mesa32: Remove outdated files.

svn path=/branches/ros-amd64-bringup/; revision=40985
This commit is contained in:
Timo Kreuzer
2009-05-19 18:55:08 +00:00
parent 65d6a4e66a
commit 7d5b634591
17 changed files with 0 additions and 1851 deletions
@@ -1,2 +0,0 @@
MESA_DRIVER_COMMON_SOURCES = \
driverfuncs.c
-12
View File
@@ -1,12 +0,0 @@
MESA_GLAPI_SOURCES = \
glapi.c \
glthread.c
MESA_GLAPI_HEADERS = \
dispatch.h \
glapi.h \
glapioffsets.h \
glapitable.h \
glapitemp.h \
glprocs.h \
glthread.h
-42
View File
@@ -1,42 +0,0 @@
/*
* Mesa 3-D graphics library
* Version: 3.5
*
* Copyright (C) 1999-2001 Brian Paul 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"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef API_EVAL_H
#define API_EVAL_H
#include "mtypes.h"
extern void _mesa_EvalPoint1( GLint i );
extern void _mesa_EvalPoint2( GLint i, GLint j );
extern void _mesa_EvalCoord1f( GLfloat u );
extern void _mesa_EvalCoord2f( GLfloat u, GLfloat v );
extern void _mesa_EvalCoord1fv( const GLfloat *u );
extern void _mesa_EvalCoord2fv( const GLfloat *u );
#endif
-392
View File
@@ -1,392 +0,0 @@
/*
* Mesa 3-D graphics library
* Version: 7.1
*
* Copyright (C) 1999-2008 Brian Paul 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"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/**
* \file mcopmiler.h
*
* Define helper macros/etc that are platform or compiler-specific.
* There shouldn't be anything specific to GL in here.
*/
#ifndef MCOMPILER_H
#define MCOMPILER_H
/* Get typedefs for uintptr_t and friends */
#if defined(__MINGW32__) || defined(__NetBSD__)
# include <stdint.h>
#elif defined(_WIN32)
# include <BaseTsd.h>
# if _MSC_VER == 1200
typedef UINT_PTR uintptr_t;
# endif
#else
# include <inttypes.h>
#endif
#ifdef __cplusplus
extern "C" {
#endif
/**
* NULL
*/
#ifndef NULL
#define NULL 0
#endif
/**
* Function inlining
*/
#if defined(__GNUC__)
# define INLINE __inline__
#elif defined(__MSC__)
# define INLINE __inline
#elif defined(_MSC_VER)
# define INLINE __inline
#elif defined(__ICL)
# define INLINE __inline
#elif defined(__INTEL_COMPILER)
# define INLINE inline
#elif defined(__WATCOMC__) && (__WATCOMC__ >= 1100)
# define INLINE __inline
#else
# define INLINE
#endif
/**
* PUBLIC/USED macros for symbol export.
*
* If we build the library with gcc's -fvisibility=hidden flag, we'll
* use the PUBLIC macro to mark functions that are to be exported.
*
* We also need to define a USED attribute, so the optimizer doesn't
* inline a static function that we later use in an alias. - ajax
*/
#if defined(__GNUC__) && (__GNUC__ * 100 + __GNUC_MINOR__) >= 303
# define PUBLIC __attribute__((visibility("default")))
# define USED __attribute__((used))
#else
# define PUBLIC
# define USED
#endif
/**
* Some compilers don't like some of Mesa's const usage.
*/
#ifdef NO_CONST
# define CONST
#else
# define CONST const
#endif
/**
* ASSERT macro
*/
#if defined(BUILD_FOR_SNAP) && defined(CHECKED)
# define ASSERT(X) _CHECK(X)
#elif defined(DEBUG)
# define ASSERT(X) assert(X)
#else
# define ASSERT(X)
#endif
/**
* __builtin_expect() dummy for non-gcc
*/
#if (!defined(__GNUC__) || __GNUC__ < 3) && (!defined(__IBMC__) || __IBMC__ < 900)
# define __builtin_expect(x, y) x
#endif
/**
* The __FUNCTION__ gcc variable is generally only used for debugging.
* If we're not using gcc, define __FUNCTION__ as a cpp symbol here.
* Don't define it if using a newer Windows compiler.
*/
#if defined(__VMS)
# define __FUNCTION__ "VMS$NL:"
#elif __STDC_VERSION__ < 199901L
# if ((!defined __GNUC__) || (__GNUC__ < 2)) && (!defined __xlC__) && \
(!defined(_MSC_VER) || _MSC_VER < 1300)
# define __FUNCTION__ "<unknown>"
# endif
#endif
/** gcc -pedantic warns about long string literals, LONGSTRING silences that */
#if !defined(__GNUC__) || (__GNUC__ < 2) || \
((__GNUC__ == 2) && (__GNUC_MINOR__ <= 7))
# define LONGSTRING
#else
# define LONGSTRING __extension__
#endif
/* Create a macro so that asm functions can be linked into compilers other
* than GNU C
*/
#ifndef _ASMAPI
#if defined(WIN32) && !defined(BUILD_FOR_SNAP)/* was: !defined( __GNUC__ ) && !defined( VMS ) && !defined( __INTEL_COMPILER )*/
#define _ASMAPI __cdecl
#else
#define _ASMAPI
#endif
#ifdef PTR_DECL_IN_FRONT
#define _ASMAPIP * _ASMAPI
#else
#define _ASMAPIP _ASMAPI *
#endif
#endif
#ifdef USE_X86_ASM
#define _NORMAPI _ASMAPI
#define _NORMAPIP _ASMAPIP
#else
#define _NORMAPI
#define _NORMAPIP *
#endif
/**
* XXX is this used anymore?
