
GLfloat dxdy;
GLfixed fdxdy;
GLfloat adjy;
GLfixed fsx;
GLfixed fsy;
GLfixed fx0;
#endif
GLint lines;
} EdgeT;
#ifdef INTERP_Z
const GLint depthBits = ctx->DrawBuffer->Visual.depthBits;
const GLint fixedToDepthShift = depthBits <= 16 ? FIXED_SHIFT : 0;
const GLfloat maxDepth = ctx->DrawBuffer->_DepthMaxF;
#define FixedToDepth(F) ((F) >> fixedToDepthShift)
#endif
EdgeT eMaj, eTop, eBot;
GLfloat oneOverArea;
const SWvertex *vMin, *vMid, *vMax;
GLfloat bf = SWRAST_CONTEXT(ctx)->_BackfaceSign;
#if !TRIANGLE_WALK_DOUBLE
const GLint snapMask = ~((FIXED_ONE / (1 << SUB_PIXEL_BITS)) - 1);
#endif
GLinterp vMin_fx, vMin_fy, vMid_fx, vMid_fy, vMax_fx, vMax_fy;
SWspan span;
INIT_SPAN(span, GL_POLYGON, 0, 0, 0);
#ifdef INTERP_Z
(void) fixedToDepthShift;
#endif
{
#if TRIANGLE_WALK_DOUBLE
const GLdouble fy0 = v0->win[1] - 0.5;
const GLdouble fy1 = v1->win[1] - 0.5;
const GLdouble fy2 = v2->win[1] - 0.5;
#else
const GLfixed fy0 = FloatToFixed(v0->win[1] - 0.5F) & snapMask;
const GLfixed fy1 = FloatToFixed(v1->win[1] - 0.5F) & snapMask;
const GLfixed fy2 = FloatToFixed(v2->win[1] - 0.5F) & snapMask;
#endif
if (fy0 <= fy1) {
if (fy1 <= fy2) {
vMin = v0; vMid = v1; vMax = v2;
vMin_fy = fy0; vMid_fy = fy1; vMax_fy = fy2;
}
else if (fy2 <= fy0) {
vMin = v2; vMid = v0; vMax = v1;
vMin_fy = fy2; vMid_fy = fy0; vMax_fy = fy1;
}
else {
vMin = v0; vMid = v2; vMax = v1;
vMin_fy = fy0; vMid_fy = fy2; vMax_fy = fy1;
bf = -bf;
}
}
else {
if (fy0 <= fy2) {
vMin = v1; vMid = v0; vMax = v2;
vMin_fy = fy1; vMid_fy = fy0; vMax_fy = fy2;
bf = -bf;
}
else if (fy2 <= fy1) {
vMin = v2; vMid = v1; vMax = v0;
vMin_fy = fy2; vMid_fy = fy1; vMax_fy = fy0;
bf = -bf;
}
else {
vMin = v1; vMid = v2; vMax = v0;
vMin_fy = fy1; vMid_fy = fy2; vMax_fy = fy0;
}
}
#if TRIANGLE_WALK_DOUBLE
vMin_fx = vMin->win[0] + 0.5;
vMid_fx = vMid->win[0] + 0.5;
vMax_fx = vMax->win[0] + 0.5;
#else
vMin_fx = FloatToFixed(vMin->win[0] + 0.5F) & snapMask;
vMid_fx = FloatToFixed(vMid->win[0] + 0.5F) & snapMask;
vMax_fx = FloatToFixed(vMax->win[0] + 0.5F) & snapMask;
#endif
}
eMaj.v0 = vMin; eMaj.v1 = vMax;
eTop.v0 = vMid; eTop.v1 = vMax;
eBot.v0 = vMin; eBot.v1 = vMid;
#if TRIANGLE_WALK_DOUBLE
eMaj.dx = vMax_fx - vMin_fx;
eMaj.dy = vMax_fy - vMin_fy;
eTop.dx = vMax_fx - vMid_fx;
eTop.dy = vMax_fy - vMid_fy;
eBot.dx = vMid_fx - vMin_fx;
eBot.dy = vMid_fy - vMin_fy;
#else
eMaj.dx = FixedToFloat(vMax_fx - vMin_fx);
eMaj.dy = FixedToFloat(vMax_fy - vMin_fy);
eTop.dx = FixedToFloat(vMax_fx - vMid_fx);
eTop.dy = FixedToFloat(vMax_fy - vMid_fy);
eBot.dx = FixedToFloat(vMid_fx - vMin_fx);
eBot.dy = FixedToFloat(vMid_fy - vMin_fy);
#endif
{
#if TRIANGLE_WALK_DOUBLE
const GLdouble area = eMaj.dx * eBot.dy - eBot.dx * eMaj.dy;
#else
const GLfloat area = eMaj.dx * eBot.dy - eBot.dx * eMaj.dy;
#endif
if (area * bf < 0.0)
return;
if (IS_INF_OR_NAN(area) || area == 0.0F)
return;
oneOverArea = 1.0F / area;
}
span.facing = ctx->_Facing;
{
#if TRIANGLE_WALK_DOUBLE
eMaj.fsy = CEILF(vMin_fy);
eMaj.lines = (GLint) CEILF(vMax_fy - eMaj.fsy);
#else
eMaj.fsy = FixedCeil(vMin_fy);
eMaj.lines = FixedToInt(FixedCeil(vMax_fy - eMaj.fsy));
#endif
if (eMaj.lines > 0) {
eMaj.dxdy = eMaj.dx / eMaj.dy;
#if TRIANGLE_WALK_DOUBLE
eMaj.adjy = (eMaj.fsy - vMin_fy) * FIXED_SCALE;
eMaj.fx0 = vMin_fx;
eMaj.fsx = eMaj.fx0 + (eMaj.adjy * eMaj.dxdy) / (GLdouble) FIXED_SCALE;
#else
eMaj.fdxdy = SignedFloatToFixed(eMaj.dxdy);
eMaj.adjy = (GLfloat) (eMaj.fsy - vMin_fy);
eMaj.fx0 = vMin_fx;
eMaj.fsx = eMaj.fx0 + (GLfixed) (eMaj.adjy * eMaj.dxdy);
#endif
}
else {
return;
}
#if TRIANGLE_WALK_DOUBLE
eTop.fsy = CEILF(vMid_fy);
eTop.lines = (GLint) CEILF(vMax_fy - eTop.fsy);
