/*
* Mesa 3-D graphics library
*
* Copyright (C) 1999-2004 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
* THE AUTHORS OR COPYRIGHT HOLDERS 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.
*/
/*
* New (3.1) transformation code written by Keith Whitwell.
*/
/* KW: a clever asm implementation would nestle integer versions
* of the outcode calculation underneath the division. Gcc won't
* do this, strangely enough, so I only do the divide in
* the case where the cliptest passes. This isn't essential,
* and an asm implementation needn't replicate that behaviour.
*
* \param clip_vec vector of incoming clip-space coords
* \param proj_vec vector of resultant NDC-space projected coords
* \param clipMask resulting array of clip flags
* \param orMask bitwise-OR of clipMask values
* \param andMask bitwise-AND of clipMask values
* \return proj_vec pointer
*/
static GLvector4f * TAG(cliptest_points4)( GLvector4f *clip_vec,
GLvector4f *proj_vec,
GLubyte clipMask[],
GLubyte *orMask,
GLubyte *andMask,
GLboolean viewport_z_clip )
{
const GLuint stride = clip_vec->stride;
const GLfloat *from = (GLfloat *)clip_vec->start;
const GLuint count = clip_vec->count;
GLuint c = 0;
GLfloat (*vProj)[4] = (GLfloat (*)[4])proj_vec->start;
GLubyte tmpAndMask = *andMask;
GLubyte tmpOrMask = *orMask;
GLuint i;
STRIDE_LOOP {
const GLfloat cx = from[0];
const GLfloat cy = from[1];
const GLfloat cz = from[2];
const GLfloat cw = from[3];
#if defined(__powerpc__)
/* on powerpc cliptest is 17% faster in this way. */
GLuint mask;
mask = (((cw < cx) << CLIP_RIGHT_SHIFT));
mask |= (((cw < -cx) << CLIP_LEFT_SHIFT));
mask |= (((cw < cy) << CLIP_TOP_SHIFT));
mask |= (((cw < -cy) << CLIP_BOTTOM_SHIFT));
if (viewport_z_clip) {
mask |= (((cw < cz) << CLIP_FAR_SHIFT));
mask |= (((cw < -cz) << CLIP_NEAR_SHIFT));
}
#else
GLubyte mask = 0;
if (-cx + cw < 0) mask |= CLIP_RIGHT_BIT;
if ( cx + cw < 0) mask |= CLIP_LEFT_BIT;
if (-cy + cw < 0) mask |= CLIP_TOP_BIT;
if ( cy + cw < 0) mask |= CLIP_BOTTOM_BIT;
if (viewport_z_clip) {
if (-cz + cw < 0) mask |= CLIP_FAR_BIT;
if ( cz + cw < 0) mask |= CLIP_NEAR_BIT;
}
#endif
clipMask[i] = mask;
if (mask) {
c++;
tmpAndMask &= mask;
tmpOrMask |= mask;
vProj[i][0] = 0;
vProj[i][1] = 0;
vProj[i][2] = 0;
vProj[i][3] = 1;
} else {
GLfloat oow = 1.0F / cw;
vProj[i][0] = cx * oow;
vProj[i][1] = cy * oow;
vProj[i][2] = cz * oow;
vProj[i][3] = oow;
}
}
*orMask = tmpOrMask;
*andMask = (GLubyte) (c < count ? 0 : tmpAndMask);
proj_vec->flags |= VEC_SIZE_4;
proj_vec->size = 4;
proj_vec->count = clip_vec->count;
return proj_vec;
}
/*
* \param clip_vec vector of incoming clip-space coords
* \param proj_vec vector of resultant NDC-space projected coords
* \param clipMask resulting array of clip flags
* \param orMask bitwise-OR of clipMask values
* \param andMask bitwise-AND of clipMask values
* \return clip_vec pointer
*/
static GLvector4f * TAG(cliptest_np_points4)( GLvector4f *clip_vec,
GLvector4f *proj_vec,
GLubyte clipMask[],
GLubyte *orMask,
GLubyte *andMask,
GLboolean viewport_z_clip )
{
const GLuint stride = clip_vec->stride;