*/
#if !defined(CAPI) && defined(WIN32) && !defined(BUILD_FOR_SNAP)
#define CAPI _cdecl
#endif
/**
* USE_IEEE: Determine if we're using IEEE floating point
*/
#if defined(__i386__) || defined(__386__) || defined(__sparc__) || \
defined(__s390x__) || defined(__powerpc__) || \
defined(__x86_64__) || \
defined(ia64) || defined(__ia64__) || \
defined(__hppa__) || defined(hpux) || \
defined(__mips) || defined(_MIPS_ARCH) || \
defined(__arm__) || \
defined(__sh__) || defined(__m32r__) || \
(defined(__sun) && defined(_IEEE_754)) || \
(defined(__alpha__) && (defined(__IEEE_FLOAT) || !defined(VMS)))
#define USE_IEEE
#define IEEE_ONE 0x3f800000
#endif
/**
* finite macro
*/
#if defined(_WIN32) && !defined(__WIN32__) && !defined(__CYGWIN__) && !defined(BUILD_FOR_SNAP)
# define __WIN32__
# define finite _finite
#endif
#if defined(__WATCOMC__)
# define finite _finite
# pragma disable_message(201) /* Disable unreachable code warnings */
#endif
/**
* IS_INF_OR_NAN: test if float is infinite or NaN
*/
#ifdef USE_IEEE
static INLINE int IS_INF_OR_NAN( float x )
{
fi_type tmp;
tmp.f = x;
return !(int)((unsigned int)((tmp.i & 0x7fffffff)-0x7f800000) >> 31);
}
#elif defined(isfinite)
#define IS_INF_OR_NAN(x) (!isfinite(x))
#elif defined(finite)
#define IS_INF_OR_NAN(x) (!finite(x))
#elif defined(__VMS)
#define IS_INF_OR_NAN(x) (!finite(x))
#elif defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L
#define IS_INF_OR_NAN(x) (!isfinite(x))
#else
#define IS_INF_OR_NAN(x) (!finite(x))
#endif
/***
*** START_FAST_MATH: Set x86 FPU to faster, 32-bit precision mode (and save
*** original mode to a temporary).
*** END_FAST_MATH: Restore x86 FPU to original mode.
***/
#if defined(__GNUC__) && defined(__i386__)
/*
* Set the x86 FPU control word to guarentee only 32 bits of precision
* are stored in registers. Allowing the FPU to store more introduces
* differences between situations where numbers are pulled out of memory
* vs. situations where the compiler is able to optimize register usage.
*
* In the worst case, we force the compiler to use a memory access to
* truncate the float, by specifying the 'volatile' keyword.
*/
/* Hardware default: All exceptions masked, extended double precision,
* round to nearest (IEEE compliant):
*/
#define DEFAULT_X86_FPU 0x037f
/* All exceptions masked, single precision, round to nearest:
*/
#define FAST_X86_FPU 0x003f
/* The fldcw instruction will cause any pending FP exceptions to be
* raised prior to entering the block, and we clear any pending
* exceptions before exiting the block. Hence, asm code has free
* reign over the FPU while in the fast math block.
*/
#if defined(NO_FAST_MATH)
#define START_FAST_MATH(x) \
do { \
static unsigned mask = DEFAULT_X86_FPU; \
__asm__ ( "fnstcw %0" : "=m" (*&(x)) ); \
__asm__ ( "fldcw %0" : : "m" (mask) ); \
} while (0)
#else
#define START_FAST_MATH(x) \
do { \
static unsigned mask = FAST_X86_FPU; \
__asm__ ( "fnstcw %0" : "=m" (*&(x)) ); \
__asm__ ( "fldcw %0" : : "m" (mask) ); \
} while (0)
#endif
/* Restore original FPU mode, and clear any exceptions that may have
* occurred in the FAST_MATH block.
*/
#define END_FAST_MATH(x) \
do { \
__asm__ ( "fnclex ; fldcw %0" : : "m" (*&(x)) ); \
} while (0)
#elif defined(__WATCOMC__) && defined(__386__)
#define DEFAULT_X86_FPU 0x037f /* See GCC comments above */
#define FAST_X86_FPU 0x003f /* See GCC comments above */
void _watcom_start_fast_math(unsigned short *x,unsigned short *mask);
#pragma aux _watcom_start_fast_math = \
"fnstcw word ptr [eax]" \
"fldcw word ptr [ecx]" \
parm [eax] [ecx] \
modify exact [];
void _watcom_end_fast_math(unsigned short *x);
#pragma aux _watcom_end_fast_math = \
"fnclex" \
"fldcw word ptr [eax]" \
parm [eax] \
modify exact [];
#if defined(NO_FAST_MATH)
#define START_FAST_MATH(x) \
do { \
static unsigned short mask = DEFAULT_X86_FPU; \
_watcom_start_fast_math(&x,&mask); \
} while (0)
#else
#define START_FAST_MATH(x) \
do { \
static unsigned short mask = FAST_X86_FPU; \
_watcom_start_fast_math(&x,&mask); \
} while (0)
#endif
#define END_FAST_MATH(x) _watcom_end_fast_math(&x)
#elif defined(_MSC_VER) && defined(_M_IX86)
#define DEFAULT_X86_FPU 0x037f /* See GCC comments above */
#define FAST_X86_FPU 0x003f /* See GCC comments above */
#if defined(NO_FAST_MATH)
#define START_FAST_MATH(x) do {\
static unsigned mask = DEFAULT_X86_FPU;\
__asm fnstcw word ptr [x]\
__asm fldcw word ptr [mask]\
} while(0)
#else
#define START_FAST_MATH(x) do {\
static unsigned mask = FAST_X86_FPU;\
__asm fnstcw word ptr [x]\
__asm fldcw word ptr [mask]\
} while(0)
#endif
#define END_FAST_MATH(x) do {\
__asm fnclex\
__asm fldcw word ptr [x]\
} while(0)
#else
#define START_FAST_MATH(x) x = 0
#define END_FAST_MATH(x) (void)(x)
#endif
/**
* Either define MESA_BIG_ENDIAN or MESA_LITTLE_ENDIAN.
* Do not use them unless absolutely necessary!
* Try to use a runtime test instead.
* For now, only used by some DRI hardware drivers for color/texel packing.