#else
eTop.fsy = FixedCeil(vMid_fy);
eTop.lines = FixedToInt(FixedCeil(vMax_fy - eTop.fsy));
#endif
if (eTop.lines > 0) {
eTop.dxdy = eTop.dx / eTop.dy;
#if TRIANGLE_WALK_DOUBLE
eTop.adjy = (eTop.fsy - vMid_fy) * FIXED_SCALE;
eTop.fx0 = vMid_fx;
eTop.fsx = eTop.fx0 + (eTop.adjy * eTop.dxdy) / (GLdouble) FIXED_SCALE;
#else
eTop.fdxdy = SignedFloatToFixed(eTop.dxdy);
eTop.adjy = (GLfloat) (eTop.fsy - vMid_fy);
eTop.fx0 = vMid_fx;
eTop.fsx = eTop.fx0 + (GLfixed) (eTop.adjy * eTop.dxdy);
#endif
}
#if TRIANGLE_WALK_DOUBLE
eBot.fsy = CEILF(vMin_fy);
eBot.lines = (GLint) CEILF(vMid_fy - eBot.fsy);
#else
eBot.fsy = FixedCeil(vMin_fy);
eBot.lines = FixedToInt(FixedCeil(vMid_fy - eBot.fsy));
#endif
if (eBot.lines > 0) {
eBot.dxdy = eBot.dx / eBot.dy;
#if TRIANGLE_WALK_DOUBLE
eBot.adjy = (eBot.fsy - vMin_fy) * FIXED_SCALE;
eBot.fx0 = vMin_fx;
eBot.fsx = eBot.fx0 + (eBot.adjy * eBot.dxdy) / (GLdouble) FIXED_SCALE;
#else
eBot.fdxdy = SignedFloatToFixed(eBot.dxdy);
eBot.adjy = (GLfloat) (eBot.fsy - vMin_fy);
eBot.fx0 = vMin_fx;
eBot.fsx = eBot.fx0 + (GLfixed) (eBot.adjy * eBot.dxdy);
#endif
}
}
{
GLint scan_from_left_to_right;
#ifdef INTERP_INDEX
GLfloat didx, didy;
#endif
#ifdef SETUP_CODE
SETUP_CODE
#endif
scan_from_left_to_right = (oneOverArea < 0.0F);
#ifdef INTERP_Z
span.interpMask |= SPAN_Z;
{
GLfloat eMaj_dz = vMax->win[2] - vMin->win[2];
GLfloat eBot_dz = vMid->win[2] - vMin->win[2];
span.dzdx = oneOverArea * (eMaj_dz * eBot.dy - eMaj.dy * eBot_dz);
if (span.dzdx > maxDepth || span.dzdx < -maxDepth) {
span.dzdx = 0.0;
span.dzdy = 0.0;
}
else {
span.dzdy = oneOverArea * (eMaj.dx * eBot_dz - eMaj_dz * eBot.dx);
}
if (depthBits <= 16)
span.zStep = SignedFloatToFixed(span.dzdx);
else
span.zStep = (GLint) span.dzdx;
}
#endif
#ifdef INTERP_W
span.interpMask |= SPAN_W;
{
const GLfloat eMaj_dw = vMax->win[3] - vMin->win[3];
const GLfloat eBot_dw = vMid->win[3] - vMin->win[3];
span.dwdx = oneOverArea * (eMaj_dw * eBot.dy - eMaj.dy * eBot_dw);
span.dwdy = oneOverArea * (eMaj.dx * eBot_dw - eMaj_dw * eBot.dx);
}
#endif
#ifdef INTERP_FOG
span.interpMask |= SPAN_FOG;
{
# ifdef INTERP_W
const GLfloat wMax = vMax->win[3], wMin = vMin->win[3], wMid = vMid->win[3];
const GLfloat eMaj_dfog = vMax->fog * wMax - vMin->fog * wMin;
const GLfloat eBot_dfog = vMid->fog * wMid - vMin->fog * wMin;
# else
const GLfloat eMaj_dfog = vMax->fog - vMin->fog;
const GLfloat eBot_dfog = vMid->fog - vMin->fog;
# endif
span.dfogdx = oneOverArea * (eMaj_dfog * eBot.dy - eMaj.dy * eBot_dfog);
span.dfogdy = oneOverArea * (eMaj.dx * eBot_dfog - eMaj_dfog * eBot.dx);
span.fogStep = span.dfogdx;
}
#endif
#ifdef INTERP_RGB
span.interpMask |= SPAN_RGBA;
if (ctx->Light.ShadeModel == GL_SMOOTH) {
GLfloat eMaj_dr = (GLfloat) ((ColorTemp) vMax->color[RCOMP] - (ColorTemp) vMin->color[RCOMP]);
GLfloat eBot_dr = (GLfloat) ((ColorTemp) vMid->color[RCOMP] - (ColorTemp) vMin->color[RCOMP]);
GLfloat eMaj_dg = (GLfloat) ((ColorTemp) vMax->color[GCOMP] - (ColorTemp) vMin->color[GCOMP]);
GLfloat eBot_dg = (GLfloat) ((ColorTemp) vMid->color[GCOMP] - (ColorTemp) vMin->color[GCOMP]);
GLfloat eMaj_db = (GLfloat) ((ColorTemp) vMax->color[BCOMP] - (ColorTemp) vMin->color[BCOMP]);
GLfloat eBot_db = (GLfloat) ((ColorTemp) vMid->color[BCOMP] - (ColorTemp) vMin->color[BCOMP]);
# ifdef INTERP_ALPHA
GLfloat eMaj_da = (GLfloat) ((ColorTemp) vMax->color[ACOMP] - (ColorTemp) vMin->color[ACOMP]);
GLfloat eBot_da = (GLfloat) ((ColorTemp) vMid->color[ACOMP] - (ColorTemp) vMin->color[ACOMP]);
# endif
span.drdx = oneOverArea * (eMaj_dr * eBot.dy - eMaj.dy * eBot_dr);
span.drdy = oneOverArea * (eMaj.dx * eBot_dr - eMaj_dr * eBot.dx);
