more TRIANGLE_WALK_DOUBLE tweaks (Justin Novosad)
This commit is contained in:
+80
-25
@@ -152,17 +152,20 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
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GLdouble dy; /* Y(v1) - Y(v0) */
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GLdouble dxdy; /* dx/dy */
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GLdouble adjy; /* adjust from v[0]->fy to fsy, scaled */
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GLdouble fsx; /* first sample point x coord */
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GLdouble fsy;
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GLdouble fx0; /*X of lower endpoint */
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#else
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GLfloat dx; /* X(v1) - X(v0) */
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GLfloat dy; /* Y(v1) - Y(v0) */
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GLfloat dxdy; /* dx/dy */
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GLfixed fdxdy; /* dx/dy in fixed-point */
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GLfloat adjy; /* adjust from v[0]->fy to fsy, scaled */
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#endif
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GLfixed fsx; /* first sample point x coord */
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GLfixed fsy;
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GLint lines; /* number of lines to be sampled on this edge */
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GLfixed fx0; /* fixed pt X of lower endpoint */
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#endif
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GLint lines; /* number of lines to be sampled on this edge */
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} EdgeT;
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#ifdef INTERP_Z
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@@ -175,8 +178,10 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
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GLfloat oneOverArea;
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const SWvertex *vMin, *vMid, *vMax; /* Y(vMin)<=Y(vMid)<=Y(vMax) */
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GLfloat bf = SWRAST_CONTEXT(ctx)->_BackfaceSign;
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#if !TRIANGLE_WALK_DOUBLE
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const GLint snapMask = ~((FIXED_ONE / (1 << SUB_PIXEL_BITS)) - 1); /* for x/y coord snapping */
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GLfixed vMin_fx, vMin_fy, vMid_fx, vMid_fy, vMax_fx, vMax_fy;
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#endif
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GLinterp vMin_fx, vMin_fy, vMid_fx, vMid_fy, vMax_fx, vMax_fy;
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struct sw_span span;
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@@ -192,18 +197,24 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
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printf(" %g, %g, %g\n", v1->win[0], v1->win[1], v1->win[2]);
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printf(" %g, %g, %g\n", v2->win[0], v2->win[1], v2->win[2]);
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*/
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/*
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ASSERT(v0->win[2] >= 0.0);
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ASSERT(v1->win[2] >= 0.0);
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ASSERT(v2->win[2] >= 0.0);
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*/
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/* Compute fixed point x,y coords w/ half-pixel offsets and snapping.
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* And find the order of the 3 vertices along the Y axis.
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*/
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{
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#if TRIANGLE_WALK_DOUBLE
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const GLdouble fy0 = v0->win[1] - 0.5;
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const GLdouble fy1 = v1->win[1] - 0.5;
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const GLdouble fy2 = v2->win[1] - 0.5;
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#else
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const GLfixed fy0 = FloatToFixed(v0->win[1] - 0.5F) & snapMask;
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const GLfixed fy1 = FloatToFixed(v1->win[1] - 0.5F) & snapMask;
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const GLfixed fy2 = FloatToFixed(v2->win[1] - 0.5F) & snapMask;
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#endif
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if (fy0 <= fy1) {
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if (fy1 <= fy2) {
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/* y0 <= y1 <= y2 */
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@@ -243,9 +254,15 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
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}
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/* fixed point X coords */
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#if TRIANGLE_WALK_DOUBLE
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vMin_fx = vMin->win[0] + 0.5;
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vMid_fx = vMid->win[0] + 0.5;
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vMax_fx = vMax->win[0] + 0.5;
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#else
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vMin_fx = FloatToFixed(vMin->win[0] + 0.5F) & snapMask;
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vMid_fx = FloatToFixed(vMid->win[0] + 0.5F) & snapMask;
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vMax_fx = FloatToFixed(vMax->win[0] + 0.5F) & snapMask;
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#endif
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}
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/* vertex/edge relationship */
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@@ -255,12 +272,12 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