*/
#if defined(BYTE_ORDER) && defined(BIG_ENDIAN) && BYTE_ORDER == BIG_ENDIAN
#if defined(__linux__)
#include <byteswap.h>
#define CPU_TO_LE32( x ) bswap_32( x )
#else /*__linux__*/
#define CPU_TO_LE32( x ) ( x ) /* fix me for non-Linux big-endian! */
#endif /*__linux__*/
#define MESA_BIG_ENDIAN 1
#else
#define CPU_TO_LE32( x ) ( x )
#define MESA_LITTLE_ENDIAN 1
#endif
#define LE32_TO_CPU( x ) CPU_TO_LE32( x )
#ifdef __cplusplus
}
#endif
#endif /* MCOMPILER_H */
-138
View File
@@ -1,138 +0,0 @@
# List of source files in this directory used for X.org xserver build
MESA_MAIN_SOURCES = \
accum.c \
api_arrayelt.c \
api_loopback.c \
api_noop.c \
api_validate.c \
arrayobj.c \
attrib.c \
blend.c \
bufferobj.c \
buffers.c \
clip.c \
colortab.c \
context.c \
convolve.c \
debug.c \
depth.c \
depthstencil.c \
dlist.c \
drawpix.c \
enable.c \
enums.c \
eval.c \
execmem.c \
extensions.c \
fbobject.c \
feedback.c \
fog.c \
framebuffer.c \
get.c \
getstring.c \
hash.c \
hint.c \
histogram.c \
image.c \
imports.c \
light.c \
lines.c \
matrix.c \
mipmap.c \
mm.c \
occlude.c \
pixel.c \
points.c \
polygon.c \
rastpos.c \
rbadaptors.c \
renderbuffer.c \
state.c \
stencil.c \
texcompress.c \
texcompress_fxt1.c \
texcompress_s3tc.c \
texenvprogram.c \
texformat.c \
teximage.c \
texobj.c \
texrender.c \
texstate.c \
texstore.c \
varray.c \
$(VSNPRINTF_SOURCES) \
vtxfmt.c
MESA_VSNPRINTF_SOURCES = \
vsnprintf.c
MESA_MAIN_HEADERS = \
accum.h \
api_arrayelt.h \
api_eval.h \
api_loopback.h \
api_noop.h \
api_validate.h \
arrayobj.h \
attrib.h \
bitset.h \
blend.h \
bufferobj.h \
buffers.h \
clip.h \
colormac.h \
colortab.h \
config.h \
context.h \
convolve.h \
dd.h \
debug.h \
depth.h \
depthstencil.h \
dlist.h \
drawpix.h \
enable.h \
enums.h \
eval.h \
extensions.h \
fbobject.h \
feedback.h \
fog.h \
framebuffer.h \
get.h \
glheader.h \
hash.h \
hint.h \
histogram.h \
image.h \
imports.h \
light.h \
lines.h \
macros.h \
matrix.h \
mipmap.h \
mm.h \
mtypes.h \
occlude.h \
pixel.h \
points.h \
polygon.h \
rastpos.h \
rbadaptors.h \
renderbuffer.h \
simple_list.h \
state.h \
stencil.h \
texcompress.h \
texenvprogram.h \
texformat.h \
texformat_tmp.h \
teximage.h \
texobj.h \
texrender.h \
texstate.h \
texstore.h \
varray.h \
version.h \
vtxfmt.h \
vtxfmt_tmp.h
-25
View File
@@ -1,25 +0,0 @@
MESA_MATH_SOURCES = \
m_debug_clip.c \
m_debug_norm.c \
m_debug_xform.c \
m_eval.c \
m_matrix.c \
m_translate.c \
m_vector.c \
m_xform.c
MESA_MATH_HEADERS = \
m_clip_tmp.h \
m_copy_tmp.h \
m_debug.h \
m_debug_util.h \
m_dotprod_tmp.h \
m_eval.h \
m_matrix.h \
m_norm_tmp.h \
m_trans_tmp.h \
m_translate.h \
m_vector.h \
m_xform.h \
m_xform_tmp.h \
mathmod.h
@@ -1,8 +0,0 @@
MESA_SHADER_GRAMMAR_SOURCES = \
grammar_mesa.c
MESA_SHADER_GRAMMAR_HEADERS = \
grammar.c \
grammar.h \
grammar_mesa.h \
grammar_syn.h
-53
View File
@@ -1,53 +0,0 @@
#include "main/glheader.h"
#include "main/mtypes.h"
/**
* Write shader and associated info to a file.
*/
void
_mesa_write_shader_to_file(const struct gl_shader *shader)
{
const char *type;
char filename[100];
FILE *f;
if (shader->Type == GL_FRAGMENT_SHADER)
type = "frag";
else
type = "vert";
snprintf(filename, strlen(filename), "shader_%u.%s", shader->Name, type);
f = fopen(filename, "w");
if (!f) {
fprintf(stderr, "Unable to open %s for writing\n", filename);
return;
}
fprintf(f, "/* Shader %u source */\n", shader->Name);
fputs(shader->Source, f);
fprintf(f, "\n");
fprintf(f, "/* Compile status: %d */\n", shader->CompileStatus);
fprintf(f, "\n");
if (shader->CompileStatus) {
FILE *stdout_save;
stdout_save = stdout;
stdout = f;
fprintf(f, "/*GPU code */\n");
_mesa_print_program(shader->Program);
stdout = stdout_save;
}
fclose(f);
}
@@ -1,501 +0,0 @@
/*
* Mesa 3-D graphics library
* Version: 6.5
*
* Copyright (C) 2006 Brian Paul 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"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/*
* SimplexNoise1234
* Copyright (c) 2003-2005, Stefan Gustavson
*
* Contact: [email protected]
*/
/** \file
\brief C implementation of Perlin Simplex Noise over 1,2,3, and 4 dimensions.
\author Stefan Gustavson ([email protected])
*/
/*
* This implementation is "Simplex Noise" as presented by
* Ken Perlin at a relatively obscure and not often cited course
* session "Real-Time Shading" at Siggraph 2001 (before real
* time shading actually took on), under the title "hardware noise".
* The 3D function is numerically equivalent to his Java reference
* code available in the PDF course notes, although I re-implemented
* it from scratch to get more readable code. The 1D, 2D and 4D cases
* were implemented from scratch by me from Ken Perlin's text.
*
* This file has no dependencies on any other file, not even its own
* header file. The header file is made for use by external code only.
*/
#include "main/imports.h"
#include "slang_library_noise.h"
#define FASTFLOOR(x) ( ((x)>0) ? ((int)x) : (((int)x)-1) )
/*
* ---------------------------------------------------------------------
* Static data
*/
/*
* Permutation table. This is just a random jumble of all numbers 0-255,
* repeated twice to avoid wrapping the index at 255 for each lookup.
* This needs to be exactly the same for all instances on all platforms,
* so it's easiest to just keep it as static explicit data.
* This also removes the need for any initialisation of this class.
*
* Note that making this an int[] instead of a char[] might make the
* code run faster on platforms with a high penalty for unaligned single
* byte addressing. Intel x86 is generally single-byte-friendly, but
* some other CPUs are faster with 4-aligned reads.
* However, a char[] is smaller, which avoids cache trashing, and that
* is probably the most important aspect on most architectures.
* This array is accessed a *lot* by the noise functions.
* A vector-valued noise over 3D accesses it 96 times, and a
* float-valued 4D noise 64 times. We want this to fit in the cache!
*/
unsigned char perm[512] = {151,160,137,91,90,15,
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180,
151,160,137,91,90,15,
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180
};
/*
* ---------------------------------------------------------------------
*/
/*
* Helper functions to compute gradients-dot-residualvectors (1D to 4D)
* Note that these generate gradients of more than unit length. To make
* a close match with the value range of classic Perlin noise, the final
* noise values need to be rescaled to fit nicely within [-1,1].