span.dgdx = oneOverArea * (eMaj_dg * eBot.dy - eMaj.dy * eBot_dg);
span.dgdy = oneOverArea * (eMaj.dx * eBot_dg - eMaj_dg * eBot.dx);
span.dbdx = oneOverArea * (eMaj_db * eBot.dy - eMaj.dy * eBot_db);
span.dbdy = oneOverArea * (eMaj.dx * eBot_db - eMaj_db * eBot.dx);
# if CHAN_TYPE == GL_FLOAT
span.redStep = span.drdx;
span.greenStep = span.dgdx;
span.blueStep = span.dbdx;
# else
span.redStep = SignedFloatToFixed(span.drdx);
span.greenStep = SignedFloatToFixed(span.dgdx);
span.blueStep = SignedFloatToFixed(span.dbdx);
# endif
# ifdef INTERP_ALPHA
span.dadx = oneOverArea * (eMaj_da * eBot.dy - eMaj.dy * eBot_da);
span.dady = oneOverArea * (eMaj.dx * eBot_da - eMaj_da * eBot.dx);
# if CHAN_TYPE == GL_FLOAT
span.alphaStep = span.dadx;
# else
span.alphaStep = SignedFloatToFixed(span.dadx);
# endif
# endif
}
else {
ASSERT(ctx->Light.ShadeModel == GL_FLAT);
span.interpMask |= SPAN_FLAT;
span.drdx = span.drdy = 0.0F;
span.dgdx = span.dgdy = 0.0F;
span.dbdx = span.dbdy = 0.0F;
# if CHAN_TYPE == GL_FLOAT
span.redStep = 0.0F;
span.greenStep = 0.0F;
span.blueStep = 0.0F;
# else
span.redStep = 0;
span.greenStep = 0;
span.blueStep = 0;
# endif
# ifdef INTERP_ALPHA
span.dadx = span.dady = 0.0F;
# if CHAN_TYPE == GL_FLOAT
span.alphaStep = 0.0F;
# else
span.alphaStep = 0;
# endif
# endif
}
#endif
#ifdef INTERP_SPEC
span.interpMask |= SPAN_SPEC;
if (ctx->Light.ShadeModel == GL_SMOOTH) {
GLfloat eMaj_dsr = (GLfloat) ((ColorTemp) vMax->specular[RCOMP] - (ColorTemp) vMin->specular[RCOMP]);
GLfloat eBot_dsr = (GLfloat) ((ColorTemp) vMid->specular[RCOMP] - (ColorTemp) vMin->specular[RCOMP]);
GLfloat eMaj_dsg = (GLfloat) ((ColorTemp) vMax->specular[GCOMP] - (ColorTemp) vMin->specular[GCOMP]);
GLfloat eBot_dsg = (GLfloat) ((ColorTemp) vMid->specular[GCOMP] - (ColorTemp) vMin->specular[GCOMP]);
GLfloat eMaj_dsb = (GLfloat) ((ColorTemp) vMax->specular[BCOMP] - (ColorTemp) vMin->specular[BCOMP]);
GLfloat eBot_dsb = (GLfloat) ((ColorTemp) vMid->specular[BCOMP] - (ColorTemp) vMin->specular[BCOMP]);
span.dsrdx = oneOverArea * (eMaj_dsr * eBot.dy - eMaj.dy * eBot_dsr);
span.dsrdy = oneOverArea * (eMaj.dx * eBot_dsr - eMaj_dsr * eBot.dx);
span.dsgdx = oneOverArea * (eMaj_dsg * eBot.dy - eMaj.dy * eBot_dsg);
span.dsgdy = oneOverArea * (eMaj.dx * eBot_dsg - eMaj_dsg * eBot.dx);
span.dsbdx = oneOverArea * (eMaj_dsb * eBot.dy - eMaj.dy * eBot_dsb);
span.dsbdy = oneOverArea * (eMaj.dx * eBot_dsb - eMaj_dsb * eBot.dx);
# if CHAN_TYPE == GL_FLOAT
span.specRedStep = span.dsrdx;
span.specGreenStep = span.dsgdx;
span.specBlueStep = span.dsbdx;
# else
span.specRedStep = SignedFloatToFixed(span.dsrdx);
span.specGreenStep = SignedFloatToFixed(span.dsgdx);
span.specBlueStep = SignedFloatToFixed(span.dsbdx);
# endif
}
else {
span.dsrdx = span.dsrdy = 0.0F;
span.dsgdx = span.dsgdy = 0.0F;
span.dsbdx = span.dsbdy = 0.0F;
# if CHAN_TYPE == GL_FLOAT
span.specRedStep = 0.0F;
span.specGreenStep = 0.0F;
span.specBlueStep = 0.0F;
# else
span.specRedStep = 0;
span.specGreenStep = 0;
span.specBlueStep = 0;
# endif
}
#endif
#ifdef INTERP_INDEX
span.interpMask |= SPAN_INDEX;
if (ctx->Light.ShadeModel == GL_SMOOTH) {
GLfloat eMaj_di = vMax->index - vMin->index;
GLfloat eBot_di = vMid->index - vMin->index;
didx = oneOverArea * (eMaj_di * eBot.dy - eMaj.dy * eBot_di);
didy = oneOverArea * (eMaj.dx * eBot_di - eMaj_di * eBot.dx);
span.indexStep = SignedFloatToFixed(didx);
}
else {
span.interpMask |= SPAN_FLAT;
didx = didy = 0.0F;
span.indexStep = 0;
}
#endif
#ifdef INTERP_INT_TEX
span.interpMask |= SPAN_INT_TEXTURE;
{
GLfloat eMaj_ds = (vMax->texcoord[0][0] - vMin->texcoord[0][0]) * S_SCALE;
