A new module to provide RasterSetup and advanced triangle/line/point
functionality layered on top of the software rasterizer. An example entrypoint: void _swsetup_Triangle( GLcontext, GLuint, GLuint, GLuint, GLuint ) will coerce the software rasterizer to draw flat, twoside-lit, unfilled and offset triangles (including decomposition to points or lines).
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117
src/mesa/swrast_setup/ss_vbtmp.h
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117
src/mesa/swrast_setup/ss_vbtmp.h
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/*
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* Mesa 3-D graphics library
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* Version: 3.5
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*
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* Copyright (C) 1999 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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* Authors:
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* Keith Whitwell <keithw@valinux.com>
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*/
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static void TAG(rs)(struct vertex_buffer *VB, GLuint start, GLuint end)
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{
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GLcontext *ctx = VB->ctx;
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SWvertex *v;
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GLfloat (*eye)[4];
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GLfloat (*win)[4];
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GLfloat (*tc[MAX_TEXTURE_UNITS])[4];
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GLubyte (*color)[4];
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GLubyte (*spec)[4];
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GLuint *index;
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GLfloat *fog;
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GLuint sz[MAX_TEXTURE_UNITS];
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GLuint szeye;
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int i;
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/* TODO: Do window map here.
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*/
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/* GLfloat *m = VB->ctx->Viewport.WindowMap.m; */
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/* const GLfloat sx = m[0]; */
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/* const GLfloat sy = m[5]; */
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/* const GLfloat sz = m[10] * ctx->Visual->DepthMaxF; */
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/* const GLfloat tx = m[12]; */
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/* const GLfloat ty = m[13]; */
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/* const GLfloat tz = m[14] * ctx->Visual->DepthMaxF; */
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/* TODO: Get import_client_data to pad vectors out to 4 cleanly.
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*/
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gl_import_client_data( VB, ctx->_RenderFlags,
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(VB->ClipOrMask
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? /* VEC_CLEAN| */VEC_WRITABLE|VEC_GOOD_STRIDE
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: /* VEC_CLEAN| */VEC_GOOD_STRIDE));
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if (IND & TEX0) {
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tc[0] = VB->TexCoordPtr[0]->data;
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sz[0] = VB->TexCoordPtr[0]->size;
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}
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if (IND & MULTITEX) {
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for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++) {
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tc[i] = VB->TexCoordPtr[i]->data;
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sz[i] = VB->TexCoordPtr[i]->size;
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}
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}
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fog = VB->FogCoordPtr->data;
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eye = VB->EyePtr->data;
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szeye = VB->EyePtr->size;
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win = VB->Win.data;
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color = VB->Color[0]->data;
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spec = VB->SecondaryColor[0]->data;
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index = VB->Index[0]->data;
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v = &(SWSETUP_VB(VB)->verts[start]);
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for (i=start; i < end; i++, v++) {
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if (VB->ClipMask[i] == 0) {
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COPY_4FV( v->win, win[i] );
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if (IND & EYE)
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COPY_4FV( v->eye, eye[i] );
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if (IND & TEX0)
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COPY_CLEAN_4V( v->texcoord[0], sz[0], tc[0][i] );
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if (IND & MULTITEX) {
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GLuint u;
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for (u = 0 ; u < MAX_TEXTURE_UNITS ; u++)
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if (ctx->Texture.Unit[u]._ReallyEnabled)
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COPY_CLEAN_4V( v->texcoord[u], sz[u], tc[u][i] );
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}
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if (IND & COLOR)
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COPY_4UBV(v->color, color[i]);
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if (IND & SPEC)
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COPY_4UBV(v->specular, spec[i]);
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if (IND & FOG)
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v->fog = fog[i];
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if (IND & INDEX)
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v->index = index[i];
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}
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}
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}
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#undef TAG
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#undef IND
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