* (The simplex noise functions as such also have different scaling.)
* Note also that these noise functions are the most practical and useful
* signed version of Perlin noise. To return values according to the
* RenderMan specification from the SL noise() and pnoise() functions,
* the noise values need to be scaled and offset to [0,1], like this:
* float SLnoise = (SimplexNoise1234::noise(x,y,z) + 1.0) * 0.5;
*/
static float grad1( int hash, float x ) {
int h = hash & 15;
float grad = 1.0f + (h & 7); /* Gradient value 1.0, 2.0, ..., 8.0 */
if (h&8) grad = -grad; /* Set a random sign for the gradient */
return ( grad * x ); /* Multiply the gradient with the distance */
}
static float grad2( int hash, float x, float y ) {
int h = hash & 7; /* Convert low 3 bits of hash code */
float u = h<4 ? x : y; /* into 8 simple gradient directions, */
float v = h<4 ? y : x; /* and compute the dot product with (x,y). */
return ((h&1)? -u : u) + ((h&2)? -2.0f*v : 2.0f*v);
}
static float grad3( int hash, float x, float y , float z ) {
int h = hash & 15; /* Convert low 4 bits of hash code into 12 simple */
float u = h<8 ? x : y; /* gradient directions, and compute dot product. */
float v = h<4 ? y : h==12||h==14 ? x : z; /* Fix repeats at h = 12 to 15 */
return ((h&1)? -u : u) + ((h&2)? -v : v);
}
static float grad4( int hash, float x, float y, float z, float t ) {
int h = hash & 31; /* Convert low 5 bits of hash code into 32 simple */
float u = h<24 ? x : y; /* gradient directions, and compute dot product. */
float v = h<16 ? y : z;
float w = h<8 ? z : t;
return ((h&1)? -u : u) + ((h&2)? -v : v) + ((h&4)? -w : w);
}
/* A lookup table to traverse the simplex around a given point in 4D. */
/* Details can be found where this table is used, in the 4D noise method. */
/* TODO: This should not be required, backport it from Bill's GLSL code! */
static unsigned char simplex[64][4] = {
{0,1,2,3},{0,1,3,2},{0,0,0,0},{0,2,3,1},{0,0,0,0},{0,0,0,0},{0,0,0,0},{1,2,3,0},
{0,2,1,3},{0,0,0,0},{0,3,1,2},{0,3,2,1},{0,0,0,0},{0,0,0,0},{0,0,0,0},{1,3,2,0},
{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},
{1,2,0,3},{0,0,0,0},{1,3,0,2},{0,0,0,0},{0,0,0,0},{0,0,0,0},{2,3,0,1},{2,3,1,0},
{1,0,2,3},{1,0,3,2},{0,0,0,0},{0,0,0,0},{0,0,0,0},{2,0,3,1},{0,0,0,0},{2,1,3,0},
{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},
{2,0,1,3},{0,0,0,0},{0,0,0,0},{0,0,0,0},{3,0,1,2},{3,0,2,1},{0,0,0,0},{3,1,2,0},
{2,1,0,3},{0,0,0,0},{0,0,0,0},{0,0,0,0},{3,1,0,2},{0,0,0,0},{3,2,0,1},{3,2,1,0}};
/* 1D simplex noise */
GLfloat _slang_library_noise1 (GLfloat x)
{
int i0 = FASTFLOOR(x);
int i1 = i0 + 1;
float x0 = x - i0;
float x1 = x0 - 1.0f;
float t1 = 1.0f - x1*x1;
float n0, n1;
float t0 = 1.0f - x0*x0;
/* if(t0 < 0.0f) t0 = 0.0f; // this never happens for the 1D case */
t0 *= t0;
n0 = t0 * t0 * grad1(perm[i0 & 0xff], x0);
/* if(t1 < 0.0f) t1 = 0.0f; // this never happens for the 1D case */
t1 *= t1;
n1 = t1 * t1 * grad1(perm[i1 & 0xff], x1);
/* The maximum value of this noise is 8*(3/4)^4 = 2.53125 */
/* A factor of 0.395 would scale to fit exactly within [-1,1], but */
/* we want to match PRMan's 1D noise, so we scale it down some more. */
return 0.25f * (n0 + n1);
}
/* 2D simplex noise */
GLfloat _slang_library_noise2 (GLfloat x, GLfloat y)
{
#define F2 0.366025403f /* F2 = 0.5*(sqrt(3.0)-1.0) */
#define G2 0.211324865f /* G2 = (3.0-Math.sqrt(3.0))/6.0 */
float n0, n1, n2; /* Noise contributions from the three corners */
/* Skew the input space to determine which simplex cell we're in */
float s = (x+y)*F2; /* Hairy factor for 2D */
float xs = x + s;
float ys = y + s;
int i = FASTFLOOR(xs);
int j = FASTFLOOR(ys);
float t = (float)(i+j)*G2;
float X0 = i-t; /* Unskew the cell origin back to (x,y) space */
float Y0 = j-t;
float x0 = x-X0; /* The x,y distances from the cell origin */
float y0 = y-Y0;
float x1, y1, x2, y2;
int ii, jj;
float t0, t1, t2;
/* For the 2D case, the simplex shape is an equilateral triangle. */
/* Determine which simplex we are in. */
int i1, j1; /* Offsets for second (middle) corner of simplex in (i,j) coords */
if(x0>y0) {i1=1; j1=0;} /* lower triangle, XY order: (0,0)->(1,0)->(1,1) */
else {i1=0; j1=1;} /* upper triangle, YX order: (0,0)->(0,1)->(1,1) */
/* A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and */
/* a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where */
/* c = (3-sqrt(3))/6 */
x1 = x0 - i1 + G2; /* Offsets for middle corner in (x,y) unskewed coords */
y1 = y0 - j1 + G2;
x2 = x0 - 1.0f + 2.0f * G2; /* Offsets for last corner in (x,y) unskewed coords */
y2 = y0 - 1.0f + 2.0f * G2;
/* Wrap the integer indices at 256, to avoid indexing perm[] out of bounds */
ii = i % 256;
jj = j % 256;
/* Calculate the contribution from the three corners */
t0 = 0.5f - x0*x0-y0*y0;
if(t0 < 0.0f) n0 = 0.0f;
else {
t0 *= t0;
n0 = t0 * t0 * grad2(perm[ii+perm[jj]], x0, y0);
}
t1 = 0.5f - x1*x1-y1*y1;
if(t1 < 0.0f) n1 = 0.0f;