GLfloat eBot_ds = (vMid->texcoord[0][0] - vMin->texcoord[0][0]) * S_SCALE;
GLfloat eMaj_dt = (vMax->texcoord[0][1] - vMin->texcoord[0][1]) * T_SCALE;
GLfloat eBot_dt = (vMid->texcoord[0][1] - vMin->texcoord[0][1]) * T_SCALE;
span.texStepX[0][0] = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
span.texStepY[0][0] = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
span.texStepX[0][1] = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
span.texStepY[0][1] = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
span.intTexStep[0] = SignedFloatToFixed(span.texStepX[0][0]);
span.intTexStep[1] = SignedFloatToFixed(span.texStepX[0][1]);
}
#endif
#ifdef INTERP_TEX
span.interpMask |= SPAN_TEXTURE;
{
const GLfloat wMax = vMax->win[3], wMin = vMin->win[3], wMid = vMid->win[3];
TEX_UNIT_LOOP(
GLfloat eMaj_ds = vMax->texcoord[u][0] * wMax - vMin->texcoord[u][0] * wMin;
GLfloat eBot_ds = vMid->texcoord[u][0] * wMid - vMin->texcoord[u][0] * wMin;
GLfloat eMaj_dt = vMax->texcoord[u][1] * wMax - vMin->texcoord[u][1] * wMin;
GLfloat eBot_dt = vMid->texcoord[u][1] * wMid - vMin->texcoord[u][1] * wMin;
GLfloat eMaj_du = vMax->texcoord[u][2] * wMax - vMin->texcoord[u][2] * wMin;
GLfloat eBot_du = vMid->texcoord[u][2] * wMid - vMin->texcoord[u][2] * wMin;
GLfloat eMaj_dv = vMax->texcoord[u][3] * wMax - vMin->texcoord[u][3] * wMin;
GLfloat eBot_dv = vMid->texcoord[u][3] * wMid - vMin->texcoord[u][3] * wMin;
span.texStepX[u][0] = oneOverArea * (eMaj_ds * eBot.dy - eMaj.dy * eBot_ds);
span.texStepY[u][0] = oneOverArea * (eMaj.dx * eBot_ds - eMaj_ds * eBot.dx);
span.texStepX[u][1] = oneOverArea * (eMaj_dt * eBot.dy - eMaj.dy * eBot_dt);
span.texStepY[u][1] = oneOverArea * (eMaj.dx * eBot_dt - eMaj_dt * eBot.dx);
span.texStepX[u][2] = oneOverArea * (eMaj_du * eBot.dy - eMaj.dy * eBot_du);
span.texStepY[u][2] = oneOverArea * (eMaj.dx * eBot_du - eMaj_du * eBot.dx);
span.texStepX[u][3] = oneOverArea * (eMaj_dv * eBot.dy - eMaj.dy * eBot_dv);
span.texStepY[u][3] = oneOverArea * (eMaj.dx * eBot_dv - eMaj_dv * eBot.dx);
)
}
#endif
#ifdef INTERP_VARYING
span.interpMask |= SPAN_VARYING;
{
const GLfloat wMax = vMax->win[3], wMin = vMin->win[3], wMid = vMid->win[3];
VARYING_LOOP(
GLfloat eMaj_dvar = vMax->attribute[iv][ic] * wMax - vMin->attribute[iv][ic] * wMin;
GLfloat eBot_dvar = vMid->attribute[iv][ic] * wMid - vMin->attribute[iv][ic] * wMin;
span.varStepX[iv][ic] = oneOverArea * (eMaj_dvar * eBot.dy - eMaj.dy * eBot_dvar);
span.varStepY[iv][ic] = oneOverArea * (eMaj.dx * eBot_dvar - eMaj_dvar * eBot.dx);
)
}
#endif
{
GLint subTriangle;
GLinterp fxLeftEdge = 0, fxRightEdge = 0;
GLinterp fdxLeftEdge = 0, fdxRightEdge = 0;
GLinterp fError = 0, fdError = 0;
#ifdef PIXEL_ADDRESS
PIXEL_TYPE *pRow = NULL;
GLint dPRowOuter = 0, dPRowInner;
#endif
#ifdef INTERP_Z
# ifdef DEPTH_TYPE
struct gl_renderbuffer *zrb
= ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
DEPTH_TYPE *zRow = NULL;
GLint dZRowOuter = 0, dZRowInner;
# endif
GLuint zLeft = 0;
GLfixed fdzOuter = 0, fdzInner;
#endif
#ifdef INTERP_W
GLfloat wLeft = 0, dwOuter = 0, dwInner;
#endif
#ifdef INTERP_FOG
GLfloat fogLeft = 0, dfogOuter = 0, dfogInner;
#endif
#ifdef INTERP_RGB
ColorTemp rLeft = 0, fdrOuter = 0, fdrInner;
ColorTemp gLeft = 0, fdgOuter = 0, fdgInner;
ColorTemp bLeft = 0, fdbOuter = 0, fdbInner;
#endif
#ifdef INTERP_ALPHA
ColorTemp aLeft = 0, fdaOuter = 0, fdaInner;
#endif
#ifdef INTERP_SPEC
ColorTemp srLeft=0, dsrOuter=0, dsrInner;
ColorTemp sgLeft=0, dsgOuter=0, dsgInner;
ColorTemp sbLeft=0, dsbOuter=0, dsbInner;
#endif
#ifdef INTERP_INDEX
GLfixed iLeft=0, diOuter=0, diInner;
#endif
#ifdef INTERP_INT_TEX
