optimized lambda computation (Klaus Niederkrueger)
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@@ -1,4 +1,4 @@
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/* $Id: s_triangle.c,v 1.9 2001/01/23 23:39:37 brianp Exp $ */
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/* $Id: s_triangle.c,v 1.10 2001/01/29 18:51:25 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@@ -1826,6 +1826,7 @@ static void lambda_textured_triangle1( GLcontext *ctx,
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#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
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#define INTERP_RGB 1
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#define INTERP_ALPHA 1
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#define INTERP_LAMBDA 1
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#define INTERP_TEX 1
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#define SETUP_CODE \
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@@ -1864,8 +1865,7 @@ static void lambda_textured_triangle1( GLcontext *ctx,
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s[i] = ss*invQ; \
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t[i] = tt*invQ; \
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u[i] = uu*invQ; \
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lambda[i] = compute_lambda( dsdx, dsdy, dtdx, dtdy, \
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invQ, twidth, theight );\
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lambda[i] = COMPUTE_LAMBDA(invQ); \
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ffz += fdzdx; \
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fffog += fdfogdx; \
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ss += dsdx; \
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@@ -1886,8 +1886,7 @@ static void lambda_textured_triangle1( GLcontext *ctx,
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s[i] = ss*invQ; \
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t[i] = tt*invQ; \
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u[i] = uu*invQ; \
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lambda[i] = compute_lambda( dsdx, dsdy, dtdx, dtdy, \
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invQ, twidth, theight );\
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lambda[i] = COMPUTE_LAMBDA(invQ); \
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ffz += fdzdx; \
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fffog += fdfogdx; \
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ffr += fdrdx; \
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@@ -1932,6 +1931,7 @@ static void lambda_textured_spec_triangle1( GLcontext *ctx,
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#define INTERP_SPEC 1
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#define INTERP_ALPHA 1
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#define INTERP_TEX 1
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#define INTERP_LAMBDA 1
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#define SETUP_CODE \
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const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; \
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@@ -1976,8 +1976,7 @@ static void lambda_textured_spec_triangle1( GLcontext *ctx,
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s[i] = ss*invQ; \
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t[i] = tt*invQ; \
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u[i] = uu*invQ; \
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lambda[i] = compute_lambda( dsdx, dsdy, dtdx, dtdy, \
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invQ, twidth, theight );\
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lambda[i] = COMPUTE_LAMBDA(invQ); \
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fffog += fdfogdx; \
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ffz += fdzdx; \
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ss += dsdx; \
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@@ -2001,8 +2000,7 @@ static void lambda_textured_spec_triangle1( GLcontext *ctx,
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s[i] = ss*invQ; \
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t[i] = tt*invQ; \
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u[i] = uu*invQ; \
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lambda[i] = compute_lambda( dsdx, dsdy, dtdx, dtdy, \
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invQ, twidth, theight );\
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lambda[i] = COMPUTE_LAMBDA(invQ); \
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fffog += fdfogdx; \
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ffz += fdzdx; \
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ffr += fdrdx; \
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@@ -2307,6 +2305,7 @@ _swrast_choose_triangle( GLcontext *ctx )
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&& image->Border==0
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&& ((format = image->Format)==GL_RGB || format==GL_RGBA)
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&& (filter = current2Dtex->MinFilter)==current2Dtex->MagFilter
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/* ==> current2Dtex->MinFilter != GL_XXX_MIPMAP_XXX */
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&& ctx->Light.Model.ColorControl==GL_SINGLE_COLOR
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&& ctx->Texture.Unit[0].EnvMode!=GL_COMBINE_EXT) {
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@@ -2384,7 +2383,7 @@ _swrast_choose_triangle( GLcontext *ctx )
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}
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else {
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if (needLambda) {
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swrast->Triangle = lambda_textured_triangle;
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swrast->Triangle = lambda_textured_triangle;
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dputs("lambda_textured_triangle");
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}
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else {
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@@ -1,10 +1,10 @@
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/* $Id: s_tritemp.h,v 1.7 2001/01/23 23:39:37 brianp Exp $ */
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/* $Id: s_tritemp.h,v 1.8 2001/01/29 18:51:25 brianp Exp $ */
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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) 1999-2000 Brian Paul All Rights Reserved.
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* Copyright (C) 1999-2001 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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@@ -39,6 +39,8 @@
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* INTERP_INDEX - if defined, interpolate color index values
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* INTERP_INT_TEX - if defined, interpolate integer ST texcoords
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* (fast, simple 2-D texture mapping)
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* INTERP_LAMBDA - if defined, the lambda value is computed at every
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* pixel, to apply MIPMAPPING, and min/maxification
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* INTERP_TEX - if defined, interpolate set 0 float STRQ texcoords
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* NOTE: OpenGL STRQ = Mesa STUV (R was taken for red)
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* INTERP_MULTITEX - if defined, interpolate N units of STRQ texcoords
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@@ -278,6 +280,14 @@
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GLfloat dudx[MAX_TEXTURE_UNITS], dudy[MAX_TEXTURE_UNITS];
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GLfloat dvdx[MAX_TEXTURE_UNITS], dvdy[MAX_TEXTURE_UNITS];
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#endif
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#ifdef INTERP_LAMBDA
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#ifndef INTERP_TEX
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#error "Mipmapping without texturing doesn't make sense."
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#endif
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GLfloat lambda_nominator;
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#endif
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/*
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* Execute user-supplied setup code
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@@ -955,6 +965,36 @@
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if (ffi<0) ffi = 0;
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#endif
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#ifdef INTERP_LAMBDA
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/*
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* The lambda value is:
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* log_2(sqrt(f(n))) = 1/2*log_2(f(n)), where f(n) is a function
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* defined by
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* f(n):= dudx * dudx + dudy * dudy + dvdx * dvdx + dvdy * dvdy;
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* and each of this terms is resp.
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* dudx = dsdx * invQ(n) * tex_width;
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* dudy = dsdy * invQ(n) * tex_width;
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* dvdx = dtdx * invQ(n) * tex_height;
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* dvdy = dtdy * invQ(n) * tex_height;
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* Therefore the function lambda can be represented (by factoring out) as:
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* f(n) = lambda_nominator * invQ(n) * invQ(n),
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* which saves some computation time.
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*/
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{
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GLfloat dudx = dsdx /* * invQ*/ * twidth;
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GLfloat dudy = dsdy /* * invQ*/ * twidth;
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GLfloat dvdx = dtdx /* * invQ*/ * theight;
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GLfloat dvdy = dtdy /* * invQ*/ * theight;
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GLfloat r1 = dudx * dudx + dudy * dudy;
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GLfloat r2 = dvdx * dvdx + dvdy * dvdy;
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GLfloat rho2 = r1 + r2; /* used to be: rho2 = MAX2(r1,r2); */
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lambda_nominator = rho2;
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}
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/* return log base 2 of sqrt(rho) */
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#define COMPUTE_LAMBDA(X) log( lambda_nominator * (X)*(X) ) * 1.442695F * 0.5F /* 1.442695 = 1/log(2) */
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#endif
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INNER_LOOP( left, right, iy );
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/*
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@@ -1084,6 +1124,8 @@
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#undef INTERP_SPEC
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#undef INTERP_ALPHA
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#undef INTERP_INDEX
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#undef INTERP_LAMBDA
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#undef COMPUTE_LAMBDA
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#undef INTERP_INT_TEX
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#undef INTERP_TEX
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#undef INTERP_MULTITEX
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