else {
t1 *= t1;
n1 = t1 * t1 * grad2(perm[ii+i1+perm[jj+j1]], x1, y1);
}
t2 = 0.5f - x2*x2-y2*y2;
if(t2 < 0.0f) n2 = 0.0f;
else {
t2 *= t2;
n2 = t2 * t2 * grad2(perm[ii+1+perm[jj+1]], x2, y2);
}
/* Add contributions from each corner to get the final noise value. */
/* The result is scaled to return values in the interval [-1,1]. */
return 40.0f * (n0 + n1 + n2); /* TODO: The scale factor is preliminary! */
}
/* 3D simplex noise */
GLfloat _slang_library_noise3 (GLfloat x, GLfloat y, GLfloat z)
{
/* Simple skewing factors for the 3D case */
#define F3 0.333333333f
#define G3 0.166666667f
float n0, n1, n2, n3; /* Noise contributions from the four corners */
/* Skew the input space to determine which simplex cell we're in */
float s = (x+y+z)*F3; /* Very nice and simple skew factor for 3D */
float xs = x+s;
float ys = y+s;
float zs = z+s;
int i = FASTFLOOR(xs);
int j = FASTFLOOR(ys);
int k = FASTFLOOR(zs);
float t = (float)(i+j+k)*G3;
float X0 = i-t; /* Unskew the cell origin back to (x,y,z) space */
float Y0 = j-t;
float Z0 = k-t;
float x0 = x-X0; /* The x,y,z distances from the cell origin */
float y0 = y-Y0;
float z0 = z-Z0;
float x1, y1, z1, x2, y2, z2, x3, y3, z3;
int ii, jj, kk;
float t0, t1, t2, t3;
/* For the 3D case, the simplex shape is a slightly irregular tetrahedron. */
/* Determine which simplex we are in. */
int i1, j1, k1; /* Offsets for second corner of simplex in (i,j,k) coords */
int i2, j2, k2; /* Offsets for third corner of simplex in (i,j,k) coords */
/* This code would benefit from a backport from the GLSL version! */
if(x0>=y0) {
if(y0>=z0)
{ i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; } /* X Y Z order */
else if(x0>=z0) { i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; } /* X Z Y order */
else { i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; } /* Z X Y order */
}
else { /* x0<y0 */
if(y0<z0) { i1=0; j1=0; k1=1; i2=0; j2=1; k2=1; } /* Z Y X order */
else if(x0<z0) { i1=0; j1=1; k1=0; i2=0; j2=1; k2=1; } /* Y Z X order */
else { i1=0; j1=1; k1=0; i2=1; j2=1; k2=0; } /* Y X Z order */
}
/* A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z), */
/* a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and */
/* a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where */
/* c = 1/6. */
x1 = x0 - i1 + G3; /* Offsets for second corner in (x,y,z) coords */
y1 = y0 - j1 + G3;
z1 = z0 - k1 + G3;
x2 = x0 - i2 + 2.0f*G3; /* Offsets for third corner in (x,y,z) coords */
y2 = y0 - j2 + 2.0f*G3;
z2 = z0 - k2 + 2.0f*G3;
x3 = x0 - 1.0f + 3.0f*G3; /* Offsets for last corner in (x,y,z) coords */
y3 = y0 - 1.0f + 3.0f*G3;
z3 = z0 - 1.0f + 3.0f*G3;
/* Wrap the integer indices at 256, to avoid indexing perm[] out of bounds */
ii = i % 256;
jj = j % 256;
kk = k % 256;
/* Calculate the contribution from the four corners */
t0 = 0.6f - x0*x0 - y0*y0 - z0*z0;
if(t0 < 0.0f) n0 = 0.0f;
else {
t0 *= t0;
n0 = t0 * t0 * grad3(perm[ii+perm[jj+perm[kk]]], x0, y0, z0);
}
t1 = 0.6f - x1*x1 - y1*y1 - z1*z1;
if(t1 < 0.0f) n1 = 0.0f;
else {
t1 *= t1;
n1 = t1 * t1 * grad3(perm[ii+i1+perm[jj+j1+perm[kk+k1]]], x1, y1, z1);
}
t2 = 0.6f - x2*x2 - y2*y2 - z2*z2;
if(t2 < 0.0f) n2 = 0.0f;
else {
t2 *= t2;
n2 = t2 * t2 * grad3(perm[ii+i2+perm[jj+j2+perm[kk+k2]]], x2, y2, z2);
}
t3 = 0.6f - x3*x3 - y3*y3 - z3*z3;
if(t3<0.0f) n3 = 0.0f;
else {
t3 *= t3;
n3 = t3 * t3 * grad3(perm[ii+1+perm[jj+1+perm[kk+1]]], x3, y3, z3);
}
/* Add contributions from each corner to get the final noise value. */
/* The result is scaled to stay just inside [-1,1] */
return 32.0f * (n0 + n1 + n2 + n3); /* TODO: The scale factor is preliminary! */
}
/* 4D simplex noise */
GLfloat _slang_library_noise4 (GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
/* The skewing and unskewing factors are hairy again for the 4D case */
#define F4 0.309016994f /* F4 = (Math.sqrt(5.0)-1.0)/4.0 */
#define G4 0.138196601f /* G4 = (5.0-Math.sqrt(5.0))/20.0 */
float n0, n1, n2, n3, n4; /* Noise contributions from the five corners */
/* Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in */
float s = (x + y + z + w) * F4; /* Factor for 4D skewing */
float xs = x + s;
float ys = y + s;
float zs = z + s;
float ws = w + s;
int i = FASTFLOOR(xs);
int j = FASTFLOOR(ys);
int k = FASTFLOOR(zs);
int l = FASTFLOOR(ws);
float t = (i + j + k + l) * G4; /* Factor for 4D unskewing */
float X0 = i - t; /* Unskew the cell origin back to (x,y,z,w) space */
float Y0 = j - t;
float Z0 = k - t;
float W0 = l - t;
float x0 = x - X0; /* The x,y,z,w distances from the cell origin */
float y0 = y - Y0;
float z0 = z - Z0;
float w0 = w - W0;
/* For the 4D case, the simplex is a 4D shape I won't even try to describe. */
/* To find out which of the 24 possible simplices we're in, we need to */
/* determine the magnitude ordering of x0, y0, z0 and w0. */
/* The method below is a good way of finding the ordering of x,y,z,w and */