GLfixed sLeft=0, dsOuter=0, dsInner;
GLfixed tLeft=0, dtOuter=0, dtInner;
#endif
#ifdef INTERP_TEX
GLfloat sLeft[MAX_TEXTURE_COORD_UNITS];
GLfloat tLeft[MAX_TEXTURE_COORD_UNITS];
GLfloat uLeft[MAX_TEXTURE_COORD_UNITS];
GLfloat vLeft[MAX_TEXTURE_COORD_UNITS];
GLfloat dsOuter[MAX_TEXTURE_COORD_UNITS], dsInner[MAX_TEXTURE_COORD_UNITS];
GLfloat dtOuter[MAX_TEXTURE_COORD_UNITS], dtInner[MAX_TEXTURE_COORD_UNITS];
GLfloat duOuter[MAX_TEXTURE_COORD_UNITS], duInner[MAX_TEXTURE_COORD_UNITS];
GLfloat dvOuter[MAX_TEXTURE_COORD_UNITS], dvInner[MAX_TEXTURE_COORD_UNITS];
#endif
#ifdef INTERP_VARYING
GLfloat varLeft[MAX_VARYING_VECTORS][VARYINGS_PER_VECTOR];
GLfloat dvarOuter[MAX_VARYING_VECTORS][VARYINGS_PER_VECTOR];
GLfloat dvarInner[MAX_VARYING_VECTORS][VARYINGS_PER_VECTOR];
#endif
for (subTriangle=0; subTriangle<=1; subTriangle++) {
EdgeT *eLeft, *eRight;
int setupLeft, setupRight;
int lines;
if (subTriangle==0) {
if (scan_from_left_to_right) {
eLeft = &eMaj;
eRight = &eBot;
lines = eRight->lines;
setupLeft = 1;
setupRight = 1;
}
else {
eLeft = &eBot;
eRight = &eMaj;
lines = eLeft->lines;
setupLeft = 1;
setupRight = 1;
}
}
else {
if (scan_from_left_to_right) {
eLeft = &eMaj;
eRight = &eTop;
lines = eRight->lines;
setupLeft = 0;
setupRight = 1;
}
else {
eLeft = &eTop;
eRight = &eMaj;
lines = eLeft->lines;
setupLeft = 1;
setupRight = 0;
}
if (lines == 0)
return;
}
if (setupLeft && eLeft->lines > 0) {
const SWvertex *vLower = eLeft->v0;
#if TRIANGLE_WALK_DOUBLE
const GLdouble fsy = eLeft->fsy;
const GLdouble fsx = eLeft->fsx;
const GLdouble fx = CEILF(fsx);
const GLdouble adjx = (fx - eLeft->fx0) * FIXED_SCALE;
#else
const GLfixed fsy = eLeft->fsy;
const GLfixed fsx = eLeft->fsx;
const GLfixed fx = FixedCeil(fsx);
const GLfixed adjx = (GLinterp) (fx - eLeft->fx0);
#endif
const GLinterp adjy = (GLinterp) eLeft->adjy;
GLint idxOuter;
#if TRIANGLE_WALK_DOUBLE
GLdouble dxOuter;
fError = fx - fsx - 1.0;
fxLeftEdge = fsx;
fdxLeftEdge = eLeft->dxdy;
dxOuter = FLOORF(fdxLeftEdge);
fdError = dxOuter - fdxLeftEdge + 1.0;
idxOuter = (GLint) dxOuter;
span.y = (GLint) fsy;
#else
GLfloat dxOuter;
GLfixed fdxOuter;
fError = fx - fsx - FIXED_ONE;
fxLeftEdge = fsx - FIXED_EPSILON;
fdxLeftEdge = eLeft->fdxdy;
fdxOuter = FixedFloor(fdxLeftEdge - FIXED_EPSILON);
fdError = fdxOuter - fdxLeftEdge + FIXED_ONE;
idxOuter = FixedToInt(fdxOuter);
dxOuter = (GLfloat) idxOuter;
span.y = FixedToInt(fsy);
#endif
(void) dxOuter;
(void) adjx;
(void) adjy;
(void) vLower;
#ifdef PIXEL_ADDRESS
{
pRow = (PIXEL_TYPE *) PIXEL_ADDRESS(InterpToInt(fxLeftEdge), span.y);
dPRowOuter = -((int)BYTES_PER_ROW) + idxOuter * sizeof(PIXEL_TYPE);
}
#endif
#ifdef INTERP_Z
{
GLfloat z0 = vLower->win[2];
if (depthBits <= 16) {
GLfloat tmp = (z0 * FIXED_SCALE + span.dzdx * adjx
+ span.dzdy * adjy) + FIXED_HALF;
if (tmp < MAX_GLUINT / 2)
zLeft = (GLfixed) tmp;
else
zLeft = MAX_GLUINT / 2;
fdzOuter = SignedFloatToFixed(span.dzdy + dxOuter * span.dzdx);
}
else {
zLeft = (GLuint) (z0 + span.dzdx * FixedToFloat(adjx)
+ span.dzdy * FixedToFloat(adjy));
fdzOuter = (GLint) (span.dzdy + dxOuter * span.dzdx);
}
# ifdef DEPTH_TYPE
zRow = (DEPTH_TYPE *)
zrb->GetPointer(ctx, zrb, InterpToInt(fxLeftEdge), span.y);
dZRowOuter = (ctx->DrawBuffer->Width + idxOuter) * sizeof(DEPTH_TYPE);
# endif
}
#endif
#ifdef INTERP_W
wLeft = vLower->win[3] + (span.dwdx * adjx + span.dwdy * adjy) * (1.0F/FIXED_SCALE);
dwOuter = span.dwdy + dxOuter * span.dwdx;
#endif
#ifdef INTERP_FOG
# ifdef INTERP_W
fogLeft = vLower->fog * vLower->win[3] + (span.dfogdx * adjx + span.dfogdy * adjy) * (1.0F/FIXED_SCALE);