const GLuint count = clip_vec->count;
const GLfloat *from = (GLfloat *)clip_vec->start;
GLuint c = 0;
GLubyte tmpAndMask = *andMask;
GLubyte tmpOrMask = *orMask;
GLuint i;
(void) proj_vec;
STRIDE_LOOP {
const GLfloat cx = from[0];
const GLfloat cy = from[1];
const GLfloat cz = from[2];
const GLfloat cw = from[3];
#if defined(__powerpc__)
/* on powerpc cliptest is 17% faster in this way. */
GLuint mask;
mask = (((cw < cx) << CLIP_RIGHT_SHIFT));
mask |= (((cw < -cx) << CLIP_LEFT_SHIFT));
mask |= (((cw < cy) << CLIP_TOP_SHIFT));
mask |= (((cw < -cy) << CLIP_BOTTOM_SHIFT));
if (viewport_z_clip) {
mask |= (((cw < cz) << CLIP_FAR_SHIFT));
mask |= (((cw < -cz) << CLIP_NEAR_SHIFT));
}
#else
GLubyte mask = 0;
if (-cx + cw < 0) mask |= CLIP_RIGHT_BIT;
if ( cx + cw < 0) mask |= CLIP_LEFT_BIT;
if (-cy + cw < 0) mask |= CLIP_TOP_BIT;
if ( cy + cw < 0) mask |= CLIP_BOTTOM_BIT;
if (viewport_z_clip) {
if (-cz + cw < 0) mask |= CLIP_FAR_BIT;
if ( cz + cw < 0) mask |= CLIP_NEAR_BIT;
}
#endif
clipMask[i] = mask;
if (mask) {
c++;
tmpAndMask &= mask;
tmpOrMask |= mask;
}
}
*orMask = tmpOrMask;
*andMask = (GLubyte) (c < count ? 0 : tmpAndMask);
return clip_vec;
}
static GLvector4f * TAG(cliptest_points3)( GLvector4f *clip_vec,
GLvector4f *proj_vec,
GLubyte clipMask[],
GLubyte *orMask,
GLubyte *andMask,
GLboolean viewport_z_clip )
{
const GLuint stride = clip_vec->stride;
const GLuint count = clip_vec->count;
const GLfloat *from = (GLfloat *)clip_vec->start;
GLubyte tmpOrMask = *orMask;
GLubyte tmpAndMask = *andMask;
GLuint i;
(void) proj_vec;
STRIDE_LOOP {
const GLfloat cx = from[0], cy = from[1], cz = from[2];
GLubyte mask = 0;
if (cx > 1.0F) mask |= CLIP_RIGHT_BIT;
else if (cx < -1.0F) mask |= CLIP_LEFT_BIT;
if (cy > 1.0F) mask |= CLIP_TOP_BIT;
else if (cy < -1.0F) mask |= CLIP_BOTTOM_BIT;
if (viewport_z_clip) {
if (cz > 1.0F) mask |= CLIP_FAR_BIT;
else if (cz < -1.0F) mask |= CLIP_NEAR_BIT;
}
clipMask[i] = mask;
tmpOrMask |= mask;
tmpAndMask &= mask;
}
*orMask = tmpOrMask;
*andMask = tmpAndMask;
return clip_vec;
}
static GLvector4f * TAG(cliptest_points2)( GLvector4f *clip_vec,
GLvector4f *proj_vec,
GLubyte clipMask[],
GLubyte *orMask,
GLubyte *andMask,
GLboolean viewport_z_clip )
{
const GLuint stride = clip_vec->stride;
const GLuint count = clip_vec->count;
const GLfloat *from = (GLfloat *)clip_vec->start;
GLubyte tmpOrMask = *orMask;
GLubyte tmpAndMask = *andMask;
GLuint i;
(void) proj_vec;
STRIDE_LOOP {
const GLfloat cx = from[0], cy = from[1];
GLubyte mask = 0;
if (cx > 1.0F) mask |= CLIP_RIGHT_BIT;
else if (cx < -1.0F) mask |= CLIP_LEFT_BIT;
if (cy > 1.0F) mask |= CLIP_TOP_BIT;
else if (cy < -1.0F) mask |= CLIP_BOTTOM_BIT;
clipMask[i] = mask;
tmpOrMask |= mask;
tmpAndMask &= mask;
}
*orMask = tmpOrMask;
*andMask = tmpAndMask;
return clip_vec;
}
void TAG(init_c_cliptest)( void )
{
_mesa_clip_tab[4] = TAG(cliptest_points4);
_mesa_clip_tab[3] = TAG(cliptest_points3);
_mesa_clip_tab[2] = TAG(cliptest_points2);
_mesa_clip_np_tab[4] = TAG(cliptest_np_points4);
_mesa_clip_np_tab[3] = TAG(cliptest_points3);
_mesa_clip_np_tab[2] = TAG(cliptest_points2);
}