/* then find the correct traversal order for the simplex we're in. */
/* First, six pair-wise comparisons are performed between each possible pair */
/* of the four coordinates, and the results are used to add up binary bits */
/* for an integer index. */
int c1 = (x0 > y0) ? 32 : 0;
int c2 = (x0 > z0) ? 16 : 0;
int c3 = (y0 > z0) ? 8 : 0;
int c4 = (x0 > w0) ? 4 : 0;
int c5 = (y0 > w0) ? 2 : 0;
int c6 = (z0 > w0) ? 1 : 0;
int c = c1 + c2 + c3 + c4 + c5 + c6;
int i1, j1, k1, l1; /* The integer offsets for the second simplex corner */
int i2, j2, k2, l2; /* The integer offsets for the third simplex corner */
int i3, j3, k3, l3; /* The integer offsets for the fourth simplex corner */
float x1, y1, z1, w1, x2, y2, z2, w2, x3, y3, z3, w3, x4, y4, z4, w4;
int ii, jj, kk, ll;
float t0, t1, t2, t3, t4;
/* simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order. */
/* Many values of c will never occur, since e.g. x>y>z>w makes x<z, y<w and x<w */
/* impossible. Only the 24 indices which have non-zero entries make any sense. */
/* We use a thresholding to set the coordinates in turn from the largest magnitude. */
/* The number 3 in the "simplex" array is at the position of the largest coordinate. */
i1 = simplex[c][0]>=3 ? 1 : 0;
j1 = simplex[c][1]>=3 ? 1 : 0;
k1 = simplex[c][2]>=3 ? 1 : 0;
l1 = simplex[c][3]>=3 ? 1 : 0;
/* The number 2 in the "simplex" array is at the second largest coordinate. */
i2 = simplex[c][0]>=2 ? 1 : 0;
j2 = simplex[c][1]>=2 ? 1 : 0;
k2 = simplex[c][2]>=2 ? 1 : 0;
l2 = simplex[c][3]>=2 ? 1 : 0;
/* The number 1 in the "simplex" array is at the second smallest coordinate. */
i3 = simplex[c][0]>=1 ? 1 : 0;
j3 = simplex[c][1]>=1 ? 1 : 0;
k3 = simplex[c][2]>=1 ? 1 : 0;
l3 = simplex[c][3]>=1 ? 1 : 0;
/* The fifth corner has all coordinate offsets = 1, so no need to look that up. */
x1 = x0 - i1 + G4; /* Offsets for second corner in (x,y,z,w) coords */
y1 = y0 - j1 + G4;
z1 = z0 - k1 + G4;
w1 = w0 - l1 + G4;
x2 = x0 - i2 + 2.0f*G4; /* Offsets for third corner in (x,y,z,w) coords */
y2 = y0 - j2 + 2.0f*G4;
z2 = z0 - k2 + 2.0f*G4;
w2 = w0 - l2 + 2.0f*G4;
x3 = x0 - i3 + 3.0f*G4; /* Offsets for fourth corner in (x,y,z,w) coords */
y3 = y0 - j3 + 3.0f*G4;
z3 = z0 - k3 + 3.0f*G4;
w3 = w0 - l3 + 3.0f*G4;
x4 = x0 - 1.0f + 4.0f*G4; /* Offsets for last corner in (x,y,z,w) coords */
y4 = y0 - 1.0f + 4.0f*G4;
z4 = z0 - 1.0f + 4.0f*G4;
w4 = w0 - 1.0f + 4.0f*G4;
/* Wrap the integer indices at 256, to avoid indexing perm[] out of bounds */
ii = i % 256;
jj = j % 256;
kk = k % 256;
ll = l % 256;
/* Calculate the contribution from the five corners */
t0 = 0.6f - x0*x0 - y0*y0 - z0*z0 - w0*w0;
if(t0 < 0.0f) n0 = 0.0f;
else {
t0 *= t0;
n0 = t0 * t0 * grad4(perm[ii+perm[jj+perm[kk+perm[ll]]]], x0, y0, z0, w0);
}
t1 = 0.6f - x1*x1 - y1*y1 - z1*z1 - w1*w1;
if(t1 < 0.0f) n1 = 0.0f;
else {
t1 *= t1;
n1 = t1 * t1 * grad4(perm[ii+i1+perm[jj+j1+perm[kk+k1+perm[ll+l1]]]], x1, y1, z1, w1);
}
t2 = 0.6f - x2*x2 - y2*y2 - z2*z2 - w2*w2;
if(t2 < 0.0f) n2 = 0.0f;
else {
t2 *= t2;
n2 = t2 * t2 * grad4(perm[ii+i2+perm[jj+j2+perm[kk+k2+perm[ll+l2]]]], x2, y2, z2, w2);
}
t3 = 0.6f - x3*x3 - y3*y3 - z3*z3 - w3*w3;
if(t3 < 0.0f) n3 = 0.0f;
else {
t3 *= t3;
n3 = t3 * t3 * grad4(perm[ii+i3+perm[jj+j3+perm[kk+k3+perm[ll+l3]]]], x3, y3, z3, w3);
}
t4 = 0.6f - x4*x4 - y4*y4 - z4*z4 - w4*w4;
if(t4 < 0.0f) n4 = 0.0f;
else {
t4 *= t4;
n4 = t4 * t4 * grad4(perm[ii+1+perm[jj+1+perm[kk+1+perm[ll+1]]]], x4, y4, z4, w4);
}
/* Sum up and scale the result to cover the range [-1,1] */
return 27.0f * (n0 + n1 + n2 + n3 + n4); /* TODO: The scale factor is preliminary! */
}
@@ -1,42 +0,0 @@
/*
* Mesa 3-D graphics library
* Version: 6.5
*
* Copyright (C) 2006 Brian Paul 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"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#if !defined SLANG_LIBRARY_NOISE_H
#define SLANG_LIBRARY_NOISE_H
#if defined __cplusplus
extern "C" {
#endif
GLfloat _slang_library_noise1 (GLfloat);
GLfloat _slang_library_noise2 (GLfloat, GLfloat);
GLfloat _slang_library_noise3 (GLfloat, GLfloat, GLfloat);
GLfloat _slang_library_noise4 (GLfloat, GLfloat, GLfloat, GLfloat);
#ifdef __cplusplus
}
#endif
#endif
-44
View File
@@ -1,44 +0,0 @@
MESA_SHADER_SLANG_SOURCES = \
slang_analyse.c \
slang_assemble_assignment.c \
slang_assemble.c \
slang_assemble_conditional.c \
slang_assemble_constructor.c \
slang_assemble_typeinfo.c \
slang_compile.c \
slang_compile_function.c \
slang_compile_operation.c \
slang_compile_struct.c \
slang_compile_variable.c \
slang_execute.c \
slang_execute_x86.c \
slang_export.c \
slang_library_texsample.c \
slang_library_noise.c \
slang_link.c \
slang_preprocess.c \
slang_storage.c \
slang_utility.c
MESA_SHADER_SLANG_HEADERS = \
slang_analyse.h \
slang_assemble.h \
slang_assemble_assignment.h \
slang_assemble_conditional.h \
slang_assemble_constructor.h \
slang_assemble_typeinfo.h \
slang_compile.h \
slang_compile_function.h \