# else
fogLeft = vLower->fog + (span.dfogdx * adjx + span.dfogdy * adjy) * (1.0F/FIXED_SCALE);
# endif
dfogOuter = span.dfogdy + dxOuter * span.dfogdx;
#endif
#ifdef INTERP_RGB
if (ctx->Light.ShadeModel == GL_SMOOTH) {
# if CHAN_TYPE == GL_FLOAT
rLeft = vLower->color[RCOMP] + (span.drdx * adjx + span.drdy * adjy) * (1.0F / FIXED_SCALE);
gLeft = vLower->color[GCOMP] + (span.dgdx * adjx + span.dgdy * adjy) * (1.0F / FIXED_SCALE);
bLeft = vLower->color[BCOMP] + (span.dbdx * adjx + span.dbdy * adjy) * (1.0F / FIXED_SCALE);
fdrOuter = span.drdy + dxOuter * span.drdx;
fdgOuter = span.dgdy + dxOuter * span.dgdx;
fdbOuter = span.dbdy + dxOuter * span.dbdx;
# else
rLeft = (GLint)(ChanToFixed(vLower->color[RCOMP]) + span.drdx * adjx + span.drdy * adjy) + FIXED_HALF;
gLeft = (GLint)(ChanToFixed(vLower->color[GCOMP]) + span.dgdx * adjx + span.dgdy * adjy) + FIXED_HALF;
bLeft = (GLint)(ChanToFixed(vLower->color[BCOMP]) + span.dbdx * adjx + span.dbdy * adjy) + FIXED_HALF;
fdrOuter = SignedFloatToFixed(span.drdy + dxOuter * span.drdx);
fdgOuter = SignedFloatToFixed(span.dgdy + dxOuter * span.dgdx);
fdbOuter = SignedFloatToFixed(span.dbdy + dxOuter * span.dbdx);
# endif
# ifdef INTERP_ALPHA
# if CHAN_TYPE == GL_FLOAT
aLeft = vLower->color[ACOMP] + (span.dadx * adjx + span.dady * adjy) * (1.0F / FIXED_SCALE);
fdaOuter = span.dady + dxOuter * span.dadx;
# else
aLeft = (GLint)(ChanToFixed(vLower->color[ACOMP]) + span.dadx * adjx + span.dady * adjy) + FIXED_HALF;
fdaOuter = SignedFloatToFixed(span.dady + dxOuter * span.dadx);
# endif
# endif
}
else {
ASSERT(ctx->Light.ShadeModel == GL_FLAT);
# if CHAN_TYPE == GL_FLOAT
rLeft = v2->color[RCOMP];
gLeft = v2->color[GCOMP];
bLeft = v2->color[BCOMP];
fdrOuter = fdgOuter = fdbOuter = 0.0F;
# else
rLeft = ChanToFixed(v2->color[RCOMP]);
gLeft = ChanToFixed(v2->color[GCOMP]);
bLeft = ChanToFixed(v2->color[BCOMP]);
fdrOuter = fdgOuter = fdbOuter = 0;
# endif
# ifdef INTERP_ALPHA
# if CHAN_TYPE == GL_FLOAT
aLeft = v2->color[ACOMP];
fdaOuter = 0.0F;
# else
aLeft = ChanToFixed(v2->color[ACOMP]);
fdaOuter = 0;
# endif
# endif
}
#endif
#ifdef INTERP_SPEC
if (ctx->Light.ShadeModel == GL_SMOOTH) {
# if CHAN_TYPE == GL_FLOAT
srLeft = vLower->specular[RCOMP] + (span.dsrdx * adjx + span.dsrdy * adjy) * (1.0F / FIXED_SCALE);
sgLeft = vLower->specular[GCOMP] + (span.dsgdx * adjx + span.dsgdy * adjy) * (1.0F / FIXED_SCALE);
sbLeft = vLower->specular[BCOMP] + (span.dsbdx * adjx + span.dsbdy * adjy) * (1.0F / FIXED_SCALE);
dsrOuter = span.dsrdy + dxOuter * span.dsrdx;
dsgOuter = span.dsgdy + dxOuter * span.dsgdx;
dsbOuter = span.dsbdy + dxOuter * span.dsbdx;
# else
srLeft = (GLfixed) (ChanToFixed(vLower->specular[RCOMP]) + span.dsrdx * adjx + span.dsrdy * adjy) + FIXED_HALF;
sgLeft = (GLfixed) (ChanToFixed(vLower->specular[GCOMP]) + span.dsgdx * adjx + span.dsgdy * adjy) + FIXED_HALF;
sbLeft = (GLfixed) (ChanToFixed(vLower->specular[BCOMP]) + span.dsbdx * adjx + span.dsbdy * adjy) + FIXED_HALF;
dsrOuter = SignedFloatToFixed(span.dsrdy + dxOuter * span.dsrdx);
dsgOuter = SignedFloatToFixed(span.dsgdy + dxOuter * span.dsgdx);
dsbOuter = SignedFloatToFixed(span.dsbdy + dxOuter * span.dsbdx);
# endif
}
else {
ASSERT(ctx->Light.ShadeModel == GL_FLAT);
#if CHAN_TYPE == GL_FLOAT
srLeft = v2->specular[RCOMP];
sgLeft = v2->specular[GCOMP];
sbLeft = v2->specular[BCOMP];
dsrOuter = dsgOuter = dsbOuter = 0.0F;
# else
srLeft = ChanToFixed(v2->specular[RCOMP]);
sgLeft = ChanToFixed(v2->specular[GCOMP]);
sbLeft = ChanToFixed(v2->specular[BCOMP]);
dsrOuter = dsgOuter = dsbOuter = 0;
# endif
}
#endif
#ifdef INTERP_INDEX
if (ctx->Light.ShadeModel == GL_SMOOTH) {
iLeft = (GLfixed)(vLower->index * FIXED_SCALE