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/* compute deltas for each edge: vertex[upper] - vertex[lower] */
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#if TRIANGLE_WALK_DOUBLE
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eMaj.dx = FixedToDouble(vMax_fx - vMin_fx);
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eMaj.dy = FixedToDouble(vMax_fy - vMin_fy);
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eTop.dx = FixedToDouble(vMax_fx - vMid_fx);
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eTop.dy = FixedToDouble(vMax_fy - vMid_fy);
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eBot.dx = FixedToDouble(vMid_fx - vMin_fx);
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eBot.dy = FixedToDouble(vMid_fy - vMin_fy);
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eMaj.dx = vMax_fx - vMin_fx;
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eMaj.dy = vMax_fy - vMin_fy;
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eTop.dx = vMax_fx - vMid_fx;
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eTop.dy = vMax_fy - vMid_fy;
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eBot.dx = vMid_fx - vMin_fx;
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eBot.dy = vMid_fy - vMin_fy;
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#else
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eMaj.dx = FixedToFloat(vMax_fx - vMin_fx);
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eMaj.dy = FixedToFloat(vMax_fy - vMin_fy);
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@@ -272,8 +289,11 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
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/* compute area, oneOverArea and perform backface culling */
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{
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#if TRIANGLE_WALK_DOUBLE
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const GLdouble area = eMaj.dx * eBot.dy - eBot.dx * eMaj.dy;
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#else
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const GLfloat area = eMaj.dx * eBot.dy - eBot.dx * eMaj.dy;
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#endif
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/* Do backface culling */
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if (area * bf < 0.0)
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return;
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@@ -291,43 +311,70 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
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/* Edge setup. For a triangle strip these could be reused... */
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{
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#if TRIANGLE_WALK_DOUBLE
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eMaj.fsy = CEILF(vMin_fy);
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eMaj.lines = (GLint) CEILF(vMax_fy - eMaj.fsy);
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#else
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eMaj.fsy = FixedCeil(vMin_fy);
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eMaj.lines = FixedToInt(FixedCeil(vMax_fy - eMaj.fsy));
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#endif
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if (eMaj.lines > 0) {
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eMaj.dxdy = eMaj.dx / eMaj.dy;
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#ifndef INTERP_DOUBLE
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#if TRIANGLE_WALK_DOUBLE
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eMaj.adjy = (eMaj.fsy - vMin_fy) * FIXED_SCALE; /* SCALED! */
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eMaj.fx0 = vMin_fx;
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eMaj.fsx = eMaj.fx0 + (eMaj.adjy * eMaj.dxdy) / (GLdouble) FIXED_SCALE;
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#else
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eMaj.fdxdy = SignedFloatToFixed(eMaj.dxdy);
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#endif
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eMaj.adjy = (GLfloat) (eMaj.fsy - vMin_fy); /* SCALED! */
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eMaj.fx0 = vMin_fx;
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eMaj.fsx = eMaj.fx0 + (GLfixed) (eMaj.adjy * eMaj.dxdy);
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#endif
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}
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else {
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return; /*CULLED*/
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}
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#if TRIANGLE_WALK_DOUBLE
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eTop.fsy = CEILF(vMid_fy);
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eTop.lines = (GLint) CEILF(vMax_fy - eTop.fsy);
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#else
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eTop.fsy = FixedCeil(vMid_fy);
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eTop.lines = FixedToInt(FixedCeil(vMax_fy - eTop.fsy));
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#endif
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if (eTop.lines > 0) {
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eTop.dxdy = eTop.dx / eTop.dy;
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#ifndef INTERP_DOUBLE
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#if TRIANGLE_WALK_DOUBLE
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eTop.adjy = (eTop.fsy - vMid_fy) * FIXED_SCALE; /* SCALED! */
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eTop.fx0 = vMid_fx;
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eTop.fsx = eTop.fx0 + (eTop.adjy * eTop.dxdy) / (GLdouble) FIXED_SCALE;
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#else
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eTop.fdxdy = SignedFloatToFixed(eTop.dxdy);
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#endif
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eTop.adjy = (GLfloat) (eTop.fsy - vMid_fy); /* SCALED! */
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eTop.fx0 = vMid_fx;
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eTop.fsx = eTop.fx0 + (GLfixed) (eTop.adjy * eTop.dxdy);