slang_compile_operation.h \
slang_compile_struct.h \
slang_compile_variable.h \
slang_execute.h \
slang_export.h \
slang_library_noise.h \
slang_library_texsample.h \
slang_link.h \
slang_mesa.h \
slang_preprocess.h \
slang_storage.h \
slang_utility.h \
traverse_wrap.h
-28
View File
@@ -1,28 +0,0 @@
# List of source files in this directory used for X.org xserver build
MESA_SHADER_SOURCES = \
arbprogparse.c \
arbprogram.c \
atifragshader.c \
nvfragparse.c \
nvprogram.c \
nvvertexec.c \
nvvertparse.c \
program.c \
programopt.c \
shaderobjects.c \
shaderobjects_3dlabs.c
MESA_SHADER_HEADERS = \
arbprogparse.h \
arbprogram.h \
arbprogram_syn.h \
atifragshader.h \
nvfragparse.h \
nvprogram.h \
nvvertexec.h \
nvvertparse.h \
programopt.h \
program.h \
program_instruction.h \
shaderobjects.h \
shaderobjects_3dlabs.h
-36
View File
@@ -1,36 +0,0 @@
/*
* Mesa 3-D graphics library
* Version: 3.5
*
* Copyright (C) 1999-2001 Brian Paul 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"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef S_DRAWPIXELS_H
#define S_DRAWPIXELS_H
#include "mtypes.h"
#include "swrast.h"
/* XXX kill this header? */
#endif
-419
View File
@@ -1,419 +0,0 @@
/*
* Mesa 3-D graphics library
* Version: 6.5.3
*
* Copyright (C) 1999-2007 Brian Paul 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"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/*
* Regarding GL_NV_point_sprite:
*
* Portions of this software may use or implement intellectual
* property owned and licensed by NVIDIA Corporation. NVIDIA disclaims
* any and all warranties with respect to such intellectual property,
* including any use thereof or modifications thereto.
*/
/*
* Point rendering template code.
*
* Set FLAGS = bitwise-OR of the following tokens:
*
* 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
*
* Notes: LARGE and ATTENUATE are exclusive of each other.
* ATTRIBS requires RGBA
*/
/*
* NOTES on antialiased point rasterization:
*
* Let d = distance of fragment center from vertex.
* if d < rmin2 then
* fragment has 100% coverage
* else if d > rmax2 then
* fragment has 0% coverage
* else
* fragment has % coverage = (d - rmin2) / (rmax2 - rmin2)
*/
static void
NAME ( GLcontext *ctx, const SWvertex *vert )
{
#if FLAGS & (ATTENUATE | LARGE | SMOOTH | SPRITE)
GLfloat size;
#endif
#if FLAGS & RGBA
#if (FLAGS & ATTENUATE) && (FLAGS & SMOOTH)
GLfloat alphaAtten;
#endif
const GLchan red = vert->color[0];
const GLchan green = vert->color[1];
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? */
#endif
#if FLAGS & ATTRIBS
GLfloat attrib[FRAG_ATTRIB_MAX][4]; /* texture & varying */
#endif
SWcontext *swrast = SWRAST_CONTEXT(ctx);
SWspan *span = &(swrast->PointSpan);
/* Cull primitives with malformed coordinates.
*/
{
float tmp = vert->win[0] + vert->win[1];
if (IS_INF_OR_NAN(tmp))
return;
}
/*
* Span init
*/
span->interpMask = SPAN_FOG;
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
}
/* 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;
#endif
#if FLAGS & SMOOTH
span->arrayMask |= SPAN_COVERAGE;
#endif
#if FLAGS & SPRITE
span->arrayMask |= (SPAN_TEXTURE | SPAN_LAMBDA);
#endif
/* Compute point size if not known to be one */
#if FLAGS & ATTENUATE
/* first, clamp attenuated size to the user-specifed range */
size = CLAMP(vert->pointSize, ctx->Point.MinSize, ctx->Point.MaxSize);
#if (FLAGS & RGBA) && (FLAGS & SMOOTH)
/* only if multisampling, compute the fade factor */
if (ctx->Multisample.Enabled) {
if (vert->pointSize >= ctx->Point.Threshold) {
alphaAtten = 1.0F;
}
else {
GLfloat dsize = vert->pointSize / ctx->Point.Threshold;
alphaAtten = dsize * dsize;
}
}
else {
alphaAtten = 1.0;
}
#endif
#elif FLAGS & (LARGE | SMOOTH | SPRITE)
/* constant, non-attenuated size */
size = ctx->Point._Size; /* this is already clamped */
#endif
#if FLAGS & (ATTENUATE | LARGE | SMOOTH | SPRITE)
/***
*** Multi-pixel points
***/
/* do final clamping now */
if (ctx->Point.SmoothFlag) {
size = CLAMP(size, ctx->Const.MinPointSizeAA, ctx->Const.MaxPointSizeAA);
}
else {
size = CLAMP(size, ctx->Const.MinPointSize, ctx->Const.MaxPointSize);
}
{{
GLint x, y;
const GLfloat radius = 0.5F * size;
const GLuint z = (GLuint) (vert->win[2] + 0.5F);
GLuint count;
#if FLAGS & SMOOTH
const GLfloat rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */
const GLfloat rmax = radius + 0.7071F;
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);
#else
/* non-smooth */
GLint xmin, xmax, ymin, ymax;
GLint iSize = (GLint) (size + 0.5F);
GLint iRadius;
iSize = MAX2(1, iSize);
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);
}
else {
/* even size */
xmin = (GLint) vert->win[0] - iRadius;
xmax = xmin + iSize - 1;
ymin = (GLint) vert->win[1] - iRadius;
ymax = ymin + iSize - 1;
}
#endif /*SMOOTH*/
/* check if we need to flush */
if (span->end + (xmax-xmin+1) * (ymax-ymin+1) >= MAX_WIDTH ||
(swrast->_RasterMask & (BLEND_BIT | LOGIC_OP_BIT | MASKING_BIT))) {