+ didx * adjx + didy * adjy) + FIXED_HALF;
diOuter = SignedFloatToFixed(didy + dxOuter * didx);
}
else {
ASSERT(ctx->Light.ShadeModel == GL_FLAT);
iLeft = FloatToFixed(v2->index);
diOuter = 0;
}
#endif
#ifdef INTERP_INT_TEX
{
GLfloat s0, t0;
s0 = vLower->texcoord[0][0] * S_SCALE;
sLeft = (GLfixed)(s0 * FIXED_SCALE + span.texStepX[0][0] * adjx
+ span.texStepY[0][0] * adjy) + FIXED_HALF;
dsOuter = SignedFloatToFixed(span.texStepY[0][0] + dxOuter * span.texStepX[0][0]);
t0 = vLower->texcoord[0][1] * T_SCALE;
tLeft = (GLfixed)(t0 * FIXED_SCALE + span.texStepX[0][1] * adjx
+ span.texStepY[0][1] * adjy) + FIXED_HALF;
dtOuter = SignedFloatToFixed(span.texStepY[0][1] + dxOuter * span.texStepX[0][1]);
}
#endif
#ifdef INTERP_TEX
TEX_UNIT_LOOP(
const GLfloat invW = vLower->win[3];
const GLfloat s0 = vLower->texcoord[u][0] * invW;
const GLfloat t0 = vLower->texcoord[u][1] * invW;
const GLfloat u0 = vLower->texcoord[u][2] * invW;
const GLfloat v0 = vLower->texcoord[u][3] * invW;
sLeft[u] = s0 + (span.texStepX[u][0] * adjx + span.texStepY[u][0] * adjy) * (1.0F/FIXED_SCALE);
tLeft[u] = t0 + (span.texStepX[u][1] * adjx + span.texStepY[u][1] * adjy) * (1.0F/FIXED_SCALE);
uLeft[u] = u0 + (span.texStepX[u][2] * adjx + span.texStepY[u][2] * adjy) * (1.0F/FIXED_SCALE);
vLeft[u] = v0 + (span.texStepX[u][3] * adjx + span.texStepY[u][3] * adjy) * (1.0F/FIXED_SCALE);
dsOuter[u] = span.texStepY[u][0] + dxOuter * span.texStepX[u][0];
dtOuter[u] = span.texStepY[u][1] + dxOuter * span.texStepX[u][1];
duOuter[u] = span.texStepY[u][2] + dxOuter * span.texStepX[u][2];
dvOuter[u] = span.texStepY[u][3] + dxOuter * span.texStepX[u][3];
)
#endif
#ifdef INTERP_VARYING
VARYING_LOOP(
const GLfloat invW = vLower->win[3];
const GLfloat var0 = vLower->attribute[iv][ic] * invW;
varLeft[iv][ic] = var0 + (span.varStepX[iv][ic] * adjx +
span.varStepY[iv][ic] * adjy) * (1.0f / FIXED_SCALE);
dvarOuter[iv][ic] = span.varStepY[iv][ic] + dxOuter * span.varStepX[iv][ic];
)
#endif
}
if (setupRight && eRight->lines>0) {
#if TRIANGLE_WALK_DOUBLE
fxRightEdge = eRight->fsx;
fdxRightEdge = eRight->dxdy;
#else
fxRightEdge = eRight->fsx - FIXED_EPSILON;
fdxRightEdge = eRight->fdxdy;
#endif
}
if (lines==0) {
continue;
}
#ifdef PIXEL_ADDRESS
dPRowInner = dPRowOuter + sizeof(PIXEL_TYPE);
#endif
#ifdef INTERP_Z
# ifdef DEPTH_TYPE
dZRowInner = dZRowOuter + sizeof(DEPTH_TYPE);
# endif
fdzInner = fdzOuter + span.zStep;
#endif
#ifdef INTERP_W
dwInner = dwOuter + span.dwdx;
#endif
#ifdef INTERP_FOG
dfogInner = dfogOuter + span.dfogdx;
#endif
#ifdef INTERP_RGB
fdrInner = fdrOuter + span.redStep;
fdgInner = fdgOuter + span.greenStep;
fdbInner = fdbOuter + span.blueStep;
#endif
#ifdef INTERP_ALPHA
fdaInner = fdaOuter + span.alphaStep;
#endif
#ifdef INTERP_SPEC
dsrInner = dsrOuter + span.specRedStep;
dsgInner = dsgOuter + span.specGreenStep;
dsbInner = dsbOuter + span.specBlueStep;
#endif
#ifdef INTERP_INDEX
diInner = diOuter + span.indexStep;
#endif
#ifdef INTERP_INT_TEX
dsInner = dsOuter + span.intTexStep[0];
dtInner = dtOuter + span.intTexStep[1];
#endif
#ifdef INTERP_TEX
TEX_UNIT_LOOP(
dsInner[u] = dsOuter[u] + span.texStepX[u][0];
dtInner[u] = dtOuter[u] + span.texStepX[u][1];
duInner[u] = duOuter[u] + span.texStepX[u][2];
dvInner[u] = dvOuter[u] + span.texStepX[u][3];
)
#endif
#ifdef INTERP_VARYING
VARYING_LOOP(
dvarInner[iv][ic] = dvarOuter[iv][ic] + span.varStepX[iv][ic];
)
#endif
while (lines > 0) {
const GLint right = InterpToInt(fxRightEdge);
span.x = InterpToInt(fxLeftEdge);
if (right <= span.x)
span.end = 0;
else
span.end = right - span.x;
#ifdef INTERP_Z
span.z = zLeft;
#endif
#ifdef INTERP_W