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#endif
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}
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#if TRIANGLE_WALK_DOUBLE
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eBot.fsy = CEILF(vMin_fy);
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eBot.lines = (GLint) CEILF(vMid_fy - eBot.fsy);
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#else
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eBot.fsy = FixedCeil(vMin_fy);
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eBot.lines = FixedToInt(FixedCeil(vMid_fy - eBot.fsy));
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#endif
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if (eBot.lines > 0) {
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eBot.dxdy = eBot.dx / eBot.dy;
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#ifndef INTERP_DOUBLE
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#if TRIANGLE_WALK_DOUBLE
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eBot.adjy = (eBot.fsy - vMin_fy) * FIXED_SCALE; /* SCALED! */
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eBot.fx0 = vMin_fx;
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eBot.fsx = eBot.fx0 + (eBot.adjy * eBot.dxdy) / (GLdouble) FIXED_SCALE;
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#else
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eBot.fdxdy = SignedFloatToFixed(eBot.dxdy);
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#endif
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eBot.adjy = (GLfloat) (eBot.fsy - vMin_fy); /* SCALED! */
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eBot.fx0 = vMin_fx;
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eBot.fsx = eBot.fx0 + (GLfixed) (eBot.adjy * eBot.dxdy);
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#endif
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}
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}
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@@ -730,21 +777,29 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
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if (setupLeft && eLeft->lines > 0) {
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const SWvertex *vLower = eLeft->v0;
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const GLfixed fsx = eLeft->fsx; /* no fractional part */
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#if TRIANGLE_WALK_DOUBLE
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const GLdouble fsy = eLeft->fsy;
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const GLdouble fsx = eLeft->fsx;
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const GLdouble fx = CEILF(fsx);
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const GLdouble adjx = (fx - eLeft->fx0) * FIXED_SCALE; /* SCALED! */
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#else
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const GLfixed fsy = eLeft->fsy;
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const GLfixed fsx = eLeft->fsx; /* no fractional part */
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const GLfixed fx = FixedCeil(fsx); /* no fractional part */
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const GLinterp adjx = (GLinterp) (fx - eLeft->fx0); /* SCALED! */
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const GLfixed adjx = (GLinterp) (fx - eLeft->fx0); /* SCALED! */
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#endif
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const GLinterp adjy = eLeft->adjy; /* SCALED! */
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GLint idxOuter;
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#if TRIANGLE_WALK_DOUBLE
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GLdouble dxOuter;
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fError = FixedToFloat(fx - fsx - FIXED_ONE);
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fxLeftEdge = FixedToFloat(fsx);
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fError = fx - fsx - 1.0;
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fxLeftEdge = fsx;
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fdxLeftEdge = eLeft->dxdy;
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dxOuter = floor(fdxLeftEdge);
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dxOuter = FLOORF(fdxLeftEdge);
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fdError = dxOuter - fdxLeftEdge + 1.0;
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idxOuter = (GLint) dxOuter;
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span.y = (GLint) fsy;
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#else
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GLfloat dxOuter;
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GLfixed fdxOuter;
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@@ -756,8 +811,8 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
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fdError = fdxOuter - fdxLeftEdge + FIXED_ONE;
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idxOuter = FixedToInt(fdxOuter);
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dxOuter = (GLfloat) idxOuter;
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#endif
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span.y = FixedToInt(fsy);
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#endif
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/* silence warnings on some compilers */
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(void) dxOuter;
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@@ -950,7 +1005,7 @@ static void NAME(GLcontext *ctx, const SWvertex *v0,
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if (setupRight && eRight->lines>0) {
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#if TRIANGLE_WALK_DOUBLE
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fxRightEdge = FixedToDouble(eRight->fsx);
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fxRightEdge = eRight->fsx;
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fdxRightEdge = eRight->dxdy;
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#else
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fxRightEdge = eRight->fsx - FIXED_EPSILON;
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