if (span->end > 0) {
#if FLAGS & RGBA
_swrast_write_rgba_span(ctx, span);
#else
_swrast_write_index_span(ctx, span);
#endif
span->end = 0;
}
}
/*
* OK, generate fragments
*/
count = span->end;
(void) radius;
for (y = ymin; y <= ymax; y++) {
/* check if we need to flush */
if (count + (xmax-xmin+1) >= MAX_WIDTH) {
span->end = count;
#if FLAGS & RGBA
_swrast_write_rgba_span(ctx, span);
#else
_swrast_write_index_span(ctx, span);
#endif
count = span->end = 0;
}
for (x = xmin; x <= xmax; x++) {
#if FLAGS & SPRITE
GLuint u;
#endif
#if FLAGS & RGBA
span->array->rgba[count][RCOMP] = red;
span->array->rgba[count][GCOMP] = green;
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) {
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 dist2 = dx * dx + dy * dy;
if (dist2 < rmax2) {
if (dist2 >= rmin2) {
/* compute partial coverage */
span->array->coverage[count] = 1.0F - (dist2 - rmin2) * cscale;
#if FLAGS & INDEX
/* coverage in [0,15] */
span->array->coverage[count] *= 15.0;
#endif
}
else {
/* full coverage */
span->array->coverage[count] = 1.0F;
}
span->array->x[count] = x;
span->array->y[count] = y;
span->array->z[count] = z;
#if (FLAGS & ATTENUATE) && (FLAGS & RGBA)
span->array->rgba[count][ACOMP] = (GLchan) (alpha * alphaAtten);
#elif FLAGS & RGBA
span->array->rgba[count][ACOMP] = alpha;
#endif /*ATTENUATE*/
count++;
} /*if*/
}
#else /*SMOOTH*/
/* not smooth (square points) */
span->array->x[count] = x;
span->array->y[count] = y;
span->array->z[count] = z;
#if FLAGS & SPRITE
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
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 t, r;
if (ctx->Point.SpriteOrigin == GL_LOWER_LEFT)
t = 0.5F + (y + 0.5F - vert->win[1]) / size;
else /* GL_UPPER_LEFT */
t = 0.5F - (y + 0.5F - vert->win[1]) / size;
if (ctx->Point.SpriteRMode == GL_ZERO)
r = 0.0F;
else if (ctx->Point.SpriteRMode == GL_S)
r = vert->attrib[attr][0];
else /* GL_R */
r = vert->attrib[attr][2];
span->array->attribs[attr][count][0] = s;
span->array->attribs[attr][count][1] = t;
span->array->attribs[attr][count][2] = r;
span->array->attribs[attr][count][3] = 1.0F;
span->array->lambda[u][count] = 0.0; /* XXX fix? */
}
else {
COPY_4V(span->array->attribs[attr][count],
vert->attrib[attr]);
}
}
}
#endif /*SPRITE*/
count++; /* square point */
#endif /*SMOOTH*/
} /*for x*/
} /*for y*/
span->end = count;
}}
#else /* LARGE | ATTENUATE | SMOOTH | SPRITE */
/***
*** Single-pixel points
***/
{{
GLuint count;
/* check if we need to flush */
if (span->end >= MAX_WIDTH ||
(swrast->_RasterMask & (BLEND_BIT | LOGIC_OP_BIT | MASKING_BIT))) {
#if FLAGS & RGBA
_swrast_write_rgba_span(ctx, span);
#else
_swrast_write_index_span(ctx, span);
#endif
span->end = 0;
}
count = span->end;
#if FLAGS & RGBA
span->array->rgba[count][RCOMP] = red;
span->array->rgba[count][GCOMP] = green;
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], attribs[attr]);
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->end = count + 1;
}}
#endif /* LARGE || ATTENUATE || SMOOTH */
ASSERT(span->end <= MAX_WIDTH);
}
#undef FLAGS
#undef NAME
-65
View File
@@ -1,65 +0,0 @@
# List of source files in this directory used for X.org xserver build
MESA_SWRAST_SOURCES = \
s_aaline.c \
s_aatriangle.c \
s_accum.c \
s_alpha.c \
s_arbshader.c \
s_atifragshader.c \
s_bitmap.c \
s_blend.c \
s_blit.c \
s_buffers.c \
s_context.c \
s_copypix.c \
s_depth.c \
s_drawpix.c \
s_feedback.c \
s_fog.c \
s_imaging.c \
s_lines.c \
s_logic.c \
s_masking.c \
s_nvfragprog.c \
s_points.c \
s_readpix.c \
s_span.c \
s_stencil.c \
s_texcombine.c \
s_texfilter.c \
s_texstore.c \
s_triangle.c \
s_zoom.c
MESA_SWRAST_HEADERS = \
s_aaline.h \
s_aalinetemp.h \
s_aatriangle.h \
s_aatritemp.h \
s_accum.h \
s_alpha.h \
s_arbshader.h \
s_atifragshader.h \
s_blend.h \
s_context.h \
s_depth.h \
s_drawpix.h \
s_feedback.h \
s_fog.h \
s_lines.h \
s_linetemp.h \
s_logic.h \
s_masking.h \
s_nvfragprog.h \
s_points.h \
s_pointtemp.h \
s_span.h \
s_spantemp.h \
s_stencil.h \
s_texcombine.h \
s_texfilter.h \
s_triangle.h \
s_trispan.h \
s_tritemp.h \
s_zoom.h \
swrast.h
-10
View File
@@ -1,10 +0,0 @@
MESA_SWRAST_SETUP_SOURCES = \
ss_context.c \
ss_triangle.c
MESA_SWRAST_SETUP_HEADERS = \
ss_context.h \
ss_triangle.h \
ss_tritmp.h \
ss_vb.h \
swrast_setup.h
-34
View File
@@ -1,34 +0,0 @@
# List of source files in this directory used for X.org xserver build
MESA_TNL_SOURCES = \
t_context.c \
t_pipeline.c \
t_vb_arbprogram.c \
t_vb_arbprogram_sse.c \
t_vb_arbshader.c \
t_vb_cull.c \
t_vb_fog.c \
t_vb_light.c \
t_vb_normals.c \
t_vb_points.c \
t_vb_program.c \
t_vb_render.c \
t_vb_texgen.c \
t_vb_texmat.c \
t_vb_vertex.c \
t_vertex.c \
t_vertex_generic.c \
t_vertex_sse.c \
t_vp_build.c
MESA_TNL_HEADERS = \
t_array_api.h \
t_array_import.h \
t_context.h \
t_pipeline.h \
t_vb_arbprogram.h \
t_vb_cliptmp.h \
t_vb_lighttmp.h \
t_vb_rendertmp.h \
t_vertex.h \
t_vp_build.h \
tnl.h