span.w = wLeft;
#endif
#ifdef INTERP_FOG
span.fog = fogLeft;
#endif
#ifdef INTERP_RGB
span.red = rLeft;
span.green = gLeft;
span.blue = bLeft;
#endif
#ifdef INTERP_ALPHA
span.alpha = aLeft;
#endif
#ifdef INTERP_SPEC
span.specRed = srLeft;
span.specGreen = sgLeft;
span.specBlue = sbLeft;
#endif
#ifdef INTERP_INDEX
span.index = iLeft;
#endif
#ifdef INTERP_INT_TEX
span.intTex[0] = sLeft;
span.intTex[1] = tLeft;
#endif
#ifdef INTERP_TEX
TEX_UNIT_LOOP(
span.tex[u][0] = sLeft[u];
span.tex[u][1] = tLeft[u];
span.tex[u][2] = uLeft[u];
span.tex[u][3] = vLeft[u];
)
#endif
#ifdef INTERP_VARYING
VARYING_LOOP(
span.var[iv][ic] = varLeft[iv][ic];
)
#endif
if (span.end > 0 && span.y >= 0) {
const GLint len = span.end - 1;
(void) len;
#ifdef INTERP_RGB
CLAMP_INTERPOLANT(red, redStep, len);
CLAMP_INTERPOLANT(green, greenStep, len);
CLAMP_INTERPOLANT(blue, blueStep, len);
#endif
#ifdef INTERP_ALPHA
CLAMP_INTERPOLANT(alpha, alphaStep, len);
#endif
#ifdef INTERP_SPEC
CLAMP_INTERPOLANT(specRed, specRedStep, len);
CLAMP_INTERPOLANT(specGreen, specGreenStep, len);
CLAMP_INTERPOLANT(specBlue, specBlueStep, len);
#endif
#ifdef INTERP_INDEX
CLAMP_INTERPOLANT(index, indexStep, len);
#endif
{
RENDER_SPAN( span );
}
}
span.y++;
lines--;
fxLeftEdge += fdxLeftEdge;
fxRightEdge += fdxRightEdge;
fError += fdError;
if (fError >= 0) {
fError -= INTERP_ONE;
#ifdef PIXEL_ADDRESS
pRow = (PIXEL_TYPE *) ((GLubyte *) pRow + dPRowOuter);
#endif
#ifdef INTERP_Z
# ifdef DEPTH_TYPE
zRow = (DEPTH_TYPE *) ((GLubyte *) zRow + dZRowOuter);
# endif
zLeft += fdzOuter;
#endif
#ifdef INTERP_W
wLeft += dwOuter;
#endif
#ifdef INTERP_FOG
fogLeft += dfogOuter;
#endif
#ifdef INTERP_RGB
rLeft += fdrOuter;
gLeft += fdgOuter;
bLeft += fdbOuter;
#endif
#ifdef INTERP_ALPHA
aLeft += fdaOuter;
#endif
#ifdef INTERP_SPEC
srLeft += dsrOuter;
sgLeft += dsgOuter;
sbLeft += dsbOuter;
#endif
#ifdef INTERP_INDEX
iLeft += diOuter;
#endif
#ifdef INTERP_INT_TEX
sLeft += dsOuter;
tLeft += dtOuter;
#endif
#ifdef INTERP_TEX
TEX_UNIT_LOOP(
sLeft[u] += dsOuter[u];
tLeft[u] += dtOuter[u];
uLeft[u] += duOuter[u];
vLeft[u] += dvOuter[u];
)
#endif
#ifdef INTERP_VARYING
VARYING_LOOP(
varLeft[iv][ic] += dvarOuter[iv][ic];
)
#endif
}
else {
#ifdef PIXEL_ADDRESS
pRow = (PIXEL_TYPE *) ((GLubyte *) pRow + dPRowInner);
#endif
#ifdef INTERP_Z
# ifdef DEPTH_TYPE
zRow = (DEPTH_TYPE *) ((GLubyte *) zRow + dZRowInner);
# endif
zLeft += fdzInner;
#endif
#ifdef INTERP_W
wLeft += dwInner;
#endif
#ifdef INTERP_FOG
fogLeft += dfogInner;
#endif
#ifdef INTERP_RGB
rLeft += fdrInner;
gLeft += fdgInner;
bLeft += fdbInner;
#endif
#ifdef INTERP_ALPHA
aLeft += fdaInner;
#endif
#ifdef INTERP_SPEC
srLeft += dsrInner;
sgLeft += dsgInner;
sbLeft += dsbInner;
#endif
#ifdef INTERP_INDEX
iLeft += diInner;
#endif
#ifdef INTERP_INT_TEX
sLeft += dsInner;
tLeft += dtInner;
#endif
#ifdef INTERP_TEX
TEX_UNIT_LOOP(
sLeft[u] += dsInner[u];
tLeft[u] += dtInner[u];
uLeft[u] += duInner[u];
vLeft[u] += dvInner[u];
)
#endif
#ifdef INTERP_VARYING
VARYING_LOOP(
varLeft[iv][ic] += dvarInner[iv][ic];
)
#endif
}
}
}
}
#ifdef CLEANUP_CODE
CLEANUP_CODE
#endif
}
}
#undef SETUP_CODE
#undef CLEANUP_CODE
#undef RENDER_SPAN
#undef PIXEL_TYPE
#undef BYTES_PER_ROW
#undef PIXEL_ADDRESS
#undef DEPTH_TYPE
#undef INTERP_Z
#undef INTERP_W
#undef INTERP_FOG
#undef INTERP_RGB
#undef INTERP_ALPHA
#undef INTERP_SPEC
#undef INTERP_INDEX
#undef INTERP_INT_TEX
#undef INTERP_TEX
#undef INTERP_MULTITEX
#undef INTERP_VARYING
#undef TEX_UNIT_LOOP
#undef VARYING_LOOP
#undef S_SCALE
#undef T_SCALE
#undef FixedToDepth
#undef ColorTemp
#undef GLinterp
#undef InterpToInt
#undef INTERP_ONE
#undef NAME